

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.
YF-21 ADVANCED VARIABLE
FIGHTER PROTOTYPE
(Version 2.1
- Last Updated: Friday, 18-Jan-08 02:59:02 PST)
RPG Stats by DAVE DEITRICH
(deitrich@mcs.net)
Background info provided by the
MACROSS ONLINE COMPENDIUM
BACKGROUND
The YF-21 Advanced Variable Fighter (AVF) Prototype was designed
and built in 2039 by General Galaxy as their entry for the Project Super
Nova design contest. Project Super Nova was sponsored by the UN Spacy to
develop the next generation variable fighter that would replace the aging
VF-11 Thunderbolt as the main variable fighter for
terran military forces. The YF-21 was one of two designs selected for the
final competition at the New Edwards Flight Center on planet Eden; the other
design being the YF-19 AVF designed by
Yang Neumann of Shinsei Industries.
Unlike the more traditionally designed YF-19, the YF-21 is literally a
showcase of leading-edge combat technology. Many of fighter's systems
are advanced prototypes, which gives the YF-21 a definite edge in terms of
technology. The fighter also includes a significant amount of Zentraedi
overtechnology in its flight systems, including a revised version of the
inertia vector control system used in the Quimeliquola Quaedlunn-Rau
(Female Combat Armor) battlesuit. The alien technology gives the YF-21 a
strong resemblance to Zentraedi battlesuits in soldier mode. The AVF is
also equipped with many cutting-edge human technology systems, including a
revolutionary active stealth system that can absorb radar and other sensor
waves, rendering the fighter invisible to most electromagnetic sensor systems.
However the most advanced systems in the YF-21 AVF are the Brainwave Control
System (BCS) and Brain Direct Imaging (BDI) system. The BCS allows the pilot
to control all functions of the aircraft literally with his thoughts, while
the BDI feeds sensor data directly into the pilot's mind, providing far
more information than traditional HMD (head-mounted display) or HUD (heads-up
display) systems are capable of. When used together, these two systems allow
the pilot to sense and react to situations with the speed of thought while
flying the YF-21. The new systems require some time to get accustomed to,
however, and only certain disciplined pilots are able to use them to their
full potential. In addition, these systems have occasionally exhibited
feedback and control problems with some pilots, including chief test
pilot Guld Boa Bowman.
Two prototypes of the YF-21 were constructed, with the first one having a
conventional flight control system and the second one equipped with the BCS
and BDI systems. YF-21 Prototype No. 2 and its pilot, Chief Bowman, were
invited to the New Edwards Flight Center on planet Eden for final testing. At
first, the YF-21 (codenamed "Omega One") performed flawlessly, but then began
to develop problems due to incompatibilities between Chief Bowmann and the
BCS/BDI systems. Later during a impromptu duel between the YF-19 and YF-21 the
YF-21's right arm was torn off and the YF-19 was severely damaged by a
discharge from its own GU-15 gun pod. This disaster made the UN Spacy
high command nervous, prompting them to halt Project Super Nova and approve the
newly-developed Ghost X-9 Unmanned Fighter as
its replacement for the VF-11.
Unsatisfied by the program's cancellation, Lt. Isamu Dyson and Yang
Neumann stole the YF-19 and its fold booster and made an unauthorized fold
from Eden to Earth. Chief Bowman was ordered to pursue in the YF-21, which
at the time was the only aircraft capable of keeping up with the hijacked
YF-19. The two prototypes engaged in a final combat during the Macross
30th Anniversary Celebration on Earth, but their grudge match was
interrupted when the newly-awakened AI system for popular rock star Sharon
Apple took control of Earth's computer systems and enslaved the entire
populace via holographic hypnosis. Lt. Dyson and Chief Bowman overcame their
differences and banded together to stop Sharon, and the YF-21 engaged the
prototype Ghost X-9 in combat while the YF-19 confronted the AI at the SDF-01
Macross. In order to stop the Ghost and give Dyson more time, Bowman rammed
the X-9 with the YF-21, which stopped the renegade prototype at the cost of
his own life. Because of this sacrifice Lt. Dyson in the YF-19 was able to
destroy the Sharon Apple AI, ending the crisis.
After the smoke from the Sharon Apple incident cleared the YF-19 was declared
the winner of Project Super Nova, and was put into production with the
intention of replacing the VF-11 Thunderbolt. However the loss of the YF-21
did not discourage General Galaxy, and two years later the company released
the VF-22 Sturmvogel II, an advanced combat
aircraft based on the YF-21 prototype. Although the VF-22 did not include
the controversial BDI and BCS control systems of the second YF-21 prototype,
it proved to be an extremely able aircraft and was purchased by the UN Spacy
on a limited basis as a special forces fighter.
RPG STATS
- Vehicle Type:
- YF-21 No. 1 (Initial Prototype; used conventional Variable Fighter flight control
systems)
- YF-21 No. 2 (Second Prototype; included BCS and BDI control systems. Was
accepted for Project Super Nova contest, callsign "Omega One")
- Class: Advanced Variable Fighter (Prototype)
Manufacturer: General Galaxy
Crew: One pilot wearing Tactical Life Support System.
MDC BY LOCATION:
Head Pulse Laser 30
(1) Head 120
Hands (2) 50 each
Arms (2) 125 each
Shoulders (2) 100 each
Legs & Thrusters (2) 175 each
(2) Main Body 375
Main Wings (2) 175 each
Tails/Arm Shields (2) 75 each
Stealth Gun Pods (2) 120 each
(3) Pinpoint Barrier Shield 100
Reinforced Pilot Compartment/Escape Pod 150
NOTES:
- Destroying the head of the YF-21 will knock out the mecha's main sensor
systems, including all of the optics systems (infrared, nightvision, thermal).
Backup sensor systems will provide standard vision for the pilot using the
BDI system. 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 YF-21's main computer.
- The pinpoint barrier shield regenerates at a rate of 50 MDC per round.
Even if completely destroyed the shield will regenerate to full strength
within 2 melee rounds. The shield is usually generated on the right or left
arm of the YF-21.
SPEEDS:
- RUNNING, SOLDIER CONFIGURATION:
- 120 mph (192 kmph)
- LEAPING, SOLDIER CONFIGURATION:
- 50 ft (15 m) high or 70 ft (21 m) long without thrusters.
- 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:
- Mach 3.5+ (2345 mph/3572 kmph) max speed at 10,000 meters or less above
sea level. Mach 5.06+ (3390 mph/5085 kmph) max speed at 10,000-30,000
meters above sea level. Mach 25+ (16,750 mph/25,515 kmph) max speed at
30,000+ meters above sea level, for a maximum of 5 seconds. Cruising
speed is usually Mach 5-6. The YF-21 can vary the configuration of its
wings and control surfaces to provide greater speed or control as the
situation requires. The YF-21 is capable of achieving orbit
over an Earth-class planet without additional rocket assistance.
Maximum rate of ascent is 61,500 meters/minute. G limits are +32.5 to
-17.2 Earth gravities.
- MAX ENGINE THRUST:
- 41,200 kg x2 in an atmosphere, 65,200 kg x2 in space. The maximum thrust
is automatically limited in an atmosphere due to coolant problems with the
optional air intake systems for the engines.
STATISTICAL DATA:
- HEIGHT:
- 48.70 ft (15.22 m) in soldier configuration.
- 25.98 ft (8.12 m) in gerwalk configuration.
- 12.93 ft (4.04 m) in fighter configuration.
- WIDTH:
- 22.12 ft (6.91 m) at shoulders in soldier configuration.
- 49.15 ft (15.36 m) in gerwalk or fighter configuration with wings
at maximum extension.
- LENGTH:
- 13.54 ft (4.23 m) in soldier configuration.
- 45.15 ft (14.11 m) in gerwalk configuration.
- 62.78 ft (19.62 m) in fighter configuration.
- WEIGHT:
- 9550 kg empty. Maximum takeoff weight in an atmosphere is 39,207 kg,
and maximum weight in space with optional fold booster is 48,305 kg
(weights beyond that exceed theoretical safe limit for fold booster).
- PHYSICAL STRENGTH:
- Equal to a P.S. of 60
- CARGO:
- Small compartment behind pilot's seat for personal belongings.
- POWER PLANT:
- Two 65,200 kg Shinnakasu Industry/Pratt & Whitney/Rolls Royce FF-2450B
thermonuclear turbine engines, designed for dual atmosphere/space use
with optional concealed trapezoidal air intakes for use in an Earth-type
atmosphere. Two 3-dimensional independentent convergent/divergent
exhaust are equipped on the FF-2450B for greater maneuverability and
V/STOL performance. In addition, several Pratt & Whitney HMM-6J
high-maneuverability vernier thrusters are mounted on the wingtips,
vertical stabilizers, nose, and other key locations for added performance.
Additional thruster options include an external fold generator developed
for use with Project Super Nova.
- COMPATIBLE FAST PACKS:
- Dorsal:
NR-BP-19,
NR-BP-19-SES
- Special:
NR-ARFB-Y2
WEAPON SYSTEMS:
- ERLIKON AAB-7.5 AIR-TO-AIR LASER GUN:
The YF-21 mounts a single 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 forward 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: 1D6 M.D.
- RATE OF FIRE: The laser can be fired up to 4 times per round.
In addition, the laser can be fired in a continuous beam for cutting
purposes. When used this way, the weapon does 1D6x10 M.D. per round,
but cannot be used against moving targets.
- PAYLOAD: Effectively Unlimited.
- MAULER REB-22 LASER GUNS:
Two semi-fixed laser gun clusters are mounted in the arms the YF-21. Like
the VF-17 Nightmare the arm lasers have two exit
ports (one pointing each direction) and thus can fire either to the front or
the rear of the mecha in any mode. In fighter mode the lasers can only be
aimed along the front or rear arc of the aircraft (max angle is about 30
degrees in any direction from the centerline of the fighter) but in
gerwalk/soldier they can be aimed in any direction by moving the mecha's arms.
- PRIMARY PURPOSE: Anti-mecha
- SECONDARY PURPOSE: Anti-aircraft
- RANGE: 4000 feet (1200 m)
- DAMAGE: 1D4x10 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.
- BIFORS BML-02S ALL-ENVIRONMENT RAPID-FIRE MICRO-MISSILE CLUSTERS:
The YF-21 is armed with four internal BML-02S missile launchers that were
built exclusively for the mecha design. The launchers are mounted in the
forward dorsal section of the craft and have exit ports on the wings to
either side of the engine nacelles. Any type of UN Spacy
mini-missiles can be used by
the launchers, including the recently developed
high-maneuverability mini-missiles
(see YF-19 stats for details). Armor-piercing
MMs are standard issue, however.
- PRIMARY PURPOSE: Assault
- MISSILE TYPES: Any type of UN Spacy
Mini Missile,
including the new High Maneuverability
Mini Missiles (HMMMs).
- RANGE: Varies with missile type, typically 1 miles (1.6 km).
- DAMAGE: Varies with missile type, typically 1D4x10 M.D.
- RATE OF FIRE: Volleys of 1-4 missiles (remember that one volley
counts as one attack, regardless of the number of missiles). The rate of
fire of the BML-02S launcher is equal to the pilot's combined number of
attacks.
- PAYLOAD: 12 missiles per launcher; 48 total.
- HOWARD/GENERAL DYNAMICS GV-17L GUN PODS:
For a main external weapon, the YF-21 contains TWO new stealth gatling gun
pods produced by Howard Industries and General Dynamics. These gun pods
are exclusively designed for the YF-21 and are mounted in specially
designed storage bays located on the underside of the craft in fighter
mode, similar to the gatling gun used
by the VF-17 Nightmare. In Gerwalk or Soldier modes the gun pods can be
ejected from their bays and used by one or both of the YF-21's hands. The
gun pods can fire in any mode; they fire out of a special concealed port
when stored away in Fighter mode.
Like the original GU-11 gun pod used by the VF-1
Variable Fighters, the GV-17L gun pods do NOT use clips of ammo, but instead have
a large internal supply of ammo stored in the barrel of the pod. This
allows the GV-17L to contain a larger supply of ammo and bypasses the need
to reload while in the field. Once exhausted, the gun pods can only be
reloaded by trained technicians at a supply base.
- 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: 800 rounds, equal to 80 short bursts, 40 long bursts,
or 20 full melee bursts. Once depleted, the gun must be reloaded by a
service technician at a UN Spacy base or starship.
- WING HARD POINTS:
The YF-21 has four fixed hard points (two per wing) which can be used to
hold a variety of different ordinance payloads, including long, medium, or
short range missiles, or even the new medium-range high-maneuverability
(MRHM) missiles. One long range, one MRHM, 3 medium range, or 5 short
range missiles can be mounted per hardpoint. Usually long range or MRHM
missiles are used.
NOTE: Due to the location of the hard points, ALL missiles must be
fired or ejected before the YF-21 can convert into soldier mode. For
this reason the missiles mounted on the hard points are usually fired
within the first few passes of an attack.
- MEDIUM RANGE HIGH MANEUVERABILITY MISSILES
- Primary Purpose: Anti-Mecha
- Secondary Purpose: Surgical Strikes
- Mega-Damage: 2D6x10 M.D.
- Rate of Fire: One per hardpoint.
- Range: 80 miles.
- Payload: One per hardpoint; 4 maximum.
- LONG RANGE MISSILES
- Primary Purpose: Heavy Assault
- Secondary Purpose: Anti-Spacecraft
- Missile Types: Any type of standard UN Spacy
Long Range Missile
can be used.
- Range: Varies with missile type.
- Damage: Varies with missile type.
- Rate of Fire: One or two.
- Payload: One per hardpoint; 4 maximum.
- MEDIUM RANGE MISSILES
- Primary Purpose: Assault
- Secondary Purpose: Anti-Mecha
- Missile Types: Any type of standard 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 12 maximum.
- SHORT RANGE MISSILES
- Primary Purpose: Assault
- Secondary Purpose: Anti-Mecha
- Missile Types: Any type of standard UN Spacy
Short Range Missile
can be used.
- Range: Varies with missile type.
- Damage: Varies with missile type.
- Rate of Fire: 1-5 missiles per hardpoint.
- Payload: Five per hardpoint; up to 20 maximum.
- HOWARD PBS-03F PIN-POINT BARRIER SYSTEM:
The YF-21 is equipped with a new mecha-scale pinpoint barrier system for
defense. 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. Due to the tremendous power requirements of the system,
the head and wing lasers on the YF-21 cannot be used while the barrier is
in operation.
- 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.
- HAND TO HAND COMBAT:
If necessary, the YF-21 can engage in melee combat rather than use a
weapon. The new AVF 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: 2D6 M.D. (only effective against small objects)
STANDARD EQUIPMENT FOR THE YF-21:
- ACTIVE STEALTH SYSTEM: The YF-21 is equipped with a revolutionary
stealth system that when activated renders the craft almost invisible to
standard sensors such as radar. Unlike passive stealth systems like those
used by the VF-17 Nightmare or the old USAF F-117, the YF-21's stealth
system is an ACTIVE stealth system that actually bends radar waves around
the mecha rather than reflecting them. When activated, this system gives
the YF-21 a +3 on initiative and a +1 to strike at all times.
NOTE: Since the YF-21's stealth capability is a system and not a feature of
the design, it can be damaged or destroyed. Once the mecha has lost half of
its main body MDC, there is a 50% chance that the stealth system will fail
every time the main body of the craft is hit. Once the stealth system has
failed, it will not work again until repaired at a UN Spacy base.
- AUTO-PILOT: The YF-21 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.
- BRAIN CONTROL SYSTEM (BCS):
This revolutionary and experimental
system is one of the most unique abilities of the YF-21. The BCS system
allows a disciplined pilot to link his mind with the onboard computer of the
mecha, and issue control commands to it at the speed of thought. This
allows the YF-21 to move with human-like reflexes and respond with human-
like speed. Feedback for the system is transmitted back to the pilot using
the brain-direct imaging (BDI) system (see below), providing an interactive
control loop that literally makes the mecha a part of the pilot.
The disadvantage of the system is that it requires a fair amount of
concentration to use. If the pilot of the YF-21 is suddenly startled or
disturbed, he may lose control of the mecha and be unable to regain it until
he calms himself down. It requires a fairly dramatic event to startle the
pilot sufficiently, such as being physically wounded, seeing a comrade
killed in front of him, or (in Chief Bowman's case) being suddenly
confronted with a despised enemy and suffering a flashback. If startled,
the pilot must roll under his M.E. attribute on a 1D20 to keep control of
the plane. If he fails, the BCS fails and the YF-21 will freeze. In order
to regain control of the BCS, the pilot must calm himself sufficiently,
which requires another successful roll under his M.E. attribute.
NOTE: the GM may impose penalties to the above rolls if the pilot is
going through a VERY traumatic experience while flying the YF-21.
Another disadvantage of the BCS is that when uncalibrated to a specific
user, the system has a tendency to pick up stray thoughts from the pilot
and act upon them without his permission. A particularly nasty example
of this happened during the Project Super Nova tests when Chief Bowman
imagined slamming Pilot Isamu Dyson's VF-11 into the ground, and the BCS
picked up and acted on that idle thought. When properly calibrated there
is no danger of this occuring, but when an uncalibrated system is being
used by a pilot during game play, the GM should roll against the player's
M.E. whenever the player makes an idle remark about what he would like to
do with the YF-21 (even if he was just mentioning it in jest). If the GM
rolls above the player's M.E., the YF-21 will do EXACTLY what the player
mentioned, regardless of the consequences.
The cockpit of the YF-21 is equipped with a backup set of standard aircraft
controls in case the pilot looses control of the BCS and cannot re-establish
contact. Initial versions of the BCS were calibrated specifically for human
brain waves, which led to problems when the system was used by non-human
pilots such as Chief Bowmann. Zentraedi or other alien pilots using a non-
calibrated BCS system receive a +5 penalty to their rolls to keep control of
the system.
- BRAIN DIRECT IMAGING (BDI) SYSTEM:
This prototype system, along
with the BCS, allows the pilot of the YF-21 to essentially control the mecha
with his thoughts. The BDI system is extremely important to thought
control, as it provides the pilot with visual and tactile feedback from the
mecha, including things such as balance and force feedback. The BDI
essentially makes HUD (heads-up display) and HMD (head mounted display)
technology obsolete since instead of overlaying a display with computer-
generated graphics the pilot can receive direct sensory input with computer
analysis and highlights directly into his brain. In game terms, this
provides the pilot of the YF-21 with a +20% bonus to any skill rolls made to
control the mecha, a +2 bonus to dodge and a +1 bonus to strike.
The BDI system does have a drawback, however. Human (and Zentraedi) brains
were not designed to accept this type of intense input, and use of the BDI
system can lead to stress, fatigue, and headaches. Frequent use of the BDI
can even lead to stress-induced tramua-like symptoms manestifying themselves
such as sleeplessness, frequent migraines, shaky hands, cold sweats, and
short tempers/emotional problems. After each week of frequent use of the
BDI system, the pilot must roll under his P.E. stat or the character will
begin to exhibit one of the above symptoms (GMs choice). The base medical
officer can prescribe drugs to surpress the symptoms, but the only way for
the pilot to be cured is to stop using the BDI system. It is not known what
long-term use of the BDI system without breaks will do to a pilot.
NOTE: Although the cockpit of the YF-21 does NOT contain any windows
except a top-mounted radome (the BDI makes windows unnecessary,
theoretically), a backup display monitor is included for the pilot in the
event of BDI system failure. This monitor, while acceptable as an emergency
backup, is not well designed for a combat fighter, and being forced to rely
solely on it imposes a -3 penalty to hit and dodge rolls by the pilot.
- COMBAT COMPUTER: The YF-21 is equipped with a combat
computer that can store and analyze data during combat with hostile
forces. Data collected by the combat computer can be viewed by the pilot
either on standard HUD displays mounted on the cockpit viewports, or using
the new BDI system (see above). This 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.
- DETATCHABLE LIMBS:
The arms and legs of the YF-21 are detatchable, so that in the event one or
more of the limbs of the mecha are damaged they can be ejected from the main
body so as to avoid creating atmospheric drag or preventing transformation.
The YF-21's arms and legs don't contain any critical systems so the AVF's
performance will be unaffected if they are jettisoned. However, the YF-21
will not be able to hold its GV-17L gun pod in gerwalk or soldier mode if both
arms are ejected.
- ESCAPE POD:
The entire reinforced cockpit of the YF-21 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 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 YF-21 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: WIDE-SPECTRUM SENSORS:
Range: 2000 feet (610 m). This new active/passive optical system is able to
view and project light from any portion of the visible and invisible
spectrum, from infrared to ultraviolet and everything in between. Among
other things, this system allows the pilot to see in the dark or through
smoke using infrared, through water or fog using ultraviolet, and even
detect heat emissions from concealed targets. The sensors can use either an
active or passive scanning mode. In active mode, the YF-21 actually
projects a beam of light (visible or invisible) and views the reflection off
objects. In passive mode, the sensors simply receive data without emitting
light. Active mode provides more detailed pictures, but passive mode
reduces the risk of detection by IR or UV sensors. The system provides the
pilot with a bonus of +10% when tracking or trying to detect an ambush.
Results of the scans can be viewed either on HUD displays or using the BDI
system.
- 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 fighter by the enemy, the
pilot can activate the YF-21'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 YF-21'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 YF-21 FIGHTER TRAINING:
NOTE: Due to the prototype nature of the YF-21, it is highly
recommended that no player be allowed to start the game with YF-21 BDI/BCS
combat training (unless the GM is running a very unusual campaign). Untrained
pilots should get bonuses equal to Basic
Variable Fighter Combat Training when piloting the YF-21, and military pilots
with no prior YF-21 experience should get full bonuses from Advanced VF-11 Variable Fighter Combat Training.
However, this only applies to players trying to fly the YF-21 with
conventional controls; characters trying to fly a YF-21 using the BDI/BCS
systems for the first time only get Basic
Variable Fighter Combat Training bonuses regardless of their experience!
The BDI/BCS systems take immense amounts of training and discipline to be used
at maximum efficiency.
The below bonuses only apply to trained characters piloting a YF-21 using the
BDI/BCS systems. Players should only be allowed to get this training when
their characters have accumulated enough experience to acquire new skills.
Pilots trained on non-BDI/BCS versions of the YF-21 should use the bonuses for
VF-22 Sturmvogel combat training.
ADVANCED YF-21 BDI/BCS AVF COMBAT TRAINING
- Advanced training for pilots specializing in the YF-21 and
trained to take full advantage of the Brain Control System
and Brain Direct Imaging systems of the prototype.
- 4 attacks per melee (plus those of the pilot).
- Add one additional action/attack at levels two, five, seven, and
ten.
- +2 on initiative (+5 when using Active Stealth System)
- +3 to strike (+4 when using Active Stealth System)
- +4 to parry
- +3 to dodge in solder mode, +5 in gerwalk, +7 in jet mode.
- When using BDI/BCS, add +2 to dodge and +1 to strike to above bonuses.
- +3 to roll with a punch or fall with an impact, reducing damage by half.
- +4 to leap dodge. A leap dodge is an automatic dodge which causes no loss
of attacks per melee. The new generation AVFs 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 - 2D4 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
- "Doe's All The Worlds' Mecha Guide: General
Galaxy YF-21 Reference Entry"
- Macross Plus episodes 1-4
- This is Animation Special: Macross Plus
- This is Animation The Select: Macross Plus Movie Edition

