Official Setting information is in
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BACKGROUND
A state-of-the-art aircraft operated by the Valkyrie unit that undertakes operations together with the "Tactical Musical Unit 'Walküre*'".
* Translator's note: German for "Valkyrie".
RPG STATS
Vehicle Type: All-regime Variable Fighter and tactical combat Battroid.
Class: Variable Vehicles
Crew: one pilot with EX-Gear. EX-Gear functions as an ejection seat.
Manufacturer: New Unified Forces
Government: New Unified Government
Customer: "Tactical Musical Unit 'Walküre'"
Design Features: Fold Dimensional Resonance (F.D.R.) System amplifies Sound Energy, allowing the VF-31 to break through Fold Faults. Canard wings fold up to form shoulders in Battroid. Silhouette is similar to YF-24. Multipurpose container can be loaded with mission-specific equipment. Clipped delta or semi-forward swept wings.
Variants:
- VF-31 Kairos: standard type
- VF-31A: standard type
- VF-31C
- VF-31E
- VF-31F
- VF-31J
- VF-31S
MDC BY LOCATION:
Location |
MDC |
Location |
MDC |
(1) Head
Head Lasers (1, 2, 3 or 4)
Arms (2)
Hands (2)
Legs & Thrusters (2)
(2) Main Body
(3) Pilot Compartment/Escape Pod
|
75
35 each
115 each
55 each
225 each
370
200
|
Main Wings (2)
Tails (2)
Canards (2)
Arm Guns (2)
Gun Pod
(4) Pinpoint Barrier Shield
(5) Multipurpose Container
|
175 each
65 each
35 each
75 each
150
100
175
|
NOTES:
- (1) destroying the head will knock out the 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) 230 MDC only in Battroid and/or when the blast shield is lowered over the cockpit. Otherwise, 80 MDC for the canopy and 150 MDC for the remainder of the cockpit; requires a called shot to hit the canopy.
- (4) 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.
- (5) can be ejected.
SPEEDS:
RUNNING: 200 kmph (Battroid), 135 kmph (GERWALK)
LEAPING: 16 m high or 23 m long, without thrusters (Battroid)
FLYING: Mach 5.0+ (1,135 kmph) at 10,000 m and higher, on account of the fuselage heat-resistance boundary (Fighter); 1,070 kmph (GERWALK & Battroid)
VTOL: Battroid and GERWALK only
Maximum airframe design load: 27.5G at maximum acceleration for 120 seconds (when ISC operates, the cockpit is protected from high G)
Ceiling: Unlimited (capable of launching into satellite orbit over an Earth-class planet)
Maximum rate of ascent: under investigation
Operational Underwater Depth: under investigation
STATISTICAL DATA:
HEIGHT:
Battroid: under investigation
GERWALK: under investigation
Fighter: 4.02 m (not including landing gear)
WIDTH:
Battroid: under investigation
GERWALK & Fighter: 15.62 m
LENGTH:
Battroid: under investigation
GERWALK: under investigation
Fighter: 18.84 m
EMPTY MASS: 8,106 kg
PHYSICAL STRENGTH: equal to a PS of 50.
CARGO: small compartment behind pilot's seat for personal belongings.
POWER PLANT: two Shinnakasu Heavy Industry / Daimler FF-2770D Thermonuclear Engine (in space, maximum thrust of 2,110 kN). Thrust reverser, equipped with 3D-maneuvering nozzles. P&W HMM-9 High manoeuvrability thrusters. In atmosphere, the air intake shutters open, functioning as an air suction system. In space, the shutters are closed and internal propellant is used. Front fuselage slit allows for Boundary layer control by air suction as well as reducing air resistance.
DEFENSIVE SYSTEMS
1a. ACTIVE STEALTH SYSTEM ANTENNA
The VF-31 is equipped with an advanced active stealth system; which is useful against fighter mounted radar, radard-guided missiles and so on, but it is difficult to deceive large radars and the like. -40% to read sensory instrument checks to detect the VF-31, and when being attacked by missiles, either add +30% when chaff and flares are used, or roll on the following:
- 01-50% Missile explodes harmlessly
- 51-00 No effect.
Since the VF-31's stealth capability is a system in the airframe, it can be damaged or destroyed. Once the vehicle 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 thereafter. Once the stealth system has failed, it will not work again until repaired at a New Unified Forces base. For more information on stealth, please refer to the stealth rules.
2. ESCAPE POD
The entire reinforced cockpit of the VF-31 is a detachable escape pod that can be jettisoned when the vehicle 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 vehicle is destroyed (Main Body reduced to 0 MDC), but this can be overridden.
3. EX-GEAR
The VF-31 features a built-in EX-gear system and gunner kit in the cockpit. EX-Gear is an "interface that's worn", which enables highly accurate flight control due to the pilot's muscles' electrical current, and literally the VF-31 can be precisely controlled by the sensation of one's hands and feet. In addition, there are such things as a medical kit and simple cold sleep functions. The EX-Gear is also provided with a life preservation function for the pilot.
4. INTERNAL MDP/S-02 MULTIPURPOSE CHAFF/FLARE/SMOKE DISCHARGER SYSTEM & ANTI-OPTICAL WEAPON SYSTEM
A combined chaff, flare and smoke discharger, useable in all modes, and located in the bulge on the outside of the engine pod; which functions as an air/dive brake. When used, they fire a burst of 6 flares, 1 exploding chaff container or one cloud of white smoke per 1 unit listed in the stats. Chaff and flares are unique in their means of countering missiles.
- RANGE: GM's arbitration. Smoke effect a 6.1 m3 spherical area OR a 1 m wide, 40 m long release.
- BONUSES: chaff, flares and the Anti-Optically targeted weapon systems are +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
Optional: +5% 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 (recommended maximum of 4 per attack to better reflect their fallibility)
- PAYLOAD: 8 bursts of flares, 8 chaff pods and 8 bursts of smoke per dispenser
the Anti-Optical Weapon System is active as long as the airframe has power, BUT can only be used against one (1) missile at a time
DESCRIPTIONS:
- CHAFF explodes roughly 2 seconds after being deployed. They fill the area with a plethora of small, highly reflective metal pieces that only distract radar-seeking missiles.
- 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.
- SMOKE creates a large, billowing cloud of white smoke. It is impossible to see inside, or what is on the other side of the cloud. All visual optics are prevented. Heat and infared imaging are not. Smoke is generally used to hide a units exact position, to cover a retreat, or to indicate a location for extraction or targeting.
- ANTI-OPTICAL WEAPON SYSTEM radiates a large amount of (infrared and other) energy through a shutter that modulates the output, producing a pulsing pattern that produces a pattern of pulses that prevents a missile from maintaing a lock on the target, causing the missile to think that the target was off to one side, and steering away from the target vehicle. It is generally ineffective against missile volleys.
5. HEAT AND RADIATION SHIELDS
Special shielding prevents the penetration of life threatening heat 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.
6. HOWARD PBS-03F PIN-POINT BARRIER SYSTEM
The VF-31 is equipped with a fixed fighter-sized Pinpoint Barrier system for use in GERWALK and Battroid. 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.
THE SYSTEM IS ONLY AVAILABLE IN GERWALK AND BATTROID AND LIMITED TO THE LOWER ARMS 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
OPTIONAL RULE: unlimited MDC but pilot must successfully parry for PPB to be effective. Chance of overloading if hit with too much damage at one time. Not effective against weapons that have a blast radius.
7. SELF-DESTRUCT
To prevent capture of a Variable Fighter by the enemy, the pilot can activate the VF-31'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.
8. SWAG ENERGY CONVERSION ARMOUR
The VF-31 uses excess power from the engines in Battroid and GERWALK to reinforce the armour strength of the VF-31. Effectively triples the armour's durability. Even in Fighter when there is 50% or greater output than existing craft, a built-in light-type of Energy Conversion Armour can be activated for defensive use in the areas of the cockpit, engines and so on, because of this surplus output.
Optional rule: reduce the MDC of all other areas to one-third (33%) in Fighter.
9. ANTI-OPTICAL WEAPON VAPORIZING ARMOUR
A function added to the passive stealth coating substance spread on the surface of the airframe is to vaporize instantaneously when exposed to high energy, thereby diffusing a beam weapon. Approximately 30% is dampened from the output of a beam machinegun grade weapon.
- PROTECTION: reduces damage to (apply modifier after damage is rolled):
- beam machinegun/Gun pod: x0.7
- beam grenade/bazooka/Full Armour shoulder guns, etc: x0.85
- anything larger: ineffective
10. SHIELD
It is made of the 2nd generation type of strengthened Energy Conversion Armour material that is also used in the VF-25's Armour Pack. It becomes a rectification fin when in Fighter.
OFFENSIVE SYSTEMS
1. Mauler ROV-217C 12.7mm Beam Machine-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. These lasers 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: 5,600 m
- DAMAGE: 1D8x10 MD
- RATE OF FIRE: equal to the pilot's combined number of attacks
- PAYLOAD: effectively unlimited
2. Arm 30 mm Heavy Machineguns: (2)
A machine-gun is mounted under both wing-roots in a fixed-forward position. In GERWALK and Battroid, they are mounted on the forearms, and can swivel to fire foreward. These machine guns can be fired in any mode, but cannot be moved in Fighter and must be aimed by moving the body of the vehicle. 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. Bifors BLM-02S Micro-missile Launchers (6):
The VF-31 is equipped with six internal missile launchers, three in each engine nacelle. 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 6
- PAYLOAD: 14 missiles per launcher; 84 total
4. New Model Heavy Quantum Beam Gun Pod (1):
The main armament corresponds to both the 55 mm rapid-fire beam gun and the hyper-grenade mode.
- 55 mm Rapid-Fire Beam Gun
- RANGE: 5,300 m
- DAMAGE: 1D20 per round. 5 round burst, single target: 1D10X10 MD. 10 round burst, single target: 2D10X10 MD. For bursts greater than 25 rounds, increase the damage by a scale of 1D10X10 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 gun pod can be used for sprays: 5 round spray: 1D20 MD per target, effects 1D4 targets. 10 round burst spray: 1D20 MD per target, effects 2D4 targets with a 50% chance of hitting bystanders. Longer duration sprays (up to limits of the magazine): 2D20 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 Beam Gun Pod isn't limited to bursts of 5, 10, 25 or 300 rounds.
- 55mm Hyper-Grenade
- RANGE: 5,600 m
- BAST RADIUS: 30.5 m
- DAMAGE: 1D4x100 M.D. per grenade (equivalent of 20 rounds)
- RATE OF FIRE: requires one action to charge. Can only be fired twice per melee. Can fire more, but with great chance of damaging the gun pod due to cooling issues.
- PAYLOAD: 300 rounds. The Heavy Quantum Beam Gun Pod cannot be reloaded in the field.
5. Multipurpose Container (1):
In Battroid, the Multipurpose Container Unit can be unfolded horizontally near the back of the head. The Multipurpose Container Unit isn't only for micro-missiles: it features the ability to be loaded with units that have various functions, such as Auxiliary Propulsion Mechanisms, and Electronic Warfare Systems. The VF-31 can fire missiles from the Multipurpose Container Unit in GERWALK. It's said that that was prized when invading the enemy power's positions from low altitude at high-speed.
The Multipurpose Container Unit can be ejected when no longer needed. It can be loaded with only one (1) of the following:
- Auxiliary Propulsion Unit
Even though the acceleration of an Auxiliary Propulsion Unit equipped VF-31 that's fully-loaded with propellant is somewhat inferior to a VF-31 that's lightly equipped (15 G), when the propellant is used and the craft becomes light, acceleration comes close to 30 G. The VF-31 is at its most highly-manoeuvrabile when it's on the verge of exhausting its fuel.
- SPEED BOOST: +20% to maximum speed
- COMBAT BONUSES: +1 bonus to dodge in all modes
- Internal Pallets (4):
The container contains room for four (4) pallets, 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 loaded with Micro Missiles are standard.
- NUMBER OF PALLETS: 4.
- LOADOUT: B-7 Standard Internal Pallet, though any type of Pallet System can be used.
Note: the VF-31 is considered to be an Electronic Warfare designated craft, and isn't limited in the number of ECM devices it can operate at the same time.
- Gun Pod And Drone Charger
A combination introduce by the Walküre Forces for their anti-Mal operations (Macross Delta).
Gun pod (1):
Any gun pod can be stowed in the container. The gun pod can be fired forward while mounted in the Multipurpose Container akin to the Strike VF-1's Double-Action Beam Cannon.
- LOADOUT: 1 gun pod (the New Model Heavy Quantum Beam Gun Pod is standard)
Drone Charger:
It has the capability of remotely recharging them. The Drone Charger operates by creating an electromagnetic field in the target area, to inductively charge (wirelessly charge) devices within the area of effect. Due to the generality of the electromagnetic field, the pilot cannot select specific devices.
CHARGING:
To avoid inadvertently charging an opponent's device(s), roll on Read Sensory Instruments. Success means that the pilot has moved the majority of the charging field away, and the opponent's device(s) only receive a fraction of the power being transmitted.
- RANGE: 2.5 km
- AREA: 50 m2
HIGH-ENERGY [GAMMA RADIATION] ATTACK:
The electromagnetic field can also be modulated to directly attack an enemy pilot with radiation. As it is generally considered inhumane, its use is highly frowned upon, and almost never used. The attack involves scorching the enemy craft in the cockpit area with deadly gamma radiation; which can be considered to be on the higher frequency (more energetic) end of the scale, and is able to overcome the standard Heat and Radiation Shields in most space-going vehicles.
- RANGE: 2.5 km
- AREA: 5 m2
- DAMAGE: only effects living pilots. 1D6 direct to HP (or MDC if applicable). Save vs. Poison: 13 (18 if un shielded)
- RATE OF FIRE: single shots only
- PAYLOAD: effectively unlimited
Note: due to its small size, the Drone Charger can be placed inside one of the Internal Pallets, and isn't exclusively used in combination with a stowed Gun Pod
- Stowable Radome
When unfolded, it provides all the capabilities of the RVF-25's AP-SF-01+ Aegis Pack.
- ELECTRONIC WARFARE CAPABILITIES:
- Electromagnetic Wave Sensor
- Fold Wave Sensor
- Integrated Sensor
- Radar
- ALQ-199 Tactical Noise Jamming Device
- ALQ-200 Multi-band Track Breaker
Notes:
- only usable when the radome is deployed. When the radome is stowed, the sensor and communications abilities are that of a regular VF-31.
- destroying the Radome will reduce the sensor and communications abilities to that of a regular VF-31.
6. Wing Hard Points (4):
The VF-31 has two hardpoints per wing, for a total of four. The standard combat loadout for the VF-31 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.
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|
L.A.I. / AAMS-02A Short Range High Manueverability Anti-Air Missile
- LOCATION: inner hardpoints (B & C)
- RATE OF FIRE: volleys of 1, 2 or 3 per hardpoint
- PAYLOAD: 3 per hardpoint
Sentinal FXA-60A High Speed Armour Piercing Rocket Launcher Pod
- LOCATION: inner hardpoints (B & C)
- RATE OF FIRE: 1 to 6 per hardpoint
- PAYLOAD: 18 rockets per pod; 1 pod per hardpoint
Bifors AAMM-05D Medium Range Anti-Air Missile
- LOCATION: outer hardpoints (A & D)
- RATE OF FIRE: 1 per hardpoint
- PAYLOAD: 1 per hardpoint
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PaCSWS-1G Super High Manueverable Missile
- LOCATION: all hardpoints (A, B, C & D)
- RATE OF FIRE: 1 per hardpoint
- PAYLOAD: 1 per hardpoint
LPP-14A/LPP-014Fx Propelled Laser Pod
- LOCATION: inner Hardpoints (B & C)
- RATE OF FIRE: 1 per hardpoint
- PAYLOAD: 1 per hardpoint
RMS-7 Reaction Missiles or Dimension Eater Missiles
If either are mounted, only the AAMS-02A can be mounted on one other wing hardpoint. Reaction and Dimension Eater Missiles are always fired in the opening moments of a battle.
- LOCATION: all hardpoints (A, B, C & D)
- RATE OF FIRE: 1 per hardpoint
- PAYLOAD: One per hardpoint, for a maximum of 4 (2 with Dimension Eaters)
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7. MDP-001W Cygnus Drone Launchers (2):
Mounted in the top of the VF-31's engine nacelles (back of the legs in GERWALK and Battroid), are a pair of Drone Launchers. The Drones are ejected from the launchers, deploy wings, and fly under their own power to autonomously aid the VF-31. The Drones are unarmed, but carry a powerful Pinpoint Barrier generator, and holographic emitters.
DAMAGE:
- PAYLOAD: 8 MDP-001W Cygnus Drones per launcher, 16 total
8. HAND TO HAND COMBAT:
If necessary, the VF-31 can engage in melee combat rather than use a weapon. The VF 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-31 features a special equipment hardpoint for mounting a Fold Booster. The booster must be ejected prior to transformation. Using the electromagnetic systems in the VF, the VF-31 is able to reattach the Fold Booster when it is floating in space.
SENSOR SYSTEMS
- AOA DETECTOR: detects the angle in which the wings meet the airflow. If the angle is increased, so is lift; however a stall can occur if the angle is too steep.
- EXTERNAL AUDIO PICKUP: A sound amplification system that can pick up normal conversation up to 91.5 m away.
- FOLD DIMENSIONAL RESONANCE SYSTEM: a Fold Dimensional Resonance System mechanism is built into the VF-31. It amplifies Song Energy, and the VF-31 also became able to break through the dense Fold Faults.
- HYBRID SENSORS: located on the lower arm adjacent to the manipulator arm. In Battroid, they are mainly used for the fine work of the manipulator arms, but also can be used as an emergency backup if the main sensors (mounted in the head) are lost.
- IFF ANTENNA: the associated systems receives codes from other aircraft and identifies them as either friend or foe. This eases in targeting and tracking your enemies, without hitting your allies with "friendly fire".
- IFF/UHF DATALINK ANTENNA AND TACAN/UHF ANTENNA: Tactical Air Navigation (TACAN) provides radio (UHF) navigation information such as bearing, identification and distance information. It is located in the dorsal section.
- OPTICS - AN/ASQ-228 ATFLiR Advanced Targeting Forward-Looking Infrared: has increased capabilities to locate, identify and designate targets. Its 360-degree roll drive, with continuous automatic boresight alignment, ensures persistent target coverage and first-pass kill.
- RANGE: infrared: 75 km. Laser targeting operates at heights greater than 25,000 m
- BONUSES: FLIR adds a +10% bonus to pilots using a tracking skill
- 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.
- QFS-06 FOLD DETECTION SENSOR: a sensor that comprehensively detects fold waves, as well as such things as gravitational fields, magnetic fields, and infra-red rays.
- RADAR - INTEGEATED AA/AS/SF-06 MULTI-PURPOSE SENSOR SET (Fighter and GERWALK): mounted in the nose radome made of L.A.I.'s LC-212 heat-resistant compound. It's a multi-mode radar for use in outer 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 10 m and as high as 50,000 m, over 750 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 75 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: it provides protection against surface to air missiles and air to air missiles' radar, by jamming. A radar warning receiver allows the pilot to know when they are in a radar-guided threat environment. The Very High Frequency antenna transmits and receives tactical, operational, and administrative information in the VHF range. It supports line-of-sight communications. It is located in the vertical stabilizer. This antenna is located in the in vernier tail pack and it extends in GERWALK.
- UHF ANTENNA: the Ultra High Frequency antenna transmits and receives tactical, operational, and administrative information in the UHF range. It supports line-of-sight communications.
- VARIOUS ANTENNAE AND RADAR SYSTEMS: located in the tailfins, with additional APN-2000 antennas mounted on the lower right and left of nose section.
- VHF ANTENNA: the Very High Frequency antenna transmits and receives tactical, operational, and administrative information in the VHF range. It supports line-of-sight communications. It is located in the vertical stabilizer.
OTHER STANDARD EQUIPMENT
- AIRBRAKE: internally is stored a chaff, flare and anti-optical weapon multipurpose discharger.
- BALANCE CONTROLLER: assists in maintaining balance in Battroid and GERWALK. It is located in the nosecone.
- BLC (Boundary Layer Control): the function is added to the flaps at the front and rear of the main wings, and defends against the seperation of the airflow of the wing surface flow and the improvement of the high-angle of attack and low-speed flight characteristics.
- FIRE CONTROL SYSTEM: is located in the front avionics bay and 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 80 craft during high G manuvers
- Anti-warship mode: for use with the RMS-7 and other anti-ship missiles, using radar cross-sections
- Air-to-ground mode: capable of tracking more than 30 craft
- HELMET POINTING SYSTEM: is built into the helmet and utilized by the FCS. It takes aim by following the pilot's eyes is adopted for shooting the gun pod and laser machinegun.
- INERTIAL NAVIGATION SYSTEM (AUTOPILOT): it uses data from the Doppler device and can automatically navigate the attack craft. Pilots can even sleep during long voyages, but this practice is frowned upon by senior command. 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 craft is near its destination, and can also be set to automatically signal when sensors detect objects near the craft.
- ISC (INERTIA STORE CONVERTER): Shinsei Industry Macross Frontier Arsenal / LAI Company self-development specification ISC/TO21. Incorporates EX-Gear. When ISC operates, the cockpit is protected from high-Gs; such as the maximum airframe design load of 27.5 G at maximum acceleration for 120 seconds. There is a reduction in the acceleration is it is apparently slowly reduced, as a part of the acceleration that hangs on such things as the airframe and pilot is stored in an internal capacitor. High purity Fold Quartz is necessary for manufacturing ISC.
- LANDING GEAR: has a catapult link bar for carrier launch. Thicken column to support Super parts, other equipment and the impact of carrier landings.
- LINEAR ACTUATORS: enable the VF-31 to transform in two-thirds the time of existing craft by electromagnetically driven actuators. There are also the advantages of such things as a reduction in breakdowns and an increase in maintainability, because the complex mechanical mechanisms have disappeared from the airframe.
- LOUDSPEAKER: A loudspeaker system is built into the craft, which can be used to amplify the pilot's voice up to 90 decibels.
- "MAGIC HAND" MANIPULATORS (3): for maintenance use. 3 MDC each.
- REMOTE CONTROL: from outside the fighter by EX-Gear is possible via connect slave function.
- SEARCHLIGHTS: 2 searchlights are located on the shoulders in Battroid. Range: 90 m.
- STANDARD SURVIVAL KIT: all New Unified Forces' VF's 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-31'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.
- VORTEX CONTROLLER: it produces the flow of the air current on the surface of the airframe, and it attempts attitude control by negative pressure.
COMBAT BONUSES FOR VF-31 SEIGFRIED 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 (+1 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
- an additional +1 to dodge if EX-Gear is being used
- +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 - 2D6 M.D. plus a 50% chance of knocking an opponent down, causing him to loose initiative and one attack that melee round
ADVANCED VF-31 SEIGFRIED COMBAT TRAINING
Advanced training for pilots specializing in the VF-31.
- 3 attacks per melee (plus those of the pilot). Add one action/attack at levels two, five, seven, and ten.
- +1 on initiative (+3 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
- an additional +1 to dodge if EX-Gear is being used
- +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 - 2D6 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