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BACKGROUND
The VF-171 is a multi-purpose Heavy Variable Fighter developed from the special forces Heavy Variable Fighter VF-17. It first flew in 2046 and is widely deployed as the main VF of the New Unified Forces in the 2050s. However, as the New Unified Forces place emphasis on unmanned craft in the 2050s, the manned combat craft has been reduced to a comparative few.
By having solved the problems of the VF-17, the VF-171 became one of the fighters which spread the most in the 2050s. However, compared to the VF-25, the next main fighter, the VF-171 has an unfavourable performance. Nevertheless, with it's established reliability, high performance and a substantial warfare equipment system, it is a masterpiece Variable Fighter/Attack Craft that the New Unified Forces have used for a long time as the main Variable Fighter/Attack craft of the New Unified Forces. It is deployed in each Emigrant Fleet as of 2059.
Though the VF-171 was adopted as the main manned craft, because of the number of situations where the AIF-7S unmanned aircraft increasingly took charge in combat, the VF-171 seems to have rarely been put into combat missions. Though, in the Vajra attack incident on the Frontier Fleet that occured in 2059, a large number of VF-171 were put into combat, and it had insufficient performance against the Vajra opponents.
The VF-171 progressed in deployment as the successor craft of the VF-11, in place of the VF-19, VF-22 and so on; whose deployment the Unified Forces were unable to get because of problems of cost and so on. What the VF-171 aims at isn't merely high-performance, but the improvement of control, which was the defect of the VF-17; by using high low-output engines with high reliability, and greatly reducing the pilot's load by updating the control system avionics, so that the VF-171 became an airframe that treated even general pilots easily. Perceiving these improvements as well as detuning the craft, the VF-171 has the durability, payload and so on that the VF-17 handed over. Though, from the extension of the nose and application of ordinance stations under the main wings, probably because of an increase in inerception missions, the VF-171's stealthiness seems to have been degradated. Nevertheless, the latest production models in 2059 are equipped with the ASS/PS 155 3rd generation active stealth system, which is the same class as the VF-19's system; and this has improved the stealthiness of the VF-171. It's integrated performance now surpasses that of the VF-17.
Asause a pin-point barrier can be operated, such things as the VF-171's bullet resistance and hand-to-hand combat abilities have improved greatly. In hand-to-hand combat in Battroid, the Vajra are also defeated by a Pin-point Barrier punch.
The nose of the fighter is enlarged more than the VF-17's nose. The canopy also has a larger field of view than the VF-17. Compared to the VF-17, the center of its arms are slimmer, because of an improvement in its aerodynamic performance.
Although it is the main fighter, it's operated using the old generation of cockpit. The structure of the cockpit is completely different from the EX-Gear using VF-25's cockpit. Since the cockpit is different from one equipped for EX-Gear, the control levers are attached to the sides of the fuselage, like a conventional machine.
The canopy is a type composed of many transpartent parts. The rear of the fuselage cannot be seen with the naked eye.
RPG STATS
Vehicle Type: Multipurpose Heavy Variable Fighter
Class: main Variable Fighter
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:
- VF-171: standard version
- RVF-171: early warning version equipped with dorsal mounted radome and ventral mounted antenna
- VB-171: bomber variant
- VF-171EX: a thuroughly tuned up anti-Vajra annhilation custom
- RVF-171EX: early warning version of the VF-171EX equipped with dorsal mounted radome and vetral mounted antenna
MDC BY LOCATION:
Location |
MDC |
Location |
MDC |
Head Lasers (2)
(1) Head
Hands (2)
Arms (2)
Shoulders (2)
Legs & Thrusters (2)
|
25 each
70
40 each
120 each
125 each
240 each
|
(2) Main Body
Main Wings (2)
Gun Pod
(3) Pinpoint Barrier Shield
Pilot Compartment/Escape Pod
|
350
150 each
120
100
200
|
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) 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.
SPEEDS:
RUNNING: BATTROID: 160 kmph
LEAPING: BATTROID: 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 (Fighterde)
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
Battroidwalk & Fighter: 14.18 m with wings at maximum extension.
LENGTH:
Battroid: under investigation
Battroid: under investigation
Fighter: 15.65 m
MASS: 12,150 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 into the fuselage of the VF-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 of the same grade as the VF-19's system; and has improved the stealthiness of the VF-17.
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 and in the central dorsal section of the main body, pointed rearward, in Fighter and GERWALK. These 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 vehicle. The guns can be fire linked. They use enhanced 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.
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 (one spare gun pod magazine stored in lower main fuselage in Fighter mode or in opposite lower leg section in Battroid).
- RANGE: 3,350 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 VF-171 to be in Battroid or GERWALK, and takes 2 actions to reload. One spare clip is stored in the left leg of the VF-171.
3b. General Galaxy MC-17C 40 mm Multipurpose Stealth Gatling Gunpod:
Instead of the GU-14B, the VF-171 can use the MC-17C.
- 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 VF-171 to be in Battroid or GERWALK, and takes 2 actions to reload. One spare clip is stored in the left leg of the VF-171.
3c. SSL-9B Dragunov Semi/Fully-Automatic Anti-Armor Sniper Rifle:
The VF-171 variant geared toward long-range precision shooting is specially designed to support the use of sniping rifles. The SSL-9B is the standard issue armament for the VF-25G Messiah, used for long-range precision shooting.
Magazine located on the underside near cooling fins. Has a built-in optical scope. In conjunction with the VF-171's adjusted for sniping mono-eye, it has an error margin of less than 10 cm at a shooting distance of 20 km with AI fire-control. The sniper rifle has balancers that open on the barrel during firing to assist in targeting. The barrel uses electromagnetic rails for maximum acceleration with the SP-55X 55mm ultra-high-speed armor-piercing round. Muzzle velocity of SP-55X cartridge is 6,200 m/s (SSL-9B's linear driver, in addition to the chemical reaction, can increase muzzle velocity to 7,490 m/s for ultra-long-range firing in space). Ultra-hard-metal jackets on ultra-dense alloy bullets can penetrate 300-mm-thick GFS-a2 composite armor used by Destroids. Pump action.
Due to the weapons high velocity and penetration, it more often then not completely passes through lightly armoured targets, causing less structural damage, but causing more debilitating damage to critical systems. The weapon's effective range is considerably reduced during combat due to the constant manuevering of the firing and targeted mecha.
With this weapon, the VF-171 is +3 to strike up to 10,000 m. Other mecha are -3 to strike beyond the limits of their optics, -6 at double the limit.
- RANGE: 20,000 m (half that for non-sniping adjusted Battroids) sniping range; effective combat range 5,000 m (all Battroids).
- DAMAGE: 1D10x100 per round, 1D10x10 and roll on the optional critical damage tables.
- RATE OF FIRE: single shot only, equal to the pilot's combined number of attacks. Requires two actions for precision long-range shooting (1 action aiming and the other firing).
- PAYLOAD: 12+1 rounds. 35 round drum magazine available.
4. Bifors BLM-02S Micro-missile Launcher (2):
The VF-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 VF-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 VF-171 has three hardpoints per wing, for a total of six. The standard combat loadout for the VF-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.
- L.A.I. / AAMS-02A Short Range High Manueverability Anti-Air Missile
- LOCATION: inner hardpoints (C & D)
- 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, Dimension Eater Missiles or Dimension Cutter Missiles
The VF-171 can mount one RMS-7 Reaction Missile, Dimension Eater Missile or Dimension Cutter on each wing. If mounted, NO other wing ordinace can be mounted. Reaction, Dimension Eater and Dimension Cutter Missiles are always fired in the opening moments of a battle.
- RATE OF FIRE: 1 per hardpoint
- PAYLOAD: 1 per hardpoint, for a maximum of 2
7. HAND TO HAND COMBAT
If necessary, the pilot of the VF-171 can engage in melee combat rather than use a weapon. The VF-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)
FOLD BOOSTER
On the dorsal surface, the VF-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: HYBRID SENSOR/TV CAMERA SYSTEM AND REAR PERISCOPE: mounted in the head turret. The precision shooting variant's head turret mono-eye has been adjusted for sniping.
- 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.
- BONUSES (precision shooting variant only): +3 strike on an aimed shot up to either the weapons effective range or 10,000 m, whichever is less.
- RADAR - INTEGRATED MULTI-PURPOSE SENSOR SET (Fighter and GERWALK): 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 (Defold) 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): 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
- ANCHORING SYSTEM (Precision Shooting version only): a 250 m cable can be fired out to latch onto, and anchor the VF-171 to an object. System is able to pull the VF-171 towards the object. If the object's mass is equal to, or less than the VF-171's, it is possible to pull it towards the VF-171 or pull both towards each other.
- 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.
- The precision shooting variant has the FCS precision fire-control booster.
- 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 Unified 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 blacking out in combat.
COMBAT BONUSES FOR VF-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 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, +2 in GERWALK, +4 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-171 COMBAT TRAINING
Advanced training for pilots specializing in the VF-171.
- 3 attacks per melee (plus those of the pilot). Add one 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, +4 in GERWALK, +6 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
© Aaron Sketchley