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Background (as per Macross Mecha Manual)

Vf2ssbattroid



The VF-2SS Valkyrie II is the main variable fighter of the UN Spacy in AD 2092. Development began in the 2060s and the VF-2SS first rollout was in 2082. The VF-2SS first deployment in combat was against a major Zentradi invasion in 2082. Born out of the VF-2 programs, the VF-2SS is a space-optimized craft using a rail gun as opposed to the older gatling gun pods. Like previous generation variable fighters, the VF-2SS can transform into Fighter, GERWALK and Battroid configurations for use in varied combat conditions. For combat the VF-2SS is armed with only a pair of beam cannons in the dorsal fuselage which becomes the head turret in Battroid mode. However, the VF-2SS Valkyrie II is rarely deployed without the Super Armor Pack (SAP) system equipped.

The VF-2SS accommodates a single pilot held securely in the seat by restraint pads that fit into the shoulders of the flight suit rather than using the old lap belts of the VF-1. The cockpit controls utilize HOTAS and the control panels utilize touch screens in lieu of buttons or switches. The throttle and stick are mounted as part of articulated arms attached to the pilot's forearms. The cockpit is spacious and even includes a large cargo compartment behind the main seat, large enough to fit an adult. During the events of the Mardook Invasion, SNN reporter Hibiki Kanzaki was able to sit inside this compartment aboard the VF-2SS fighter of Sylvie Gena. The VF-2SS was aggressively adopted by the UN Spacy and was found deployed in all space bases and carrier ships of the fleet.

Though prolific in the UN Spacy, the VF-2SS was rarely found on Earth where the VF-2JA Icarus was the variable fighter used for planet side aerospace defense. During the Mardook Invasion of the Sol System in 2092, the VF-2SS was the primary combat variable fighter of the UN Spacy forces and distinguished itself as a capable war machine even against the vastly superior numbers of the Mardook forces.

NOTE: All the official models and most of the non-animated colored art shows the VF-2SS with a distinctly white hull. Due to the animation techniques used to depict the VF-2SS variable fighters of Macross II most scenes have a distinct blue colored hue. As a result, some fans have commented that the VF-2SS should be a slight grey/blue. The Macross Mecha Manual has chosen to present the Valkyrie II as white.


Model Type - VF-2SS
Class - Variable Combat Fighter (Space optimized)
Crew - 1
Scale - Massive


Structure By Location

Main Body - 630
Arms - 210
Hands - 90
Legs - 290
Feet - 165
Wings - 250
Secondary Engines - 100
Head - 175
Gunpod - 150

Note - The head can only be hit with a directed shot and is -3 to strike

Armour Level - 16
Armour Protection - Automatically stops up to and including attacks that do the equivalent of 4d6+3/27 damage per single attack/blast regardless of if a successful strike equals/exceeds the Armour Level. Attacks that do the equivalent of 2d6x100/1200 damage or more per single attack/blast only require a successful strike roll against the unit to do damage, ignoring the Armour Level altogether. All other attacks (4d6+4/28 to 2d4x100+399/ damage in a single attack/blast) must successfully strike the unit and equal/exceed the Armour Level to do damage.


Speed

Vf2ssfighter



Running - 112kph (373.5m per round, combat: 25m per phase, cruise: 74.5m per phase, max: 124.5m per phase)
Leaping - 50m thruster assisted
Flying - Battroid - 400kph at all altitudes (1.3km per round, combat: 89m per phase, cruise: 266.5m per phase, max: 444.5m per phase), Gerwalk - Mach 1 at all altitudes (4.1km per round, combat: 275m per phase, cruise: 824.5m per phase, max: 1.4km per phase), Fighter - Mach 1.8 at sea level (7.4km per round, combat: 495m per phase, cruise: 1.5km per phase, max: 2.5km per phase), Mach 3.2 at 10km (13.2km per round, combat: 879.5m per phase, cruise: 2.6km per phase, max: 4.4km per phase), Mach 5.5+ at 30km+ (22.7km per round, combat: 1.5km per phase, cruise: 4.5km per phase, max: 7.6km per phase)
Space - 27 MU in all modes (9 MU per phase)
Range - unlimited in atmospheere, 4000km in space from reaction mass


Specifications

Height - Battroid - 14.0m, Gerwalk - 7.3m, Fighter - 5.2m
Length - Battroid - 4.9m, Gerwalk - 9.1m, Fighter - 13.5m
Width - Battroid - 5.8m, Gerwalk - 7.9m, Fighter - 12.2m
Weight - 12 tons empty, 19.1 tons fully loaded
Strength - Super human lesser 55, Lift - 27.5 tonnes, Carry - 13.75 tonnes
Cargo - minimal pilot and survival gear. Can fit a passenger if necessary but it is not very comfortable.
Power System - 2 x Takachihoff thermonuclear turbine reaction engines. 2 x Takachihoff secondary thermonuclear turbine reaction engines.
Cost - na


Weapons

Weapon Type - Head lasers (2, useable in all modes)
Primary Purpose - anti-fighter/missile
Range - Atmosphere: 600m/1.5/3km. Space: 2/5/9mu
Damage - 5d6 per blast, 2d6x10 per burst per gun. Guns fire in tandem.
Rate Of Fire - equal to pilots attacks
Payload - unlimited

Weapon Type - Heavy Rail Gun Pod
Primary Purpose - anti-mecha
Range - 800m/2/4km. Space: 2/6/12mu
Damage - 2d4x10 per round, 4d6x10 per 10 round burst.
Rate Of Fire - equal to pilots attacks
Payload - 200 armour piercing rounds


Bonuses and Penalties

Use Mecha Combat Training along with the following bonuses:
+1 parry/dodge at level 4 and 8
+1 strike ranged at level 3
+1 strike melee level 5
Half dodge bonuses when operating in atmosphere due to the design being optimized for space use
Punch - 5d6+2
Restrained Punch - 4d4
Kick - 1d4x10+8
Body Block/Tackle - 4d4


Systems of Note

Vf2ssgerwalk



Engine Lifespan - The unit does not use fuel per se (using reaction mass while operating in space and reactant for the turbines) the unit does need it's engines (thermonuclear turbines) refurbished or replaced eventually. A new unit's engines, aside from regular maintenance or damage done, can last up to a decade under normal circumstances and use.

Capable of trans-atmospheric flight under it's own power over an Earth class planet.

Radar - Range of 500km. Able to track up to 40 targets, display 25 targets and lock onto 8 targets at once.

Radar Warning Receiver - Warns of potential Radar Lock. Range - equal to radar.

Missile approach warning system - informs the pilot of a missile lock and attack. Range is is equal to the Radar.

Chaff/Flare Dispensers - 75% to cause locked on missiles to lose lock and fly off elsewhere. Carries 20 of each.

Targeting Computer - +2 to strike with all on board weapon systems. Range is equal to the radar system.

Laser Targeting System - Assists in selecting and locking on to enemy targets. Additional +2 to strike using ranged weapons. Smart Missiles are excluded from this. Range is equal to the radar system.

Combat Computer - Calculates, stores and transmits data onto a HUD (heads up display) of the pilot's (or other crew members) helmet. Typically tied into the units targeting computer. Can hold hundreds of entries about various enemies.

Multi-Lock capability - Unit can lock on to and fire at multiple targets (max of radar capability) targets using semi-active radar homing and passive infra-red homing (IE Guided) missiles at one time through it's radar tracking system. This is used if the Look and Lock system is incapacitated.

Look and Lock capability - Unit can lock on to and fire at multiple targets (max of radar capability) using semi-active radar homing and passive infra-red homing (IE Guided) missiles at one time through it's helmet mounted eye movement recognition cuing system.

LIDAR/LADAR - This system uses lasers to detect and image items as small as 10cm at 6km, as small as 150cm out to 12km, and as small as 500cm out to 30km. This system also assists the other sensors in detected and identification. This is not typically a passive system and but to be directed at specific targets.

Motion detector/Collision Warning System - Range 750m

FLIR - Advanced forward looking infra-red system for night operations. Range - 25km

Standard instrumentation - Speedometer, altimeter, distance traveled, inertial mapping system (zeroed on your deployment location/home base), power system temperature, ammunition counters, damage assessment indicators.

Fly by Light Control systems - If the craft takes more than 50% damage the systems may fail (60% chance). Loss of the control system gives a penalty to the pilot of -50% to all piloting rolls to maintain control of the aircraft. While functioning the systems give a bonus of +20% to all piloting rolls.

Radio Communications - long-range direction communication systems out to a range of 1200km that can be boosted if proper signal towers or relay systems are in place. Also a directional short-range radio with a range of 75km. Both radios have full encryption capabilities.

Satellite Uplink capability - This allows the craft to communicate over vast distances by connecting to and communicating through the various satellites in orbit or other comm boosting systems.

Complete Environmental Pilot and Crew Compartment - A completely computer controlled life support system that includes: internal cooling and temperature control, air purification and circulation systems (gas filtration, humidifier/dehumidifier) that engages when needed and can recirculate breathable air for up to 2 days if necessary, computer controlled independent oxygen supply and purge system that has up to 24 hours of breathable air that automatically engages in low oxygen or contaminated air environments, insulated high temperature resistant shielding for up to 400 degrees centigrade (normal fires do no damage though nuclear, plasma and magical fires do full damage), radiation shielded up to several hundred rads, and polarized and light sensitive/adjusting tinted viewport.

Ejection System - Ejects crew out from the craft in emergency circumstances. System ejects the occupants about 300m away to safety.

Limited Electronic Countermeasures Capability - With a Electronic Countermeasures skill roll (or Sensor operations at -20%) the pilot/crew can impose a penalty of -2 to strike and a -20% to all sensor skill rolls of any opponents within radar range depending on terrain. Range is equal to the radar system.

Passive Stealthy design - -20% to opposing sensory equipment roll to detect the aircraft beyond visual range and negates any sensor bonuses to strike. However for every 10% damage taken reduce opponents penalties by 5% and after 30% the strike penalties no longer apply.

Self destruct System - System that destroys the unit and all of its internal components. Blast is relatively contained however to a radius of 20m doing 3d6x10md to anything within the radius. Also a 75% chance the power supply is leaking radiation.

Voice Actuated locking System - Units hatch is locked by a voice actuated system that is programmed to a specific voice (up to 8 can be programmed at once) that must recite a 8 digit access code. There is a manual over-ride keypad in case of systems failure.

Anti-Beam coating - reduce all beam/energy weapon attacks damage by 20%


References Used

Macross Mecha Manual
Fantasy and Animation HQ
Macross Compendium
Robotech.com
Unofficial Robotech Reference Guide
Robotech and Macross RPG/Reference Books books

Macross DYRL Earth - https://worldofjaymz.fandom.com/wiki/Macross_DYRL_Earth
Macross BYRL-verse (Rhodium)- https://worldofjaymz.fandom.com/wiki/Category:Macross_-_DYRL-verse_(Rhodium)
Rhodium RPG System - https://worldofjaymz.fandom.com/wiki/The_Rhodium_RPG_System
World of Jaymz - https://worldofjaymz.fandom.com/wiki/Worldofjaymz_Wiki

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