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By AARON SKETCHLEY (aaronsketch@HOTdelete_thisMAIL.com) Ver 3.3 2016.02.11

Official Setting information is in darkgreen. Extended Universe information is in steelblue.

VF-0D Pheonix Enhanced Attack and Electronic Warfare VF

BACKGROUND

The VF-0D Phoenix is the Unified Forces two-seater type of Variable Fighter developed and oriented towards the aliens expected to arrive in the near future. It's features are the adoption of a canard wing (aileron) and delta wing, that stresses manueverability when in fighter form.
It is a VF-0 version designed and manufactured by Northrop Grumman/Stonewell/Bellcom for enhanced attack and electronic warfare capabilities. It has increased air combat maneuverability and 20% greater payload, as well as improved electronic warfare capabilities. It shares largely the same nose block, dorsal block, and Battroid-mode leg section/enginge block. It has high-maneuverability canards, clipped delta wings with dogtooth edge and a large wing area, and one head-turret-mounted laser cannon.
The VF-0 series is the archaeopteryx [original bird, first bird] of the Variable Fighters, which was completed partly against the Uified Forces' will. The VF-0 is a developmental craft (one of the developmental craft actually) of Variable Fighters that unites technology produced from the analysis of a crashed alien battleship with existing aircraft.
The development of augmentative weapon packs used by the VF-0 series was advanced mainly by Shinnakasu Heavy Industry. Except for one conformal missile/fuel tank installed on each engine nacelle, the other parts in the augmentative weapon "Super Pack" were not completed in time for the Anti-"Tori no Hito" battle.

24 D variants were manufactured; 6 single seater, and 18 two-seater.


Vehicle Type: developmental Variable Fighter.
Class: Variable Vehicles
Crew: pilot only or pilot and copilot in Marty & Beck Mk-7 zero/zero ejection seat
Manufacturer: Northrop Grumman / Stonewell / Shinsei
Government: Unified Government
Customer: Unified Air Force and Space Force

Variants:


MDC BY LOCATION:

Location MDC Location MDC
Head Mounted Laser (1)
Head Turret
Hands (2)
Arms (2)
Legs/Thrusters (2)
(1) Main Body
Canard (2)
20 each
65
35 each
95 each
185 each
310
35 each
Wings (2)
Tails (2)
External Fuel Tanks (4)
Multipurpose Gun Pod
(2) Pilot's Compartment/Escape Pod
(3) Engine Nacelle Super Parts (2)
150 each
45 each
45 each
100
150
75 each

SPEEDS:

Battroid: GERWALK: Fighter:
  • RUNNING: 160 kmph
  • LEAPING: 9 m high or 15.2 m long without thrusters
  • FLYING: Mach 1.31 at 11,000 m
  • RUNNING: 100 kmph
  • FLYING: to Mach 2.29 at 11,000 m
  • FLYING: Mach 2.74 at 11,000 m; +20% to maximum speed with QF-2000A.
  • MAXIMUM RATE OF ASCENT: 15,000 m/minute
  • CEILING: 26,500 m.

  • All Modes:
  • CRUISING RANGE: 2,400 km with standard dorsal auxillary conformal fuel drop tanks on dorsal surface in fighter mode and on chest and dorsal sections in Battroid.
  • COMBAT ACTION RADIUS (in atmosphere): 1,250 km (used with continuous afterburning for high-speed air combat manuevers)
  • VTOL CAPABILITY: in GERWALK and Battroid. MAX HOVERING TIME: 70 to 420 seconds.
  • G limit: +7 (in space)
  • OPERATIONAL UNDERWATER DEPTH: 20 m and can perform underwater operations in silent mode for up to several minutes.


    STATISTICAL DATA:

    HEIGHT: WIDTH: LENGTH:
  • Battroid: 12.92 m.
  • GERWALK: under investigation
  • Fighter: under investigation
  • Battroid: under investigation
  • GERWALK & Fighter: 11.2 m
    (wings at maximum extension)
  • Battroid: under investigation
  • GERWALK: under investigation
  • Fighter: 18.69 m

  • EMPTY MASS: 16,805 kg

    PHYSICAL STRENGTH: equal to a PS of 50.
    CARGO: small compartment behind pilot's seat for personal belongings.

    POWER PLANT: two EGF-127 over-tuned conventional Turbofan Engine Kai [custom], each rated at 91.08 kN (148.9 kN with afterburner), 650 MW in generation power, single-axis thrust vectoring and rectangular underfuselage air intakes with semi-retractable slit-style shutter in Battroid mode or space use.
    Three Shinnakasu ARR-2 maneuvering rocket motors in GERWALK and Battroid modes.


    DEFENSIVE SYSTEMS

    1. ACTIVE STEALTH: the VF-0D is equipped with the initial active stealth mechanism. Refer to Active Stealth Systems - 1st Generation for details.
    2. ENERGY CONVERSION ARMOUR: the VF-0D incorporates Overtechnology using AWAG/RA 105 SWAG energy converting armour system, the VF-0 can employ surplus power to increase the fighter mode's armour strength in other modes. Armour strength is 4 to 5 times greater in GERWALK (the equivalent of a heavy combat helicopter or light armoured vehicle). Battroid can use 90% of the engine output increasing the armour strength by 10 (the equivalent of a main battle tank). It is able to operate in the air using the engines for flight for up to 20 minutes.
    Optional rule: consider the VF's main body as the strengthened armour, and divide it by 3 for the Fighter's armour strenth.
    3. IDECM (Integrated Defensive Electronic CounterMeasures): refer to IDECM for details.
    1. AN/ALE-55 FOTD (Fiber-optic Towed Decoy): refer to AN/ALE-55 FOTD for details.
    2. COUNTERMEASURE DISPENSERS: a combined chaff, flare and smoke discharger useable in all modes. Refer to Chaff/Flare/Smoke Discharger System for details.
    3. SQUIB DISPENSERS: creates an ECM field affecting a 1 km³ spherical area for 1D4 melees. They effect 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.
      Squibs are useful in electronic warfare as even if a skilled operator can overcome it's ECM, because it's not the vehicle that's broadcasting the ECM, the vehicle is safe from anti-radar attacks.
      • RANGE: 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.
    4. RATE OF FIRE: unlimited.
    5. PAYLOAD: 4 parachute squibs per dispenser.
    4. HEAT AND RADIATION SHIELDS: refer to Heat And Radiation Shields for details.
    5. EJECTOR SEAT/S w/ ANTI-G MECHANISM & HOMING SIGNAL: refer to Ejector Seat, Transponder and Survival Kit for details.
    1. SEAT ANGLE AND VITAL POINT STIMULATION: refer to Anti-G Mechanism: Seat Angle and Vital Point Stimulation for details.
    2. CANOPY WITH RETRACTABLE SHIELD: for battroid mode use.
    6. SELF-DESTRUCT: to prevent capture of a vehicle by the enemy, the pilot can activate the self-destruct system, which will cause the fighter to explode and obliterate all internal systems.


    ARMAMENTS

    1. MAULER ROV-20 LASER MACHINE-GUN (1)

    One fixed Mauler laser cannons. A laser machine-gun was adopted because the space efficiency of a laser machine-gun is better than that of a machine-gun with ammunition. The gun is mounted on the head turret in Battroid, with a 360 horizontal and a 90 vertical arc of fire. In Fighter and GERWALK, it is located in the central ventral section of the main body pointed forward and fixed forward with a -90 vertical arc of fire, and can be deployed for a 270 horizontal arc of fire


    2. HOWARD GPU-9 35 MM GATLING GUN POD

    The bullet's initial velocity is 1,100 m per second. Though it's destructive power is excessive when used against general aircraft, it is the "standardized" power against the hypothesized opponent of a battle pod equipped with VF-0 class Energy Conversion Armour. The gun pod can also use AHEAD (Advanced Hit Efficiency And Destruction) rounds. There are 3 adjustable rates-of-fire at 60, 1,250, 2,500 rounds per minute, driven by a 90 horsepower electric motor. Spare clips for the gun pod can be carried in the engine nacelle Super Parts.


    3. BODY/WING HARD POINTS (4+2):

    The VF-0D can mounted 20% more payload on the wings than the A and S types. In addition to the 2 hardpoints on the underside of each main wing, for a total of 4, there are an additional 2 hardpoints near the tips of the wings. Generally a single AIM-130A is mounted on them, though ECM pods can, too. The VF-0D can mount a combination of missiles or missiles and missile-launchers. All hardpoints are capable of mounting most former United States/NATO standard aviation weaponry. Refer to Missiles FCS 00's for further details, and Missiles & FCS Basics for alternatives.

    Note: the wings can be deployed in Battroid, allowing hardpoint ordinance to be used.


    4. HAND TO HAND COMBAT

    If necessary, the pilot of the VF-0D can engage in melee combat rather than use a weapon. The VF-0D 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: 1D4 M.D.
  • Full Strength Punch: 4D6 M.D.
  • "Booster" Punch: 1D4x10 M.D. (counts as two attacks)
  • Tear or Pry with Hands: 1D6 M.D. + additional ripping and frame damage.
  • Kick: 4D6 M.D.
  • Leap Kick: 2D6x10 M.D. (counts as two attacks)
  • Body Flip/Throw: 2D6 M.D.
  • Body Block/Tackle: 2D6 M.D.
  • Stomp: 1D6x10 M.D. (only effective against small objects. Some may be instantly destroyed.)

  • OPTIONAL EQUIPMENT (SUPER PARTS)

    Except for one conformal missile/fuel tank installed on each engine nacelle, the other parts in the augmentative weapon "Super Pack" were not completed in time for the Anti-"Tori no Hito" battle. Even the augmentative weapon packs manufactured by Shinnakasu, as well as the later experimental equipment used by the VF-1, had only been trial-produced in a number of sets and a number of patterns.

    1. ATMOSPHERIC COMBAT ENGINE-NACELLE SUPER PARTS


    AVIONICS

    Unless otherwise noted, refer to Avionics for details.


    OTHER SYSTEMS

    Unless otherwise noted, refer to Other Systems for details.


    COMBAT BONUSES FOR VF-0D PHOENIX TRAINING

    Note: the VF-0D has an additional +1 in fighter mode at speeds below Mach 1.

    BASIC COMBAT TRAINING for non-pilot military personnel
    • +1 attack per melee (plus those of the pilot). +1 attack at levels 3, 9, and 15.
    • +0 initiative
    • +1 to strike.
    • +1 to parry
    • +1 to dodge in battroid mode, +2 in GERWALK, +4 in fighter mode.
    • +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.
    • Critical strike same as pilot's hand-to-hand.
    • Body block/tackle/ram - 1D6 M.D. plus a 50% chance of knocking an opponent down, causing him to lose initiative and one attack that melee round.
    ADVANCED COMBAT TRAINING for military pilots and mecha specialists.
    • +3 attacks per melee (plus those of the pilot). +1 attack at levels 3, 6, 11, and 15.
    • +1 initiative
    • +2 to strike
    • +3 to parry
    • +2 to dodge in battroid mode, +3 in GERWALK, +5 in fighter mode.
    • +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 - 1D6 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 off of the UNSDB's VF-0 stats
  • Macross Compendium
  • Kawamori Shoji Design Works
  • Great Mechanics 8 & 11
  • Great Mechanics.DX 9

  • © Aaron Sketchley
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