Official Setting information is in
darkgreen. Extended Universe information is in
steelblue.
BACKGROUND
A Variable Battle Pod based on the EVA (Enemy Valkyrie, Enemy Variable Fighter) that was developed to use the Earth side's technology which was leaked to the Lost Zentrādi in the latter half of the 2010's. The Neo-Gurāji is an EVA that the Macross Concern completed while taking in the designs of such Valkyries as the VF-4 Lightning, as the EVA [itself] did not achieve the rebirth of a high-performance Gurāji.
The Neo-Gurāji had a complicated origin where it was said to be based on the Variable Gurāji—which was developed with VF technology that the Lost Zentrādi gathered after the First Interstellar War—and was completed by the Macross Concern. The Neo-Gurāji has both the advantages of a Valkyrie, and the high-manoeuvrability and great fire power of the Gurāji. The Neo Gurāji also overcame the original Gurāji's lack of air combat capabilities by introducing the technology of the Valkyries.
The Neo-Gurāji—which was developed as one of the candidates for the AVF Plan—has had high-manoeuvrability and a large quantity of fire power handed over to it, additional speed in Fighter form, and has perfect performance in hand-to-hand combat in GERWALK due to a Pinpoint Barrier and strengthened SWGA. And even though it has been assigned the dogfighting abilities of such things as the VF-19 and VF-22, it has earned a favourable reputation among Zentrādi soldiers as a powerful heavy attack craft. The Neo-Gurāji has excellent electronic warfare functions, and is able to control both the QF-3000 and QF-4000 Ghost fighters.
However, from a consideration of that high-performance, the cockpit is extremely narrow, and although it is for [giant-sized] Zentrādi, it's said that unless the pilot is a Meltrandi with a small physique, the pilot won't be able to pull the true specifications out of the aircraft. Even though a My-clone-use Neo-Gurāji also exists with the VA-110, as the Neo-Gurāji is a design whose prerequisite is the Zentrādi Health-function Feedback, it is hard to say that the VA-110 could perfectly reproduce the Neo-Gurāji's fighting abilities.
The Neo-Gurāji can take the forms of a 3-hulled Fighter, GERWALK and can even transform up to the Battroid form. The basic fuselage structure and transformation mechanism are almost identical to the Variable Gurāji. Probably because of the introduction of Earth technology, the Neo-Gurāji came to have a sharper silhouette when compared to the Gurāji—especially in the Fighter form.
One story [the Macross Frontier novelization] has Temujin using it—he was an officer of the 33rd Marine Force that was stationed on Gaul 4. There's also a rumour that Sharon Apple hacked a Neo-Gurāji, as there was an unmanned Neo-Gurāji that used an AI similar to the Ghost X-9, and it fought against the YF-19 in the Sharon Apple Insident* in 2040.
* Translator's note: I know it's a spelling error. But due to the hosts TOS...
Vehicle Type: All-regime Variable Battle Pod and Tactical Combat Battroid.
Class: Variable Battle Pod
Crew: pilot only (both Zentrādi giant and My-clone versions)
Design: Macross Concern [Combine] / General Galaxy / New Nile Armoury
Manufacturer: Protodevilun Automated Arsenal
Government: Unified Government
Customer: Unified Forces
Variants:
- Variable Gurāji - appears* in 2018*
- Neo-Gurāji - upgraded Variable Gurāji that appears in 2040*
- • standard version: hands and single Particle Gun in forearms
- • Ghost [Drone] version: pair of Particle Guns in forearms (no hands)
- Neo-Gurāji Bis - upgraded Neo-Gurāji that appears in 2058*. Claw hands on forearms and improved engines.
* Author's note: "appears in -" means the earliest known in-universe appearance. The variants were most likely produced earlier.
MDC BY LOCATION:
Location |
MDC |
Location |
MDC |
Anti-ship Beam Gun
(1) Head
(1) Sensor Eye
Anti-Air Lasers (2)
Upper Arms (2)
Forearms (2)
Hands (2)
|
160
80
65
35 each
80 each
160 each
60 each
|
Upper Legs/Wings
Lower Legs/Wings (4)
Thrusters (2)
(2) Main Body
Pilot Compartment/Escape Pod
(3) Pinpoint Barrier Shield
Optional Fold Booster
|
80 each
135 each
120 each
400
240
100
150
|
NOTES:
- (1) Destroying both the head and the Sensor Eye will knock out the major sensor systems, including all of the optics systems (infrared, nightvision, thermal). Radar and communications will be unaffected. Attackers must make a called shot at -6 to strike due to their small sizes.
- (2) Depleting the main body will destroy the vehicle. The pilot will be automatically ejected from the vehicle before it explodes.
- (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.
SPEEDS:
Battroid: |
GERWALK: |
Fighter: |
RUNNING: 350 kmph
LEAPING: 10 m high or 16.8 m long without thrusters
FLYING: Mach 1 (1,235 kmph)
|
RUNNING: 350 kmph
FLYING: Mach 1 (1,235 kmph)
|
FLYING: Mach 6.4 at 10,000 m
MAXIMUM RATE OF ASCENT: 642 m/s
CEILING: unlimited (capable of launching into satellite orbit over an Earth-class planet)
|
All Modes:
- CRUISING RANGE: virtually unlimited within an atmosphere.
- VTOL CAPABILITY: in GERWALK and Battroid. Max hovering time: under investigation
- G limit: +17 (giant Meltrandi), +16 (giant Zentrādi), +15 (My-clones)
- OPERATIONAL UNDERWATER DEPTH: 110 m (Battroid & GERWALK).
STATISTICAL DATA:
HEIGHT: |
WIDTH: |
LENGTH: |
Battroid: under investigation
GERWALK: 16.55 m
Fighter: under investigation
|
Battroid & GERWALK: 11.4 m
Fighter: under investigation
|
Battroid: under investigation
GERWALK: 12.66 m
Fighter: under investigation
|
- EMPTY MASS: under investigation
- PHYSICAL STRENGTH: equal to a PS of 60.
- CARGO: small compartment behind pilot's seat for personal belongings.
- POWER PLANT: Two Roikonmi / General Galaxy FC-2450 Thermonuclear Converters
DEFENSIVE SYSTEMS
1. Active Stealth: the Neo-Gurāji is equipped with a 3rd Generation Active Stealth System. Refer to
Active Stealth Systems - 3rd Generation for details.
2. Energy Conversion Armour SWGA: refer to
Energy Conversion Armour for details.
3. Pinpoint Barrier System: for use in GERWALK and Battroid. Refer to
Pinpoint Barrier for details.
4. IDECM (Integrated Defensive Electronic CounterMeasures): refer to
IDECM for details.
• Retractable EC (Electronic Countermeasures) Antenna: refer to AN/ALQ-131(V) for details.
• Countermeasure Dispensers: a combined chaff, flare and smoke, discharger useable in all modes. Refer to Chaff/Flare/Smoke Discharger System for details.
5. Heat and Radiation Shields: refer to
Heat And Radiation Shields for details.
6. Ejector Seat with Anti-G Mechanism and Homing Signal: refer to
Ejector Seat, Transponder and Survival Kit for details.
• Mobile G-Reducing Seat: refer to Anti-G Mechanism: Mobile G-Reducing Seat for details.
7. Escape Pod: refer to
Escape Pod for details.
8. 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 APB-01S Anti-Ship Heavy Quantum Beam Gun (1):
The Neo-Gurāji is equipped with one charged particle beam gun on the upper part of its body in GERWALK and Battroid, and underneath in Fighter. Although the long gun barrel doesn't handle very well, it has a 360° rotation structure, and a wide shooting field. The beam gun is not usually used against small, fast moving opponents.
- RANGE: GM's option: further penalties to strike at long range if the Neo-Gurāji is engaging in maneuvers. The following is for not moving and carefully positioning the beam gun to aim properly.
- to 5,175 m: no penalties to hit
- to 10,350 m (maximum range): -3 to strike. Roll 1D4 per shot: ⑴ glancing blow: roll for damage and divide by 1/4, ⑵ glancing blow: roll for damage and divide by 1/2, ⑶ & ⑷ direct hit: roll for damage.
- DAMAGE: 6D6X10 M.D. The beam gun does critical damage against ships.
- RATE OF FIRE: maximum of 2 shots per melee.
- PAYLOAD: effectively unlimited.
2. Erikon APB-33 Scattering Irradiation-type Charged Particle Gun Launcher (2):
Built into the arm weapon unit. They correspond to the main armament on the Neo-Gurāji.
- RANGE: 2,500 m
- DAMAGE: 1D12x10 M.D. per cannon.
- RATE OF FIRE: equal to the pilot's combined number of attacks.
- PAYLOAD: effectively unlimited.
3. Bifors BML-02S Micro-missile Launchers (4):
Arranged two apiece at the base of the left and right arms.
- MISSILE TYPES: Bifors BML-02S Micro-missiles, though any type of Micro Missile can be used.
- RANGE: 1.6 km
- DAMAGE: 1D8x10 M.D.
- RATE OF FIRE: Volleys of 1 to 10 missiles per launcher
- PAYLOAD: 20 missiles per launcher, for a total of 80 missiles
- COMBAT: 2 attacks, +2 strike Air-to-Air. +0 strike Air-to-Ground (in most cases, the missile will use one attack to get to the target; the missile usually only has 2 when fired from the chasing plane in a dog fight).
4. Mauler LPG30/AA Anti-Air Laser Pulse Guns (2):
The guns are installed on the bottom of the leading edge of torso. They don't exceed the limits of being an auxiliary armament. They are also used against small targets on the ground.
- RANGE: 1,250 m
- DAMAGE: 1D10 MD per round. 1D10X10 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.
- PAYLOAD: 40 rounds per melee. The guns are limited to bursts of 10 or 20 rounds per attack.
5. Wing Hard Points (4):
There are 2 pivoting hardpoint on the upper surface of each upper leg/wing, for a total of 4. The Neo-Gurāji can mount a combination of missiles, or missiles and missile-launchers.
Due to the nature of the Neo-Gurāji's transformation and attack role, pilots prefer to use missile launcher pods that provide a measure of protection from accidental bumps, or large missiles/bombs that are used in the opening moments of combat. Refer to
Missiles FCS 40's for further details, and
Missiles & FCS Basics for alternatives.
Rigādo-style Light Missile Launchers: 1 per hardpoint. Refer to the Rigādo for details.
Medium Range Missiles: 3 per harpoint's hardpoints.
Micro-missile Launcher Pods: 1 per hardpoint.
Light Missile/Rocket Launcher Pods: 1 per hardpoint.
|
Mk.82 Snakeye-sized Bombs: 3 per hardpoint.
GBU-10C Paveway II-sized Bomb: 1 per hardpoint.
Reaction Weapons/Anti-ship Missiles: 1 per hardpoint.
External Fuel Tank: 1 per hardpoint. Usually only used when ferrying.
ECM/ECCM Pods 1 per hardpoint.
|
6. HAND TO HAND COMBAT
Restrained Punch: 1D4 M.D.
Full Strength Punch: 2D6 M.D.
"Booster" Punch: 4D6x10 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: 1D6x10 M.D.
|
Spinning Leap Kick: 2D6x10 M.D. (counts as two attacks)
Body Flip/Throw: 2D6 M.D.
Body Block/Tackle: 1D6 M.D. +50% chance of knocking opponent down: they lose initiative and 1 attack that melee.
Stomp: 1D6x10 M.D. (only effective against small objects. Some may be instantly destroyed.)
|
OPTIONAL EQUIPMENT (SUPER PARTS)
There is 1 special equipment hardpoints on the lower surface of each upper leg/wing, for a total of 2. The Neo-Gurāji can mount a pair of Fold Boosters, a pair of large anti-ship missiles or bombs, or a combination of Fold Booster and large anti-ship missile or bomb.
1. Fold Booster:
The Neo-Gurāji can mount one or two boosters at a time—the second booster being used to make another Space Fold while the first booster is recharging. The boosters must be ejected prior to transformation.
2. Large Reaction Weapon/Anti-ship Missiles or Bombs:
The missile or bomb must be ejected prior to transformation.
- Reaction Weapons/Anti-ship Missiles: 1 per hardpoint.
- GBU-10C Paveway II-sized Bomb: 1 per hardpoint.
AVIONICS
Unless otherwise noted, refer to
Avionics for details.
AOA Detector
External Audio Pickup
APHS-94 Radar: see APHS-94 Radar for details.
• Range: 500 km lock-on fighter sized objects. 360° arc
• Height: small moving targets near or on the ground not obscured by foliage to max range.
• ACM: 45 targets; AGM: 18 targets.
LAPR-34 Radar: see LAPR-34 Ladar for details.
Radio/Video Communication: range: 1,000 km.
• IFF/UHF Datalink Antenna
• Retractable EC (Electronic Countermeasures) Antenna
• TACAN (Tactical Air Navigation Antenna)/UHF Antenna
• VHF Antenna
Forearms:
Hybrid Sensors
|
Head turret:
Optics—Hybrid Sensor/TV Camera System
Optics—Rear Periscope
Nosecone:
Balance Controller
FCS (Fire Control System): the Neo-Gurāji's FCS is an all regimes type weapon control system. It has full air-to-ground capabilities. Refer to FCS (Fire Control System) and Era for details.
Inertial Navigation System (Autopilot)
Sensor Eye:
Laser Marker and Laser Spot Tracker
Laser Targeting System: range: 15,000 m (vertical).
Optics—Fixed Infrard Sensor and Multi-band Optical Sensor
Optics—TACS (Tactical Airborne Camera System)
|
OTHER SYSTEMS
Unless otherwise noted, refer to
Other Systems for details.
- Aerial Refueling: refer to Aerial Refueling for details.
- Airbrake: on Large Air-battle Booster only.
- ARIEL: the new airframe control AI. Replaces the ANIGRAS system used in preceeding VFs.
- Battlenet: able to interface with the Zentrādi Battlenet network. Refer to Battlenet [Zentrādi] for details.
- (Space) Fold Navigation: refer to Fold Navigation Software for details.
- Loudspeaker
- "Magic Hand" Manipulators (3)
- 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 in an atmosphere.
- VFC: Vortex Flow Controller
- VG WING
- Virtual Environment Cockpit: refer to Virtual Environment Cockpit for details.
COMBAT BONUSES FOR Neo-Gurāji TRAINING
BASIC COMBAT TRAINING for personnel trained in other Valkyries:
+1 attacks per melee (plus those of the pilot). +1 attack at levels 3, 9, and 15.
+0 initiative
+1 to strike (+2 when using Active Stealth System)
+1 to parry
+1 to dodge in Battroid mode, +2 in GERWALK, +4 in Fighter mode. When munitions are loaded on the Wing hardpoints, -1 to dodge in all modes.
+1 to roll with punch, fall, or impact
|
ADVANCED COMBAT TRAINING for personnel trained in the Neo-Gurāji:
+3 attacks per melee (plus those of the pilot). +1 attack at levels 3, 6, 11, and 15.
+1 on initiative
+2 to strike (+3 when using Active Stealth System)
+3 to parry
+2 to dodge in Battroid mode, +4 in GERWALK, +6 in Fighter mode. When munitions are loaded on the Wing hardpoints, -1 to dodge in all modes.
+3 to roll with punch, fall, or impact
|
Both BASIC and ADVANCED Combat Training:
- -5 Tilt Dodge Modifier (applied to the regular dodge bonus)
- Critical strike same as pilot's hand-to-hand
GHOST [Drone] CONVERSION
The following stats are conversion notes that detail the changes from the base Neo-Gurāji stats.
MDC BY LOCATION:
Hands N/A
Forearms (2) 170 each
DEFENSIVE SYSTEMS
No Ejector Seat with Anti-G Mechanism and Homing Signal.
ARMAMENTS
2A. Erikon APB-33 Scattering Irradiation-type Charged Particle Gun Launcher (2):
Built into the arm weapon unit. They correspond to the main armament on the Neo-Gurāji. They can be simultaneously fired with the Small-bore Impact Gun on the same arm.
- RANGE: 2,500 m
- DAMAGE: 1D12x10 M.D. per cannon. Cannons can be fire-linked for 1D20x10 M.D. per arm (out to 1,850 m).
- RATE OF FIRE: equal to the pilot's combined number of attacks.
- PAYLOAD: effectively unlimited.
2B. Small-bore Impact Guns: (2)
The lower muzzle in the forearms is a Small-bore Impact Gun. It's the equivalent of a secondary gun. The movable structure of the arm ensures a wide shooting field. They can be simultaneously fired with the Erikon APB-33 Charged Particle Gun on the same arm.
- RANGE: 1,850 m
- DAMAGE: 1D8x10 M.D. per cannon. Cannons can be fire-linked for 1D20x10 M.D. per arm (out to 1,850 m).
- RATE OF FIRE: equal to the pilot's combined number of attacks.
- PAYLOAD: effectively unlimited.
COMBAT BONUSES FOR Ghost AI Neo-Gurāji TRAINING
When a Neo-Gurāji is changed to the Ghost AI specification, it can operate semi-autonomously or can be directed via remote control from a mothership. Untrained operators attempting to control a Ghost Neo-Gurāji only get bonuses equivalent to Basic Combat Training (see above).
Ghost Neo-Gurāji AI COMBAT STATS for when the Ghost is put into semi-autonomous operation mode (flight is fully controlled by the AI computer):
Treat as a 6th level Variable Fighter Pilot.
9 attacks per melee
+2 on initiative
+5 to strike (+6 when using Active Stealth System)
+4 to dodge in Battroid mode, +6 in GERWALK, +8 in Fighter mode. When munitions are loaded on the Wing hardpoints, -1 to dodge in all modes.
+4 to parry
+5 to roll with punch, fall, or impact
Critical strike: on an unmodified 18, 19, or 20.
Skills of note:
Optic Systems 80%
Detect Ambush 80%
Detect Concealment 75%
Tracking 75%
Navigation 90%
|
ADVANCED Ghost Neo-Gurāji COMBAT TRAINING for personnel trained in the remote control operation of the Ghost Neo-Gurāji:
Note:
- In order to have Ghost combat training, the controller must also have the following skills: Radio: Scrambler, Pilot: Jet Fighter (or Pilot: Variable Fighter), Read Sensory Instruments, Weapon Systems, and Computer Operation.
- The Ghost AI Neo-Gurāji only receives the operator's hand to hand attacks. It does NOT receive any of the operator's other combat bonuses.
+2 attacks per melee (plus those of the pilot). +1 attack at levels 3, 6, 9, and 12.
+3 initiative
+3 to strike (+4 when using Active Stealth System)
+2 to parry
+0 to dodge in Battroid mode, +2 in GERWALK, +4 in Fighter mode. When munitions are loaded on the Wing hardpoints, -1 to dodge in all modes.
+3 to roll with punch, fall, or impact
Critical strike same as pilot's hand-to-hand
|
Both AI COMBAT STATS, BASIC and ADVANCED Combat Training:
- -5 Tilt Dodge Modifier (applied to the regular dodge bonus)
REFERENCES
Palladium Books Game Engine and MDC Rules
Macross Chronicle
Great Mechanics
Macross the Ride Visual Book Vol. 2
|
Shoji Kawamori Macross Design Works
Macross Plus: Game Edition
Macross Plus: Game Edition [Official Complete Strategy File]
Macross Compendium
|
© Aaron Sketchley