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Silver-series nanoarmors (broken out of Lettuce+Bunny)
Re: Quicksilver
#10
Quote:
I'd rather like to see what you've come up with on this, though - maybe you could try a 3d model, even just using primitive blocks to give a general outline?
Well, see, I might, except that my modeling skills outside of the paint-glue-plastic arena are notable mostly in their nonexistence - which was why I was contemplating the physical toy in the first place.
Anyway, remember - you asked for it.


BACKGROUND:
The Boyd-Benson VF-24 Viper is a relatively new design intended to replace Shinsei Industries' StarMirage. Compared to its primary competitor, the VF-5000G, it is lighter, more agile, and has greater endurance and a higher maximum payload, but is slightly more expensive and noticably more fragile. While its transformation sequence is incompatible with existing FAST units, Boyd-Benson has indicated that it will be able to provide suitable new designs within one year of any customer's order, and the Viper's existing hardpoint-carry ability already exceeds that of any other Variable Fighter in existence save the VA-3 Invader.
The Viper is unconventional in that it is built around the premise that reduced cost can be achieved by mounting only a single, highly capable engine, rather than the dual scaled-down types present in the StarMirage series. In addition to its main engine, it posesses four small maneuvering engines which more than make up for any agility lost by fixing the primary thrusting axis relative to the fighter's center of mass.

MDC by Location
Head 75
Arms (2) 110 each
Main Body 275
Legs (2) 120 each
Main Engine 225
Main Wings (2) 110 each
Tail 75
Arm Shields/Horizontal Stabalizers (2) 150 each
Reinforced Pilot Compartment 150
Statistical Data:
Soldier Configuration
Height: 15.0 m
Width: 6.0 m at shoulders
Length: 6.3 m
Fighter Configuration
Height: 4.2 m
Wingspan: 8.9 m
Length: 14.1 m
Weight: 4,120 kg empty; 19,330 kg max takeoff load
Physical Strength: Equal to a PS of 50
Cargo: small compartment behind pilot's seat for personal belongings
Power Plant: One Shinnakasu-Daimler FH-3190 fusion turbine rated to 25,800 kg of thrust
Compatible FAST Packs: None at this time
Weapon Systems:
Fixed Anti-Aircraft Lasers: These small laser mounts are the Viper's only integral weapons, and are built into the long axis of its forearms. In fighter mode they can be fired only due forward or aft (each laser has two exit ports), but in Soldier configuration they may be aimed by moving the arms.
# PRIMARY PURPOSE: Anti-aircraft
# 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.

All-Environment Mini-Missile Clusters: The VF-24 is equipped with two eighteen-tube mini-missile VLS racks along its upper fuselage behind the cockpit. These systems have been specifically designed to be capable of accepting the new Bofors-type High-maneuverability Mini-Missiles, but those weapons are only rarely mounted.
# 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: Varies by Missile type
# RATE OF FIRE: Volleys of 1-18 missiles per launcher, per round. One volley counts as one attack. If necessary, all 36 missiles can be fired in a single round by expending two attacks.
# PAYLOAD: 18 missiles per launcher; 36 total.

GU-17 35mm Tri-Barrel Gun Pod: The standard issue armament for the Viper is a 35mm gun pod based off of the venerable GU-11's predecessor design, the GU-9. While less destructive than other, more modern gun pods, it is far lighter and easier to maintain.
# PRIMARY PURPOSE: Anti-Mecha
# SECONDARY PURPOSE: Defence
# RANGE: 4000 ft (1200 m)
# DAMAGE: 2D6 M.D. per short burst, 4D6 M.D. per long burst, or 1D4x10 M.D. for a full melee burst
# RATE OF FIRE: Equal to the pilot's combined number of attacks.
# PAYLOAD: 825 rounds per clip equals 84 short bursts, 42 long bursts, or 21 full melee bursts. The GU-17 carries its ammuniton in helical magazines stored under the main barrel cluster. Typically, a VF-24 will carry a single gun pod on one of its two leg hardpoints and two spare magazines on the other, but some pilots choose to carry two seperate guns.

Wing Hard Points: In addition to the gun-pod mounts, one fixed hard points is mounted on each leg of the VF-24, with an additional one on each wing-tip and a further two beneath each wing, for a total of eight. The hard points' locations do NOT require the jettisoning of munitions before transformation.
# MEDIUM RANGE HIGH MANEUVERABILITY MISSILES
o Primary Purpose: Anti-Mecha
o Secondary Purpose: Surgical Strikes
o Mega-Damage: 2D6x10 M.D.
o Rate of Fire: One per hardpoint.
o Range: 80 miles.
o Payload: One per hardpoint; 8 maximum.
# LONG RANGE MISSILES
o Primary Purpose: Heavy Assault
o Secondary Purpose: Anti-Spacecraft
o Missile Types: Any type of standard UN Spacy Long Range Missile can be used.
o Range: Varies with missile type.
o Damage: Varies with missile type.
o Rate of Fire: One or two.
o Payload: One per hardpoint; 8 maximum.
# MEDIUM RANGE MISSILES
o Primary Purpose: Assault
o Secondary Purpose: Anti-Mecha
o Missile Types: Any type of standard UN Spacy Medium Range Missile can be used.
o Range: Varies with missile type.
o Damage: Varies with missile type.
o Rate of Fire: 1-3 missiles per hardpoint.
o Payload: Three per hardpoint; up to 24 maximum.
# SHORT RANGE MISSILES
o Primary Purpose: Assault
o Secondary Purpose: Anti-Mecha
o Missile Types: Any type of standard UN Spacy Short Range Missile can be used.
o Range: Varies with missile type.
o Damage: Varies with missile type.
o Rate of Fire: 1-5 missiles per hardpoint.
o Payload: Five per hardpoint; up to 40 maximum.
# STANDARD BOMBS (UNGUIDED MISSILES)
o Primary Purpose: Ground Assault
o Secondary Purpose: Anti-Fortification
o Missile Type: Standard UN Spacy bombs, usually high explosive or fragmentation.
o Mega-Damage: 1D6x10 M.D.
o Rate of Fire: Volleys of 1 to 10 missiles per attack.
o Payload: 6 per hardpoint; up to 48 maximum.
o Note: Bombs can be laser-guided or unguided. Unguided bombs are -4 to strike a stationary ground target, -6 to strike a moving target(s), and -10 to hit a small moving target like a mecha or vehicle. Guided bombs do not have these penalties, but require a spotter to illuminate the target with a laser designator. If the designator looses sight of the target the previous penalties immediately apply.
Typical Combat Loadout - 2 Medium Range High Manueverability Missiles on wingtip slots, 2 Long Range Missiles on leg hardpoints, 6 Medium Range Missiles on wing racks.
# Hand to Hand Combat: If necessary, the pilot of the VF-24 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)
Standard Equipment
{{All the usual bells and whistles go here}}

COMBAT BONUSES FOR VF-24 TRAINING:
BASIC VF-24 COMBAT TRAINING
* Basic training for non-pilot military personnel.
* 2 attacks per melee (plus those of the pilot).
* Add one additional action/attack at levels three, nine, and fifteen.
* +1 on intiative
* +1 to strike.
* +2 to parry
* +3 to dodge in soldier mode and +5 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.
ADVANCED VF-24 COMBAT TRAINING
* Advanced training for military pilots and mecha specialists.
* 4 attacks per melee (plus those of the pilot).
* Add one additional action/attack at levels three, six, eleven, and fifteen.
* +2 on initiative.
* +2 to strike
* +4 to parry
* +5 to dodge in solder mode and +7 in jet mode.
* +4 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.
NOTE: Much of the VF-24's performance relies on either aerodynamics or the ready availability of reaction mass. Halve all of the above bonuses outside of an atmosphere.


Quote:
ETA: I thoguht I rmembered a lame fan-composite based mecha with a similar concept, and I was right. In the name of putting a flag on the landmine, I present the VF/A-24 {c}Raptor II
...ew.
Ja, -n

===============================================
"Puripuri puripuri... Bang!"
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Messages In This Thread
Quicksilver - by WengFook - 03-22-2006, 07:15 AM
Re: Quicksilver - by ClassicDrogn - 03-22-2006, 07:54 AM
Re: Quicksilver - by Valles - 03-22-2006, 09:37 AM
Re: Quicksilver - by ClassicDrogn - 03-22-2006, 09:54 AM
Re: Quicksilver - by Valles - 03-22-2006, 10:44 AM
*sigh* - by Rieverre - 04-06-2006, 07:47 PM
Re: Silver-series nano-armors - by DHBirr - 04-07-2006, 02:05 PM
Re: Silver-series nano-armors - by CattyNebulart - 04-07-2006, 05:10 PM
Re: Silver-series nano-armors - by ClassicDrogn - 04-07-2006, 06:49 PM
Re: Silver-series nano-armors - by Valles - 04-07-2006, 07:05 PM

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