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BACKGROUND
The RVF-171 is a derivative of the VF-171 Nightmare Plus, and is equipped with additional electronic warfare equipment, such as a radar radome on the dorsal surface and a large fin antenna/sensor on the ventral surface. It bears the burden of reconnaissance, patrolling, flight control and so on at the front lines, as well patrols the circumference of the fleet in peace time.
It is used aboard the Macross Frontier fleet as a manned early warning variable fighter/bomber. Due to the addition of a dorsal radome and a ventral antenna, the combat performance of the RVF-171 is lower than the VF-171. It is later improved upon to make the RVF-171EX variant.
Although it is the New Unified Space Force's main fighter, the RVF-171 is operated using the old generation of cockpit. Since the cockpit is different from one equipped for EX Gear, the control levels are attached to the sides of the fuselage, like a conventional machine.
The canopy is the type composed of many transpartent parts. The rear of the fuselage cannot be seen with the naked eye.
During long-range reconnaissance, the RVF-171 is equipped with 2 fold boosters.
RPG STATS
Vehicle Type: early warning multipurpose heavy variable fighter
Class: early warning variable fighter
Crew: one pilot wearing Tactical Life Support System.
Manufacturer: General Galaxy
Government: New Unified Government
Customer: New Unified Space Forces, Macross Frontier Fleet
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; option of external radome. Retractable tricycle undercarriage landing gear with two steerable nosewheels that retract rearward into nose and twin coupled mainwheels which retract rearward into fuselage. Dorsal radome, and ventral antenna.
Variants:
- RVF-171: early warning version equipped with dorsal mounted radome and ventral mounted antenna.
- RVF-171EX: a thuroughly tuned up anti-Vajra annhilation custom.
MDC BY LOCATION:
Location |
MDC |
Location |
MDC |
-
- Head Lasers (2)
- (1) Head
- Hands (2)
- Arms (2)
- Shoulders (2)
- Legs & Thrusters (2)
- (2) Main Body
|
-
- 25 each
- 70
- 40 each
- 120 each
- 120 each
- 240 each
- 350
|
-
- Main Wings (2)
- Gun Pod
- (3) Pinpoint Barrier Shield
- Pilot Compartment/Escape Pod
- (4) Sensor Radome
- (4) Sensor Antenna
|
-
- 150 each
- 120
- 100
- 200
- 85
- 75
|
NOTES:
- (1) Destroying the head of the fighter will knock out the mecha'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 mecha. The pilot and cockpit section/escape pod will be automatically ejected from the doomed mecha before it explodes by the mecha's main computer.
- (3) The pinpoint barrier shield regenerates at a rate of 50 MDC per round. Even if completely destroyed the shield will regenerate to full strength within 2 melee rounds. The shield is usually generated on the right or left arm of the VF-171.
- 4 Destroying either or both the Radome and the antenna will reduce the RVF-171's sensor and communications abilities to that of a regular VF-171.
SPEEDS:
Author's recommendation: due to the additional weight and unbalancing from the radome and antenna, it is recommended to reduce the following speeds and leaping abilities by 10%.
RUNNING: BATTROID MODE: 160 kmph
LEAPING: BATTROID MODE: 9 m high or 15.2 m long without thrusters.
FLYING: Mach 3.5+ at 10,000 m; Cruising speed Mach 21+ at 30,000 m
VTOL: all modes capable
MAXIMUM AIRFRAME DESIGN LOAD: +33.5 to -18.0.
CEILING: Unlimited (Capable of launching into satellite orbit over an Earth-class planet)
MAXIMUM RATE OF ASCENT: 42,500 m/minute (Fighter)
OPERATIONAL UNDERWATER DEPTH: ?200? m (Battroid & GERWALK).
STATISTICAL DATA:
HEIGHT:
Battroid (w/o laser cannons): 15.18 m.
GERWALK: under investigation
Fighter: 3.68 m.
WIDTH:
Battroid: under investigation
GERWALK & Fighter: 14.18 m with wings at maximum extension.
LENGTH:
Battroid: under investigation
GERWALK: under investigation
Fighter: 15.65 m
MASS: 12,150 kg (not including radome or sensor antenna fin)
PHYSICAL STRENGTH: equal to a PS of 50
CARGO: small compartment behind pilot's seat for personal belongings.
POWER PLANT: two 445.9 kN Shinnakasu/P&W/Royce FF-2110A Thermonuclear Turbine Engine (initial type). Over 30 Pratt&Whitney HMM-6B high-maneuverability vernier thrusters for additional mobility are mounted on the wingtips, vertical stabilizers, upper and lower surfaces of the nose, and other key locations.
DEFENSIVE SYSTEMS
Note: Refer to the VF-19 Excalibur for stats unless otherwise noted herein:
1. ASS/PS 155 3RD GENERATION ACTIVE STEALTH SYSTEM
Built-in the fuselage of the RVF-171, is a stealth system that, when activated, renders the craft almost invisible to standard sensors such as radar. The VF-171 Nightmare Plus has the 3rd generation of Active Stealth System which is the same grade as the VF-19's system; and has improved the stealthiness of the RVF-171.
2. ESCAPE POD
3. INTERNAL MULTIPURPOSE CHAFF/FLARE DISCHARGER SYSTEM
4. HEAT AND RADIATION SHIELDS
5. HOWARD PBS-03F PIN-POINT BARRIER SYSTEM
6. SELF-DESTRUCT
7. SWAG ENERGY CONVERSION SYSTEM (SWAG/RA155)
OFFENSIVE SYSTEMS
1. Ericon AAB-7B Beam Cannon: (2)
Mounted on the head turret when in battroid mode, and in the central dorsal section of the main body, pointed rearward, in Fighter and GERWALK. These beam cannons can be turned to point above, or behind the Valkyrie in Fighter and GERWALK. The head turret cannot be turned in these modes (cannot fire at targets to the left or right).
- RANGE: 5,000 m
- DAMAGE: one laser: 1D4x5 MD, two lasers: 1D8x5 MD.
- RATE OF FIRE: Single shots only.
- PAYLOAD: Effectively Unlimited.
2. Bifors AMG-30 30 mm Heavy Machinegun: (2)
A machine gun is mounted on both sides of the cockpit in a fixed-forward position. These machine guns can be fired in any mode, but cannot be moved and must be aimed by moving the body of the Valkyrie. The guns can be fire linked. They use strengthened armour piercing ammunition.
- RANGE: 5,000 m
- DAMAGE: 1D8 MD per round. 10 round burst, single target - 1D8X10 MD. 20 round burst, single target - 2D8X10 MD. For bursts greater than 25 rounds, increase the damage by a scale of 1D8X10 MD per 10 rounds (it is recommended to stick to multiples of 10 when firing for ease of damage resolution) OR refer to the modern weapons rules for machineguns. The cannons can be fire-linked so that firing both cannons at the same time counts as one attack (does double damage).
The machine gun can be used for sprays: 10 round spray - 1D8 MD per target, effects 1D4 targets. 20 round burst spray - 1D8 MD per target, effects 2D4 targets with a 50% chance of hitting bystanders. Longer duration sprays (up to limits of the magazine): 2D8 MD per target, effects 4D4 targets. Chance of hitting bystanders is 70%.
- RATE OF FIRE: Equal to the pilot's combined number of attacks. The fixed machine gun isn't limited to bursts of 10, 25 or 300 rounds.
- PAYLOAD: 150 rounds per gun. The guns cannot be reloaded in the field.
3. Howard GU-14B Kai Gattling Gunpod:
A portable, large 7-barrelled firearm. It has a grip on the side for the left hand, and the trigger is pulled and (the weapon) discharged by the right hand. 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 (one spare gun pod magazine stored in lower main fuselage in Fighter or in opposite lower leg section in Battroid).
- RANGE: 3,000 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' 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 RVF-171 to be in battroid or gerwalk mode, and takes 2 actions to reload. One spare clip is stored in the left leg of the RVF-171.
4. Bifors BLM-02S Micro-missile Launcher (2):
The RVF-171 is equipped with two internal missile launchers, one in each shoulder. Any type of micro missile may be use, but the HMM-20(e) General Purpose Micro Missiles are standard. The missiles may be fired in any mode.
- MISSILE TYPES: HMM-20(e) General Purpose Micro-missiles, though any type of Micro Missile can be used.
- RATE OF FIRE: Volleys of 1 to 2.
- PAYLOAD: 14 missiles per launcher; 28 total.
5. Internal Armament Loading Bays (2)
Each engine nacelle of the RVF-171 Nightmare Plus 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 use, but the B-7 Standard Internal Pallet are standard. The leg pallets 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.
6. Wing Hard Points (6)
The RVF-171 has three hardpoints per wing, for a total of six. The standard combat loadout for the RVF-171 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 standard Unified Forces tactic is for wing mounted ordinance to be fired within the first few passes of an attack.
- L.A.I. / AAMS-02A Short Range High Manueverability Anti-Air Missile
- LOCATION: Inner Hardpoints (C & D)
- RATE OF FIRE: Volleys of 1, 2 or 3 per hardpoint.
- PAYLOAD: 3 per hardpont; 6 total.
- Sentinal FXA-60A High Speed Armour Piercing Rocket Launcher Pod
- LOCATION: Middle Hardpoints (B & E)
- RATE OF FIRE: 1 to 6 per hardpoint.
- PAYLOAD: 18 rockets per pod; 36 total.
- Bifors AAMM-05D Medium Range Anti-Air Missile
- LOCATION: Outer Hardpoints (A & F)
- RATE OF FIRE: 1 per hardpoint.
- RMS-7 Reaction Missiles or Dimension Eater Missiles
The VF-171 can mount one RMS-7 Reaction Missile or one Dimension Eater Missile on each wing. If mounted, NO other wing ordinace can be mounted. Reaction and Dimension Eater Missiles are always fired in the opening moments of a battle.
- RATE OF FIRE: 1 per hardpoint.
- PAYLOAD: One per hardpoint, for a maximum of 2.
7. HAND TO HAND COMBAT
If necessary, the pilot of the RVF-171 can engage in melee combat rather than use a weapon. The RVF-171 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)
On the dorsal surface, the RVF-171 features a pecial equipment hardpoint for mounting a pair of fold boosters. The boosters must be ejected prior to transformation.
1. Aegis PACK
An electronic-warfare pack. The Aegis pack system includes additional internal and external systems. External systems are a radome located on dorsal side in fighter and GERWALK mode and a radar panel located on the ventral side in fighter and GERWALK modes. In battroid form, the radome and radar panel are mounted on the back.
The telemetry from the radome can be transmitted to a command ship for further analysis.
Note: the Unmanned Fighter Command type has had the following changes to the Aegis Pack: can control up to 24 QF-4000 Ghost-series unmanned fighters. No AE-35, ALQ-199, ALQ-200 or ALQ-192. In general, it's mission is to command the unmmanned fighters, and transmit telemetry to a command ship for further analysis.
Radome and Phased array radar panel can be jettisoned if necessary.
Fuselage Systems
- AE-35 CUSTOM ELECTRONIC WARFARE SYSTEM BOOSTER UNIT: in central avionics bay located in front of cockpit.
- VGA-14A INTEGRATED SENSOR: in nose radome.
Radome Systems
- DSAF-02 ELECTROMAGNETIC WAVE/FOLD WAVE SENSOR:
- 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: 190 km (125 km initial period) 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).
- FOLD WAVE SENSOR: detects targets in real-time using fold waves instead of electromagnetic waves. Sensor can be used to detect spatial disturbances in the immediate area, such as fold dislocations and incoming or outgoing folds.
- RANGE: approximately 1/2 light year (4,750,000,000,000 km) when deployed in outer space. (1/4 light year (2,375,000,000,000 km) initial period)
- TRACKING: can identify up to 1,536 targets simultaneously, and can guide long to medium-range missiles at 96 targets at the same time. (1,024 and 64, respectively, initial period)
- RADAR:
- RANGE: can detect targets as low as 10 m and as high as 35,000 m, over 1,500 km away (15 m, 32,500 m, and 1,250 km, respectively, initial period).
- TRACKING: can detect and track up to 1,536 targets simultaneously and can record position, speed, and direction of motion for all targets tracked. Can target 96 targets at the same time (1,024 and 64, respectively, initial period).
- ALQ-199 TACTICAL NOISE JAMMING DEVICE: radiates electronic jamming that interferes with enemy radar, blocking the receiver with highly concentrated energy signals. The two main technique styles are noise techniques and repeater techniques. The three types of noise jamming are spot, sweep, and barrage.
Spot jamming occurs when a jammer focuses all of its power on a single frequency. While this would severely degrade the ability to track on the jammed frequency, a frequency agile radar would hardly be affected because the jammer can only jam one frequency. While multiple jammers could possibly jam a range of frequencies, this would consume a great deal of resources to have any effect on a frequency-agile radar, and would probably still be ineffective.
Sweep jamming is when a jammer's full power is shifted from one frequency to another. While this has the advantage of being able to jam multiple frequencies in quick succession, it does not affect them all at the same time, and thus limits the effectiveness of this type of jamming. Although, depending on the error checking in the device(s) this can render a wide range of devices effectively useless.
Barrage jamming is the jamming of multiple frequencies at once by a single jammer. The advantage is that multiple frequencies can be jammed simultaneously; however, the jamming effect can be limited because this requires the jammer to spread its full power between these frequencies. So the more frequencies being jammed, the less effectively each is jammed.
Base jamming is a new type of Barrage Jamming where one radar is jammed effectively at its source at all frequencies. However, all other radars continue working normally.
Digital radio frequency memory, or DRFM jamming, or Repeater jamming is a repeater technique that manipulates received radar energy and retransmits it to change the return the radar sees. This technique can change the range the radar detects by changing the delay in transmission of pulses, the velocity the radar detects by changing the doppler shift of the transmitted signal, or the angle to the plane by using AM techniques to transmit into the sidelobes of the radar.
- ALQ-200 MULTI-BAND TRACK BREAKER: is used to deceive enemy tracking radar in single target track mode. These are typically fire control radars associated with SAMs, AAMs and AAA. Track breaking techniques are therefore of major importance in tactical and strategic aircraft.
Track breakers attack the automatic tracking mechanism of the victim radar. If the threat is a pulsed radar a track breaker will usually transmit a 'cover pulse' at the same time as the return pulse. This masks the return and the victim tracking mechanism is then allowed to lock on to the cover pulse rather than the weaker real return. The jammer has then seduced the tracking mechanism and can, within limits, move the target about its real position and typically turn it off to break lock.
The target will often be made to erratically jitter which makes it impossible to accurately guide a missile or fire a gun at the target.
Radar Panel Systems
- ESF-999 FOLD-WAVE PHASED-ARRAY RADAR PANEL
Used in conjunction with the radome. Refer to Radome Fold Wave Sensor for detection details.
- FOLD COMMUNICATION: in real-time to the maximum range.
- RANGE: approximately 1/2 light year (4,750,000,000,000 km) when deployed in outer space. (1/4 light year (2,375,000,000,000 km) initial period). Communication can be boosted indefinitely via satellite relay (though there is a delay of 1 second per light-year.)
- FOLD COMMUNICATION GUIDANCE SYSTEM: because fold waves are applied to the control scheme, control of QF-4000 Ghost-series is possible at long distances without lag time.
- Range: approximately 1/2 light year (4,750,000,000,000 km) when deployed in outer space. (1/4 light year (2,375,000,000,000 km) initial period).
- Maximum of 6 QF-4000 Ghost-series can be controlled.
- COMMUNICATIONS ARRAY:
- RANGE: 2,000 km (1,800 km initial period)
- ALQ-192 COMMUNICATION JAMMING DEVICE: creates a transmission of radio signals that disrupt radio communications by decreasing the signal to noise ratio. The radio transmitter is tuned to the same frequency as the opponents' receiving equipment and with the same type of modulation, can override any signal at the receiver. The most common types of this form of signal jamming are random noise, random pulse, stepped tones, warbler, random keyed modulated CW, tone, rotary, pulse, spark, recorded sounds, gulls, and sweep-through. These can be divided into two groups -- obvious and subtle.
Obvious jamming is easy to detect because it can be heard on the receiving equipment. It usually is some type of noise such as stepped tones, random-keyed code, pulses, music (often distorted), erratically warbling tones, highly distorted speech, random noise (hiss) and recorded sounds. Various combinations of these methods may be used often accompanied by regular morse identification signal to enable individual transmitters to be identified in order to assess their effectiveness. The purpose of this type of jamming is to block out reception of transmitted signals and to cause a nuisance to the receiving operator.
Subtle jamming is jamming during which no sound is heard on the receiving equipment. The radio does not receive incoming signals yet everything seems superficially normal to the operator. These are often technical attacks on modern equipment, such as "squelch capture".
The number of frequencies jammed can be increased by mounting additional Frequency Band Pods on hardpoints.
SENSOR SYSTEMS
Note: Refer to the VF-19 Excalibur for stats unless otherwise noted herein:
- AOA DETECTOR
- EXTERNAL AUDIO PICKUP
- HYBRID SENSORS
- IFF ANTENNA
- IFF/UHF DATALINK ANTENNA AND TACAN/UHF ANTENNA
- OPTICS - AN/ASQ-228 ATFLiR Advanced Targeting Forward-Looking Infrared
- OPTICS: HYBRID SENSOR/TV CAMERA SYSTEM AND REAR PERISCOPE: mounted in the head turret.
- RANGE: standard visuals with x100 zoom functions (can zoom in to see 1 m square at 1,000 m.) Rear periscope allows for views directly behind the VF.
- RADAR - INTEGRATED MULTI-PURPOSE SENSOR SET (fighter and GERWALK modes): a multi-mode radar for use in the void of space and anti-ground and anti-air on planets. When folding, it operates with the fold booster's sub-space (hyperspace) sensor, and before fold-out it can detect the likes of the objective and obstacles.
- RANGE: in active detection, it can detect targets as low as 15 m and as high as 24,000 m, over 675 km away.
- RADAR (battroid mode): a head mounted radar sensor.
- RANGE: in active detection, it can detect targets as low as 15 m and as high as 16,200 m, over 60 km away.
- RADIO/VIDEO COMMUNICATION: Long range, directional, line-of-sight communications system with satellite relay capabilities. Uses both the UHF and VHF antennas.
- RANGE: 960 km. Communication can be boosted indefinitely via satellite relay.
- RETRACTABLE EC (Electronic Countermeasures) and VHF ANTENNA
- UHF ANTENNA
- VHF ANTENNA
OTHER STANDARD EQUIPMENT
Note: Refer to the VF-19 Excalibur for stats unless otherwise noted herein:
- AIRBRAKE
- BALANCE CONTROLLER
- FIRE CONTROL SYSTEM: is the all-regimes type weapon control system that automatically takes aim after target acquisition with the sensors and calculates the optimal firing solution. The FCS has the following modes:
- Wide-range search mode: using LADAR and IR
- Track mode: capable of tracking "plenty" of enemy craft, using IFF
- ACM mode: capable of tracking more than 60 craft during high G manuvers
- Anti-warship mode: for use with the RMS-6 and other anti-ship missiles, using radar cross-sections
- Air-to-ground mode: capable of tracking more than 20 craft.
- HELMET POINTING SYSTEM
- INS (Internal Navigation System) / AUTOPILOT)
- LOUDSPEAKER
- "MAGIC HAND" MANIPULATORS (3)
- SEARCHLIGHTS
- STANDARD SURVIVAL KIT
- TACTICAL LIFE SUPPORT SYSTEM: The VF-171's cockpit is pressurized, and also provides additional air feeds to the pilot's flight suit that provides him with pressurized breathing. The UN Spacy 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 blacking out in combat.
COMBAT BONUSES FOR RVF-171 TRAINING
BASIC VARIABLE FIGHTER COMBAT TRAINING
Basic training for non-pilot military personnel.
- 1 attacks per melee (plus those of the pilot). Add one additional action/attack at levels three, nine, and fifteen.
- +0 on initiative (+2 when using Active Stealth System)
- +1 to strike (+2 when using Active Stealth System)
- +1 to parry
- +1 to dodge in battroid mode, +2 in gerwalk, +4 in jet mode. 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 RVF-171 COMBAT TRAINING
Advanced training for pilots specializing in the RVF-171.
- 3 attacks per melee (plus those of the pilot). Add one additional action/attack at levels three, six, eleven, and fifteen.
- +0 on initiative (+2 when using Active Stealth System)
- +2 to strike (+3 when using Active Stealth System)
- +3 to parry
- +3 to dodge in battroid mode, +4 in gerwalk, +6 in jet mode. 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
© Aaron Sketchley