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BACKGROUND
The VF-17 Nightmare is a special operations Variable Fighter developed by General Galaxy. It was developed as pinpoint attacks on enemy positions was considered to be a difficult task for the current main fighter at the time, the VF-11 Thunderbolt. The VF-17, with standard equipment, even exceeds the combat ability of a VF-11 with Super parts and with various equipment.
In addition, as stealth performance was considered important for deployment and active stealth technology had not been developed enough to be applicaple in a practical way to be introduced to the airframe, its external form uses a stealth polyhedron composition. To maintain its stealthy nature, armaments are internalized. The VF-17 has an enlarged body reserved for payload.
It has strengthened armor in Battroid equal to that of an Armored Valkyrie (forearm armor is used instead of a shield). In Battroid, the VF-17 has a high dog-fighting capability (the design utilized the development of the knowledge of large-sized units obtained from the VF-14 Vampire). Improvements to Macross 7's Diamond Force units increased output by 20%, and application to other VFs within the fleet were planned.
The VF-17 has a conventional digital flight control system. It also has a minimal inclusion of atmospheric control surfaces, as this fighter is primarily designed for space use. There are vertical inward-canted tail surfaces mounted on the lower arm/weapons nacelles.
Development of the VF-17 began in 2026. The first flight of the VF-17 was in 2035. Mass Production of the VF-17 began in 2037. Total number of units produced is 718.
RPG STATS
Vehicle Type: Unified Space Forces special operations Variable Fighter and Heavy Battroid
Class: Variable Vehicles
Crew: pilot only; VF-17T and VF-17T Kai have two seats
Manufacturer: General Galaxy
Government: Unified Government
Customer: Unified Space Forces
Design Features: variable-geometry-sweep (VG) wing with sawtooth delta wing standard cruising configuration; forward underwing surface blends with forward fuselage; vertical T-O and landing (VTOL); high maneuverability vernier thrusters in clusters of three strategically placed for maximum maneuverability in space; two-dimensional horizontal thrust vectoring with two independently pivoting exhaust nozzles; pressurized canopy with four individually framed flat-plate windows, including single-piece windscreen. Retractable tricycle undercarriage. Two steerable nosewheels retract rearward into nose and twin coupled mainwheels rearward into fuselage.
Variants:
- VF-17A: first mass produced version (no head lasers)
- VF-17C: version with improved avionics (no head lasers)
- VF-17D: mass produced version currently in Unified Forces service. Two head-turret-mounted rear anti-aircraft laser guns and improved FF-2100X engines.
- VF-17S: Vversion assigned to team leaders. Four head-turret-mounted rear anti-aircraft laser guns and improved engines.
- VF-17T: two-seater trainer version based on the VF-17D
- VF-17T Kai: a VF-17T customized with internal sound system and Speaker Launcher Pod. The first customization was by the Macross 7 Special Technologies Group for Sound Force.
MDC BY LOCATION:
Location |
MDC |
Location |
MDC |
Head Lasers (2 in 17D, 4 in 17S)
(1) Head
Hands (2)
Arms (2)
Shoulders (2)
Legs & Thrusters (2)
|
25 each
70
40 each
120 each
120 each
240 each
|
(2) Main Body
Main Wings (2)
Gun Pod
Pilot Compartment/Escape Pod
(3) Dorsal Super Packs (2)
(3) Ventral Super Packs (2)
Optional Radome
|
350
150 each
120
200
170 each
125 each
80
|
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 whenever the fighter takes damage roll 1D6. On a result of 1-4 the Super Parts take damage before the VF's main body does. Alternatively, if the pilot makes a successful parry roll, the Super Part automatically take damage first.
- Super Parts will explode violently when their 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 Super Part before it explodes. Super Parts that explode do 1D6x100 MD. Deduct damage first from the part covered by the FAST Pack module, 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, FIGHTER: Mach 4.0+ at 10,000 m. Mach 21+ at 30,000 m.
Minimum T-O/Landing run: 0 m (VTOL capable)
The VF-17 is capable of achieving orbit over an Earth-class planet without additional rocket assistance.
Maximum rate of ascent: 42,500 m/minute (VF-17T is 42,000 m/minute).
G limits: +33.5 to -18.0.
NOTE: Super Parts: +20% to maximum speed when flying in a straight line. In addition, unlike the reactant powered thermonuclear engines of Variable Fighters, Super and FAST Packs have a limited fuel reserve. It is up to one’s GM to determine if and when the fuel runs out during the game.
STATISTICAL DATA:
HEIGHT:
Battroid (w/o laser cannons): 15.18 m (VF-17D, 15.82 m VF-17S, 15.65m VF-17T)
GERWALK: under investigation
Fighter: 3.68 m
WIDTH:
Battroid: under investigation
GERWALK & Fighter: 14.18 m (VF-17T is 18.06 m) with wings at maximum extension
LENGTH:
Battroid: under investigation
GERWALK: under investigation
Fighter: 15.63 m (VF-17T is 16.13 m)
MASS: 11,850 kg x2 (VF-17D, VF-17S. 12, 200 kg x2 VF-17T custom)
PHYSICAL STRENGTH: equal to a PS of 50
CARGO: small compartment behind pilot's seat for personal belongings.
POWER PLANT: two 55,000 kg (maximum thrust in outer space) Shinnakasu Heavy Industry/P&W/Roice FF-2100X thermonuclear turbine engines in VF-17D. Two 59,500 kg class (maximum thrust in outer space) Shinnakasu Heavy Industry/P&W/Roice FF-2100X Custom thermonuclear turbine engines installed in VF-17S and VF-17T Custom. Over 30 P&W HMM-6B (HMM-6D in VF-17T Custom) high-maneuverability vernier thrusters in cluster of three mounted on upper and lower wing tips, vertical stabilizers, both starboard and port side of upper and lower surfaces of the nose, and other strategic points.
DEFENSIVE SYSTEMS
Note: Refer to the VF-11 Thunderbolt for stats unless otherwise noted herein:
1. STEALTH CONSTRUCTION
The VF-17 is designed with special materials and angled surfaces in order to help decrease its radar reflection, thus making it ideal for recon and surgical strike missions. These features provide a constant +2 to initiative rolls made during combat by the VF-17. As this is a PASSIVE stealth system, the +2 initiative bonus will continue so long as the VF is functioning.
2. 2nd GENERATION ACTIVE STEALTH SYSTEM
3. ESCAPE POD
Homing signal range is 640 km.
4. INTERNAL MULTIPURPOSE CHAFF/FLARE DISCHARGER SYSTEM
5. HEAT AND RADIATION SHIELDS
6. SELF-DESTRUCT
7. SWAG ENERGY CONVERSION SYSTEM
OFFENSIVE SYSTEMS
1. ANTI-AIRCRAFT LASER GUN TURRET (2 or 4):
The lasers (2 on the VF-17D, 4 on the VF-17S) are mounted on the head in Battroid and in the central dorsal section of the main body, pointed rearward, in Fighter and GERWALK modes. Unlike the head laser mounted on the VF-11, these lasers can be turned to point in front of, above, or behind the mecha in Fighter and GERWALK modes. However, the head cannot be turned in these modes.
- RANGE: 4,350 m
- DAMAGE: 1D4x10+5 M.D.
- RATE OF FIRE: single shots only
2. FIXED SMALL-BORE LASER GUNS (2):
Mounted on both sides of the cockpit in a fixed-forward position. These lasers can be fired in any mode, but cannot be moved and must be aimed by moving the body of the Valkyrie.
- RANGE: 43,500 m
- DAMAGE: 1D4x10+10 M.D.
- RATE OF FIRE: single shots only. The cannons can be fire-linked so that firing both cannons at the same time counts as one attack (does double damage).
- PAYLOAD: effectively unlimited
3. FIXED MEDIUM-BORE, DUAL PORT LASER CANNONS:
Each with two opposite-facing barrels (one retractable and traversable) are mounted in front of the vertical stabilizers in Fighter and High-Speed Battle Form, or in the forearm sections in GERWALK and Battroid.
- RANGE: 4,350 m
- DAMAGE: 1D6x10+10 M.D.
- RATE OF FIRE: single shots only. The cannons can be fire-linked so that firing both cannons at the same time counts as one attack (does double damage).
- PAYLOAD: effectively unlimited
4a. GENERAL GALAXY MC-17A 40mm MULTIPURPOSE SEVEN-BARRELLED STEALTH GATLING GUN POD:
With retractable handle and fore grip, folding stock, muzzle sensors, and strap. It is mounted with an exit port and stealth cover in the lower main fuselage in all modes or ejectible from the lower leg section into manipulator in Battroid and GERWALK (one spare gun pod magazine or one gunpod beam adaptor stored in lower main fuselage in Fighter, or in opposite lower leg section in Battroid).
- RANGE: 2,600 m
- DAMAGE: 1D10 per round. 10 round burst, single target - 1D10X10 MD. 25 round burst, single target - 2D10X10 MD. Note, for bursts using greater then 25 rounds, increase the damage by a scale of 1D10X10 per 10 rounds OR refer to the modern weapons rules for machineguns.
The Gun Pod can be used for sprays: 10 round spray - 1D10 MD, affects 1d4 targets. 25 round burst spray - 1D10 MD, affects 2d4 targets with a 50% chance of hitting bystanders. Longer duration sprays (up to limits of the magazine): 2D10 MD, affects 4d4 targets. Chance of hitting bystanders is 70%.
- RATE OF FIRE: equal to the pilot's combined number of attacks. Note that firing of the GU-11 isn't limited to only 10, 25 or 400 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-17 to be in Battroid or GERWALK, and takes 1 actions to reload. One (two?) spare clip is stored in the left leg of the Nightmare.
4b. LARGE OUTPUT BEAM GUN:
The upper part of the barrel of the MC-17A is the magazine, which can be exchanged to a special-use module which enables it to be used exclusively as a large output beam gun.
- RANGE: 8,600 m
- DAMAGE: 8D6x100 MD (single shot only)
- RATE OF FIRE: once. It takes two actions to eject the unit and mount it on the gun pod in preparation to fire.
- PAYLOAD: 1 shot, after which the weapon is useless and must be recharged back at base. A VF-17 can only carry ONE heavy laser module, and it must be initially stored in the spare clip bay on the left leg of the Valkyrie. A second heavy laser CANNOT be mounted on the gun pod initially, as the unit would not fit in the right leg weapons bay with the gun pod. After firing the laser, it may be ejected from the gun pod and replaced with the original ammo clip (if available).
5. INTERNAL MISSILE LAUNCHERS (4):
Micro-missile launchers with two exit ports each in main fuselage near the wing leading root in Fighter, or in shoulder section in Battroid (the internal standard equipment capable of being exchanged for other weapon packs). Any type of micro-missile may be use, but HMM-18 General Purpose Micro Missiles are standard. 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
- PAYLOAD: 8 missiles per launcher; 32 total
6. INTERNAL WEAPON BAYS (2):
approx. 1.25x bigger than those in the VF-11, etc.
(ref: "Probably because of the difference in the airframe concept, the size when in battroid has also increased from the VF-11's 12 m class to the 15 m class." Great Mechanics.DX 9)
The armaments are in internal weapon bays, in order to improve the VF-17's stealthiness. The weapon bays are in the lower extremities of both legs. They can be customized for different mission objectives and carry a variety of different payloads. Any type of internal pallet may be use, but the B-7 Standard Internal Pallet are standard. The leg weapon bays can be used in all modes.
- NUMBER OF PALLETS: 2, 1 per engine nacelle.
- LOADOUT: B-7 Standard Internal Pallet, though any type of Pallet System can be used.
7. WING HARD POINTS (6)
The VF-17 is an airframe that was designed with the assumption that it would be for missions that are difficult for the VF-11 to accomplish. For that reason, stealthiness is valued, and its structure was devised for improved stealthiness, by such things as equipment [armaments] being stored within weapon bays. As a result of that stealthiness, its performance as a VF is not sacrificed, due to its next generation high-powered engines. Moreover, its firepower is also high as it's only being made for point attacks. Due to that, armaments are loaded onto the wing hard points only when stealthiness isn't a requirement of the mission, and especially when undertaking heavy point attacks.
The VF-17 Nightmare has 3 hardpoints per wing, for a total of 6. The standard combat loadout for the VF-17 is as follows. For alternatives, refer to the Hardpoint and Missile Details. It is possible to have the same type of munition on all hardpoints.
Note: the Ventral Super Packs cover the inner hardpoints (C & D) and middle hardpoints (B & E). When the Ventral Super Packs are mounted, the VF-17 usually carries only AAM-01S Medium Missiles or RMS-4 Reaction Missiles.
AAM-01S Medium Missile
- LOCATION: inner hardpoints (C & D)
- RATE OF FIRE: volleys of 1–3 per hardpoint
- PAYLOAD: 3 per hardpont; 6 total
UUM-9 Micro-Missile Launcher Pod (AOM-8S Two-stage Interception Missile, post 2040)
- LOCATION: middle hardpoints (B & E)
- RATE OF FIRE: volleys of 1–8 per hardpoint
- PAYLOAD: 32 HMMM-8 missiles per pod; 64 total
AIM-4 Agile Falcon (CHM-2 High Speed Manueverable Missile, post 2040)
- LOCATION: outer hardpoints (A & F)
- RATE OF FIRE: 1 per hardpoint
- PAYLOAD: 1 per hardpoint; 2 total
or
RMS-4 Reaction Missile
The VF-17 can mount one RMS-4 Reaction Missile on the outer hardpoints (A & F) on each wing. If mounted, NO other ordinace can be mounted on the middle hardpoints (B & E). Generally UUM-9 Micro-Missile Launcher Pods are mounted on the inner (C & D) hardpoints. Reaction Missiles are always fired in the opening moments of a battle.
- LOCATION: outer hardpoints (A & F)
- RATE OF FIRE: 1 per hardpoint.
- PAYLOAD: 1 per hardpoint, for a maximum of 2
8. HAND TO HAND COMBAT
If necessary, the pilot of the VF-17 Nightmare can engage in melee combat rather than use a weapon. The VF-17 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 (FAST PACKS & SUPER PARTS)
This special equipment hardpoint is available for mounting additional mission specific equipment. The VF-17 Nightmare can mount only one (1) of the following:
RADOME
The radome is located on the dorsal side in Fighter and GERWALK. In Battroid, the radome is mounted on the back. The radome can be jettisoned if necessary.
The telemetry from the radome can be transmitted to a command ship for further analysis.
- ELECTROMAGNETIC WAVE SENSOR
Detects differences in electromagnetic and magnetic fields. It provides only basic information, such as general location, estimated size and direction of travel. The sensor can also take detailed structural readings of objects with electromagnetic fields, such as detecting power sources, active or hidden weapon ports, transmitters and other valuable statistical data.
- RANGE: 125 km for general detection. Fine readings can only be done at close range. GM's discretion.
- BONUSES: +20% to Intelligence and Detect Ambush/Concealment rolls, provided they make a successful Read Sensory Instruments roll (otherwise they misread/misinterpret the sensor readings).
Detect Cloaked Ships: 30% chance of detecting a ship protected by passive stealth, 60% chance with active stealth (halve values if the cloaked ships are powered down).
- RADAR:
- RANGE: can detect targets as low as 15 m and as high as 32,500 m, over 1,250 km away.
- TRACKING: can detect and track up to 1,024 targets simultaneously and can record position, speed, and direction of motion for all targets tracked. Can target 64 targets at the same time.
COMPATIBLE SUPER PACKS
The VF-17 has the option of mounting Transatmospheric Super Parts; a pair of propellant tank and booster units mounted on the dorsal section, and a pair of conformal propellant tanks mounted on either side of the fuselage in Fighter or on the lower leg in GERWALK and Battroid. The dorsal Super Packs contain two pulse laser guns. The ventral Super Packs contain two different micro missile launchers, each. The Super Packs have been designed with the same passive stealth construction techniques as the VF-17 itself, and they do not interfere with the Nightmare's stealth bonuses when worn. The Super Parks were first produced in 2040, and are not available earlier except in prototype forms (which may or may not have similar capabilities, GM's discretion.)
1A. DORSAL SUPER PACK PULSE LASER GUN
- RANGE: GM's option: further penalties to strike at long range if the VF-17 Nightmare is engaging in maneuvers. The following is for not moving and carefully positioning the VF to aim properly.
- to 21,750 m: no penalties to hit
- to 43,500 m (maximum range): -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.
- DAMAGE: 2D6x10+30 M.D. per pulse laser gun. The two guns can be fire-linked, for a damage of 5D6x10.
- RATE OF FIRE: single pulse shots only. The cannons can be fire-linked; firing both cannons at the same target counts as one attack.
- PAYLOAD: 20 shots total before the energy pack is depleted. 20 single shots, or 10 two-cannon shots. Usually two shots are kept in reserve for blasting a hole in the side of an enemy capital ship, if enemy capital ships are present. The energy pack must be recharged back at base.
1Bi. VENTRAL SUPER PACK MULTI~MISSILE LAUNCHER
Any type of micro missile may be use, but HMM-18 General Purpose Micro Missiles are standard. 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 11. The launchers are fire linkable with the other micro-missiles on the VF-17.
- PAYLOAD: 11 missiles per launcher; 22 total
1Bii. VENTRAL SUPER PACK PORTED MISSILE LAUNCHER
Any type of micro missile may be use, but HMM-18 General Purpose Micro Missiles are standard. 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. The launchers are fire linkable with the other micro-missiles on the VF-17.
- PAYLOAD: 10 missiles per launcher; 40 total
SENSOR SYSTEMS
Note: Refer to the VF-11 Thunderbolt for stats unless otherwise noted herein:
- AOA DETECTOR
- EXTERNAL AUDIO PICKUP
- HYBRID SENSORS
- IFF ANTENNA
- IFF/UHF DATALINK ANTENNA AND TACAN/UHF ANTENNA
- OPTICS - FLIR (Forward Looking Infrared)
- OPTICS: MAIN SENSOR SYSTEM and REAR CAMERA
- LAPR-34 RADAR (Fighter and GERWALK): Range: 321 km.
- RADAR (Battroid)
- RADIO/VIDEO COMMUNICATION: Range: 960 km.
- 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: system designed for both air-to-air (fighter) and air-to-ground/ship (attacker) purposes. Can track 250 targets simultaneously, and has a database of over 10,000 images stored in memory.
- INS (Internal Navigation System) / AUTOPILOT)
- LANDING GEAR
- LASER TARGETING SYSTEM: range: 160 km.
- LOUDSPEAKER
- "MAGIC HAND" MANIPULATORS (3)
- SEARCHLIGHTS
- STANDARD SURVIVAL KIT
- TACTICAL LIFE SUPPORT SYSTEM
- VIRTUAL ENVIRONMENT COCKPIT: the VF-17 is equipped with an innovative new cockpit layout that provides monitors below and around the pilot in addition to the HUD cockpit dome. In flight, these monitors display what is below and behind the aircraft, giving the pilot a tremendous field of view. This wide view in addition to the combat computer's cockpit overlays give the VF-17 a +1 to dodge and +1 to initiative in addition to any other bonuses.
COMBAT BONUSES FOR VF-17 NIGHTMARE 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.
- +2 on initiative
- +1 to strike
- +1 to parry
- +1 to dodge in Battroid, +3 in GERWALK, +5 in Fighter. 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-17 NIGHTMARE COMBAT TRAINING
Advanced training for pilots specializing in the VF-17 Nightmare.
- 4 attacks per melee (plus those of the pilot). Add one action/attack at levels three, six, eleven, and fifteen.
- +3 on initiative
- +2 to strike
- +3 to parry
- +3 to dodge in Battroid, +5 in GERWALK, +7 in Fighter. 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
Palladium Books Game Engine and MDC Rules
Based on the Steelfalcon General Galaxy VF-17 Nightmar stats
Macross Compendium VF-Nightmare article
Macross 7
TIA: Macross 7 Animation Materials: Pages 122-127
TIAS: Macross Plus: Pages 51, 74-75, 96
TIAS: Macross 7: Pages 35, 38-39
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Shoji Kawamori's Macross Design Works: Pages 109-117
Kawamori Shoji's Design Works: Pages 60-62
Macross Digital Mission VF-X
Macross Digital Mission VF-X Flight Manual: Pages 30-31, 81, 90-91
Macross VF-X2
Macross VF-X2 Official Visual Guide Book: Pages 25
Macross VF-X2 Game and Navigation File: Pages 20-21
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© Aaron Sketchley