

The following material is an adaptation of mecha from MACROSS PLUS and
MACROSS 7, both sequels to the original Japanese MACROSS TV series (which became
Robotech here 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 me and do not
claim that it is your own work. Comments and suggestions are welcome.
VF-11 "THUNDERBOLT"
FULL-ARMOR VARIANT
(Version 1.3
- 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 VF-11 Full-Armor Thunderbolt is a heavy-armor variant of the
traditional VF-11 Thunderbolt. Like the
original VF-1 Valkyrie, the VF-11 can be outfitted with a special package that
consists of an additional 16 tons of armor and weapon systems. Any VF-11 can
be outfitted with the heavy armor package with the exception of custom
variants like the VF-11D Jamming Bird and
VF-11 MAX-L Kai Sound Force variants.
In practice full-armor VF-11s are usually reserved for heavy assaults or
coordinated strikes against large fleets of enemy fighters and spacecraft.
While the armor additions do provide the fighter with a staggering amount of
firepower, the extra weight greatly reduces maneuverability, especially in a
planetary atmosphere. In addition, the VF-11 is unable to transform into
Gerwalk or Fighter while encased in the armor, and thus the craft is unable to
benefit from the versatility of three different modes of operation. To
partially compensate for this the armor has a "blow-away" option where it can
be instantly ejected from the mecha when damaged or depleted, allowing the
VF-11 to function thereafter as a normal Thunderbolt VF.
Usually only a small amount of VF-11s for any UN Spacy force are converted to
full-armor variants, perhaps amounting to only 5% of the unit's total force.
RPG STATS
- Vehicle Type:
- Any VF-11 can be converted into a full-armor VF-11 except for custom types
such as the VF-11D Custom and
VF-11 MAX-L Kai.
- Class: Heavy Assault Fighter
Manufacturer: Shinsei Industries
Crew: One pilot wearing Tactical Life Support System
MDC BY LOCATION:
Head Laser 30
(1) Head 75
Hands (2) 50 each
Arms (2) 100 each
(3) Extra Armor (2) 80 each
Legs & Thrusters (2) 200 each
(3) Extra Armor (2) 120 each
(2) Main Body 300
(3) Extra Armor 150
Canard Forward Wings (2) 30 each
Main Wings (2) 120 each
Tails (2) 50 each
(3) Engine Booster Pods (2) 120 each
Multipurpose Gun Pod 100
(3) Missile Shoulder Mounts (2) 100 each
(3) Shoulder Cannons (2) 50 each
(3) Heavy Anti-Projectile Shield 250
Reinforced Pilot Compartment/Escape Pod 150
NOTES:
- Destroying the head of the VF will knock out the mecha's major
sensor systems, including all of the optics systems (infrared, nightvision,
thermal). Radar and communications will be unaffected.
- 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.
- Parts of the heavy-armor system. When a full-armor VF-11 is hit, deduct
damage from these sections first before going to the main body or
corresponding section. If the pilot ejects the heavy armor from the VF-11
then these sections are removed.
NOTE: After the heavy armor is ejected, stats for the standard VF-11 Thunderbolt should be used to determine mecha
performance.
SPEEDS:
- RUNNING, SOLDIER CONFIGURATION:
- 63 mph (101 kmph)
- LEAPING, SOLDIER CONFIGURATION:
- 21 ft (6.3 m) high or 35 ft (10.6 m) long without thrusters.
- FLYING, SOLDIER CONFIGURATION:
- 147 mph (235 kmph) maximum speed limit in an Earth-like atmosphere. Can
also hover in place indefinitely. Max altitude of 20,000 meters without
rocket booster assistance. Maximum rate of ascent is 12,000
meters/minute. G limits are +22 to -14.5 standard Earth gravities.
- MAX ENGINE THRUST:
- 28,000 kg x2 from main engines plus 15,000 kg x2 from heavy armor booster
units.
STATISTICAL DATA:
HEIGHT: 45.47 ft (14.21 m)
WIDTH: 20.95 ft (6.54 m) at shoulders
LENGTH: 12.76 ft (3.99 m) in soldier configuration.
WEIGHT: 20.5 tons at full load.
- PHYSICAL STRENGTH: Equal to a P.S. of 50
CARGO: Small compartment behind pilot's seat for personal
belongings.
POWER PLANT:
- Two Shinsei Industries/Pratt & Whitney/Rolls Royce FF-2025G
thermonuclear turbine engines. Several additional Pratt & Whitney HMM-
5B high-maneuverability vernier thrusters for additional mobility are
mounted at key positions along the mecha's hull. Additional paired super
booster units added as part of the heavy armor option.
- COMPATIBLE FAST PACKS: None
WEAPON SYSTEMS:
- XS-06 HEAVY GUN POD: Designed and built by Three Star Heavy
Industries, this immense weapon is designed specifically for use with
the full armor variant of the VF-11 Thunderbolt. The gun can also be used
by standard VF-11 Thunderbolts but must be held in soldier or gerwalk mode;
the weapon is FAR too large to be carried on the underside of a VF in
fighter mode. In addition, no spare clips are carried for the XS-06, as
additional clips are too large to store anywhere on the mecha. One XS-06
is issued for each VF-11 Full Armor Thunderbolt.
- PRIMARY PURPOSE: Assault
- SECONDARY PURPOSE: Anti-mecha
- RANGE: 5000 feet (1500 m)
- DAMAGE: Does 1D6x10 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: 600 rounds per clip equals 60 short bursts, 30 long
bursts, or 15 full melee bursts. Once the gun pod is out of ammo it
must be reloaded back at base. NO spare clips can be carried for the
XS-06.
- ANTI-AIRCRAFT PULSE LASER: The VF-11 mounts a single pulse laser
for use in air combat skirmishes and for defensive purposes. The laser is
mounted on the head of the mecha in soldier mode, and is located in
the central dorsal section of the main body pointed rearward in fighter
and gerwalk modes. The laser can only fire to the REAR of the fighter
in these modes; it cannot be turned to fire along another arc.
- PRIMARY PURPOSE: Anti-aircraft
- SECONDARY PURPOSE: Anti-missile/defensive
- RANGE: 4000 feet (1200 m)
- DAMAGE: 2D4 M.D.
- 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.
- MISSILE LAUNCHER PODS (8): The extra super booster units for the
heavy armor version of the VF-11 Thunderbolt also contain 8 rapid-fire
missile launcher units (4 per booster unit). Each unit contains 4 short-
range missiles for a total of 32 SRMs. Each launcher can fire 2 missiles
per melee round, so a volley of up to 16 missiles can be fired in a single
melee. Armor-piercing SRMs are standard issue, but others can be mounted
if desired.
- PRIMARY PURPOSE: Assault
- MISSILE TYPES: Any type of standard UN Spacy
Short Range Missile
can be used.
- RANGE: Varies with missile type; typically 5 miles (8 km).
- DAMAGE: Varies with missile type; typically 1D6x10 M.D.
- RATE OF FIRE: Volleys of 1 to 16 missiles. One volley
counts as one attack.
- PAYLOAD: 4 missiles per launcher; 32 total.
- HEAVY ARMOR BEAM CANNONS (2): The add-on heavy
armor shoulder sections for the VF-11 come with two dual-barrel beam
cannons for additional heavy firepower. These cannons have only a limited
area of fire and can only fire to the front or the rear of the mecha (not
the sides).
- PRIMARY PURPOSE: Heavy Assault
- SECONDARY PURPOSE: Anti-mecha
- RANGE: 4000 feet (1200 m)
- DAMAGE: Does 1D4x10 M.D. per barrel, or 2D4x10 M.D. for a dual-
barrel burst. Barrels are usually fired together.
- RATE OF FIRE: Equal to the number of combined attacks of the
pilot.
- PAYLOAD: External power capacitors contain enough power for 20
single-barrel shots per cannon, or 10 dual-barrel shots per cannon.
- HEAVY ARMOR MISSILE LAUNCHERS: The add-on heavy
armor for the VF-11 also contains MANY short-range missiles for use against
large numbers of opponents or capital ships. These missiles are concealed
by armored plates, which flip up seconds before the missiles are fired.
Armor-piercing SRMs are ususally used for ALL missiles, but mixes are
possible if desired.
- PRIMARY PURPOSE: Heavy Assault
- SECONDARY PURPOSE: Anti-warship
- MISSILE TYPES: Any type of standard UN Spacy
Short Range Missile
can be used.
- RANGE: Varies with missile type; typically 5 miles (8 km).
- DAMAGE: Varies with missile type; typically 1D6x10 M.D.
- RATE OF FIRE: Volleys of any number of missiles up to 20
missiles per attack. ALL missiles (!) can be fired in a single combat
round if the player forefits all of his other attacks.
- PAYLOAD:
- 15 missiles per shoulder launcher unit
- 10 missiles per chest launcher unit
- 3 missiles per hip launcher unit
- 3 missiles per arm launcher unit
- 20 missiles per leg launcher unit
- 102 MISSILES TOTAL (!)
- WING HARD POINTS: The wing hard points of the VF-11
cannot be used to carry missiles while the Thunderbolt is
wearing the heavy armor modules.
- HAND TO HAND COMBAT: If necessary, the pilot of the VF-11 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: 1D4 M.D.
- Full Strength Punch: 2D6 M.D.
- "Booster" Punch: 3D6 M.D. (counts as two attacks)
- Tear or Pry with Hands: 1D6 M.D.
- Kick: 1D6 M.D.
- Leap Kick: 2D6 M.D.
- Body Flip/Throw: 1D4 M.D.
- Body Block/Tackle: 1D6 M.D.
- Stomp: 1D6 M.D. (only effective against small objects)
STANDARD EQUIPMENT FOR THE VF-11:
- AUTO-PILOT: The VF-11 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-11 is equipped with a
combat computer that can store and analyze data during combat with hostile
forces. The entire cockpit canopy of the VF-11 is a large HUD display,
which allows 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 10,000 images stored in memory. The computer can
identify and track up to 250 targets simultaneously.
- ESCAPE POD: The entire reinforced cockpit of the VF-11 is a
detachable escape pod that can be jettisoned when the mecha is destroyed.
The ejected cockpit does not contain thrusters, but does contain a powerful
locator beacon and an integrated life support system that can support the
pilot for up to 24 hours after ejection. The pod is also equipped with
parachutes in case of ejection in an atmosphere. The combat computer is
programmed to automatically eject the escape pod if the mecha is
destroyed (main body MDC reduced to 0), but this can be overridden if the
pilot 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.
- HEAVY ANTI-PROJECTILE SHIELD: The full-armor version of the VF-11
is equipped with an external heavy shield on the left arm of the mecha.
On a successful parry the shield can be used to block missiles or
projectiles, thus protecting the main body from harm. Although constructed
of super-strong materials, the shield is NOT regenerable and must be ejected
once its MDC is depleted.
- HOMING SIGNAL: The escape pod of the VF-11 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 homing signals,
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: 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-11'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. 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 VF-11'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 THUNDERBOLT 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 VF-11 THUNDERBOLT COMBAT TRAINING
- Advanced training for pilots specializing in the VF-11.
- 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
- +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

