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Revised
VF-4 Lightning III
Stats
Format by Cyclone & Dave Deitrich, info gathered and modified from Macross Mecha Designs Home Page.

The MDC values should read as:
Head  35
Hands (2)  25 each
Arms/Beam Cannons (2)  75 each
Shoulders/Engine Nacelles (2)  100 each
Legs/Main Thrusters (2)  100 each
Main Body  200
Canard Forward Wings (2)  30 each
Main Wings (2)  80 each
Tails (4)  30 each
Reinforced Pilot's Cockpit  100
GU-11 Gun Pod (1 or 2)  75 each

1.Destroying the head of the VF 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.Destroying the houlders/engine nacelles or the legs/thrusters will severely damage the VF-4's engines. Destruction of either shoulder will reduce maximum speeds by 20%, and destruction of either leg will reduce speeds by 30%. If three of the four engines are destroyed the Lightning will have insufficient thrust to remain airborne and must land. If all four engines are destroyed the variable fighter will lose power and crash.

SPEEDS:

FLYING IN AN ATMOSPHERE:
     Mach 3.02+ (2023 mph/3237 kmph) max speed at 10,000 meters or less above sea level. Mach 5.15+ (3451 mph/5221 kmph) max speed at 10,000-30,000 meters above sea level. The VF-4 is fully transatmospheric and can attain orbital velocity above an Earth-type planet under its own power.

Weapon Systems:

1. TWO EP-4 SINGLE-BARRELED PARTICLE CANNONS: The main weapon of the VF-4 Lightning III is a pair of high-power beam cannons mounted on the engine nacelles of the aircraft. The cannons can be fired together or individually, and are fed directly from the power generated by the FF-2011 engines. The cannons are slightly adjustable and can be aimed to fire anywhere in a 30 degree arc in front of the aircraft. In Gardian and Battloid modes the beam cannons are mounted on the backs of the mecha's arms, and can be fired in any direction the arms are pointing.
PRIMARY PURPOSE: Assault
SECONDARY PURPOSE: Anti-Aircraft
RANGE: 4000 feet (1200 m)
DAMAGE: 1D4x10 M.D. per blast
RATE OF FIRE: Equal to the pilot's combined number of attacks. Cannons may be fired separately or linked together (both blasts count as one attack.
PAYLOAD: Effectively Unlimited.

2.BODY/WING HARD POINTS: The VF-4 is also equipped with six fixed hard points for missile loads and other ordinance. One hardpoint is mounted on each wing of the aircraft and four are mounted under the main body. These hardpoints can be used to hold a variety of different ordinance types, including long or medium range missiles. One long range or 3 medium range missiles can be mounted per hardpoint. Usually long range missiles are used.
LONG RANGE MISSILES
Primary Purpose: Heavy Assault
Secondary Purpose: Anti-Spacecraft
Missile Types: Any type of UN Spacy Long Range Missile can be used.
Range: Varies with missile type.
Damage: Varies with missile type.
Rate of Fire: One to six (all) missiles.
Payload: One per hardpoint; 6 maximum.
MEDIUM RANGE MISSILES
Primary Purpose: Assault
Secondary Purpose: Anti-Mecha
Missile Types: Any type of 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 18 maximum.

3.GU-11 55mm MULTIPURPOSE GUN POD (optional): For additional close-range combat capability, the VF-4 can be armed with one or two GU-11 gun pods, identical to the ones used by the original VF-1 Valkyries. However, the gun pods are mounted on hardpoints when not being held in the mecha's hands, and therefore the VF-4 cannot carry as many missiles as usual. When mounted each GU-11 takes up one hard point, reducing the number of missiles the Lightning can carry (see above). One spare GU-11 clip can be stored in each leg of the VF-4.
PRIMARY PURPOSE: Assault
SECONDARY PURPOSE: Defense
RANGE: 4000 feet (1200 m)
DAMAGE: Does 4D6 M.D. for a short burst, 1D4x10 M.D. for a long burst, or 1D6x10 M.D. for a full melee burst.
RATE OF FIRE: Equal to the number of combined attacks of the pilot.
PAYLOAD: 200 rounds per clip equals 20 short bursts, 10 long bursts, or 5 full melee bursts.

STANDARD EQUIPMENT FOR THE VF-4 IS SAME AS A NORMAL VALKYRIE.

COMBAT BONUSES FOR LIGHTING III TRAINING:

BASIC VARIABLE FIGHTER COMBAT TRAINING
(All variable fighter pilots can pilot all types of variable fighters at the basic level)

Basic training for non-pilot military personnel.
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 LIGHTNING III COMBAT TRAINING

Advanced training for military pilots and mecha specialists.
1 attacks per melee (plus those of the pilot).
Add one additional action/attack at levels three, six, eleven, and fifteen.
+1 to strike
+1 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.
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.

DAMAGE:
Restrained Punch: 1D6 M.D.
Full Strength Punch: 2D6 M.D.
"Booster" Punch: 4D6 M.D. (counts as two attacks)
Tear or Pry with Hands: 2D4 M.D.
Kick: 2D6 M.D.
Leap Kick: 4D6 M.D.
Body Flip/Throw: 1D6 M.D.
Body Block/Tackle: 2D4 M.D.
Stomp: 2D4 M.D. (only effective against small objects)