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the VTF-2SS-U and TGBPS-5S


James

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OK Before you all decide to eat my ass up for this. FAIR WARNING THIS MECHA IS VERY POWERFUL! And drumm roll please.....Here it is. Enjoy or scream and howl about it.

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 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 Spacy Command has been 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

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.

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)

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)

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

◊ 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 This is available ONLY on Special Assignment!

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

Range: 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 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

Number 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 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

VTF_2SS_U.pdf

post-6361-1193162656_thumb.jpg

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Welcome to Macross World James!

I'm not a RPG player but it's obvious a LOT of work went into this Valkyrie. I do like the fact that you attempted a custom drawing of the new Valkyrie you created. The picture itself is quite rough, but it does give a good idea what you had in mind. It looks like an armored VF-2SS Valkyrie II from Macross II, with a pair of double strike cannons. That is a lot of heavy firepower!

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Just a generic question, but why do fans always create "Uber" powerful equipment?

I've seen this in so many instances.

It is cool to imagine you favorite mecha decked out with super weapons, but where's the sport in that (or the equally huge power generators to support the weaponry and the uber engines to simply move the gear for that matter?).

Always wondered about that.... :blink:

The pic is indeed cool, but I agree that coloring is not the best (I can understand having struggled with that skill myself..).

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I think is a neat idea...and what impresses me most is that I didn't know you could write/fill a page that long..

My only nitpick besides the paint is that the missiles protrusion on the upper chest would drastically limit the option of the optical devices to look to the sides. Only a tunneled straight view option; That wouldn't be good for combat...

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Thanks for your comments. I've said this before this TGBPS (the armor kit) Is used for anti-warship, boarding assualts, and against Mass assualts ther are usually only 5 VTF's assigned to a colonization fleet, & deep space patrol. Also remeber the conditions on which it was developed, history shows that many last ditch weapons are UBER powerful. Case in point the Jagd Tiger. This monster was armed with the LARGEST gun ever put in a production tank. 128mm yes boys and girls that is a 5" cannon it was a 5" naval cannon with a max range of 22,000 meters. (not an exaggeration, this is the real listed range of the gun) or 13.75 miles. So this is just a trend, desperate measures create desperatly powerful weapons. I have also done some far better coloring jobs in Photoshop, and if you think it looks bad now you sould see the origional I hhad to do ALOT of work on it. cleaning it up correting mistakes I made.

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Thanks for your comments. I've said this before this TGBPS (the armor kit) Is used for anti-warship, boarding assualts, and against Mass assualts ther are usually only 5 VTF's assigned to a colonization fleet, & deep space patrol. Also remeber the conditions on which it was developed, history shows that many last ditch weapons are UBER powerful. Case in point the Jagd Tiger. This monster was armed with the LARGEST gun ever put in a production tank. 128mm yes boys and girls that is a 5" cannon it was a 5" naval cannon with a max range of 22,000 meters. (not an exaggeration, this is the real listed range of the gun) or 13.75 miles. So this is just a trend, desperate measures create desperatly powerful weapons. I have also done some far better coloring jobs in Photoshop, and if you think it looks bad now you sould see the origional I hhad to do ALOT of work on it. cleaning it up correting mistakes I made.

Maybe so, however for the sake of argument, why would a colonization fleet or deep space patrol require an obvious "last ditch" weapon?

The Jagd Tiger was a poor amalagamation of a mobile weapons platform with a huge gun and was put into production in the last 9 month of the war. It took too long to reload, was too slow, too often broke down and a pig on gas...

"Although well protected and armed, in practice it suffered from mechanical problems and the lack of fuel endemic to German forces by the end of the war."

This is one of several issues plaguing this paricular "Last Ditch" weapons system. I suspect the TGBPS would suffer similar issues.

The system you've created is clearly a weapon designed for a Space War, not a patrol fleet or colonization fleet. The strike canons would require feeds from the nuclear engines to fire repeatedly in combat thus weakening engine output and the sheer mass of the unit would require heavy boosters to allow it to maneuver in any capacity (remember the GBP was primarily designed as weapons augmentation for Variable fighters assigned to ground operations, not space or air).

Respectfully, no matter how large the loadout on this weapons system is, it probably wouldn't survive long against a Q-Rau or a squadron of them, not to mention whatever weapons systems the SA might have.

It would also most likely require some sort of escort craft to protect it on it's way to the battlefield. Such a system would be ideal in the Gundam universe, but I fear in the highly mobile Macross universe it would ultimately be an easy kill target.

Macross II played with a similar idea in the form of the Macross Cannons. They were highly effective in their first volley, but were quickly overun by the enemy before they could get a second shot off.

From a purely design point of view, it is pretty...

Edited by Zinjo
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Also remeber the conditions on which it was developed, history shows that many last ditch weapons are UBER powerful. Case in point the Jagd Tiger. This monster was armed with the LARGEST gun ever put in a production tank. 128mm yes boys and girls that is a 5" cannon it was a 5" naval cannon with a max range of 22,000 meters. (not an exaggeration, this is the real listed range of the gun) or 13.75 miles. So this is just a trend, desperate measures create desperatly powerful weapons.

Last ditch weapons are rarely "UBER" powerful, however one quantifies "UBER." There are a few I can think of (V2, type XXI) but most are just bigger, or upgraded versions of earlier weapons, and don't represent anything incredibly more powerful than the earlier versions.

The Jagdtiger had a great gun, and great armor...as a weapon system, it wasn't that great (see others' comments).

Of all the "too little too late" weapons I can think of, I don't think any are as mind-blowingly over-the-top as this mech seems to be however.

Also, I don't have my books with me, so I can't look up strange one-offs, but the 128 on the Jagdtiger is not the largest caliber gun carried by an armored vehicle (it wasn't a tank). The Soviets had the IS-152 and ISU-152, which were of course larger (not sure about weight of the gun though). This doesn't even count the 380mm rocket gun for the Sturmtiger.

Additionally, the Jagdtiger's 128 was not a naval gun. Not in any way. It was specifically designed from the start as an anti-tank weapon (there were pre-existing naval guns of this caliber, but the PAK 80 wasn't based on them).

This gun could probably lob a shell 20 kilometers or so, but that would be in an artillery role. The Jagdtiger wouldn't have had the gun traverse/elevation to get anywhere near that range. It wouldn't have been able to hit a tank at that range anyhow, or penetrate heavy armor.

I don't think it is the scheme/color choice that is wrong with the image, it is the technique used to color it.

Edited by Phyrox
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Last ditch weapons are rarely "UBER" powerful, however one quantifies "UBER." There are a few I can think of (V2, type XXI) but most are just bigger, or upgraded versions of earlier weapons, and don't represent anything incredibly more powerful than the earlier versions.

The Jagdtiger had a great gun, and great armor...as a weapon system, it wasn't that great (see others' comments).

Of all the "too little too late" weapons I can think of, I don't think any are as mind-blowingly over-the-top as this mech seems to be however.

Also, I don't have my books with me, so I can't look up strange one-offs, but the 128 on the Jagdtiger is not the largest caliber gun carried by an armored vehicle (it wasn't a tank). The Soviets had the IS-152 and ISU-152, which were of course larger (not sure about weight of the gun though). This doesn't even count the 380mm rocket gun for the Sturmtiger.

Additionally, the Jagdtiger's 128 was not a naval gun. Not in any way. It was specifically designed from the start as an anti-tank weapon (there were pre-existing naval guns of this caliber, but the PAK 80 wasn't based on them).

This gun could probably lob a shell 20 kilometers or so, but that would be in an artillery role. The Jagdtiger wouldn't have had the gun traverse/elevation to get anywhere near that range. It wouldn't have been able to hit a tank at that range anyhow, or penetrate heavy armor.

I don't think it is the scheme/color choice that is wrong with the image, it is the technique used to color it.

Yes it was. the Jagd Tiger's Main gun was taken from the Maus and it's 128 was bsed on the Naval 5" gun. And thoes soviet AFV's you mention were assualt guns. I.E. self propelled artillery, NOT MBT's oh and here are other last Ditch weapons. the ME-262 Schawble the HE-219 Uhu and the Mushashi and her sister ship the Yamato, The Bismark and Tirpitz the Oka? The Mistal series from the Luftwaffe, the list goes on. But hey IF you don't like the Armor kit don't use it. or change it to what ever you like. The point is is to have fun, if you don't like it don't use it.

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Yes it was. the Jagd Tiger's Main gun was taken from the Maus and it's 128 was bsed on the Naval 5" gun. And thoes soviet AFV's you mention were assualt guns. I.E. self propelled artillery, NOT MBT's oh and here are other last Ditch weapons. the ME-262 Schawble the HE-219 Uhu and the Mushashi and her sister ship the Yamato, The Bismark and Tirpitz the Oka? The Mistal series from the Luftwaffe, the list goes on. But hey IF you don't like the Armor kit don't use it. or change it to what ever you like. The point is is to have fun, if you don't like it don't use it.

I'm just trying to understand "how" it would work reliably in combat and why it would be developed/deployed in the first place?

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My friends and I ran into the overpowered mecha problem when we used to rpg. It was fun to generate the awesome stats, but in play, they were just kinda boring... "OK, you killed all the bad guys in one round... Who wants to get cookies?" Eventually, it required even bigger and more powerful bad guys, lots and lots of dice and a great deal of counting said dice. Eventually we learned from our experience and returned to keeping things simple, often handicapping and writing house "Jerry-rigging" rules that laid out the chances of failure. Flaws are what give things character, right?

On the plus side, I think the red & black scheme looks pretty neat - especially in the face.

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Yes it was. the Jagd Tiger's Main gun was taken from the Maus and it's 128 was bsed on the Naval 5" gun. And thoes soviet AFV's you mention were assualt guns. I.E. self propelled artillery, NOT MBT's oh and here are other last Ditch weapons. the ME-262 Schawble the HE-219 Uhu and the Mushashi and her sister ship the Yamato, The Bismark and Tirpitz the Oka? The Mistal series from the Luftwaffe, the list goes on. But hey IF you don't like the Armor kit don't use it. or change it to what ever you like. The point is is to have fun, if you don't like it don't use it.

You are wrong on a few points here:

-The Jagdtiger itself was not a Main Battle Tank either (the term didn't exist then

anyway). It was a tank destroyer. It did not fulfill the role that medium or heavy

tanks would fill (or that the future MBTs would fill). It was closer to an assult gun in design philosophy than it was to a tank, so the IS-152 is certainly a valid comparisson.

-Assult guns, while sometimes used as self-propelled artillery, are not quite in that category. They are designed to be used in assults as immediate support for the advancing infantry. Not distant fire support like SPA would be normally.

-The Jagdtiger's gun was not "taken from the MAUS," as the gun (PAK 44) was developed

prior to both vehicles as a stand alone AT gun, and was later adapted for the Jagdtiger

and Maus (as the PAK 80). Again, this was not a development of the naval 5." Don't know where you are getting this from.

-The Yamato class wasn't "last ditch," it was designed long before the war even broke out. Same for the Bismark class. And neither of those ships was "uber" powerful. The Yamato looks fantasic on paper, but with the lack of radar for search and FC knocks it down a few pegs. The Bismark doesn't even belong in this discussion (time, or capability wise).

-The 262 counts, certainly.

-The He-219, while beautiful, and a good plane. Is in no way an "uber" super weapon. It was a good, purpose-built nightfighter. Nothing more. I hate to say it (because the He-219 is one of my favorite planes), the the Mossie is better.

-I assume you are joking about the Ohka as a "UBER" powerful superweapon. A rocket glide-bomb with very limited capability, and equally limited success. (similar verdict for the Mistel aircraft)

The bottom line is, none of your cited examples are really incredibly powerful. The 262 being an exception. I could list weapon systems that came out late in wartime until I was blue in the face, but there are really very few that are, as you said, UBER powerful. And the few that are owe that not to the fact they were "last ditch, deperate efforts," but because of the timely emergence of new technology (electroboot, the turbojet, atomic power).

But it's no skin off my back, just trying to impart some of the fruits of my studies.

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Hmm I like it,,a sucker for the skull colors..,,,

jst take those GPB 's on the chest down a notch to maybe to chin level., to aid visisbility.

And maybe add some slight taper to the leg GBp's, bit to square for the rest of the armor.

Good to see some of us can focus enough to complete a project.....

Edited by orguss01
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  • 2 weeks later...

Actually The upper chest Launchers follow the VF-2SS' design very accurately, and to be honest this valkyrie design follows the Nightbane of mine that has some unique talents and his morphus is a 8'4" version of a VF-2SS valkyrie.

And Zinjo the Titarmor kit maybe slow by try to dodge a volley of 50 Medium Range Missiles. followed and a medium burst from the twin gun pods. (just kidding)

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Actually The upper chest Launchers follow the VF-2SS' design very accurately, and to be honest this valkyrie design follows the Nightbane of mine that has some unique talents and his morphus is a 8'4" version of a VF-2SS valkyrie.

And Zinjo the Titarmor kit maybe slow by try to dodge a volley of 50 Medium Range Missiles. followed and a medium burst from the twin gun pods. (just kidding)

I'll do my best, but my gang would pound your slow moving beast with dozens of missiles and hundreds of rounds of 55mm loving from several different directions.... :p;) You see I never fly without my wingmen... B))

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Here's my two cents about the VTF-2SS-U...

This is the kind of stuff I imagine gets produced by raw, hungry, imaginative engineers at then gets widled down to size by the finance branch of the munitions company as well as laughed at by trained, experienced pilots who immediately intone about how "all that extra junk" would be useless in combat...

In fact- it kind of reminds me of the Empire, in Star Wars, which seemed to be hell bent on the idea of building huge, practically static or at best extremely slow, weapons of mass destruction that took a long time to float up to their target before firing their short-range melee attack which, granted, was devastating, but - once you knew the weapon existed and was lumbering around out there - it really wasn't a problem to devise a counter-measure...

I don't see how this Mech can be an effective star ship boarder - unless "close range combat" with Zendradi means doing what the destroids did in the Dadelus Attack melee - but then why have a lumbering Valkyrie do this?

All in all - I'm an opponent of over-armored Valkyries because I believe that Destroids are built to be armored attack units meant to serve as artilery and close-range high destructive force release vehicles, while Valkyrie are meant to be arial combat machines with the capacity for space/underwater operations in different agile, versatile configurations...

VFTF1

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I'll do my best, but my gang would pound your slow moving beast with dozens of missiles and hundreds of rounds of 55mm loving from several different directions.... :p;) You see I never fly without my wingmen... B))

Actually you and your wingmen would be facin 5 of these and with their CCs. since each unit could see what the others see giving them 360 degrees of vision your squad would still be toats. It's simple... two would counter launch mini and micor missiles in intercept to your missiles, and the other three would open up on you at 10,000 feet with short bursts from their dual 2F-SS super heavy coil gunpods and shred your fighters.

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Here's my two cents about the VTF-2SS-U...

This is the kind of stuff I imagine gets produced by raw, hungry, imaginative engineers at then gets widled down to size by the finance branch of the munitions company as well as laughed at by trained, experienced pilots who immediately intone about how "all that extra junk" would be useless in combat...

In fact- it kind of reminds me of the Empire, in Star Wars, which seemed to be hell bent on the idea of building huge, practically static or at best extremely slow, weapons of mass destruction that took a long time to float up to their target before firing their short-range melee attack which, granted, was devastating, but - once you knew the weapon existed and was lumbering around out there - it really wasn't a problem to devise a counter-measure...

I don't see how this Mech can be an effective star ship boarder - unless "close range combat" with Zendradi means doing what the destroids did in the Dadelus Attack melee - but then why have a lumbering Valkyrie do this?

All in all - I'm an opponent of over-armored Valkyries because I believe that Destroids are built to be armored attack units meant to serve as artilery and close-range high destructive force release vehicles, while Valkyrie are meant to be arial combat machines with the capacity for space/underwater operations in different agile, versatile configurations...

VFTF1

Yes but remember In Macross II destroids are used Planetside and not in space. this unit is ment for space operations...Remember this is FOR MACROSS II in 2089, not Macross in the early 2000's

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LOL anyways why would UN spacy Fight UN Spacy?

Ok, then I'll bring this ship and with one blast splat all 5 at once, because they are waaay too heavy to get out of the way... :lol:

meltrandi-gunship.jpg

Oh and if they should drop their armor to avoid the blast I'd send in these ladies to clean up...

queadluun-rau-milia.jpg

:p

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Hmmmmmmmmmm nice choice but remember a star ship is minus -10 to hit Valkries. and against that thing the squadron would first fire off a volley of 5 RMS-2's from each Armored VTF that would be...on average...lets say...3 on a d6 so that would be 9x1000+ 9,000 mdc x 5 = 40,000 mdc x 5 armor units firing...=200,000 mdc = BOOM no more ship since even a Zent Flag ship has a total of 33,000 forward 1/3 33,000 mid ships 1/3 and 36,000 aft 1/3. for a total of 102,000 mdc. Ok next victim? LOL

But seriously these units were simply ment as Ship killers. BTW here is a newer and Updated version of the VTF. there are minor changes

post-6361-1195497697_thumb.jpg

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I'll give you props for actually drawing and then scanning in all these armored parts on your VF-2, but your coloring needs serious work, you might also want to go in and digitally clean up some of your lines, tightening them up as that will help with coloring. Also, has been pointed out your concept is ultimately flawed in the Macross universe. Especially macross-2 where the Metal Siren was perfectly capable of destroying capital ships by itself without such overdone armored systems.

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  • 4 months later...

Try doing this in Photoshop, it'll make your colorings look 100% better.

Put your lineart on the top layer. Set the Blending option to "Multiply". This will make the blacks stay black but the white transperant.

Make a second layer and put that underneath your lineart layer. Use the marquee select tool to add in blocks of colors in this layer.

Now you're coloring in Photoshop without having to redo lines over and over again :)

post-5470-1207203138_thumb.jpg

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  • 3 weeks later...

Try doing this in Photoshop, it'll make your colorings look 100% better.

Put your lineart on the top layer. Set the Blending option to "Multiply". This will make the blacks stay black but the white transperant.

Make a second layer and put that underneath your lineart layer. Use the marquee select tool to add in blocks of colors in this layer.

Now you're coloring in Photoshop without having to redo lines over and over again :)

Actually I just use the paint bucket tool mostly

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Heck metal siren nothing. Even a couple wing mounted reactive weapons from a VF-1 or launched from the arm cannons of a Monster can take out a ship quite effectively. Theres plenty in the macross universe that already does the job of this...thing. Heck the YF-19 was capable of knocking out a monster on its own with a simple forearm mounted weapon.

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