Professional Documents
Culture Documents
-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.
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)
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)
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
*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
◊ +1 to strike.
◊ +1 to parry
◊ 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.
◊ Add one additional action/attack at levels three, six, eleven, and fifteen.
◊ +1 on initiative.
◊ +2 to strike
◊ +3 to parry
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
● 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)
● ID/Security Badge
● 1 Dress Uniform