VF-171 Nightmare IIBattroid Mode
Gerwalk Mode
Fighter Mode
Model Number: VF-171
Code Name: Nightmare II
Unit Type: Multimission Variable Fighter
Manufacturer: Shinsei Industries
Operator: UN Spacy
First Deployment: 2057 AD
Accommodation: One (1) Pilot. There is space for one passenger but no seat (stand at side or back of pilot, or sit on pilot’s lap)
Dimensions:
Fighter Mode
Length: Not available
Width: Not available
Height: Not available
Gerwalk Mode
Length: Not available
Width: Not available
Height: Not available
Battroid Mode:
Height: Not available
Powerplant:
Maximum Speed:
Flying:
Fighter Mode:
Gerwalk Mode:
Battroid Mode:
Running:
Battroid Mode:
Walking
Battroid Mode:
Equipment and Design Features:
MDC
Head Lasers (2) 30/30
Head 70
Hands (2) 50/50
Arms 100/100
Legs and Thrusters (2) 200/200
Main Body 350
Body Mounted Lasers 30/30
Main Wings 100/100
Tail Wings 30/30
Stealth Gatling Gun Pod 100
Reinforced Cockpit 150
Weapons:
FIXED SMALL-BORE LASER CANNONS: Two small-bore laser cannons are mounted on both sides of the cockpit in a fixed-forward position. These lasers can be fired in any mode, but cannot be moved and must be aimed by moving the body of the mecha.
• PRIMARY PURPOSE: Anti-aircraft
• SECONDARY PURPOSE: Light Anti-mecha
• RANGE: 2000 feet (600 m)
• DAMAGE: 2D6 M.D. per laser.
• RATE OF FIRE: The laser can be fired as a continuous beam, or in rapid pulses up to 4 blasts per round. A rapid fire blast counts as a burst of up to 4 shots.
• PAYLOAD: Effectively Unlimited.
ANTI-AIRCRAFT LASERS: The VF-17 is equipped with head lasers similar to the ones used on the old VF-1 Valkyrie VF for use in air combat skirmishes and other defensive purposes. The twin lasers are mounted on the head of the mecha in soldier mode and in the central dorsal section of the main body pointed rearward in fighter and gerwalk modes. Unlike the head laser mounted on the VF-11, these lasers can be turned to point in front of, above, or behind the mecha in fighter and gerwalk modes. However, the head cannot be turned in these modes, so they can be use only to fire at targets directly IN FRONT OF, ABOVE, or BEHIND the Nightmare (cannot fire at targets to the left or right). The lasers also cannot fire below the VF in fighter or gerwalk mode.
• PRIMARY PURPOSE: Anti-aircraft
• SECONDARY PURPOSE: Anti-missile/defensive
• RANGE: 4000 feet (1200 m)
• DAMAGE: 1D6 M.D. per laser.
• RATE OF FIRE: The laser can be fired as a continuous beam, or in rapid pulses up to 4 blasts per round. A rapid fire blast counts as a burst of up to 4 shots.
• PAYLOAD: Effectively Unlimited.
INTERNAL MISSILE LAUNCHERS (4): The VF-17 is equipped with four concealed internal missile launchers, two on each shoulder. Each launcher contains 6 short-range missiles, for a total of 24 for the entire mecha. Any type of SRM may be use, but armor-piercing are standard issue. The missiles may be fired in any mode.
• PRIMARY PURPOSE: Assault
• MISSILE TYPES: Any type of standard UN Spacy Short Range Missile can be used.
• RANGE: Varies with missile type; typically 5 miles (8 km).
• DAMAGE: Varies with missile type; typically 1D6x10 M.D.
• RATE OF FIRE: Volleys of 1, 2, 3, 4 or 6. One volley counts as one attack.
• PAYLOAD: 4 missiles per launcher; 24 total.
SEVEN-BARREL STEALTH GATLING GUN POD: The main weapon of the VF-17 is a concealed handheld gun pod that can be used in fighter or soldier mode. The gun pod is stored in a collapsed form in a concealed port on the right leg of the mecha when in fighter and gerwalk mode, and fires out of a special port near the top of the leg. When the VF goes to soldier mode, the gun can be ejected into the Nightmare's right hand, where it automatically unfolds and is ready for action. The gun can be re-collapsed and replaced in the port when the VF-17 returns to fighter or gerwalk mode. Due to the mecha's configuration, the gun pod CANNOT be used in gerwalk mode; the exit barrel aims up at the main body, which would cause the VF-17 to shoot itself in this mode.
Like the gun pod used by the VF-11 Thunderbolt, the Nightmare's gun pod uses clips of ammo. One spare ammo clip is kept in a port on the left leg of the VF-17, directly across from the gun pod port. However, in order to switch clips the Nightmare must first convert to soldier mode, so it can manually remove and replace the gun pod's clip with its hands. Other gun pods can NOT be used by the VF-17, as they will not fit in the Nightmare's gun pod port in fighter/gerwalk modes.
• PRIMARY PURPOSE: Assault
• SECONDARY PURPOSE: Anti-mecha
• RANGE: 4000 feet (1200 m)
• 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.
• RATE OF FIRE: Equal to the number of combined attacks of the pilot.
• PAYLOAD: 600 rounds per clip equals 60 short bursts, 30 long bursts, or 15 full melee bursts. Additional ammo clips can be inserted, but exchanging clips requires the VF-17 to be in soldier mode and takes a FULL melee round (player forfeits all his attacks for that round). One spare clip is stored in the left leg of the Nightmare.
Special Equipment:
BASIC VARIABLE FIGHTER 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 move 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-17 NIGHTMARE COMBAT TRAINING • Advanced training for pilots specializing in the VF-17.
• 4 attacks per melee (plus those of the pilot).
• Add one additional action/attack at levels three, six, eleven, and fifteen.
• +2 on initiative (plus stealth bonuses, see above).
• +2 to strike
• +3 to parry
• +3 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.
• +2 to leap dodge. A leap dodge is an automatic dodge which causes no loss of attacks per melee. The new generation variable fighters 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.