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Background (as per macross mecha manual)
Vfxxbattroid

A two-mode variable fighter craft used by the Zentradi forces of the UN Spacy.


Model Type - VF-XX Zentran Fighter

Class - Variable Fighter

Crew - 1


MDC By Location

Main Body - 600

Arms - 225

Hands - 120

Legs - 350

Feet - 175

Main Thruster/Missile Pods - 300

Head - 125

Gun Pod - 120

Beam Cannon - 175

Beam Guns - 100

Armour - stops upto and including the equivalent of standard 20mm rounds (2d4+1md)


Speed

Running - 120kph

Leaping - 20m Thruster assisted

Flying Battroid - 400kph at all altitudes, mach 15 in space

Flying Fighter - Mach 2 at sea level, Mach 4.5 at 10km, Mach 7.5 at 30km, Mach 15 in space

Range - Unlimited in atmosphere, 4000km in space from reaction mass


Statistics

Height - Battroid - 13.7m, Fighter - 5.2m

Length - Battroid - 4.9m, Fighter - 13.7m

Width - Battroid - 5.8m, Fighter - 6m

Weight - 29 tons

PS - Robotic 40 Lift - 20 tons, Carry - 10 tons

Cargo - Minimal pilot and survival gear

Power System - Thermonuclear reaction turbines


Weapons

Weapon Type - Beam Guns (2, useable in all modes)

Primary Purpose - anti-fighter/missile

Range - 2000m

Damage - 4d6 per blast, 2d4x10+20 per short burst, 4d4x10+10 per medium burst, 4d6x10 per long burst, 6d6x10 per full melee burst. This is per gun. Guns fire in tandem.

Rate Of Fire - equal to pilots attacks

Payload - unlimited

Bonuses - +2 strike


Weapon Type - Beam Cannon

Primary Purpose - Anti-mecha

Range - 3000m

Damage - 6d6x10 per blast

Rate Of Fire - 4 per melee

Payload - unlimited

Bonuses - +2 strike


Weapon Type - Beam Gunpod w/Laser

Primary Purpose - Anti-mecha

Range - Beam gun - 2400m, Laser - 1200m

Damage - Beam gun - 5d6 per blast, 2d6x10 per short burst, 3d6x10+30 per medium burst, 5d6x10 per long burst, 1d4x100+50 per full melee burst

Laser - 4d6 per blast, 2d4x10+20 per short burst, 4d4x10+10 per medium burst, 4d6x10 per long burst, 6d6x10 per full melee burst

Rate Of Fire - equal to pilots attacks. Laser and Beam gun can be fired together.

Payload - unlimited

Bonuses - +2 strike


Weapon Type - Micro missiles

Primary Purpose - anti-mecha

Range - 10km

Damage - 2d6x10

Rate Of Fire - volleys of 1-8 equal to pilots attacks

Payload - 80 total, 40 per main thruster pod. Missiles are 3rd generation

Bonuses - +2 strike


Bonuses and Penalties

Use Robot/Vehicle Combat Basic/Elite along with the following bonuses:

+1 attack at level 1, 8 and 12

+1 disarm

+2 pull punch

+1 parry/dodge at level 4 and 8

+1 autododge at level 2, 4, 6, 9 and 12

+1 strike ranged at level 3

+1 strike hand to hand level 5

Half dodge bonuses when operating in an atmosphere

+20% to all piloting rolls

Use Robot Combat Elite

Punch - 4d6

Restrained Punch - 8d6sd

Kick - 6d6

Body Block/Tackle - 2d6


Systems of Note
Vfxxfighter


Engine Lifespan - The unit does not use fuel per se (using reaction mass while operating in space) the unit does needs 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.

Fly By Wire System - Due to the complexity of the fighters systems a Fly By Light system is used to fly and maneuver. If the fighter takes more than 75% damage to teh main body, or more than 50% in one attack the system fails causing the fighter to become extremely difficult to fly. All piloting rolls are made at -50% and must be made at least once per minute if just trying to keep it going or anytime any kind of action is taken (attacks, parries and dodges as well as any kind of special maneuvers)

Radar - Range 425km, can track up to 2400 targets simultaneously.

Lidar/Ladar - This system uses lasers to detect and image items as small as 100cm (1.0m) at 8km, as small as 500cm (5.0m) out to 15km and as small as 2000cm (20.0m) out to 30km. This system also assists the other sensors in detected and identification.

Radar Warning receiver - Detects when an opposing radar attempt to identify or lock on to the VF-1. Range - 425km

Limited Electronic Countermeasures Capability - With a Electronic Countermeasures skill roll (or Sensor operations at -15%) the pilot/crew can impose a penalty of -2 to strike and a -15% to all sensor skill rolls of any opponents within radar range depending on terrain.

Advanced Infra-Red Imager – Forward looking infa-red imager that detects and identifies targets based on their heat signatures. Range – same as Radar.

Motion Detector and Collision Warning System - Close range: 300ft (90m); sounds alarm and red light warns pilot of impending collision and/or immediate target.

Radio/Video Communications Suite - Wide band and directional, radio and video telecast capabilities. Range is 1500 miles (km) or can be boosted indefinitely via satellite relay.

Targeting Computer System - Range: 425km and can target up to 36 targets at once. +3 to strike in ranged combat

Combat Computer - Calculates, stores and transmits data onto the cockpit computer screen or Head Up Display (H.U.D.). Patches in with targeting computer. Also has an integral IFF system and can identify upto 300 different enemy target types.

External Audio Pickup - Sound amplification listening system. Range: 1000ft (m)

Loudspeaker - Loudspeaker system that can amplify the pilot's voice up to 120 decibels.

External Surveillance System - A video camera relays images to a cockpit monitor. 360 degree rotation. Range: 500ft (140m). Telescopic capabilities: 10x magnification.

Telescopic Optical Enhancement - Range: 3000ft (900m). Field of vision: 120 degrees

Shoulder Spotlights - Range: 1000ft (305m)

Hydraulic Pilot Chair - Can rise out of the fighter 10ft (3.0m) and retract back inside.

Ejector Seat - In case of emergencies the pilot seat can be instantly ejected.

Utility Arms - This is a set of small, retractable arms housed in the right forearm, to perform delicate work and to effect repairs. Each of the three arms has an A.R. of 6 and 3 M.D.C.

Self-Destruct - A last ditch effort to prevent capture of the Variable unit (usually preceded by the pilot's ejecting from the fighter). Explosive damage is fairly contained — 40ft radius (12m); does 3d6x10.

Heat and Radiation Shielding as well as Full Environmentally Sealed Circulatory and Oxygen System

Detachable Pilot's Compartment - This is the reinforced pilot's compartment (jet's nose) which can be detached and mounted onto another fighter's arm for ease of carrying (or carried by any Destroid).

Distress beacon - range of 500 miles (800km). 10 times that in space.

Chaff and Flare Dispensers - Each has 18 charges. 75% chance to fool radar or heat guided missiles. 45% chance to fool smart missiles. If successful missile lose thier lock and fly off.

Smoke Dispenser - 24 charges that each create a 25m (90ft) wide cloud of smoke behind the fighter.

Anti-Beam Coating - Reduce damage of all energy weapon attacks againstthe unit by 15%


References Used

Seto Kaiba

Macross II The RPG

Macross Mecha Manual

Fantasy and Animation HQ