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Background (as per uRRG)

Vf7sylphide1



After the failure of the VF-4 project to deliver an advanced, capable and affordable veritech fighter to replace the obsolete VF-1 Valkyrie, even though it did see some production and enter service for a time, two lighter veritech design projects were started, with the intention that the winner would be chosen as the RDF-wide general-use medium transformable fighter. The two designs became the VF-6 Alpha and the VF-7 Sylphid.

However, while the expeditionary forces elected to produce the VF-6 Alpha in large numbers, the Earth-bound Tactical Air Force disagreed with the choice of this design. Specifically, the TAF cited the VF-6 Alpha's lack of hardpoints and resulting loss of the ability to mount heavier ground attack missiles, and it's general reliance on short range missiles (implying other mecha with longer ranged missiles were also required). Finally a longer battle-turnaround time for the VF-6 Alpha was expected due to the use of an ammunition-fed gun pod and numerous internal missile holders where the Sylphid had only four hardpoints to load with new missile containers. In the end, the TAF decided to acquire the VF-7 Sylphid for its forces rather than the VF-6 Alpha.
Sylphid Cockpit
The Sylphid shows distinct VF-1 influences in its forward hull, and the combined engine block/arm sections were reminiscent of the relatively unsuccessful VF-4. Compared to its predecessor, the famous VF-1, the VF-7 can carry its missile armament with it through all speed regimes, unlike the elder plane, whose missiles would be torn off their mounts long before it reached its maximum speed. Additionally, the Sylphid no longer carried a gun pod, or even ammunition dependent weapons. On the debit side, the Sylphid can only fire its missiles in Fighter mode or in certain flight regimes in Guardian mode, when the engines are pointing aft.

The Sylphid entered service with the Tactical Air Force in 2021, and remained in service with this unit until the Invid invasion. It became the primary tactical airborne veritech mecha of the Southern Cross' Tactical Air Force. Over the years the electronics were regularly updated, and in 2026 a new version with two more cannons and more powerful engines replaced the earlier one on the production lines, with older models being refitted to the new standard within two years. The two variants can be distinguished by the cannons on the arms and the fact that the FF-3001 fit had three sub-nozzles per engine, and the FF-3031 had four. Slated for replacement in 2034, the Second Robotech War interfered with the development of the X-34 project, the Sylphid's intended successor design. Development was stopped during the war both to concentrate on the rapid production of the existing veritech, and to later evaluate all combat lessons learned and incorporate them into the new design. However, the Invid Invasion in 2031 ended this project in its infancy.

This plane was shown to be less than successful against the Robotech Masters, partly because its bases kept getting shot up, but mainly because as a fighter it was completely overclassed by the Assault Carrier, against which it could not mount heavy enough weapons to be fully effective. Against the Invid, the remaining Sylphid were moderately effective during the initial invasion, but soon all support bases had been destroyed and keeping the remaining Sylphids active proved to be almost impossible.


Model Type - Variable/Veritech Fighter
Class - VF-7 Sylphide
Crew - 1


MDC By Location

Main Body - 375
Arms - 175
Legs/Engines - 225
Wings - 125
Arm Guns - 75 ea
Head guns - 50 ea
Head - 120

AR - 15
Armour - Automatically stops up to and including the equivalent of standard 40mm rounds (5d4+1/21md per round). Bursts do not count as more than what the round can do for determining if it can damage the unit. IE: A burst from a 40mm round weapon will still be automatically stopped regardless of the to hit roll succeeding or not because it is a standard 40mm round weapon. Specialty rounds, such as explosive, that increase the caliber above the standard 40mm threshold (5d4+1/21md per round) will still do damage as normal if the AR is beaten. Example: 30mm ramjet round does 2d6+3x2 = 5d6md so can damage the VF-5 if the AR is beaten despite being a lower caliber round.

Note - Depleting MDC of main body destroys the unit and kills the pilot. Destroying the legs will shut the unit down.


Speed

Battroid: Running - 140kph, Leaping - 20ft, Flying - 241kph max altitude 10km
Jet Mode: Flying - Mach 1.45 in atmosphere @ sea level, Mach 2.6 in atmosphere @ 10000m, Mach 4.1 in atmosphere @ 20000m max altitude 40km
Gerwalk Mode: Running - 100kph Flying - 650kph in atmosphere max altitude 40km
Flying in Space: 12MU
Range: 3000km in space due to need of reaction mass.


Statistics

Height - 3.5m in Fighter, 7.7m in Gerwalk, 10.7m in Battroid
Length - 12.8m in Fighter, 11m in Gerwalk, 4m in Battroid
Width - 12.2m in Fighter, 12.2m in Gerwalk, 6.5m in Battroid
Weight - 11.8 tons dry. 18 tons typical operating weight
PS - Robotic 60 Lift - 30 tons, Carry - 15 tons
Cargo - minimal pilot equipment and survival gear
Power System - 2x Shinnakasu Heavy Industry/P&W/Roice FF-2015 turbine engines, along with 2 x RRL-1 Miniaturized Protoculture-cell energizer.
Cost - na


Weapons

Spectre sketch by leelf-d4w8dd3



Weapon Type - Ion pulse Gun (2, wingroots, useable in Fighter and Gerwalk mode)
Primary Purpose - Anti-fighter
Range - Atmosphere: 400m/1/2km, Space: 2/4/6mu
Damage - 1d4x10 per gun. Can be fired together doing 2d4x10. Can be fired with the Dual Ion Pulse Guns in the arms, the Dual Ion Pulse Guns in the head, and the Heavy Ion Pulse gun in the Head in Gerwalk mode for a total of 5d4x10+1d6x10 (or 4d6x10+20 if you prefer). Alternatively in Fighter mode it can be fired with the Dual Ion Gun in the head and the Heavy Ion gun in the head doing 3d4+10+1d6x10 (or 3d6x10),
Rate Of Fire - equal to pilots attacks
Payload - unlimited

Weapon Type - Dual Ion Pulse Gun (2, 1 per arm useable in Gerwalk and Battroid mode)
Primary Purpose - Anti-fighter/mecha
Range - Atmosphere: 400m/1/2km, Space: 2/4/6mu
Damage - 1d4x10 per gun, Can be fired with the Ion Pulse Guns in the wingroots, the Dual Ion Pulse Guns in the head, and the Heavy Ion Pulse gun in the Head in Gerwalk mode for a total of 5d4x10+1d6x10 (or 4d6x10+20 if you prefer). Alternatively in Battroid mode it can be fired with the Dual Ion Pulse Gun in the head and the Heavy Ion gun in the head doing 3d4+10+1d6x10 (or 3d6x10).
Rate Of Fire - semi-automatic equal to pilots attacks
Payload - unlimited

Weapon Type - Dual Ion pulse Gun (2, head, useable in all modes)
Primary Purpose - Anti-fighter
Range - Atmosphere: 400m/1/2km, Space: 2/4/6mu
Damage - 1d6x10 per blast, Can be fired with the Ion Pulse Guns in the wingroots, the Dual Ion Pulse Guns in the arms, and the Heavy Ion Pulse gun in the Head in Gerwalk mode for a total of 5d4x10+1d6x10 (or 4d6x10+20 if you prefer). Alternatively in Fighter mode it can be fired with the Ion Pulse Guns in wingroots and the Heavy Ion Pulse gun in the head doing 3d4+10+1d6x10 (or 3d6x10), or in Battroid mode it can be fired with the Dual Ion Pulse Guns in arms and the Heavy Ion Pulse gun in the head doing 3d4+10+1d6x10 (or 3d6x10).
Rate Of Fire - semi-automatic equal to pilots attacks
Payload - unlimited

Weapon Type - Heavy Ion Pulse Gun (head, useable n all modes)
Primary Purpose - Anti-fighter/Mecha
Range - Atmosphere: 400m/1/2km, Space: 2/4/6mu
Damage - 1d4x10, Can be fired with the Ion Pulse Guns in the wingroots, the Dual Ion Pulse Guns in the arms, and the Dual Ion Pulse gun in the Head in Gerwalk mode for a total of 5d4x10+1d6x10 (or 4d6x10+20 if you prefer). Alternatively in Fighter mode it can be fired with the Ion Pulse Guns in wingroots and the Dual Ion Pulse gun in the head doing 3d4+10+1d6x10 (or 3d6x10), or in Battroid mode it can be fired with the Dual Ion Pulse Guns in arms and the Dual Ion Pulse gun in the head doing 3d4+10+1d6x10 (or 3d6x10).
Rate Of Fire - semi-automatic equal to pilots attacks
Payload - unlimited

Weapon Type - Hardpoints (8, 2 per wing, for on main mody. Main body points must be empty to transform)
Primary Purpose - Anti-fighter/mecha
Range - varies by missile type
Damage - varies by missile type
Rate Of Fire - 1 at a time or volleys of 2, 4, 6, 8 hardpoints
Payload - Each hardpoint can carry 1 of the following: Light H.E. Air to Air Missile, H.E. Air to Air Missile, Light H.E. Air to Ground Missile, H.E. Air to Ground Missile, H.E. Bomb, Micro-Missile Canister (Damage - 2d4x10, Range 6km (triple in space), Payload - 12, RoF - 3 at a time maximum per cannister)
Bonuses - +2 strike


Combat Bonuses/Penalties

Use VF Combat Basic/Elite with the following bonuses:
+1 initiative
+1 disarm
+2 pull punch
+1 dodge at level 3, 5, 8, and 12
+1 reflexive dodge at level 2, 4, 7 and 11
Punch – 4d6+5md
Retrained Punch - 2d6+3md
Kick – 1d4x10+11md
Body Block/Tackle – 2d6+3md


Systems of Note

Protoculture fueled turbines - Gives the craft and an operational time frame of up to 4 weeks of constant use. Up to a year with non war time usage.

Radar - Range of 450km. Able to track up to 40 targets, display 30 targets and lock onto 10 targets at once.

Radar Warning Receiver - Warns of potential Radar Lock. Range - 460km.

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. Payload: 12 Chaff and 12 Flares.

Targeting Computer - +2 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. 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 over 100 entries about various enemies. Range is equal to the radar system.

Multi-Lock capability - Unit can lock on to and fire at multiple targets (max of radar capability) using it's missiles at one time through it's radar tracking system. (later Upgraded to look and lock, see below)

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 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 6km, as small as 150cm out to 12km, and as small as 300cm out to 40km. This system also assists the other sensors in detected and identification. This is not typically a passive system but to be directed at specific targets.

Motion detector/Collision Warning System - Range 800m.

FLIR - Advanced forward looking infra-red system for night operations. Range - 20km.

Standard instrumentation - Speedometer, altimeter, distance travelled, 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, 61+ means it is still operational). Loss of the control system gives a penalty to the pilot of -75% to all piloting rolls to maintain control of the aircraft. While functioning the systems give a bonus of +20% to all piloting rolls.

Radio Communications - long-range direction communication systems out to a range of 1500km that can be boosted if proper signal towers or relay systems are in place. Also a directional short-range radio with a range of 72km. 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.

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 typically ejects the occupants about 300m to parachute safely away.

Limited Electronic Countermeasures Capability - With an Electronic Countermeasures skill roll (or Sensor operations at -20%) the pilot/crew can impose a penalty of -2 to strike and a -20% to all sensor skill rolls of any opponents within radar range depending on terrain. Range is equal to the radar system.

Self destruct System - Systems that destroys the unit and all of its internal components. Blast is relatively contained however to a radius of 10m doing 4d6x10md to anything within the radius.

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.


Alternate Background

With the rollout of the final VF-1 in 2015, the United Earth Forces were left without a successor model to the Valkyrie. The Advanced Veritech Program had failed to deliver the proposed VF-4 on budget and therefore was considered a setback. Neither the VA-5 Condor nor the VFA-6 Alpha were suited to the task of blunting an enemy force by engaging them at stand-off ranges. What was needed was a powerful multi-role platform that could primarily act as an Interceptor capable of going exo-atmospheric under its own power but still able fulfill Air Superiority, Anti-Spacecraft and Ground Support missions. Thus the VF-7 Sylphide was born.

The single greatest challenge facing the design team was the radical nature of the transformation sequence. It was only because of advances in materials technology that allowed for the airframe to withstand the stress of the rather intricate variable configuration. Unlike previous fighters, the leg/arm positions are reversed from the norm in Fighter mode, so that the legs formed the top nacelle while the arms formed the bottom. Taking elements of both the Valkyrie and Alpha, the Sylphide combined the transformation styles of both to come up with a rather unique variability. Micronized energy weaponry allowed this fighter to be outfitted with beam weaponry to the exclusion of the earlier slug-throwing types.

Since its an Interceptor, the Veritech has powerful engines capable of propelling the mecha at high MACH speeds intra-atmospheric. In Fighter Mode, the Sylphide truly has no equal among variable fighters in terms of a balance between speed, agility and weaponry. The engines can thrust-vector, allowing it to perform gravity defying feats of aerial acrobatics. This agility makes the Sylphide hard to kill in a dogfight situation. It is capable of engaging an enemy with beyond visual range missiles or closing in and going to beam cannons for dog fighting. With its conformal hard points, the fighter can engage in missile combat even at higher MACH speed, an improvement over the pivoting wing hardpoints of the Valkyrie.

Like the Valkyrie and Alpha, the Sylphide’s Guardian Mode is useful in situations where VTOL capability is needed, such as the constricted terrain of a city. Hovering or flying, the mecha can engage in combat thanks to the beam weapons built into the nose or the forearms as well as the head unit under the main fuselage. It also allows for the pilot to quickly land in a situation where he is needed on the ground. Also like both the Valkyrie and Alpha, the Sylphide has an unofficial fourth mode referred to as VTOL mode, a sort of half-Guardian with only the legs deployed.

The Battloid Mode of the Sylphide is another area where the mecha performs admirably. With ablative armor and dual beam weapons in its forearms as well as the triple battery of beam cannons mounted in the head, the pilot can call upon a fearsome arsenal in a Close Quarters Battle situation. As a last resort, the pilot can engage in hand-to-hand combat, something anticipated in case the Zentraedi ever attacked the Earth again.

The conformal hard points along the engine nacelles serve the fighter better than internal weapons bays like those found on the Condor and Alpha. Like many of its contemporary fighters, the Sylphide usually mounts medium range multipurpose missiles. A total of ten of these weapon stations cover the fighter, making for a truly impressive amount of ordnance it can carry. Improved energy weaponry allows for a total of nine mounted beam cannons, thus negating the need for a hand-carried gun pod in Guardian or Battloid modes. This makes for greater combat endurance as well as reducing turn-around time and decreasing maintenance on an incredibly complex fighter. It also allows the Sylphide to bring a truly staggering amount of firepower to bear in any combat situation.

Unlike its close cousin, the Alpha, the Sylphide does not utilize the low mass composite laminar that most mecha of their generation. Instead, like the Logan, it utilizes the same light weight alloys that the Valkyrie was built with. This was done not only to reduce the procurement cost of an already expensive fighter, but also to facilitate the high MACH speed the fighter was required to achieve. It is only considered, therefore, a marginal improvement over the armor plating of its antecedant.

Sadly, most Sylphides in the UEF arsenal during the 2nd Robotech War were pitted against Bioroid Assault Frigates whose armor plating withstood all but capital ship scale weaponry. The attrition rate among the Air Force’s most sophisticated machines and pilots was untold. The InterWar and Invid Invasion saw the pilots and their mecha return to their place of prominence before the UEF was overwhelmed by the battle hungry Invid. Few of these remaining Veritechs survived the Occupation, due to the amount of maintenance necessary to keep them in the field.


References Used

David Farris - large majority of information is from a thread on the palladium books forums. I adjusted the game stats accordingly to fit how my stats are done and his background is the alternate one at the end of the entry. Also it is through him that the image for the entry was acquired.
Robotech.com
Macross Mecha Manual
Robotech Reference Guide - main background information as well as some technical information.
Sketch art by LeElf - http://leelf.deviantart.com/

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