VSF - 1 Nova
Vehicle Type: VSF- 1
Class: Variable Series Fighter
Manufacturer: DynaTech Industries
(the original fighter’s manufacturer is unknown. Very little
is known about the people who manufactured it.)
Crew: One pilot
MDC BY LOCATION:
Head Pulse Laser - 30
Head - 100
Hands (2) - 50 each
Arms (2) - 110 each
Shoulders (2) - 125
each
Legs & Thrusters
(2) - 220 each
Main Body - 375
Canard Forward Wings
(2)-30 each
Main Wings (2)-150 each
Tails (2) - 50 each
DTI - 6RC Rail Cannon
-100
Anti-Projectile Shield
-150
Reinforced Pilot Compartment/Escape
Pod - 150
Variable Force Fields
(2) - 600 per side (3600 per layer, 7200 overall)
NOTES:
Destroying the head
of the VSF - 1 will knock out the mecha's major sensor systems, including
all of the optics systems (infrared, Nightvision, thermal). Radar and communications
will be unaffected.
Depleting the MDC of
the main body will destroy the mecha. The pilot and cockpit section/escape
pod will be automatically ejected from the doomed mecha before it explodes
by the mecha's main computer.
The pinpoint barrier
shield regenerates at a rate of 50 MDC per round. Even if completely destroyed
the shield will regenerate within 2 melee rounds. The shield is usually
generated on the right arm of the VSF-1.
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 5.1+ (3417 mph/5205 kmph) max speed at 10,000-30,000 meters
above sea level. Mach 24+ (16,080 mph/24,494 kmph) max speed at 30,000+
meters above sea level, for a maximum of 5 seconds. Cruising speed is usually
Mach 1.8 (1206 mph/1837 km/h). The VSF - 1 is capable of achieving orbital
velocity over an Earth-class planet without additional rocket assistance.
Maximum rate of ascent is 65,000 meters/minute. Structural G limits are
+31.0 to -18.5 Earth gravities.
STATISTICAL DATA:
HEIGHT: 46.52-ft (14.54 m)
in soldier configuration, 25.59-ft (8.00 m) in gerwalk configuration, 12.60
ft (3.94 m) in fighter configuration.
WIDTH: 20.80-ft (6.50 m)
at shoulders in soldier configuration, 47.65-ft (14.89 m) in gerwalk or
fighter configuration with wings at maximum extension.
LENGTH: 14.29-ft (4.47 m)
in soldier configuration, 41.69-ft (13.03 m) in gerwalk configuration.
59.55 ft (18.62 m) in fighter configuration.
WEIGHT: 8750 kg empty. Maximum
takeoff weight in an atmosphere is 37,509 kg, and maximum weight in space
with optional fold booster is 46,102 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: Dual Nuclear
Fusion power plants with a projected 35 year life span
Market Cost: The Military
version of the VSF - 1 Nova costs 60 million credits and comes with full
armaments.
WEAPON SYSTEMS:
DTI - 31 ANTI-AIRCRAFT PULSE LASER:
The VSF - 1 mounts a single pulse laser for use in air combat skirmishes
and for defensive purposes. The laser is mounted on the head of the mecha
in soldier mode, and is located in the central dorsal section of the main
body pointed rearward in fighter and gerwalk modes. The laser can only
fire to the REAR of the fighter in these modes; it cannot be turned to
fire along another arc.
PRIMARY PURPOSE: Anti-aircraft
SECONDARY PURPOSE: Anti-missile/defensive
RANGE: 4000 feet (1200 m)
DAMAGE: 2D4 + 10 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.
DTI - 32C LASER GUNS: Two semi-fixed
laser guns are mounted in the wings of the VSF - 1, near the base of the
wing where it connects to the main body. These lasers can be fired in any
mode (the beams exit the hip-mounted wing units in soldier mode) but can
only be aimed along the front arc of the mecha (max angle is about 45 degrees
in any direction from the nose).
PRIMARY PURPOSE: Anti-mecha
SECONDARY PURPOSE: Air-to-ground
strafing runs
RANGE: 4000 feet (1200 m)
DAMAGE: 1D4 M.D. per laser for a
single shot, 1D4x10 M.D. for a burst (counts as one attack).
RATE OF FIRE: Single shots or bursts
only. The cannons can be fire-linked so that firing both cannons at the
same time counts as one attack (does double damage).
PAYLOAD: Effectively Unlimited.
DTI - 6RC Rail Cannon: The main weapon
of the VSF -1 is the new DTI - 6RC Rail Cannon produced by DynaTech Industries.
The cannon is mounted on a special hard point below the VSF in fighter
mode, and is hand-held in gerwalk and soldier modes. The DTI -6RC Rail
Cannon uses clips of ammo instead of a self-contained supply in the barrel
of the gun. Two spare clips for the DTI - 6RC are mounted on the back of
theVSF - 1's bulletproof shield; replacing a clip takes two melee actions
and can only be done in Gerwalk or Soldier mode.
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: Each clip holds 400 rounds,
equal to 40 short bursts, 20 long bursts, or 10 full melee bursts.
BODY/WING HARD POINTS: Two fixed hard
points are mounted on the fuselage of the VSF - 1, and an additional two
hard points are mounted on each wing for a total of 6 hard points on the
fighter. These hard points can be used to hold a variety of different ordinance
types, including long, medium, or short-range missiles. One long range,
, 3 medium range, or 5 short range missiles can be mounted per hard point.
Usually long-range missiles are issued.
NOTE: Due to the location of the hard points,
ALL missiles must be fired or ejected before the VSF - 1 may convert into
soldier mode. For this reason the hard point missiles are usually fired
within the first few passes of an attack.
LONG RANGE MISSILES
Primary Purpose: Heavy Assault
Secondary Purpose: Anti-Spacecraft
Missile Types: Any type of standard 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 hard point; 6 maximum.
MEDIUM RANGE MISSILES
Primary Purpose: Assault
Secondary Purpose: Anti-Mecha
Missile Types: Any type of standard Medium
Range Missile can be used.
Range: Varies with missile type.
Damage: Varies with missile type.
Rate of Fire: 1-3 missiles per hard point.
Payload: Three per hard point; up to 18
maximum.
SHORT RANGE MISSILES
Primary Purpose: Assault
Secondary Purpose: Anti-Mecha
Missile Types: Any type of standard Short
Range Missile can be used.
Range: Varies with missile type.
Damage: Varies with missile type.
Rate of Fire: 1-5 missiles per hard point.
Payload: Five per hard-point; up to 30
maximum.
HAND TO HAND COMBAT: If necessary,
the VSF - 1 can engage in melee combat rather than use a weapon. The VSF
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 VSF -1:
AUTOPILOT: The VSF -1 is equipped
with a computerized auto-pilot, allowing the pilot to relax or even sleep
during long voyages. The auto- pilot can be programmed with a single destination
or a complex flight plan involving multiple speeds, directions, and destinations.
The onboard computer will alert the pilot when the fighter is near its
destination, and can also be set to automatically signal when sensors detect
objects near the mecha. The auto-pilot was designed with long intra-system
space journeys in mind.
COMBAT COMPUTER: The VSF - 1 is equipped
with an advanced AI combat computer that can store and analyze data during
combat with hostile forces. Data collected by the combat computer can be
displayed on the virtual environment cockpit of the mecha (see below),
which allows the system 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.
COPILOT SEAT: The VSF -1 can
be equipped with a second pilot's seat behind the main pilot's seat for
an optional copilot, if necessary. The copilot will usually act as the
navigator for the VSF -1 and will be responsible for operating the mecha's
fold booster (if equipped). The copilot can assume command of the
VSF -1 if the pilot becomes incapacitated.
ESCAPE POD: The entire reinforced
cockpit of the VSF -1 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
VSF -1 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
a homing signal, 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: INFRARED: Range: 2000 feet
(610 m). This optical system projects a beam of infrared light that is
invisible to the normal eye, but detectable by the mecha's sensors. The
system allows the pilot to detect hidden/concealed objects by their IR
reflectiveness. The beam will be visible to anyone with IR sensitive optics,
however.
OPTICS: NIGHTVISION: Range: 2000 feet
(610 m). A passive light image intensifier that emits no light of its own,
but relies on ambient light which is electronically amplified to produce
a visible picture.
OPTICS: THERMAL IMAGER: Range: 2000
feet (610 m). A passive optical heat sensor that detects infrared radiation
projected by warm objects and converts that data into a false-color visible
image. The system enables the pilot to see in the dark, in shadows, and
through smoke, and also adds a +10% bonus to pilots using a tracking skill.
RADAR: 200-mile (321 km) range.
RADIO/VIDEO COMMUNICATION: Long range,
directional communications system with satellite relay capabilities. Range:
1600 miles or can be boosted indefinitely via satellite relay.
SELF-DESTRUCT: To prevent capture
of an Variable Series Fighter by the enemy, the pilot can activate the
VSF - 1'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 DynaTech
Industries 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.)
VIRTUAL ENVIRONMENT COCKPIT: The VSF
-1 is equipped with an innovative new cockpit layout that provides monitors
below and around the pilot in addition to the HUD cockpit dome. In flight,
these monitors display what is below and behind the aircraft, giving the
pilot a tremendous field of view that is unparalleled by any other aircraft.
COMBAT BONUSES FOR VSF - 1 Nova FIGHTER
TRAINING: ADVANCED VSF - 1 Nova COMBAT TRAINING
Advanced training for pilots specializing
in the VSF -1
4 attacks per melee (plus those of the
pilot).
Add one additional action/attack at levels
two, five, seven, and ten.
+2 on initiative
+3 to strike
+4 to parry
+4 to dodge in solder mode, +6 in gerwalk,
+8 in jet mode.
+3 to roll with a punch or fall with an
impact, reducing damage by half.
+3 to leap dodge. A leap dodge is an automatic
dodge, which causes no loss of attacks per melee. The new generation variable
fighters are so maneuverable that the pilot can dodge an attack while moving
to counterattack an enemy.
Critical strike same as pilot's hand-to-hand.
Body block/tackle/ram - 2D4 M.D. plus a
50% chance of knocking an opponent down, causing him to loose initiative
VSF - 2Atlas heavy arms fighter
The Atlas variable star fighter is the
second of four dominion designs based on the fighter recovered from deep
space. Unlike its sibling design, the Hercules, the Heavy Arms is designed
for deep space tactical operations.
At the core of the Atlas fighter is its four
arms. Two are relatively normal and have hands. These arms have integrated
mini missile launchers. The other two limbs, the heavy arms, contain high-powered
plasma and particle cannons. Built into the mecha’s main body
are medium missile launchers, and a revolutionary new weapon referred to
as a Nova Cannon.
Secondary systems include an advanced stealth
system designed to mask the Atlas' high power signature. Also a recent
addition to the technology pool is the twin weapon packs attached to the
Atlas' lower legs. These packs contain 12 heavy mini-missiles each and
provide additional maneuvering power for its intended roll as a deep space
tactical fighter.
Vehicle Type: X - 002 Atlas heavy
arms (prototype), VSF - 2 Atlas
Class: Variable Series Fighter;
assault type
Manufacturer: DynaTech Industries
Crew: One pilot with standard infantry
body armor and grav harness
MDC by Location:
*Head - 80
Hands (2) - 100 each
Arms (2) - 150 each
Forearm Mini-missile
Launchers (2) - 100 each
Heavy Arms (2) - 400
each
High Powered Plasma
Cannons (2) - 150 each
High Powered Particle
Beam Cannons (2) - 200 each
Nova Cannon (1) - 250
Medium Missile Launchers
(2) - 125 each
Legs/Main thrusters
(2) - 350 each
Weapon packs (2) - 250
each
Maneuvering Thrusters
(24) - 50 each
Back Thrusters (2) -
200 each
Reinforced Pilot Compartment
- 200
**Main Body - 500
***Variable Force Fields
(2) - 500 per side (3000 total per layer, 6000 overall)
*Destroying the head will force the pilot
to rely on secondary sensors and systems. He will also lose all optics.
**Depleting the MDC of the main body will
destroy the fighter.
***The variable force fields regenerate
at a rate of 10% of their total MDC per hour.
Speed:
Running: the Atlas can run
at 35 mph under an earth normal gravity in gerwalk mode. In soldier mode,
it can run at 65 mph maximum.
Leaping: The Atlas’
legs are not well suited to jumping and leaping. At best, the mecha can
leap 10 feet high or lengthwise (double in space). Add 20 feet with a running
start and 30 feet with thruster assist.
Flying: In fighter mode,
the Atlas heavy arms can reach Mach 8 in space. In an atmosphere, however,
its speed drops considerably. The atlas can only reach Mach 2.6 maximum.
It is not suited at all for atmospheric flight, as it has not wings. In
gerwalk mode, the Atlas can move at Mach 4.6 in space. In an atmosphere,
the gerwalk can move around at up to Mach 1.6. The fighter can also hover
and flit about. In soldier mode, the Atlas can fly along at Mach 2.4. The
soldier mode, of all the modes, is best suited for atmospheric flight and
can fly at Mach 3.
Statistical
Data:
Height: 45 feet talk in solider
mode, 36 feet tall in gerwalk mode, and 18 feet tall in fighter mode.
Width: 12 feet across the
shoulders in soldier mode (the heavy arm shoulders), 9.5 feet across in
gerwalk mode, and 7 feet across in fighter mode.
Length: 9 feet in soldier
mode, 18 feet in gerwalk mode, and 55 feet across in fighter mode
Physical Strength: Both sets
of arms have a PS of 60
Weight: 35 tons fully loaded
Power System: Nuclear fusion
reactor
Cargo: The cargo locker has
enough room for survival gear and rations
Cost: the Atlas Heavy Arms
fighter is not available on the market.
Weapon Systems:
Nova Cannnon: The Nova Cannon operates
by venting magnetically contained high-energy plasma from the main reactors.
This plasma is high temperature and also high energy, and causes serious
damage on impact.
Mega-Damage: 1D6 x 100 MD
Range: 10 miles
Rate of Fire: Once ever other melee
Payload: Effectively unlimited
Forearm Mini Missile Launchers (2) - These
launchers are designed to accept mini-missiles as found on Earth. The launchers
themselves can only be replaced at a Dominion base or an Dynatech Industries
Complex.
Mega-Damage: varies with missile
type
Missile Type: typically have armor
piercing, plasma, or high explosive mini-missiles
Range: Typically 1-3 miles
Rate of Fire: One at a time or in
volleys of 2, 4, or 6 per melee
Payload: 24 missiles per launcher
(48 total)
DTI -3RG Rail Guns (1; hand-held):
The
rail guns are standard DTI - 3RGs
Mega-Damage: 4D6 x 10 MD
Weight: 350 lbs
Range: 2000 feet
Rate of Fire: Standard
Payload: the ammo clip contains
3000 rounds and allows 20 bursts
High Powered Plasma Cannons (2): The
High powered Plasma Cannons vent high frequency plasma from a special high
capacity generator and through a magnetic field generator.
Mega-Damage: 2D4 x 10 + 5 MD
Range: 4000 feet
Rate of Fire: Twice per melee and
can be combined with other weapons
Payload: Effectively unlimited,
however after 30 shots, it requires a 15 minute recharge
High Powered Particle Beam Cannons (2):
The High Powered Particle Cannons are mounted above the HI Plasma cannons
and share the same power generator.
Mega-Damage: 3D4 x 10 MD
Range: 8000 feet
Rate of Fire: Twice per melee and
can be combined with other weapons
Payload: Effectively unlimited
Medium Range Missile Launchers (2):
These are special high energy plasma missiles and can only be replaced
at a DynaTech Industries Facility
Mega-Damage: 2D6 x 10 MD
Missile Type: High Plasma
Range: 15 miles
Rate of Fire: One at a time or in
volleys of 2 or 4.
Payload: 6 per launcher (12 total)
Weapon Packs (2): These are an enhancement
system for all of the VSF series fighters. They contain 12 heavy plasma
mini-missiles and as such, can only be replaced at a DynaTech Industries
facility. They are also the only weapons’ components that are
jettisonable (once they sustain 145 MDC, they are unable to function and
have a cumulative 15% chance of detonating).
Mega-Damage: 1D6 x 10 + 20 MD
Missile Type: Heavy Plasma Mini-missile
Range: 2.5 miles
Rate of Fire: One at a time or in
volleys of 3, or 6 at a time
Payload: 12 per pack, (24 total)
Hand to Hand Combat: Instead of using
its weapon systems, the Atlas can engage in hand-to-hand combat instead.
The Atlas has 4 attacks, plus those of the pilot. The Heavy Arms are not
suitable for hand to hand however.
Restrained Punch - 1D6
MD
Full Strength Punch
- 3D6 MD
Power Punch - 4D6 MD
Tear or Pry with hands
- 2D4 MD
Kick - 2D4 MD
Leap Kick - 3D6 MD
Body Flip/Throw - 1D6
MD
Body Block/Tackle -
2D6 MD
Stomp -2D6 MD (only
effective against small targets, 15 feet or smaller)
Combat Bonuses:
Advanced Training for Atlas pilots
Add one additional attack at levels 2,
4, 8, and 12
+ 4 on initiative
+ 3 to strike
+ 4 to parry
+ 1 to dodge in soldier mode, + 3 to dodge
in gerwalk mode, + 4 to dodge in fighter mode
+ 3 to roll with punch or fall
Critical Strike, same as the pilot’s
AUTOPILOT: The VSF - 2 Atlas is
equipped with a computerized auto-pilot, allowing the pilot to relax or
even sleep during long voyages. The auto- pilot can be programmed with
a single destination or a complex flight plan involving multiple speeds,
directions, and destinations. The onboard computer will alert the pilot
when the fighter is near its destination, and can also be set to automatically
signal when sensors detect objects near the mecha. The auto-pilot was designed
with long intra-system space journeys in mind.
COMBAT COMPUTER: The VSF - 2 Atlas
is equipped with an advanced AI combat computer that can store and analyze
data during combat with hostile forces. Data collected by the combat computer
can be displayed on the virtual environment cockpit of the mecha (see below),
which allows the system 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.
COPILOT SEAT: The VSF - 2 Atlas can
be equipped with a second pilot's seat behind the main pilot's seat for
an optional copilot, if necessary. The copilot will usually act as the
navigator for the VSF - 2 Atlas and will be responsible for operating the
mecha's fold booster (if equipped). The copilot can assume command of the
VSF - 2 Atlas if the pilot becomes incapacitated.
ESCAPE POD: The entire reinforced
cockpit of the VSF - 2 Atlas 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
VSF - 2 Atlas 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 800 miles (640 km). Most DynaTech ships and fighters can locate and
track a homing signal, 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: INFRARED: Range: 2000 feet
(610 m). This optical system projects a beam of infrared light that is
invisible to the normal eye, but detectable by the mecha's sensors. The
system allows the pilot to detect hidden/concealed objects by their IR
reflectiveness. The beam will be visible to anyone with IR sensitive optics,
however.
OPTICS: NIGHTVISION: Range: 2000 feet
(610 m). A passive light image intensifier that emits no light of its own,
but relies on ambient light which is electronically amplified to produce
a visible picture.
OPTICS: THERMAL IMAGER: Range: 2000
feet (610 m). A passive optical heat sensor that detects infrared radiation
projected by warm objects and converts that data into a false-color visible
image. The system enables the pilot to see in the dark, in shadows, and
through smoke, and also adds a +10% bonus to pilots using a tracking skill.
RADAR: 200-mile (321-km) range.
RADIO/VIDEO COMMUNICATION: Long range,
directional communications system with satellite relay capabilities. Range:
1600 miles or can be boosted indefinitely via satellite relay.
SELF-DESTRUCT: To prevent capture
of an Variable Star Fighter by the enemy, the pilot can activate the VSF
- 2 Atlas’ 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 DynaTech
Industries 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.)
VIRTUAL ENVIRONMENT COCKPIT: The VSF
- 2 Atlas is equipped with an innovative new cockpit layout that provides
monitors below and around the pilot in addition to the HUD cockpit dome.
In flight, these monitors display what is below and behind the aircraft,
giving the pilot a tremendous field of view that is unparalleled by any
other aircraft.
VSF - 3 Hercules
The VSF -3 Hercules is the atmospheric
counterpart to the Atlas. It is a bit lighter and faster, due to being
built for air combat in mind. It is still a veritable tank, and cumbersome
compared to the lighter fighter craft.
Vehicle Type: Variable Series Fighter
Crew: 2; pilot and co-pilot/gunner
MDC by Location:
Head - 100
Head Mounted Laser (1)
- 100
Hands (2) - 100 each
Arms (2) - 200 each
Shoulder Mounted Missile
Pods (2) - 150 each
Arm Mounted 75mm Autocannons
(2) - 90 each
Chest Mounted Missile
Launchers (2) - 300 each
Back Mounted Thrusters/Missile
Launchers (2) - 400 each
Anti-projectile Shield
(1; left arm) - 100
Wings (2) - 400 each
Tail Fins (2) - 150
each
Legs (2) - 400 each
Leg Mounted Missile
Launchers (2) - 200 each
Feet (2) - 100 each
Leg Thrusters (4) -
150 each
GR - 7D Dual Railcannon
(1; hand-held) - 150
Main Body - 900
Reinforced Pilot Compartment
- 250
Speed:
Running: 50 mph maximum
Leaping: 5 feet high and 9 feet
lengthwise without thrusters
Flying (Atmosphere): Mach 3.4 maximum
for fighter mode. Soldier mode can fly at a rate of Mach 1.4 and Gerwalk
mode can reach Mach 2
Flying (Space): Mach 10 for fighter
mode, Mach 6 for soldier mode and Mach 6.5 for gerwalk mode
Range: effectively unlimited
Statistical Data:
Height: 68 feet in soldier mode,
34 feet in gerwalk mode, and 17 feet in fighter mode
Width: 14 feet across at the shoulders
in soldier mode, 27 feet in gerwalk, and up to 40 feet in fighter mode
Length: 9 feet in soldier mode,
37 feet in gerwalk mode, and 70 feet in fighter mode
Physical Strength: Equal to a PS
of 60
Weight: 90 tons fully loaded
Cargo: Sufficient space for two
suits of armor, survival packs, and energy rifles plus rations for a week
Cost: 100 million credits
Weapon Systems:
Head Mounted Laser
Primary Purpose: Anti-missile
Secondary Purpose: Defense
Mega-Damage: 1D4 x 10 MD
Range: 4,000 feet
Rate of Fire: twice per melee; can
be combined with other actions
Payload: Effectively Unlimited
Shoulder Mounted Missile Launchers (2)
Primary Purpose: Assault
Secondary Purpose: Anti-fighter/robot
Mega Damage: Varies with missile
type
Missile Type: Varies with mission
profile and pilot preference
Range: Varies
Rate of Fire: One at a time or in
volleys of 2, 4, 6 , or 8
Payload: 16 per launcher
Arm Mounted 75mm Autocannons (2)
Primary Purpose: Assault
Secondary Purpose: Defense
Mega Damage: High-Explosive: 1D4X10
M.D.C. with a blast radius of 20 feet; High-Explosive Anti-Tank: 2D4x10
M.D.C. with a blast radius of 10 feet; Armor Piercing: 6D6 M.D.C.; Armor
Piercing Sabot-Discarding: 1D6x10 M.D.C.
Range: 6000 feet
Rate of Fire: A maximum of three
rounds per melee
Payload: 80 rounds, standard mixture
is 20 of each type, but this can be changed to meet the mission
Chest Mounted Medium Range Missile Launchers
(2):
Primary Purpose: Anti-fighter
Secondary Purpose: Defense
Mega Damage: 2D4 x 10 MD
Missile Type: Heavy Plasma
Range: 40 miles
Rate of Fire: One at a time or in
volleys of two, 4 or 6 per melee
Payload: 12 per launcher
Thruster Mounted Long Range Missile Launchers
(2):
Primary Purpose: Assault
Secondary Purpose: Anti-starship/installation
Mega Damage: 3D6 x 10 MD
Missile Type: Tachyon
Range: 1500 miles
Rate of Fire: One at a time
Payload: 4 per launcher
Leg Mounted Missile Launchers (2):
Primary Purpose: Anti-personnel
Secondary Purpose: Point-defense
Mega Damage: 1D4 x 10 MD
Missile Type: Armor Piercing
Range: 1 mile
Rate of Fire: One at a Time or in
volleys of 2, 3 or 4 per melee
Payload: 12 per launcher
GR - 7D Dual Railcannon (1;hand-held)
Primary Purpose: Heavy Assault
Secondary Purpose: Anti-robot
Mega Damage: 6D6 x 10 MD
Range: 24,000 feet
Rate of Fire: 4 times per melee
Payload: 100 shots
Hand to Hand Combat and Training for VSF
- 3 Hercules:
Restrained Punch - 2D6MD
Full Strength Punch
- 6D6 MD
Power Punch - 2D6 x
10 MD (counts as two attacks)
Kick - 4D6 MD
Thruster Assisted Leap
Kick - 1D6 x 10MD
Body Block/tackle -
3D6 MD
Stomp - 1D6 MD
Tear/Pry: 3D6 MD
+2 attacks per melee
+5 to strike
+3 to parry
+2 to dodge in soldier mode, + 3 to dodge
in gerwalk, and + 4 to dodge in fighter mode
+1 on initiative
Sensors and Systems: Same as the Atlas
VSF - 4 Thunderbolt
Model Type: Variable Series Fighter
Class: Thunderbolt high-speed interceptor
Crew: 1
MDC by Location:
Head mounted Ion Gun
- 100
Head - 150
Hands (2) - 100 each
Arms (2) - 250 each
Arm Mounted Rail Guns
(2) - 150 each
Shoulders (2) - 400
each
Chest Mounted Mini Missiles
(2) - 400 each
GR - 6R Railgun (1;
hand held) - 100
Back Mounted Thrusters
(2) - 300 each
Legs (2) - 300 each
Wings (2) - 400 each
Tail Fins (2) - 100
each
Feet/Thrusters (2) -
150 each
Main Body - 600
Reinforced Pilot Compartment
- 200
Variable Force Field
- 200 per side
Speed:
Running: 90 mph maximum in soldier
mode; 45mph in gerwalk mode
Leaping: 20 feet high and 30 feet
lengthwise in soldier mode. Gerwalk mode can only leap with thruster assist
Flying (atmosphere): Like the VSF
- 1 Nova, the VSF - 4 is well suited for flight in an planetary atmosphere
and can reach speeds of up to mach 5.3 in fighter mode. In gerwalk mode,
the fighter is reduced to a mere Mach 2.5 for its top flight speed, but
can hover as low as 5 feet above the ground and flit about with ease. Soldier
mode is able to achieve flight speeds of up to Mach 3.5 maximum. In space,
all flight speeds are double of what they are in an atmosphere
Range: effectively unlimited; governed
only by the pilot's ration supply
Statistical Data
Height: 24 feet in soldier mode,
16 feet in gerwalk mode, 8 feet in fighter mode
Width: 9 feet across the shoulders
in soldier mode, 18 feet across in gerwalk, and up to 35 feet across in
fighter mode.
Length: 6 feet in soldier mode,
12 feet in gerwalk mode, and 18 feet in fighter mode
Weight: 15 tons fully loaded
Cargo: Sufficient space for a weapon,
armor, and survival pack with rations and water for 2 weeks
Physical Strength: equal to a PS
of 40
Power System: Fusion with projected
life of 25 years
Cost: 60 million credits
Weapon Systems:
Head Mounted Ion Gun
Primary Purpose: Defense
Secondary Purpose: Anti-missile
Mega Damage: 4D4 + 10 MD
Range: 1200 feet
Rate of Fire: 3 times per melee;
can be combined with other actions
Payload: effectively unlimited
Arm Mounted Railguns (2; one in each arm)
Primary Purpose: Assault
Secondary Purpose: Defense
Mega Damage: 6D6 MD per single shot,
or 1D6 x 10 MD per 10-shot burst
Range: 6,000 feet
Rate of Fire: One shot at a time
or bursts of 10 shots
Payload: 600 round clip providing
600 shots or 60 bursts
Chest Mounted MRM - 7 Swarmer Missile
System (2; in the torso)
Primary Purpose: Anti-fighter
Secondary Purpose: anti-personnel
Mega Damage: 1D6 x 10 MD per missilette (6)
Missile Type: Plasma Swarmer
Range: 3 miles plus an additional 1 mile for the missilettes
Rate of Fire: One at a time or in volleys of 2, 3, or 4 per
melee
Payload: 8 per launcher (32 total)
GR - 6R Railgun (1;hand-held)
Primary Purpose: Assault
Secondary Purpose: Defense
Mega Damage: 1D6 x 10 MD per burst (10 rounds)
Range: 1200 feet
Rate of Fire: equal to the hand to hand of the pilot
Payload: 600 rounds
Hand to Hand and Combat Training for the VSF - 4 Thunderbolt
+2 attacks
+3 to strike with ranged weapons, + 4 to strike
+2 to parry, + 2 to dodge in soldier mode, + 4 to dodge in gerwalk
mode, and + 5 to dodge in fighter mode
+3 to pull punch/roll with impact/fall/punch
+1 on initiative
Restrained Punch: 1D4 MD
Full Strength Punch: 2D6 MD
Power Punch: 4D6 MD (counts as two attacks)
Kick: 1D6 MD
Leap Kick: 3D6 MD
Body Block/Tackle: 1D6 MD
Stomp: 1D4 MD
Tear/ Pry: 1D6 MD
Sensors and Systems: same as the VSF -
1 Nova
VSF - 5 Heavy Arms II
Vehicle Type: Variable Series Fighter
MK II
Crew: Two; the pulot and the co-pilot
gunner
MDC by Location:
Head - 100
Head Mounted Pulse Lasers
(2)- 150 each
Shoulder Mounted Short
Range Missile Lauchers (2; upper set of shoulders) - 200 each
Shoulders (4) - 400
Upper Arms (4) - 200
each
Arm Mounted Autocannons
(2) - 200 each
Arm Mounted Mini Missile
Launchers (2) - 200 each
Chest Mounted Particle
Cannons (2) - 400 each
Wings (2) - 400 each
Tail Fins (2) - 200
each
Back mounted Thrusters
(2) - 300 each
Medium Range Missile
Pods (2; optional) - 150 each
Long Range Missile Pods
(2; optional) - 300 each
RX - 7 Gauss Rifle (1;
hand-held) - 100
RX - 3E Energy Rifle
(1; Hand-held) - 100
VX-3 Energy Swords (2;
hand-held) - 100 each
Legs (2) - 400 each
Leg Mounted Short Range
Missile Launchers (2) - 200 each
Feet/Thrusters (2) -
200 each
Main Body - 600
Reinforced Pilot Compartment
- 400
Armor Generators (15)
- 100 each
Variable Force Field
- 500 per side ( 3,000 total)
Speed:
Running: The Heavy ARMs II is a
nimble mecha for its size and can run at speeds of nearly 75mph. In gerwalk
mode this drops to about 45mph.
Leaping: The Heavy ARMs II is remarkably
heavy and therefore can't jump very well. a mere 10 feet high by 15 feet
lengthwise. the gerwalk mode requires thruster assistance to leap
Flying (Soldier mode): The
Heavy ARMS II can fly along at Mach 2.6. Mach 5 in space
Flying (Gerwalk mode): Mach 3.4
max Mach 6.8 in space
Flying (Fighter mode): Mach 5.6
maximum. Mach 11 in space
Range: Effectively Unlimited; restricted
only by supplies and pilot endurance
Statistical Data:
Height (Soldier Mode): 70 feet from
foot to the top of its head
Height (Gerwalk Mode): 45 feet from
foot to the top set of shoulders
Height (Fighter Mode): 20 feet
Width (Soldier Mode): 15 feet shoulder
to shoulder
Width (Gerwalk Mode): 25 feet and
up to 45 feet with wings fully extended
Width Fighter Mode): 25 feet and
up to 45 feet with wings fully extended
Length (Soldier Mode): 12 feet front
to back
Lengeth (Gerwalk Mode): 35 feet
Length (Fighter Mode): 66 feet
Weight: 40 tons fully loaded
Physical Strength: Both sets of
arms have a PS equal to 60
Power System: Twin Durance T6 fusion
reactors with 2 backmounted Hermes MK VII Fusion Torche drives
Cargo Space: sufficent space for
for backpack, side arm for two as well as rations for 2 weeks
Cost: 120 million credits
Weapon Systems:
Head mounted pulse lasers (2;) Capable
of 40 degree angle and 270 degree rotation
Primary Purpose: Anti-Missile/Fighter
Secondary Purpose: Defense
Mega Damage: 2D6 MD per individual
3 shot burst, or 4D6 for simlutaneous burst
Range: 4,000 feet (8,000 in space)
Rate of Fire: Standard; can be combined
with other actions
Payload: Effectively unlimited
Shoulder Mounted Short Range Missile Launchers
(2; located on the upper set of shoulders)
Primary Purpose: Close range anti-fighter
Secondary Purpose: Defense
Mega-Damage: varies with type
Missile Type: varies with pilot
preference and mission profile
Range: commonly 2-5 miles; but varies
with type
Rate of Fire: One at a time or in
volleys of two, four, or six per melee
Payload: 12 missiles per launcher
(24 total)
Arm Mounted Autocannons (2; mounted on
the upper set of arms)
Primary Purpose: Assault
Secondary Purpose: Anti-robot/Power
Armor
Mega Damage: 1D6 x 10 MD per 10
round burst
Range: 8,000 feet (16,000 in space)
Rate of Fire: 4 burst per melee
Payload: 400 rounds (40 bursts)
per AC (800 rounds total); The Autocannons can be reloaded by hand which
requires two melees
Arm Mounted Mini Missiles (2; mounted
on the lower set of arms)
Primary Purpose: Anti-personnel/Anti
Power armor
Secondary Purpose: Defense
Mega Damage: 1D6 x 10 MD or 1D4
x 10 MD
Missile Type: Plasma or Armor Piercing
Range: 1.5 miles to 2.5 miles
Rate of Fire: One at a time or in
volleys of two, four, six, or eight per melee
Payload: 24 missiles per launcher
(48 missiles total)
Chest Particle Cannons (2; mounted in
the chest; can rotate 45 degrees in any direction)
Primary Purpose: Assault
Secondary Purpose: Defense
Mega Damage: 1d4 x 100 MD to a 3
foot area (2d4 x 100MD linked fire)
Range: 8 miles (16 miles in space)
Rate of Fire: Once every 2 minutes;
*cannot* be combined with other actions due to power drain
Payload: Effectively unlimited
Optional Medium Range Missile Launchers
(attached to wing hard points; capable of mounting 2-4 launchers)
Primary Purpose: Medium Range anti-fighter
support
Secondary Purpose: anti-fighter
Mega Damage: varies
Missile Type: any; varies with mission
profile and pilot preference
Range: varies
Rate of Fire: One at a time or in
volleys of two, three, or four per melee
Payload: each pod has 8 missiles
Optional Long Range Missile Launchers
(attached to wing hard points capable of mounting 2-4 launchers)
Primary Purpose: Long Range anti-fighter
support
Secondary Purpose: anti-fighter
Mega Damage: varies
Missile Type: any; varies with mission
profile and pilot preference
Range: varies
Rate of Fire: One at a time or in
volleys of two
Payload: each pod has 4 missiles
RX - 7 Gauss Rifle (1; hand-held):
remains clipped to the lower right arm when not in use
Primary Purpose: Assault
Secondary Purpose: Defense
Mega Damage: 4d6 x 10 MD per shot
Range: 24,000 feet (48,000 feet
in space)
Rate of Fire: Four shots per melee
Payload: 32 shots per clip; clips
can be changed out with one melee action
RX-3E Energy Rifle (1;hand-held):
remains clipped to the lower left arm when not in use
Primary Purpose: Assault
Secondary Purpose: Defense
Mega Damage: 6D6 + 20 MD
Range: 24,000 feet (48,000 feet
in space)
Rate of Fire: four shots per melee
Payload: 22 shots per clip; clips
can be changed out with one melee action
VX-3 Energy Swords (2; stored in leg housings)
Mega Damage: 3D6 MD; cable of dealing
piercing damage (meaning the 3D6 is applied to the point of impact.
This is commonly used to pierce the armored cockpits of enemy fighters
to kill the pilots)
Range: blade length is 10 feet
Payload: The swords are powered
through an interlink coupling built into the hand
Leg Mounted Short Range Missile Launchers
(2; mounted on the lower legs)
Primary Purpose: Close range anti-fighter
Secondary Purpose: Defense
Mega-Damage: varies with type
Missile Type: varies with pilot
preference and mission profile
Range: commonly 2-5 miles; but varies
with type
Rate of Fire: One at a time or in
volleys of two, four, or six per melee
Payload: 12 missiles per launcher
(24 total)
Hand to Hand Combat Training and Damage:
VSF - 5 Heavy ARMS II (the following damage chart applies independantly
to both sets of limbs)
Restrained Punch - 2D6 MD
Full Strength Punch - 6D6 MD
Power Punch - 2D6 x 10 MD
Kick - 4D6 MD
Leap Kick - 1D6 x 10 MD
Body Block/Tackle - 3D6 MD
Tear/Pry - 3D6 MD
Stomp - 1D6 MD
Optional Hand-held weapons: the Heavy
ARMs II can be equiped with alternate or additional hand-held weapons.
+4 attacks per melee; + 1 attack at levels
6, 10, and 14
+2 to strike and parry
+4 to dodge in soldier mode, + 6 to dodge
in gerwalk and fighter modes
+3 to initative
+1 to roll with impact/fall/punch
*these are in addition to the pilot's skills
Armor Technology: consisting of 15
generators, the Armor system provides additional protection against hostile
weapons' fire
Sensors and Systems: Same as VSF - 1 Nova
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