----------------------------------------------------------------------------
The following material is an adaptation of mecha from MACROSS PLUS and
MACROSS 7, both sequels to the original Japanese MACROSS TV series (which
became Robotech here in the U.S.). Please feel free to use, copy, and
distribute it as you see fit. All I ask is that you give proper credit to me
and do not claim that it is your own work. Comments and suggestions are
welcome.
----------------------------------------------------------------------------
VF-11 "THUNDERBOLT" VALKYRIE
(Version 1.5 - Last Updated: 10/13/96)
RPG Stats by DAVE DEITRICH (deitrich@mcs.com)
Background info provided by the MACROSS ONLINE COMPENDIUM

BACKGROUND
The VF-11 Thunderbolt is the current standard tactical variable [Image]
fighter for the UN Spacy forces as of 2040. The mecha is a direct
descendant of the original VF-1 Valkyrie and has several similarities to the
now-antique fighter, including variable soldier and gerwalk modes, a head
laser external gun pod, and optional add-on boosters for increased range and
maneuverability. The VF-11 replaced the older VF-4 New Valkyrie as the UN
Spacy's main combat mecha in 2030, and has been in service for almost a
decade. Thunderbolts can now be found all over human-colonized space, on
long-distance colony ships, colonized planets, and deep space forces. The
design is quickly becoming outdated, however, and is scheduled to be
replaced by the winning design of the Project Super Nova competition in the
near future.
There is one interesting footnote in the development of the Thunderbolt.
During the early tests of the prototype VF-11s the addition of the forward
canard wings was a subject of great debate with the engineers and test
supervisors. Although the canards provided increased maneuverability for the
fighter, they also created additional aerodynamic drag which lowered the top
speed of the valkyrie in a planetary atmosphere. Despite the drawbacks many
of the test pilots were in favor of the canard wing, including Captain Milia
Jenius of the Eagle Nest Aerial Tactics Center, who was involved in testing
of the final VF-11 prototypes. The event which clinched the decision to
include the canard wings eventually came when Captain Jenius piloted the
VFX-11 prototype on a rescue mission to save a UN chief advisor. The
successful rescue of the individual and the data collected from the
prototype during the rescue operation led to the decision to include the
canard wing on the VF-11, as well as later valkyries designed by Shinshi
Inudstries.
RPG STATS
Vehicle Types:
* VF-11A: First manufactured version. Initially equipped with a shorter
barrel on the anti-aircraft laser and a dual-visor sensor system in the
head.
* VF-11B: Standard UN Spacy version, circa 2040. Lengthened barrel on the
head anti-aircraft laser and redesigned single-visor sensor system.
* VF-11C: Upgraded version of the VF-11B, featuring enhanced
communication/navigation systems. Fleet-wide upgrade of all VF-11B
fighters to VF-11C versions begun in 2040.
* VF-11D: Two-seater version for training and recon operations.
* VF-11D Jamming Bird Custom: Custom version produced on board the
Macross 7 colony fleet. Contains spiritia technology.
* VF-11MAXL-Kai: Custom version produced on board the Macross 7 for Sound
Force. Contains spiritia technology.
* VF-11 Full Armor: Heavy armor variant of VF-11A, B, C, or D.
Class: Tactical Variable Fighter
Manufacturer: Shinsei Industries
Crew: One pilot wearing Tactical Life Support System
MDC BY LOCATION:
Head Laser 30
(1) Head 75
Hands (2) 50 each
Arms (2) 100 each
Legs & Thrusters (2) 200 each
(2) Main Body 300
Canard Forward Wings (2) 30 each
Main Wings (2) 120 each
Tails (2) 50 each
Multipurpose Gun Pod 100
Anti-Projectile Shield 150
Reinforced Pilot Compartment/Escape Pod 150
Advanced Sensor Radome (1, optional) 100
FAST Super Booster Pods (2, optional) 120 each
FAST External Propellant Tanks (2, optional,
must be used with Super Booster Pods) 75 each
Solid-Fuel Rocket Boosters (2, optional) 50 each
NOTES:
1. Destroying the head of the Valkyrie will knock out the mecha's major
sensor systems, including all of the optics systems (infrared,
nightvision, thermal). Radar and communications will be unaffected.
2. Depleting the MDC of the main body will destroy the mecha. The pilot
and cockpit section/escape pod will be automatically ejected from the
doomed mecha before it explodes by the mecha's main computer.
SPEEDS:
RUNNING, SOLDIER CONFIGURATION:
90 mph (144 kmph)
LEAPING, SOLDIER CONFIGURATION:
30 ft (9 m) high or 50 ft (15.2 m) long without thrusters.
FLYING, SOLDIER CONFIGURATION:
300 mph (480 kmph) maximum speed limit in an Earth-like atmosphere. Can
also hover in place indefinitely.
FLYING, GERWALK CONFIGURATION:
Mach One (670 mph/1072 kmph) maximum speed limit in an Earth-like
atmosphere. Can also hover in place indefinitely.
FLYING, FIGHTER CONFIGURATION:
Mach 3.5+ (2345 mph/3752 kmph) max speed at 10,000 meters or less above
sea level. Mach 8.2+ (5494 mph/8790 kmph) max speed at 10,000-42,000
meters above sea level. Max altitude of 42,000 meters without rocket
booster assistance. Maximum rate of ascent is 28,500 meters/minute. G
limits are +22 to -14.5 standard Earth gravities.
MAX ENGINE THRUST:
28,000 kg x2 from main engines, plus 10,000 kg x4 from optional super
booster units or 120,000 kg x2 from optional solid-fuel rocket
boosters.
STATISTICAL DATA:
HEIGHT:
41.34 ft (12.92 m) in soldier configuration.
22.05 ft (6.89 m) in gerwalk configuration.
15.39 ft (4.81 m) in fighter configuration.
WIDTH:
17.46 ft (5.45 m) at shoulders in soldier configuration.
35.84 ft (11.20 m) in gerwalk or fighter configuration with wings at
maximum extension.
LENGTH:
11.17 ft (3.49 m) in soldier configuration.
28.54 ft (8.92 m) in gerwalk configuration.
49.63 ft (15.51 m) in fighter configuration.
WEIGHT:
9000 kg.
PHYSICAL STRENGTH:
Equal to a P.S. of 50
CARGO:
Small compartment behind pilot's seat for personal belongings.
POWER PLANT:
Two Shinsei Industries/Pratt & Whitney/Rolls Royce FF-2025G
thermonuclear turbine engines. Several additional Pratt & Whitney HMM-
5B high-maneuverability vernier thrusters for additional mobility are
mounted at key positions along the mecha's hull. Additional thruster
options include paired super booster units and added propellant storage
or dual solid-fuel rocket boosters.
WEAPON SYSTEMS:
1. ANTI-AIRCRAFT PULSE LASER: The VF-11 mounts a single pulse laser for
use in air combat skirmishes and for defensive purposes. The laser is
mounted on the head of the mecha in soldier mode, and is located in the
central dorsal section of the main body pointed rearward in fighter and
gerwalk modes. The laser can only fire to the REAR of the fighter in
these modes; it cannot be turned to fire along another arc.
o PRIMARY PURPOSE: Anti-aircraft
o SECONDARY PURPOSE: Anti-missile/defensive
o RANGE: 4000 feet (1200 m)
o DAMAGE: 2D4 M.D.
o RATE OF FIRE: The laser can be fired in rapid pulses up to 4
blasts per round. A rapid fire blast counts as a burst of up to 4
shots.
o PAYLOAD: Effectively Unlimited.
2. MULTIPURPOSE GUN POD W/ANTI-ARMOR BAYONET: A gun pod similar to the old
GU-11 used by the VF-1 Valkyries, this is the primary weapon of the
VF-11. The new gun pod also features a mecha-sized bayonet mounted on
the front of the weapon, for use in close combat with mechanized
opponents.
o PRIMARY PURPOSE: Assault
o SECONDARY PURPOSE: Anti-mecha
o RANGE: 4000 feet (1200 m)
o DAMAGE: Does 4D6 M.D. for a short burst, 1D6x10 M.D. for a long
burst, or 2D6x10 M.D. for a full melee burst. Bayonet does 1D4x10
M.D. per strike.
o RATE OF FIRE: Equal to the number of combined attacks of the
pilot.
o PAYLOAD: 400 rounds per clip equals 40 short bursts, 20 long
bursts, or 10 full melee bursts. Additional ammo clips can be
inserted, but exchanging clips requires 2 melee actions. Two spare
clips are stored behind the anti-projectile shield.
3. WING HARD POINTS: Two fixed hard points are mounted on each wing of the
VF-11 for a total of 4 hardpoints on the fighter. These hardpoints can
be used to hold a variety of different ordinance types, including long,
medium, or short range missiles, or even the new medium-range
high-maneuverability (MRHM) missiles (after 2040). One long range, one
MRHM, 3 medium range, or 5 short range missiles can be mounted per
hardpoint.
NOTE: Due to the location of the hard points, ALL missiles must be
fired or ejected before the VF-11 can convert into soldier mode. For
this reason the hard point missiles are usually fired within the first
few passes of an attack.
o LONG RANGE MISSILES
+ Primary Purpose: Heavy Assault
+ Secondary Purpose: Anti-Spacecraft
+ Missile Types: Any type of standard UN Spacy Long Range
Missile can be used.
+ Range: Varies with missile type.
+ Damage: Varies with missile type.
+ Rate of Fire: Volleys of 1-4 missiles.
+ Payload: One per hardpoint; 4 maximum.
o MEDIUM RANGE MISSILES
+ Primary Purpose: Assault
+ Secondary Purpose: Anti-Mecha
+ Missile Types: Any type of standard UN Spacy Medium Range
Missile can be used.
+ Range: Varies with missile type.
+ Damage: Varies with missile type.
+ Rate of Fire: 1-3 missiles per hardpoint.
+ Payload: Three per hardpoint; up to 12 maximum.
o SHORT RANGE MISSILES
+ Primary Purpose: Assault
+ Secondary Purpose: Anti-Mecha
+ Missile Types: Any type of standard UN Spacy Short Range
Missile can be used.
+ Range: Varies with missile type.
+ Damage: Varies with missile type.
+ Rate of Fire: 1-5 missiles per hardpoint.
+ Payload: Five per hardpoint; up to 20 maximum.
o MEDIUM RANGE HIGH MANEUVERABILITY MISSILES
+ Primary Purpose: Anti-Mecha
+ Secondary Purpose: Surgical Strikes
+ Mega-Damage: 2D6x10 M.D.
+ Rate of Fire: One per hardpoint.
+ Range: 80 miles.
+ Payload: One per hardpoint; 4 maximum.
+ Note: Not available prior to 2040.
4. MISSILE LAUNCHER PODS (4, optional): The optional super booster units
for the VF-11 Thunderbolt also contain 4 rapid-fire missile launcher
units (2 per booster unit). Each unit contains 8 short-range missiles,
for a total of 32 SRMs. Each launcher can fire 2 missiles per melee
round, so a volley of up to 8 missiles can be fired in a single melee.
Armor-piercing SRMs are standard issue, but others can be mounted if
desired.
o PRIMARY PURPOSE: Assault
o MISSILE TYPES: Any type of UN Spacy Short Range Missile can be
used.
o RANGE: Varies with missile type, typically 2.5 miles (4 km).
o DAMAGE: Varies with missile type, typically 2D6x10 M.D.
o RATE OF FIRE: Volleys of 1, 2, 4, or 8 missiles. One volley counts
as one attack.
o PAYLOAD: 8 missiles per launcher; 32 total.
5. CHAFF/FLARE DISPENSERS (2, optional): The external propellant tanks for
the super boosters also contain one chaff and one flare dispenser in
each unit mounted on the legs of the mecha. The chaff decoys confuse
radar images to divert radar-guided missiles, while the flare decoys
provide a brilliant infrared image to try and draw heat seeking
missiles away from the mecha.
Each chaff or flare fired provides a bonus of +2 to dodge the
particular type of missile it is designed to counter, and the bonuses
are cumulative with multiple decoys. (2 decoys = +4 to dodge, 3 decoys
= +6, etc.) The bonuses are not cross-cumulative, though; you cannot
confuse a heat-seeking missile with a chaff decoy. Each dispenser
carries 10 chaff and 10 flare decoys each, for a total of 20 of each
type of decoy.
6. HAND TO HAND COMBAT: If necessary, the pilot of the VF-11 can engage in
melee combat rather than use a weapon. The valkyrie is extremely agile
and can execute most typical hand to hand combat moves, such as
punches, jump kicks, leap attacks, rolling with impacts, etc.
DAMAGE:
o Restrained Punch: 1D4 M.D.
o Full Strength Punch: 2D6 M.D.
o "Booster" Punch: 3D6 M.D. (counts as two attacks)
o Tear or Pry with Hands: 1D6 M.D.
o Kick: 1D6 M.D.
o Leap Kick: 2D6 M.D.
o Body Flip/Throw: 1D4 M.D.
o Body Block/Tackle: 1D6 M.D.
o Stomp: 1D6 M.D. (only effective against small objects)
STANDARD EQUIPMENT FOR THE VF-11:
* ANTI-PROJECTILE SHIELD: A new addition to modern Valkyries, the
VF-11 is equipped with an external shield that is mounted on
the central rear dorsal section of the mecha in fighter mode, and on
the left arm in soldier and gerwalk modes. On a successful parry in
soldier or gerwalk mode, the shield can be used to block missiles or
projectiles, thus protecting the main body from harm. Although
constructed of super-strong materials, the shield is NOT regenerable
and must be ejected once its MDC is depleted.
* AUTO-PILOT: The VF-11 is equipped with a computerized auto-pilot,
allowing the pilot to relax or even sleep during long voyages. The
auto- pilot can be programmed with a single destination or a complex
flight plan involving multiple speeds, directions, and destinations.
The onboard computer will alert the pilot when the fighter is near its
destination, and can also be set to automatically signal when sensors
detect objects near the mecha. The auto-pilot was designed with long
intra-system space journeys in mind.
* COMBAT COMPUTER W/HUD DISPLAYS: The VF-11 is equipped with a combat
computer that can store and analyze data during combat with hostile
forces. The entire cockpit canopy of the VF-11 is a large HUD display,
which allows the computer to display large amounts of data to the pilot
and even highlight enemies and missile attacks with overlaid graphics.
The combat computer tracks and identifies specific enemy targets, and
has a database of over 10,000 images stored in memory. The computer can
identify and track up to 250 targets simultaneously.
identify and track up to 250 targets simultaneously.
* ESCAPE POD: The entire reinforced cockpit of the VF-11 is a
detachable escape pod that can be jettisoned when the mecha is
destroyed. The ejected cockpit does not contain thrusters, but does
contain a powerful locator beacon and an integrated life support system
that can support the pilot for up to 24 hours after ejection. The pod
is also equipped with parachutes in case of ejection in an atmosphere.
The combat computer is programmed to automatically eject the escape pod
if the mecha is destroyed (main body MDC reduced to 0), but this can be
overridden if the pilot is feeling suicidal for some reason.
* EXTERNAL AUDIO PICKUP: Range: 300 ft (91.5 m). A sound amplification
system that can pick up normal conversation up to 300 feet away.
* HEAT AND RADIATION SHIELDS: Special shielding prevents the penetration
of life threatening heat and radiation. A radiation detection and alarm
system are linked with the shields and will sound an alarm if there is
a rupture in the shields and what the levels of radiation are.
* HOMING SIGNAL: The escape pod of the VF-11 is equipped with a homing
device that enables rescue teams to locate a disabled craft or ejected
life pod. The range of the signal is 400 miles (640 km). Most valkyries
and UN Spacy ships can key on and track/locate specific signals, and
the onboard computers will automatically notify their pilots if such a
signal is detected.
* LASER TARGETING SYSTEM: Range: 100 miles (160 km). Used for increased
accuracy in the striking of enemy targets and is partly responsible for
the mecha's strike bonus.
* LOUDSPEAKER: A loudspeaker system is built into the craft, which can be
used to amplify the pilot's voice up to 90 decibels.
* OPTICS: INFRARED: Range: 2000 feet (610 m). This optical system
projects a beam of infrared light that is invisible to the normal eye,
but detectable by the mecha's sensors. The system allows the pilot to
detect hidden/concealed objects by their IR reflectiveness. The beam
will be visible to anyone with IR sensitive optics, however.
* OPTICS: NIGHTVISION: Range: 2000 feet (610 m). A passive light image
intensifier that emits no light of its own, but relies on ambient light
which is electronically amplified to produce a visible picture.
* OPTICS: THERMAL IMAGER: Range: 2000 feet (610 m). A passive optical
heat sensor that detects infrared radiation projected by warm objects
and converts that data into a false-color visible image. The system
enables the pilot to see in the dark, in shadows, and through smoke,
and also adds a +10% bonus to pilots using a tracking skill.
* RADAR: 200 mile (321 km) range.
* RADIO/VIDEO COMMUNICATION: Long range, directional communications
system with satellite relay capabilities. Range: 600 miles (960 km) or
can be boosted indefinitely via satellite relay.
* SELF-DESTRUCT: To prevent capture of a Valkyrie fighter by the enemy,
the pilot can activate the VF-11's self-destruct system, which will
cause the fighter to explode after a delay of up to 60 minutes (time is
set by the pilot). The explosive damage is contained within a 20 foot
(6 m) area and inflicts 1D6x10 M.D. to everything within the radius of
the explosion. All internal systems are obliterated. The escape pod
will be automatically ejected prior to the explosion unless the pilot
overrides the ejection sequence.
* STANDARD SURVIVAL KIT: All valkyries come equipped with a portable
survival kit. Inside the small reinforced box is a medium-sized
flashlight, two hand flares, one rocket flare, a compass, infrared
distancing binoculars, a small mirror, a pocket knife, dehydrated and
concentrated food (can be stretched into a five day supply for one
person) and basic first aid items (aspirin, bandages, disinfectants,
etc.)
* TACTICAL LIFE SUPPORT SYSTEM: The VF-11's cockpit is pressurized, and
also provides additional air feeds to the pilot's flight suit that
provides him with pressurized breathing. The UN Spacy flight suit also
contains an upper and lower g-suit that promotes blood circulation even
during high-g turns, thus decreasing the possibility of pilot's
blacking out in combat.

----------------------------------------------------------------------------
COMBAT BONUSES FOR THUNDERBOLT VALKYRIE TRAINING:
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 on initiative.
* +1 to strike.
* +1 to parry
* +1 to dodge in soldier mode, +3 in gerwalk, +5 in jet mode.
* +1 to roll with a punch or fall with an impact, reducing damage by
half.
* No leap dodge.
* No leap kick.
* 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 VF-11 VALKYRIE COMBAT TRAINING
* Advanced training for pilots specializing in the VF-11.
* 3 attacks per melee (plus those of the pilot).
* Add one additional action/attack at levels three, six, eleven, and
fifteen.
* +2 on initiative.
* +2 to strike
* +3 to parry
* +2 to dodge in solder mode, +4 in gerwalk, +6 in jet mode.
* +3 to roll with a punch or fall with an impact, reducing damage by
half.
* +2 to leap dodge. A leap dodge is an automatic dodge which causes no
loss of attacks per melee. The new generation valkyries are so
maneuverable that the pilot can dodge an attack while moving to
counterattack an enemy.
* Critical strike same as pilot's hand-to-hand.
* Body block/tackle/ram - 1D6 M.D. plus a 50% chance of knocking an
opponent down, causing him to loose initiative and one attack that
melee round.
----------------------------------------------------------------------------

FICTIONAL BACKGROUND FOR ROBOTECH CAMPAIGNS:
The departure of the Robotech Expeditionary Forces in 2022 left a large gap
in the military power of Earth's defense forces. The REF took a very large
percentage of available combat mecha in service with Terran forces at that
time, including almost all VF-1, VAF-6, and VBF-1 veritechs that had been
produced to date. The removal of these fighters left the armies of the
Southern Cross without a medium-weight veritech fighter, forcing them to
rely on the lighter Logan veritechs and outdated non-transformable fighters
to fill the roles normally handled by VF-1 and VAF-6 Veritechs. The Southern
Cross requested development of a high-performance variable combat fighter to
replace the VF-1 and VAF-6 veritechs, and awarded the contract to produce
such a fighter to Shinsei Industries, a new development firm based in
rebuilt Japan. In 2025, Shinsei unveiled the VF-11 "THUNDERBOLT" VERITECH.
The Thunderbolt was approved by the Southern Cross and quickly became a
popular mecha among the TAF and TASC armies.

The VF-11 was designed by some of the same people who had worked on the VF-1
Veritechs aboard the SDF-1 during the First Robotech War, and thus shares
many stylistic and functional features with its predecessor. The swing-wing
fighter configuration, variable guardian and battloid modes, head laser, and
gatling gun pod are all derived from the original VF-1 Veritech designs.
However, part of the Southern Cross' design contract specified that the new
mecha was NOT to use protoculture in any way, shape, or form. The limited
amounts of protoculture available on Earth made it unfeasible to equip
common military mecha with protoculture systems. Thus the Shinsei Industries
design team built the VF-11 around the new FF-2025G thermonuclear turbine
engines; non-protoculture versions of the FF-2001 engines used in the VF-1
series. Advances in propulsion technology allowed the newer engines to be
even more efficient than the older versions. Shinsei also produced several
optional add-on systems for the VF-11, including solid-fuel rocket boosters,
new super boosters similar to the one used on the VF-1 Super Veritechs, and
heavy external armor with missile launchers for an optional VF-11 Heavy
Armor variant.
The armament systems of the VF-11 were similar to the VF-1. The
Thunderbolt's main weapon was a 65mm multipurpose gun pod with anti-armor
bayonet, that could be used in all modes by the Veritech. Descended from the
GU-11, the new gun pod offered a greater punch and a larger magazine
capacity than its predecessor. The multiple head lasers on the VF-1 were
replaced with a single pulse laser on the VF-11, which could cause greater
damage than the older lasers were capable of. The laser was mounted facing
rear instead of front in fighter and guardian modes, allowing the mecha to
snipe at missiles or enemy mecha that strayed behind the craft. Finally, in
accordance with Southern Cross mecha policy the VF-11 was equipped with a
shield on its left arm, which could be used to parry incoming weapons and
increase the defensive capabilities of the mecha.
The VF-11 Thunderbolt was produced in fair numbers up until 2030, when they
began to be replaced by the new AJACS Veritech Attack Copters. Thunderbolts
still served along with Logans in the TAF, however, and were commonly used
in land based conflicts with Malcontents, EBSIS, and Merchant Republic
forces. When the Robotech Masters finally arrived at Earth in 2032, the
Thunderbolts led the initial charge against the invaders for the Southern
Cross. Although the Second Robotech War only lasted a year, many VF-11s were
lost to heavier- armored Bioroid Transports used by the Masters. A fair
number of Thunderbolts did survive the war, however, and could still be
found in service with the remains of the Southern Cross and other fraction
nations during the chaos of 2032-2035. Even the Invid Invasion of 2035 did
not stomp out the VF-11 entirely, as at least a dozen fighters have been
reported seen in operation with various resistance groups. However, lack of
parts and the arrival of newer, more advanced Veritech Alpha Fighters means
that it may not be long before the VF-11 Thunderbolt disappears altogether
from active service.
----------------------------------------------------------------------------


REFERENCES USED IN THIS DESIGN
* "Doe's All The Worlds' Mecha Guide: Shinsei Industry VF-11 Thunderbolt
Entry"
* Macross Plus episodes 1-4
* Macross 7 TV episodes 1-49
* This is Animation Special: Macross Plus
* This is Animation Special: Macross 7
----------------------------------------------------------------------------
DAVE DEITRICH
[Image] http://www.mcs.net/~deitrich/index.html
deitrich@mcs.com
----------------------------------------------------------------------------