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Background

Vf31fighter



The VF-31A Kairos is a state-of-the-art all-environment variable fighter built by Surya Aerospace. Lead by Shinsei Industries, Surya Aerospace is a joint venture formed from four companies that include L.A.I. (Legodt & Angeloni Industries), Hiotori Aerospace Industries Ltd. (possibly also translated as Feifeng Aerospace) and Bharat. Surya Aerospace both designed and manufactures the VF-31 Kairos variable fighter. In the era of the VF-1 Valkyrie it was assumed that a Battroid could infiltrate and freely move within an enemy warship with the potential to control or destroy its central command. The VF-19 Excalibur and later variable fighters (VFs) have increased in firepower and it has become expected such modern VFs use an optional Fold booster to bypass enemy fleets and defense lines, delivering the aerospace craft directly to the enemy command center. Unlike Δ (Delta) Squadron's VF-31 craft, the VF-31A Kairos is used for pure combat and does not have equipment necessary to support 'Walküre'. The VF-31A and VF-31B are mass production variants, operated by Chaos's ɑ (Alpha), β (Beta) and γ (Gamma) squadrons. Notable features of the VF-31A Kairos include a delta wing main wing design, a pair of fixed rail guns, a beam gunpod in contrast to the traditional projectile gunpod and a rare cockpit design that does not reorient vertically for Battroid mode.


Model Type - VF-31A Kairos
Class - Variable Fighter
Crew - 1 (Using EX-gear) + 1 optional
Scale - Massive


Structure By Location

Main Body - 595
Arms - 205 ea
Hands - 85 ea
Legs - 310 ea
Feet - 145 ea
Wings - 245 ea
Head - 145
Head Beam Gun - 50
Rail Guns - 70 ea
Gunpod - 150
Ballistic Shield (2) - 175 ea
Pin Point Barrier system (2) - 150 ea

Armour Level - 18
Armour Protection - Automatically stops up to and including attacks that do the equivalent of 1d4x10+10/50 damage per single attacks/blast regardless of if a successful strike equals/exceeds the Armour Level. Attacks that do the equivalent of 1d4x1000/4000 damage or more per single attack/blast only require a successful strike roll against the unit to do damage, ignoring the Armour Level altogether. All other attacks (1d4x10+11/51 to 6d6x100+399/3999 damage in a single attack/blast) must successfully strike the unit and equal/exceed the Armour Level to do damage.

Speed

Running - 160kph (533.5m per round, combat: 35.5m per phase, cruise: 106.5m per phase, max: 178m per phase)
Leaping - 25m thruster assisted
Flying - Battroid: 720kph at all altitudes (2.4km per round, combat: 160m per phase, cruise: 480m per phase, max: 800m per phase), Gerwalk: Mach 2.2 at all altitudes (9.1km per round, combat: 604.5m per phase, cruise: 1.8km per phase, max: 3km per phase), Fighter: Mach 2.7 at sea level (11.1km per round, combat: 742m per phase, cruise: 2.2km per phase, max: 3.7km per phase), Mach 5.5 at 10km (22.7km per round, combat: 1.5km per phase, cruise: 4.5km per phase, max: 7.6km per phase)
Space - 33 MU (11 MU per phase)
Range - effectively unlimited in Atmosphere, 6000km in space from reaction mass


Specifications

Vf31battroid



Height - Battroid - 15.33m (not including head gun), Gerwalk - ?, Fighter - 3.85m
Length - Battroid - ?, Gerwalk - ?, Fighter - 19.31m
Width - Battroid - ?, Gerwalk - 13.7m?, Fighter - 13.7m
Weight - 8.25 short tons empty, 17 short tons operational
Strength - Superhuman major: 60 Lift - 30 tonnes, Carry - 15 tonnes
Cargo - minimal pilot and survival gear
Power System - Two Shinsei Industry/P&W/RR FF-3001A Stage IIC thermonuclear reaction turbine engines; many x P&W HMM-10 High maneuverability thrusters.
Cost - na


Weapons

Weapon Type - ROV-127E Head Beam Gun (useable in all modes)
Primary Purpose - anti-fighter/missile
Range - Atmosphere: 600m/1.5/3km. Space: 2/5/9mu
Damage - 1d4x10+10 per blast. 3d4x10+30 per burst.
Rate Of Fire - can only fire bursts equal to pilot's actions
Payload - unlimited

Weapon Type - LM-27s 27mm railguns (2 usable in all modes)
Primary Purpose - anti-fighter/missile
Range - Atmosphere: 800m/2/4km. Space: 2/6/12mu
Damage - 1d6x10 per round, 3d6x10 per 10 round burst. Armour Piercing. Guns fire in tandem.
Rate Of Fire - can only fire bursts equal to pilot's actions
Payload - 175 rounds.

Weapon Type - Missile Launchers x12 (6 per leg)
Primary Purpose - anti-mecha
Range - 15km. Triple in space.
Damage - 4d4x10,ignore Armour Level if using MDE warheads (RARE)
Rate Of Fire - Volleys of up to 1-36 per attack
Payload - 3 per launcher (36 total)
Bonuses - +3 strike
Note - these launchers can potentially be replaced with heavier ordnance

Weapon Type - LU-18A Quantum Gun Pod (Mounted in the turret ordnance pod in fighter and gerwalk modes, handheld in Battroid mode)
Primary Purpose - anti-mecha
Range - Atmosphere: 2/5/10km. Space: 6/15/30mu
Damage - Burst mode - 3d6x10 per blast, 6d6x10 per 3 shot burst.
Rate Of Fire - single shots or bursts equal to pilots actions.
Payload - effectively unlimited

Weapon Type - Missile Launchers x4 (Mounted in the turret ordnance pod in all modes)
Primary Purpose - anti-mecha
Range - Atmosphere: 3/7.5/15km. Space: 9/22/45mu
Damage - 4d4x10, ignore AR if using MDE warheads (RARE)
Rate Of Fire - Volleys of up to 1-24 equal to pilot's actions
Payload - 6 per launcher (24 total)
Bonuses - +3 strike

NOTE - The turret ordnance pod that typically holds the advanced LIDAR/LADAR system, missiles and the LU-18A Quantum Gunpod can be replaced with the Twin Quantum cannons or missile payload of the YF-30 Chronos, moving the gunpod to being handheld in gerwalk mode as well as battroid mode, but on the bottom center-line hardpoint in fighter mode.

Weapon Type - Anti-armour knife
Primary Purpose - anti-mecha
Range - melee
Damage - 5d6 + punch damage, armour piercing.
Rate Of Fire - equal to pilots actions
Payload - na

Weapon Type - Hardpoints (4, 2 per wing)
Primary Purpose - anti-ship/anti-mecha
Range - Varies by weapon type. Triple in space.
Damage - varies by weapon type
Rate Of Fire - 1-total number of single missile type equal to pilto's actions
Payload - 3 HE Air to Air or Air to Surface missiles OR 2 Heavy HE Air to Air or Air to Surface Missiles OR 1 micro missile Launcher (used in space, damage – 2d6x10 md, Range Atmosphere: 1.6/4/8km Space: 5/12/24mu, Rate of Fire – 1-5 per volley, Payload – 10 or 15 4th generation micro missiles) OR 1 Reaction Missile (Range Atmosphere: 80/200/400km Space: 20/50/100mu, Use nuclear warhead damages)
Bonuses - +3 strike

Note - When using fast packs these hardpoints are typically left empty though the two outer most points can be used if desired. Standard outfitting is Micro-missile pods.

Weapon Type - Pin Point Barrier System (2)
Primary Purpose - anti-missile/incoming fire or offensive enhancement
Range - melee
Damage - when used defensively is typically directed onto the shield reinforcing it by taking 150 damage per round. Fully recharges at the end of each round. When used offensively it adds 5d6 to punches and kicks.
Rate Of Fire - na
Payload - Unlimited


Bonuses and Penalties

Vf31gerwalk



Use Mecha Combat training along with the following bonuses:
+1 parry/dodge at level 2, 5, 8, 10
+1 strike ranged at level 2 and 7
+1 strike melee level 4 and 9
Punch - 5d6+5
Restrained Punch - 3d6
Kick - 1d4x10+12
Body Block/Tackle - 3d6


Systems of Note

Engine Lifespan - The unit does not use fuel per se (using reaction mass while operating in space and reactant for the turbines) the unit does need 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.

Capable of trans-atmospheric flight under it's own power over an Earth class planet.

Use of the Inertial Store Converter allows the pilot to withstand the G-forces put on their bodies in combat.

EX-Gear - acts as the control interface and as a vital point stimulation seat (which adds some anti-g resistance via preventing blood from pooling in the extremities during high g maneuvers). The EX-Gear has 20 MDC. It is not really meant to be a combat armour.

Radar - Range of 800km. Able to track up to 100 targets, display 60 targets and lock onto 12 targets at once.

Radar Warning Receiver - Warns of potential Radar Lock. Range - equal to radar.

Missile approach warning system - informs the pilot of a missile lock and attack. Range is is equal to the Radar.

Chaff/Flare Dispensers - 75% to cause locked on missiles to lose lock and fly off elsewhere. Carries 20 of each.

Targeting Computer - +4 to strike with all on board weapon systems. Range is equal to the radar system.

Laser Targeting System - Assists in selecting and locking on to enemy targets. Additional +2 to strike using ranged weapons. Smart Missiles are excluded from this. Range is equal to the radar system.

Combat Computer - Calculates, stores and transmits data onto a HUD (heads up display) of the pilot's (or other crew members) helmet. Typically tied into the units targeting computer. Can hold 1000+ entries about various enemies.

Multi-Lock capability - Unit can lock on to and fire at multiple targets (max of radar capability) targets using semi-active radar homing and passive infra-red homing (IE Guided) missiles at one time through it's radar tracking system. This is used is the Look and Lock system is incapacitated.

Look and Lock capability - Unit can lock on to and fire at multiple targets (max of radar capability) using semi-active radar homing and passive infra-red homing (IE Guided) missiles at one time through it's helmet mounted eye movement recognition cuing system.

LIDAR/LADAR - This system uses lasers to detect and image items as small as 10cm at 10km, as small as 150cm out to 25km, and as small as 500cm out to 50km. This system also assists the other sensors in detected and identification. This is not typically a passive system and but to be directed at specific targets.

Motion detector/Collision Warning System - Range 900m

FLIR - Advanced forward looking infra-red system for night operations. Range - 50km

Standard instrumentation - Speedometer, altimeter, distance traveled, inertial mapping system (zeroed on your deployment location/home base), power system temperature, ammunition counters, damage assessment indicators.

Fly by Light Control systems - If the craft takes more than 50% damage the systems may fail (60% chance). Loss of the control system gives a penalty to the pilot of -50% to all piloting rolls to maintain control of the aircraft. While functioning the systems give a bonus of +25% to all piloting rolls.

Radio Communications - long-range direction communication systems out to a range of 1800km that can be boosted if proper signal towers or relay systems are in place. Also a directional short-range radio with a range of 160km. Both radios have full encryption capabilities.

Satellite Uplink capability - This allows the craft to communicate over vast distances by connecting to and communicating through the various satellites in orbit or other comm boosting systems.

Complete Environmental Pilot and Crew Compartment - A completely computer controlled life support system that includes: internal cooling and temperature control, air purification and circulation systems (gas filtration, humidifier/dehumidifier) that engages when needed and can recirculate breathable air for up to 2 days if necessary, computer controlled independent oxygen supply and purge system that has up to 24 hours of breathable air that automatically engages in low oxygen or contaminated air environments, insulated high temperature resistant shielding for up to 400 degrees centigrade (normal fires do no damage though nuclear, plasma and magical fires do full damage), radiation shielded up to several hundred rads, and polarized and light sensitive/adjusting tinted viewport.

Ejection System - Ejects crew out from the craft in emergency circumstances. System ejects the occupants about 300m away to safety.

Limited Electronic Countermeasures Capability - With a Electronic Countermeasures skill roll (or Sensor operations at -20%) the pilot/crew can impose a penalty of -3 to strike and a -30% to all sensor skill rolls of any opponents within radar range depending on terrain. Range is equal to the radar system.

Passive Stealthy design - -20% to opposing sensory equipment roll to detect the aircraft beyond visual range and negates any sensor bonuses to strike. However for every 10% damage taken reduce opponents penalties by 5% and after 30% the strike penalties no longer apply.

Self destruct System - System that destroys the unit and all of its internal components. Blast is relatively contained however to a radius of 20m doing 3d6x10md to anything within the radius. Also a 75% chance the power supply is leaking radiation.

Voice Actuated locking System - Units hatch is locked by a voice actuated system that is programmed to a specific voice (up to 8 can be programmed at once) that must recite a 8 digit access code. There is a manual over-ride keypad in case of systems failure.

Active Stealth System - When active the system renders the unit completely invisible to radar and other sensor detection. However if the unit takes more than 50% damage in one attack there is a 65% the system will fail.

Anti-Beam coating - reduce all beam weapon attacks damage by 30%

Advanced LIDAR/LADAR systems (mounted in turret ordnance pod) - This system uses lasers to detect and image items as small as 10cm at 30km, as small as 150cm (1.5m) out to 50km and as small as 500cm (5.0m) out to 120km. This system also assists the other sensors in detected and identification.


References Used

Macross Mecha Manual
Macross Compendium
Mecha HQ
Various Robotech and Macross II RPG Books/Reference Books

Macross Earth - https://worldofjaymz.fandom.com/wiki/Macross_Earth
Macross (Rhodium) - https://worldofjaymz.fandom.com/wiki/Category:Macross_(Rhodium)
Rhodium RPG System - https://worldofjaymz.fandom.com/wiki/The_Rhodium_RPG_System
World of Jaymz - https://worldofjaymz.fandom.com/wiki/Worldofjaymz_Wiki

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