Vtf 2ss u & t.g.b.p.s. 5s

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    VTF-2SS-U & T.G.B.P.S.-5SVariable Tactical Fighter-2Space Superiority Upgrade

    &Tactical Grenade Box

    Protector System-5S-A/B/C

    T.G.B.P.S.-5S-CVTF-2SS-U

    By Andrew Gentry

    e-mail: [email protected] me with any questions and comments

    about this design. Thank you. This is an original design

    Feel free to use it, just please dont claim it as your own work

    mailto:[email protected]:[email protected]
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    VTF-2SSU Fighter/ Tactical Grenade Box Protector System 5S

    Overview: The T.G.B.P.S.-5S is a multi-role specialist, designed to deliver a punishing amount of damageat various ranges. Its primary role is that of a starship boarder i.e. boarding a rogue Zentran ship and

    fighting its crew in close quarters. Its equipped with 2 double- barreled buster rifles, these

    weapons are a newly developed pulse-particle cannon, 4 shoulder mounted rapid-fire

    energy guns, 2 forearm mounted plasma cannons, 2 2F-SS gunpods stored in a

    flip out holster in each outer leg, 2 plasma swords in the forearm, And alarge variety of missiles.

    Development: The T.G.B.P.S.-5S was created during theMarduk invasion of Earth in 2089. It was supposed to

    fill in the role of a heavy assault unit, but its numbers

    were to few to have any real impact on the war. Plus

    because of the weight of the weapons & armor

    discovered that the standard VF-2SS couldntmaneuver very well, nor could it move very well either, this

    project would have dead-ended right there if not for a

    Ian Stovavich. He proposed to the U.N. Spacy hismodified VF-2SS upgrade. The upgrade included newer

    engines, heavier armor, new variable-fire pulse lasers, heavy-duty electro-

    magnetic hydraulics, a newer combat computer to handle more AABs and

    other various components. The proposal was accepted (the UN Spacy was very

    desperate for anything to help win the war) and within a couple of days 6 VF-2SS wereoverhauled into the new Tactical Fighter. The VTF- 2SSU or Upgraders as theywere also called. The down side of the upgrade was, it slightly increased the size of

    the fighters and increased their weight as well. These upgraded valkyries

    proved their worth in the war destroying nearly a thousand mecand soldiers for each of the upgraded 2SS. Unfortunately Dr.

    Stovavich never lived to see their success. He, along with many others

    were killed in the war, However his dream lives on in over 500 Variable

    Tactical Fighters and their T.G.B.P.S.-5S armor kits.

    Post Marduk War History: The year is now 2101, and its been 12

    years since the invasion of the Marduk in 2089. The UN Spacy has

    recently considering mothballing the entire 2SS line of Valkyries.

    Because the Metal Siren is after all its successor, and many ofthese Upgrades serve on deep space patrol ships and other colonial expedition fleets. After 32 years of

    service the 2SS is becoming obsolete as far as the UN Spacy is concerned, the day of the venerable 2SS

    series is on a VERY short list of days. As for the upgraded or Plus model, it is expected to continue on, in

    the UN Spacy arsenal for another 20 to 45 years, and many will eventually be scrapped, or stripped down

    and sent to museums around the various colonies, well at least the ones that survive intact. At least 5 havealready seen the Bone Yard a storage and scrap facility out in the North American wastes. There are some

    rumors that at least 1 or 2 of these have ended up in the hands of private collectors.

    VTF-2SS-U Battroid mode

    The Future: The future for this fighter is so uncertain at this time, but since there are so many VTFs out there they will

    remain in service for quite sometime. The UN

    Spacy Command has been considering

    upgrading the entire aging 2SS fleet to the 2SS-

    U to give this old workhorse fightera new lease on life. After all the modifications

    and upgrades are cheaper than a Metal Siren.

    And who knows maybe at last earth canfinally rest and give up the pursuit of war.

    Maybe the human race and their zentran, meltran, and marduk allies will finally live up to the dreams of the proto-cultures.

    The races of the first star faring people that created the zentran and the meltran race to hunt down the Inspection Army Forces

    that rebelled and eventually led to the crash of the SDF-1. Crashing on earth, and allowing the humans to branch out into the

    stars. To become a fledgling galactic power, to go out into deep space to settle on other worlds, and get human kind out thereThe Variable Fighters design is so useful and flexible that it should be at the side of humanity forever more and maybe the

    VFT-2SSU will there in some form or another.

    VTF Head

    Details

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    VTF-2SSU Variable Tactical Fighter Upgrade Valkyrie II+

    Weight: 34 Tons

    Dimensions: Battroid GERWALK JetHeight 45 feet/13.7 meters 24 feet/7.3 meters 17 feet/5.1 metersWidth 19 feet/5.7 meters 28 feet/8.5 meters 50 feet/15.2 meters with wings at full extension

    Length 15 feet/4.6 meters 30 feet/9.1 meters 52 feet/15.8 meters

    Speed: Atmosphere* Space*

    Fighter Mach 6.9 Mach 12

    GERWALK Mach 3.75 Mach 6.6

    Battroid Mach 1.93 Mach 2.75Running Battroid 150mph

    *(Thismodel has an over-thruster mode capable of quadrupling mach speeds used mostly for breaking orbit, and for high-speed assault. This afterburnercannot be used with the TGBPS on. The armor kit must be jettisoned first)

    Automated Attack Bits or other drone Fighters: 6Type: Variable Tactical Fighter 2 Space Superiority Upgrade

    Role: Anti-Warship/Assault

    Hard points: 6, 3 per wingCrew: 1

    Manufacturer:

    Stonewell Bellcom and

    Shinnakasu Heavy

    Industries

    VTF-2SS-U

    GERWALK MODE

    M.D.C. By Location

    Location Quantity M.D.C.

    Head mounted pulse lasers (2) 40 each

    Head 150

    Hands (2) 80 eachArms (2) 200 each

    Legs, thrusters & pulse lasers (2) 320 eachWings (2) 250 eachTop jet thrusters (2) 210 each

    2F-SS Heavy Gunpod 150

    Reinforced Pilots Compartment 300

    Main Body 450

    Basic Weapons:

    Variable-fire Head mounted Pulse lasers

    The new variable-fire head pulse laser features a brand new circuitry set-up that allows for two modes of fire. Pulse modeallows for quick rapid fire, with a long range. Beam Mode fires a high powered concentrated stream of energy albeit very

    short ranged, Beam mode is use for cutting and welding purposes, such as cutting a hole into a Zentran starship

    thru the hull, which can be done in a single melee round!

    Range: Pulse mode 2000 feet (610 meters),

    Beam mode 75 feet (23 meters).Damage: 6D6 pulse, 4D6x10 for full

    melee beam

    Rate of Fire: Pulse: equal to combinedattacks, Beam is a full melee attack

    Payload: Unlimited. VTF-2SS-U

    Fighter mode

    Variable-fire Pulse Laser CannonsThe very same technology that went into

    the head pulse lasers was developed into new

    laser cannons in the hips on the intakes. However the

    beam mode of fire, charges up several pulses and fires them

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    concentrated blast that has a much longer range, but it also limits the amount of shots you can fire.

    Range: Pulse 6000 feet (1629 meters), Beam 8000 feet (2438 meters)

    Damage: Pulse 2D4x10 each, Beam 6D6x10 for each

    Rate of fire: Pulse equal to combined attacks, Beam three blasts per melee

    Payload: Unlimited

    (Note these lasers can only fire forward and only in Jet & gerwalk modes)

    2F-SS Jack-Hammer Heavy Gunpod (Standard Issue)This is a new type of rail gun pod based off the 2E-SS model, but improvements in

    technology have made it more advanced and powerful. The gun uses more energy

    efficient coil magnets instead of energizing an entire rail it turnsthe magnets on and off drawing the rounds thru the coils and

    accelerating them to hypersonic speeds (around mach 8-10).

    Because of the coils, it features a new vented barrel, so in an

    atmosphere it draws in air behind the rounds and reduces the shock

    blast when exiting the muzzle, the report is still quite loud, buttolerable. It also features a selector switch allowing for single fire or burst

    fire, including a new 3 round burst mode to conserve ammunition. The

    other improvement is in the ammunition. By using a 300 round flechette pack instead of a single slug, itincreases the damage by slamming 300 tiny slugs into the target. The basic fighter has two forearm Shields each has 20

    MDC and one holds a 2F-SS gunpod with a simple integrated pulse firing system that allows the 2F-SS to fire in jet mode

    forward. When transformed into GERWALK or Battroid the gun faces backwards. The other shield holds two spare clips

    in it. And the gun holster shield is usually mounted on the off hand of the pilot. (I.e.for right handers, the gun is carried

    on the left arm.)Range: 10,000 feet (3048 meters)

    Damage: 3D6x10 for one round

    Rate of fire: Modern, Aimed, Burst, or Wild. Special: 3 round burst is 1.5 damage (i.e. 12 becomes 18, or 18 becomes 24

    etc). 3 round doesnt do a lot of damage its mostly designed to conserve ammo.

    Payload: 2000 rounds. Thats 665 three round bursts, 50 short bursts, 25 long bursts, 12 Melee bursts.

    Wing Hard PointsThe wings have been strengthened and 3 Hard Points have been added. The outer most point can support up to 2000lbs

    (900 kg). The middle point can support up to 6000lbs (2700 kg). The inner most point will support up to 12,000lbs (5400 kg)

    For a combined total of 20,000lbs (9000 kg) of ordnance or10 tons per wing.

    Mini Missile 2lbs each

    Short Ranged Missile 100lbs eachMedium Ranged Missile 300lbs eachLong Ranged Missile 500lbs each

    RMS-1 or other Cruise Missile 2000lbs each

    Other Armor Kits.All Super Armor Packs (AKA S.A.P.) are usable by this

    Valkyrie. And there is the TGBPS-5S Mk A, B, & C for which

    this fighter was designed.

    Robot PS equal to an 80. Lifts and carries: 12 tons! Pulling: 24

    tons! (Note: Because of the heavy duty nature of the hydraulics the VFT

    can lift and pull 3x as much as a normal robot of the

    same strength)VFT-2SSUIn

    Standard SAP

    Kit

    Hand to hand combat.

    Restrained Punch: 3d4 Full Strength Punch: 1d4x10 Booster Punch: 1d6x10 (counts as 2 attacks) Tear or Pry with Hands: 4d6 Kick: 3d6 Leap Kick: 1d4x10 Body flip/throw: 1d6 Body block/tackle: 2d4 Stomp: 2d6 (only effective on objects 10 feet tall or less)

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    Standard Equipment for the VTF-2SSU

    Autopilot: The 2SSU are equipped with a computerized autopilot, allowing the pilot to relax or even sleep during longflights. The autopilot can be programmed with a single destination, or a complex flight plan involving multiple speeds,directions, and destinations. The on board computer will alert the pilot when the fighter is near its destination, and can

    also be set to automatically signal the pilot when objects are near the mecha. The autopilot was designed for long intra-

    system flights in mind.

    Upgraded Combat computer: The 2SSU are equipped with a newer, upgraded combat computer that can store andanalyze data during combat with hostile forces, and controlling up to 6 automated attack bits. Data collected by thecombat computer can be viewed on the cockpit screens, or on the VTF tactical flight suit helmet. The tactical helmet is

    an amazing break thru in technology, creating a virtual environment where ever the pilot looks displaying data on enemy

    positions, missiles tracking and position of all friendly units. Even more amazing if a squadron of 2SSUs are in combateach pilot can flick over to their squad mates sensors and see what they are seeing and look in at other points in combat

    to see if their squad mate has a better view of their target. This is referred to a Cross-Communications System or CCS for

    short. The computer can also store over 20,000 known targets of enemy mecha, ships, and equipment. The pilot can also

    add up to 10,000 more images of hostile forces or friendly forces for any given mission. The computer can also track

    over 400 targets at any given point. Docking connector: This feature allows the 2SSU to connect to any air lock and transfer any one not in a space suit so

    they can be transferred on a ship or another valkyrie.

    Escape pod: The reinforced cockpit can be jettisoned as a life boat in case of catastrophic failure (i.e.0 MDC left onthe main body) it provides 48 hours of life support and an emergency beacon for rescue, it also has a parachute for

    atmospheric ejection.

    External audio pickup: Small shotgun directional microphones are built into the head unit in the ear turrets next tothe head lasers they have a range of 600 feet (183 meters) and can detect and listen to a whisper at 600 feet (183 meters).

    Heat and Radiation shields: Special shielding prevents the penetration of life threatening heat and radiation. Aradiation detection and alarm system are linked to the shields and will sound an alarm if the shield are breached and willtell the pilot where the breech is and how high the levels of radiation are.

    Homing Signal: The 2SSU escape pod is equipped with a homing signal system that allows rescue team to locate andhopefully rescue the pilot and anyone else that might be there with the pilot. The signal has a range of 600 miles (960km). Most UN Spacy ships and variable fighters can locate and track the signal, and the onboard computers will notify

    the pilot if such a signal is detected.

    Laser Targeting system: Range is 200 miles (320 km). Used for increased accuracy in striking enemy targets and ispartly responsible for the mechas high strike bonus.

    Loud speakers: Can amplify the pilots voice up to 100 decibels Nuclear Reactor: Because of the new improvements the 2SSUs reactor doesnt have the normal 40 year span, it needs

    its fuel rods replaced after 30 years

    Optics: Wide spectrum Sensors: Range 2000 feet (610 meters). This is a relatively old system resurrected for the 2SSUis still considered quite advanced and its also very complex which is why most valkyries dont use it any longer,however for the Tactical Fighter it was crucial to use it once again. The active/passive system is able to view and project

    light from any portion of the visible and invisible light spectrum from extreme IR to extreme UV and everything in

    between. Among other things this allows the pilot to use the IR to see in total darkness or thru smoke, use the UV to see

    thru water, and even set it for full color thermal vision to see thermal patterns of concealed enemies. The sensors can be

    used either active or passive scanning modes. In active mode the 2SSU will send out a beam of light (visible or invisible)and views the reflection off the intended target. In passive mode the sensors simply receive data without risk of being

    detected. Active mode provides more detailed pictures, but passive mode reduces risks of being spotted by IR or UV

    sensors. The system provides the pilot with a +10% bonus while tracking or detecting an ambush. Results can be placedon the mechs screens, the helmet HUD, or sent to other 2SSUs via the CCS.

    RADAR: 400 mile range (640 km) Radio/Video communications: Long range, directional communications system with satellite relay capabilities. Range:

    800 miles can be boosted indefinitely by satellite, this system includes the Cross-Communications System or CCS to

    send any and all data to the other 2SSUs in a squad. The CCS is being tested on other Valkyries so they can maximizetheir information sharing and communications.

    Self destruct: In order to prevent these amazing fighters from falling into enemy hands they have been equipped with aself destruct system which is activated by the pilot. When activated the pilot can set the time for up to 60 minutes. Theexplosive damage is contained to a 30-foot (9-meter) radius in which everything will take 1d6x10 MDC. All internal

    systems are reduced to total slag and will be useless to anyone. The escape pod will automatically eject unless the pilot

    chooses to die with his bird.

    Standard Survival kit: All UN Spacy Variable Tactical Fighters have a standard Survival Kit. The kit includes a multi-pliers, a folding knife, a medium self powered flashlight, 4 hand flares, 2 rocket flares, a digital log compass, infrareddistancing binoculars, a small mirror, and a survival handbook. It also has 100 feet (30 meters) of nylon 50lb (22.5kg)

    test fishing line 200 feet (60 meters) of coiled tri-filament rope, dehydrated food (can be stretched into a 5 day supply for

    1 person), and a basic first aid kit. (bandages, needles, sutures, aspirin, disinfectant, first-aid handbooket cettera)

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    Storage Space: The VTF-2SSU also has a storage space behind the pilot its 6 feet x 3 feet x 3 feet (1.8 meters x .9meters x .9 meters). Big enough to hold one or two people in it or all the extra weapons and equipment the pilot may

    need for his missions it also features a locking mini fridge in the back of it. The refrigerator is 3 feet x 3 feet x 1-foot (.9meters x .9 meters x .3 meters) and can hold a small amount of food and water (three days worth) and specimens. The

    storage space also features an E-clip recharging port.

    Tactical Flight Suit: The suit is an armored special unit designed for use with the VTF-2SSU. It features a 12-hourinternal air supply. Heating and cooling. What makes this suit special are the features on and in it. Its linked with the

    CCS; it has a virtual keyboard linked to a very powerful mini computer. The Milspec computer is as powerful as amodern civilian desktop with a 2-terabyte hard drive. The pilot can use the virtual keyboard like any real keyboard but

    only he can see it thru the Virtual Reality system of the TFS HUD (Heads Up Display). The plexi-armor memory

    material faceplate of the suit can provide multiple overlays in a translucent manner so not to totally obscure the vision ofthe pilot. It also provides the pilot with multiple optics. Being made of what is called Memory material it remembers

    two shapes. First shape is the closed mode, or in other words its full shape. Second shape is open mode, or its

    compressed state. The TFS also features veniers, small thrusters for movement in space or other zero gravity

    environments. And a complete tactical combat rig, standard issue is 1 Energy pistol + 6 e-clips (3D4 MD). 10 hand

    grenades (usually fragmentation or plasma). 1 compact folding SDC sub machine gun (9 mm 2D6 SDC) 4 standard SDCammo magazines (30 rounds each) 2 MDC ammo clips (20 rounds 2D4 MD), a survival/combat knife (2d6 SDC), and

    about 2 dozen small pouches for miscellaneous equipment.TFS Male TFS Female Tactical Flight Suit MDC

    Head 60 MDC Arms (each) 55 MDC Legs (each) 80 MDC Main Body 120 MDC

    Tactical Flight Suit Standard Features: Complete environmental body armor. Suitable for use in all hostile

    environments including space.

    Computer controlled life support system that monitors and displays the bio-data of the wearer as well as the capacity and failure of the life supportsystem and damage to the armor. The wearer will know

    approximately how much MDC is left and whether or not it has

    been breached. Computer controlled, independent oxygen supply and purge

    system that automatically engages in a low oxygen or contaminated air

    environments. It has a twelve-hour supply.

    Internal cooling and temperature control. Artificial air circulation systems, gas filtration, and humidifier. Insulated high-temperature resistant shielding. 500 degrees centigrade.Normal fires do no damage, nuclear and plasma fires do full damage. Radiation Shielded Polarized Light sensitive visor with wide spectrum optics. The visor

    responds to with a tint that activates and varies its protection to changing

    lighting conditions. It also incorporates wide spectrum micro cameras built into

    the helmet. The cameras are concealed and work just like the wide

    spectrum optics on the Valkyrie, they have a range of 2000 feet (610meters). The helmet includes a directional short ranged, scrambled,

    frequency hopping, burst transmission radio. The radio stores up to a 2-minute

    message then compresses it and sends it out the frequency changes after each

    transmission so others cant transmit back on the same frequency. Each suit in a squadgo thru a synchronizing before each mission so all the radios frequency hop at the same time. This system prevents the

    Valkyrie commandos from being detected. Well, at least in theory. Range is 10 miles (16 km)

    Built in loud speaker. 90 decibels. The helmet can be removed, or the memory material visor can be opened. The suit also includes a built-in language translator. It has English to Zentran automatically and can have up to seven

    other languages programmed into it.

    Space Movement Veniers: this allows the pilot to maneuver in Zero gravity. The system has 2 hours of thrust fuel; itpowered by a set of CO2 canisters in the back of the suit. The canisters can be removed or replaced in 5 minutes by thesuits wearer.

    Tactical Life Support: The cockpit of the 2SSU is pressurized, and also provides additional fresh air feeds to the pilotsTactical Flight Suit that provides him with pressurized air for breathing. This system also features a self-retracting 100

    foot (30 m) reinforced tether/air line for limited space walks. The suit also incorporates a upper and lower body g-suitthat forces blood in one part of the pilots body to another in order to prevent pooling and causing either a red out or

    black out in high g maneuvers.

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    Variable Tactical Fighter-2 SS Upgrade Armor Kit Tactical Grenade Box Protector System 5S Mk A/B/C

    Weight: adds 30 tons to the Valkyrie Total of 64 tons

    M.D.C. By LocationLocation Quantity M.D.C.

    Forearm Shields/Weapons Packs (2) 600 each

    Shoulder Weapons pods (2) 250 each

    Top jet thrusters/Buster Rifle-booster pack (2) 350 each

    Hip Missile Launchers (2) 200 eachThigh Missile packs (2) 250 each

    Leg Weapons Packs/Thrusters (2) 850 each

    Rear Mounted Missile Pack 250Main Body/Weapon Pack 1500

    T.G.B.P.S.-5S Speed & Bonuses

    Running: 100 mphFlying: Atmosphere: Mach 1.5 Space: Mach 2.9

    Hand to hand combat. The Titan Armor kit adds more damage to punches and kicks because of the weight.

    Restrained Punch: 3d6 Full Strength Punch: 1d6x10 Booster Punch: 3d6x10 (counts as 2 attacks) Tear or Pry with Hands: 4d6 Kick: 4d6 Leap Kick: 2d4x10 Booster Kick 4d6x10 (counts as 2 attacks) Body flip/throw: 2d6 Body block/tackle: 3d6 Stomp: 2d6x10 (only effective on objects 10 feet tall or less)Note: The VTF cannot transform with the Titan Armor kit on. IT MUST jettison the Armor kit before transforming.

    T.G.B.P.S.-5S Weapons

    2x 230mm Buster Heavy energy Rifle: This is a double barreled pulse-particle cannon. These weapons are incrediblypowerful, very long ranged, and devastating. The Buster rifles as they are called deliver a single

    devastating blast of sub-atomic particles in a pulsating energy waves. In fact the only weaponsthat exceed the Buster rifles in power and damage are the Reflex guns of the Macross Fortress. Or

    the Heavy Particle Cannons on the Zentradi warships. All this damage and power comes at a price

    however; these devastating guns have a very limited rate of fire, but each shot can destroy several

    targets as they blow thru enemy mecha and even some warships. These are the primary energyweapons and are housed in thruster packs on the back of the Armor.

    Primary Purpose: Anti-warship Secondary Purpose: Anti-mech/FortificationT.G.B.P.S.-5S

    A ModelRange: 6 miles (9.6 km)!

    Damage: 4D6x100 MDC per cannon, However if both Buster rifles are Trained at

    the same target the damage becomes 2D6x1000 MDC!Rate of Fire: Twice per melee.

    Payload: Conditionally Unlimited. The power pack stores enough energy in its

    capacitors for 10 shots only. After that it will take two minutes for each shot torecharge. 20 minutes for a full 10 shots.

    Special: Blow Thru this a type of hit that if the blast can overwhelm the total

    MDC of the targeted section, then that section is totally destroyed. If the target is

    the main body of a mech, i.e. a zentran battlepod you subtract the MDC from the

    beam damage, and it keeps going. (I.e. you roll an 18, total damage becomes 1,800MDC, you shoot the battlepod and blow thru it subtracts 150 MDC for the beam

    damage. The remaining1, 650 MDC keeps going to its maximum range or until it strikes

    something else. Lets just say another battlepod subtract 150 MDC again IF you hit themain body again. Roll for random location, now there is 1,500 MDC left then lets say

    you hit a Zentran Warship you roll for random location and subtract the damage and

    then the remaining damage is absorbed by the Ship section. I.e. forward 1/3 ETcettera)

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    4x 25mm Blazer cannons: These are made for close in fighting. The Blazers are rapid-fire pulse lasers capable of either

    short bursts or long bursts. These weapons are very effective in close quarter combat, they feature a large capacity e-clip for

    sustained fire in ship assaults. These weapons are housed in the shoulder missile pods.

    Primary Purpose: Anti-mech/Infantry Secondary Purpose: Anti-missile

    Range: 3000 feet (914 meters)

    Damage: Short burst 2D4x10, Long burst 3D6x10

    Rate of Fire: Equal to combined attacks

    Payload: 3000 shots. 500 short bursts, 200 long bursts

    2x 320mm Executioner Plasma cannons: These massive weapons deliver a devastating blast at close range, literally

    melting any enemy mecha, reducing it to molten slag in just a few seconds. This unusual weapon has three modes of fire.First is the standard beam mode, firing a deadly blast of super heated plasma like a normal plasma cannon, this mode has the

    longest range and is least damaging. Second is Flame mode. In this mode of fire the weapon works like a huge bore flame-

    thrower, more or less. Flame mode has the shortest range though and if you fire for 15 seconds the end result is nasty. This

    mode allows you to hit multiple targets by sweeping the cannons. This Third is the Ball or burp mode of fire. In this mode

    a concentrated ball of plasma is fed into a magnetic sphere and the stream keeps building filling the sphere for a full 15seconds and then it is released. The effect is devastating. It produces a blast radius like a missile warhead.

    Primary purpose: Anti-mech Secondary purpose: Anti-infantry

    Range: Beam 2500 feet (762 meters) Flame 200 feet (61 meters) Ball 1000 feet (305 meters)

    Damage: Beam 2D4x10, Flame 3D6x10, Ball 5D6x10, blast radius 100 feet (31 meters)

    Rate of Fire: Beam equal to combined attacks, Flame twice per melee, can be use as a wild spray. (Use standard flame-

    thrower rules) Ball, once per melee.

    Payload: Unlimited.

    2x 650mm wide Guillotine Plasma Swords: These weapons are built into the top of the

    wrist armor of the fore-arms. These weapons can cut thru ANY ship hull within seconds. Theblades are 25.5 inches (65cm) wide and 2 inches (5cm) thick of super heated plasma

    contained in a magnetic bottle shaped like a sword blade 10 feet (3 meters) long. When

    contact is made the shell of the bottle is disrupted allowing the plasma to escape and

    hit the target.

    Primary purpose: Melee combat Secondary purpose: Cutting and breachingRange:N/A melee only

    T.G.B.P.S.-5S

    Mid production

    B Model

    Damage: 4D12x10Number of attacks: Equal to combined attacks

    Payload: Unlimited

    2x 80mm AAGM-80 Wasp-12 Right Fore-arm missile launcher:Range: Varies usually about 10 miles

    Damage: Varies on type of short-ranged missileRate of fire: 1, 2, 4, 8, or all

    Payload: 12 short ranged missiles per launcher for a total of 24

    missiles

    2x 80mm AAGM-80 Wasp-12 Left Fore-arm missile launcher:

    Range: Varies usually about 10 milesDamage: Varies on type of short-ranged missile

    Rate of fire: 1, 2, 4, 8, or all

    Payload: 12 short ranged missiles per launcher for a total of 24 missiles

    2x 80mm AAGM-80 Wasp-50 Shoulder missile launcher

    Range: Varies usually about 10 milesDamage: Varies on type of short-ranged missile

    Rate of fire: 1, 2, 4, 8, or allPayload: 50 short ranged missiles per launcher

    2x 80mm AAGM-80 Wasp-144 Right leg inner Box missile launcher

    Range: Varies usually about 10 miles

    Damage: Varies on type of short-ranged missile

    Rate of fire: 1, 2, 4, 8, or allPayload: 144 short ranged missiles per launcher for a total of 288 missiles per leg!!!

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    2x 80mm AAGM-80 Wasp-144 Left leg inner Box missile launcher

    Range: Varies usually about 10 miles

    Damage: Varies on type of short-ranged missile

    Rate of fire: 1, 2, 4, 8, or all

    Payload: 144 short ranged missiles per launcher for a total of 288 missiles per leg!!!

    2x 100mm AAHGM-100 Hornet-80 Right leg outer Box missile launcher

    Range: Varies usually about 100 milesDamage: Varies on type of medium-ranged missile

    Rate of fire: 1, 2, 4, 8, or all

    Payload: 80 Medium ranged missiles per launcher for a total of 160 missilesper leg!!!

    2x 100mm AAHGM-100 Hornet-80 Left leg outer Box missile launcher

    Range: Varies usually about 100 miles

    Damage: Varies on type of medium-ranged missileRate of fire: 1, 2, 4, 8, or all

    Payload: 80 Medium ranged missiles per launcher for a tota

    of 160 missiles per leg!!!

    2x 40mm MM-40 Yellow-jacket-80 Thigh

    Box missile launcher

    Range: Varies usually about 3 miles

    Damage: Varies on type of mini-missileRate of fire: 1, 2, 4, 8, or allPayload: 80 Mini-missiles per launcher for a total

    of 160 missiles per leg.

    40mm MM-40 Yellow-jacket-300 Chest missile

    launcher

    Range: Varies usually about 3 miles

    Damage: Varies on type of mini-missile

    Rate of fire: 1, 2, 4, 8, or allPayload: 300 Mini-missiles (there are 50 6 shot tube

    launchers in the chest)

    2x 120mm AASHGM-120 Fang-6 Hip missile launcherRange: Varies usually about 1500 miles

    Damage: Varies on type of 1ong-ranged missile

    Rate of fire: 1, 2, 4, 8, or all

    Payload: 6 Long ranged missiles per launcher for a total of12 missiles.

    2x 25mm McM-25 Gnat-250 Shin Box missile launcher

    Range: Varies usually about 2 milesDamage: Varies on type of micro-missile

    Rate of fire: 1, 2, 4, 8, or all

    Payload: 250 Micro-missiles per launcher.

    2x 25mm McM-25 Gnat-250 Flange Box missilelauncher

    Range: Varies usually about 2 milesDamage: Varies on type of micro-missile

    Rate of fire: 1, 2, 4, 8, or all

    Payload: 250 Micro-missiles per launcher. (Note B & C only)

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    225mm RMS-2 Destroying Angel Box missile launcher

    Range: 6000 miles

    Damage: 3D6x1000 Blast Radius: 2000 feet + Special

    Rate of fire: 1, 2, 4, 8, or all

    Payload: 10 RMS-2 anti-warship missiles.

    Special: For every 2000 feet reduce damage by a factor of 10. E.G. say you roll a 12 damage would be 12,000 MDC up to

    2000 feet 1,200 at 4000 feet 120 at6000 feet and 12 MDC at 8000 feet and finally 1 MDC at 10,000 feet

    2x 2F-SS Jack-Hammer Heavy Gunpod (Standard Issue)

    This is the same type of coil gun as the standard issue gunpod. The TGBPS-5S carries two of these devastating gunpods one

    stored in a flip out holster located in each lower leg armor section. These gunpods flip out and pop out the handles whenneeded so all the pilot has to do and reach don and grab them. The Holster also holds two spare clips for the gunpods OR the

    pilot can elect to carry one Gunpod and the other holster is replaced with a large clip storage unit that holds an additional 6

    clips for the 2F-SS gun pod for a total of nine (9) magazines! (8 plus the one in the gun) for a total of 18,000 rounds!!!

    Range: 10,000 feet (3048 meters)

    Damage: 3D6x10 for one roundRate of fire: Modern, Aimed, Burst, or Wild. Special: 3 round burst is 1.5 damage (i.e. 12 becomes 18, or 18 becomes 24

    etc). 3 round doesnt do a lot of damage its mostly designed to conserve ammo.

    Payload: 2000 rounds. Thats 665 three round bursts, 50 short bursts, 25 long bursts, 12 Melee bursts

    25mm Micro-Missile-25 Gnat (new)

    This is a newly developed Micro-missile. Its about as wide as a 12gage shotgun round and about 3 inches long small but

    potent. A new pulse engine that fires in micro bursts extending the range double to that of a normal missile in an atmosphere

    and multiplying the range x100 in space.Warhead Damage Blast radius Range Speed MDC

    Armor Piercing 1D4x10 1 foot/.3m 3 miles/4.8 km 500mph/800 kph 1Fragmentation 5D6 15 feet/4.5 m 2 miles/3.2km 500mph/800 kph 1

    High Explosive 4D6 10 feet/3 m 2 miles/3.2km 500mph/800 kph 1

    Plasma 1D6x10 8 feet/2.4 m 2 miles/3.2km 500mph/800 kph 1

    40mm Mini-Missile-40 Yellow-jacket (new)The MM-40 is an improved mini-missile. This weapon features a new propellant and warhead making it far more lethal than

    its predecessors do. A new pulse engine that fires in micro bursts extending the range double to that of a normal missile in an

    atmosphere and multiplying the range x100 in space.

    Warhead Damage Blast radius Range Speed MDC

    Smoke (no damage/colors available) N/A 20 feet/6 m 3 miles/4.8km 1000mph/1600 kph 2

    Armor Piercing 2D4x10 1foot/.3 m 4 miles/6.4km 1000mph/1600 kph 2Fragmentation 8D6 20 feet/6 m 3 miles/4.8km 1000mph/1600 kph 2High explosive 7D6 15 feet/4.5 m 3 miles/4.8km 1000mph/1600 kph 2

    Plasma 2D6x10 12 feet/3.6 m 3.5 miles/5.6km 1000mph/1600 kph 2

    80mm All Aspect Guided Missile-80 Wasp (new)The new AAGM-80 is a new type of Short ranged Missile. It features a new engine and universal missile body design the

    warheads are a new quick mount. Designed to be able to adapt the payload fast for any type of mission. The new All aspect

    seeker and guidance package allow the missile to track a target with multiple sensors and guidance systems, using millimeter

    wave radar, thermal/IR, and some other sensors, they lockon and track their targets these are Fire and Forget missiles. Andcan be equipped with reflex guidance. (For use on special assignment only). The engine is a wonder of microchip technology

    incorporating a new pulse engine that fires in micro bursts extending the range double to that of a normal missile in an

    atmosphere and multiplying the range x100 in space.

    Warhead Damage Blast radius Range Speed MDCArmor Piercing (medium) 2D6x10 2 feet/.6 m 12 miles/19.2 km 2000mph/3200 kph 5

    Enhanced Armor Piercing (heavy) 3D6x10 1 foot/.3 m 8 miles/12.8 km 2000mph/3200 kph 5

    Fragmentation (light) 2D4x10 40 feet/12 m 10 miles/16 km 2000mph/3200 kph 5High explosive (light) 2D4x10 25 feet/8 m 10 miles/16 km 2000mph/3200 kph 5

    High Explosive (medium) 3D4x10 30 feet/9 m 8 miles/12.8 km 2000mph/3200 kph 5

    Plasma (light) 3D6x10 25 feet/8 m 10 miles/16 km 2000mph/3200 kph 5

    Plasma (medium) 4D6x10 45 feet/14 m 6 miles/9.6 km 2000mph/3200 kph 5Smoke (no damage/colors available) N/A 50 feet/15 m 10 miles/16 km 2000mph/3200 kph 5

    Tear Gas N/A 50 feet/15 m 10 miles/16 km 2000mph/3200 kph 5

    Knock-out Gas N/A 50 feet/15 m 10 miles/16 km 2000mph/3200 kph 5

    Fire Retardant N/A 100 feet/30 m 6 miles/9.6 km 2000mph/3200 kph 5

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    100mm All Aspect Heavy Guided Missile-100 Hornet (new)

    The new AAHGM-100 is a new type of Medium ranged Missile. It features a new engine and universal missile body design

    the warheads are a new quick mount. Designed to be able to adapt the payload fast for any type of mission. The new Allaspect seeker and guidance package allow the missile to track a target with multiple sensors and guidance systems, using

    millimeter wave radar, thermal/IR, and some other sensors, they lockon and track their targets these are Fire and Forget

    missiles. And can be equipped with reflex guidance. (Usable on special assignment only) The engine is a wonder of

    microchip technology incorporating a new pulse engine that fires in micro bursts extending the range double to that of a

    normal missile in an atmosphere and multiplying the range x100 in space.

    Warhead Damage Blast radius Range Speed MDC

    Armor Piercing (medium) 2D6x10 20 feet/6 m 120 miles/192 km 3000mph/4800 kph 10

    Enhanced Armor Piercing (heavy) 3D6x10 10 feet/3 m 100 miles/160 km 3000mph/4800 kph 10Fragmentation (light) 2D4x10 40 feet/12 m 80 miles/128 km 3000mph/4800 kph 10

    High explosive (light) 2D4x10 25 feet/8 m 100 miles/160 km 3000mph/4800 kph 10

    High Explosive (medium) 3D4x10 30 feet/9 m 80 miles/128 km 3000mph/4800 kph 10

    High Explosive (heavy) 3D6x10 30 feet/9 m 80 miles/128 km 3000mph/4800 kph 10

    Multi-warhead (medium) 3D6x10 30 feet/9 m 160 miles/256 km 3000mph/4800 kph 15Multi-warhead (heavy) 6D4x10 30 feet/9 m 120 miles/192 km 3000mph/4800 kph 15

    Plasma (light) 3D6x10 25 feet/8 m 100 miles/160 km 3000mph/4800 kph 10

    Plasma (medium) 4D6x10 45 feet/14 m 80 miles/128 km 3000mph/4800 kph 10Smoke (no damage/colors available) N/A 50 feet/15 m 80 miles/128 km 3000mph/4800 kph 10

    120mm All Aspect Super Heavy Guided Missile-120 Fang (new)The new AASHGM-120 is a new type of Long ranged Missile. It features a new engine and universal missile body design the

    warheads are a new quick mount. Designed to be able to adapt the payload fast for any type of mission. The new All aspectseeker and guidance package allow the missile to track a target with multiple sensors and guidance systems, using millimeter

    wave radar, thermal/IR, and some other sensors, they lockon and track their targets these are Fire and Forget missiles. And

    can be equipped with reflex guidance. (Usable on special assignment only) The engine is a wonder of microchip technology

    incorporating a new pulse engine that fires in micro bursts extending the range double to that of a normal missile in anatmosphere and multiplying the range x100 in space. (Note: the Fang missile launcher can carry two LRMs per tube except

    for the following, Multi-warhead, Nuclear, and Nuclear Multi-warhead, they can only carry one of each.

    Warhead Damage Blast radius Range Speed MDCArmor Piercing (medium) 3D6x10 30 feet/9 m 1500 miles/2400 km 4000mph/6400 kph 20

    Enhanced Armor Piercing (heavy) 5D6x10 20 feet/6 m 1000 miles/1600 km 4000mph/6400 kph 20Fragmentation (light) 4D4x10 80 feet/24 m 1000 miles/1600 km 4000mph/6400 kph 20

    High explosive (light) 4D4x10 50 feet/15 m 1000 miles/1600 km 4000mph/6400 kph 20

    High Explosive (medium) 5D4x10 60 feet/18 m 1200 miles/1920 km 4000mph/6400 kph 20

    High Explosive (heavy) 5D6x10 60 feet/18 m 1200 miles/1920 km 4000mph/6400 kph 20Conventional multi-warhead (medium) 5D6x10 80 feet/24 m 2500 miles/4000 km 4000mph/6400 kph 25

    Conventional multi-warhead (heavy) 2D6x100 100 feet/30 m 2500 miles/4000 km 4000mph/6400 kph 25Plasma (light) 3D6x10 60 feet/18 m 1500 miles/2400 km 4000mph/6400 kph 20

    Plasma (medium) 4D6x10 90 feet/27 m 1200 miles/1920 km 4000mph/6400 kph 20

    Plasma (heavy) 6D6x10 100 feet/30 m 1500 miles/2400 km 4000mph/6400 kph 25Proton Torpedo (light) 4D6x10 60 feet/18 m 1500 miles/2400 km 4000mph/6400 kph 20

    Proton Torpedo (medium) 6D6x10 80 feet/24 m 2000 miles/3200 km 4000mph/6400 kph 20

    Proton Torpedo (heavy) 3D6x100 150 feet/46 m 2500 miles/4000 km 4000mph/6400 kph 25

    Nuclear (light)* 6D6x10 120 feet/37 m 2000 miles/3200 km 4000mph/6400 kph 20

    Nuclear (medium)* 2D6x100 400 feet/122 m 2500 miles/4000 km 4000mph/6400 kph 20 Nuclear (heavy)* 3D6x200 800 feet/244 m 3000 miles/4800 km 4000mph/6400 kph 30

    Nuclear Multi-Warhead* 1D6x1000 1,000 feet/305 m 4000 miles/6400 km 4000mph/6400 kph 35

    Smoke (no damage/colors available) N/A 500 feet/152 m 1200 miles/1920 km 4000mph/6400 kph 10

    *Special: Damage for these warheads are special, the radius indicates the radius will double for every X feet in the blast

    radius reduce damage by a factor of 10. E.G. Lets say you have a AASHGM-120 fang multi-warhead nuke missile. And lets

    say you roll a 6 for damage would be 6,000 MDC up to 1000 feet, 600 at 2000 feet 60 at 3000 feet and 6 MDC at 4000 feet

    and finally .6 MDC rounded off to 1 MDC at 5000 feet.

    These are a special Sub-munition warhead. Each missile contains 4-12 smaller missiles that are contained in a central

    housing on the front of the missile body. These sub-munitions are launched when the missile nears its target usually with-in a

    mile or less. The miniature warheads continue on to the target inflicting lots of damage.

    The Enhanced AP warhead is designed with a dual Monroe effect charges increasing the penetrating power of the missile.

    Double damage on a 15 or higher. Triple damage on a 17 or higher. Quadruple damage on a natural 20!

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    Total Missile Payloads:

    Micro-missiles: 1,000 Mini-Missiles: 620 Short Range Missiles: 724 Medium Range Missiles: 320 Long Range Missiles: 6 or 12 RMS-2 Tactical Nuke Missiles: 10BASIC VALKYRIE COMBAT TRAINING Basic training for non-pilot military personnel. 1 attack per melee (plus those of the pilot). Add one additional action/attack at levels three, nine, and fifteen. +1 to strike. +1 to parry +1 to dodge in soldier mode, +2 in gerwalk, +4 in jet mode. +1 to roll with a punch or fall with an impact, reducing damage by half. Critical strike same as pilot's hand-to-hand. Body block/tackle/ram - 1D6 M.D. plus a 50% chance of knocking an opponent down, causing him to loose initiative

    and one attack that melee round.

    ADVANCED VALKYRIE COMBAT TRAINING

    Advanced training for military pilots and mecha specialists. 3 attacks per melee (plus those of the pilot). Add one additional action/attack at levels three, six, eleven, and fifteen. +1 on initiative. +2 to strike +3 to parry +2 to dodge in solder mode, +5 in gerwalk, +7 in jet mode. +3 to roll with a punch or fall with an impact, reducing damage by half. Critical strike same as pilot's hand-to-hand.Body block/tackle/ram - 1D6 M.D. plus a 50% chance of knocking an opponent down, causing him to loose initiative andone attack that melee round.

    Valkyrie Commando O.C.C.

    Pre-requisite RequirementsIQ 12, ME 10, PE 14, PS 10, PP14 required as minimum, higher preferred. 4 years of training. Unless PP 16+ then 3 years

    training time.

    OCC SKILLSPilot Variable Fighter +20%

    Mecha Combat: Variable Fighter (VTF-2SS-U)

    Pilot Jet +20%

    Air to Air Combat +15%

    Radio: Basic +10%

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    Read Sensory Instruments +15%

    Navigation: Air & Space +15%

    Weapon Systems +10%

    Tactics: Air/Space Warfare +15%

    Military Etiquette +20%

    Parachuting +10%

    Demolitions +15%Computer Operation +10%

    Swimming

    WP: Energy Pistol

    WP: Submachine Gun

    WP: Grenades

    Hand to Hand Valkyrie Commando

    Other Skills

    (Select 8, 3 must be from Piloting. 1 extra skill at level 3, 2 extra at level 6. One extra at levels

    9 & 12)Communications - Any (+10%)

    Domestic - Any

    Electrical - Basic Electronics only

    Espionage - Any (+5%)

    Mechanical - Basic, automotive, aircraft only (+5%)

    Medical - First Aid, Paramedic, or Holistic Medicine (+10%)

    Military - Any

    Physical - Any

    Pilot - Any (+5% ground vehicles, +15% all aircraft)

    Pilot Related - Any (+10%)

    Rogue - Any

    Science - Astronomy, Astrophysics & any math (+10%)

    Technical - Any

    WP - Any

    Secondary SkillsSelect 6 other skills form the previous list with no bonuses

    Wages, Rank & ExperienceA UN Variable Fighter Pilot will make a starting wage of 2000 credits per month at a starting

    rank of 2nd Lieutenant, (Ensign, if assigned to the UN Navy.) The VF Pilot uses the Variable

    Fighter Pilot Experience Table for Experience Levels.

    Standard Equipment: UN Armed Forces Variable Tactical Fighter 2SS-U Tactical Flight Suit with full equipment

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    XPP-1 Pulse energy pistol + 6 e-clips 3D4 MD range 1200 feet 20 shots Colt-Aries compact folding submachine gun (9 mm 2D6 SDC) 4 standard SDC ammo magazines (30 rounds each) 2

    MDC ammo clips (20 rounds 2D4 MD)

    10 hand grenades (usually fragmentation or plasma) ID/Security Badge 3 Battle Dress Uniforms 1 Dress Uniform Flotation Vest (UN Navy VF pilots) Cash Card with 1D6x1000 Credits