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VTF-2SS-U & T.G.B.P.S.

-5S
Variable Tactical Fighter-2
Space Superiority Upgrade
&
Tactical Grenade Box
Protector System-5S-A/B/C

VTF-2SS-U T.G.B.P.S.-5S-C

By Andrew Gentry
e-mail: azreal_deathangel@yahoo.com
e-mail me with any questions and comments
about this design. Thank you. This is an original design.
Feel free to use it, just please don’t claim it as your own work.
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 damage
at 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. It’s 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 a
large variety of missiles.

Development: The T.G.B.P.S.-5S was created during the


Marduk 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 it was
discovered that the standard VF-2SS couldn’t
maneuver very well, nor could it move very well either, this
project would have dead-ended right there if not for a Dr.
Ian Stovavich. He proposed to the U.N. Spacy his
modified 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 AAB’s 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’ were
overhauled into the new “Tactical Fighter”. The VTF- 2SSU or Upgraders as they
were 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 mecha
and 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 it’s been 12
years since the invasion of the Marduk in 2089. The UN Spacy has
VTF-2SS-U Battroid mode
recently considering mothballing the entire 2SS line of Valkyries.
Because the Metal Siren is after all it’s successor, and many of
these 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 have
already 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.

The Future: The future for this fighter is so uncertain at this time, but since there are so many VTF’s out there they will
remain in service for quite sometime. The UN
VTF Head
Spacy Command has been Details considering
upgrading the entire aging 2SS fleet to the 2SS-
U to give this old workhorse fighter
a new lease on life. After all the modifications
and upgrades are cheaper than a Metal Siren.
And who knows maybe at last earth can
finally 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 there.
The Variable Fighter’s 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-2SSU Variable Tactical Fighter Upgrade Valkyrie II+
Weight: 34 Tons
Dimensions: Battroid GERWALK Jet
Height 45 feet/13.7 meters 24 feet/7.3 meters 17 feet/5.1 meters
Width 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 2.75
Running Battroid 150mph
*(This model has an over-thruster mode capable of quadrupling mach speeds used mostly for breaking orbit, and for high-speed assault. This afterburner
cannot be used with the TGBPS on. The armor kit must be jettisoned first)

Automated Attack Bits or other drone Fighters: 6


Type: Variable Tactical Fighter 2 Space Superiority Upgrade
Role: Anti-Warship/Assault
Hard points: 6, 3 per wing
Crew: 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 each
Arms (2) 200 each
Legs, thrusters & pulse lasers (2) 320 each
Wings (2) 250 each
Top 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 mode
allows 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 combined
attacks, Beam is a full melee attack
Payload: Unlimited. VTF-2SS-U
Fighter mode
Variable-fire Pulse Laser Cannons
The 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 in a
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 turns
the 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, but
tolerable. 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, it
increases 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 doesn’t do a lot of damage it’s mostly designed to conserve ammo.
Payload: 2000 rounds. That’s 665 three round bursts, 50 short bursts, 25 long bursts, 12 Melee bursts.

Wing Hard Points


The 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 or
10 tons per wing.
Mini Missile 2lbs each
Short Ranged Missile 100lbs each
Medium Ranged Missile 300lbs each
Long 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-2SSU
In
Standard SAP
Hand to hand combat. Kit
● 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)
Standard Equipment for the VTF-2SSU
● Autopilot: The 2SSU are equipped with a computerized autopilot, allowing the pilot to relax or even sleep during long
flights. 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 it’s 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 and
analyze data during combat with hostile forces, and controlling up to 6 automated attack bits. Data collected by the
combat 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 2SSU’s are in combat
each pilot can flick over to their squad mate’s 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 on
the 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 to
the 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. A
radiation detection and alarm system are linked to the shields and will sound an alarm if the shield are breached and will
tell 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 and
hopefully rescue the pilot and anyone else that might be there with the pilot. The signal has a range of 600 miles (960
km). 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 is
partly responsible for the mecha’s high strike bonus.
● Loud speakers: Can amplify the pilots voice up to 100 decibels
● Nuclear Reactor: Because of the new improvements the 2SSU’s reactor doesn’t have the normal 40 year span, it needs
it’s fuel rods replaced after 30 years
● Optics: Wide spectrum Sensors: Range 2000 feet (610 meters). This is a relatively old system resurrected for the 2SSU
is still considered quite advanced and it’s also very complex which is why most valkyries don’t 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 placed
on the mechs screens, the helmet HUD, or sent to other 2SSU’s 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 2SSU’s in a squad. The CCS is being tested on other Valkyries so they can maximize
their information sharing and communications.
● Self destruct: In order to prevent these amazing fighters from falling into enemy hands they have been equipped with a
self destruct system which is activated by the pilot. When activated the pilot can set the time for up to 60 minutes. The
explosive 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, infrared
distancing 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 handbook…et cettera)
● Storage Space: The VTF-2SSU also has a storage space behind the pilot it’s 6 feet x 3 feet x 3 feet (1.8 meters x .9
meters 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 (.9
meters 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-hour
internal air supply. Heating and cooling. What makes this suit special are the features on and in it. It’s linked with the
CCS; it has a virtual keyboard linked to a very powerful mini computer. The Milspec computer is as powerful as a
modern 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 of
the 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 it’s 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 SDC
ammo 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.
● Tactical Flight Suit MDC TFS Male TFS Female
◊ 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 support
system 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 (610
meters). 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 can’t transmit back on the same frequency. Each suit in a squad
go 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; it
powered by a set of CO2 canisters in the back of the suit. The canisters can be removed or replaced in 5 minutes by the
suit’s wearer.
● Tactical Life Support: The cockpit of the 2SSU is pressurized, and also provides additional fresh air feeds to the pilot’s
Tactical 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-suit
that forces blood in one part of the pilot’s body to another in order to prevent pooling and causing either a red out or
black out in high g maneuvers.
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 Location
Location 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 each
Thigh Missile packs (2) 250 each
Leg Weapons Packs/Thrusters (2) 850 each
Rear Mounted Missile Pack 250
Main Body/Weapon Pack 1500

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


Running: 100 mph
Flying: 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 incredibly
powerful, 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 weapons
that 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 energy
weapons and are housed in thruster packs on the back of the Armor.
Primary Purpose: Anti-warship Secondary Purpose: Anti-mech/Fortification T.G.B.P.S.-5S
Range: 6 miles (9.6 km)! “A” Model
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 to
recharge. 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 1,800
MDC, 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. Let’s just say another battlepod subtract 150 MDC again IF you hit the
main body again. Roll for random location, now there is 1,500 MDC left then let’s 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 ET
cettera)
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 15
seconds 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. The
“blades” 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 breaching
Range: N/A melee only
Damage: 4D12x10 T.G.B.P.S.-5S
Mid production
Number of attacks: Equal to combined attacks “B” Model
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 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-12 Left Fore-arm 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: 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 miles
Damage: Varies on type of short-ranged missile
Rate of fire: 1, 2, 4, 8, or all
Payload: 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 all
Payload: 144 short ranged missiles per launcher for a total of 288 missiles per leg!!!
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 miles
Damage: 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 missiles
per 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 missile
Rate of fire: 1, 2, 4, 8, or all
Payload: 80 Medium ranged missiles per launcher for a total
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-missile
Rate of fire: 1, 2, 4, 8, or all
Payload: 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 all
Payload: 300 Mini-missiles (there are 50 6 shot tube
launchers in the chest)

2x 120mm AASHGM-120 Fang-6 Hip missile launcher


Range: 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 of
12 missiles.

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


Range: Varies usually about 2 miles
Damage: 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 missile


launcher
Range: Varies usually about 2 miles
Damage: 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)
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 when
needed 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 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 doesn’t do a lot of damage it’s mostly designed to conserve ammo.
Payload: 2000 rounds. That’s 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. It’s 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 1
Fragmentation 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 2
Fragmentation 8D6 20 feet/6 m 3 miles/4.8km 1000mph/1600 kph 2
High 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 lock–on and track their targets these are Fire and Forget missiles. And
can 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 MDC
Armor 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 5
High 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 5
Smoke (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
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 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 lock–on 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 10
Fragmentation (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 15
Multi-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 10
Smoke (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 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 lock–on 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. (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 MDC
Armor 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 20
Fragmentation (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 20
Conventional 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 25
Plasma (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 25
Proton 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. Let’s say you have a AASHGM-120 fang multi-warhead nuke missile. And let’s
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!
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: 10

BASIC 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 and
one attack that melee round.

Valkyrie Commando O.C.C.


Pre-requisite Requirements
IQ 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 SKILLS
Pilot Variable Fighter +20%
Mecha Combat: Variable Fighter (VTF-2SS-U)
Pilot Jet +20%
Air to Air Combat +15%
Radio: Basic +10%
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 Skills
Select 6 other skills form the previous list with no bonuses
Wages, Rank & Experience
A 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


● 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