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BACKGROUND
The VF-19P is a mass produced VF, based off of the VF-19E. It is an airframe that suits patrol duties in Emigrant Fleets and at Emigrant Planets. The VF-19P attempted to extend the cruising range in exchange for a reduction in engine output. As it was assumed that Emigrants would be provided with the VF-19P, in addition to a functional restriction that was put on part of the avionics, the control system was also revised, and it consequently has had an improvement in its ease of handling.
As its use in atmosphere was also considered, the ventral fins that were omitted in the F and S types were restored. The shape of the weapon bay has changed in the engine nacelles, and the rate of target discovery when launching micro-missiles has been decreased.
As of 2050, even though production of the VF-19 series in the Earth sphere has stopped, licensed production seems to be continuing in Emigrant Fleets, some Emigrant Flanets, and so on.
RPG STATS
Vehicle Type: Advanced Variable Fighter
Class: Variable Vehicles
Crew: one pilot in Marty & Beck VX-Mk-12a mobile G-reducing seat wearing Tactical Life Support System.
Manufacturer: Shinsei Industry
Government: Unified Government
Customer: Unified Air (primary) & Space Forces, Zolan Patrol Force
Design Features: VG wing with forward-swept standard cruising configuration; canard forward wing; vertical T-O and landing (VTOL); supersonic cruise and maneuvering in region of Mach 5+ below the stratosphere; wrap-around imaging monitor screens in all variable modes; two-dimensional thrust vectoring with two independently pivoting exhaust nozzles; option of external radome. Retractable tricycle undercarriage landing gear with catapult hook. Two steerable nose-wheels retract rearward into nose and twin coupled main wheels forward into fuselage.
Variants:
- VF-19P: derivative of the VF-19E, often used by Emigrant Fleets and Pplanets
MDC BY LOCATION:
Location |
MDC |
Location |
MDC |
Head Lasers (3)
(1) Head
Hands (2)
Arms (2)
Shoulders (2)
Legs & Thrusters (2)
(2) Main Body
Canards (2)
Main Wings (2)
|
25 each
70
30 each
100 each
100 each
200 each
325
30 each
100 each
|
Tails (2)
Gun Pod
Shield
(6) Speakers (2)
(3) Pinpoint Barrier Shield
(4) Pilot Compartment/Escape Pod
(5) Main Booster Packs (2)
(5) Leg Packs (2)
Optional Fold Booster
|
50 each
125
150
45 each
100
150
100 each
150 each
150
|
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) thePinpoint 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 Valkyrie.
- (4) 150 MDC only in Battroid and/or when the blast shield is lowered over the cockpit. Otherwise, 50 MDC for the canopy and 100 MDC for the remainder of the cockpit. Requires a called shot to hit the canopy.
- (5) optional attachments that offer extra protection. 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 Parts automatically take damage first.
Explosive: unless otherwise noted, a Super Part will explode violently when its 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. Parts that explode do 1D6x100 MD. Deduct damage first from the part covered by the Super Parts, and then any remaining damage from the main body of the VF.
- (6) optional attachments; cannot be mounted if Super Parts are mounted, or viceversa.
SPEEDS:
RUNNING: BATTROID: 192 kmph
LEAPING: BATTROID: 15 m high or 21 m long without thrusters.
FLYING: Mach 5.0 at 10,000 m; cruising speed Mach 24+ at 30,000+ m
VTOL: all modes capable
Maximum airframe design load: +35.5 to -20.0.
Ceiling: unlimited (capable of launching into satellite orbit over an Earth-class planet)
Maximum rate of ascent: 68,000 m/minute (Fighter)
Combat Action Radius (in atmosphere): nearly unlimited
Operational Underwater Depth: ?200? m (Battroid & GERWALK)
STATISTICAL DATA:
HEIGHT:
Battroid (w/o laser cannons): 15.48 m
GERWALK: under investigation
Fighter: 3.94 m
WIDTH:
Battroid: under investigation
GERWALK & Fighter: 14.87 m with wings at maximum extension
LENGTH:
Battroid: under investigation
GERWALK: under investigation
Fighter: 18.47 m
MASS: 8,760 kg
PHYSICAL STRENGTH: equal to a PS of 50
CARGO: small compartment behind pilot's seat for personal belongings
POWER PLANT: two 62,950 kg Shinsei Industry/P&W/Roice FF-2550J rev.3 Thermonuclear Turbine Engines. Many P&W HMM-7 high-maneuverability vernier thrusters with two vernier slits encircling lower leg/engine-pod sections' nozzles.
DEFENSIVE SYSTEMS
Note: Refer to the VF-19 Excalibur for stats unless otherwise noted herein:
1. 3RD GENERATION ACTIVE STEALTH SYSTEM
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. FIXED MAULER REB-30G ANTI-AIRCRAFT BEAM GUN: (1)
Mounted on the head turret when in Battroid, and in the central dorsal section of the main body, pointed rearward, in Fighter and GERWALK. This beam-gun can be fired above or behind the Valkyrie in Fighter and GERWALK, but not side to side. The head turret can fire in all directions except down in Battroid. Fires a 9,500 kw fiber laser. Can be used at Mach 4+.
- RANGE: 5,000 m
- DAMAGE: 1D4x10+5 MD
- RATE OF FIRE: equal to the pilot's combined number of attacks. Single shots only.
- PAYLOAD: effectively unlimited
1B. OTEC XX-3 SMALL BARREL BEAM GUN: (2)
The VF-19P has a pair of laser beam guns similar to those on the VF-19S. Mounted on the left and right side of the head turret (with the same firing limitations as the REB-30G) are 2 small beam guns that fire a variable frequency free-electron laser that uses power from the engines thermonuclear reactor. Because of their instability, the beam guns are mainly used as a back up to the REB-30G.
- RANGE: 5,000 m
- DAMAGE: one laser: 1D8x5 MD, two lasers: 1D10x5 MD
- RATE OF FIRE: equal to the pilot's combined number of attacks. Single shots only.
- PAYLOAD: effectively unlimited
Optional: roll 1D10 ever time the weapon is fired. If the result is:
1: the weapon shorts out and becomes unusable.
10: the weapon delivers twice as much damage and roll on the chart again. If the result is 10, quadruple (x4) the damage, but the weapon explodes, taking the head with it!
2. SEMI-FIXED MAULER REB-23 LASER GUNS: (2)
Two laser guns are mounted in the wing-roots of the VF-19. They are fixed forward in Fighter and GERWALK. They are semi-fixed in Battroid; the beams can be aimed about 45° in any direction along the front arc of the Valkyrie as they exit from the the hip-mounted wing units. Fires a free-electron laser with a maximum output of 1.5 MW at 6+ G loads.
- RANGE: 5,600
- DAMAGE: 1D6x10+10 MD
- RATE OF FIRE: single shots only. The laser guns can be fire-linked (does double damage).
- PAYLOAD: effectively unlimited.
3. HOWARD GU-15 EXTERNAL GUN POD: (1)
The main weapon of the VF-19. The gun pod is mounted on a special hardpoint below the AVF in Fighter, and is hand-held in GERWALK and Battroid. The gun pod has a maximum rate of fire of 2,000 rounds per minute, and a muzzle velocity of 4,000 m/s in atmosphere. It can be used during high-G manuevers as well as during EMP attacks. The GU-15 uses clips of ammo. Two spare clips for the gun pod are mounted on the back of the VF-19's bulletproof shield; replacing a clip takes two melee actions, and can only be done in GERWALK or Battroid.
- RANGE: 3,000 m
- DAMAGE: 1D8 per round. 10 round burst, single target - 1D8X10 MD. 25 round burst, single target - 2D8X10 MD. Note, for bursts using greater then 25 rounds, increase the damage by a scale of 1D8X10 per 10 rounds OR refer to the modern weapons rules for machineguns.
The Gun Pod can be used for sprays: 10 round spray - 1D8 MD, affects 1D4 targets. 25 round burst spray - 1D8 MD, affects 2D4 targets with a 50% chance of hitting bystanders. Longer duration sprays (up to limits of the magazine): 2D8 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 150 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-19 to be in Battroid or GERWALK, and takes 2 actions to reload. Two spare clip are stored behind the shield.
4. INTERNAL MISSILE LAUNCHERS (4):
In each engine nacelle are a pair of micro-missile launchers with two exit ports. Any type of micro missile may be use, but HMM-20(e) 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: 6 missiles per launcher; 24 total
5. WING HARD POINTS (6)
The VF-19P has 2 hardpoints per wing, for a total of 4; the same as the VF-19E, F and S types. Some standard hardpoint loads are as follows. For alternatives, refer to the Hardpoint and Missile Details.
Note: due to the location of the hard points, ALL missiles must be fired or ejected before the VF-19 can convert to Battroid. For this reason the hard point missiles are usually fired within the first few passes of an attack - which is the standard Unified Forces tactic.
Suggested Hardpoint Loads (per wing. Double for total load)
Standard: none
Air-to-Air Combat: 1 or 2 HMM-111CS
Air-to-Air Interception: 1 CHM-2, 1 HMM-111CS
Air-to-Space Interception: 1 or 2 AOM-8S, 1 HMM-111CS
|
Long-range Interception: 1 SPP-8, 1 HMM-111CS
Heavy Combat: 1 LPP-12, 2 SPP-8
Heavy Assault: 1 or 2 RMS-5
|
Standard VF-19 Munitions per Hardpoint
HMM-111CS High-Maneuverability Missile
- LOCATION: all hardpoints (A,B & C,D; or A & D) in combination with other munitions
- RATE OF FIRE: 1 per hardpoint
- PAYLOAD: 1 per hardpont; 4 total
AOM-8S Two-stage Interception Missile
- LOCATION: all hardpoints (A,B & C,D)
- RATE OF FIRE: 1 per hardpoint
- PAYLOAD: 2 per hardpont; 8 total
RMS-5 Large Anti-ship Reaction Missile
- LOCATION: all hardpoints (A,B & C,D)
- RATE OF FIRE: 1 per hardpoint
- PAYLOAD: 1 per hardpont; 4 total
|
CHM-2 High Speed Manueverable Missile
- LOCATION: middle & inner hardpoints (A,B & C,D)
- RATE OF FIRE: 1 per hardpoint
- PAYLOAD: 1 per hardpont; 4 total
SSP-8 Propelled Mass-Driver Pod
- LOCATION: middle & inner Hardpoints (A,B & C,D)
- RATE OF FIRE: 2 per hardpoint
- PAYLOAD: 2 per hardpont; 8 total.
LPP-12 Propelled Laser Pod
- LOCATION: inner two hardpoints (A,B & C,D)
- RATE OF FIRE: 1 per hardpoint
- PAYLOAD: 1 per hardpont; 4 total
|
6. HAND TO HAND COMBAT
If necessary, the VF-19 can engage in melee combat rather than use a weapon. The VF-19 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 VF-19 features a special equipment hardpoint for mounting a single Fold Booster. The booster must be ejected prior to transformation.
DORSAL SPECIAL EQUIPMENT HARDPOINTS: (2)
The VF-19P is equipped with a pair of special equipment hardpoints on the sections of the dorsal surface that become the shoulders. Either the Space-Time Resonance Speaker unit, or NP-BAP-21 Booster unit can be mounted on the hardpoint, not both.
SPACE-TIME RESONANCE SPEAKER UNIT: (2)
Initially created for the realization of communication with the Galactic Whales, the speakers adopt the Song Energy Theory that was proposed by M7's Dr. Chiba.
High-Performance Speaker System
Emits up to 200 decibels of sound. They are normally used to project music during combat, but can be set to play any recording the pilot has loaded into the craft's computer, or whatever music the pilot produces while piloting the craft.
- RANGE: 350 m in atmosphere. Touch in the void of space.
- DAMAGE: temporary deafness
- SPECIAL: the loud music is very distracting; pilots forced to listen to it in combat suffer -2 to initiative and -1 to strike and dodge. In addition, the music may cause a Spiritia reaction in the minds of brainwashed Varōta pilots.
- RATE OF FIRE: active as long as the pilot is playing or producing music
- PAYLOAD: effectively unlimited
Sound Energy System
A system that amplifies one's Spiritia for attack and defence uses. The system contains a Sound Energy Converter.
- PRIMARY PURPOSE: Spiritia Warfare
- ACTIVATION COST (Amount of Spiritia required to activate the unit): 10 Spiritia Points
- DAMAGE: see the Spiritia RPG rules.
- SPECIAL EFFECT: when activated, gives the user(s) a 10-to-1 Song Energy/Spiritia point ratio, and the ability to use minor Spiritia powers.
SUPER PACKS
Super Packs are used when the needed load of propellant, armament and so on exceeds the loading ability that the craft itself has according to the details of the flight plan, operations, and so on. They are also referred to by such things as conformal tanks. Super Packs were found to be useful not only for their increased fuel tank and booster functions, but also as multi-weapon platforms.
When the VF-19's Super Packs have been expended, they can automatically detach so that there is no effect on the main body of the craft. The Super Packs can be used in an atmosphere with no negative effect on the craft's performance.
Refer to the VF-19E/F/S stats for stats.
SENSOR SYSTEMS
Note: Refer to the VF-19 Excalibur for stats unless otherwise noted herein:
- AOA DETECTOR
- COMPOUND SENSOR
- EXTERNAL AUDIO PICKUP
- HYBRID SENSORS
- IFF ANTENNA
- IFF/UHF DATALINK ANTENNA AND TACAN/UHF ANTENNA
- OPTICS - FLIR (Forward Looking Infrared)
- OPTICS: HYBRID SENSOR/TV CAMERA SYSTEM AND REAR PERISCOPE
- APHS-94 RADAR
- LAPR-34 RADAR
- RADAR (Battroid)
- RADIO/VIDEO COMMUNICATION
- 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:
- ARIEL
- BALANCE CONTROLLER
- FIRE CONTROL SYSTEM
- FOLD NAVIGATION SOFTWARE
- INS (Internal Navigation System) / AUTOPILOT)
- LANDING GEAR
- LASER TARGETING SYSTEM:
- LOUDSPEAKER
- "MAGIC HAND" MANIPULATORS (3)
- SEARCHLIGHTS
- STANDARD SURVIVAL KIT
- TACTICAL LIFE SUPPORT SYSTEM
- VFC: Vortex Flow Controller
- VIRTUAL ENVIRONMENT COCKPIT
COMBAT BONUSES FOR VF-19 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-19 COMBAT TRAINING
Advanced training for pilots specializing in the VF-19.
- 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