FAST Packs

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WORK IN PROGRESS


Still figuring out how to organize this. By era? By type?


For the moment, I’m going to try organizing this by package (as in, the Booby Duck Package, etc.)

When editing, please put the name of the FAST pack name in the highest header (== ==).


Fuel And Sensor Tactical (FAST) Packs are external fuel, weapons, and sensor modules designed to increase the performance capabilities of variable fighters in missions with unusual requirements. The first FAST packs were developed in 2009 by the UN Spacy to increase the performance of the original VF-1 Valkyrie in space. Additional customized packs were later manufactured for recon and training missions as the designers realized the flexibility that FAST packs provided variable fighters. Today many different types of FAST packs are manufactured for UN Spacy fighters, and many of these packs are interchangeable between different VF designs.

FAST packs are primarily used only in space, or in space-to-surface assaults. In an atmosphere the FAST packs generate extra drag on the fighter, resulting in decreased maneuverability. Because most FAST packs are explosive (due to the rocket fuel they contain), all packs are designed with blow-away capability, allowing them to be ejected from the variable fighter within a second (1 melee action). In addition, the VF's onboard computer will automatically eject the FAST pack if it is damaged and in danger of exploding.

All FAST Packs provide the following bonuses and penalties when equipped unless otherwise noted in their individual descriptions:

Bonuses:

  • +1 bonus to dodge in all modes while in space (outside of a planetary atmosphere).
  • +20% to maximum speed when flying in a straight line.
  • Transatmospheric capabilities; VFs are able to achieve orbit over an earth-like planet under their own power.
  • Extra protection; whenever the fighter takes damage roll 1D6. On a result of 1-4 the FAST packs take damage before the VF's main body does. Alternatively, if the pilot makes a successful parry roll the FAST additions automatically take damage first.

Penalties:

  • -1 penalty to dodge while flying in a planetary atmosphere.
  • Explosive; unless otherwise noted, a FAST pack 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 FAST module before it explodes. Modules that explode do 1D6x100 MD. Deduct damage first from the part covered by the FAST pack, and then any remaining damage from the main body of the VF.




VF-1 (Pre-SWI:)

UNS Booby Duck Super Valkyrie and Strike Booby Duck Strike Valkyrie” FAST pack augmentative space weapons systems

Both the Booby Duck and Super Booby Duck are equipped with Shinnakasu Heavy Industry’s FAST Pack space booster system. This includes two 120,000 kg (for 150 seconds at maximum thrust) P&W+EF-2001 booster thrusters, two leg/engine-pod-mounted CTB-04 conformal propellant tanks (for both propellant and coolant), and numerous high-maneuverability vernier thrusters in two dorsal-mounted NP-BP-01 and two leg/engine-pod-mounted NP-FB-01 systems.

The difference between the two FAST Pack sets is in their armament. The Booby duck has six micro-missiles in two NP-AR-01 micro-missile launcher pods (mounted rearwardly under center ventral section in Fighter mode or on lower arm sections in GERWALK and Battroid mode), and two HMMP-02 micro-missile launcher pods mounted dorsally in the NP-BP-01 FAST packs. The Strike Booby Duck has one of the HMMP-02 launchers replaced with the optional Mauler RO-X2A high-powered double-action beam cannon pod.

The Booby Duck entered combat in January, 2010 with the Strike Booby Duck entering service in time for the final battle of Space War I. The Booby Duck served as the UNS’s prime space fighter with the Strike Booby Duck being reserved for aces, squadron leaders and special forces units that could adequately use the beam cannon pod in combat. Both served with distinction until replaced in the role prime space fighter for the UNS by the VF-4 Lightning III in 2020. The Strike Booby Duck remained in its Special Forces Role until replaced by the VF-9, when it was introduced in 2023.

Both Fighters continue to be seen in the 2050s era in Colony and Reserve UNS Forces.

The following modifiers are in effect:

  • +20% to maximum speed when flying in a straight line.
  • Transatmospheric capabilities; VFs are able to achieve orbit over an earth-like planet under their own power. However, when attempting reentry, all of the FAST packs must be ejected for risk of overheating their fuel reserves causing a rather large explosion.
  • Extra protection; whenever the fighter takes damage roll 1D6. On a result of 1-4 the FAST packs take damage before the VF's main body does. Alternatively, if the pilot makes a successful parry roll the FAST additions automatically take damage first.

MDC BY LOCATION:

Location MDC
PNP-BP-01 FAST pack (2)
NP-AR-01 Arm Defense and Missile Launcher Pod (2)
NP-FB-01 Leg defense and vernier thrusters and CTB-04 Conformal Propellant Tanks (2)
200 each
75 each
150 each

Notes:

  • Explosive; unless otherwise noted, a FAST pack 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 FAST module before it explodes. Modules that explode do 1D6x100 MD. Deduct damage first from the part covered by the FAST pack, and then any remaining damage from the main body of the VF.

8. HMMP-02 MICRO-MISSILE LAUNCHER POD

Dorsally mounted, firing UUM-7 type all-purpose micro-missiles.

  • PRIMARY PURPOSE: Assault/Defense
  • RANGE: 1 mile (1.6 km).
  • DAMAGE: 1D8x10 M.D.
  • RATE OF FIRE: Volleys of 1, 2 or 4 missiles. One volley constitutes one melee attack, regardless of the number of missiles fired.
  • PAYLOAD: 12 missiles per pod. Booby Duck has a total of 24. Strike Booby Duck has a total of 12.




8b. MAULER RO-X2A BEAM CANNON

Dorsally mounted.

  • PRIMARY PURPOSE: Assault/Anti-Mecha
  • RANGE: 4000 ft (1200 m)
  • DAMAGE: 1D10x10 M.D. per dual blast.
  • RATE OF FIRE: Equal to the pilot's combined number of attacks.
  • PAYLOAD: Effectively Unlimited.


9. NP-AR-01 MISSILE LAUNCHER PODS

Arm mounted, firing Erlikon GA-100 Crusher High-Speed Armor-Penetrating Projectiles. These can be reverse fired in jet and GERWALK modes.

  • PRIMARY PURPOSE: Assault/Defense
  • RANGE: 1 mile (1.6 km).
  • DAMAGE: 1D12x10 M.D.
  • RATE OF FIRE: 1 or 2 per arm.
  • PAYLOAD: 3 missiles.


Combat Bonus Modifiers

  • +1 bonus to dodge in all modes while in space (outside of a planetary atmosphere).
  • -1 penalty to dodge while flying in a planetary atmosphere.


ATMOSPHERIC-ESCAPE BOOSTER SYSTEM

Booster System and Launch Vehicle Image


While the VF-1 Valkyrie is, by itself, capable of reaching low Earth orbit, it could do so only by exhausting nearly all of its reaction mass. As there was a need for the Valkyrie to transport itself to a higher orbit, an orbital booster was developed that gave the Valkyrie the capability to ascend as high as a geo-stationary orbit. The prime reason for this is that the UNS ships in orbit over Earth during the reconstruction years rarely descended to such a low orbit that an unaided Valkyrie could rendezvous with them on its own power.

The booster took the form of a large attachment to the rear of the VF-1, with four large engine housings, each of which contains a 22500 kg conventional rocket engine. Attitude control was by the VF-1’s maneuvering thrusters, vectored exhaust and by two vernier thrusters built into the booster's lower sides. As the VF-1 needed to convert into a GERWALK configuration in order to mount the booster and because the weight was concentrated to the rear, the vehicle could not use a runway. Instead, a tracked launch platform was developed which launched the craft from a rail. After detachment from the Valkyrie, the booster could be recovered by shuttle and reused.

The booster was never meant for combat launches; only for ferry flights. As such it saw much service in the UNS during the initial post-Space War I era, when a lack of space in the few operational cargo shuttles made the booster system the most economic way of ferrying a VF-1 to orbiting Zentraedi and UNS capital ships and space stations.

Served with the UNS from 2009 until 2020. In the 2050 era, the Atmospheric-Escape Booster System is occasionally used by Colony Defense, UNS Reserve and Anti-UN Forces as a last resort means of getting their VF-1s to orbit.


Statistical Data

  • Length: 13.6m
  • Width: 4.2m
  • Height: 9.1m
  • Weight: 24.5 metric tons (dry, stand-alone), 161.2 metric tons (fueled, with Valkyrie attached).


Mk II

Extrapolated from the following image of the High Angels - High Altitude Defence Fighter Squadron.

The initial version prooved to be usefully only for transporting VFs to orbit. For tactical purposes, the UNS deemed this to be unsound. THey immediately set to work making a FAST packed VF be able to reach orbit and then proceed on a mission.

Responce times were deemed to be too slow to get any vehicle from Earth to orbit. However, the mission evolved to a high altitude/low orbit interceptor - striking when vehicles were at their most vulnerable during reentry. In this roll, the Mk II Rocket booster performed above and beyond expectation.

The Rocket Booster was also employed to increase the top speed of the standard FAST packs during space operations. It didn't allow the VF-1 to perform interplanetary operations. However, it allowed VFs stationed at the Apollo Moon Base to fly at extremely high speed and assist UNS forces under attack in L3 (Factory Satellite) or in Earth orbit.

The Mk II Rocket Booster is still employed, especially by colony governments that wish to save on expensive reactant when they launch their vehicles into orbit.

This was the origin of the rocket boosters used on the VF-11 in Macross Plus (the Mk III Rocket Booster.)

The following modifiers are in effect:

  • +20% to maximum speed when flying in a straight line.
  • Transatmospheric capabilities; VFs are able to achieve orbit over an earth-like planet under their own power. However, when attempting reentry, all of the FAST packs must be ejected for risk of overheating their fuel reserves causing a rather large explosion.
  • Extra protection; whenever the fighter takes damage roll 1D6. On a result of 1-4 the FAST packs take damage before the VF's main body does. Alternatively, if the pilot makes a successful parry roll the FAST additions automatically take damage first.

MDC BY LOCATION:

Location MDC
Head¹
Head Sensor
NR-BP-E2 FAST pack (2)
Rotary Radome Dish
NR-SR-E3/NR-SL-E3 Arm Sensor Units (2)
NR-FS-E3 Leg Sensor Units and CTB-04 Conformal Propellant Tanks (2)
75
25
200 each
100
50 each
80 each


Notes:

Explosive; unless otherwise noted, a FAST pack 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 FAST module before it explodes. Modules that explode do 1D6x100 MD. Deduct damage first from the part covered by the FAST pack, and then any remaining damage from the main body of the VF.
¹ Destroying the head of the fighter will knock out the mecha's major sensor systems, including all of the optics systems (infrared, nightvision, thermal). Radar and communications will be unaffected.

ADDITIONAL STANDARD EQUIPMENT:

  • Eletronica Radar Warning Receiver (RWR)
  • OlDelft Infra-red Warning Receiver (IRWR)
  • Westinghouse ALQ-250(V) active sensor jammer

The prime augmentations to the sensor capabilities of the VE-1 are from the attached FAST packs as follows:


NR-BP-E2 FAST "RECON" PACKS:

Are virtually identical to the NR-BP-T1 trainer packs. The critical difference is that sandwiched between the two engines and extra fuel tanks are a number of advanced sensor systems, including a large sensor radome mounted above the FAST units. The sensor FAST packs were designed specifically for the VE-1 Elintseeker Recon Valkyrie; although the NR-BP-E2 can be used with some other VF designs, no fighter other than the Elintseeker can transform while the recon FAST packs are mounted. The NR-BP-E2 packs carry no armament.

  • EXTERNAL SENSOR RADOME:
  • PRIMARY PURPOSE: Enhanced Reconnaissance
  • RANGE: 250 miles (400 km)
  • DETECTION CAPABILITIES: The radar of the radome can detect and track up to 500 targets simultaneously and can record position, speed, and direction of motion for all targets tracked. The VF's onboard computer can only track 150 of these contacts simultaneously, but the telemetry from the radome can be transmitted via laser communications to a command ship for further analysis. The radome also contains electromagnetic and visual spectrum sensors for detecting spatial disturbances in the immediate area, such as incoming or outgoing folds or cloaked ships (40% chance of detecting a ship protected by passive stealth, 10% chance with active stealth).


NR-SR-E3/NR-SL-E3 FAST ARM SENSOR UNITS:

Are additional sensor units designed specifically for the VE-1 Elintseeker to augment its recon and electronic warfare capabilities. Although there are two separate sensor pack designs, the units are designed to be used together (the NR-SR-E3 goes on the right arm of the Valkyrie, and the NR-SL-E3 goes on the left arm). The sensor packs contain HF, VHF, and VLF antennae in addition to other electromagnetic sensors, allowing the Elintseeker to monitor radio traffic, detect strong electrical/magnetic fields, and even jam communications if necessary. Note: will not explode if module reaches 0 MDC.


a) ELECTROMAGNETIC SENSORS (left arm):

  • PRIMARY PURPOSE: Enhanced Reconnaissance
  • RANGE: Active: 120 miles (192 km), Passive: 40 miles (64 km)
  • DETECTION CAPABILITIES: The sensor array can take detailed structural readings of an object and detect power sources, weapon ports, transmitters, and other valuable statistical data. These sensors give the pilot and anyone else receiving the information a +20% to Intelligence and Detect Ambush/Concealment rolls, provided they make a successful Read Sensory Instruments roll (otherwise they misread/misinterpret the sensor readings). When used in active scanning mode the sensors have 200% greater range, but the VE-1 will stand out like a sore thumb on enemy targeting sensors (+1 to hit for anyone attacking the Elintseeker).


b) COMMUNICATIONS ARRAY (right arm):

  • PRIMARY PURPOSE: Transmission interception
  • SECONDARY PURPOSE: Electronic Warfare
  • TRANSMISSION RANGE: 750 miles (1200 km)
  • DETECTION CAPABILITIES: The communications array can intercept intercept any radio signals or other electromagnetic transmissions (but not laser communications) and retransmit them to a command center for analysis. Note that this does not necessarily mean that the receiver will be able to understand the communication (coded transmissions will still be received in code). Alternatively, the transmitter can generate a blanket "white noise" across the radio spectrum, disrupting ALL radio transmissions. Again, laser communications will be unaffected by this jamming.


NR-FS-E3 FAST LEG SENSOR UNITS and CTB-04 CONFORMAL PROPELLANT TANKS

A special set of propellant tanks were designed for use with the VE-1 Elintseeker which contained side-scan radar units in addition to vernier jets and fuel tanks. In combination with the NR-BP-E2's radome these radar units gave the VE-1 greater range and detection capabilities.

  • RADAR ARRAYS:
  • PRIMARY PURPOSE: Enhanced Reconnaissance
  • RANGE: +100 miles (160 km)
  • DETECTION CAPABILITIES: The sensor units in the NR-FS-E3s boost the active radar capabilities of the NR-BP-E2 FAST pack, increasing radar range to 350 miles (560 km) total and increasing the chance of detecting passive cloaked ships to 60% (active stealth increased to 25%). These bonuses are only effective when used in conjunction with the radome of the NR-BP-E2 FAST pack.


NP-BP-17 FAST Packs

http://www.mahq.net/mecha/macross/macross7/vf-17s-battroid-fastpack.jpg

http://www.mahq.net/mecha/macross/macross7/vf-17s-fighter-fastpack.jpg

The VF-17 Nightmare is an extremely unique variable fighter due to its passive stealth construction, but because of this it is incompatible with almost all FAST pack designs available to other fighters. However, like other VFs the Nightmare occasionally requires extra thrust and firepower for heavy assault missions, so a FAST pack was designed specifically for the VF-17. The NP-BP-17 was built to complement the passive stealth design of the Nightmare, thus preserving the fighter's stealthy nature. The dorsal units are armed with beam cannons (not missiles), also making them different from typical FAST pack designs. The NP-BP-17 FAST packs are usable by the VF-17 Nightmare ONLY!  FIRST PRODUCED: 2040  COMPATIBLE WITH: VF-17 only!  MDC VALUE: 170  WEAPONRY: 1. PARTICLE BEAM CANNONS  PRIMARY PURPOSE: Anti-mecha  RANGE: 1 mile (1.6 km).  DAMAGE: 2D6x10 M.D. per blast.  RATE OF FIRE: The beam cannons can be fired twice per melee round.  PAYLOAD: Effectively Unlimited.

NP-FB-17 FAST Conformal Propellant Tanks Like the NP-BP-17s, the NP-FB-17s are unique propellant tank designs for the equally unique VF-17 Nightmare fighter. The NP-FB-17s are designed with the same passive stealth construction techniques as the VF-17 itself and do interfere with the Nightmare's stealth bonuses when worn. The large FAST modules also include missile launchers to further augment the VF-17's weapon capacity during assault.  FIRST PRODUCED: 2040  COMPATIBLE WITH: VF-17 only!  MDC VALUE: 125  WEAPONRY: 1. HMMM-Mk 7 MICRO-MISSILE LAUNCHERS  PRIMARY PURPOSE: Assault/Defense  MISSILE TYPES: Any type of Short Range Missile can be used.  RANGE: Varies with missile type, typically 2.5 miles (4 km).  DAMAGE: Varies with missile type, typically 2D6x10 M.D.  RATE OF FIRE: Volleys of 1 to 4 missiles.  PAYLOAD: 16 missiles.

2. HMMM-Mk 4 MICRO-MISSILE LAUNCHERS  PRIMARY PURPOSE: Assault/Defense  MISSILE TYPES: Any type of Short Range Missile can be used.  RANGE: Varies with missile type, typically 2.5 miles (4 km).  DAMAGE: Varies with missile type, typically 2D6x10 M.D.  RATE OF FIRE: Volleys of 1 to 11 (all) missiles.  PAYLOAD: 11 missiles.




NP-BP-19 FAST Packs

The NP-BP-19 FAST packs are the newest booster designs to be developed by the UN Spacy and will probably shortly become the standard FAST pack design for all VF-11, VF-19 and VF-22 variable fighters. The NP-BP-19s are significantly larger than the previous NP-BP-12 packs but provide much greater thrust, more vernier engines, and larger missile payloads than their predecessors.

FIRST PRODUCED: 2045
COMPATIBLE WITH: VF-11, VF-19, VF-22
MDC VALUE: 220
WEAPONRY:
HMMM-Mk 7 MICRO-MISSILE LAUNCHERS
  • PRIMARY PURPOSE: Assault/Defense
  • MISSILE TYPES: Any type of Short Range Missile can be used.
  • RANGE: Varies with missile type, typically 2.5 miles (4 km).
  • DAMAGE: Varies with missile type, typically 2D6x10 M.D.
  • RATE OF FIRE: Volleys of 1 to 3 missiles.
  • PAYLOAD: 30 missiles.


NP-BP-19-SES FAST Packs

The NP-BP-19-SES FAST packs are a variant of the standard NP-BP-19s produced by the Macross 7 colony mission in order to combat protodeviln. The new FAST packs contain Dr. Chiba's revolutionary Sound Energy System that amplifies and projects spiritia energy, allowing the pilot to use his spiritia powers in combat. The packs were designed specifically for Colonel Burton's Jamming Birds custom VF-11 variants, but can also be used by more modern fighters such as the VF-19 and VF-22 with some modifications.

FIRST PRODUCED: 2046
COMPATIBLE WITH: VF-11 (and variants), VF-19, VF-22
MDC VALUE: 200
WEAPONRY:
HMMM-Mk 7a MICRO-MISSILE LAUNCHERS
  • PRIMARY PURPOSE: Assault/Defense
  • MISSILE TYPES: Any type of Short Range Missile can be used.
  • RANGE: Varies with missile type, typically 2.5 miles (4 km).
  • DAMAGE: Varies with missile type, typically 2D6x10 M.D.
  • RATE OF FIRE: Volleys of 1 to 4 missiles.
  • PAYLOAD: 20 missiles.


SPECIAL:

SOUND ENERGY SYSTEM

See Spiritia RPG rules (coming soon) for bonuses and effects.

STEREO LOUDSPEAKERS: can amplify the pilot's voice up to 300 decibels. The loudspeakers are normally used to project music during combat.
HOLOGRAPHIC PROJECTORS: primarily designed for impressive stage pyrotechnics. Can be used to "dazzle" an enemy pilot temporarily. When used, any enemies looking directly at the VF suffer a -3 to initiative and to hit rolls for one round; after that, they will accustom themselves to the display and no longer be affected.


NP-FB-19 FAST Conformal Propellant Tanks

The NP-FB-19 FAST packs are the newest propellant tanks designed to complement the new NP-BP-19 booster units. They are compatible with VF-11 and VF-19 variable fighters but NOT VF-22 stealth fighters (which should use the NP-ARFB-Y2 FAST propellant modules). The NP-FB-19s are not armed but retain the chaff/flare launchers of the older NP-FB-11 units.

FIRST PRODUCED: 2045
COMPATIBLE WITH: VF-11 and VF-19 only
MDC VALUE: 85
WEAPONRY: None
SPECIAL:
CHAFF/FLARE DISPENSERS:
  • PRIMARY PURPOSE: Defense
  • RATE OF FIRE: Equal to pilot's combined number of attacks.
  • PAYLOAD: 20 chaff decoys and 20 flare decoys (40 total).
  • GAME EFFECTS: Chaff decoys confuse radar images to divert radar-guided missiles, while flare decoys provide a brilliant infrared images to try and draw heat seeking missiles away from the fighter. Each chaff or flare fired provides a bonus of +2 to dodge the particular type of missile it is designed to counter, and the bonuses are cumulative with multiple decoys. (2 decoys = +4 to dodge, 3 decoys = +6, etc.) The bonuses are not cross-cumulative, though; you cannot confuse a heat-seeking missile with a chaff decoy.


NP-ARFB-Y1 FAST Augmentation Modules

In 2040 during the Project Super Nova design contests both Shinsei Industries and General Galaxy experimented with new concepts in FAST pack designs for the YF-19 and YF-21. For Shinsei Industries, the radical new engines of the YF-19 produced so much thrust that extra rocket boosters were unnecessary, so no dorsal backpack thrusters were designed. Instead, modules that included missile launchers and more vernier thrusters were mounted on the legs, and extra armor was mounted on the arm shield and shoulder blades to help against missiles and cannon fire. The NP-ARFB is designed to not generate additional drag for the fighter, so there is no dodge penalty in an atmosphere. However, the YF-19 does not gain any speed bonus from the FAST packs since there are no booster rockets.

FIRST PRODUCED: 2040
COMPATIBLE WITH: YF-19/VF-19 only
MDC VALUE:
Shoulder Packs (2): 50 each
Leg Modules (2): 100 each
Anti-Projectile Shield (1, replaces standard shield): 225
SPECIAL:
No dodge penalty in atmosphere
No speed bonus
WEAPONRY:
MICRO-MISSILE LAUNCHERS
  • PRIMARY PURPOSE: Assault/Defense
  • MISSILE TYPES: Any type of Short Range Missile can be used.
  • RANGE: Varies with missile type, typically 2.5 miles (4 km).
  • DAMAGE: Varies with missile type, typically 2D6x10 M.D.
  • RATE OF FIRE: Volleys of 1 to 4 missiles.
  • PAYLOAD: 12 missiles per launcher/24 total


NP-ARFB-Y2 FAST Augmentation Modules

General Galaxy also experimented with new FAST pack designs during the Project Super Nova contest of 2040. For the YF-21 the problem of FAST modules was slightly more difficult due to the fact that the arms and legs of the mecha are located inside the fuselage and under the main engines when the AVF is in fighter mode. In the end, General Galaxy designers came up with a FAST augmentation pack that was mounted on the underside of the fighter along the wings and then connected to the folded wing modules in back of the VF in battloid mode. In addition, extra armor was added to the arms of the YF-21 to assist in parrying incoming weapons fire. Like the NP-ARFB-Y1, the Y2 addes weapons, armor, and vernier jets to the YF-21 but no rocket thrusters, so there is no speed bonus from the FAST packs.

FIRST PRODUCED: 2040
COMPATIBLE WITH: YF-21/VF-22 only
MDC VALUE:
Arm Modules (2): 60 each
Leg Modules (2): 100 each
SPECIAL:
No dodge penalty in atmosphere
No speed bonus
WEAPONRY:
MICRO-MISSILE LAUNCHERS
  • PRIMARY PURPOSE: Assault/Defense
  • MISSILE TYPES: Any type of Short Range Missile can be used.
  • RANGE: Varies with missile type, typically 2.5 miles (4 km).
  • DAMAGE: Varies with missile type, typically 2D6x10 M.D.
  • RATE OF FIRE: Volleys of 1 to 6 missiles.
  • PAYLOAD: 12 missiles per launcher/24 total