WEAPON SYSTEMS:
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.
PRIMARY PURPOSE: Anti-aircraft
SECONDARY PURPOSE: Anti-missile/defensive
RANGE: 4000 feet (1200 m)
DAMAGE: 2D4 M.D.
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.
PAYLOAD: Effectively Unlimited.
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.
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. Bayonet does 1D4x10 M.D. per strike.
RATE OF FIRE: Equal to the number of combined attacks of the pilot.
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.
BIFORS ALL-ENVIRONMENT HIGH-MANEUVERABILITY MINI-MISSILE CLUSTERS/LRM LAUNCHER: The legs of the VF-11 are equipped with two concealed missile launcher bays, that can each hold up to 21 new high-maneuverability mini-missiles from Bifors in each bay, or one Long Range Missile. (NOTE: These are NOT the medium-range versions of the high-maneuverability missiles seen in Macross Plus #1). When armed, the missile launcher assembly rises out of the leg units, allowing all missiles to be fired at once if necessary. The missiles can be fired in any mode; fighter, gerwalk, or soldier. Any type of mini-missile can be used in the launchers, but usually only the Bifors high-maneuverability mini-missiles are used. The Long Range Missile however can be of any type.
PRIMARY PURPOSE: Assault
MISSILE TYPES: Any type of standard UN Spacy Mini-Missile, or the new Bifors high-maneuverability mini-missiles.
RANGE: 1 mile (1.6 km).
DAMAGE: 1D4x10 M.D.
RATE OF FIRE: Volleys of 1-21 missiles per launcher, per round. One volley counts as one attack. If necessary, all 42 missiles (!) can be fired in a single round by expending two attacks.
BONUSES: +3 to strike, +1 to dodge.
PAYLOAD: 21 missiles per launcher; 42 total.
OR
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 1-2 missiles.
Payload: One per launcher; 2 maximum.
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.
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.
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.
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.
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.
HOWARD PBS-03F PIN-POINT BARRIER SYSTEM: The VF-11 is equipped with þe new mecha-scale pinpoint barrier system for defense. The system can generate a single pinpoint barrier that can be moved anywhere on the mecha and used as a shield against incoming attacks. The barrier provides 100 MDC of protection, and regenerates at a rate of 50 MDC per round when damaged. Even if destroyed by combined attacks, the shield will regenerate itself within 2 rounds. In order to use the shield, the pilot must make a successful parry roll to intercept an incoming attack.
Primary Purpose: Defense
Protection: 100 MDC total
Regeneration Rate: 50 MDC per round.
Size: The barrier can be up to 10 ft (3 m) in diameter.
Duration: Unlimited.
HAND TO HAND COMBAT: If necessary, the pilot of the VF-11 can engage in melee combat rather than use a weapon. The variable fighter 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:
Restrained Punch: 1D4 M.D.
Full Strength Punch: 2D6 M.D.
"Booster" Punch: 3D6 M.D. (counts as two attacks)
Tear or Pry with Hands: 1D6 M.D.
Kick: 1D6 M.D.
Leap Kick: 2D6 M.D.
Body Flip/Throw: 1D4 M.D.
Body Block/Tackle: 1D6 M.D.
Stomp: 1D6 M.D. (only effective against small objects)