Shinsei Industry VF-19 Excalibur

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VF-19 Excaliber

Stats and variants.

Work in progress.


VF-19 Compatible FAST Packs

The following is work in progress and currently is acting as a placeholder: 

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.


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



Shinsei Industries YF-19 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.


BACKGROUND The YF-19 Prototype Advanced Variable Fighter (AVF) was designed and built in 2039 by Shinsei Industries as their entry into the Project Super Nova design contest being conducted by the UN Spacy. Project Super Nova's main purpose was to develop a new variable fighter to replace the aging VF-11 Thunderbolt as the main fighter for UN Spacy military forces. The YF-19 was one of two fighters selected for the final competition at the New Edwards Flight Center on planet Eden; the other design being the YF-21 AVF developed by General Galaxy. The YF-19 was developed by Yan Newmann, the child genius of Shinsei Industries.

The YF-19 was plagued with problems and mishaps throughout the course of the contest. Due to difficulties in controlling such a powerful variable fighter, the prototype was damaged several times and several test pilots were killed during the early trials of the aircraft. Eventually Lt. Isamu Dyson, a talented but reckless UN Spacy pilot, was assigned to test the YF-19 and quickly proved himself to be a competent pilot for the prototype. However, during a mock duel between the YF-19 and YF-21, the YF-19 was damaged by a discharge from its own GU-15 gun pod, almost killing Lt. Dyson in the process. Shortly thereafter, Project Super Nova was halted under direct order of the UN Spacy after the development of the Ghost X-9 Unmanned Fighter in February 2040 was completed. Not satisfied with the cancellation of the project, Lt. Dyson and Yan Newmann stole the YF-19 and its fold booster and made an unauthorized fold from Eden to Earth. The YF-21 prototype was ordered to pursue the YF-19, and the two prototypes engaged in combat again during the Macross 30th Anniversary Celebration on Earth. However, the grudge match between the two pilots was interrupted by the newly completed AI system for pop singer Sharon Apple who took control of the entire computer system for Earth and attempted to enslave its entire population through holographic hypnosis. The two prototypes fought against Sharon and the Ghost X-9 prototype she controlled, and the YF-19 managed to break through the AI's defenses and destroy her CPU aboard the SDF Macross.

After the smoke from the incident had settled, the YF-19 was declared the winner of the Project Super Nova competition. Dubbed the VF-19 Excalibur, the new fighter has begun slowly replacing the VF-11 Thunderbolt as the main tactical superiority fighter for the UN Spacy since 2040. However, it will be several years before the new design comes into service with all deep space forces and colony missions spread throughout the galaxy. Several variations of the new design have begun to appear already, including the VF-19 Kai "Fire Valkyrie" variant aboard the Macross 7, operating near the core of the galaxy. Most of these variants are one-of-a-kind special operations fighters and are not widely distributed.


RPG STATS

Vehicle Type: YF-19 "Alpha One"
Class: Advanced Variable Fighter (Prototype)
Manufacturer: Shinsei Industries
Crew: One pilot wearing Tactical Life Support System. A rear seat for a second pilot/navigator can also be added if necessary for specific missions.


MDC BY LOCATION:

Location MDC
Head Pulse Laser
Headº
Hands (2)
Arms (2)
Legs & Thrusters (2)
Main Body¹
Canard Forward Wings (2)
Main Wings (2)
Tails (2)
GU-15 Gun Pod
Anti-Projectile Shield
Pinpoint Barrier Shield²
Reinforced Pilot Compartment/Escape Pod³
16
70
30 each
100 each
200 each
325
30 each
100 each
50 each
125
150
100
150

NOTES:

º Destroying the head of the YF-19 will knock out the mecha's major sensor systems, including all of the optics systems (infrared, nightvision, thermal). Radar and communications will be unaffected.
¹ 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 mecha's main computer.
² The pinpoint barrier shield regenerates at a rate of 50 MDC per round. Even if completely destroyed the shield will regenerate within 2 melee rounds. The shield is usually generated on the right arm of the YF-19.
³ 150 MDC only in battroid mode and/or when the blast shield is lowered over the cockpit. Otherwise, 50 MDC for the canopy and 100 MDC for the remainder of the cockpit. Requires a called shot to hit the canopy.


SPEEDS:

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: Mach One (670 mph/1072 Kmph) maximum speed limit in an Earth-like atmosphere. Can also hover in place indefinitely.
FLYING, FIGHTER CONFIGURATION: Mach 3.5+ (2345 mph/3572 Kmph) max speed at 10,000 meters or less above sea level. Mach 5.1+ (3417 mph/5205 Kmph) max speed at 10,000-30,000 meters above sea level. Mach 24+ (16,080 mph/24,494 Kmph) max speed at 30,000+ meters above sea level, for a maximum of 5 seconds. Cruising speed is usually Mach 1.8 (1206 mph/1837 Kmph). The YF-19 is capable of achieving orbital velocity over an Earth-class planet without additional rocket assistance. Maximum rate of ascent is 65,000 meters/minute. Structural G limits are +31.0 to -18.5 Earth gravity.
MAX ENGINE THRUST: 42,700 kg x2 in an atmosphere, 67,500 kg x2 in space. The maximum thrust is automatically limited in an atmosphere due to coolant problems with the optional air intake systems for the engines.


STATISTICAL DATA:

HEIGHT:

46.52 ft (14.54 m) in soldier configuration.
25.59 ft (8.00 m) in gerwalk configuration.
12.60 ft (3.94 m) in fighter configuration.

WIDTH:

20.80 ft (6.50 m) at shoulders in soldier configuration.
47.65 ft (14.89 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.
59.55 ft (18.62 m) in fighter configuration.

WEIGHT:

8750 kg empty. Maximum takeoff weight in an atmosphere is 37,509 kg, and maximum weight in space with optional fold booster is 46,102 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 67,500 kg Shinnakasu Industry/Pratt & Whitney/Rolls Royce FF-2500E thermonuclear turbine engines, designed for dual atmosphere/space use with optional concealed air intakes for use in an Earth-type atmosphere. Two 2-dimensional independent convergent/divergent exhaust are equipped on the FF-2500E for greater maneuverability and V/STOL performance. In addition, several Pratt & Whitney HMM-6J high-maneuverability vernier thrusters are mounted on the wingtips, vertical stabilizers, nose, and other key locations for added performance. Additional thruster options include an external fold generator developed for use with Project Super Nova.


COMPATIBLE FAST PACKS:

(see below)

  • Dorsal: NR-BP-19, NR-BP-19-SES
  • Leg: NP-FB-19
  • Special: NR-ARFB-Y1


WEAPON SYSTEMS:

1. MAULER REB-30G ANTI-AIRCRAFT PULSE LASER

The YF-19 mounts a single pulse laser for use in air combat skirmishes and for defensive purposes. The laser is mounted on the head of the mecha in soldier mode, and is located in the central 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
  • SECONDARY PURPOSE: Anti-missile/defensive
  • RANGE: 4000 feet (1200 m)
  • DAMAGE: 1D4x10+5 M.D.
  • RATE OF FIRE: Single shots only.


2. MAULER REB-23 LASER GUNS

Two semi-fixed laser guns are mounted in the wings of the YF-19, near the base of the wing where it connects to the main body. These lasers can be fired in any mode (the beams exit the hip-mounted wing units in soldier mode) but can only be aimed along the front arc of the mecha (max angle is about 45 degrees in any direction from the nose).

  • 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. MAULER REB-22 LASER GUNS

Two fixed laser gun clusters are mounted on both sides of the torso of the YF-19. They are only available in Battroid mode. The REB-22 Laser Guns were included in the YF-19 because it was felt that the REB-23 Laser Guns wouldn’t be usable in Battroid mode. During Project Super Nova, the test pilots never used the REB-22 Laser Guns, unless directly ordered to. They were not included in the production VF-19.

  • PRIMARY PURPOSE: Anti-mecha
  • SECONDARY PURPOSE: Anti-aircraft
  • RANGE: 4000 feet (1200 m)
  • DAMAGE: 1D6x10 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.


4. HOWARD GU-15 EXTERNAL GUN POD

The main weapon of the YF-19 is the new GU-15 Gun Pod produced by Howard Industries. The gun pod is mounted on a special hardpoint below the AVF in fighter mode, and is hand-held in gerwalk and soldier modes. Unlike the gun pods used by the original VF-1 Valkyrie, the GU-15 uses clips of ammo instead of a self-contained supply in the barrel of the gun. Two spare clips for the GU-15 are mounted on the back of the YF-19's bulletproof shield; replacing a clip takes two melee actions and can only be done in Gerwalk or Soldier mode.

  • PRIMARY PURPOSE: Assault
  • SECONDARY PURPOSE: Anti-mecha
  • RANGE: 6000 feet (1800 m)
  • DAMAGE: 1D8 per round. 10 round burst, single target – 1D8X10 MD. 25 round burst, single target - 2D8X10 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 – 1D8 MD, affects 1d4 targets. 25 round burst spray – 1D8 MD, affects 2d4 targets with a 50% chance of hitting bystanders. Longer duration sprays (up to limits of the magazine): 2D8 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: 400 rounds. The YF-19 carries two (2) spare clips.


5. BODY/WING HARD POINTS

Two fixed hard points are mounted on the fuselage of the YF-19, and an additional two hardpoints are mounted on each wing for a total of 6 hardpoints on the fighter. These hardpoints can be used to hold a variety of different ordinance types, including long, medium, short range missiles, the “new” medium-range high-maneuverability (MRHM) missiles, UUM-7 Micro-missile pods (space only,) RMS-1 reaction missiles and even MK-82 LDGB conventional bombs. One long range/MRHM/UUM-7 micro missile pod/RMS-1 missile, 3 medium range missiles/MK-82 LGB conventional bombs, or 5 short range missiles can be mounted per hardpoint. Usually only long range or MRHM missiles are issued.</br>

NOTE: Due to the location of the hard points, ALL missiles must be fired or ejected before the YF-19 may convert into soldier mode. For this reason the hard point missiles are usually fired within the first few passes of an attack.
  • MEDIUM RANGE HIGH MANEUVERABILITY MISSILES
    • Primary Purpose: Anti-Mecha
    • Secondary Purpose: Surgical Strikes
    • Mega-Damage: 2D6x10 M.D.
    • Rate of Fire: One per hardpoint.
    • Range: 80 miles.
    • Payload: One per hardpoint; 6 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; 6 maximum.
  • MEDIUM RANGE MISSILES
    • Primary Purpose: Assault
    • Secondary Purpose: Anti-Mecha
    • 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 18 maximum.
  • SHORT RANGE MISSILES
    • Primary Purpose: Assault
    • Secondary Purpose: Anti-Mecha
    • Missile Types: Any type of standard UN Spacy Short Range Missile can be used.
    • Range: Varies with missile type.
    • Damage: Varies with missile type.
    • Rate of Fire: 1-5 missiles per hardpoint.
    • Payload: Five per hardpoint; up to 30 maximum.
  • 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.
  • 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: 500 miles (804 km)
    • MISSILE SPEED: 670 mph (Mach 1)
    • M.D.C. 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.)
    • RATE OF FIRE: 1 per hardpoint. The hardpoints can be fire-linked and any number up to the payload can be fired.
    • PAYLOAD: 1 per hard point for a potential maximum of 6.
  • 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 18.


6. INTERNAL LEG-MOUNTED MISSILE BAYS

Each leg of the YF-19 contains an enclosed missile bay, which can be customized for different mission objectives and carry a variety of different missile types. When armed, the launcher assemblies extend from the sides of the legs, allowing all missiles to be fired at once, if necessary. The missiles can be fired in any mode. The missile launchers can be equipped to hold standard SRM missiles, the new Bifors BMM-24 all- environment high-maneuverability micro-missiles, or one long-range missile each. In order to carry different types of missiles the launchers must be exchanged at a UN Spacy base prior to loading.

  • SRM/BMM-24 MISSILES
    • Primary Purpose: Assault
    • Range: 5 miles (8 km).
    • Damage: 1D8x10 M.D.
    • 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 micro-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.
  • LONG RANGE MISSILES
    • Primary Purpose: Heavy Assault
    • Missile Types: Any type of standard UN Spacy Long Range Missile except RMS-1 missiles can be used.
    • Range: Varies with missile type.
    • Damage: Varies with missile type.
    • Rate of Fire: 1 per launcher. The two launchers can be fire linked.
    • Payload: 1 missile per launcher; 2 total.


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

The YF-19 is equipped with a new mecha-scale pinpoint barrier system for defense. The system can generate a single 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.

  • 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 YF-19 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-19:

  • ACTIVE STEALTH SYSTEM: Although not originally included in the design, the YF-19 was upgraded to include an active stealth system similar to the YF-21's during the Project Super Nova trials. Unlike passive stealth systems, like those used by the VF-17 Nightmare or the old USAF F-117, the YF-19's stealth system actually absorbs radar waves in an energy field projected around the mecha rather than reflecting them. The YF-19's stealth system is not quite as good as the YF-21's due to sacrifices that had to be made in order to fit the system into the YF-19's fuselage. 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-19. When activated, this system gives the YF-19 a +3 on initiative (but no bonus to strike) at all times.</br>
NOTE: Since the YF-19's stealth capability is a system and not a feature of the design. Thus it can be damaged or destroyed. Once the mecha 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. Once the stealth system has failed, it will not work again until repaired at a UN Spacy base.
  • AUTOPILOT: The YF-19 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.
  • COMBAT COMPUTER: The YF-19 is equipped with an advanced combat computer that can store and analyze data during combat with hostile forces. Data collected by the combat computer can be displayed on the virtual environment cockpit of the mecha (see below), which allows the system 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.
  • COPILOT SEAT: The YF-19 can be equipped with a second pilot's seat behind the main pilot's seat for an optional copilot, if necessary. The copilot will usually act as the navigator for the YF-19 and will be responsible for operating the mecha's fold booster (if equipped). The copilot can assume command of the YF-19 if the pilot becomes incapacitated.
  • ESCAPE POD: The entire reinforced cockpit of the YF-19 is a detachable escape pod that can be jettisoned when the mecha is destroyed. The ejected cockpit does not contain thrusters, but does contain a powerful locator beacon and an integrated life support system that can support the pilot for up to 24 hours after ejection. The pod is also equipped with parachutes in case of ejection in an atmosphere. The combat computer is programmed to automatically eject the escape pod if the mecha is destroyed (main body MDC reduced to 0), but this can be overridden if the pilot is feeling suicidal for some reason.
  • EXTERNAL AUDIO PICKUP: Range: 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-19 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.
  • LOUDSPEAKER: A loudspeaker system is built into the craft, which can be used to amplify the pilot's voice up to 90 decibels.
  • OPTICS: INFRARED: Range: 2000 feet (610 m). This optical system projects a beam of infrared light that is invisible to the normal eye, but detectable by the mecha's sensors. The system allows the pilot to detect hidden/concealed objects by their IR reflectiveness. The beam will be visible to anyone with IR sensitive optics, however.
  • OPTICS: NIGHTVISION: Range: 2000 feet (610 m). A passive light image intensifier that emits no light of its own, but relies on ambient light which is electronically amplified to produce a visible picture.
  • OPTICS: THERMAL IMAGER: Range: 2000 feet (610 m). A passive optical heat sensor that detects infrared radiation projected by warm objects and converts that data into a false-color visible image. The system enables the pilot to see in the dark, in shadows, and through smoke, and also adds a +10% bonus to pilots using a tracking skill.
  • RADAR: 200 mile (321 km) range.
  • 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.
  • SELF-DESTRUCT: To prevent capture of an advance variable fighter by the enemy, the pilot can activate the YF-19'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.
  • 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.)
  • TACTICAL LIFE SUPPORT SYSTEM: The YF-19'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.
  • VIRTUAL ENVIRONMENT COCKPIT: The YF-19 is equipped with an innovative new cockpit layout that provides monitors below and around the pilot in addition to the HUD cockpit dome. In flight, these monitors display what is below and behind the aircraft, giving the pilot a tremendous field of view that is unparalleled by any other aircraft (with the possible exception of the YF-21's brain-direct imaging system). This view, in addition to the combat computer's cockpit overlays, give the YF-19 a +1 to dodge and initiative rolls in addition to any other bonuses.


COMBAT BONUSES FOR YF-19 FIGHTER TRAINING:

BASIC YF-19/VF-19 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 (+4 when using the Active Stealth System, see above.)
  • +1 to strike (+2 when using the Active Stealth System, see above.)
  • +1 to parry
  • +2 to dodge in soldier mode, +4 in gerwalk, +6 in jet mode (includes bonus from the Virtual Environment Cockpit, see above.)
  • +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 - 1D6 M.D. plus a 50% chance of knocking an opponent down, causing him to loose initiative and one attack that melee round


ADVANCED YF-19/VF-19 AVF COMBAT TRAINING

Advanced training for pilots specializing in the YF-19/VF-19.

  • 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 to parry
  • +4 to dodge in solder mode, +6 in gerwalk, +8 in jet mode (includes bonus from Virtual Environment Cockpit, see above)
  • +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 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

"Doe's All The Worlds' Mecha Guide: Shinsei Industry YF-19 Reference Entry"
Macross Plus episodes 1-4
This is Animation Special: Macross Plus
This is Animation The Select: Macross Plus Movie Edition
The Macross Compendium
Based off of the YF-19 Alpha 1 stats at Steelfalcon.