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+ | '''Background''' (as per Macross Mecha Manual)[[File:Va-1ss-battroid.gif|thumb|372px]] |
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− | |||
− | '''Background''' (as per Macross Mecha Manual)[[File:Va-1ss-battroid.gif|thumb|372px]] |
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The VA-1SS Metal Siren was the newest variable fighter and was piloted by Captain Nexx. |
The VA-1SS Metal Siren was the newest variable fighter and was piloted by Captain Nexx. |
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− | '''Model Type''' - |
+ | '''Model Type''' - VA-1SS Metal Siren<br /> |
+ | '''Class''' - Variable Attack Fighter<br /> |
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− | |||
− | '''Class''' - Variable Fighter |
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− | |||
'''Crew''' - 1 |
'''Crew''' - 1 |
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Line 15: | Line 12: | ||
'''MDC By Location''' |
'''MDC By Location''' |
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− | Main Body - 650 |
+ | Main Body - 650<br /> |
+ | Arms - 250<br /> |
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− | |||
+ | Hands - 125<br /> |
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− | Arms - 250 |
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+ | Legs - 350<br /> |
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− | |||
+ | Feet - 175<br /> |
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− | Hands - 125 |
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+ | Wings - 300<br /> |
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− | |||
+ | Secondary Engines - 125<br /> |
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− | Legs - 350 |
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+ | Head - 150<br /> |
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− | |||
+ | Gun Pods - 150<br /> |
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− | Feet - 175 |
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+ | Particle Guns - 100<br /> |
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− | |||
+ | Hip Lasers - 75<br /> |
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− | Wings - 300 |
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− | |||
− | Secondary Engines - 125 |
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− | |||
− | Head - 150 |
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− | |||
− | Gun Pods - 150 |
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− | |||
− | Particle Guns - 100 |
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− | |||
− | Hip Lasers - 75 |
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− | |||
Plasma Spear - 200 |
Plasma Spear - 200 |
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− | AR - |
+ | '''AR''' - 18<br /> |
+ | '''Armour''' - stops upto and including the equivalent of standard 25mm rounds (2d6md) |
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− | |||
− | Armour - stops upto and including standard 25mm rounds |
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− | |||
'''Speed'''[[File:Va-1ss-fighter.gif|thumb]] |
'''Speed'''[[File:Va-1ss-fighter.gif|thumb]] |
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− | Running - 120kph |
+ | Running - 120kph<br /> |
+ | Leaping - 40m thruster assisted<br /> |
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− | |||
+ | Flying Battroid - 600kph at all altitudes, Mach 22 in space<br /> |
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− | Leaping - 40m thruster assisted |
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+ | Flying Gerwalk - mach 1 at all altitudes, Mach 22 in space<br /> |
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− | |||
− | Flying |
+ | Flying Fighter - mach 1.9 at sea level, mach 4.7 at 10km, mach 11 at 30km, mach 22 in space<br /> |
+ | Gundroid mode - Mach 40 in space only<br /> |
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− | |||
− | Flying Gerwalk - mach 1 at all altitudes, Mach 22 in space |
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− | |||
− | Flying Fighter - mach 1.9 at sea level, mach 4.7 at 10km, mach 11 at 30km, mach 22 in space |
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− | |||
− | Gundroid mode - Mach 40 in space only |
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− | |||
Range - unlimited in atmosphere, 8000km in space from reaction mass |
Range - unlimited in atmosphere, 8000km in space from reaction mass |
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− | |||
'''Statistics''' |
'''Statistics''' |
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− | Height - Battroid - |
+ | Height - Battroid - 1.5m, Gerwalk - 6.4m, Fighter - 4.9m<br /> |
+ | Length - Battroid - 4.9m, Gerwalk - 9m, Fighter - 12m (17.27m with plasma spear attached)<br /> |
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− | |||
− | + | Width - Battroid - 5.2m, Gerwalk - 10.2m, Fighter - 12.2m<br /> |
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+ | Weight - 14 tons empty, 19 tons loaded<br /> |
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− | |||
− | + | PS - Robotic 45 Lift - 22.5 tons, Carry - 11.25 tons<br /> |
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+ | Cargo - Minimal pilot and survival Gear<br /> |
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− | |||
+ | Power System - 2 Takachihoff thermonuclear turbine reaction engines |
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− | Weight - 26 tons |
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− | |||
− | PS - Robotic 45 Lift - 22.5 tons, Carry - 11.25 tons |
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− | |||
− | Cargo - Minimal pilot and survival Gear |
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− | |||
− | Power System - 2 primary reaction engines. 2 secondary reaction engines. |
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− | |||
'''Weapons'''[[File:Va-1ss-gerwalk.gif|thumb]] |
'''Weapons'''[[File:Va-1ss-gerwalk.gif|thumb]] |
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− | Weapon Type - Particle Guns (2) |
+ | Weapon Type - Particle Guns (2)<br /> |
+ | Primary Purpose - Anti-mecha/missile<br /> |
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− | |||
+ | Range - 2400m<br /> |
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− | Primary Purpose - Anti-mecha/missile |
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+ | Damage - 3d6+2 per blast, 2d4x10 per short burst, 2d6x10+20 per medium burst, 3d6x10+20 per long burst, 5d6x10 per full melee burst per gun, guns fire in tandem.<br /> |
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− | |||
+ | Rate Of Fire - only fires short bursts equal to pilots attacks<br /> |
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− | Range - 2400m |
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+ | Payload - unlimited Bonuses - +2 strike |
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− | |||
− | Damage - 2d4x10 per short burst per gun. Fired in Tandem |
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− | |||
− | Rate Of Fire - only fires short bursts equal to pilots attacks |
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− | |||
− | Payload - unlimited |
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− | |||
− | Bonuses - +2 strike |
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− | |||
− | Note - equivalent to a 35mm cannon |
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− | |||
− | |||
− | Weapon Type - Hip Lasers (2) |
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− | |||
− | Primary Purpose - anti-missile |
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− | |||
− | Range - 2000m |
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− | |||
− | Damage - 1d6x10 per short burst per gun. Fired in tandem |
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− | |||
− | Rate Of Fire - only fires short bursts equal to pilots attacks |
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− | |||
− | Payload - unlimited |
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− | |||
− | Bonuses - +2 strike |
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− | |||
− | note - equivalent to a 30mm cannon |
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− | |||
− | |||
− | Weapon Type - Rail Gun Pods (2) |
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− | |||
− | Primary Purpose - Anti- mecha |
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− | |||
− | Range - 2700m |
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− | |||
− | Damage - 4d6x10 per short burst, armour piercing. Can be fired in tandem. |
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− | |||
− | Rate Of Fire - only fires short bursts equal to pilots attacks |
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− | |||
− | Payload - 20 bursts per gun |
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− | |||
− | Bonuses - +3 strike |
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− | |||
− | |||
− | Weapon Type - Plasma Spear |
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− | |||
− | Primary Purpose - Anti- mecha |
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− | |||
− | Range - Melee |
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− | |||
− | Damage - Punch Damage x 4 (2d6x10), armour piercing |
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− | |||
− | Rate Of Fire - NA |
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− | |||
− | Payload - NA |
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− | |||
− | Bonuses - +2 strike |
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− | |||
− | |||
− | Weapon Type - Micro-missiles |
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− | |||
− | Primary Purpose - anti-mecha |
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− | |||
− | Range - 8km |
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− | |||
− | Damage - 2d6x10 |
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− | |||
− | Rate Of Fire - volleys of 1-60 equal to pilots attacks |
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− | |||
− | Payload - 60 total, 9 per arm, 12 main body, 15 per leg |
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− | |||
− | Bonuses - +3 strike |
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− | |||
− | |||
− | Weapon Type - D-Pulse Burst Wave |
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− | |||
− | Primary Purpose - area affect weapon of mass destruction |
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− | |||
− | Range - 5000m |
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− | |||
− | Damage - causes anything within range that has super dimension power systems to violently react and burst/explode destroying it. In capital ships this will cascade across the ship causing any weapons that are powered up to explode and for the ship to essentially self destruct. |
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− | |||
− | Rate Of Fire - 1, every 10 minutes |
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− | |||
− | Payload - unlimited but once used no energy weapons can be used for at least 5 minutes |
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− | |||
− | Bonuses - +5 strike |
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− | |||
− | |||
− | '''Bonuses and Penalties'''[[File:Va-1ss-highoutput.jpg|thumb]] |
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− | |||
− | no dodge Penalty in Atmosphere, +2 to dodge in space, +4 to dodge in Gundroid mode |
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− | |||
− | Use Robot Combat Elite |
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− | |||
− | +25% to all piloting rolls |
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− | |||
− | Punch - 5d6, Restrained Punch - 1d6x10sdc, Kick - 1d4x10+5, Body Block/Tackle - 2d6+3 |
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− | |||
+ | Weapon Type - Hip lasers (2, useable in all modes)<br /> |
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+ | Primary Purpose - anti-fighter/missile<br /> |
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+ | Range - 2000m<br /> |
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+ | Damage - 4d6 per blast, 2d4x10+20 per short burst, 4d4x10+10 per medium burst, 4d6x10 per long burst, 6d6x10 per full melee burst. This is per gun. Guns fire in tandem.<br /> |
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+ | Rate Of Fire - equal to pilots attacks<br /> |
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+ | Payload - unlimited Bonuses - +3 strike |
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+ | Weapon Type - Heavy Rail Gun Pod (2) <br> |
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− | '''Systems of Note''' |
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+ | Primary Purpose - anti-mecha <br> |
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+ | Range - 2700m <br> |
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+ | Damage - 2d4x10 per round, 5d6x10+20 per short burst (20 rounds), 9d6x10+20 per medium burst (30 rounds), 2d4x100 per long burst (50 rounds), 3d4x100 per full melee bursts (200 rounds) <br> |
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+ | Rate Of Fire - only fires short bursts equal to pilots attacks <br> |
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+ | Payload - 500 armour piercing rounds <br> |
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+ | Bonuses - +3 strike |
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+ | Weapon Type - Plasma Spear <br> |
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− | Fly by Wire - Due to the complexity of the fighters systems a Fly By Light system is used to fly and maneuver. If the fighter takes more than 75% damage to the main body, or more than 50% in one attack the system fails causing the fighter to become extremely difficult to fly. All piloting rolls are made at -50% and must be made at least once per minute if just trying to keep it going or anytime any kind of action is taken (attacks, parries and dodges as well as any kind of special maneuvers) |
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+ | Primary Purpose - Anti- mecha <br> |
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+ | Range - Melee Damage - Punch Damage x 4 (2d6x10), armour piercing <br> |
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+ | Rate Of Fire - NA <br> |
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+ | Payload - NA <br> |
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+ | Bonuses - +2 strike |
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+ | Weapon Type - Micro-missiles <br> |
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− | Radar - Range 400 miles (640km), can track up to 160 targets simultaneously. |
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+ | Primary Purpose - anti-mecha <br> |
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+ | Range - 10km Damage - 2d6x10 <br> |
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+ | Rate Of Fire - volleys of 1-60 equal to pilots attacks <br> |
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+ | Payload - 64 total, 9 per arm, 8 main body, 19 per leg. Missiles are 3rd generation. <br> |
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+ | Bonuses - +3 strike |
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+ | Weapon Type - D-Pulse Burst Wave <br> |
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− | Radar Warning receiver - Detects when an opposing radar attempt to identify or lock on to the VF-1. Range - 400 miles (640km) |
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+ | Primary Purpose - area affect weapon of mass destruction <br> |
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+ | Range - 2500m <br> |
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+ | Damage - causes anything within range that has super dimension power systems to violently react and burst/explode destroying it. In capital ships this will cascade across the ship causing any weapons that are powered up to explode and for the ship to essentially self destruct. <br> |
||
+ | Rate Of Fire - 1 every 10 minutes <br> |
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+ | Payload - unlimited but once used no energy weapons can be used for at least 5 minutes <br> |
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+ | Bonuses - +5 strike |
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− | Limited Electronic Countermeasures Capability - With a Electronic Countermeasures skill roll (or Sensor operations at -15%) the pilot/crew can impose a penalty of -2 to strike and a -25% to all sensor skill rolls of any opponents within radar range depending on terrain. |
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+ | '''Bonuses and Penalties'''[[File:Va-1ss-highoutput.jpg|thumb]] |
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− | Advanced Infra-Red Imager – Forward looking infa-red imager that detects and identifies targets based on their heat signatures. Range – same as Radar. |
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+ | Use Robot/Vehicle Combat Basic/Elite along with the following bonuses: |
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− | Motion Detector and Collision Warning System - Close range: 300ft (90m); sounds alarm and red light warns pilot of impending collision and/or immediate target. |
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+ | +2 attacks at level 1 <br> |
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− | Radio/Video Communications - Wide band and directional, radio and video telecast capabilities. Range is 1500 miles (km) or can be boosted indefinitely via satellite relay. |
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+ | 1 attack at level 5, 8 and 12 <br> |
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+ | +2 disarm <br> |
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+ | +3 pull punch <br> |
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+ | +3 roll with punch impact at level 9 <br> |
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+ | +1 parry/dodge at level 3, 6, 9 and 12 <br> |
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+ | +1 autododge at level 1, 3, 5, 7, 9, 12 and 15 <br> |
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+ | +1 strike ranged at level 3 <br> |
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+ | +1 strike hand to hand level 5 <br> |
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+ | +25% to all piloting rolls <br> |
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+ | Punch - 5d6 <br> |
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+ | Restrained Punch - 1d6x10sd <br> |
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+ | Kick - 1d4x10+5 <br> |
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+ | Body Block/Tackle - 2d6+3 <br> |
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− | Laser targeting Systems - Range: 300 miles (480km), +1 to strike in ranged combat |
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+ | '''Systems of Note''' |
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− | Combat Computer - Calculates, stores and transmits data onto the cockpit computer screen or Head Up Display (H.U.D.). Patches in with targeting computer. Also has an integral IFF system and can identify upto 400 different enemy target types. |
||
+ | Engine Lifespan - The unit does not use fuel per se (using reaction mass while operating in space) the unit does needs it's engines (thermonuclear turbines) refurbished or replaced eventually. A new unit's engines, aside from regular maintenance or damage done, can last up to a decade under normal circumstances and use |
||
− | External Audio Pickup - Sound amplification listening system. Range: 1000ft (m) |
||
+ | Fly by Wire - Due to the complexity of the fighters systems a Fly By Light system is used to fly and maneuver. If the fighter takes more than 75% damage to the main body, or more than 50% in one attack the system fails causing the fighter to become extremely difficult to fly. All piloting rolls are made at -50% and must be made at least once per minute if just trying to keep it going or anytime any kind of action is taken (attacks, parries and dodges as well as any kind of special maneuvers) |
||
− | Loudspeaker - Loudspeaker system that can amplify the pilot's voice up to 120 decibels. |
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+ | Radar - Range 475km, can track up to 6000 targets simultaneously. |
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− | External Surveillance System - A video camera relays images to a cockpit monitor. 360 degree rotation. Range: 500ft (140m). Telescopic capabilities: 16x magnification. |
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+ | LIDAR/LADAR - This system uses lasers to detect and image items as small as 10cm at 10km, as small as 200cm (2.0m) out to 20km and as small as 1000cm (10.0m) out to 50km. This system also assists the other sensors in detected and identification. |
||
− | Telescopic optical Enhancement - Range: 4000ft (1200m). Field of vision: 120 degrees |
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+ | Radar Warning receiver - Detects when an opposing radar attempt to identify or lock on to the VF-1. Range - 475km |
||
− | Ejector Seat - In case of emergencies the pilot seat can be instantly ejected. |
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+ | Limited Electronic Countermeasures Capability - With a Electronic Countermeasures skill roll (or Sensor operations at -15%) the pilot/crew can impose a penalty of -2 to strike and a -25% to all sensor skill rolls of any opponents within radar range depending on terrain. |
||
− | Utility Arms - This is a set of small, retractable arms housed in the right forearm, to perform delicate work and to effect repairs. Each of the three arms has an A.R. of 6 and 3 M.D.C. |
||
+ | Advanced Infra-Red Imager – Forward looking infa-red imager that detects and identifies targets based on their heat signatures. Range – same as Radar. |
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− | Self-Destruct - A last ditch effort to prevent capture of the Variable unit (usually preceded by the pilot's ejecting from the Veritech). Explosive damage is fairly contained — 40ft radius (12m); does 2d6x10. |
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+ | Motion Detector and Collision Warning System - Close range: 300ft (90m); sounds alarm and red light warns pilot of impending collision and/or immediate target. |
||
− | Heat and Radiation Shielding |
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+ | Radio/Video Communications - Wide band and directional, radio and video telecast capabilities. Range is 1500 miles (km) or can be boosted indefinitely via satellite relay. |
||
− | Independent Oxygen Supply and Circulatory Systems |
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+ | Targeting Computer Systems - Range: 475km and target up to 36 targets at once. +1 to strike in ranged combat |
||
− | Detachable Pilot's Compartment - This is the reinforced pilot's compartment (jet's nose) which can be detached and mounted onto another fighter's arm for ease of carrying (or carried by any Destroid). |
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+ | Combat Computer - Calculates, stores and transmits data onto the cockpit computer screen or Head Up Display (H.U.D.). Patches in with targeting computer. Also has an integral IFF system and can identify upto 400 different enemy target types. |
||
− | Distress Beacon - range of 500 miles (800km). 10 times that in space. |
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+ | External Audio Pickup - Sound amplification listening system. Range: 1000ft (m) Loudspeaker - Loudspeaker system that can amplify the pilot's voice up to 120 decibels. |
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− | Chaff and Flare Dispensers - Each has 18 charges. 85% chance to fool radar or heat guided missiles. 55% chance to fool smart missiles. If successful missile lose their lock and fly off. |
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+ | External Surveillance System - A video camera relays images to a cockpit monitor. 360 degree rotation. Range: 500ft (140m). |
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− | Smoke Dispensers - 24 charges that each create a 25m (90ft) wide cloud of smoke behind the fighter. |
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+ | Telescopic capabilities: 16x magnification. |
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+ | Telescopic optical Enhancement - Range: 4000ft (1200m). Field of vision: 120 degrees Ejector Seat - In case of emergencies the pilot seat can be instantly ejected. |
||
+ | Utility Arms - This is a set of small, retractable arms housed in the right forearm, to perform delicate work and to effect repairs. Each of the three arms has an A.R. of 6 and 3 M.D.C. |
||
+ | Self-Destruct - A last ditch effort to prevent capture of the Variable unit (usually preceded by the pilot's ejecting from the Veritech). Explosive damage is fairly contained — 40ft radius (12m); does 2d6x10. |
||
+ | Heat and Radiation Shielding Independent Oxygen Supply and Circulatory Systems Detachable Pilot's Compartment - This is the reinforced pilot's compartment (jet's nose) which can be detached and mounted onto another fighter's arm for ease of carrying (or carried by any Destroid). |
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+ | Distress Beacon - range of 500 miles (800km). 10 times that in space. |
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− | '''References Used''' |
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+ | Chaff and Flare Dispensers - Each has 18 charges. 85% chance to fool radar or heat guided missiles. 55% chance to fool smart missiles. If successful missile lose their lock and fly off. |
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− | Seto Kaiba |
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+ | Smoke Dispensers - 24 charges that each create a 25m (90ft) wide cloud of smoke behind the fighter. |
||
− | Macross Mecha Manual - http://www.macross2.net/m3/m3.html |
||
+ | Anti-Beam Coating - Reduce damage of all energy weapon attacks against the unit by 25% |
||
− | Macross II The RPG |
||
− | Fantasy and Animation HQ |
||
+ | '''References Used'''[[File:Va_1ss_metal_siren_profile_by_zeiram0034-d6pl3mr.jpg|thumb|400px|As done by zeiram0034 on Deviant Art]] |
||
− | Robotech.com |
||
+ | Seto Kaiba Macross Mecha Manual - http://www.macross2.net/m3/m3.html <br> |
||
− | Unofficial Robotech Reference Guide |
||
+ | Macross II The RPG <br> |
||
+ | Fantasy and Animation HQ <br> |
||
+ | Robotech.com <br> |
||
+ | Unofficial Robotech Reference Guide<br> |
Latest revision as of 22:07, 17 February 2020
Background (as per Macross Mecha Manual)
The VA-1SS Metal Siren was the newest variable fighter and was piloted by Captain Nexx.
Model Type - VA-1SS Metal Siren
Class - Variable Attack Fighter
Crew - 1
MDC By Location
Main Body - 650
Arms - 250
Hands - 125
Legs - 350
Feet - 175
Wings - 300
Secondary Engines - 125
Head - 150
Gun Pods - 150
Particle Guns - 100
Hip Lasers - 75
Plasma Spear - 200
AR - 18
Armour - stops upto and including the equivalent of standard 25mm rounds (2d6md)
Speed
Running - 120kph
Leaping - 40m thruster assisted
Flying Battroid - 600kph at all altitudes, Mach 22 in space
Flying Gerwalk - mach 1 at all altitudes, Mach 22 in space
Flying Fighter - mach 1.9 at sea level, mach 4.7 at 10km, mach 11 at 30km, mach 22 in space
Gundroid mode - Mach 40 in space only
Range - unlimited in atmosphere, 8000km in space from reaction mass
Statistics
Height - Battroid - 1.5m, Gerwalk - 6.4m, Fighter - 4.9m
Length - Battroid - 4.9m, Gerwalk - 9m, Fighter - 12m (17.27m with plasma spear attached)
Width - Battroid - 5.2m, Gerwalk - 10.2m, Fighter - 12.2m
Weight - 14 tons empty, 19 tons loaded
PS - Robotic 45 Lift - 22.5 tons, Carry - 11.25 tons
Cargo - Minimal pilot and survival Gear
Power System - 2 Takachihoff thermonuclear turbine reaction engines
Weapons
Weapon Type - Particle Guns (2)
Primary Purpose - Anti-mecha/missile
Range - 2400m
Damage - 3d6+2 per blast, 2d4x10 per short burst, 2d6x10+20 per medium burst, 3d6x10+20 per long burst, 5d6x10 per full melee burst per gun, guns fire in tandem.
Rate Of Fire - only fires short bursts equal to pilots attacks
Payload - unlimited Bonuses - +2 strike
Weapon Type - Hip lasers (2, useable in all modes)
Primary Purpose - anti-fighter/missile
Range - 2000m
Damage - 4d6 per blast, 2d4x10+20 per short burst, 4d4x10+10 per medium burst, 4d6x10 per long burst, 6d6x10 per full melee burst. This is per gun. Guns fire in tandem.
Rate Of Fire - equal to pilots attacks
Payload - unlimited Bonuses - +3 strike
Weapon Type - Heavy Rail Gun Pod (2)
Primary Purpose - anti-mecha
Range - 2700m
Damage - 2d4x10 per round, 5d6x10+20 per short burst (20 rounds), 9d6x10+20 per medium burst (30 rounds), 2d4x100 per long burst (50 rounds), 3d4x100 per full melee bursts (200 rounds)
Rate Of Fire - only fires short bursts equal to pilots attacks
Payload - 500 armour piercing rounds
Bonuses - +3 strike
Weapon Type - Plasma Spear
Primary Purpose - Anti- mecha
Range - Melee Damage - Punch Damage x 4 (2d6x10), armour piercing
Rate Of Fire - NA
Payload - NA
Bonuses - +2 strike
Weapon Type - Micro-missiles
Primary Purpose - anti-mecha
Range - 10km Damage - 2d6x10
Rate Of Fire - volleys of 1-60 equal to pilots attacks
Payload - 64 total, 9 per arm, 8 main body, 19 per leg. Missiles are 3rd generation.
Bonuses - +3 strike
Weapon Type - D-Pulse Burst Wave
Primary Purpose - area affect weapon of mass destruction
Range - 2500m
Damage - causes anything within range that has super dimension power systems to violently react and burst/explode destroying it. In capital ships this will cascade across the ship causing any weapons that are powered up to explode and for the ship to essentially self destruct.
Rate Of Fire - 1 every 10 minutes
Payload - unlimited but once used no energy weapons can be used for at least 5 minutes
Bonuses - +5 strike
Bonuses and Penalties
Use Robot/Vehicle Combat Basic/Elite along with the following bonuses:
+2 attacks at level 1
1 attack at level 5, 8 and 12
+2 disarm
+3 pull punch
+3 roll with punch impact at level 9
+1 parry/dodge at level 3, 6, 9 and 12
+1 autododge at level 1, 3, 5, 7, 9, 12 and 15
+1 strike ranged at level 3
+1 strike hand to hand level 5
+25% to all piloting rolls
Punch - 5d6
Restrained Punch - 1d6x10sd
Kick - 1d4x10+5
Body Block/Tackle - 2d6+3
Systems of Note
Engine Lifespan - The unit does not use fuel per se (using reaction mass while operating in space) the unit does needs it's engines (thermonuclear turbines) refurbished or replaced eventually. A new unit's engines, aside from regular maintenance or damage done, can last up to a decade under normal circumstances and use
Fly by Wire - Due to the complexity of the fighters systems a Fly By Light system is used to fly and maneuver. If the fighter takes more than 75% damage to the main body, or more than 50% in one attack the system fails causing the fighter to become extremely difficult to fly. All piloting rolls are made at -50% and must be made at least once per minute if just trying to keep it going or anytime any kind of action is taken (attacks, parries and dodges as well as any kind of special maneuvers)
Radar - Range 475km, can track up to 6000 targets simultaneously.
LIDAR/LADAR - This system uses lasers to detect and image items as small as 10cm at 10km, as small as 200cm (2.0m) out to 20km and as small as 1000cm (10.0m) out to 50km. This system also assists the other sensors in detected and identification.
Radar Warning receiver - Detects when an opposing radar attempt to identify or lock on to the VF-1. Range - 475km
Limited Electronic Countermeasures Capability - With a Electronic Countermeasures skill roll (or Sensor operations at -15%) the pilot/crew can impose a penalty of -2 to strike and a -25% to all sensor skill rolls of any opponents within radar range depending on terrain.
Advanced Infra-Red Imager – Forward looking infa-red imager that detects and identifies targets based on their heat signatures. Range – same as Radar.
Motion Detector and Collision Warning System - Close range: 300ft (90m); sounds alarm and red light warns pilot of impending collision and/or immediate target.
Radio/Video Communications - Wide band and directional, radio and video telecast capabilities. Range is 1500 miles (km) or can be boosted indefinitely via satellite relay.
Targeting Computer Systems - Range: 475km and target up to 36 targets at once. +1 to strike in ranged combat
Combat Computer - Calculates, stores and transmits data onto the cockpit computer screen or Head Up Display (H.U.D.). Patches in with targeting computer. Also has an integral IFF system and can identify upto 400 different enemy target types.
External Audio Pickup - Sound amplification listening system. Range: 1000ft (m) Loudspeaker - Loudspeaker system that can amplify the pilot's voice up to 120 decibels.
External Surveillance System - A video camera relays images to a cockpit monitor. 360 degree rotation. Range: 500ft (140m).
Telescopic capabilities: 16x magnification.
Telescopic optical Enhancement - Range: 4000ft (1200m). Field of vision: 120 degrees Ejector Seat - In case of emergencies the pilot seat can be instantly ejected.
Utility Arms - This is a set of small, retractable arms housed in the right forearm, to perform delicate work and to effect repairs. Each of the three arms has an A.R. of 6 and 3 M.D.C.
Self-Destruct - A last ditch effort to prevent capture of the Variable unit (usually preceded by the pilot's ejecting from the Veritech). Explosive damage is fairly contained — 40ft radius (12m); does 2d6x10.
Heat and Radiation Shielding Independent Oxygen Supply and Circulatory Systems Detachable Pilot's Compartment - This is the reinforced pilot's compartment (jet's nose) which can be detached and mounted onto another fighter's arm for ease of carrying (or carried by any Destroid).
Distress Beacon - range of 500 miles (800km). 10 times that in space.
Chaff and Flare Dispensers - Each has 18 charges. 85% chance to fool radar or heat guided missiles. 55% chance to fool smart missiles. If successful missile lose their lock and fly off.
Smoke Dispensers - 24 charges that each create a 25m (90ft) wide cloud of smoke behind the fighter.
Anti-Beam Coating - Reduce damage of all energy weapon attacks against the unit by 25%
References Used
Seto Kaiba Macross Mecha Manual - http://www.macross2.net/m3/m3.html
Macross II The RPG
Fantasy and Animation HQ
Robotech.com
Unofficial Robotech Reference Guide