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BACKGROUND
The VF-22 Sturmvögel II developed out of the failed General Galaxy
YF-21 Omega 1 design after the Unified Forces decision to not adopt the YF-21 as the main Variable Fighter at the conclusion of the Project Super Nova (AVF) competition. The engineers at General Galaxy refused to let the advanced fighter design die. They reevaluated and reworked the prototype, removing systems that did not perform well during the Project Super Nova trials, such as the Brainwave Control System (BCS) of the original YF-21, and added other improvements, such as space for internal standard pallets.
After initial testing, the new VF-22 Sturmvögel II was presented to the Unified Forces review board. The Unified Forces decided to adopt the VF-22S as a special operations fighter successor to General Galaxy's VF-17 Nightmare in December, 2042. Renamed the VF-22S Sturmvögel II Stealth AVF, the fighter entered service for the Unified Space Forces in 2043.
The VF-22 Sturmvögel II still closely resembles the YF-21 prototype from Project Super Nova, mostly due to the inclusion of a revised version of the inertia vector control system used in the Quimeliquola Quaedlunn-Rau battlesuit that was preserved from the YF-21. The Sturmvögel II also preserved the active stealth technology of the YF-21, but the Brainwave Control Systems (BCS) and Brain Direct Imaging (BDI) systems were removed in favor of a more conventional control system. The BCS and BDI had led to unforeseen health problems and other complications in the YF-21 test pilot, and correcting these problems while preserving the benefits of the systems proved almost impossible. Instead the cockpit was redesigned to include a more complete set of conventional controls, and pilot visibility was increased using a traditional overhead spherical canopy equipped with HUD (heads-up display) projectors and several additional visual screens.
Highly valued for its combination of high speed, agility, fold booster mounting capability and stealth, the VF-22S Sturmvögel II has quickly become a popular craft within the Unified Forces Special Forces. Unfortunately, the high cost of purchasing and maintaining the aerospace vehicle has limited its distribution, and most are assigned to special forces units on an as-needed basis. During the latter days of the Varohta War, the designs for the VF-22 Sturmvögel II were transmitted to the Macross 7 Emigrant Fleet, and authorization was given to build two fighters to supplement the Macross 7's forces. The first VF-22 Sturmvögel II was flown by Captain Maximilian Jeinus himself during Operation Stargazer, and the second VF-22 Sturmvögel II was piloted by his wife, Mayor Miliya Jeinus, in the final assault against the Protodevilun homeworld in February, 2046. Both craft performed admirably during these battles, and the design will probably be produced in greater numbers in the future.
In the late 2040s and early 2050s, the VF-22 Sturmvögel II is still being manufactured in an extremely limited rate. The prime reason is that after the conclusion of the Varohta War in 2046, no other major opponent has appeared to threaten the Unified Government and the known (human) territories in the galaxy. Though Anti-Unification terrorist activities have been increasing in the period, the use of the VF-22 Sturmvögel II against them is extremely limited. Primarily because the prime weapon against the Anti-Unification terrorists are highly visible deterrents - such as Destroid platoons or patrols of VF-11 and VF-19. The VF-22 Sturmvögel II still has a niche, but at this time, that niche is very small.
RPG STATS
Vehicle Type:
- VF-22: advance production version
- VF-22S: production version adopted by the Unified Forces as special operations fighter
Class:Variable Fighter
Type: Special Operations Variable Fighter
Manufacturer: General Galaxy
Customer: Unified Space Forces
Crew: pilot only in General Galaxy/Marty & Beck specially-developed g-endurance zero/zero ejection seat and wearing Tactical Life Support System with upper and lower g-suits and pressure breathing. The VF-22 Sturmvögel II is equipped with a completely shielded, pressurized cockpit with external view maintained by overhead spherical canopy, one forward panel, and two side panels in cockpit hatch; conventional digital flight control system with side-stick controller.
Design Features: implementation of Zentraadi technology (due to the implementation of a revised version of the Quimeliquola Quaedluun-Rau Battlesuit's special inertia vector control system, the VF-22 Sturmvögel II has a similar silhouette to the battlesuit in Battroid); low observablity stealth configuration and construction; stealth/agility trade-off decided by design team; two flight configuration modes (cruise and high speed) achieved via varying the cant of the wing and tail surfaces; supersonic cruise and maneuvering in region of Mach 5+ below the stratosphere; sufficient thrust for attaining orbital velocity over a Earth-class planet; vertical T-O and landing (VTOL); fighter-carried Pinpoint Barrier system (PPV); trapezoidal combined variable-cant tail stabilizing surfaces; active stealth system; three-dimensional thrust vectoring with three independently pivoting exhaust nozzle flaps on each engine; head unit and legs enhanced from earlier YF-21 design; under-fuselage micro-missile launchers and gunpods internalized; option of external Fold Booster.
MDC BY LOCATION:
Location |
SDC |
Location |
SDC |
Head Pulse Laser
Head¹
Hands (2)
Arms (2)
Legs & Thrusters (2)
Main Body²
|
40
150
50 each
125 each
225 each
375
|
Wings (2)
Tails/Arm Shields (2)
Stealth Gun Pods (2)
Pinpoint Barrier Shield³
Reinforced Pilot Compartment/Escape Pod
|
175 each
75 each
120 each
100
150
|
NOTES:
- ¹ destroying the head of the VF-22 Sturmvögel II will knock out the Valkyrie's main sensor systems, including all of the optics systems (infrared, nightvision, thermal). Backup sensor systems will provide standard vision for the pilot in Battroid. Radar and communications will be unaffected. Note that on a called shot, the main sensor faceplate will be hit. It has an MDC of 45. Its destruction disables the sensors.
- 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 V before it explodes by the V'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 Valkyrie.
SPEEDS:
RUNNING, BATTROID: 192 kmph
LEAPING, BATTROID: 15 m high or 21 m long without thrusters
FLYING, GERWALK & BATTROID: 0 kmph to Mach One (1,072 kmph) maximum speed limit in an Earth-like atmosphere
FLYING, FIGHTER: cruising speed at 10,000 m, is usually Mach 5.06 for the VF-22, and Mach 5.07 for the VF-22S. The maximum cruising speed at 30,000+ m is Mach 21 for the VF-22, and Mach 22+ for the VF-22S.
The VF-22 is VTOL capable in all modes. The VF-22 Sturmvögel II can vary the configuration of its wings and control surfaces to provide greater speed or control as the situation requires.
The VF-22 Sturmvögel II is capable of launching into satellite orbit over a Earth-class planet without additional rocket assistance. Maximum rate of ascent is 61,900 meters/minute. The structural G limits are +60 to -45.
MAX ENGINE THRUST: 65,200 kg of thrust, x 2 maximum instantaneous thrust. In an atmosphere, the engines use atmosphere as a coolant, but due to problems of cooling efficiency (caused by exceeding output and melting the core) the maximum thrust is limited to 40% to 60% of thrust in space.
STATISTICAL DATA:
HEIGHT:
14.54 m in Battroid
8.00 m in GERWALK
4.04 m in Fighter
WIDTH:
6.50 m at shoulders in Battroid
15.36 m in GERWALK or Fighter with wings at maximum extension
LENGTH:
4.47 m in Battroid
13.03 m in GERWALK
19.62 m in Fighter
WEIGHT:
9,550 kg (VF-22), VF-22S is 9,340 kg empty.
Maximum takeoff weight in an atmosphere is 39,207 kg, and maximum weight in space with optional Fold Booster is 48,305 kg (weights beyond that exceed the theoretical safe limit for Fold Booster)
PHYSICAL STRENGTH: equal to a PS of 60
CARGO: small compartment behind pilot's seat for personal belongings
POWER PLANT: two 65,200 Kg class (maximum instantaneous thrust in space) Shinnakasu Industry/P&W/Roice FF-2450B thermonuclear engines. In atmosphere, the engines use air as coolant/propellant, but due to problems of cooling efficiency (caused by exceeding output and melting the core) the maximum thrust is limited to 40% to 60% of thrust in space. Two trapezoidal air intakes with retractable shutters for Battroid mode or space use and four dorsal overflow outlets. Three-dimensional independent turning exhaust nozzle vanes, for enhanced V/STOL performance and maneuverability. Four dorsal sub-nozzles above main exhaust nozzles. Two banks of pivoting underfuselage slits acting as main nozzles for VTOL hovering in GERWALK. P&W HMM-6J high-maneuverability vernier thrusters. Special equipment hard point station for optional external fighter Fold Booster on special pylons.
DORSAL SPECIAL EQUIPMENT HARDPOINT
This special equipment hardpoint is available in addition to any dorsal mounted Super Packs that may be present.
The VF-22 Sturmvögel II can mount only one (1) of the following:
WEAPON SYSTEMS
1. ERLIKON AAB-7.5 FIXED HIGH-POWERED CONVERGING ENERGY CANNON
The VF-22 Sturmvögel II mounts a single, fixed high-powered converging energy cannon mounted rearward on forward dorsal fuselage in Fighter and GERWALK, or on head turret in Battroid. The energy cannon can only fire to the rear of the fighter in Fighter and GERWALK - it cannot be turned to fire along another arc. The energy cannon is used in air combat skirmishes and for defensive purposes.
- RANGE: 5,000 m
- DAMAGE: 1D4x10+5 M.D
- RATE OF FIRE: single shots only
- PAYLOAD: effectively unlimited
2. MAULER REB-22 CONVERGING ENERGY CANNONS
The VF-22 Sturmvögel II has two semi-fixed converging energy cannons with forward and rearward barrels, mounted underneath tail stabilizers in Fighter or in the lower arm section in GERWALK and Battroid. They can fire either to the front or the rear of the Valkyrie in any mode. In Fighter, the lasers can only be aimed along the direction of travel. In GERWALK and Battroid, they can be aimed in any direction by moving the vehicle’s arms.
- RANGE: 50,000 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
3. HOWARD PBS-03F PIN-POINT BARRIER SYSTEM
The VF-22 Sturmvögel II is equipped with a fixed fighter-sized Pinpoint Barrier system for use in GERWALK and Battroid. The two fighter-mode tail stabilizers act as shields in GERWALK and Battroid, in concert with the barrier system to shield against incoming attacks. The barrier provides 100 MDC of protection, and regenerates at a rate of 50 MDC per round when damaged. Even if destroyed by combined attacks, the shield will regenerate itself within 2 rounds. In order to use the shield, the pilot must make a successful parry roll to intercept an incoming attack.
NOTE: THE SYSTEM IS ONLY AVAILABLE IN GERWALK AND BATTROID, AND LIMITED TO THE LOWER ARMS (OVER THE ARM SHIELDS AND FISTS.)
- PROTECTION: 100 MDC total
- REGENERATION RATE: 50 MDC per round
- SIZE: the barrier can be up to 3 m in diameter
- DURATION: unlimited
4. BIFORS BML-02S ALL-ENVIRON RAPID-FIRE MICRO-MISSILE CLUSTERS (4):
The VF-22 is equipped with four internal missile launchers, two in each wing root. Any type of micro-missile may be use, but the BMM-24 High Maneuverability Micro Missiles are standard. The missiles may be fired in any mode.
- MISSILE TYPES: BMM-24 High Maneuverability Micro Missiles, though any type of Micro Missile can be used
- RATE OF FIRE: volleys of 1 to 4
- PAYLOAD: 12 missiles per launcher; 48 total
5. Internal Weapon Bays (4)
Each lower rear section of the fuselage and in the lower middle of the cockpit section of the VF-22 Sturmvögel II contains a weapon 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-21A Internal Weapon Pallet are standard. The leg pallets can be used in all modes.
The B-21A Internal Pallets of the VF-22 are unique, in that they contain the same pair of micro-missile launchers as those in the B-7 Standard Pallet, and an internal storage rack for the GV-17L Gun Pod. At all times, at least one of the fuselage pallets is a B-21A Internal Weapon Pallet.
- NUMBER OF PALLETS: 2, 1 per engine nacelle
- LOADOUT: at least 1 B-21A Internal Weapon Pallets and 2 B-11A Specialized Internal Pallet, though any type of Pallet System can be used
6. Howard/GE GV-17L GUN POD:
The VF-22 Sturmvögel II carries 1, sometimes 2, internally carried gun pods, each with retractable grip and retractable stealth cover. These gun pods are exclusively designed for the VF-22 and are mounted inside the specially designed B-21A Internal Weapon Pallet when not held in the manipulators.
The GV-17L gun pods do NOT use clips of ammo and cannot be reloaded in the field.
- RANGE: 3,000 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 1D8X10 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: 200 rounds. The VF-22 can carry two GV-17L gun pods. Once exhausted, the gun pods can only be reloaded by trained personnel using the right reloading equipment.
7. Wing Hard Points (4)
The VF-22 has two hardpoints per wing, for a total of four. The standard combat loadout for the VF-22 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.
ASM-05 Anti-Ship Missile or CHM-2 (or SACHM-2) High Speed Manueverable Missile
- LOCATION: inner hardpoints (B & C)
- RATE OF FIRE: volleys of 1 per hardpoint
- PAYLOAD: 1 per hardpont; potential maximum of 4 total
AOM-8S Two-stage Interception Missile
- LOCATION: Outer Hardpoints (A & D)
- RATE OF FIRE: volleys of 1 or 2 per hardpoint
- PAYLOAD: 2 per hardpoint; potential maximum of 8
or
Reaction Missiles
Instead of conventional wing ordinance, the VF-171 can mount 1 RMS-5 Reaction Missile on each hardpoint. Reaction Missiles are always fired in the opening moments of a battle.
RMS-5
- RATE OF FIRE: 1 per hardpoint.
- PAYLOAD: 1 per hardpoint, for a potential maximum of 4
8. COUNTERMEASURE DISPENSERS
Every VF has combined chaff, flare and squib dispensers mounted on them that are useable in all modes. When used, it fires a burst of 6 flares, 1 exploding chaff container or one parachute squib per 1 unit listed in the stats. Chaff, flares and squibs are each unique in their means of countering attacking missiles. The following will describe the individual details of each of the the three types of countermeasures. The short and easy benefit is that they add a +3 to dodge the missiles.
- RANGE: GM's arbitration. Squibs effect a 1 km³ spherical area.
- BONUSES: +3 to dodge. Roll to dodge after rolling on the following per missile:
01-40: missile distracted - explodes harmlessly in the countermeasures.
41-80: missile distracted - it loses track of its target. Depending on the missile type and its remaining fuel, it could reacquire you, or another target in the area.
81-00: no effect.
Note: +5% to the above chart per every additional countermeasure deployed after the first. For example: 3 countermeasures changes the table to 01-50, 51-90, and 91-00.
- RATE OF FIRE: unlimited. (Author's recommendation: maximum of 4 per attack to better reflect their fallibility.)
- PAYLOAD: 8 bursts of flares, 8 chaff pods and 4 parachute squibs per dispenser.
Individual Descriptions:
- CHAFF pods explode roughly 2 seconds after being deployed. They fill the area with a plethora of small, highly reflective metal pieces that distract radar-seeking missiles (only!).
- FLARES are fired in bursts of six to eight per unit. They only work against heat-seeking missiles. Flares can also be used as a signal at night or in space or to blind an opponent at close range who is relying on visual type sensors.
- SQUIBS create an ECM field effecting a 1 Km³ spherical area for 1D4 melees. They affect only radar-seeking missiles, but are less effective than the chaff pods (-15% on the chart). The ECM field prevents the targeting radar from locking on if either the opponent or the deploying vehicle, or both, and possibly others, are in the area of effect. Also, it is impossible for a radar broadcasting from the outside of the area of effect to detect on the direct opposite side of the area of effect. ECM squibs are effective in covering a retreat.
Note that ECM (and the related ECCM) will broadcast where the deployer is located (when a big chunk of the radar return gets distorted, one knows roughly where the ECM emitting craft is and the most likely place the enemy forces will be).
9. COMPATIBLE FAST PACKS
The VF-22 Sturmvögel II can mount the following FAST Packs in any combination:
- Dorsal (2 maximum):
- Arms/rear side fuselage (2 maximum):
10. HAND TO HAND COMBAT
If necessary, the VF-22 Sturmvögel II can engage in melee combat rather than use a weapon. The AVF 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.
STANDARD EQUIPMENT FOR THE VF-22 STURMVÖGEL II
- ACTIVE STEALTH SYSTEM: The VF-22 is equipped with a revolutionary stealth system that when activated renders the craft almost invisible to standard sensors such as radar. Unlike passive stealth systems like those used by the VF-17 Nightmare, the VF-22's stealth system is an Active Stealth that actually bends radar waves around the mecha rather than reflecting them. When activated, this system gives the VF-22 a +3 on initiative and a +1 to strike at all times.
NOTE: Since the VF-22's stealth capability is a system and not a feature of the design, it can be damaged or destroyed. Once the Valkyrie has lost half of its main body MDC, there is a 50% chance that the stealth system will fail every time the main body of the craft is hit. Once the stealth system has failed, it will not work again until repaired at a Unified Forces base. For more information on stealth, please refer to the stealth rules.
- AUTO-PILOT: the VF-22 is equipped with a computerized auto-pilot, allowing the pilot to relax or even sleep during long voyages. The auto- pilot can be programmed with a single destination or a complex flight plan involving multiple speeds, directions, and destinations. The onboard computer will alert the pilot when the fighter is near its destination, and can also be set to automatically signal when sensors detect objects near the mecha. The auto-pilot was designed with long intra-system space journeys in mind.
- COMBAT COMPUTER W/HUD DISPLAYS: the VF-22 is equipped with a combat computer that can store and analyze data during combat with hostile forces. The entire cockpit canopy of the VF-22 is a large HUD display, which allows the computer to display large amounts of data to the pilot and even highlight enemies and missile attacks with overlaid graphics. The combat computer tracks and identifies specific enemy targets, and has a database of over 10,000 images stored in memory. The computer can identify and track up to 250 targets simultaneously.
- DETATCHABLE LIMBS: the arms and legs of the Sturmvogel are detatchable, so that in the event one or more of the limbs of the mecha are damaged they can be ejected from the main body so as to avoid creating atmospheric drag or preventing transformation. The VF-22's arms and legs don't contain any critical systems so the AVF's performance will be unaffected if they are jettisoned. However, the Sturmvogel will not be able to hold its GV-17L gun pod in GERWALK or BATTROID if both arms are ejected.
- ESCAPE POD: the entire reinforced cockpit of the VF-22 is a detachable escape pod that can be jettisoned when the Valkyrie is destroyed. The ejected cockpit does not contain thrusters, but does contain a powerful locator beacon and an integrated life support system that can support the pilot for up to 24 hours after ejection. The pod is also equipped with parachutes in case of ejection in an atmosphere. The combat computer is programmed to automatically eject the escape pod if the mecha is destroyed (main body MDC reduced to 0), but this can be overridden if the pilot is feeling suicidal for some reason.
- EXTERNAL AUDIO PICKUP: range: 91.5 m. A sound amplification system that can pick up normal conversation up to 91.5 m away.
- HEAT AND RADIATION SHIELDS: special shielding prevents the penetration of life threatening head and radiation. A radiation detection and alarm system are linked with the shields and will sound an alarm if there is a rupture in the shields and what the levels of radiation are.
- HOMING SIGNAL: the escape pod of the VF-22 is equipped with a homing device that enables rescue teams to locate a disabled craft or ejected life pod. The range of the signal is 640 km. Most Unified Forces ships and Variable Fighters can locate and track homing signals, and the onboard computers will automatically notify their pilots if such a signal is detected.
- LASER TARGETING SYSTEM: range: 160 km. Used for increased accuracy in the striking of enemy targets and is partly responsible for the Valkyrie's strike bonus.
- LOUDSPEAKER: a loudspeaker system is built into the craft, which can be used to amplify the pilot's voice up to 90 decibels.
- OPTICS: INFRARED: range: 610 m. This optical system projects a beam of infrared light that is invisible to the normal eye, but detectable by the Valkyrie's sensors. The system allows the pilot to detect hidden/concealed objects by their IR reflectiveness. The beam will be visible to anyone with IR sensitive optics, however.
- OPTICS: NIGHTVISION: range: 610 m. A passive light image intensifier that emits no light of its own, but relies on ambient light which is electronically amplified to produce a visible picture.
- OPTICS: TELESCOPIC VISION: range: 1,220 m. A visual magnification system that can focus and magnify images up to 1,220 m away.
- OPTICS: THERMAL IMAGER: range: 610 m. A passive optical heat sensor that detects infrared radiation projected by warm objects and converts that data into a false-color visible image. The system enables the pilot to see in the dark, in shadows, and through smoke, and also adds a +10% bonus to pilots using a tracking skill.
- PILOT FLIGHT SUIT AND HMD HELMET: the VF-22 Sturmvögel II comes with a custom-designed flight suit for the pilot instead of the standard Unified Forces-issue design used by most VF pilots. This flight suit consists of an upper and lower G-suit that promotes circulation even during high-G turns, thus decreasing the possibility of pilot's blacking out in combat. The flight suit also comes with a specialized HMD helmet, which can display computer graphics and overlays over what the pilot sees, providing additional information. Although the system is not a great substitute for the BCS and BDI systems in the original YF-21 prototype, it does provide the pilot with additional information and helps combat battlefield confusion. The one disadvantage of the flight suit is that it is customized for the VF-22 Sturmvögel II and is NOT usable in other aircraft.
- RADAR: 321 km range.
- RADIO/VIDEO COMMUNICATION: long range, directional communications system with satellite relay capabilities. Range: 960 km, or can be boosted indefinitely via satellite relay.
- SELF-DESTRUCT: to prevent capture of a variable fighter by the enemy, the pilot can activate the VF-22's self-destruct system, which will cause the fighter to explode after a delay of up to 60 minutes (time is set by the pilot). The explosive damage is contained within a 6 m area and inflicts 1D6x10 M.D. to everything within the radius of the explosion. All internal systems are obliterated. The escape pod will be automatically ejected prior to the explosion unless the pilot overrides the ejection sequence.
- STANDARD SURVIVAL KIT: all Unified Forces VFs come equipped with a portable survival kit. Inside the small reinforced box is a medium-sized flashlight, two hand flares, one rocket flare, a compass, infrared distancing binoculars, a small mirror, a pocket knife, dehydrated and concentrated food (can be stretched into a five day supply for one person) and basic first aid items (aspirin, bandages, disinfectants, etc).
- TACTICAL LIFE SUPPORT SYSTEM: the VF-22's cockpit is pressurized, and also provides additional air feeds to the pilot's flight suit that provides him with pressurized breathing. The system is designed to work with the customized VF-22 flight suit (see above) and is not compatible with standard Unified Forces flight suits without special modifications.
COMBAT BONUSES FOR VF-22 STURMVÖGEL II TRAINING
BASIC VF-22 STURMVÖGEL II COMBAT TRAINING
Basic training for non-pilot military personnel.
- 2 attacks per melee (plus those of the pilot). Add one attack at levels three, nine, and fifteen.
- +1 on initiative (+3 when using Active Stealth System)
- +1 to strike (+2 when using Active Stealth System)
- +1 to parry
- +1 to dodge in Battroid, +3 in GERWALK, +5 in Fighter
- +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-22 STURMVÖGEL II COMBAT TRAINING
Advanced training for pilots specializing in the VF-22 Sturmvögel II.
- 4 attacks per melee (plus those of the pilot). Add one action/attack at levels two, five, seven, and ten.
- +2 on initiative (+5 when using Active Stealth System)
- +3 to strike (+4 when using Active Stealth System)
- +4 to parry
- +3 to dodge in Battroid, +5 in GERWALK, +7 in Fighter
- +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 VF-22 Sturmvögel II stats.
Macross Compendium VF-22 Sturmvögel II article
Macross 7
Shoji Kawamori's Macross Design Works: Pages 73, 86-93, 118, 119
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Macross VF-X missions 1 & 2
Macross VF-X2 Official Visual Guide Book: Pages 3, 27
Macross Plus: Game Edition
Macross Plus Game Edition: Pages 2, 3, 12, 17, 18, 24, 28, 56-61
Kazutaka Miyatake Design Works: Macross & Orguss: Page 39
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© Aaron Sketchley