

The following material is an adaptation of a "side story" mecha from the
Macross universe, featured in the This is Animation Special on MACROSS PLUS. Please feel free to
use, copy, and distribute it as you see fit. All I ask is that you give
proper credit to me and do not claim that it is your own work. Comments and
suggestions are welcome.
VA-3 "INVADER"
VARIABLE BOMBER
(Version 1.1
- Last Updated: Friday, 18-Jan-08 02:59:01 PST)
- RPG Stats by
DAVE DEITRICH
(deitrich@mcs.net)
- Background info provided by the
MACROSS ONLINE COMPENDIUM
BACKGROUND
The VA-3 Invader was produced by the Northrom Grumman aviation
division in response to a UN Spacy request for a variable fighter design specializing
in both high- and low-altitude bombing runs and other tactical strikes.
Although other variable fighter designs of the time could perform this task
successfully, they were limited in the amount of payload they could carry and
were generally not well designed for missions of that nature. Northrom
Grumman was chosen to design and build the bomber because they had extensive
past experience in bombers and other subsonic craft (though little experience
producing aircraft utilizing alien technology).
The VA-3 proved to be an excellent fighter when used for the purpose it was
designed for. The Invader could carry bombs, missiles, or any payload
totalling 19,820 kg. The fighter performed equally well in all weather
conditions and could even be launched from orbiting spacecraft for
space-to-surface attacks. Moderately fast and armed with a quad-barrel
gatling cannon for close-range attack/defense, the VA-3 could perform well in
air-to-air combat against conventional forces but tended to be outclassed when
facing other variable fighters. The variable configuration
nature of the aircraft was added almost as an afterthought by NG designers,
and contributed little to the performance of the Invader. The VA-3 is only
capable of two modes of operation (fighter and soldier), and soldier mode was
usually only used when VTOL landings or take-offs were necessary.
The original VA-3 design was later upgraded to include additional sensors for
increased attack accuracy, and an electronic warfare version (the EVA-3A) was
produced to serve as an ECM aircraft for attack fleets. The Invader was a
fairly popular VF design and can still be found today in most planetary
defense forces' arsenals.
RPG STATS
- Vehicle Type:
- VA-3A (First mass-produced version)
- VA-3B (Upgraded version equipped with improved sensors)
- EVA-3A (Invader variant designed for electronic warfare)
- Class: All-environment variable attack aircraft
Manufacturer: Northrom Grumman
Crew: One pilot wearing Tactical Life Support System
MDC BY LOCATION:
Head Sensor 10
(1) Head 80
Hands (2) 70 each
Arms (2) 100 each
Legs & Thrusters (2) 220 each
(2) Main Body 260
(3) Engine Nacelles (2) 180 each
Wings/Arm Shields (2) 75 each
Tails (2) 45 each
Gatling Gun Pod 100
Reinforced Pilot Compartment 120
NOTES:
- (1)
- Destroying the head of the Invader will knock out the mecha's
major sensor systems, including all of the optics systems
(infrared, nightvision, thermal). Radar and communications will
also be knocked out, though a backup radio system will allow
the pilot to communicate if needed.
- (2)
- Depleting the MDC of the main body will destroy the mecha. If the
reinforced pilot's compartment has not been breached (and the pilot
killed) he can attempt to eject from the doomed aircraft and
parachute to safety.
- (3)
- Destruction of one engine nacelle will reduce air speeds by 50% and
make it impossible for the VA-3 to achieve orbit on its own.
Destruction of both engine nacelles will completely disable the
aircraft, sending it into an unpowered dive and eventually
crashing.
SPEEDS:
- RUNNING, SOLDIER CONFIGURATION:
- 54 mph (86.4 kmph)
- LEAPING, SOLDIER CONFIGURATION:
- 20 ft (6 m) high or 33 ft (10 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, FIGHTER CONFIGURATION:
- 650 mph (1040 kmph/Mach 0.97) max speed at 8,000 meters or less above
sea level. Mach 1.7+ (1140 mph/1820 kmph) max speed at 8,000-38,000
meters above sea level. Max altitude of 38,000 meters without rocket
booster assistance. Maximum rate of ascent is 12,500 meters/minute. G
limits are +13.2 to -8.7 standard Earth gravities.
STATISTICAL DATA:
- HEIGHT:
- 44 ft (14.0 m) in soldier configuration.
- 18 ft (5.8 m) in fighter configuration.
- WIDTH:
- 24 ft (7.7 m) at shoulders in soldier configuration.
- 70 ft (22.4 m) in fighter configuration (wingspan)
- LENGTH:
- 13 ft (4.2 m) in soldier configuration.
- 58 ft (18.6 m) in fighter configuration.
- WEIGHT:
- 13,980 kg empty. Maximum takeoff weight in an atmosphere is 33,800 kg.
- PHYSICAL STRENGTH:
- Equal to a P.S. of 70
- CARGO:
- Small compartment behind pilot's seat for personal belongings.
- COMPATIBLE FAST PACKS:
- None
WEAPON SYSTEMS:
- QUAD-BARREL GATLING GUN POD: The only close-range weapon carried by
the VA-3 Invader a large multi-barrel gun pod somewhat similar to the
classic GU-11 used by the VF-1 Valkyrie. The gun pod is hand-held when the
VA-3 is in soldier mode, and is mounted on a special hardpoint along the
centerline of the fighter. The gun pod can fire in either mode, but is
limited to the forward arc of the bomber in fighter mode.
- PRIMARY PURPOSE: Assault/Defense
- SECONDARY PURPOSE: Anti-mecha
- RANGE: 3000 feet (900 m)
- DAMAGE: Does 5D6 M.D. for a short burst, 2D6x10 M.D. for a long
burst, or 3D6x10 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.
- WEAPON HARD POINTS:
The primary purpose of the VA-3 is to deliver bombs and other ordinance,
and the mecha is equipped with 10 hard points for this purpose. Six
hardpoints are wing-mounted (3 on each wing), and four are located on the
main body along with a special hardpoint for the gatling cannon. Each
hardpoint can hold one long range missile, three medium range missiles, or
six bombs. The hard points can also be used to hold special ordinance
packages, such as sensor units and electronic warfare suites.
NOTE: Due to the location of the hard points, ALL missiles must be
fired or ejected before the VA-3 can convert into soldier mode. This is
a serious flaw in the Invader design, and explains why soldier mode is
seldom used by VA-3 pilots.
- 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: Volleys of 1 to 10 missiles per attack.
- Payload: One per hardpoint; 10 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: Volleys of 1 to 10 missiles per attack.
- Payload: Three per hardpoint; up to 30 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 60 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.
- ALQ-192 ELECTRONIC WARFARE JAMMING MODULES
- Primary Purpose: Electronic Jamming
- Range: 100 miles
- Space Requirement: A full set of modules requires four
hardpoints for mounting.
- Mega-damage Capacity: 50 MDC per module
- Effects: When activated, radio communcations, radars, and
electromagnetic sensors are reduced in range by 95%. Laser
communications and light-based sensors are unaffected by jamming.
- HAND TO HAND COMBAT: If necessary, the pilot of the VA-3 can
engage in melee combat rather than use a weapon. Although not designed for
hand-to-hand combat, the Invader is fairly powerful and can do significant
damage if it connects.
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: 2D6 M.D.
- Kick: 1D6 M.D.
- Leap Kick: 2D6 M.D.
- Body Flip/Throw: 1D6 M.D.
- Body Block/Tackle: 2D6 M.D.
- Stomp: 1D6 M.D. (only effective against small objects)
STANDARD EQUIPMENT FOR THE VA-3:
- AUTO-PILOT: The VA-3 is equipped with a computerized auto-pilot.
Although not as complex as those equipped on some other VFs, it can be
reasonably trusted to get the fighter from point A to point B safely. 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.
- COMBAT COMPUTER W/HUD DISPLAYS: The VA-3 is equipped with a
combat computer that can store and analyze data during combat with hostile
forces. The cockpit of the Invader has several HUD displays allowing the
computer 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
2,000 images stored in memory. The computer can identify and track up to 50
targets simultaneously.
- EJECTION SEAT: The cockpit of the VA-3 is equipped with a zero/zero
ejection seat, meaning that the pilot can eject from his mecha even if the
craft is standing still. The pilot can eject in either fighter or soldier
mode (exits out the top of the mecha in soldier mode), and the ejection seat
is equipped with a parachute to land the pilot safely after a bail-out. The
ejection seat also contains an emergency life support system that can
support the pilot for up to 4 hours in a vacuum (assuming the pilot is
wearing a sealed flight suit.
- 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 ejection seat of the VA-3 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 100 miles (160 km). Most
UN Spacy ships and variable fighters can locate and track homing signals,
and the onboard computers will automatically notify their pilots if such a
signal is detected.
- LASER TARGETING SYSTEM: Range: 80 miles (128 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: (VA-3B only) 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: (VA-3B only) 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: TELESCOPIC VISION: Range: 4000 feet (1220 m). A visual
magnification system that can focus and magnify images up to 4000 feet away.
- OPTICS: THERMAL IMAGER: (VA-3B only) 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 VA-3'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). Assuming most of the Invader's ordinance has been ejected
beforehand, 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 VA-3'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 INVADER VF 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 on initiative.
- +1 to strike.
- +1 to parry
- +1 to dodge in soldier mode, +3 in gerwalk, +5 in jet mode.
- +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 VA-3 INVADER COMBAT TRAINING
- Advanced training for pilots specializing in the VA-3.
- 3 attacks per melee (plus those of the pilot).
- Add one additional action/attack at levels three, six, eleven, and
fifteen.
- +2 on initiative.
- +2 to strike
- +2 to parry
- +2 to dodge in solder mode, +4 in gerwalk, +6 in jet mode.
- +2 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 - 2D6 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

