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Published: 2008-09-04 21:49:02 +0000 UTC; Views: 10567; Favourites: 93; Downloads: 437
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Description
VAF-6 Variable Alpha FighterBACKGROUND
The landing of the Megaroad 56 on the planet Athena was almost the death nail for it's fighter squadrons. The AVFs on the ship had been either destroyed or taken by the TDF-U1 fleet. But the crew refused to give up, rallying under Dr Chris Dyan and Alexander Hunter, the Variable Alpha Fighter was born. It was much more boxy and smaller than the new AVFs. Infact, 1/2 the size of the VF-1. This allowed it to go where the larger VFs couldn't.
However, the primary use for the Alpha was in the atmosphere. It's frame wasn't exactly aero-dynamic and created a lot of drag. Thus the fighter wasn't practical in the atmosphere. This couldn't be helped however. The Athena's however, liked the versatility of the fighter and it's ability to out manuver even the VF-17X in the atmosphere.
The Alpha is assigned according to rank, the VAF-A and B used mostly for enlisted men, the VAF-6D for officers and aces, and the VAF-6S for squadron leaders. The only difference is the colors; blue for enlisted, red for officers and aces, and green for squadron leaders.
RPG STATS
Vehicle Type:
VAF-6A (First mass produced version)
VAF-6B (Upgrade to VAF-6A, includes new circutry)
VAF-6D (Two seated trainer version)
VAF-6S (Squad Leader Version)
Class: Space Fighter (transformable)
Crew: One pilot wearing Tactical Life Support System
MDC BY LOCATION:
(1) Head 50
Head Sensor 30
Hands(2) 30 each
Forearm/Missile Pods(2) 100 each
Shoulders/Missile Pods(2) 80 each
Legs(2) 145
Main Body 325
Pilot's Compartment 175
Wings(2) 100 each
Tails(2) 50 each
GU-XX(1 or 2) 100 each
NOTES:
1. Destroying the sensor head of the VAF-6 will knock out the mecha's major sensor systems, including all of the optics systems (infrared, nightvision, thermal). Radar and communications will be unaffected.
2. Depleting the MDC of the main body will destroy the mecha.
SPEEDS:
RUNNING, SOLDIER CONFIGURATION:
110 kph / 100 kph for (A,B,D,S)
LEAPING, SOLDIER CONFIGURATION:
50 ft (15 m) high or 70 ft (21 m) long without thrusters.
FLYING, SOLDIER CONFIGURATION:
482 kph / 400 kph for (A,B,D,S)
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:
Max level speed : 2465 kph at 18000m (Mach 2.3) / Mach 2.0 for 6(A,B,D,S) / Mach 2.2 for 6S
670 mph at sea level (Mach 1.0)
Stall speed : 182 kph (VTOL rectification possible)
Initial climb rate : over 20000m per minute
Service ceiling : 26 km (unboosted).
WEIGHT:
19 tons
STATISTICAL DATA:
HEIGHT:
28.8 ft; in soldier configuration.
18.3 ft in gerwalk configuration.
10.3 ft in fighter configuration.
WIDTH:
14.5 ft at shoulders in soldier and gerwalk configuration.
23.4 ft; with wings at maximum extension.
LENGTH:
7.89 ft in soldier configuration.
19.3 ft in gerwalk configuration.
29.7 ft in fighter configuration.
WEIGHT:
18,000 kg empty.
PHYSICAL STRENGTH:
Equal to a P.S. of 60
COMPATIBLE FAST PACKS:
None
CARGO:
Small compartment behind pilot's seat for personal belongings.
WEAPON SYSTEMS:
# GU-XX THREE-BARRELED 35MM GUN POD (1 or 2): Firing 2000 rounds per minute, a 600 round capacity stored in the pod itself and in a non-detachable "clip". This weapon is the most common on the Variable Alpha Fighter.
* PRIMARY PURPOSE: Assault
* SECONDARY PURPOSE: Anti-missile/Defense
* RANGE: 4000 feet (1200 m double in space)
* DAMAGE: 4D6 M.D. for a short bursts, 1D6X10 for long bursts, and 2D6X10 for a full melee burst.
* RATE OF FIRE: Equal to the combined attacks of the pilot.
* PAYLOAD: 600 rounds stored internally gives the VAF-6 60 short bursts, 40 long bursts, and 20 full melee bursts.
# INTERNAL MISSILE SYSTEM: One of the only powerful weapons the VAF-6 has is its missile launcher system that holds 60 SRMs that can be fired at will.
* PRIMARY PURPOSE: Assault
* SECONDARY PURPOSE: Anti-mecha
* RANGE: Varies with SRM
* DAMAGE: Varies with missile, typically 1D6X10
* RATE OF FIRE: Can be fired in volleys of 1-60 in soldier mode, and 1-20 in gerwalk and fighter mode.
* PAYLOAD: 60 Short Range Missiles.
BODY & WING HARD POINTS: The VAF-6 has two hard points mounted on its wings.
NOTE: Due to the places the hard points were placed, ALL missiles must be used or ejected before converting to Soldier mode! For this reason, most missiles are used in the first few passes of an attack.
* MEDIUM RANGE HIGH MANEUVERABILITY MISSILES
o Primary Purpose: Anti-Mecha
o Secondary Purpose: Surgical Strikes
o Mega-Damage: 2D6x10 M.D.
o Rate of Fire: One per hardpoint.
o Range: 80 miles.
o Payload: One per hardpoint; 4 maximum.
* LONG RANGE MISSILES
o Primary Purpose: Heavy Assault
o Secondary Purpose: Anti-Spacecraft
o Missile Types: Any type of standard UN Spacy Long Range Missile can be used.
o Missile Type: Standard UN Spacy long-range missiles, usually proton, reflex heavy and reflex multi-warhead.
o Mega-Damage: Varies with missile type.
o Rate of Fire: One or two.
o Range: Varies with missile type; 500 to 1800 miles.
o Payload: One per hardpoint; 4 maximum.
* MEDIUM RANGE MISSILES
o Primary Purpose: Assault
o Secondary Purpose: Anti-Mecha
o Missile Types: Any type of standard UN Spacy
o Mega-Damage: Varies with missile type.
o Rate of Fire: 1-3 missiles per hardpoint.
o Range: Varies with missile type; 50 to 80 miles.
o Payload: Three per hardpoint; up to 12 maximum.
* SHORT RANGE MISSILES
o Primary Purpose: Assault
o Secondary Purpose: Anti-Mecha
o Missile Types: Any type of standard UN Spacy Short Range Missile can be used.
o Range: Varies with missile type.
o Damage: Varies with missile type.
o Rate of Fire: 1-5 missiles per hardpoint.
o Payload: Five per hardpoint; up to 20 maximum.
# Optional BC-60 Energy Beam Cannon: This riffle-like cannon is typically used by the atmosphereic fighters but can be used in space in place of, or with, the 2Z-SS heavy gun pod. At least forty percent of the space fighter pilots keep a BC-60 as a back up weapon (attached to one of the arms or legs of the fighter when not in use.
* PRIMARY PURPOSE: Assault
* SECONDARY PURPOSE: Defense
* RANGE: 4000 feet (1200 m double in space)
* DAMAGE: 1D4X10 per single blast.
* RATE OF FIRE: The weapon can fire a single blast per melee action or release a short burst of six rapid-fire blasts.
* PAYLOAD: 60 individual beams or 10 bursts. It takes 15 seconds, one melee round, to reload the weapon if such an energy clip is avaliable.
# HAND TO HAND COMBAT: If necessary, the pilot of the VAF-6 can engage in melee combat rather than use a weapon. The VAF-6 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: 2D4 M.D.
* Full Strength Punch: 3D4 M.D.
* "Booster" Punch: 4D4 M.D. (counts as two attacks)
* Tear or Pry with Hands: 2D4 M.D.
* Kick: 2D6 M.D.
* Leap Kick: 3D6 M.D.
* Body Flip/Throw: 2D4 M.D.
* Body Block/Tackle: 2D6 M.D.
* Stomp: 2D6 M.D. (only effective against small objects)
STANDARD EQUIPMENT FOR THE VAF-6:
* AUTO-PILOT: The VAF-6 is equipped with a computerized auto-pilot, allowing the pilot to relax or even sleep during long voyages. The auto- pilot 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 auto-pilot was designed with long intra-system space journeys in mind.
* COMBAT COMPUTER: 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.
* ELETTRONICA RADAR WARNING RECEIVER (RWR)
* OLDELFT INFRA-RED WARNING RECEIVER (IRWR)
* WESTINGHOUSE ALQ-250(V) ACTIVE SENSOR JAMMER: internal ECM not available on VAF-6A or -6B
* 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 VAF-6 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 REF ships and veritecs 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: 100 mile 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 VAF-6 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 Variable Fighters come equipped with a portable survival kit. Inside the small reinforced box is a medium-sized flashlight, two hand flares, one rocket flare, a compass, 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 VAF-6 cockpit is pressurized, and also provides additional air feeds to the pilot's flight suit that provides him with pressurized breathing. The REF 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.
* CHAFF AND FLARE DISPENSERS: 24 chaff and 24 flares are stored in the lower legs; +2 to dodge for each flare against heat seeking missiles. +1 to dodge against guided missile using chaff.
* SMOKE DISPENSERS
COMBAT BONUSES FOR VAF-6 VARIABLE FIGHTER TRAINING:
BASIC VARIABLE FIGHTER COMBAT TRAINING
* Basic training for non-pilot military personnel.
* 1 attack per melee (plus those of the pilot).
* Add one additional action/attack at levels three, nine, and fifteen.
* +1 to strike.
* +1 to parry
* +1 to dodge in soldier mode, +2 in gerwalk, +4 in jet mode.
* +1 to roll with a punch or move 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.
COMBAT BONUSES FOR VAF-6 FIGHTER TRAINING:
* 4 attacks per melee (plus those of the pilot).
* Add one additional action/attack at levels five and ten.
* +4 on initiative
* +3 to strike
* +3 to parry
* +3 to dodge in solder and gerwalk, +5 in jetmode.
* +3 to roll with a punch or fall with an impact, reducing damage by half.
* Critical strike same as pilot's hand-to-hand.
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Comments: 3
bagera3005 In reply to DarkProxy [2010-03-30 14:07:55 +0000 UTC]
i based it off of official blueprints i did not see any vtol thrusters
👍: 0 ⏩: 1
DarkProxy In reply to bagera3005 [2010-03-30 14:11:57 +0000 UTC]
the final versions had VTOL thrusters in robotech mounted under the nose
👍: 0 ⏩: 0