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[[Category:Sstatistics]][[Category:Statistics]]{{Sheader}}
 
[[Category:Sstatistics]][[Category:Statistics]]{{Sheader}}
 
{{Created|Canon Macross|[[User: Studiootaking|Mr. Sketchley]] / http://www.macrossrpg.com/~archers/Images/StudioOtaking.gif}}
 
{{Created|Canon Macross|[[User: Studiootaking|Mr. Sketchley]] / http://www.macrossrpg.com/~archers/Images/StudioOtaking.gif}}
 
  
  
 
==General Galaxy VF-22 Sturmvogel II==
 
==General Galaxy VF-22 Sturmvogel II==
 
''Work in progress.''
 
 
*[http://www.mahq.net/mecha/macross/macross7/vf-22s-battroid.jpg Battroid]
 
*[http://www.mahq.net/mecha/macross/macross7/vf-22s-battroid-soundbooster.jpg Battroid w/ Sound Booster]
 
*[http://www.mahq.net/mecha/macross/macross7/vf-22s-fighter.jpg Fighter]
 
*[http://www.mahq.net/mecha/macross/macross7/vf-22s-fighter-soundbooster.jpg Fighter w/ Sound Booster]
 
 
 
 
 
'''''REFERENCES USED IN THIS DESIGN'''''
 
 
"Doe's All The Worlds' Mecha Guide: General Galaxy VF-22 Reference Entry"<br>
 
Macross Plus episodes 1-4<br>
 
This is Animation Special: Macross Plus<br>
 
This is Animation The Select: Macross Plus Movie Edition<br>
 
The [http://www.anime.net/macross/mecha/united_nations/variable/vf22/index.html Macross Compendium]<br>
 
Based off of the [http://www.steelfalcon.com/Macross/yf21.shtml General Galaxy VF-22 Sturmvogel II] stats at Steelfalcon.
 
 
<table border="0" cellpadding="0" align="right">
 
 
</table>
 
 
 
==General Galaxy YF-21 Advanced Variable Fighter Prototype==
 
 
 
''The following is by no-means meant to be all encompassing. The following are MRC specific '''MODIFICATIONS''' to stats that are preexisting. Note that the following should not be taken as canon. The following is an extrapolation and speculation from canon materials.''
 
''The following is by no-means meant to be all encompassing. The following are MRC specific '''MODIFICATIONS''' to stats that are preexisting. Note that the following should not be taken as canon. The following is an extrapolation and speculation from canon materials.''
  
  
 
===BACKGROUND===
 
===BACKGROUND===
<table border="0" cellpadding="0" align="right">http://www.mahq.net/mecha/macross/plus/yf-21-fighter.jpg</table>
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<table border="0" cellpadding="0" align="right">http://www.mahq.net/mecha/macross/macross7/vf-22s-fighter.jpg</table>
  
The UNAF/UNS requirements for the Project Super Nova Advanced Variable Fighter Programme, to replace the aging VF-11 Thunderbolt, included thee incorporation of a fighter sized pin-point barrier system and the mounting of an external fold booster for a variety of mission roles.  The UN Air Force selection committee announced the successful bids of two contractors for the demonstration/validation phase: Shinsei Industry (the YF-19) and General Galaxy (YF-21.)  Each produced two prototypes and a ground-based avionics testbed for the project.  The YF-19 demonstrator prototype No.1 rollout was on July 2039 with the first flight occurring in September 2039.
+
The VF-22 Sturmvögel developed out of the failed General Galaxy [[General Galaxy VF-21 Omega 1|YF-21 Omega 1]] design after the [[UN Armed Forces]] decision to not adopt the YF-21 as the main variable fighter at the conclusion of the Project Super Nova (AVF) competition.  The engineers at [[General Galaxy]] refused to let the advanced fighter design die. They reevaluated and reworked the prototype, removing systems that did not perform well during the Project Super Nova trials, such as the Brainwave Control System (BCS) of the original YF-21, and added other improvements, such as space for internal standard pallets.
  
Unlike the more traditionally designed YF-19, the YF-21 is literally a showcase of leading-edge VF technologiesMany of the fighter’s systems are advanced prototypes, which gives the YF-21 a definite edge in terms of technology. The fighter also includes a significant amount of Zentraedi and Over-Tech technology in its aerospace frame, including a revised version of the inertia vector control system used in the Quimeliquola Quaedlunn-Rau battlesuit. The alien technology gives the YF-21’s battroid silhouette a strong resemblance to the Zentraedi battlesuit.  The AVF is also equipped with many cutting-edge human technology systems, including a revolutionary active stealth system that can absorb radar and other sensor waves, rendering the fighter invisible to most electromagnetic sensor systems.  
+
After initial testing, the new VF-22 was presented to the [[UN Spacy]] VF review boardThe [[UN Spacy]] decided to adopt the VF-22S as a special operations fighter successor to General Galaxy’s [[VF-17 Nightmare]] in December 2042. Renamed the VF-22S Sturmvogel Stealth AVF, the fighter entered service for the UN Spacy in 2043.
  
<table border="0" cellpadding="0" align="right">http://steelfalcon.com/Macross/Images/YF21soldier.gif</table>
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The VF-22 Sturmvögel still closely resembles the YF-21 prototype from Project Super Nova, mostly due to the inclusion of a revised version of the inertia vector control system used in the Quimeliquola [[Quaedlunn-Rau]] battlesuit that was preserved from the YF-21. The Sturmvögel also preserved the active stealth technology of the YF-21, but the Brainwave Control Systems (BCS) and Brain Direct Imaging (BDI) systems were removed in favor of a more conventional control system.  The BCS and BDI had led to unforeseen health problems and other complications in the YF-21 test pilot, and correcting these problems while preserving the benefits of the systems proved almost impossible. Instead the cockpit was redesigned to include a more complete set of conventional controls, and pilot visibility was increased using a traditional overhead spherical canopy equipped with HUD (heads-up display) projectors and several additional visual screens.
  
The first flight of YF-21 prototype No. 2, using the brainwave [direct] control system interface (BDS) and brain direct image system (BDI) (No. 1 was outfitted with conventional control system,) at New Edwards Test Flight Center on Eden, was in January, 2040 by General Galaxy’s company test pilot: Guld Goa Bowman. Bowman experienced a temporary loss of control of YF-21 prototype No. 2 during the first fire control system test, in January 2040.  UNAF's Project Super Nova director Colonel Millard Johnson determined later that month that the pilot may have a neurochemical imbalance because of his Zentraedi-Human genetic background.  He decided to suppress the findings and retain the pilot.  Combat simulation and fire control testing of the second prototypes of both fighters continued.
+
<table border="0" cellpadding="0" align="right"> http://www.mahq.net/mecha/macross/macross7/vf-22s-battroid.jpg</table>
  
Project Super Nova testing and development halted under orders from the UN government after the development of the Ghost X-9 unmanned fighter ended in February, 2040After project cancellation, UN Spacy 1st Lt. Isamu Alva Dyson (with Shinsei Industry's YF-19 development staffer Yang Neumann) launched the YF-19 prototype No. 2 with a FAST Pack system and a prototype fold booster towards Earth without authorization in March, 2040.  Colonel Johnson ordered Bowman to pursue Lt. Dyson in the YF-21 Prototype No. 2 with a FAST Pack system and an identical fold boosterIrreparable damage of the YF-21 Prototype No. 2, with loss of pilot, occurred in the subsequent battle with the Prototype Ghost X-9 unmanned fighter over Macross City during the Sharon Apple Incident.
+
Highly valued for its combination of high speed, agility, fold booster mounting capability and stealth, the VF-22S Sturmvögel has quickly become a popular craft within the [[UN Spacy]] Special Forces.  Unfortunately, the high cost of purchasing and maintaining the aerospace vehicle has limited its distribution, and most are assigned to special forces units on an as-needed basisDuring the latter days of the Varuta War, the designs for the VF-22 Sturmvögel were transmitted to the Macross 7 Colonization Fleet and authorization was given to build two fighters to supplement the Macross 7's forcesThe first VF-22 Sturmvögel was flown by Captain Maximilian Jeinus himself during Operation Stargazer, and the second VF-22 Sturmvögel was piloted by his wife, Mayor Miliya Jeinus, in the final assault against the Protodevlin homeworld in February, 2046. Both craft performed admirably during these battles, and the design will probably be produced in greater numbers in the future.
  
The YF-19 was announced as the winning Project Supernova design in 2041, by the UN Air Force.
+
In the late 2040s and early 2050s, the VF-22 Sturmvögel is still being manufactured in an extremely limited rate.  The prime reason is that after the conclusion of the Varuta War in 2046, no other major opponent has appeared to threaten the [[UN Government]] and the known (human) territories in the galaxy.  Though Anti-UN terrorist activities have been increasing in the period, the use of the VF-22 Sturmvögel against them is extremely limited.  Primarily because the prime weapon against the Anti-UN terrorists are highly visible deterrents – such as Destroid platoons or patrols of VF-11 and VF-19.  The VF-22 Sturmvögel still has a niche, but at this time, that niche is very small.
  
The loss of the YF-21 did not discourage General Galaxy, and two years later the company released the VF-22 Sturmvogel II, an advanced combat aircraft based on the YF-21 prototype. Although the VF-22 does not include the controversial BDI and BCS control systems of the second YF-21 prototype, it has proven to be an extremely capable aerospacecraft and has been accepted by the UN Armed Forces as a limited production special forces fighter.
 
  
 
+
==RPG STATS==
===RPG STATS===
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<table border="0" cellpadding="0" align="right">http://www.mahq.net/mecha/macross/plus/yf-21-gerwalk.jpg</table>
 
<table border="0" cellpadding="0" align="right">http://www.mahq.net/mecha/macross/plus/yf-21-gerwalk.jpg</table>
  
 
Vehicle Type:
 
Vehicle Type:
:YF-21 No. 1 (Initial Prototype; used conventional Variable Fighter flight control systems)  
+
:VF-22 (Advance production version with no additional series letter designation)
:YF-21 No. 2 (Second Prototype; included BCS and BDI control systems. Was accepted for Project Super Nova contest, callsign "Omega One")<br>
+
:VF-22S (Production version adopted by United Nations as special operations fighter. First manufactured by Macross 7 fleet factory ship Three Star under experimental license for two fighters.)
Class: Advanced Variable Fighter (Prototype) <br>
+
 
Manufacturer: General Galaxy <br>
+
Class: UNS Special Operations Variable Fighter <br>
Customer: UNAF (Primary) and UNS. <br>
+
Manufacturer: [[General Galaxy]]<br>
Crew: Pilot only in General Galaxy/Marty & Beck specially-developed g-endurance zero/zero ejection seat and wearing Tactical Life Support System with upper and lower g-suits and pressure breathing. YF-21 No. 2 is equipped with a completely shielded pressurized cockpit with a minimal external view via an overhead spherical canopy and two side panels in the cockpit hatch.  (YF-21 No. 1 is equipped with a conventional cockpit, canopy, and flight control system. YF-21 No. 2 was equipped with a brainwave control system (BCS); conventional digital flight control system with side-stick controller and manual override for emergency use.)<br>
+
Customer: [[UN Spacy]]. <br>
 +
Design Features: Implementation of Zentraedi technology (due to the implementation of a revised version of the Quimeliquola [[Quaedluun-Rau]] battle suit's special inertia vector control system, the VF-22 has a similar silhouette to the battle suit in Battroid mode); low observablity stealth configuration and construction; stealth/agility trade-off decided by design team; two flight configuration modes (cruise and high speed) achieved via varying the cant of the wing and tail surfaces; supersonic cruise and maneuvering in region of Mach 5+ below the stratosphere; sufficient thrust for attaining orbital velocity over a Earth-class planet; vertical T-O and landing (VTOL); fighter-carried pin-point barrier system (PPV); trapezoidal combined variable-cant tail stabilizing surfaces; active stealth system; three-dimensional thrust vectoring with three independently pivoting exhaust nozzle flaps on each engine; head unit and legs enhanced from earlier YF-21 design; under-fuselage micro-missile launchers and gunpods internalized; option of external fold booster. <br>
 +
 
 +
 
 +
Crew: Pilot only in General Galaxy/Marty & Beck specially-developed g-endurance zero/zero ejection seat and wearing Tactical Life Support System with upper and lower g-suits and pressure breathing. The VF-22 is equipped with a completely shielded, pressurized cockpit with external view maintained by overhead spherical canopy, one forward panel, and two side panels in cockpit hatch; conventional digital flight control system with side-stick controller. <br>
  
  
==YF-21 MDC BY LOCATION:==
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===MDC BY LOCATION===
 
{| border="1" cellpadding="2"
 
{| border="1" cellpadding="2"
 
!width="300"|'''Location'''
 
!width="300"|'''Location'''
Line 72: Line 46:
 
|
 
|
 
;  
 
;  
:Head Pulse  
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:Head Pulse Laser
 
:Head¹
 
:Head¹
 
:Hands (2)
 
:Hands (2)
Line 101: Line 75:
  
 
'''NOTES:'''
 
'''NOTES:'''
:¹ Destroying the head of the YF-21 will knock out the mecha's main sensor systems, including all of the optics systems (infrared, nightvision, thermal). Backup sensor systems will provide standard vision for the pilot using the BDI system. Radar and communications will be unaffected.  Note that on a called shot, the main sensor face plate will be hit.  It has an MDC of 45.  It’s destruction disables the sensors.
+
:¹ Destroying the head of the VF-22 will knock out the mecha's main sensor systems, including all of the optics systems (infrared, nightvision, thermal). Backup sensor systems will provide standard vision for the pilot in soldier mode. Radar and communications will be unaffected.  Note that on a called shot, the main sensor faceplate will be hit.  It has an MDC of 45.  Its destruction disables the sensors.
:² Depleting the MDC of the main body will destroy the mecha. The pilot and cockpit section/escape pod will be automatically ejected from the doomed mecha before it explodes by the YF-21's main computer.
+
:² Depleting the MDC of the main body will destroy the mecha. The pilot and cockpit section/escape pod will be automatically ejected from the doomed mecha before it explodes by the VF-22's main computer.
: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 of the YF-21.
+
: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 of the VF-22.
  
  
===YF-21 SPEEDS:===
+
===SPEEDS===  
 +
<table border="0" cellpadding="0" align="right">http://www.steelfalcon.com/Macross/Images/VF22fighter2.gif</table>
 +
 
 
:RUNNING, SOLDIER CONFIGURATION: 120 mph (192 Kmph)  
 
:RUNNING, SOLDIER CONFIGURATION: 120 mph (192 Kmph)  
 
:LEAPING, SOLDIER CONFIGURATION: 50 ft (15 m) high or 70 ft (21 m) long without thrusters.  
 
:LEAPING, SOLDIER CONFIGURATION: 50 ft (15 m) high or 70 ft (21 m) long without thrusters.  
 
:FLYING, GERWALK/SOLDIER CONFIGURATION: 0 Kmph to Mach One (670 mph/1072 Kmph) maximum speed limit in an Earth-like atmosphere.  
 
:FLYING, GERWALK/SOLDIER CONFIGURATION: 0 Kmph to Mach One (670 mph/1072 Kmph) maximum speed limit in an Earth-like atmosphere.  
:FLYING, FIGHTER CONFIGURATION: Cruising speed is usually Mach 1.75 at 15000/18000 m, mach 5.06+ max cruising speed at 10,000/21,500 mWith a maxim cruising speed of mach 21+/24+ (8.1+ Km/sec) at 30,000+ m.  The YF-21 is VTOL capable in fighter configuration.
+
:FLYING, FIGHTER CONFIGURATION: Cruising speed, at 10,000 m, is usually Mach 5.06 for the VF-22, and Mach 5.07 for the VF-22SThe maximum cruising speed at 30,000+ m is Mach 21 for the VF-22 and Mach 22+ for the VF-22S.  The VF-22 is VTOL capable in all modes.  The VF-22 can vary the configuration of its wings and control surfaces to provide greater speed or control as the situation requires.
:The YF-21 is capable of launching into satellite orbit over a Earth-class planet without additional rocket assistance. Maximum rate of ascent is 61,500 meters/minute.  The structural G limits are +32.5 to -17.2.
+
:The VF-22 is capable of launching into satellite orbit over a Earth-class planet without additional rocket assistance. Maximum rate of ascent is 61,900 meters/minute.  The structural G limits are +60 to -45.
:Note: two figures are given as the data originated from planet Eden and needed adjustment because of differences with Earth's atmospheric system and gravitational force.
+
 
 +
:MAX ENGINE THRUST: 65,200 kg of thrust, x 2 maximum instantaneous thrust.  In an atmosphere, the engines use atmosphere as a coolant, but due to problems of cooling efficiency (caused by exceeding output and melting the core) the maximum thrust is limited to 40% to 60% of thrust in space.
  
:MAX ENGINE THRUST: 65,200 kg x2 in an atmosphere, 41,200 kg x2 in space. The maximum thrust is automatically limited in space due to coolant problems for the engines with the lack of atmosphere flowing through the engines.
 
  
 +
==STATISTICAL DATA:==
 +
<table border="0" cellpadding="0" align="right">http://www.steelfalcon.com/Macross/Images/maximilian.gif</table>
  
''STATISTICAL DATA:''
 
 
:Note: numbers given in m (metres) only are confirmed on the Macross Compendium.  Numbers with both ft and (m) are unconfirmed.
 
:Note: numbers given in m (metres) only are confirmed on the Macross Compendium.  Numbers with both ft and (m) are unconfirmed.
  
Line 135: Line 112:
  
 
WEIGHT:
 
WEIGHT:
:9550 kg empty. Maximum takeoff weight in an atmosphere is 39,207 kg, and maximum weight in space with optional fold booster is 48,305 kg (weights beyond that exceed theoretical safe limit for fold booster).  
+
:VF-22 is 9,550 kg and the VF-22S is 9,340 Kg empty. Maximum takeoff weight in an atmosphere is 39,207 kg, and maximum weight in space with optional fold booster is 48,305 kg (weights beyond that exceed theoretical safe limit for fold booster).  
  
 
PHYSICAL STRENGTH:
 
PHYSICAL STRENGTH:
Line 145: Line 122:
  
 
POWER PLANT:
 
POWER PLANT:
:Two 41,200 kg maximum instantaneous thrust in space (65,200 kg in atmosphere) Shinnakasu Industry/P&W/Roice FF-2450B thermonuclear engines. In atmosphere, the engines use air as coolant/propellant, but due to problems in the cooling efficiency (caused by exceeding output and melting of the core) the maximum thrust is limited to 40% to 60% of thrust in space. Three-dimensional independent convergent/divergent turning exhaust nozzle vanes, for enhanced V/STOL performance and maneuverability. P&W HMM-6J high-maneuverability vernier thrusters.
+
:Two 65,200 Kg class (maximum instantaneous thrust in space) Shinnakasu Industry/P&W/Roice FF-2450B thermonuclear engines. In atmosphere, the engines use air as coolant/propellant, but due to problems of cooling efficiency (caused by exceeding output and melting the core) the maximum thrust is limited to 40% to 60% of thrust in space. Two trapezoidal air intakes with retractable shutters for Battroid mode or space use and four dorsal overflow outlets. Three-dimensional independent turning exhaust nozzle vanes, for enhanced V/STOL performance and maneuverability. Four dorsal sub-nozzles above main exhaust nozzles. Two banks of pivoting underfuselage slits acting as main nozzles for VTOL hovering in GERWALK mode. P&W HMM-6J high-maneuverability vernier thrusters. Special equipment hard point station for optional external fighter fold booster on special pylons.  
  
:Special equipment hard point stations for Shinnakasu Industry/OTEC FBF-1000A external prototype fighter fold booster (currently not certified for performing beyond a one-way limit of 20 light years) mounted above fuselage.
 
  
 +
==COMPATIBLE FAST PACKS:==
 +
<table border="0" cellpadding="0" align="left">http://www.mahq.net/mecha/macross/macross7/vf-22s-battroid-soundbooster.jpg</table>
  
 +
The VF-21 can mount the following [[FAST_Packs|FAST Packs]] in any combination:
  
 +
*Dorsal: (2) [[FAST_Packs#Dorsal_Aerodynamic_Missile_Launcher_Booster_Units|Shinsei Industries Dorsal Aerodynamic Booster Units]] or (2) [[FAST_Packs#Sound_Energy_Converter_System_Aerodynamic_Missile_Launcher_and_Booster_Packs|SES Aerodynamic Booster Units]]
  
==YF-21 COMPATIBLE FAST PACKS:==
 
<table border="0" cellpadding="0" align="right">http://www.mahq.net/mecha/macross/plus/yf-21-foldbooster.jpg</table>
 
 
*Dorsal: (2) [[FAST_Packs#Dorsal_Aerodynamic_Missile_Launcher_Booster_Units|Shinsei Industries Dorsal Aerodynamic Booster Units]] or (2) [[FAST_Packs#Sound_Energy_Converter_System_Aerodynamic_Missile_Launcher_and_Booster_Packs|SES Aerodynamic Booster Units]]
 
 
*Special: 1 full set of [[FAST_Packs#General_Galaxy_YF-21.2FVF-22_FAST_Packs|YF-21/VF-22 FAST packs]].
 
*Special: 1 full set of [[FAST_Packs#General_Galaxy_YF-21.2FVF-22_FAST_Packs|YF-21/VF-22 FAST packs]].
  
 +
<table border="0" cellpadding="0" align="right"> http://www.steelfalcon.com/Macross/Images/VF22fold.gif</table>
  
In addition, the YF-21 can mount one of the two radomes available ([[FAST_Packs#VF-11_.22RECON.22_Radome|VF-11]] or [[FAST_Packs#VF-17_.22RECON.22_Radome|VF-17]]) or the [[Shinnakasu_Industry/OTEC_FBF-1000A_external_fold_booster|OTEC FBF-1000A External Fold Booster]] over top of the dorsal mounted FAST packs.  But, in all cases, the additional equipment must be ejected prior to transformation.  Note that the FAST packs do not inhibit transformation.
+
In addition, the VF-21 can mount one of the two radomes available ([[FAST_Packs#VF-11_.22RECON.22_Radome|VF-11]] or [[FAST_Packs#VF-17_.22RECON.22_Radome|VF-17]]) or the [[Shinnakasu_Industry/OTEC_FBF-1000A_external_fold_booster|OTEC FBF-1000A External Fold Booster]] over top of the dorsal mounted FAST packs.  But, in all cases, the additional equipment must be ejected prior to transformation.  Note that the FAST packs do not inhibit transformation.
  
  
 +
==WEAPON SYSTEMS==
  
==YF-21 WEAPON SYSTEMS:==
+
===1. ERLIKON AAB-7.5 FIXED HIGH-POWERED CONVERGING ENERGY CANNON===
 +
<table border="0" cellpadding="0" align="right">http://www.mahq.net/mecha/macross/macross7/vf-22s-fighter-soundbooster.jpg</table>
  
===1. ERLIKON AAB-7(.5) SUPER MINITURE AIR-TO-AIR LASER TURRET===
+
The VF-22 mounts a single, fixed high-powered converging energy cannon mounted rearward on forward dorsal fuselage in Fighter and GERWALK modes or on head turret in Battroid mode. The energy cannon can only fire to the REAR of the fighter in fighter and GERWALK modes - it cannot be turned to fire along another arc.  The energy cannon is used in air combat skirmishes and for defensive purposes.
The YF-21 mounts a single laser for use in air combat skirmishes and for defensive purposes. The laser is mounted on the head in soldier mode, and is located in the forward dorsal section of the main body, pointed rearward, in fighter and gerwalk modes. The laser can only fire to the REAR of the fighter in these modes - it cannot be turned to fire along another arc.
+
 
*PRIMARY PURPOSE: Anti-aircraft  
 
*PRIMARY PURPOSE: Anti-aircraft  
 
*SECONDARY PURPOSE: Anti-missile/defensive  
 
*SECONDARY PURPOSE: Anti-missile/defensive  
Line 174: Line 152:
 
   
 
   
  
===2. MAULER REB-22 LASER BEAM GUNS===
+
===2. MAULER REB-22 CONVERGING ENERGY CANNONS===
Two semi-fixed laser beam guns with forward and rearward barrels mounted underneath the tail stabilizers in fighter mode or in the lower arm section in gerwalk and battroid modes, thus can fire either to the front or the rear of the mecha in any mode. In fighter mode the lasers can only be aimed along the direction of travel.  In gerwalk and battroid modes they can be aimed in any direction by moving the vehicle’s arms.  
+
The VF-22 has two semi-fixed converging energy cannons with forward and rearward barrels, mounted underneath tail stabilizers in fighter mode or in the lower arm section in GERWALK and battroid modes.  They can fire either to the front or the rear of the mecha in any mode. In fighter mode the lasers can only be aimed along the direction of travel.  In GERWALK and battroid modes they can be aimed in any direction by moving the vehicle’s arms.  
 
*PRIMARY PURPOSE: Anti-mecha  
 
*PRIMARY PURPOSE: Anti-mecha  
 
*SECONDARY PURPOSE: Air-to-ground strafing runs  
 
*SECONDARY PURPOSE: Air-to-ground strafing runs  
Line 184: Line 162:
  
  
===3. BIFORS BML-02S ALL-ENVIRON RAPID-FIRE MICRO-MISSILE CLUSTERS:===
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===3. BIFORS BML-02S ALL-ENVIRON RAPID-FIRE MICRO-MISSILE CLUSTERS===
<table border="0" cellpadding="0" align="right">http://www.mahq.net/mecha/macross/plus/lineart/micromissile.jpg</table>
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<table border="0" cellpadding="0" align="right">http://www.steelfalcon.com/Macross/Images/VF22missles.gif</table>
The YF-21 is armed with four internal BML-02S missile launchers that were built exclusively for it. The launchers are mounted in the forward dorsal section of the craft and have exit ports on the wings to either side of the engine nacelles. Any type of UN Spacy mini-missiles can be used by the launchers, however the BMM-24 missile is standard.
+
The VF-22 is armed with four internal BML-02S missile launchers that were built exclusively for it. The launchers are mounted in the forward dorsal section of the craft, to the sides of the engines, and have exit ports on the ventral fuselage to the rear of the engine nacelles in Fighter mode or on leg storage bay cover panels in GERWALK and Battroid modes. Any type of UN Spacy dogfight missile can be used by the launchers, however the BMM-24 missile is standard.
*BMM-24 MISSILES (standard SRM missile stats if loaded with them.):
+
 
**Primary Purpose: Assault  
+
'''BMM-24 MISSILES''' (standard Dogfight Missile stats if loaded with them.):
**Range: 5 miles (8 km).  
+
*Primary Purpose: Assault  
**Damage: 1D8x10 M.D.  
+
*Range: 5 miles (8 km).  
**Rate of Fire: Volleys of 1-4 missiles per launcher, per round. One volley counts as one attack. If necessary, all 48 missiles can be fired in a single round by expending two attacks.  
+
*Damage: 1D8x10 M.D.  
**Bonuses: The BMM-24 micro-missiles have a +6 to strike.
+
<table border="0" cellpadding="0" align="left">http://www.mahq.net/mecha/macross/plus/lineart/micromissile.jpg</table>
**Payload: 12 missiles per launcher; 48 total.  
+
*Rate of Fire: Volleys of 1-4 missiles per launcher, per round. One volley counts as one attack. If necessary, all 48 missiles can be fired in a single round by expending two attacks.
 +
*Bonuses: The BMM-24 micro-missiles have a +6 to strike.
 +
*Payload: 12 missiles per launcher; 48 total.  
  
  
 
===4. HOWARD/GENERAL DYNAMICS GV-17L GUN POD(S)===
 
===4. HOWARD/GENERAL DYNAMICS GV-17L GUN POD(S)===
<table border="0" cellpadding="0" align="right">http://www.mahq.net/mecha/macross/plus/lineart/yf-21-gunpod.jpg</table>
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<table border="0" cellpadding="0" align="left">http://www.mahq.net/mecha/macross/plus/lineart/yf-21-gunpod.jpg</table>
 
+
The YF-21 can mount the following [[FAST_Packs]] in any combination:
+
For a main external weapon, the VF-22 contains two internally carried cartridge-less gattling gun pods, each with retractable grip and retractable stealth cover, produced by Howard/General Dynamics. These gun pods are exclusively designed for the VF-22 and are mounted in specially designed storage bays located either in the underside of the craft in fighter mode or in the leg storage bay cover panels or in the manipulators in GERWALK and Battroid modes.  The GV-17L is similar to the gattling gun used by the VF-17 Nightmare. In GERWALK or battroid modes, the gun pods can be ejected from their bays and used by one or both of the YF-21's hands. The gun pods can fire in any mode - they fire out of a special concealed port when stored away in fighter mode.  
For a main external weapon, the YF-21 contains TWO new stealth gattling gun pods produced by Howard/General Dynamics. These gun pods are exclusively designed for the YF-21 and are mounted in specially designed storage bays located on the underside of the craft in fighter mode, and at the hips in gerwalk and battroid modes.  The GV-17L is similar to the gattling gun used by the VF-17 Nightmare. In gerwalk or battroid modes, the gun pods can be ejected from their bays and used by one or both of the YF-21's hands. The gun pods can fire in any mode - they fire out of a special concealed port when stored away in fighter mode.  
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Like the original GU-11 gun pod used by the VF-1 Variable Fighters, the GV-17L gun pods do NOT use clips of ammo, but instead have a large internal supply of ammo stored in the barrel of the gun pod. This allows the GV-17L to contain a larger supply of ammo and bypasses the need to reload while in the field.  
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Like the original GU-11 gun pod used by the VF-1 Variable Fighters, the GV-17L gun pods do NOT use clips of ammo, but instead have a large internal supply of ammo stored in the barrel of the gun pod. This allows the users of the GV-17L to bypass the need to reload while in the field.  
 
*PRIMARY PURPOSE: Assault  
 
*PRIMARY PURPOSE: Assault  
 
*SECONDARY PURPOSE: Anti-mecha  
 
*SECONDARY PURPOSE: Anti-mecha  
*RANGE: 6000 feet (1800 m)  
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*RANGE: 6000 feet (1800 m)
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<table border="0" cellpadding="0" align="right">http://www.steelfalcon.com/Macross/Images/VF22gun.gif</table>
 
*DAMAGE: 1D10 per round. 10 round burst, single target – 1D10X10 MD. 25 round burst, single target - 2D10X10 MD. Note, for bursts using greater then 25 rounds, increase the damage by a scale of 1D8X10 per 10 rounds OR refer to the modern weapons rules for machineguns.
 
*DAMAGE: 1D10 per round. 10 round burst, single target – 1D10X10 MD. 25 round burst, single target - 2D10X10 MD. Note, for bursts using greater then 25 rounds, increase the damage by a scale of 1D8X10 per 10 rounds OR refer to the modern weapons rules for machineguns.
 
:The Gun Pod can be used for sprays: 10 round spray – 1D10 MD, affects 1d4 targets. 25 round burst spray – 1D10 MD, affects 2d4 targets with a 50% chance of hitting bystanders. Longer duration sprays (up to limits of the magazine): 2D10 MD, affects 4d4 targets. Chance of hitting bystanders is 70%.  
 
:The Gun Pod can be used for sprays: 10 round spray – 1D10 MD, affects 1d4 targets. 25 round burst spray – 1D10 MD, affects 2d4 targets with a 50% chance of hitting bystanders. Longer duration sprays (up to limits of the magazine): 2D10 MD, affects 4d4 targets. Chance of hitting bystanders is 70%.  
 
*RATE OF FIRE: Equal to the pilot's combined number of attacks. Note that firing of the GU-11 isn't limited to only 10, 25 or 400 rounds. Any variation can be fired (it is recommended to stick to multiples of 10 for ease of damage resolution.)  
 
*RATE OF FIRE: Equal to the pilot's combined number of attacks. Note that firing of the GU-11 isn't limited to only 10, 25 or 400 rounds. Any variation can be fired (it is recommended to stick to multiples of 10 for ease of damage resolution.)  
*PAYLOAD: 800 rounds. The YF-21 carries two GV-17L gun pods.  Once exhausted, the gun pods can only be reloaded by trained personnel using the right reloading equipment.
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*PAYLOAD: 800 rounds. The VF-22 carries two GV-17L gun pods.  Once exhausted, the gun pods can only be reloaded by trained personnel using the right reloading equipment.
  
  
 
===5. BODY/WING HARD POINTS===
 
===5. BODY/WING HARD POINTS===
The YF-21 has four fixed hard points (two per wing) which can be used to hold a variety of different ordinance payloads, including long, medium, short range missiles, or the medium-range high-maneuverability (MRHM) missiles. One long range, one MRHM, 3 medium range, or 5 short range missiles can be mounted per hardpoint. Usually long range or MRHM missiles are used.
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The VF-21 is also equipped with four fixed hard points (two per wing) for missile loads and other ordinance. Two hardpoints are mounted on each wing of the aircraft.  These hardpoints can be used to hold a variety of different ordinance types, including long, medium, short range missiles, medium-range high-maneuverability (MRHM) missiles (after 2040), UUM-7 Micro-missile pods, RMS-1 reaction missiles and even MK-82 LDGB conventional bombs. Usually only long-range or medium range missiles are used.  
  
 
:NOTE: Due to the location of the hard points, ALL missiles must be fired or ejected before the YF-21 can convert into soldier mode. For this reason the missiles mounted on the hard points are usually fired within the first few passes of an attack.  
 
:NOTE: Due to the location of the hard points, ALL missiles must be fired or ejected before the YF-21 can convert into soldier mode. For this reason the missiles mounted on the hard points are usually fired within the first few passes of an attack.  
  
*MEDIUM RANGE HIGH MANEUVERABILITY MISSILES
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[[Smissiles#VF_Hardpoints|Hardpoint and Missile Details]]
**Primary Purpose: Anti-Mecha
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**Secondary Purpose: Surgical Strikes
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**Mega-Damage: 2D6x10 M.D.
+
**Rate of Fire: One per hardpoint.
+
**Range: 80 miles.
+
**Payload: One per hardpoint; 4 maximum.
+
  
*LONG RANGE MISSILES
 
**Primary Purpose: Heavy Assault
 
**Secondary Purpose: Anti-Spacecraft
 
**Missile Types: Any type of standard UN Spacy Long Range Missile can be used.
 
**Range: Varies with missile type.
 
**Damage: Varies with missile type.
 
**Rate of Fire: One or two.
 
**Payload: One per hardpoint; 4 maximum.
 
  
*MEDIUM RANGE MISSILES
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===6. Two Internal Pallets===
**Primary Purpose: Assault
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<table border="0" cellpadding="0" align="right">http://www.steelfalcon.com/Macross/Images/VF22nuke.gif</table>
**Secondary Purpose: Anti-Mecha
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**Missile Types: Any type of standard UN Spacy Medium Range Missile can be used.  
+
**Range: Varies with missile type.  
+
**Damage: Varies with missile type.  
+
**Rate of Fire: 1-3 missiles per hardpoint.
+
**Payload: Three per hardpoint; up to 12 maximum.  
+
  
*SHORT RANGE MISSILES  
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Each lower rear section of the fuselage of the VF-22 contains an enclosed Standard Internal Pallet, which can be customized for different mission objectives and carry a variety of different missile types.  When activated the internal pallets open and slightly extends from the sides of the legs, allowing all of their payload (usually missiles) to be activated at once, if necessary.  The payloads can be activated in any mode.
**Primary Purpose: Assault  
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**Secondary Purpose: Anti-Mecha
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====6.I Stonewell/Roice B-7 Standard Internal Pallet====
**Missile Types: Any type of standard UN Spacy Short Range Missile can be used.  
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The B-7 standard internal pallet can be equipped to hold up to 9 Bifors BMM-24 All-Environment High-Maneuverability Dogfight Missiles, 9 bomblets, additional sensors (avionics) OR additional cargo, each.  In order to carry different types of munitions and/or payloads, the launchers must be exchanged at a UN Spacy base prior to loading.
**Range: Varies with missile type.
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*SRM/BMM-24 MISSILES:
**Damage: Varies with missile type.  
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**PRIMARY PURPOSE: Assault  
**Rate of Fire: 1-5 missiles per hardpoint.  
+
**RANGE: 8 km.  
**Payload: Five per hardpoint; up to 20 maximum.  
+
**DAMAGE: 1D8x10 MD
 +
**RATE OF FIRE: Volleys of 1-9 missiles per launcher, per round. One volley counts as one attack. If necessary, all 18 missiles can be fired in a single round by expending two attacks.  
 +
**BONUSES: The BMM-24 dogfight missiles have a +6 to strike and +5 to dodge, and get 3 attacks per round until they hit or are destroyed.  
 +
**PAYLOAD: 9 missiles per launcher, 18 total.  
  
*UUM-7 MICRO-MISSILE PODS: each carries a total of fifteen Bifors HMM-01 micro-missiles. The UUM-7 pods must always be mounted in opposing pairs and can only be fit onto the wings.
 
**PRIMARY PURPOSE: Assault/Defense
 
**RANGE: 1 mile (1.6 km).
 
**DAMAGE: 1D8x10 M.D.
 
**RATE OF FIRE: One, two, three, four or five at a time.
 
**PAYLOAD: 15 per pod, for a potential maximum total of 60.
 
  
 +
====6.II Stonewall/Royce B-11A Specialized Reaction Weapon Internal Pallet====
 +
The VF-22 can be loaded with two B-11A Internal Weapons Pallets that hold one RMS-1 Reaction Weapon (or other large scale missle), each.
 
*RMS-1 REACTION CRUISE MISSILES: The missiles are AI-guided, thus they receive a bonus of +5 to strike, +4 to dodge and have two attacks per melee until it hits. The missiles will always strike the center (or main body) of their target.  
 
*RMS-1 REACTION CRUISE MISSILES: The missiles are AI-guided, thus they receive a bonus of +5 to strike, +4 to dodge and have two attacks per melee until it hits. The missiles will always strike the center (or main body) of their target.  
 
**PRIMARY PURPOSE: Anti-Spacecraft  
 
**PRIMARY PURPOSE: Anti-Spacecraft  
**RANGE: 500 miles (804 km)
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**RANGE: 804 km
**MISSILE SPEED: 670 mph (Mach 1)  
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**MISSILE SPEED: Mach 1 (1072 Kmph at sea level.)
**M.D.C. OF MISSILE: 25  
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**MDC OF MISSILE: 25
**DAMAGE: 4D8x1,000 M.D. at ground zero. Reduce damage by a factor of 10 for every 2,500ft (750m) the object is away from ground zero. (i.e. 4D8x100 M.D. at 2,500ft distant, 4D8x10 M.D. at 5,000ft distant, etc.)  
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**DAMAGE: 4D8x1,000 MD at ground zero. Reduce damage by a factor of 10 for every 750m the object is away from ground zero. (E.g.: 4D8x100 M.D. at 750 m distant, 4D8x10 M.D. at 1,400 m distant, etc.)
**RATE OF FIRE: 1 per hardpoint. The hardpoints can be fire-linked and any number up to the payload can be fired.  
+
**RATE OF FIRE: 1 per B-11A Internal Weapons Pallets. The two launchers can be fire linked.
**PAYLOAD: 1 per hard point for a potential maximum of 4.
+
**PAYLOAD: 1 per B-11A Internal Weapons Pallets for a maximum of 2.
 
+
*MK-82 LDGB CONVENTIONAL BOMBS: As these must have a laser targeting indicator marking the target to work properly, the GM may consider them to act as regular, unguided bombs without the laser indicator marking the target.
+
**PRIMARY PURPOSE: Assault
+
**RANGE: Freefall Laser guided bomb
+
**DAMAGE: 4D6x10 M.D. per bomb
+
**RATE OF FIRE: 1, 2 or 3 per hardpoint. The hardpoints can be fire-linked.
+
**PAYLOAD: 3 per hardpoint, for a potential maximum of 12
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<table border="0" cellpadding="0" align="right">http://steelfalcon.com/Macross/Images/YF21punch.gif</table>
 
<table border="0" cellpadding="0" align="right">http://steelfalcon.com/Macross/Images/YF21punch.gif</table>
  
 
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The VF-22 is equipped with a fixed fighter-sized pinpoint barrier system for use in GERWALK and Battroid modes. The two fighter-mode tail stabilizers act as shields in GERWALK and Battroid modes in concert with the barrier system to shield against incoming attacks. The barrier provides 100 MDC of protection, and regenerates at a rate of 50 MDC per round when damaged. Even if destroyed by combined attacks, the shield will regenerate itself within 2 rounds. In order to use the shield, the pilot must make a successful parry roll to intercept an incoming attack.  
The YF-21 is equipped with a pinpoint barrier system for defense. The system can generate a pinpoint barrier that can be moved anywhere on the mecha and used as a shield against incoming attacks. The barrier provides 100 MDC of protection, and regenerates at a rate of 50 MDC per round when damaged. Even if destroyed by combined attacks, the shield will regenerate itself within 2 rounds. In order to use the shield, the pilot must make a successful parry roll to intercept an incoming attack.  
+
:NOTE: THE SYSTEM IS ONLY AVAILABLE IN GERWALK AND BATTROID MODES.
: THE SYSTEM IS ONLY AVAILABLE IN GERWALK AND BATTROID MODES.
+
 
*Primary Purpose: Defense  
 
*Primary Purpose: Defense  
 
*Protection: 100 MDC total  
 
*Protection: 100 MDC total  
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=== 9. HAND TO HAND COMBAT===
 
=== 9. HAND TO HAND COMBAT===
If necessary, the YF-21 can engage in melee combat rather than use a weapon. The AVF is extremely agile and can execute most typical hand to hand combat moves, such as punches, jump kicks, leap attacks, rolling with impacts, etc..  
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If necessary, the VF-22 can engage in melee combat rather than use a weapon. The AVF is extremely agile and can execute most typical hand to hand combat moves, such as punches, jump kicks, leap attacks, rolling with impacts, etc..  
  
  
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*Body Block/Tackle: 2D6 M.D.  
 
*Body Block/Tackle: 2D6 M.D.  
 
*Stomp: 1D6x10 M.D. (only effective against small objects) Note that for some objects, they will be instantly destroyed.  
 
*Stomp: 1D6x10 M.D. (only effective against small objects) Note that for some objects, they will be instantly destroyed.  
 
  
  
 
==STANDARD EQUIPMENT FOR THE YF-21:==
 
==STANDARD EQUIPMENT FOR THE YF-21:==
 +
<table border="0" cellpadding="0" align="right">http://www.steelfalcon.com/Macross/Images/VF22cockpit.gif</table>
  
*ACTIVE STEALTH SYSTEM: The YF-21 is equipped with a revolutionary stealth system that, when activated, renders the craft stealthy to active and passive radar. Unlike passive stealth systems, like those used by the VF-17 Nightmare or the F-117, the YF-21's stealth system is an ACTIVE stealth system that modifies¹ radar waves rather than reflecting them. Active Stealth, like all stealth systems on aerospace craft, is only truly effective at a distance. At short range, 5 Km or less, the effect of the active stealth field is negated and the vehicle is detected almost like normal. At medium ranges, between 5 and 75 Km, the active stealth field is effective but easily overcome by skilled radio operators. The active stealth field is most effective at ranges over 75 Km, making the VF virtually invisible on radar screens. Note that there are other means of detecting a vehicle and active stealth only counters radar directed at the YV-21. When activated, this system gives the YF-21 a +3 on initiative and a +1 to strike.  Since the YF-21's stealth capability is a system and not a feature of the design, it can be damaged or destroyed. Once the vehicle has lost half of its main body MDC, there is a 50% chance that the stealth system will fail every time the main body of the craft is hit thereafter. Once the stealth system has failed, it will not work again until repaired at a UN Spacy base.
+
*[[Vehicle_Standard_Equipment#ACTIVE_STEALTH_SYSTEM|ACTIVE STEALTH SYSTEM]]
:¹ There are two varying opinions on the exact process.  One side believes that the radar waves are absorbed and the other side believes that the radar waves are reflected around the vehicle.
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*[[Vehicle_Standard_Equipment#AUTOPILOT|AUTO-PILOT]]
*AUTOPILOT: The YF-21 is equipped with a computerized autopilot, allowing the pilot to relax or even sleep during long voyages. The autopilot can be programmed with a single destination or a complex flight plan involving multiple speeds, directions, and destinations. The onboard computer will alert the pilot when the fighter is near its destination, and can also be set to automatically signal when sensors detect objects near the mecha. The autopilot was designed with long intra-system space journeys in mind.
+
*[[ Vehicle_Standard_Equipment#COMBAT_COMPUTER_W.2FHUD_DISPLAYS|COMBAT COMPUTER W/ VIRTUAL ENVIRONMENT COCKPIT DISPLAY]]: era iv.
*BRAIN CONTROL SYSTEM (BCS): This revolutionary and experimental system is one of the most unique abilities of the YF-21. The BCS system allows a disciplined pilot to link his mind with the onboard computer of the mecha, and issue control commands to it at the speed of thought. This allows the YF-21 to move with human-like reflexes and respond with human-like speed. Feedback for the system is transmitted back to the pilot using the brain-direct imaging (BDI) system (see below), providing an interactive control loop that literally makes the mecha a part of the pilot.
+
*[[Vehicle_Standard_Equipment#DETATCHABLE_LIMBS|DETACHABLE LIMBS]]
:The disadvantage of the system is that it requires a fair amount of concentration to use. If the pilot of the YF-21 is suddenly startled or disturbed, he may lose control of the mecha and be unable to regain it until he calms himself down. It requires a fairly dramatic event to startle the pilot sufficiently, such as being physically wounded, seeing a comrade killed in front of him, or (in Chief Bowman's case) being suddenly confronted with a despised enemy and suffering a flashback. If startled, the pilot must roll under his M.E. attribute on a 1D20 to keep control of the plane. If he fails, the BCS fails and the YF-21 will freeze. In order to regain control of the BCS, the pilot must calm himself sufficiently, which requires another successful roll under his M.E. attribute. NOTE: the GM may impose penalties to the above rolls if the pilot is going through a VERY traumatic experience while flying the YF-21.
+
*[[Vehicle_Standard_Equipment#ESCAPE_POD|ESCAPE POD]]
:Another disadvantage of the BCS is that when uncalibrated to a specific user, the system has a tendency to pick up stray thoughts from the pilot and act upon them without his permission. A particularly nasty example of this happened during the Project Super Nova tests when Chief Bowman imagined slamming Pilot Isamu Dyson's VF-11 into the ground, and the BCS picked up and acted on that idle thought. When properly calibrated there is no danger of this occurring.  However when an uncalibrated system is being used by a pilot during game play, the GM should roll against the player's M.E. whenever the player makes an idle remark about what he would like to do with the YF-21 (even if he was just mentioning it in jest). If the GM rolls above the player's M.E., the YF-21 will do EXACTLY what the player mentioned, regardless of the consequences.
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*[[Vehicle_Standard_Equipment#EXTERNAL_AUDIO_PICKUP|EXTERNAL AUDIO PICKUP]]
:The cockpit of the YF-21 is equipped with a backup set of standard aircraft controls in case the pilot looses control of the BCS and cannot re-establish contact. Initial versions of the BCS were calibrated specifically for human brain waves, which led to problems when the system was used by non-human pilots, such as Chief Bowman. Zentraedi or other alien pilots using a non-calibrated BCS system receive a +5 penalty to their rolls to keep control of the system.
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*[[Vehicle_Standard_Equipment#HEAT_AND_RADIATION_SHIELDS|HEAT AND RADIATION SHIELDS]]
*BRAIN DIRECT IMAGING (BDI) SYSTEM: This prototype system, along with the BCS, allows the pilot of the YF-21 to essentially control the mecha with his thoughts. The BDI system is extremely important to thought control, as it provides the pilot with visual and tactile feedback from the mecha, including things such as balance and force feedback. The BDI essentially makes HUD (heads-up display) and HMD (head mounted display) technology obsolete since instead of overlaying a display with computer-generated graphics the pilot can receive direct sensory input with computer analysis and highlights directly into his brain. In game terms, this provides the pilot of the YF-21 with a +20% bonus to any skill rolls made to control the mecha, a +2 bonus to dodge and a +1 bonus to strike.
+
:The BDI system does have a drawback, human (and Zentraedi) brains are not designed to accept this type of intense input.  Use of the BDI system can lead to stress, fatigue, and headaches. Frequent use of the BDI can even lead to stress-induced trauma-like symptoms manifesting themselves such as sleeplessness, frequent migraines, shaky hands, cold sweats, and short tempers/emotional problems. After each week of frequent use of the BDI system, the pilot must roll under his P.E. stat or the character will begin to exhibit one of the above symptoms (GMs choice). The base medical officer can prescribe drugs to suppress the symptoms, but the only way for the pilot to be cured is to stop using the BDI system. It is not known what long-term use of the BDI system without breaks will do to a pilot. NOTE: Although the cockpit of the YF-21 does NOT contain any windows except a top-mounted radome (the BDI makes windows unnecessary, theoretically), a backup display monitor is included for the pilot in the event of BDI system failure. This monitor, while acceptable as an emergency backup, is not well designed for a combat fighter, and being forced to rely solely on it imposes a -3 penalty to hit and dodge rolls by the pilot.
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*COMBAT COMPUTER: The YF-21 is equipped with a combat computer that can store and analyze data during combat with hostile forces. Data collected by the combat computer can be viewed by the pilot either on standard HUD displays mounted on the cockpit viewports, or using the new BDI system (see above). This allows 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 10,000 images stored in memory. The computer can identify and track up to 250 targets simultaneously.  
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*DETATCHABLE LIMBS: The arms and legs of the YF-21 are detachable, so that in the event one or more of the limbs of the mecha are damaged they can be ejected from the main body so as to avoid creating atmospheric drag or preventing transformation. The YF-21's arms and legs don't contain any critical systems so the AVF's performance will be unaffected if they are jettisoned. However, the YF-21 will not be able to hold its GV-17L gun pod in gerwalk or soldier mode if both arms are ejected.
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*ESCAPE POD: The entire reinforced cockpit of the YF-21 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.
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*EXTERNAL AUDIO PICKUP: Range: 300 ft (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 head 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 YF-21 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 400 miles (640 km). Most UN Spacy ships and variable fighters can locate and track a homing signal, and the onboard computers will automatically notify their pilots if such a signal is detected.  
 
*HOMING SIGNAL: The escape pod of the YF-21 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 400 miles (640 km). Most UN Spacy ships and variable fighters can locate and track a homing signal, and the onboard computers will automatically notify their pilots if such a signal is detected.  
*LASER TARGETING SYSTEM: Range: 100 miles (160 km). Used for increased accuracy in the striking of enemy targets and is partly responsible for the mecha's strike bonus.
+
*[[Vehicle_Standard_Equipment#LASER_TARGETING_SYSTEM|LASER TARGETING SYSTEM]]
*LOUDSPEAKER: A loudspeaker system is built into the craft, which can be used to amplify the pilot's voice up to 90 decibels.
+
*[[Vehicle_Standard_Equipment#LOUDSPEAKER|LOUDSPEAKER]]
*OPTICS: WIDE-SPECTRUM SENSORS: Range: 2000 feet (610 m). This new active/passive optical system is able to view and project light from any portion of the visible and invisible spectrum, from infrared to ultraviolet and everything in between. Among other things, this system allows the pilot to see in the dark or through smoke using infrared, through water or fog using ultraviolet, and even detect heat emissions from concealed targets. The sensors can use either in active or passive scanning modes. In active mode, the YF-21 will occasionally project a beam of light (visible or invisible) and views the reflection of the light off of objects (true for infrared, UV and a few other forms of vision.)  In passive mode, the sensors simply receive data without emitting light.  Passive mode reduces the risk of detection by IR or UV sensors. The system provides the pilot with a bonus of +10% when tracking or trying to detect an ambush. Results of the scans can be viewed either on HUD displays or using the BDI system.  
+
*[[Vehicle_Standard_Equipment#OPTICS:_INFRARED|OPTICS: INFARED]]
*RADAR: 200 mile (321 km) range.  
+
*[[Vehicle_Standard_Equipment#OPTICS:_NIGHTVISION|OPTICS: NIGHTVISION]]
*RADIO/VIDEO COMMUNICATION: Long range, directional communications system with satellite relay capabilities. Range: 600 miles (960 km) or can be boosted indefinitely via satellite relay.  
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*[[Vehicle_Standard_Equipment#OPTICS:_THERMAL_IMAGER|OPTICS: THERMAL IMAGER]]
*SELF-DESTRUCT: To prevent capture of an advance variable fighter by the enemy, the pilot can activate the YF-21's self-destruct system, which will cause the fighter to explode after a delay of up to 60 minutes (time is set by the pilot). The explosive damage is contained within a 20 foot (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.
+
*PILOT FLIGHT SUIT AND HMD HELMET: The VF-22 comes with a custom-designed flight suit for the pilot instead of the standard UN Spacy-issue design used by most VF pilots. This flight suit consists of an upper and lower g-suit that promotes circulation even during high-g turns, thus decreasing the possibility of pilot's blacking out in combat. The flight suit also comes with a specialized HMD helmet, which can display computer graphics and overlays over what the pilot sees, providing additional information. Although the system is not a great substitute for the BCS and BDI systems in the original YF-21 prototype, it does provide the pilot with additional information and helps combat battlefield confusion. The one disadvantage of the flight suit is that it is customized for the VF-22 and is NOT usable in other aircraft.  
*STANDARD SURVIVAL KIT: All UN Spacy VFs come equipped with a portable survival kit. Inside the small reinforced box is a medium-sized flashlight, two hand flares, one rocket flare, universal direction finder, 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.)
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*[[Vehicle_Standard_Equipment#RADAR|RADAR]] era iv.
*TACTICAL LIFE SUPPORT SYSTEM: The YF-21's cockpit is pressurized, and also provides additional air feeds to the pilot's flight suit that provides him with pressurized breathing. The UN Spacy flight suit also contains an upper and lower g-suit that promotes blood circulation even during high-g turns, thus decreasing the possibility of pilot's blacking out in combat.
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*[[Vehicle_Standard_Equipment#RADIO.2FVIDEO_COMMUNICATION|RADIO/VIDEO COMMUNICATION]] Era iv.
 +
*[[Vehicle_Standard_Equipment#SELF-DESTRUCT|SELF-DESTRUCT]]
 +
*[[Vehicle_Standard_Equipment#STANDARD_SURVIVAL_KIT|STANDARD SURVIVAL KIT:]] Era iv.
 +
*[[Vehicle_Standard_Equipment#TACTICAL_LIFE_SUPPORT_SYSTEM|TACTICAL LIFE SUPPORT SYSTEM]]
  
  
==COMBAT BONUSES FOR YF-19 FIGHTER TRAINING:==
+
==COMBAT BONUSES FOR VF-22 FIGHTER TRAINING==
 +
NOTE: Due to the Special Forces nature of the Sturmvögel, VF-22 Combat Training should not be available to characters as an initial skill selection. Instead, they should buy the skill when they gain enough experience to advance in rank and receive UN Spacy Special Forces combat training. Pilots flying the VF-22 Sturmvögel without training only get bonuses from Basic Variable Fighter Combat Training.
  
:NOTE: Due to the prototype nature of the YF-21’s BDI/BCS system, it is highly recommended that no player be allowed to start the game with YF-21 BDI/BCS combat training (unless the GM is running a very unusual campaign). Untrained pilots should get bonuses equal to the Basic Variable Fighter Combat Training when piloting the YF-21, and military pilots with no prior YF-21 experience should get full bonuses from the Advanced VF-11 Variable Fighter Combat Training.  However, this only applies to players trying to fly the YF-21 with conventional controls; characters trying to fly a YF-21 using the BDI/BCS systems for the first time only get the Basic Variable Fighter Combat Training bonuses regardless of their experience! The BDI/BCS systems take immense amounts of training and discipline to be used at maximum efficiency.
 
:The below bonuses only apply to trained characters piloting a YF-21 using the BDI/BCS systems. Players should only be allowed to get this training when their characters have accumulated enough experience to acquire new skills. Pilots trained on non-BDI/BCS versions of the YF-21 should use the bonuses for VF-22 Sturmvogel combat training.
 
  
 +
''BASIC VF-22 COMBAT TRAINING''
  
''ADVANCED YF-21 BDI/BCS AVF COMBAT TRAINING''
+
Basic training for non-pilot military personnel.
 +
*2 attacks per melee (plus those of the pilot).  Add one additional action/attack at levels three, nine, and fifteen.
 +
*+1 on initiative (+3 when using Active Stealth System)
 +
*+1 to strike (+2 when using Active Stealth System)
 +
*+1 to parry
 +
*+1 to dodge in battroid mode, +3 in gerwalk, +5 in jet mode.
 +
*+1 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 - 2D4 M.D. plus a 50% chance of knocking an opponent down, causing him to loose initiative and one attack that melee round.
 +
 
 +
 
 +
''ADVANCED VF-22 COMBAT TRAINING''
  
Advanced training for pilots specializing in the YF-21 and trained to take full advantage of the Brain Control System and Brain Direct Imaging systems of the prototype.  
+
Advanced training for pilots specializing in the VF-22 Sturmvögel.  
  
*4 attacks per melee (plus those of the pilot).  
+
*4 attacks per melee (plus those of the pilot). Add one additional action/attack at levels two, five, seven, and ten.  
*Add one additional action/attack at levels two, five, seven, and ten.  
+
 
*+2 on initiative (+5 when using Active Stealth System)  
 
*+2 on initiative (+5 when using Active Stealth System)  
 
*+3 to strike (+4 when using Active Stealth System)  
 
*+3 to strike (+4 when using Active Stealth System)  
 
*+4 to parry  
 
*+4 to parry  
*+3 to dodge in solder mode, +5 in gerwalk, +7 in jet mode.
+
*+3 to dodge in battroid mode, +5 in gerwalk, +7 in jet mode.
*When using BDI/BCS, add +2 to dodge and +1 to strike to above bonuses.  
+
 
*+3 to roll with a punch or fall with an impact, reducing damage by half.  
 
*+3 to roll with a punch or fall with an impact, reducing damage by half.  
*+4 to leap dodge. A leap dodge is an automatic dodge, which causes no loss of attacks per melee. The new generation AVFs are so maneuverable that the pilot can dodge an attack while moving to counterattack an enemy.  
+
*+3 to leap dodge. A leap dodge is an automatic dodge, which causes no loss of attacks per melee. The new generation of variable fighters 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.  
 
*Critical strike same as pilot's hand-to-hand.  
 
*Body block/tackle/ram - 2D4 M.D. plus a 50% chance of knocking an opponent down, causing him to loose initiative and one attack that melee round.  
 
*Body block/tackle/ram - 2D4 M.D. plus a 50% chance of knocking an opponent down, causing him to loose initiative and one attack that melee round.  
 
  
  
 
'''''REFERENCES USED IN THIS DESIGN'''''
 
'''''REFERENCES USED IN THIS DESIGN'''''
  
"Doe's All The Worlds' Mecha Guide: General Galaxy YF-21 Reference Entry"<br>
+
[http://www.palladiumbooks.com/ Palladium Books Game Engine and MDC Rules]<br>
Macross Plus episodes 1-4<br>
+
Design layout adapted from DAVE DEITRICH ([email protected]) <br>
This is Animation Special: Macross Plus<br>
+
Macross 7<br>
This is Animation The Select: Macross Plus Movie Edition<br>
+
Macross VF-X missions 1 & 2<br>
The [http://www.anime.net/macross/mecha/united_nations/variable/yf21/index.html Macross Compendium]<br>
+
Macross VF-X2 Official Visual Guide Book<br>
Based off of the [http://www.steelfalcon.com/Macross/yf21.shtml YF-21 Omega 1] stats at Steelfalcon.
+
Kazutaka Miyatake Design Works: Macross & Orguss<br>
 +
The [http://www.anime.net/macross/mecha/united_nations/variable/vf22/index.html Macross Compendium VF-22 listing]<br>
 +
Based off of the [http://www.steelfalcon.com/Macross/vf22.shtml General Galaxy VF-22 Sturmvögel II] stats at Steelfalcon.

Latest revision as of 09:30, 18 July 2005

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General Galaxy VF-22 Sturmvogel II

The following is by no-means meant to be all encompassing. The following are MRC specific MODIFICATIONS to stats that are preexisting. Note that the following should not be taken as canon. The following is an extrapolation and speculation from canon materials.


BACKGROUND

http://www.mahq.net/mecha/macross/macross7/vf-22s-fighter.jpg

The VF-22 Sturmvögel developed out of the failed General Galaxy YF-21 Omega 1 design after the UN Armed Forces decision to not adopt the YF-21 as the main variable fighter at the conclusion of the Project Super Nova (AVF) competition. The engineers at General Galaxy refused to let the advanced fighter design die. They reevaluated and reworked the prototype, removing systems that did not perform well during the Project Super Nova trials, such as the Brainwave Control System (BCS) of the original YF-21, and added other improvements, such as space for internal standard pallets.

After initial testing, the new VF-22 was presented to the UN Spacy VF review board. The UN Spacy decided to adopt the VF-22S as a special operations fighter successor to General Galaxy’s VF-17 Nightmare in December 2042. Renamed the VF-22S Sturmvogel Stealth AVF, the fighter entered service for the UN Spacy in 2043.

The VF-22 Sturmvögel still closely resembles the YF-21 prototype from Project Super Nova, mostly due to the inclusion of a revised version of the inertia vector control system used in the Quimeliquola Quaedlunn-Rau battlesuit that was preserved from the YF-21. The Sturmvögel also preserved the active stealth technology of the YF-21, but the Brainwave Control Systems (BCS) and Brain Direct Imaging (BDI) systems were removed in favor of a more conventional control system. The BCS and BDI had led to unforeseen health problems and other complications in the YF-21 test pilot, and correcting these problems while preserving the benefits of the systems proved almost impossible. Instead the cockpit was redesigned to include a more complete set of conventional controls, and pilot visibility was increased using a traditional overhead spherical canopy equipped with HUD (heads-up display) projectors and several additional visual screens.

http://www.mahq.net/mecha/macross/macross7/vf-22s-battroid.jpg

Highly valued for its combination of high speed, agility, fold booster mounting capability and stealth, the VF-22S Sturmvögel has quickly become a popular craft within the UN Spacy Special Forces. Unfortunately, the high cost of purchasing and maintaining the aerospace vehicle has limited its distribution, and most are assigned to special forces units on an as-needed basis. During the latter days of the Varuta War, the designs for the VF-22 Sturmvögel were transmitted to the Macross 7 Colonization Fleet and authorization was given to build two fighters to supplement the Macross 7's forces. The first VF-22 Sturmvögel was flown by Captain Maximilian Jeinus himself during Operation Stargazer, and the second VF-22 Sturmvögel was piloted by his wife, Mayor Miliya Jeinus, in the final assault against the Protodevlin homeworld in February, 2046. Both craft performed admirably during these battles, and the design will probably be produced in greater numbers in the future.

In the late 2040s and early 2050s, the VF-22 Sturmvögel is still being manufactured in an extremely limited rate. The prime reason is that after the conclusion of the Varuta War in 2046, no other major opponent has appeared to threaten the UN Government and the known (human) territories in the galaxy. Though Anti-UN terrorist activities have been increasing in the period, the use of the VF-22 Sturmvögel against them is extremely limited. Primarily because the prime weapon against the Anti-UN terrorists are highly visible deterrents – such as Destroid platoons or patrols of VF-11 and VF-19. The VF-22 Sturmvögel still has a niche, but at this time, that niche is very small.


RPG STATS

http://www.mahq.net/mecha/macross/plus/yf-21-gerwalk.jpg

Vehicle Type:

VF-22 (Advance production version with no additional series letter designation)
VF-22S (Production version adopted by United Nations as special operations fighter. First manufactured by Macross 7 fleet factory ship Three Star under experimental license for two fighters.)

Class: UNS Special Operations Variable Fighter
Manufacturer: General Galaxy
Customer: UN Spacy.
Design Features: Implementation of Zentraedi technology (due to the implementation of a revised version of the Quimeliquola Quaedluun-Rau battle suit's special inertia vector control system, the VF-22 has a similar silhouette to the battle suit in Battroid mode); low observablity stealth configuration and construction; stealth/agility trade-off decided by design team; two flight configuration modes (cruise and high speed) achieved via varying the cant of the wing and tail surfaces; supersonic cruise and maneuvering in region of Mach 5+ below the stratosphere; sufficient thrust for attaining orbital velocity over a Earth-class planet; vertical T-O and landing (VTOL); fighter-carried pin-point barrier system (PPV); trapezoidal combined variable-cant tail stabilizing surfaces; active stealth system; three-dimensional thrust vectoring with three independently pivoting exhaust nozzle flaps on each engine; head unit and legs enhanced from earlier YF-21 design; under-fuselage micro-missile launchers and gunpods internalized; option of external fold booster.


Crew: Pilot only in General Galaxy/Marty & Beck specially-developed g-endurance zero/zero ejection seat and wearing Tactical Life Support System with upper and lower g-suits and pressure breathing. The VF-22 is equipped with a completely shielded, pressurized cockpit with external view maintained by overhead spherical canopy, one forward panel, and two side panels in cockpit hatch; conventional digital flight control system with side-stick controller.


MDC BY LOCATION

Location MDC
Head Pulse Laser
Head¹
Hands (2)
Arms (2)
Legs & Thrusters (2)
Main Body²
Wings (2)
Tails/Arm Shields (2)
Stealth Gun Pods (2)
Pinpoint Barrier Shield³
Reinforced Pilot Compartment/Escape Pod
40
150
50 each
125 each
225 each
375
175 each
75 each
120 each
100
150


NOTES:

¹ Destroying the head of the VF-22 will knock out the mecha's main sensor systems, including all of the optics systems (infrared, nightvision, thermal). Backup sensor systems will provide standard vision for the pilot in soldier mode. Radar and communications will be unaffected. Note that on a called shot, the main sensor faceplate will be hit. It has an MDC of 45. Its destruction disables the sensors.
² Depleting the MDC of the main body will destroy the mecha. The pilot and cockpit section/escape pod will be automatically ejected from the doomed mecha before it explodes by the VF-22's main computer.
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 of the VF-22.


SPEEDS

http://www.steelfalcon.com/Macross/Images/VF22fighter2.gif
RUNNING, SOLDIER CONFIGURATION: 120 mph (192 Kmph)
LEAPING, SOLDIER CONFIGURATION: 50 ft (15 m) high or 70 ft (21 m) long without thrusters.
FLYING, GERWALK/SOLDIER CONFIGURATION: 0 Kmph to Mach One (670 mph/1072 Kmph) maximum speed limit in an Earth-like atmosphere.
FLYING, FIGHTER CONFIGURATION: Cruising speed, at 10,000 m, is usually Mach 5.06 for the VF-22, and Mach 5.07 for the VF-22S. The maximum cruising speed at 30,000+ m is Mach 21 for the VF-22 and Mach 22+ for the VF-22S. The VF-22 is VTOL capable in all modes. The VF-22 can vary the configuration of its wings and control surfaces to provide greater speed or control as the situation requires.
The VF-22 is capable of launching into satellite orbit over a Earth-class planet without additional rocket assistance. Maximum rate of ascent is 61,900 meters/minute. The structural G limits are +60 to -45.
MAX ENGINE THRUST: 65,200 kg of thrust, x 2 maximum instantaneous thrust. In an atmosphere, the engines use atmosphere as a coolant, but due to problems of cooling efficiency (caused by exceeding output and melting the core) the maximum thrust is limited to 40% to 60% of thrust in space.


STATISTICAL DATA:

http://www.steelfalcon.com/Macross/Images/maximilian.gif
Note: numbers given in m (metres) only are confirmed on the Macross Compendium. Numbers with both ft and (m) are unconfirmed.

HEIGHT:

46.52 ft (14.54 m) in soldier configuration.
25.59 ft (8.00 m) in gerwalk configuration.
4.04 m in fighter configuration.

WIDTH:

20.80 ft (6.50 m) at shoulders in soldier configuration.
15.36 m in gerwalk or fighter configuration with wings at maximum extension.

LENGTH:

14.29 ft (4.47 m) in soldier configuration.
41.69 ft (13.03 m) in gerwalk configuration.
19.62 m in fighter configuration.

WEIGHT:

VF-22 is 9,550 kg and the VF-22S is 9,340 Kg empty. Maximum takeoff weight in an atmosphere is 39,207 kg, and maximum weight in space with optional fold booster is 48,305 kg (weights beyond that exceed theoretical safe limit for fold booster).

PHYSICAL STRENGTH:

Equal to a P.S. of 60

CARGO:

Small compartment behind pilot's seat for personal belongings.


POWER PLANT:

Two 65,200 Kg class (maximum instantaneous thrust in space) Shinnakasu Industry/P&W/Roice FF-2450B thermonuclear engines. In atmosphere, the engines use air as coolant/propellant, but due to problems of cooling efficiency (caused by exceeding output and melting the core) the maximum thrust is limited to 40% to 60% of thrust in space. Two trapezoidal air intakes with retractable shutters for Battroid mode or space use and four dorsal overflow outlets. Three-dimensional independent turning exhaust nozzle vanes, for enhanced V/STOL performance and maneuverability. Four dorsal sub-nozzles above main exhaust nozzles. Two banks of pivoting underfuselage slits acting as main nozzles for VTOL hovering in GERWALK mode. P&W HMM-6J high-maneuverability vernier thrusters. Special equipment hard point station for optional external fighter fold booster on special pylons.


COMPATIBLE FAST PACKS:

http://www.mahq.net/mecha/macross/macross7/vf-22s-battroid-soundbooster.jpg

The VF-21 can mount the following FAST Packs in any combination:

http://www.steelfalcon.com/Macross/Images/VF22fold.gif

In addition, the VF-21 can mount one of the two radomes available (VF-11 or VF-17) or the OTEC FBF-1000A External Fold Booster over top of the dorsal mounted FAST packs. But, in all cases, the additional equipment must be ejected prior to transformation. Note that the FAST packs do not inhibit transformation.


WEAPON SYSTEMS

1. ERLIKON AAB-7.5 FIXED HIGH-POWERED CONVERGING ENERGY CANNON

http://www.mahq.net/mecha/macross/macross7/vf-22s-fighter-soundbooster.jpg

The VF-22 mounts a single, fixed high-powered converging energy cannon mounted rearward on forward dorsal fuselage in Fighter and GERWALK modes or on head turret in Battroid mode. The energy cannon can only fire to the REAR of the fighter in fighter and GERWALK modes - it cannot be turned to fire along another arc. The energy cannon is used in air combat skirmishes and for defensive purposes.

  • PRIMARY PURPOSE: Anti-aircraft
  • SECONDARY PURPOSE: Anti-missile/defensive
  • RANGE: 4000 feet (1200 m)
  • DAMAGE: 1D4x10+5 M.D.
  • RATE OF FIRE: Single shots only.


2. MAULER REB-22 CONVERGING ENERGY CANNONS

The VF-22 has two semi-fixed converging energy cannons with forward and rearward barrels, mounted underneath tail stabilizers in fighter mode or in the lower arm section in GERWALK and battroid modes. They can fire either to the front or the rear of the mecha in any mode. In fighter mode the lasers can only be aimed along the direction of travel. In GERWALK and battroid modes they can be aimed in any direction by moving the vehicle’s arms.

  • PRIMARY PURPOSE: Anti-mecha
  • SECONDARY PURPOSE: Air-to-ground strafing runs
  • RANGE: 4000 feet (1200 m)
  • DAMAGE: 1D6x10+10 M.D.
  • RATE OF FIRE: Single shots only. The cannons can be fire-linked so that firing both cannons at the same time counts as one attack (does double damage).
  • PAYLOAD: Effectively Unlimited.


3. BIFORS BML-02S ALL-ENVIRON RAPID-FIRE MICRO-MISSILE CLUSTERS

http://www.steelfalcon.com/Macross/Images/VF22missles.gif

The VF-22 is armed with four internal BML-02S missile launchers that were built exclusively for it. The launchers are mounted in the forward dorsal section of the craft, to the sides of the engines, and have exit ports on the ventral fuselage to the rear of the engine nacelles in Fighter mode or on leg storage bay cover panels in GERWALK and Battroid modes. Any type of UN Spacy dogfight missile can be used by the launchers, however the BMM-24 missile is standard.

BMM-24 MISSILES (standard Dogfight Missile stats if loaded with them.):

  • Primary Purpose: Assault
  • Range: 5 miles (8 km).
  • Damage: 1D8x10 M.D.
http://www.mahq.net/mecha/macross/plus/lineart/micromissile.jpg
  • Rate of Fire: Volleys of 1-4 missiles per launcher, per round. One volley counts as one attack. If necessary, all 48 missiles can be fired in a single round by expending two attacks.
  • Bonuses: The BMM-24 micro-missiles have a +6 to strike.
  • Payload: 12 missiles per launcher; 48 total.


4. HOWARD/GENERAL DYNAMICS GV-17L GUN POD(S)

http://www.mahq.net/mecha/macross/plus/lineart/yf-21-gunpod.jpg

For a main external weapon, the VF-22 contains two internally carried cartridge-less gattling gun pods, each with retractable grip and retractable stealth cover, produced by Howard/General Dynamics. These gun pods are exclusively designed for the VF-22 and are mounted in specially designed storage bays located either in the underside of the craft in fighter mode or in the leg storage bay cover panels or in the manipulators in GERWALK and Battroid modes. The GV-17L is similar to the gattling gun used by the VF-17 Nightmare. In GERWALK or battroid modes, the gun pods can be ejected from their bays and used by one or both of the YF-21's hands. The gun pods can fire in any mode - they fire out of a special concealed port when stored away in fighter mode.

Like the original GU-11 gun pod used by the VF-1 Variable Fighters, the GV-17L gun pods do NOT use clips of ammo, but instead have a large internal supply of ammo stored in the barrel of the gun pod. This allows the users of the GV-17L to bypass the need to reload while in the field.

  • PRIMARY PURPOSE: Assault
  • SECONDARY PURPOSE: Anti-mecha
  • RANGE: 6000 feet (1800 m)
http://www.steelfalcon.com/Macross/Images/VF22gun.gif
  • DAMAGE: 1D10 per round. 10 round burst, single target – 1D10X10 MD. 25 round burst, single target - 2D10X10 MD. Note, for bursts using greater then 25 rounds, increase the damage by a scale of 1D8X10 per 10 rounds OR refer to the modern weapons rules for machineguns.
The Gun Pod can be used for sprays: 10 round spray – 1D10 MD, affects 1d4 targets. 25 round burst spray – 1D10 MD, affects 2d4 targets with a 50% chance of hitting bystanders. Longer duration sprays (up to limits of the magazine): 2D10 MD, affects 4d4 targets. Chance of hitting bystanders is 70%.
  • RATE OF FIRE: Equal to the pilot's combined number of attacks. Note that firing of the GU-11 isn't limited to only 10, 25 or 400 rounds. Any variation can be fired (it is recommended to stick to multiples of 10 for ease of damage resolution.)
  • PAYLOAD: 800 rounds. The VF-22 carries two GV-17L gun pods. Once exhausted, the gun pods can only be reloaded by trained personnel using the right reloading equipment.


5. BODY/WING HARD POINTS

The VF-21 is also equipped with four fixed hard points (two per wing) for missile loads and other ordinance. Two hardpoints are mounted on each wing of the aircraft. These hardpoints can be used to hold a variety of different ordinance types, including long, medium, short range missiles, medium-range high-maneuverability (MRHM) missiles (after 2040), UUM-7 Micro-missile pods, RMS-1 reaction missiles and even MK-82 LDGB conventional bombs. Usually only long-range or medium range missiles are used.

NOTE: Due to the location of the hard points, ALL missiles must be fired or ejected before the YF-21 can convert into soldier mode. For this reason the missiles mounted on the hard points are usually fired within the first few passes of an attack.

Hardpoint and Missile Details


6. Two Internal Pallets

http://www.steelfalcon.com/Macross/Images/VF22nuke.gif

Each lower rear section of the fuselage of the VF-22 contains an enclosed Standard Internal Pallet, which can be customized for different mission objectives and carry a variety of different missile types. When activated the internal pallets open and slightly extends from the sides of the legs, allowing all of their payload (usually missiles) to be activated at once, if necessary. The payloads can be activated in any mode.

6.I Stonewell/Roice B-7 Standard Internal Pallet

The B-7 standard internal pallet can be equipped to hold up to 9 Bifors BMM-24 All-Environment High-Maneuverability Dogfight Missiles, 9 bomblets, additional sensors (avionics) OR additional cargo, each. In order to carry different types of munitions and/or payloads, the launchers must be exchanged at a UN Spacy base prior to loading.

  • SRM/BMM-24 MISSILES:
    • PRIMARY PURPOSE: Assault
    • RANGE: 8 km.
    • DAMAGE: 1D8x10 MD
    • RATE OF FIRE: Volleys of 1-9 missiles per launcher, per round. One volley counts as one attack. If necessary, all 18 missiles can be fired in a single round by expending two attacks.
    • BONUSES: The BMM-24 dogfight missiles have a +6 to strike and +5 to dodge, and get 3 attacks per round until they hit or are destroyed.
    • PAYLOAD: 9 missiles per launcher, 18 total.


6.II Stonewall/Royce B-11A Specialized Reaction Weapon Internal Pallet

The VF-22 can be loaded with two B-11A Internal Weapons Pallets that hold one RMS-1 Reaction Weapon (or other large scale missle), each.

  • RMS-1 REACTION CRUISE MISSILES: The missiles are AI-guided, thus they receive a bonus of +5 to strike, +4 to dodge and have two attacks per melee until it hits. The missiles will always strike the center (or main body) of their target.
    • PRIMARY PURPOSE: Anti-Spacecraft
    • RANGE: 804 km
    • MISSILE SPEED: Mach 1 (1072 Kmph at sea level.)
    • MDC OF MISSILE: 25
    • DAMAGE: 4D8x1,000 MD at ground zero. Reduce damage by a factor of 10 for every 750m the object is away from ground zero. (E.g.: 4D8x100 M.D. at 750 m distant, 4D8x10 M.D. at 1,400 m distant, etc.)
    • RATE OF FIRE: 1 per B-11A Internal Weapons Pallets. The two launchers can be fire linked.
    • PAYLOAD: 1 per B-11A Internal Weapons Pallets for a maximum of 2.


7. HOWARD PBS-03F PIN-POINT BARRIER SYSTEM

http://steelfalcon.com/Macross/Images/YF21punch.gif

The VF-22 is equipped with a fixed fighter-sized pinpoint barrier system for use in GERWALK and Battroid modes. The two fighter-mode tail stabilizers act as shields in GERWALK and Battroid modes in concert with the barrier system to shield against incoming attacks. The barrier provides 100 MDC of protection, and regenerates at a rate of 50 MDC per round when damaged. Even if destroyed by combined attacks, the shield will regenerate itself within 2 rounds. In order to use the shield, the pilot must make a successful parry roll to intercept an incoming attack.

NOTE: THE SYSTEM IS ONLY AVAILABLE IN GERWALK AND BATTROID MODES.
  • Primary Purpose: Defense
  • Protection: 100 MDC total
  • Regeneration Rate: 50 MDC per round.
  • Size: The barrier can be up to 10 ft (3 m) in diameter.
  • Duration: Unlimited.


8. CHAFF/FLARE DISPENSERS

Available in all modes. When used, they fire off a burst of chaff and/or flare to counter any incoming missiles. The burst of chaff and/or flares give a bonus of +3 to Dodge against the missiles.

  • VFs carry a total of 10 bursts of chaff/flares.


9. HAND TO HAND COMBAT

If necessary, the VF-22 can engage in melee combat rather than use a weapon. The AVF 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: 1D6 M.D.
  • Full Strength Punch: 4D6 M.D.
  • "Booster" Punch: 1D6x10 M.D. (counts as two attacks)
  • Tear or Pry with Hands: 2D4 M.D. + additional ripping and frame damages.
  • Kick: 4D6 M.D.
  • Leap Kick: 2D6x10 M.D.
  • Body Flip/Throw: 2D6 M.D.
  • Body Block/Tackle: 2D6 M.D.
  • Stomp: 1D6x10 M.D. (only effective against small objects) Note that for some objects, they will be instantly destroyed.


STANDARD EQUIPMENT FOR THE YF-21:

http://www.steelfalcon.com/Macross/Images/VF22cockpit.gif


COMBAT BONUSES FOR VF-22 FIGHTER TRAINING

NOTE: Due to the Special Forces nature of the Sturmvögel, VF-22 Combat Training should not be available to characters as an initial skill selection. Instead, they should buy the skill when they gain enough experience to advance in rank and receive UN Spacy Special Forces combat training. Pilots flying the VF-22 Sturmvögel without training only get bonuses from Basic Variable Fighter Combat Training.


BASIC VF-22 COMBAT TRAINING

Basic training for non-pilot military personnel.

  • 2 attacks per melee (plus those of the pilot). Add one additional action/attack at levels three, nine, and fifteen.
  • +1 on initiative (+3 when using Active Stealth System)
  • +1 to strike (+2 when using Active Stealth System)
  • +1 to parry
  • +1 to dodge in battroid mode, +3 in gerwalk, +5 in jet mode.
  • +1 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 - 2D4 M.D. plus a 50% chance of knocking an opponent down, causing him to loose initiative and one attack that melee round.


ADVANCED VF-22 COMBAT TRAINING

Advanced training for pilots specializing in the VF-22 Sturmvögel.

  • 4 attacks per melee (plus those of the pilot). Add one additional action/attack at levels two, five, seven, and ten.
  • +2 on initiative (+5 when using Active Stealth System)
  • +3 to strike (+4 when using Active Stealth System)
  • +4 to parry
  • +3 to dodge in battroid mode, +5 in gerwalk, +7 in jet mode.
  • +3 to roll with a punch or fall with an impact, reducing damage by half.
  • +3 to leap dodge. A leap dodge is an automatic dodge, which causes no loss of attacks per melee. The new generation of variable fighters 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 - 2D4 M.D. plus a 50% chance of knocking an opponent down, causing him to loose initiative and one attack that melee round.


REFERENCES USED IN THIS DESIGN

Palladium Books Game Engine and MDC Rules
Design layout adapted from DAVE DEITRICH ([email protected])
Macross 7
Macross VF-X missions 1 & 2
Macross VF-X2 Official Visual Guide Book
Kazutaka Miyatake Design Works: Macross & Orguss
The Macross Compendium VF-22 listing
Based off of the General Galaxy VF-22 Sturmvögel II stats at Steelfalcon.