

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-11D "JAMMING BIRD"
CUSTOM THUNDERBOLT VARIANT
(Version 1.2
- 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
In September of 2045 as the Macross 7/Varuta war continued to escalate in
intensity Dr. Chiba of the Macross 7 colony mission perfected his Sound
Energy Hypothesis and the concept of Spiritia as a weapon for combatting
the Protodeviln and their Varuta servants. Shortly after this discovery Dr.
Chiba developed the Sound Energy System and proposed the creation of
Sound Force, a trio of specially designed VFs piloted by the members of
the rock band Fire Bomber. Although initially ridiculed by the Macross 7
military, Sound Force proved its worth in subsequent battles against the newly
awakened protodeviln Gavil, Glavil, and Valgo. Realizing the potential of the
Sound Energy System, Colonel Burton of the Macross 7 military proposed the
formation of a second special unit utilizing spiritia technology in a more
militaristic manner. Burton received authorization for his project,
code-named Jamming Birds.
Under Colonel Burton's direction, Three Star Industries produced a new
variation of the VF-11D Two-Seater Thunderbolt
for the project. The new variable fighter was named the VF-11D
"Jamming Bird" variant and combined the benefits of new SES technology with a
proven military aircraft design. Based on the two-seater version of the
Thunderbolt, the VF-11D Custom holds a military pilot and a passenger who
concentrates on using the SES and his/her own spiritia powers to maximum
effect. In addition to the SES systems, the Jamming Bird variant has a
greater emphasis on defensive measures, with increased armor around the chest
and main fuselage, and a pinpoint barrier system identical to the one used on
the VF-19 Excalibur. The VF-11D Custom comes
standard with modified FAST Super Booster Units, which provide additional
thrust and space for the SES systems. Like standard FAST systems, these
thrusters can be ejected if damaged, but this will render the Sound Energy
System inoperable. Although the Jamming Bird variant has greater thrust than
a standard VF-11, the increased drag of the extra armor and FAST packs lowers
the overall speed of the variable fighter in an atmosphere. In an effort to
compensate for this, the VF-11D was given longer canard wings and more
thrusters to increase maneuverability.
The VF-11D Custom is actually an ideal mecha for spiritia combat. Having two
crew allows the pilot to concentrate on flying the plane and defending against
Varuta fighters, while the passenger is free to concentrate on using the SES
to combat the Protodeviln and disrupt Varuta brainwashing of captured pilots.
Unfortunately Colonel Burton made a critical mistake when choosing the members
of the Jamming Birds. In order to try to maximize the "spiritia combat
ability" of the team, Burton held a talent/beauty contest aboard the Macross 7
to find the best singers capable of generating the most emotion (and
therefore, theoretically, the most spiritia energy). Unfortunately, the six
finalists selected had no combat experience and were too frightened during
battles to use the SES to any noticable effect. Rather than admit defeat,
Burton began a rigorous training program for the pilots and passengers of the
Jamming Bird squadron in order to "toughen them up" and improve their courage
and confidence. Despite the training the Jamming Birds did not become an
effective fighting unit until the final battles of the Macross 7/Varuta war.
The Jamming Bird variant was never mass-produced as intended during the war.
Only 20 craft were produced by Three Star Industries, and only one squad of
six fighters was actually used by the Macross 7 forces. However the designs
for the fighter were transmitted to UN Spacy headquarters and then in turn
relayed to all colinization fleets and UN bases in the galaxy. Therefore it
is quite possible that the Jamming Birds will become a standard of UN Spacy
forces everywhere, combatting the Protodeviln and other alien forces with the
rediscovered powers of Spiritia.
RPG STATS
- Vehicle Types:
- VF-11D Jamming Bird Custom: Custom version produced on board the
- Macross 7 colony fleet. Contains sound energy technology.
- Class: Custom Tactical Variable Fighter
Manufacturer: Shinsei Industries/Three Star Industries/Macross 7
Development Staff
Crew: One pilot wearing Tactical Life Support System, plus one passenger in
custom-fitted
- flight suit and additional life support bubble.
MDC BY LOCATION:
Head Laser 35
(1) Head 90
Hands (2) 50 each
Arms (2) 100 each
Legs & Thrusters (2) 250 each
(2) Main Body 350
Canard Forward Wings (2) 45 each
Main Wings (2) 120 each
Tails (2, concealed below super boosters) 50 each
(3) Integrated FAST Super Booster Pods (2) 150 each
Multipurpose Gun Pod 100
Anti-Projectile Shield 150
(4) Pinpoint Barrier Shield 100
Reinforced Pilot Compartment/Escape Pod 200
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.
- Destroying one or both of the FAST boosters will disable the Jamming Bird's
sound energy system and spiritia projectors.
- The pinpoint barrier shield regenerates at a rate of 50 MDC per round.
Even if completely destroyed the shield will regenerate within 2 melee rounds.
The shield is usually generated on the right arm of the Jamming Bird.
SPEEDS:
- RUNNING, SOLDIER CONFIGURATION:
- 90 mph (144 kmph)
- LEAPING, SOLDIER CONFIGURATION:
- 30 ft (9 m) high or 50 ft (15.2 m) long without thrusters.
- FLYING, SOLDIER CONFIGURATION:
- 300 mph (480 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 2.8+ (1876 mph/3002 kmph) max speed at 10,000 meters or less above
sea level. Mach 4.5+ (3015 mph/4824 kmph) max speed at 10,000-42,000
meters above sea level. Additional rocket boosters make the VF-11D
Custom transatmospheric and able to achieve orbit over an earth-like
planet under its own power. Maximum rate of ascent is 24,800
meters/minute. G limits are +22.5 to -15.0 standard Earth gravities.
- MAX ENGINE THRUST:
- 31,700 kg x2 from main engines, plus 15,000 kg x2 from FAST super
booster units.
STATISTICAL DATA:
- HEIGHT:
- 41.34 ft (12.92 m) in soldier configuration.
- 22.05 ft (6.89 m) in gerwalk configuration.
- 15.39 ft (4.81 m) in fighter configuration.
- WIDTH:
- 17.46 ft (5.45 m) at shoulders in soldier configuration.
- 35.84 ft (11.20 m) in gerwalk or fighter configuration with wings
at maximum extension.
- LENGTH:
- 11.17 ft (3.49 m) in soldier configuration.
- 28.54 ft (8.92 m) in gerwalk configuration.
- 51.26 ft (16.02 m) in fighter configuration.
- WEIGHT:
- 11,200 kg.
- PHYSICAL STRENGTH:
- Equal to a P.S. of 50
- CARGO:
- Small compartment behind pilot's and passenger's seats for personal
belongings.
- POWER PLANT:
- Two Shinsei Industries/Pratt & Whitney/Rolls Royce FF-2025S
thermonuclear turbine engines. Several additional Pratt & Whitney HMM-
7 high-maneuverability vernier thrusters for additional mobility are
mounted at key positions along the mecha's hull. Additional super booster
units are standard issue for the VF-11D Custom.
- COMPATIBLE FAST PACKS:
- Specifically designed for
NR-BP-19-SES and
NP-FB-19 FAST modules.
WEAPON SYSTEMS:
- ANTI-AIRCRAFT PULSE LASER: The VF-11D 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.
- MULTIPURPOSE GUN POD: Like the standard VF-11, the Jamming Bird
Custom uses a gun pod similar to the old GU-11 used by the VF-1 Valkyries.
Since the VF-11D is not intended to engage the enemy in close combat, the
gun pod is typically NOT equipped with the mecha-sized bayonet featured on
other VF-11 Thunderbolts.
- PRIMARY PURPOSE: Assault
- SECONDARY PURPOSE: Anti-mecha
- RANGE: 4000 feet (1200 m)
- DAMAGE: Does 4D6 M.D. for a short burst, 1D6x10 M.D. for a long
burst, or 2D6x10 M.D. for a full melee burst.
- RATE OF FIRE: Equal to the number of combined attacks of the
pilot.
- PAYLOAD: 400 rounds per clip equals 40 short bursts, 20 long
bursts, or 10 full melee bursts. Additional ammo clips can be inserted,
but exchanging clips requires 2 melee actions. Two spare clips are
stored behind the anti-projectile shield.
- MISSILE LAUNCHER PODS (4): The FAST super boosters for the VF-11D
Custom contain 4 rapid-fire missile launcher units (2 per booster unit).
Each unit contains 10 short-range missiles, for a total of 40 SRMs. Each
launcher can fire 2 missiles per melee round, so a volley of up to 8
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, 2, 4, or 8 missiles. One volley
counts as one attack.
- PAYLOAD: 10 missiles per launcher; 40 total.
- HOWARD PBS-03F PIN-POINT BARRIER SYSTEM:
With the exception of the VF-11MAXL Kai, the VF-11D Custom is the only
version of the Thunderbolt currently equipped with the new mecha-scale
pinpoint barrier system. The system can generate a single pinpoint barrier
that can be moved anywhere on the mecha and used as a shield against
incoming attacks. The barrier provides 100 MDC of protection, and
regenerates at a rate of 50 MDC per round when damaged. Even if destroyed
by combined attacks, the shield will regenerate itself within 2 rounds. In
order to use the shield, the pilot must make a successful parry roll to
intercept an incoming attack.
- Primary Purpose: Defense
- Protection: 100 MDC total
- Regeneration Rate: 50 MDC per round.
- Size: The barrier can be up to 10 ft (3 m) in diameter.
- Duration: Unlimited.
- CHAFF/FLARE DISPENSERS: The external propellant tanks for the super
boosters also contain one chaff and one flare dispenser each, which are
mounted on the legs of the mecha. The chaff decoys confuse radar images to
divert radar-guided missiles, while the flare decoys provide a brilliant
infrared images to try and draw heat seeking missiles away from the mecha.
Each chaff or flare fired provides a bonus of +2 to dodge the particular
type of missile it is designed to counter, and the bonuses are
cumulative with multiple decoys. (2 decoys = +4 to dodge, 3 decoys = +6,
etc.) The bonuses are not cross-cumulative, though; you cannot confuse
a heat-seeking missile with a chaff decoy. Each dispenser carries 10 chaff
and 10 flare decoys each, for a total of 20 of each type of decoy.
- HAND TO HAND COMBAT: If necessary, the pilot of the VF-11D 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. Because the
VF-11D Custom is intended as a support mecha and contains civilian
volunteers it rarely engages in hand to hand combat if it can be avoided.
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-11D CUSTOM:
- ANTI-PROJECTILE SHIELD: A new addition to modern VFs, the
VF-11D is equipped with an external shield that is mounted on the central
rear dorsal section of the mecha in fighter mode, and on the left arm in
soldier and gerwalk modes. On a successful parry in soldier or gerwalk
mode, 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.
- AUTO-PILOT: The VF-11D 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-11D is equipped with a
combat computer that can store and analyze data during combat with hostile
forces. The entire cockpit canopy of the VF-11D 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-11D 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 escape pod contains
both the pilot's seat and the passenger's support bubble (see below). 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.
- HOLOGRAPHIC PROJECTORS:
The FAST super boosters of the VF-11D custom have built-in holographic
projectors. Primarily designed for impressive stage pyrotechnics, the
projectors aren't powerful enough to project coherent images or "cloak" the
mecha to hide it from view. However, they can be used to "dazzle" an enemy
pilot temporarily. When used, any enemies looking directly at the Jamming
Bird suffer a -3 to initiative and to hit rolls for one round; after that,
they will accustom themselves to the display and no longer be affected.
- HOMING SIGNAL: The escape pod of the VF-11D 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.
- 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.
- PASSENGER SUPPORT BUBBLE: In addition to the pilot, the VF-11D
Custom is designed to provide support for one passenger, usually a singer
who has some experience with Spiritia powers. The passenger wears a custom-
fitted life support suit (not as good as a pilot's flight suit, but provides
air for up to 12 hours in a vaccuum. In addition, the passenger sits in a
life support bubble that provides a final level of protection in case of
damage to the cockpit. The passenger in the support bubble has sole control
over the Sound Energy System and all spiritia attack and defense systems.
However, the passenger has no auxiliary flight controls and no way to
control the VF if the pilot is incapacitated. If the pilot's
lifesigns are terminated the combat computer is programmed to automatically
eject the passenger support bubble, which can then be recovered by friendly
forces.
- 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 Jamming Bird'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.
- SOUND ENERGY SYSTEM:
The Jamming Bird VF is equipped with Dr. Chiba's Sound Energy System
(SES). The system focuses the passenger's spiritia energy and potentially
use it for attack or defense. The SES allows the passenger of the Jamming
Bird to conduct spiritia attacks and defenses as outlined in the Spiritia
RPG rules (coming soon), provided the character has Spiritia
skills. Consult the Spiritia rules for a full explanation of these powers
and their effects.
- STANDARD SURVIVAL KIT: The VF-11D Custom comes equipped with two
portable survival kits, one for the pilot and one for the passenger. Inside
each 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.)
- STEREO LOUDSPEAKERS:
Two special loudspeakers are built into the FAST super boosters on the back
of the mecha, which can be used to amplify the pilot's or passenger's voice
up to 300 decibels. The loudspeakers are normally used to project music
during combat.
- 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. This life support system is independent of the passenger's
support bubble.
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 "JAMMING BIRD" 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

