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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:
- VF-0D: single seater version.
- VF-0D: two-seater version.
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
|
NOTES:
- (1) Depleting the main body will destroy the vehicle. The pilot will be automatically ejected from the vehicle before it explodes.
- (2) Only in battroid mode 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.
- (3) 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 Part additions automatically take damage first.
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 module before it explodes. Modules that explode do 1D6x100 MD. Deduct damage first from the part covered by the Super Part, and then any remaining damage from the main body of the VF.
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
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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.
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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.
- AN/ALE-55 FOTD (Fiber-optic Towed Decoy): refer to AN/ALE-55 FOTD for details.
- COUNTERMEASURE DISPENSERS: a combined chaff, flare and smoke discharger useable in all modes. Refer to Chaff/Flare/Smoke Discharger System for details.
- 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.
- RATE OF FIRE: unlimited.
- 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.
- SEAT ANGLE AND VITAL POINT STIMULATION: refer to Anti-G Mechanism: Seat Angle and Vital Point Stimulation for details.
- 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.
- TIME DELAY: up to 60 minutes (time is set by the pilot)
- DAMAGE: 1D6x10 M.D.
- RANGE: 6 m
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 360º horizontal and a 90º 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 -90º vertical arc of fire, and can be deployed for a 270º horizontal arc of fire
- RANGE: 1,200 m
- DAMAGE: 1D4 MD per round. 1D4X10 MD per 10 round burst. Refer to the Gun Pods and Beam Machine Gun Burst and Spray Rules for alternatives.
- RATE OF FIRE: 30 rounds per melee. The ROV-20 is limited to bursts of 10 or 20 rounds per attack.
- PAYLOAD: effectively Unlimited.
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.
- RANGE: 1,100 m
- DAMAGE: 1D6 MD per round. 1D6X10 MD per 10 round burst. Refer to the Gun Pods and Beam Machine Gun Burst and Spray Rules for alternatives.
- RATE OF FIRE: Equal to the pilot's combined number of attacks. The GPU-9 isn't limited to bursts of 5, 10, 25 or 200 rounds.
- PAYLOAD: 550 rounds per clip. Additional ammo clips can be inserted, but exchanging clips requires 2 melee actions. Spare clips are not normally carried. A spare clip can be stored in the external atmospheric Super Parts (total of 2).
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.
- Raytheon Bifors AIM-200A AMRAAM 2 Medium Range Air-to-Air Missile: the wing harpoints can be equipped with a dedicated 3-shot racks. The wingtip harpoints can only be equipped with a single missile.
- GH-28A 8-Tube General-Purpose Micro-Missile Launcher: usually 2 are mounted on the outer wing hardpoints.
- HAIM-95A Medium-Range Maneuverable Missile Launcher Pod: a pair of launcher pods originally used in attack craft equipment (special attack/assault specification) are usually mounted in combination with the GH-28A on the wings.
- Hexagon FFAR Rocket Launcher Pod: usually only a single pair are mounted.
- External Fuel Tank: the tanks are used to extend the cruising range, and are dropped when the vehicle enters combat.
- MK.82 Snakeeye Bombs
- GBU-10C Paveway II Bomb
- ASM-1 Air-to-Ship
- ASM-2 Air-to-Ship Cruise Missile
- ECM and ECCM Pods
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.)
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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
1. MICRO-MISSILE LAUNCHERS
- MISSILE TYPES: Raytheon Erlikon GH-30B I/IR-guided micro-missiles.
- RATE OF FIRE: Volleys of 1 or 2 per Super Part. All Super Parts can be fire linked.
- PAYLOAD: 24 missiles per super part, for a total of 48 missiles.
2. SPARE MAGAZINE HOLDER
- PAYLOAD: 1 spare magazine for the gun pod per super part, for a total of 2 spare magazines.
AVIONICS
Unless otherwise noted, refer to Avionics for details.
- AN/ALQ220 A OASIS (Organic Airborne and Surface Influence Sweep): refer to AN/ALQ-220 A OASIS for details.
- AOA (Angle Of Attack) DETECTOR
- EXTERNAL AUDIO PICKUP
- RADIO/VIDEO COMMUNICATION: Range: 960 km.
- IFF/UHF DATA-LINK ANTENNA
- TACAN (Tactical Air Navigation Antenna)/UHF ANTENNA
- UHF ANTENNA
- VHF ANTENNA
Head turret:
Contains many kinds of sensors, high-zoom large-bore high-definition TV camera, night vision, infrared pointer, laser range finder, laser spot tracking mechanism, IFF datalink, and an ultrasonic kinetic sensor. In addition to the laser gun aiming system and guide laser oscillator.
- LASER TARGETING SYSTEM: RANGE: 12,192 m (vertical).
- OPTICS - FLIR (Forward Looking Infrared): RANGE: 12,200 m with x10 zoom functions (can zoom in to see 10 m square at 1,000 m)
- OPTICS - LARGE APERTURE HIGH-DEFINITION TV CAMERA SYSTEM
- OPTICS - NIGHT VISION SYSTEM
- OPTICS - REAR PERISCOPE
Forearms:
- HYBRID SENSORS
Nosecone:
- AWG-20 RADAR: See AWG-20 for details.
- RANGE: active: 370 km search range, 280 km lock-on fighter sized vehicles.
- HEIGHT: 24,385 m to small moving targets near or on the ground not obscured by foliage.
- TWS: 24 targets, engage up to 6 at the same time; ACM: 18 targets.
- BALANCE CONTROLLER
- FCS (Fire Control System): the VF-0's FCS is an all regimes type, and due to that it has only limited air-to-ground capabilities.
- INERTIAL NAVIGATION SYSTEM (AUTOPILOT)
OTHER SYSTEMS
Unless otherwise noted, refer to Other Systems for details.
- ARRESTING HOOK: single hook.
- CANARDs: high-maneuverability type
- CCV (Control-Configured Vehicle) CONSTRUCTION
- CLIPPED DELTA WING: with dogtooth edge and large wing area.
- LANDING GEAR
- LOUDSPEAKER
- "MAGIC HAND" MANIPULATORS
- SEARCHLIGHTS
- TACTICAL LIFE SUPPORT SYSTEM
- 3-MODE VARIABLE TRANSFORMATION SYSTEM: uses actuators and hinges. Cannot transform from fighter when travelling at Mach 1.7 or greater (special attack specification). Time to transform is less than the SV-51 requires.
- VG WING:
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.
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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.
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REFERENCES
© Aaron Sketchley