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 VB-6 Konig Monster Variable Assault Mecha

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Ultimate Coordinator
Shogun
Shogun
Ultimate Coordinator


Number of posts : 539
Age : 51
Location : Eternal
Alias : The Googs
Race : Coordinator
Alignment : Neutral Good
Mecha : ZGMF-X20A Strike Freedom Gundam
Registration date : 2008-05-15

VB-6 Konig Monster Variable Assault Mecha Empty
PostSubject: VB-6 Konig Monster Variable Assault Mecha   VB-6 Konig Monster Variable Assault Mecha EmptyFri 30 May 2008, 11:28 am

VB-6 "KONIG MONSTER"
VARIABLE BOMBER

RPG Stats by DANIEL HENWOOD (dhenwood@hotmail.com)
Background info provided by the MACROSS ONLINE COMPENDIUM

VB-6 Konig Monster Variable Assault Mecha Konig1

BACKGROUND
By the end of Space War II, the Destroid was being seen as too slow and too un-manouverable and the UN Armed Forces were looking more and more towards the Variable Fighters for all area's of Defence. Although the decision was made not to scrap Destroids due to the sheer immense amount of damage they could take and the firepower that they carried, no new Destroids were designed, and those already in service were gradually phased out due to old age and lack of parts.
Most Destroids were either scrapped for parts, or melted down and used to create new Variable Fighters and starships. Others were used astargets at UN Test Centres. However although the UN Spacy the largest user of the Destroids phased them out,the UN Space Marines and UN Army still insisted on using them, and do so even now.

During the early years of the 2040's the UN Spacy was trying to find a more mission capable replacement for the SB-10 Starwing Space Bomber, a non transformable bomber used by all branches of the UN Armed Forces. Designers looked at creating a variable bomber design utilising a tried and tested design along the Destroid line of designs. Choosing the old HWR-00 MK II Monster as their base they created the VB-6 Konig Monster, an effective transformable Destroid using the Monster Destroid design as its Gerwalk configuration.

Although large and expensive the VB-6 proved in testing o be more than adequate for the UN Armed Forces needs, being able to reach a target area under speed, deply its arsenal of weapons and engage mecha units. The VB-6 is large and expensive and will never reach the production numbers of VF's, however it will become a mainstay of the UN Armed Forces bomber squadrons.


RPG STATS
Vehicle Type:
VB-6
Class: Variable Bomber
Manufacturer: Shinnakasu/Northrom Grumman
Crew: One pilot, One Gunner, and One Commander wearing Tactical Life Support Systems
MDC BY LOCATION:

(1) Head 80
Hands (2) 60 each
Weapon Arms (2) 300 each
Legs/Thrusters (2) 400 each
(2) Main Body 750
(3) Engine Nacelles (2) 100 each
Wings (2) 250 each
Main Cannons (4) 150 each
Reinforced Pilot Compartment 200

NOTES:

(1)
Destroying the head of the VB-6 will knock out the mecha's major sensor systems, including all of the optics systems (infrared, nightvision, thermal). Radar and communications will also be knocked out, though a backup radio system will allow the pilot to communicate if needed.
(2)
Depleting the MDC of the main body will destroy the mecha. If the reinforced pilot's compartment has not been breached (and the pilot killed) he can attempt to eject from the doomed aircraft and parachute to safety.
(3)
Destruction of one engine nacelle will reduce air speeds by 50% and make it impossible for the VB-6 to achieve orbit on its own. Destruction of both engine nacelles will completely disable the aircraft, sending it into an unpowered dive and eventually crashing.

SPEEDS:
RUNNING, SOLDIER CONFIGURATION:
40 mph (64 kmph)
LEAPING, SOLDIER CONFIGURATION:
20 ft (6 m) high or 33 ft (10 m) long without thrusters.
FLYING, SOLDIER CONFIGURATION:
200 mph (320 kmph) maximum speed limit in an Earth-like atmosphere. Can also hover in place indefinitely.
RUNNING, GERWALK CONFIGURATION:
20 mph (32 kmph)
FLYING, FIGHTER CONFIGURATION:
Mach 1.7+ (1140 mph/1820 kmph) max speed at 10,000 or less above sea level Mach 3.2 max speed at 10,000-40,000 meters above above sea level. The VB-6 is capable of achieving enough instantaneous thrust make orbit over an earth type planet without booster assistance.
STATISTICAL DATA:
HEIGHT:6.77 m in Bomber configuration.
WIDTH:
24.42 m wing span.
LENGTH:
29.78 m in Bomber configuration.
WEIGHT:
101,900 kg empty..

PHYSICAL STRENGTH:
Equal to a P.S. of 70
CARGO:
Small compartment behind pilot's seat for personal belongings.
COMPATIBLE FAST PACKS:
None


Last edited by Ultimate Coordinator on Fri 30 May 2008, 11:31 am; edited 1 time in total
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Ultimate Coordinator
Shogun
Shogun
Ultimate Coordinator


Number of posts : 539
Age : 51
Location : Eternal
Alias : The Googs
Race : Coordinator
Alignment : Neutral Good
Mecha : ZGMF-X20A Strike Freedom Gundam
Registration date : 2008-05-15

VB-6 Konig Monster Variable Assault Mecha Empty
PostSubject: Re: VB-6 Konig Monster Variable Assault Mecha   VB-6 Konig Monster Variable Assault Mecha EmptyFri 30 May 2008, 11:28 am

VB-6 Konig Monster Variable Assault Mecha Konig2


WEAPON SYSTEMS:
RAYTHEON LSSN-20G MISSILE LAUNCHERS(2): These huge missile launchers are part of the mecha's forearms, and have enough power to seriously damage ships, as well as destroy mecha with a single salvo.

PRIMARY PURPOSE: Anti-Ship/Assault
SECONDARY PURPOSE: Anti-Mecha
RANGE: 400 miles (640 km)
DAMAGE: 8D6x10 M.D. per missile .
RATE OF FIRE: Volleys of 1-3 missiles per launcher. One volley counts as one attack
PAYLOAD: 6 missiles per launcher. Total of 12 missiles

VIGGERS 40CM CANNON(4): The main weapons of the VB-6 Kong Monster are the four 40mm Cannons on its back. These immense cannons are secondary to the missile launchers and are used for artillery bombardment purposes, being able to fire shells over 20 miles.

PRIMARY PURPOSE: Artillery Bombartment
SECONDARY PURPOSE: Anti-Mecha
RANGE: 20 miles (32 km)
DAMAGE: 2D6x10 M.D. per missile.
RATE OF FIRE: One Volleys of 1-4 Cannons per round.One Volley counts as one attack
PAYLOAD: 10 shells percannon. Total of 40 shells

MICRO-MISSILE LAUNCHERS(4): The VB-6 has four internally mounted micro missile launchers for anti-mecha and anti-missile defence. One missile launcher is stored in each of the limbs.

PRIMARY PURPOSE: Anti-Mecha
SECONDARY PURPOSE: Anti-Missile
RANGE: 3 miles (5 km)
DAMAGE: 1D6x10 M.D. per missile.
RATE OF FIRE: Volleys of 1-6 missiles per launcher.One Volley counts as one attack
PAYLOAD: 8 shells percannon. Total of 32 missiles

CHIN MOUNTED 30MM AUTO CANNON(1): For close in work the VB-6 sports a single barreled 30MM Vulcan Gun similar to the gunpods used by Variable Fighters. It is mounted under the chin in all three modes and is the close in support weapon, used primarily for defending the VB-6 against mecha.

PRIMARY PURPOSE: Anti-Mecha
SECONDARY PURPOSE: Anti-Missile
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: 1000 rounds internally beltfed. (Equals 100 short bursts, 50 long bursts, or 25 full melee bursts.

HAND TO HAND COMBAT: If necessary, the pilot of the VB-6 can engage in melee combat rather than use a weapon. Although not designed for hand-to-hand combat, the Invader is fairly powerful and can do significant damage if it connects.
DAMAGE:

Restrained Punch: 2D6 M.D.
Full Strength Punch: 6D6 M.D.
"Booster" Punch: 8D6 M.D. (counts as two attacks)
Tear or Pry with Hands: 3D6 M.D.
Kick: 4D6 M.D.
Leap Kick: 8D6 M.D.
Body Flip/Throw: 6D6 M.D.
Body Block/Tackle: 4D6 M.D.
Stomp: 3D6 M.D. (only effective against small objects)

STANDARD EQUIPMENT FOR THE VB-6:
AUTO-PILOT: The VB-6 is equipped with a computerized auto-pilot. Although not as complex as those equipped on some other VFs, it can be reasonably trusted to get the fighter from point A to point B safely. 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.
COMBAT COMPUTER W/HUD DISPLAYS: The VB-6 is equipped with a combat computer that can store and analyze data during combat with hostile forces. The cockpit of the Konig Monster has several HUD displays allowing 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 20,000 images stored in memory. The computer can identify and track up to 50 targets simultaneously.
ESCAPE POD: The entire reinforced cockpit of the VB-6 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 crew 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 VB-6 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 UN Spacy ships and variable fighters can locate and track homing signals, and the onboard computers will automatically notify their pilots if such a signal is detected.
LASER TARGETING SYSTEM: Range: 200 miles (320 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: (VA-3B only) 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: (VA-3B only) 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: TELESCOPIC VISION: Range: 4000 feet (1220 m). A visual magnification system that can focus and magnify images up to 4000 feet away.
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 the variable bomber by the enemy, the pilot can activate the VB-6's self-destruct system, which will cause the bomber to explode after a delay of up to 60 minutes (time is set by the pilot). Assuming most of the Konig Monster's ordinance has been ejected beforehand, 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 UN Spacy variable bomber 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 VB-6's cockpit is pressurized, and also provides additional air feeds to the crew's flight suita that provides them 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 the crew blacking out in combat.
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Ultimate Coordinator
Shogun
Shogun
Ultimate Coordinator


Number of posts : 539
Age : 51
Location : Eternal
Alias : The Googs
Race : Coordinator
Alignment : Neutral Good
Mecha : ZGMF-X20A Strike Freedom Gundam
Registration date : 2008-05-15

VB-6 Konig Monster Variable Assault Mecha Empty
PostSubject: Re: VB-6 Konig Monster Variable Assault Mecha   VB-6 Konig Monster Variable Assault Mecha EmptyFri 30 May 2008, 11:29 am

VB-6 Konig Monster Variable Assault Mecha Konig3


COMBAT BONUSES FOR KONIG MONSTER VB TRAINING:
BASIC VARIABLE BOMBER 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, +1 in gerwalk, +2 in jet mode.
+2 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 - 4D6 M.D. plus a 50% chance of knocking an opponent down, causing him to loose initiative and one attack that melee round.




ADVANCED VB-6 KONIG MONSTER COMBAT TRAINING
Advanced training for pilots specializing in the VB-6.
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
+2 to parry
+2 to dodge in solder mode, +2 in gerwalk, +4 in jet mode.
+4 to roll with a punch or fall with an impact, reducing damage by half.
+0 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 - 4D6 M.D. plus a 75% chance of knocking an opponent down, causing him to loose initiative and one attack that melee round.


--------------------------------------------------------------------------------


REFERENCES USED IN THIS DESIGN
"Doe's All The Worlds' Mecha Guide: Shinnakasu/Northrom Grumman VB-6 Konig Monster Entry"
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