The following material is an adaptation of a "side story" mecha from MACROSS M3, a Dreamcast game sequel to the original Japanese MACROSS TV series (which became Robotech in the U.S.). Please feel free to use, copy, and distribute it as you see fit. All I ask is that you give proper credit to the author and do not claim that it is your own work. Comments and suggestions are welcome.
VF-14 HUNTER
VARIABLE FIGHTER/BOMBER
- ORIGINAL RPG Stats by DAVE DEITRICH (deitrich@mcs.net)
- UPATED RPG Stats by DANIEL HENWOOD (dhenwood@hotmail.com)
- Background info provided by the
MACROSS ONLINE COMPENDIUM
BACKGROUND
Development of the next generation of Heavy Variable Fighter/Bomber began in 2025, with the first Vampire flight in 2027, and mass production beginning a year later in 2028. The VF-14 Vampire was designed to be the main Fighter/Bomber of the UN Armed Forces and main fighter in the UNG's Colonisation Fleets. The VA-14 Zentraedi Variant being the main fighter in favour of the VF-11 Thunderbolt in Zentraedi Colony Fleets and Colony World Defence Forces. Due to budgetary requirement in the early 2030's the VF-14 was phased out as the primary fighter of the UN Armed Forces and the VF-11 took its place due to the VF-11 being much cheaper and easier to maintain and equip. The VF-14 is still however the main Fighter/Bomber of the UN.
The VF-14 vampire however would be the basis for the Varauta's FZ-109 Elgerzorene fighter. The VF-14's of the Megaroad-13 Colony Fleet and the VA-14 Zentraedi variant of the Macross-05 Colony Fleet were taken by the Protodeviln. The manufacturing plants of the two captured fleets turned over to create the FZ-109 from these two brother fighters. When the Macross-07 Fleet first met the Varauta Army's fighters in combat they were initially out-classed by the heavier fighters, and Intelligence personnel onboard the Macross-07 could not identify the FZ-109's origins, until they stumbled across the similarities with the VF-14.
The VF-14 Vampire would remain as the UN Armed Forces primary Fighter/Bomber until the superior VAB-2 would replace it in 2042. However many VF-14;s remain throughout the galaxy as part of personal collections, Colony defence Forces, and some Zentraedi based Colony Fleets.
RPG STATS
- Vehicle Type:
- VF-14 (Standard version)
- VA-14 (Zentraedi Version)
- Class: Variable Heavy Fighter-Attack Craft
Manufacturer: General Galaxy/Messer
Crew: One pilot wearing Tactical Life Support System.
MDC BY LOCATION:
Head Laser 25 each
(1) Head 100
Hands (2) 60 each
Arms (2) 120 each
Legs & Thrusters (2) 250 each
Nacelle Laser Guns(2) 75 each
(2) Main Body 350
Wings (2) 120 each
Reinforced Pilot Compartment/Escape Pod 150
NOTES:
- (1)
- Destroying the head of the VF-14 will knock out the mecha's major sensor
systems, including all optical systems (infrared, nightvision, and thermal).
Radar and communications will be unaffected.
- (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 mecha's main computer.
SPEEDS:
- RUNNING, SOLDIER CONFIGURATION:
- 70 mph (112 kmph)
- LEAPING, SOLDIER CONFIGURATION:
- 20 ft (6 m) high or 30 ft (9 m) long without thrusters.
- FLYING, SOLDIER CONFIGURATION:
- 200 mph (320 kmph) maximum speed limit in an Earth-like atmosphere. Can
also hover in place indefinitely.
- FLYING, GERWALK 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 3.8+ (2,546 mph/4,074 kmph) max speed at 10,000 meters or less above
sea level. Mach 9.0+ (6,030 mph/9,648 kmph) max speed at 10,000-30,000
meters above sea level. Mach 17+ (3.2 mps/5.1 kmps) max speed at
30,000+ meters above sea level. The VF-14 is fully transatmospheric and
can attain orbit above an Earth-type planet without extra booster
assistance. Maximum rate of ascent is 38,000 meters/minute. G limits
are +22.2 to -13.0 standard Earth gravities.
- MAX ENGINE THRUST:
- 44,625 kg x2
STATISTICAL DATA:
- HEIGHT:
- 54.8 ft (17.1 m) in soldier configuration.
- 24.6 ft (7.7 m) in gerwalk configuration.
- 12.2 ft (3.8 m) in fighter configuration.
- WIDTH:
- 34.5 ft (10.8 m) at shoulders in soldier configuration.
- 57.5 ft (18.0 m) in gerwalk or fighter configuration with wings
at maximum extension.
- LENGTH:
- 11.9 ft (3.7 m) in soldier configuration.
- 43.7 ft (13.7 m) in gerwalk configuration.
- 54.6 ft (17.1 m) in fighter configuration.
- WEIGHT:
- 11,200 kg
- PHYSICAL STRENGTH:
- Equal to a P.S. of 60
- CARGO:
- Small compartment behind pilot's seat for personal belongings.
- POWER PLANT:
- Two Shinnakasu/Pratt & Whitney/Rolls Royce FF-2770D thermonuclear
turbine engines, equipped with three-dimensional convergent/divergent vectored
exhaust nozzles for enhanced V/STOL performance and maneuverability, as well
as hexagonal underfuselage air intakes for use in an atmosphere. Several
additional Pratt & Whitney HMM-5C high-maneuverability vernier thrusters
for additional mobility are mounted at key positions along the mecha's hull.
WEAPON SYSTEMS:
- ACELLE MOUNTED LASER GUNS:
Two semi-fixed laser guns are mounted in the engine nacelles of the VF-14 These lasers can be
fired in any mode, (except battloid mode as the lasers are pointing downwards in that mode,) anywhere within the forward 30 degree arc. The laser guns are clearly visible poking out from the engine nacelles and can be destroyed,although it would taken a remarkable shot to hit them on a moving VF-14.
- PRIMARY PURPOSE: Anti-mecha
- SECONDARY PURPOSE: Air-to-ground strafing runs
- RANGE: 4000 feet (1200 m)
- DAMAGE: 1D4x10 M.D. per laser.
- RATE OF FIRE: The laser can be fired in rapid pulses up to 4
blasts per round. A rapid fire blast counts as a burst of up to 4 shots.
- PAYLOAD: Effectively Unlimited.
- LEG-MOUNTED MEDIUM-RANGE MISSILE LAUNCHERS: Each leg of the VF-14
is equipped with a concealed missile launcher bay that can hold up to 8
medium-range missiles. When armed, the missile launcher assembly rises out
of the leg units, allowing all 8 missiles to be fired at once (if
necessary). The missiles can be fired in any mode; fighter, gerwalk, or
soldier. Any type of MRM can be used in the launchers, but high explosive
are standard issue.
- PRIMARY PURPOSE: Assault
- MISSILE TYPES: Any type of UN Spacy
Medium Range Missile
can be used.
- RANGE: Varies with missile type, typically 40 miles (64.3 km).
- DAMAGE: Varies with missile type, typically 2D6x10 M.D.
- RATE OF FIRE: Volleys of 1-8 missiles per launcher, per round.
One volley counts as one attack. If necessary, all 16 missiles can be
fired in a single round by expending two attacks.
- PAYLOAD: 8 missiles per launcher; 16 total.
- HEAD LASER: The VF-14 mounts a single high-powered laser for
defensive and utilitarian use, similar to the ones mounted on the original
VF-1 Valkyrie. The laser is mounted on the front of the nosecone of the fighter, transferring to the head of the VF-14 in battloid mode. The head laser, unike those of other VF models has almost no ability to manouver its firing angle with only a 5-10 degree radius of movement.
- PRIMARY PURPOSE: Defense
- SECONDARY PURPOSE: Tool for Cutting
- RANGE: 2000 feet (600 m)
- DAMAGE: 1D6 M.D.
- RATE OF FIRE: Equal to the pilot's combined number of
hand-to-hand attacks. The laser can also be fired in one long,
extended blast lasts one full melee and does 1D4x10 M.D. This attack
can only be used against stationary targets and cannot be used to
attack moving craft.
- PAYLOAD: Effectively Unlimited.
- GU-12 55mm MULTIPURPOSE GUN POD: For additional close-range combat capability, the VF-14 is armed with a GU-12 gun pod, identical to the ones used by the VF-9 Cutlass. The VF-14 is also cpable of utlising the GU-13 Gunpod as used by the VF-11 Thunderbolt , or any earlier or later model of Gunpod. The VF One spare GU-12 clip can be stored in each leg of the VF-14.
- PRIMARY PURPOSE: Assault
- SECONDARY PURPOSE: Defense
- RANGE: 4000 feet (1200 m)
- DAMAGE: Does 3D6 M.D. for a short burst, 6D6 M.D. for a long
burst, or 1D6x10 M.D. for a full melee burst.
- RATE OF FIRE: Equal to the number of combined attacks of the
pilot.
- PAYLOAD: 200 rounds per clip equals 20 short bursts, 10 long
bursts, or 5 full melee bursts. Additional ammo clips can be
inserted, but exchanging clips requires 2 melee actions. One spare
clip is stored in each leg of the mecha.
- BODY/WING HARD POINTS: The VF-14 is also equipped with six fixed
hard points for missiles, bombs, and other ordinance. One hardpoint is
mounted on each wing of the aircraft and four are mounted under the main
body. One long range missile, 3 medium range missiles, or 6 bombs can be
mounted per hardpoint. Usually long range missiles are used.
- LONG RANGE MISSILES
- Primary Purpose: Heavy Assault
- Secondary Purpose: Anti-Spacecraft
- Missile Types: Any type of UN Spacy
Long Range Missile
can be used.
- Range: Varies with missile type.
- Damage: Varies with missile type.
- Rate of Fire: One to six (all) missiles.
- Payload: One per hardpoint; 6 maximum.
- MEDIUM RANGE MISSILES
- Primary Purpose: Assault
- Secondary Purpose: Anti-Mecha
- Missile Types: Any type of 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.
- STANDARD BOMBS (UNGUIDED MISSILES)
- Primary Purpose: Ground Assault
- Secondary Purpose: Anti-Fortification
- Missile Type: Standard UN Spacy bombs, usually
high explosive or fragmentation.
- Mega-Damage: 1D6x10 M.D.
- Rate of Fire: Volleys of 1 to 10 missiles per attack.
- Payload: 6 per hardpoint; up to 36 maximum.
- Note: Bombs can be laser-guided or unguided. Unguided bombs
are -4 to strike a stationary ground target, -6 to strike a moving
target(s), and -10 to hit a small moving target like a mecha or
vehicle. Guided bombs do not have these penalties, but require a
spotter to illuminate the target with a laser designator. If the
designator looses sight of the target the previous penalties
immediately apply.
- HAND TO HAND COMBAT: If necessary, the pilot of the VF-14 can
engage in melee combat rather than use a weapon. The variable fighter
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: 3D6 M.D.
- "Booster" Punch: 4D6 M.D. (counts as two attacks)
- Tear or Pry with Hands: 2D4 M.D.
- Kick: 2D4 M.D.
- Leap Kick: 3D6 M.D.
- Body Flip/Throw: 1D6 M.D.
- Body Block/Tackle: 2D6 M.D.
- Stomp: 2D4 M.D. (only effective against small objects)
STANDARD EQUIPMENT FOR THE VF-14:
- AUTO-PILOT: The VF-14 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 W/HUD DISPLAYS: The VF-14 is equipped with a
combat computer that can store and analyze data during combat with hostile
forces. Data readouts and stats can be displayed either on the cockpit's
HUD display or on the dashboard monitors of the aircraft.
The combat computer tracks and identifies specific enemy targets, and has
a database of over 1,000 images stored in memory. The computer can
identify and track up to 75 targets simultaneously.
- ESCAPE POD: The entire reinforced cockpit of the VF-14 is a
detachable escape pod that can be jettisoned when the mecha is destroyed.
The pod is NOT equipped with thrusters, but is equipped with a parachute to
provide a soft landing in case of ejection in an atmosphere. The computer
will automatically eject the cockpit when the main body MDC reaches zero,
though the pilot can override this if he 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 heat 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 VF-14 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 the signal
generated by this beacon.
- 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 a variable fighter by the
enemy, the pilot can activate the VF-14'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.
- 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, 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 VF-14'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.
COMBAT BONUSES FOR VF-14 VAMPIRE 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.
ADVANCED VF-14 VAMPIRE COMBAT TRAINING
- Advanced training for pilots specializing in the VF-14.
- 3 attacks per melee (plus those of the pilot).
- Add one additional action/attack at levels four, eight, and twelve.
- +2 to strike
- +3 to parry
- +2 to dodge in solder mode, +4 in gerwalk, +6 in jet mode.
- +3 to roll with a punch or fall with an impact, reducing damage by half.
- +2 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 - 1D6 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