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Variable Guraaji (Zentraadi & Unified Forces variants) |
BACKGROUND
Developed at the New Nile weaponry base as a modified variant of the Guraaji. Piloted by Moaramia Jifon during development and testing. Used as the basis for the United Nations variants such as the My-clone-piloted Variable Guraaji and the unmanned Neo-Glaug after the United Nations assault on New Nile facility in 2018.
An advanced series of the Guraaji type. It has the same three-stage transformation as a Variable Fighter: Fighter, GERWALK and Battroid. In the game "Macross M3", the Variable Guraaji is put into attack operations of the Unified Forces Reactionary Force's Experimental Institution of Development, and it appears as an enemy of the Dancing Skulls. The pilot of the Variable Guraaji is a bound 6-year-old Zentraadi girl. The girl believes completely in fighting. To give her memories other than of fighting, Max accepts her as his adopted daughter. As the pilot of the Variable Guraaji, she was the experimental body of an analytical study of the Zentraadi factor carried out by the insurrection organization.
The energy system in the Variable Guraaji seems to be delicate, and its handling doesn't seem to be easy.
Zentraadi Specification: the GERWALK is the operating form closest to the archetypal Battle Pod - the Guraaji. Battroid is where the arms have been changed into power hands, and is greatly different from the Neo-Guraaji. The Fighter cockpit is a [visually] impermeable type, the same as the archetypal craft, and even though it is for use by children, it is for giant-sized [Zentraadi] children.
Unified Forces Specification: the Variable Guraaji has been improved to a My-clone-sized [visually] permeable cockpit, and the engine pods and forearms are also different. The torso part that is the nose when in Fighter has been improved from the Zentraadi specification. The airframe size can also be perceived to be miniaturized from that of the archetypal craft, from the size of the cockpit.
Despite its age, the Variable Guraaji is still in service in 2059.
RPG STATS
Vehicle Type: All-regime Variable Fighter and tactical combat Battroid
Class: Variable Vehicles
Crew: one pilot wearing Tactical Life Support System
MDC BY LOCATION:
(1) Main Body 350
Legs/Engines (2) 250 each
(2) Head 75
Electron Cannon 90
Sensor Eye 65
Laser Autocannons (2) 35 each
Weapon Forearms (2) 150 each
Upper Arms (2) 75
Reinforced Pilot Compartment 150
NOTES:
(1) 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 mecha's main computer.
(2) Destroying the head of the Variable Guraaji will knock out the Valkyrie's major sensor systems, including all of the optics systems (infrared, nightvision, thermal). Radar and communications will be unaffected.
SPEEDS:
RUNNING, GERWALK CONFIGURATION: 284 kmph
LEAPING, GERWALK: 6 m high or 10 m long without thrusters.
FLYING, BATTROID: Mach 1
FLYING, FIGHTER: Mach 3.5 at 10,000 m, Mach 6.0 at 40,000 m. The Variable Glaug is capable of achieving enough instantaneous thrust make orbit over an Earth-type planet without booster assistance.
STATISTICAL DATA:
HEIGHT:
13.4 m in GERWALK
4.3 m in Fighter
WIDTH:
6.5 m in GERWALK
17.1 m in Fighter
LENGTH:
12.6 m in GERWALK
18.2 m in Fighter
WEIGHT: 18,500 kg empty.
PHYSICAL STRENGTH: equal to a P.S. of 60
CARGO: small compartment behind pilot's seat for personal belongings.
COMPATIBLE FAST PACKS: none
WEAPON SYSTEMS:
1. ELECTRON CANNON(1):
Utilising an updated and upgraded version of the original Roiquonmi Guraaji, the Variable Guraaji thus has its primary weapon. The upgraded version of the original Guraaji's Electron Beam Cannon has a slightly slimmer barrel, but suffers no loose in power or range.
- RANGE: 2400 m
- DAMAGE: 6D6x10 M.D. blast
- RATE OF FIRE: twice per melee
- PAYLOAD: unlimited
2. ANTI-PERSONNEL LASER CANNONS(2):
To the left and right of the cockpit nose in Fighter and GERWALK (and on the hips in Battroid), are two single barreled lasr cannons designed for anti-personnel work, close quarters air combat, and as a backup weapon to the larger and more dangerous weapons that the Variable Guraaji sports.
- RANGE: 3.2 km
- DAMAGE: 3D6 per single blast
- RATE OF FIRE: one or both cannons. One volley counts as one attack.
- PAYLOAD: unlimited
3. BEAM CANNONS(2):
Located in the arm appendages in all three modes are two beam cannons. These high-powered cannons feature three protective metal sheaths at the end of the cannons which become rudimentary hands in Battroid, similar to the three fingered hands of the VA-3 Invader. The beam cannons are powerful and fast recharging making this the primary combat weapon of the Variable Guraaji.
- RANGE: 1,200 m
- DAMAGE: 1D6x10 per Cannon
- RATE OF FIRE: equal to the pilot's combined number of attacks. Cannons may be fired separately or linked together (counts as one attack.
- PAYLOAD: unlimited
4. WEAPON HARD POINTS: (2)
The Variable Guraaji is equipped with several hard points for carrying extra ordinance such as missiles.
- LONG RANGE MISSILES
- Missile Types: any type of Long Range Missile can be used.
- Range: varies with missile type.
- Damage: varies with missile type.
- Rate of Fire: volleys of 1 or 2 missiles per attack.
- Payload: 1 per hardpoint; 2 maximum.
- MEDIUM RANGE MISSILES
- Missile Types: any type of Medium Range Missile can be used.
- Range: varies with missile type
- Damage: varies with missile type.
- Rate of Fire: volleys of 1, 2, 4 or 6 missiles per attack.
- Payload: 3 per hardpoint; up to 6 maximum.
- SHORT RANGE MISSILES
- Missile Types: any type of Short Range Missile can be used.
- Range: varies with missile type.
- Damage: varies with missile type.
- Rate of Fire: volleys of 1 to 10 missiles per attack.
- Payload: 5 per hardpoint; up to 10 maximum.
5. HAND TO HAND COMBAT:
If necessary, the pilot of the Variable Guraaji can engage in melee combat rather than use a weapon. Although not designed for hand to hand combat, the Variable Guraaji is fairly powerful and can do significant damage if it connects.
DAMAGE:
- Restrained Punch: 1D6 M.D.
- Full Strength Punch: 2D6 M.D.
- "Booster" Punch: 3D6 M.D. (counts as two attacks)
- Kick: 1D6 M.D.
- Leap Kick: 2D6 M.D.
- Body Flip/Throw: 1D6 M.D.
- Body Block/Tackle: 2D6 M.D.
- Stomp: 1D6 M.D. (only effective against small objects)
STANDARD EQUIPMENT FOR THE VARIABLE GURAAJI:
- AUTO-PILOT: the Variable Guraaji is equipped with a computerized auto-pilot. Although not as complex as those equipped in most VFs, it can be reasonably trusted to get the mobile weapon from point A to point B safely. The onboard computer will alert the pilot when the Variable Guraaji is near its destination, and can also be set to automatically signal when sensors detect objects near the mecha.
- COMBAT COMPUTER W/HUD DISPLAYS: the mobile weapon is equipped with a combat computer that can store and analyze data during combat with hostile forces. The cockpit of the Variable Guraaji has several HUD displays allowing 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 2,000 images stored in memory. The computer can identify and track up to 50 targets simultaneously.
- ESCAPE POD: the entire reinforced cockpit of the mecha is a detachable escape pod that can be jettisoned when the mecha 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 300 feet away.
- 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.
- HOMING SIGNAL: the escape pod of the Variable Glaug 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's 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: 320 km. Used for increased accuracy in the striking of enemy targets and is partly responsible for the mecha'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 mecha'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 4000 feet 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.
- 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: ro prevent capture of the variable mecha by the enemy, the pilot can activate the mecha's self-destruct system, which will cause the Variable Guraaji to explode after a delay of up to 60 minutes (time is set by the pilot). Assuming most of the Variable Guraaji's ordinance has been ejected beforehand, 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 Mobile Weapons 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 Variable Guraaji's cockpit is pressurized, and also provides additional air feeds to the pilot's flight suit that provides 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 the pilot blacking out in combat.
COMBAT BONUSES FOR VARIABLE GLAUG TRAINING:
BASIC VARIABLE GLAUG COMBAT TRAINING
- 1 attack per melee (plus those of the pilot).
- Add one additional action attack at levels three, nine and fifteen.
- +1 to strike.
- +1 to parry
- +1 to dodge in Gerwalk/Fighter mode.
- +2 to roll with a punch or fall with an impact, reducing damage by half.
- No leap dodge.
- 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 VARIABLE GLAUG COMBAT TRAINING
- Advanced training for pilots specializing in the Variable Glaug.
- 3 attacks per melee (plus those of the pilot).
- Add one additional action/attack at levels three, six, eleven and fifteen.
- +1 on initiative.
- +2 to strike
- +3 to parry
- +2 to dodge in battloid mode, +4 in Gerwalk mode, +5 in fighter mode.
- +3 to roll with a punch or fall with an impact, reducing damage by half.
- +0 to leap dodge. A leap dodge is an automatic dodge which causes no loss of attacks per melee. The new generation mecha are so maneuverable that the pilot can dodge an attack while moving to counterattack an enemy.
- Critical strike same as pilot's hand to hand.
- Body block/tackle/ram - 2D6 M.D. plus a 75% chance of knocking an opponent down, causing him to loose initiative and one attack that melee round.
REFERENCES
© Aaron Sketchley