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BACKGROUND
The VB-171 is the fighter-bomber derivative of the VF-171 Variable Fighter. It was introduced in around 2052, and became the successor of the VA-3.
Variable Bombers (VB) carry out ground and anti-warship attacks. They have a specification that takes the performance inclination of the VA to the extreme - they have low maneuverability and inferior hand-to-hand abilities compared to a VF, but have excellent bullet resistance and are able to be equipped with a large amount of munitions.
The VB are usually the largest class of variable airframe. They are equipped with the maximum degree of firepower and bullet-resistance.
RPG STATS
Vehicle Type: Variable Vehicle
Class: Main Variable Bomber
Crew: One pilot wearing Tactical Life Support System.
Manufacturer: General Galaxy
Government: New Unified Government
Customer: New 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; 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.
Variants:
MDC BY LOCATION:
Location |
MDC |
Location |
MDC |
Head Lasers (2)
(1) Head
Hands (2)
Arms (2)
Shoulders (2)
Legs & Thrusters (2)
|
30 each
80
45 each
135 each
135 each
275 each
|
(2) Main Body
Main Wings (2)
Gun Pod
(3) Pinpoint Barrier Shield
Pilot Compartment/Escape Pod
|
385
165 each
120
100
225
|
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 VB-171.
SPEEDS:
RUNNING: BATTROID MODE: 145 kmph
LEAPING: BATTROID MODE: 8 m high or 14.1 m long without thrusters.
FLYING: Mach 3.15+ at 10,000 m; Cruising speed Mach 18.9+ at 30,000 m
VTOL: all modes capable
MAXIMUM AIRFRAME DESIGN LOAD: +30.2 to -16.2.
CEILING: Unlimited (Capable of launching into satellite orbit over an Earth-class planet)
MAXIMUM RATE OF ASCENT: 38,250 m/minute (Fighter mode)
OPERATIONAL UNDERWATER DEPTH: ?200? m (Battroid & GERWALK modes).
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: 13,365 kg
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 VB-171, is a stealth system that, when activated, renders the craft almost invisible to standard sensors such as radar. The VB-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 VB-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 modes. These beam cannons can be turned to point above, or behind the mecha in fighter and GERWALK modes. The head turret cannot be turned in these modes (cannot fire at targets to the left or right).
- PRIMARY PURPOSE: Anti-missile/defense
- SECONDARY PURPOSE: Assault/cutting
- 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 mecha. The guns can be fire linked. They use strengthened armour piercing ammunition.
- PRIMARY PURPOSE: Anti-aircraft/Anti-mecha
- SECONDARY PURPOSE: Air-to-ground strafing runs
- 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.
3a. Howard GU-14B Kai Gatling 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 mode (one spare gun pod magazine stored in lower main fuselage in Fighter mode or in opposite lower leg section in Battroid mode).
- PRIMARY PURPOSE: Assault
- SECONDARY PURPOSE: Defence
- 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 VB-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 VB-171.
3b. General Galaxy MC-17C 40 mm Multipurpose Stealth Gatling Gunpod:
Instead of the GU-14B, the VB-171 can use the MC-17C.
- PRIMARY PURPOSE: Assault
- SECONDARY PURPOSE: Defence
- 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 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 VB-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 VB-171.
4. Bifors BLM-02S Micro-missile Launcher (2):
The VB-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.
- PRIMARY PURPOSE: Assault
- 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 VB-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-11A Specialized Internal Pallet are standard. The leg pallets can be used in all modes.
- NUMBER OF PALLETS: 2, 1 per engine nacelle.
- LOADOUT: B-11A Specialized Internal Pallet, though any type of Pallet System can be used. Note: due to advances in micronization, up to 20 micro-missiles can be carried per weapons bay in the B-7 Standard Internal Pallet.
6. Wing Hard Points (8)
The VB-171 has four hardpoints per wing, for a total of eight. The standard combat loadout for the VB-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 UNG 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
The AAMS-02A or other anti-aircraft missile are usually mounted on the two inner-most hardpoints.
- LOCATION: Inner Hardpoints (D & E)
- PRIMARY PURPOSE: Assault/Defense
- 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
The pods must always be mounted in opposing pairs. They are usually mounted on the 6 outermost hardpoints when heavy short-range fighting is expected or massed rocket attacks on a target are needed.
- LOCATION: Middle Hardpoints (A, B, C & F, G, H)
- PRIMARY PURPOSE: Assault/Defense
- RATE OF FIRE: 1 to 6 per hardpoint.
- PAYLOAD: 18 rockets per pod; 108 total.
- RMS-7 Reaction Missiles or Dimension Eater Missiles
The VB-171 can mount two RMS-7 Reaction Missiles or two Dimension Eater Missiles 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.
- PRIMARY PURPOSE: Anti-Spacecraft
- RATE OF FIRE: 1 per hardpoint.
- PAYLOAD: One per hardpoint, for a maximum of 4.
- MK-82 SNAKEEYE LDGB BOMBS:
The VB-171 has been specifically designed to deliver bombs, and excels at ground attacks. With a laser indicator, from the VB, another vehicle loitering overhead or from personnel on the ground, the bombs are virtually guaranteed to hit a stationary target (+25% read sensory instruments check.) Without a laser indicator, the VB-171 still has a high strike rate (read sensory instruments check). Against moving targets on the ground, the VB-171 is +2 to strike (+6 to strike indirectly with the blast radius).
- LOCATION: all Hardpoints, or the outermost hardpoints (A, B, C, F, G, H) in conjunction with the GBU-10C bombs.
- PRIMARY PURPOSE: Assault
- RATE OF FIRE: 1 to 6 per hardpoint.
- PAYLOAD: 6 per hardpoint, for a potential total of 48.
- GBU-10C PAVEWAY II BOMBS:
The VB-171 Invader has been specifically designed to deliver bombs, and excels at ground attacks. With a laser indicator, from the VB, another vehicle loitering overhead or from personnel on the ground, the bombs are virtually guaranteed to hit a stationary target (+25% read sensory instruments check.) Without a laser indicator, the VB-171 still has a high strike rate (read sensory instruments check). Against moving targets on the ground, the VB-171 is +2 to strike (+6 to strike indirectly with the blast radius). The bombs can be outfitted with laser-guiding (GBU-10C Paveway II) or all weather "smart" (GBU-38 JDAM) equipment.
- LOCATION: all Hardpoints, or the innermost hardpoints (D, E) in conjunction with the MK-82 bombs.
- PRIMARY PURPOSE: Assault
- RATE OF FIRE: 1 per hardpoint.
- PAYLOAD: 3 per hardpoint, for a potential total of 24.
- REACTION WARHEAD BOMBS:
These are about half the size of an RMS-7 Anti-Ship Reaction Missile. They are also variable yield and can be remotely detonated or set with a time delay (maximum 60 minutes) to detonate after the VB-171 has retreated from the area. The VB-171 has been specifically designed to deliver bombs, and excels at ground attacks. With a laser indicator, from the VB, another vehicle loitering overhead or from personnel on the ground, the bombs are virtually guaranteed to hit a stationary target (+25% read sensory instruments check.) Without a laser indicator, the VB-171 still has a high strike rate (read sensory instruments check). Against moving targets on the ground, the VB-171 is +2 to strike (+6 to strike indirectly with the blast radius). The VB-171 can carry 1 Reaction Bomb per hardpoint.
- PRIMARY PURPOSE: Assault
- RANGE: Freefall bomb
- DAMAGE: 20
- DAMAGE: variable yield; maximum: 4D8x10,000 M.D. at ground zero to 750 m , 4D8x1,000 M.D. to 1,500 m, 4D8x100 M.D. to 2,150 m, 4D8x10 M.D. to 2,900 m, 4D8 M.D. to 3,650 m, 4D8x100 S.D. (able to do M.D.) to 4,400 m, 4D8x10 S.D. to 5,150 m, 4D8 S.D. to 5,900 m, 4D8x-10 S.D. to 6,650 m). Lower yeilds are possible down to 10% of maximum by reducing the multiplier correspondingly; blast radius is also reduced by the same factor.
- RATE OF FIRE: 1 per hardpoint.
- PAYLOAD: 1 per hardpoint, for a potential total of 11.
- COMBAT: see description.
7. HAND TO HAND COMBAT
If necessary, the pilot of the VB-171 can engage in melee combat rather than use a weapon. The VB-171 is moderately 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 VB-171 features a pecial equipment hardpoint for mounting a single fold booster. The booster must be ejected prior to transformation.
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 - LOW ALTITUDE FLIGHT CAMERA: located in the lower side of the nose.
- OPTICS: HYBRID SENSOR/TV CAMERA SYSTEM AND REAR PERISCOPE: mounted in the head turret.
- PRIMARY PURPOSE: passive detection
- 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.
- PRIMARY PURPOSE: passive detection
- SECONDARY PURPOSE: active detection
- 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.
- PRIMARY PURPOSE: passive detection
- SECONDARY PURPOSE: active detection
- 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.
- PRIMARY PURPOSE: communication
- SECONDARY PURPOSE: ECM
- 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 a ground/anti-warship 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 "some" enemy craft, using IFF
- ACM mode: capable of tracking more than 40 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 40 craft.
- The precision shooting variant has the FCS precision fire-control booster.
- HELMET POINTING SYSTEM
- (Internal Navigation System)INS / AUTOPILOT)
- LOUDSPEAKER
- "MAGIC HAND" MANIPULATORS (3)
- SEARCHLIGHTS
- STANDARD SURVIVAL KIT
- TACTICAL LIFE SUPPORT SYSTEM: The VB-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 VB-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)
- +0 to parry
- +0 to dodge in battroid mode, +1 in gerwalk, +3 in jet mode. When Super Parts are mounted, add +1 to dodge in all modes.
- +0 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 VB-171 COMBAT TRAINING
Advanced training for pilots specializing in the VB-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)
- +2 to parry
- +2 to dodge in battroid mode, +3 in gerwalk, +5 in jet mode. When Super Parts are mounted, add +1 to dodge in all modes.
- +2 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