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VA-14 Hunter Variable Attacker [Zentraadi Variant] |
BACKGROUND
Development of the VA-14 began in 2025, with the intention of creation a Zentraadi specialised variant of the VF-14 Vampire, the next Variable Fighter/Attack craft of the Unified Forces. Utilising a frame different from the VF-14, but with the same basic structure and transformation sequence, has allowed the VA-14 certain advantages over the VF-14. For starters, it can carry much more weaponry. It also permits the VA-14 to carry much heavier armour than the VF-14, something which was seen by the Zentraadi advisor on the design team as very desirable.
Due to the increased weapons and armour, the first thing that the designers noticed was that the Fighter would be slower than its VF-14 Vampire counterpart. The designers redesigned the engines and wings, which greatly enhanced its atmospheric profile, making it faster (although it is still not as fast as the VF-14). Mass production of the VA-14 began in 2030, with the VA-14 Hunter being the primary fighter onboard Zentraadi Emigrant Fleets, and in Zentraadi Emigrant Planet Defence Forces.
The VA-14 was also the primary fighter to be used and modified by the Varohta Forces to create the Fz-109 Elgerzorene. Although the VF-14's of the Megaroad-13 Fleet were also used, the Varohta designers chose the VA-14 over the VF-14 in most aspects of the design.
The VA-14 can still be seen today in service, although it is being replaced by the VF-171, like all branches of the Unified Forces. However, it can be expected that the Unified Forces will try to hold onto the VA-14, as it is greatly favoured by the Zentraadi in the forces, in preference over the other Variable Fighters.
RPG STATS
Vehicle Type:
VF-14 (Standard version)
VA-14 (Zentraadi Variant Version)
Class: Tactical Variable Fighter/Attacker
Manufacturer: General Galaxy/Mikoyan
Crew: One pilot wearing Tactical Life Support System. The VF-14T has an extended cockpit that can support two pilots in full TLS gear.
MDC BY LOCATION:
Head Lasers (2) 25 each
(1) Head 100
Hands (2) 60 each
Arms (2) 150 each
Shoulders/Missile Launchers (2) 150 each
Legs & Thrusters (2) 275 each
Rapid-fire laser clusters (2, chest) 40 each
(2) Main Body 380
Wings (2) 120 each
Reinforced Pilot Compartment/Escape Pod 150
NOTES:
- (1) Destroying the head will knock out the vehicle's major sensor systems, including all optical systems (infrared, nightvision, and thermal). Radar and communications will be unaffected.
- (2) Depleting the MDC of the main body will destroy the vehicle. The pilot and cockpit section/escape pod will be automatically ejected from the doomed vehicle by the mecha's main computer before it explodes.
SPEEDS:
RUNNING, BATTROID CONFIGURATION:
112 kmph
LEAPING, BATTROID CONFIGURATION:
6 m high or 9 m long without thrusters.
FLYING, BATTROID CONFIGURATION:
320 kmph maximum speed limit in an Earth-like atmosphere. Can also hover in place indefinitely.
FLYING, GERWALK CONFIGURATION:
Mach One (1,072 kmph) maximum speed limit in an Earth-like atmosphere. Can also hover in place indefinitely.
FLYING, FIGHTER CONFIGURATION:
Mach 3.5+ max speed at 10,000 m or less above sea level. Mach 8.5+ max speed at 10,000-30,000 m above sea level. Mach 15+ max speed at 30,000+ m above sea level. The VA-14 is fully transatmospheric, and can attain orbit above an Earth-type planet without extra booster assistance. Maximum rate of ascent is 38,000 m/min.
MAX ENGINE THRUST:
44,625 kg x2
STATISTICAL DATA:
HEIGHT:
17.1 m in Battroid configuration.
7.7 m in GERWALK configuration.
3.8 m in Fighter configuration.
WIDTH:
10.8 m at shoulders in Battroid configuration.
18.0 m in GERWALK or Fighter configuration with wings at maximum extension.
LENGTH:
3.7 m in Battroid configuration.
13.7 m in GERWALK configuration.
17.1 m in Fighter configuration.
WEIGHT:
11,200 kg
PHYSICAL STRENGTH:
Equal to a P.S. of 60
CARGO:
Small compartment behind pilot's seat for personal belongings.
POWER PLANT:
Two Shinnakasu/Pratt & Whitney/Rolls Royce FF-2770D thermonuclear turbine engines, equipped with three-dimensional convergent/divergent vectored exhaust nozzles for enhanced V/STOL performance and maneuverability, as well as hexagonal underfuselage air intakes for use in an atmosphere.
Several additional Pratt & Whitney HMM-5C high-maneuverability vernier thrusters for additional mobility are mounted at key positions along the mecha's hull.
WEAPON SYSTEMS:
1. FIXED SHORT-RANGE MISSILE LAUNCHERS (8):
The VA-14 is armed with 8 missile launchers, 4 mounted on each engine nacelle/shoulder of the Valkyrie. Each missile launcher contains 5 missiles, and can fire 1 missile per melee round (including reload time), so volleys of up to 8 missiles can be fired each round for 5 rounds. Armor-piercing missiles are standard issue for the Hunter, but other types can be mounted if desired.
- MISSILE TYPES: any type of Unified Forces Short Range Missile can be used.
- RANGE: varies with missile type, typically 8 km.
- DAMAGE: varies with missile type, typically 2D6x10 M.D.
- RATE OF FIRE: volleys of 1 to 8 missiles. One volley counts as one attack.
- PAYLOAD: 5 missiles per launcher, 40 total.
2. LEG-MOUNTED MEDIUM-RANGE MISSILE LAUNCHERS:
Each leg of the VA-14 is equipped with a concealed missile launcher bay, that can hold up to 8 missiles. When armed, the missile launcher assembly rises out of the leg units, allowing all 8 missiles to be fired at once. The missiles can be fired in any mode: Fighter, GERWALK or Battroid. Any type of missile can be used in the launchers, but high explosive are standard.
- MISSILE TYPES: Any type of Unified Forces Medium Range Missile can be used.
- RANGE: varies with missile type, typically 64.3 km.
- DAMAGE: varies with missile type, typically 2D6x10 M.D.
- RATE OF FIRE: volleys of 1-8 missiles per launcher, per round. One volley counts as one attack. If necessary, all 16 missiles can be fired in a single round by expending two attacks.
- PAYLOAD: 8 missiles per launcher; 16 total.
3. HEAD LASERS:
The VA-14 mounts a pair of high-power lasers for defensive and utilitarian use, similar to the ones mounted on the original VF-1 Valkyrie. The lasers are mounted on the head of the mecha in Battroid mode, and on the top of the aircraft, behind the cockpit, in Fighter and GERWALK modes.
- RANGE: 600 m
- DAMAGE: 1D6 M.D. per laser, 2D6 M.D. for a dual blast.
- RATE OF FIRE: equal to the pilot's combined number of hand-to-hand attacks. The lasers can also be fired in one long, extended blast lasting one full melee and does 1D6x10 M.D. This attack can only be used against stationary targets, and cannot be used to attack moving objects.
- PAYLOAD: effectively unlimited.
4. RAPID-FIRE LASER CLUSTERS:
The Hunter is equipped with two pairs of small laser cannons intended for use in short to medium range combat - either against other Mobile Weapons, or ground forces. These lasers are mounted on the lower chest of the mecha in Battroid mode, and on the rear fuselage of the Valkyrie in Fighter and GERWALK modes. The lasers are restricted to firing behind the vehicle in Fighter and GERWALK modes, and can only fire forward in Battroid mode.
- RANGE: 600 m
- DAMAGE: 1D4 M.D. per laser shot.
- RATE OF FIRE: each laser can fire up to 5 times per melee round, which means the VF-14 can fire a burst of up to 20 shots in a single round by using all four cannons.
- PAYLOAD: effectively unlimited.
5. BODY/WING HARD POINTS (6):
The VF-14 is also equipped with six fixed hard points for missiles, bombs, and other ordinance. One hardpoint is mounted on each wing of the aircraft and four are mounted under the main body. One long range missile, 3 medium range missiles, or 6 bombs can be mounted per hardpoint. Usually long range missiles are used.
- LONG RANGE MISSILES
- Missile Types: Any type of Unified Forces Long Range Missile can be used.
- Range: varies with missile type.
- Damage: varies with missile type.
- Rate of Fire: 1-6 (all) missiles.
- Payload: 1 per hardpoint; up to 6 maximum.
- MEDIUM RANGE MISSILES
- Missile Types: any type of Unified Forces Medium Range Missile can be used.
- Range: varies with missile type.
- Damage: varies with missile type.
- Rate of Fire: 1-3 missiles per hardpoint.
- Payload: 3 per hardpoint; up to 18 maximum.
- STANDARD BOMBS (UNGUIDED MISSILES)
- Missile Type: standard Unified Forces bombs, usually high explosive or fragmentation.
- Mega-Damage: 1D6x10 M.D.
- Rate of Fire:1-10 bombs per attack.
- Payload: 6 per hardpoint; up to 36 maximum.
- Note: Bombs can be laser-guided or unguided. Unguided bombs are -4 to strike a stationary ground target, -6 to strike a moving target, and -10 to hit a small moving target like a mecha or vehicle. Guided bombs do not have these penalties, but require a spotter to illuminate the target with a laser designator. If the designator looses sight of the target the previous penalties immediately apply.
6. GU-12 55 mm MULTIPURPOSE GUN POD:
The VA-14 is armed with a GU-12 gun pods, identical to the ones used by the VF-9 Cutlass, for additional close-range combat capability. The VA-14 Hunter carry one spare GU-12 clip stored in each leg of the VA-14.
- RANGE: 1,200 m
- DAMAGE: 3D6 M.D. for a short burst, 6D6 M.D. for a long burst, or 1D6x10 M.D. for a full melee burst.
- RATE OF FIRE: equal to the number of combined attacks of the pilot.
- PAYLOAD: 200 rounds per clip equals 20 short bursts, 10 long bursts, or 5 full melee bursts. Additional ammo clips can be inserted, but exchanging clips requires 2 melee actions. One spare clip is stored in each leg of the Valkyrie.
7. HAND TO HAND COMBAT:
If necessary, the pilot of the VA-14 can engage in melee combat rather than use a weapon. The Variable Fighter 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: 3D6 M.D.
- "Booster" Punch: 4D6 M.D. (counts as two attacks)
- Tear or Pry with Hands: 2D4 M.D.
- Kick: 2D4 M.D.
- Leap Kick: 3D6 M.D.
- Body Flip/Throw: 1D6 M.D.
- Body Block/Tackle: 2D6 M.D.
- Stomp: 2D4 M.D. (only effective against small objects)
STANDARD EQUIPMENT FOR THE VA-14 Vamprie:
- AUTO-PILOT: The vehicle is equipped with a computerized auto-pilot, allowing the pilot to relax or even sleep during long voyages. 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 fighter is near its destination, and can also be set to automatically signal when sensors detect objects near the mecha. The auto-pilot was designed with long intra-system space journeys in mind.
- COMBAT COMPUTER W/HUD DISPLAYS: The vehicle is equipped with a combat computer that can store and analyze data during combat with hostile forces. Data readouts and stats can be displayed either on the cockpit's HUD display or on the dashboard monitors of the aircraft. The combat computer tracks and identifies specific enemy targets, and has a database of over 10,000 images stored in memory. The computer can identify and track up to 175 targets simultaneously.
- ESCAPE POD: The entire reinforced cockpit of the vehicle is a detachable escape pod that can be jettisoned when the vehicle is destroyed. The pod is NOT equipped with thrusters, but is equipped with a parachute to provide a soft landing in case of ejection in an atmosphere. The computer will automatically eject the cockpit when the main body MDC reaches zero, though the pilot can override this if he is feeling suicidal for some reason.
- EXTERNAL AUDIO PICKUP: Range: 91.5 m. A sound amplification system that can pick up normal conversation up to 300 feet away.
- 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.
- HOMING SIGNAL: The escape pod of the vehicle is equipped with a homing device that enables rescue teams to locate a disabled craft or ejected life pod. The range of the signal is 640 km. Most Unified Forces ships and Variable Fighters can locate and track the signal generated by this beacon.
- LASER TARGETING SYSTEM: Range: 160 km. Used for increased accuracy in the striking of enemy targets and is partly responsible for the vehicle's strike bonus.
- LOUDSPEAKER: A loudspeaker system is built into the craft, which can be used to amplify the pilot's voice up to 90 decibels.
- OPTICS: INFRARED: Range: 610 m. This optical system projects a beam of infrared light that is invisible to the normal eye, but detectable by the vehicle's sensors. The system allows the pilot to detect hidden/concealed objects by their IR reflectiveness. The beam will be visible to anyone with IR sensitive optics, however.
- OPTICS: NIGHTVISION: Range: 610 m. A passive light image intensifier that emits no light of its own, but relies on ambient light which is electronically amplified to produce a visible picture.
- OPTICS: THERMAL IMAGER: 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, and also adds a +10% bonus to pilots using a tracking skill.
- RADAR: 321 km range.
- RADIO/VIDEO COMMUNICATION: Long range, directional communications system with satellite relay capabilities. Range: 960 km or can be boosted indefinitely via satellite relay.
- SELF-DESTRUCT: To prevent capture of a variable fighter by the enemy, the pilot can activate the vehicle's self-destruct system, which will cause the vehicle 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.
- STANDARD SURVIVAL KIT: All Unified Forces' Variable Fighters come equipped with a portable survival kit. Inside the small reinforced box is a medium-sized flashlight, 2 hand flares, 1 rocket flare, a compass, infrared distancing binoculars, a small mirror, a pocket knife, dehydrated and concentrated food (can be stretched into a 5 day supply for one person) and basic first aid items (aspirin, bandages, disinfectants, etc.).
- TACTICAL LIFE SUPPORT SYSTEM: The vehicle's cockpit is pressurized, and also provides additional air feeds to the pilot's flight suit that provides him with pressurized breathing. The Unified Space 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's blacking out in combat.
COMBAT BONUSES FOR VA-14 HUNTER VARIABLE FIGHTER TRAINING:
BASIC VARIABLE FIGHTER COMBAT TRAINING
- 1 attack per melee (plus those of the pilot).
- Add one additional action/attack at levels three, nine and fifteen.
- +1 to strike.
- +1 to parry
- +1 to dodge in soldier mode, +2 in gerwalk, +4 in jet mode.
- +1 to roll with a punch or move with an impact, reducing damage by half.
- No leap dodge.
- No leap kick.
- Critical strike same as pilot's hand-to-hand.
- Body block/tackle/ram - 1D6 M.D. plus a 50% chance of knocking an opponent down, causing him to loose initiative and one attack that melee round.
ADVANCED VA-14 HUNTER COMBAT TRAINING
- 3 attacks per melee (plus those of the pilot).
- Add one additional action/attack at levels four, eight, and twelve.
- +2 to strike
- +3 to parry
- +2 to dodge in solder mode, +4 in gerwalk, +6 in jet mode.
- +3 to roll with a punch or fall with an impact, reducing damage by half.
- +2 to leap dodge. A leap dodge is an automatic dodge which causes no loss of attacks per melee. The new generation variable fighters are so maneuverable that the pilot can dodge an attack while moving to counterattack an enemy.
- Critical strike same as pilot's hand-to-hand.
- Body block/tackle/ram - 1D6 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