Sketchley's Macross Gateway
RPG stats by AARON SKETCHLEY (aaronsketch@hotmail.com)

Ver 1.4 2010.08.09

Missiles Resource

Cannon Macross entries are in darkgreen

This work is based on the authors interpretation of the canon materials, pre-existing stats, and game-play. The author advises the reader to confirm with his or her GM which stats are used in the reader's game.

Table of contents
1 Under Construction notice & Guidelines
2 Hardpoints and Combat Modifiers
2.1 Munitions Load per Hardpoint:
3 Glossary
4 Micro Missiles (aka Mini Missiles)
4.1 Micro-Missile Launcher Pods
5 Short Range Missiles
6 Pre-SWI Missiles
7 Medium Range Missiles
4.1 Medium Range Missile Launcher Pods
8 Long Range Missiles
9 Special Munitions: Cruise Missiles, Reaction Weapons, Dimension Eaters
10 Conventional Bombs
11 Other Underwing Mountings
12 Credits


Under Construction notice

The following stats a work in progress based on the most recent translations available at the time of writing. Subject to future revision.


Guidelines

In the anime, missiles never hit in the same attack, and we see our heroes taking multiple actions before the missiles hit. For example, in Macross Zero Eps.1: Roy has time to 1. release flares, 2. transform from jet to battroid, 3. target and shoot the incoming missiles with the head laser AND gun pod, and 5. dodge incoming fire from the attacking SV-51. If we combine actions, include auto-dodges, and presume that Roy lost initiative, he still took 2 or more actions before the missiles were close enough for their proximity fuses to go off! Therefore:
  1. missiles takes at least one (1) action to travel the distance from launcher to target. This is regardless of how close the combatants are. The prime reason is the missile's rate of acceleration. Sure, they accelerate faster then a jet, but they are no where close to the near instantaneous acceleration of bullets and beam weapons.
  2. the time it takes for missiles to hit can be increased, if the target takes action to bravely run away from the missiles. A note of caution with this: facing is directly proportional to the time a missile takes to hit. For example, in a dogfight, the chasing plane's missiles will take longer to hit the plane being chased due to the direction of travel. In a head to head encounter, the missiles are going to take even less time to hit due to the even greater speeds - this is also the one situation where missiles will hit the same action that they are launched.
    if the missile is a larger, "smart" missile, then it will turn around and try and catch up and hit its target. However, the chance that a "smart" missiles can reacquire it's target is extremely remote. (At speed differentials equal or lesser than mach 1: 5% per action per missile's remaining flying time (roll each action), with the total increases by 5% per action. Ie: action 1: 5%, action 2: 10%. At speed differentials between mach 1 and 5, reduce the 5% to 1%. Impossible at speed differentials greater than mach 5.)
  3. ALL missiles in Macross have multiple attacks per melee, no matter the size. The differences are the targeting computer and the overall range of the missile.
  4. only "smart" missiles can dodge. Regular missiles, even with multiples of actions, can only use their actions for attacks.
  5. ALL missiles fly at speeds faster then Mach 1. Missiles tend to fly faster than the speed indicated. Consider the indicated speed the missiles base speed, and add it to the speed of the vehicle that it is launched from. Missiles will achieve the speed about an action after being launched.
  6. unless if a VF is already flying at speeds at or above Mach 1, the chance of accelerating to a speed where missiles can be outrun is rare (if fired upon from the rear quarter). In general, the attacking missiles will have at least 2 chances of hitting the accelerating vehicle before the accelerating vehicle has too great a speed for missile.


Hardpoints and Modifiers

The following details the hardpoints on the wings only. Dorsal, ventral, FAST/Super pack and gun pod hardpoints are described in the stats that they are applicable to.
  1. the weight and shape balance between the hardpoints is important. If unbalanced, the VF's performance may be reduced. In game terms, this is an optional -1 to dodge/parry per missile/equipment that's unbalanced. This includes single medium or larger sized munitions loads, but doesn't include partially expended munitions of the same type (Ie 1 AMM-1 on one side, and 2 or three AMM-1 on the other side).
  2. ALL VFs have four (4) or six (6) pivoting hard points (two (2) or three (3) per wing.) For ease of reference: A, B and C, D; or A, B, C and D, E, F.
  3. All hardpoints carrying the same munitions can be fire-linked.


Munitions Load per Hardpoint:

Standard four hardpoint VF loads have hardpoints A & D and B & C with matching loadouts. The outbound A & D hardpoints can mount two of the larger sized munitions (ie: RMS-1).

Standard six hardpoint VF loads have hardpoints A & F, B & E, and C & D with matching loadouts.


Glossary


Micro Missiles (AKA Mini Missiles)

These are usually little more then a heat seeking warhead, rocket motor, and 4 vernier jets in the nose. They are almost always fired in swarms and carried inside of some type of internal launcher or external container. They are usually fired only within visual range and usually run out of fuel if their attack fails.
Name/Type M.D. Speed Max. Range Blast Radius MDC Particulars
Raytheon Erlikon GH-28A 1D4x10 1,500 kmph 1.5 km 3 m 1 All-purpose micro-missile for the VF-0. I/IR-guided micro-missiles. +1 strike
Raytheon Erlikon GH-30B 1D6x10 1,500 kmph 1.75 km 3.5 m 1 All-purpose micro-missile for the VF-0. I/IR-guided micro-missiles. +1 strike
Bifors HMM-01 1D8x10 1,500 kmph 1.25 km 3 m 1 All-purpose micro-missile for the VF-1. +1 strike
Erlikon GA-100 Crusher 1D12x10 2,250 kmph 3 km 1 m 1 High-Speed Armor-Penetrating micro-missile for the VF-1. Must hit to damage aircraft. Automatic critical hit against armour. +2 strike
HMM-18 1D8x10 1,750 kmph 1.5 km 3 m 1 General purpose for the VF-11. +2 strike
HMM-20(e) S package 1D8x10 2,000 kmph 2 km 3 m 1 General purpose for the VF-19. +2 strike
Bifors BMM-24 High-Maneuverability 1D6x10 2,250 kmph 2.5 km 3 m 5 All-Environment High Maneuverability Micr-Missile Cluster for the YF-19, VF-22, etc. 3 actions, +6 to strike, +5 to dodge.
Sentinal FXA-60A High Speed Armour Piercing Rocket 1D8x10 2,750 kmph 1.5 km 1 m 1 For the VF-171. High initial acceleration. Usually hits within moments of launching (the same action). Must hit to damage aircraft. Automatic critical hit against armour. +3 strike
Anti-Aircraft 1D6x10 2,250 kmph 3 km 4.5 m 1 Proximity fuse detonates. Defeats target via fragmentation. Half damage vs. armoured targets. +2 strike
Anti-Armour 1D8x10+10 2,250 kmph 1 km 1 m 1 Must hit to damage aircraft. Automatic critical hit against armour. +2 strike
Plasma/Napalm 1D4x10+10 2,000 kmph 1.5 km 3 m 1 Burns for 1D4 melees. Damage is 1/2 to all non-fleshy targets remaining in the area of effect. +10 damage only for initial impact. Ineffective outside of an atmosphere. +1 strike
Multi-Purpose / General-Purpose 1D4x10 1,250 kmph 1 km 3 m 1 Balanced but not particularly effective against anything. +1 strike
Fire Retardant / Knock-Out Gas / Smoke / Tear Gas None 1,250 kmph 1 km 6 m 1 Glorified mortar round. "Dumb" warhead. +0 strike


Micro Missiles Launcher Pods

GH-28A 8-TUBE General-Purpose Micro-Missile Launcher

Originally designed for and used by the VF-0. They fell out of dissuse with the introduction of the UUM-7 for the VF-1. They have made a ressurgence in later years due to the increased performance of micro-missiles and their aerodynamic shape. The GH-28A pods must always be mounted in opposing pairs. The pods are usually reserved for missions against targets that require a significant amount of firepower in a short period of time. The pods can survive reentry but aren't recommended to be put under those stresses.

Hexagon rocket launcher pod

Originally designed for and used by the VF-0. Usually only two are mounted on the A and D wing hardpoints. Fires FFAR (Folding Fin Aerial Rocket) type air-to-ground missiles akin to the Hydra 70. The rocket pods must always be mounted in opposing pairs. The pods are usually reserved for missions against targets that require a significant amount of firepower in a short period of time aimed at the ground. The pods are not designed for reentry. A pilot should eject the pods before attempting atmospheric entry or risk tearing off a wing.

UUM-7 Micro-Missile Pods

Originally designed for and used by the VF-1. Each UUM-7 carries a total of fifteen Bifors HMM-01 micro-missiles. The UUM-7 pods must always be mounted in opposing pairs. The pods are usually reserved for missions against targets that require a significant amount of firepower in a short period of time. The pods are not designed for reentry. A pilot should eject the pods before attempting atmospheric entry or risk tearing off a wing. Note: about a decade after SWI, due to the micronization of missile components, the UUM-7 pod effectively becomes a short-range missile pod.

Sentinal FXA-60A High Speed Armour Piercing Rocket Launcher Pod

Originally designed for and used by the VF-171. The FXA-60A pods must always be mounted in opposing pairs. The pods are usually carried in combindation with short range and medium range missiles. The pods can survive reentry but aren't recommended to be put under those stresses.


Short Range Missiles

Short Range Missiles are intended as anti-mecha armaments for use in close-range engagements and fighter combat. These are usually little more then a heat seeking warhead, rocket motor, and 4 venier jets in the nose. They are usually fired in swarms. They are usually fired only within visual range and usually run out of fuel if their first strike attempt fails.
Warhead Mega-Damage Speed Maximum Range Blast Radius MDC Particulars
Little Rock High-Maneuverability 1D6x10 2,000 kmph 5 km 3 m 1 For the VF-11MAXL Kai. 3 actions, +6 to strike, +5 to dodge.
HMM-20(e) L-package 1D10x10 2,000 kmph 5 km 3.5 m 5 General purpose enhanced "micro-missile" for the VF-19; effectively a short range missile. +2 strike.
Anti-Aircraft 2D6x10 2,500 kmph 8 km 6 m 5 Proximity fuse detonates. Defeats target via fragmentation. Half damage vs. armoured targets. +3 strike.
Anti-Aircraft Mk II (after 2035) 2D8x10 2,750 kmph 10 km 9 m 5 Proximity fuse detonates. Defeats target via fragmentation. Half damage vs. armoured targets. +3 strike.
Anti-Armour 2D8x10+10 2,500 kmph 5 km 1 m 5 Must hit to damage aircraft. Automatic critical hit against armour. +3 strike.
Anti-Armour Mk II (after 2035) 2D10x10+10 2,750 kmph 8 km 1.5 m 5 Must hit to damage aircraft. Automatic critical hit against armour. +3 strike.
Plasma/Napalm 2D4x10+15 2,000 kmph 5 km 4.5 m 5 Burns for 1D4 melees. Damage is 1/2 to all non-fleshy targets remaining in the area of effect. +15 damage only for initial impact. Ineffective outside of an atmosphere. +2 strike.
Plasma/Napalm Mk II (after 2035) 2D6x10+15 2,250 kmph 8 km 7 m 5 Burns for 1D4 melees. Damage is 1/2 to all non-fleshy targets remaining in the area of effect. +15 damage only for initial impact. +2 strike.
Multi-Purpose 2D4x10 2,000 kmph 5 km 3 m 5 Balanced but not particularly effective against anything. +2 strike.
Multi-Purpose Mk II (after 2035) 2D6x10 2,250 kmph 7 km 3.5 m 5 Balanced but not particularly effective against anything. +2 strike.


Pre-SWI Missiles

Due to their comparative ease of manufacturing and large amounts of preexisting stock, these missiles were used by the VF-0 and VF-1. It is possible that they are still used into the 2050's, but due to their limited performance, it is unlikely that they are used by all but the most cash-strapped of agencies.

NOTE: all missiles of this class are limited to atmospheric engagements ONLY! If launched in space, they have no means of altering their direction and will fly straight ahead.


Warhead Mega-Damage Speed Maximum Range Blast Radius MDC Sensor Type Particulars
AIM-9M Sidewinder 1D4x10 3,000 kmph 18 km 15.25 m 2 Heat seeking Maximum damage to full extent of blast radius, no damage thereafter. 2 actions, +1 strike (+3 from behind the target). 2 per hardpoint.
AIM-9X Sidewinder 1D4x10 3,000 kmph 18 km 15.25 m 2 Heat seeking Improved maneuverability, increased resistance to countermeasures, and extremely high off-boresight target acquisition and launch envelope. 2 actions, +1 strike (+4 from behind the target), +15% overcome flares. Maximum damage to full extent of blast radius, no damage thereafter. 2 per hardpoint.
AMM-3 AtA Short-Range Missile 1D6x10 3,000 kmph 13 km 15.25 m 2 Heat Seeking AtA missile that has improved turning performance, infrared counter-counter measures (IRCCM) capability and high off-boresight capability. 2 actions, +2 strike (+5 from behind the target), +25% overcome flares. Maximum damage to full extent of blast radius, no damage thereafter. Replacement of the AIM-9 in Japan. 3 per hardpoint.
AIM-120D AMRAAM 2D6x10 4,900 kmph 96 km 25 m 10 Radar BVR AtA capable of all weather day and night performance, and is a fire-and-forget missile with active guidance. 4 actions, +3 strike. 1 per hardpoint.

ASM-1 AtS Missile 1D12x100 1,150 kmph 50 km 45.5 m 25 Radar Air-to-Ship (AtS) missile primarily intended as an air launched coastal defence weapon. It is able to engage both sea and land targets such as buildings and bridges. 4 actions, +5 strike. 1 per hardpoint.
ASM-2 AtS Cruise Missile 1D12x100 1,150 kmph 150 km 45.5 m 25 Infared Air-to-Ship (AtS) missile based on the ASM-1 and equiped with a turbofan jet. Primarily intended as an air launched coastal defence weapon. It is able to engage both sea and land targets such as buildings and bridges. 4 actions, +5 strike. 1 per hardpoint.


Medium Range Missiles

Medium Range Missiles are intended for medium to long-range engagements between fighters and small ships. These missiles are usually mounted externally on hardpoints, and sometimes in groups of up to 3 missiles. They are usually launched in the initial moments of combat.
Warhead Mega-Damage Speed Maximum Range Blast Radius MDC Particulars
HAIM-95A 2D8x10 2,250 kmph 40 km 9 m 10 for the VF-0. Infared / Active Laser Homing (ALH) guided general-purpose missile. 3 attacks, +1 to strike. 3 per hardpoint.
Bifors / Raytheon AIM-200A AMRAAM 2 4D4x10 3,675 kmph 50 km 15 m 10 Medium Range Air-to-Air missile for the VF-0. Infared / Active Laser Homing (ALH) guided air-to-air missile. 2 attacks, +2 to strike. 3 per hardpoint.
AMM-1 Hybrid Multipurpose 2D12x10 2,250 kmph 60 km 9 m 10 For the VF-1. Guided multi-purpose medium-warhead has four stabilizers, which extend during launch in addition to nose mounted veneer jets. 2 attacks, +2 to strike. 3 per hardpoint.
Half-Embedded Type Long Range Missiles 3D8x10+20 2,250 kmph 80 km (65 to 120 km) 10 m 10 For the VF-4. Multi-purpose missile that one source mentions various warhead types. 2 attacks, +3 strike.
AAM-01S Medium Missile 2D12x10+20 2,500 kmph 70 km 9 m 10 For the VF-14. Multi-purpose missile with vectored thrust and manuevering jets. 2 attacks, +3 strike.
AIM-4 Agile Falcon 3D10x10+20 3,675 kmph 75 km 15 m 10 Air to air missile for the VF-19. semi-active radar and infared guided air-to-air missile. 2 attacks, +3 to strike. 1 per hardpoint.
AMM-7 Sparrow V 3D10x10 4,900 kmph 50 km 9 m 10 All regime missile for the VF-19. semi-active radar guided air-to-air missile. 2 attacks, +3 to strike. 2 per hardpoint.
AOM-8S Two-step Interception Missile 2D12x10 4,900 kmph 150 km 12 m 10 For the VF-19 for atmospheric to above satellite orbit use. Guided anti-air missile. 2 attacks, +2 to strike. 2 per hardpoint (VF19A/B/C/D has 8 hardpoints for this missiles).
ASM-5 Anti-ship Missile 1D20x100 1,250 kmph 100 km 60 m 10 All regime missile for the VF-19. radar guided anti-ship missile. 4 attacks, +5 to strike. 1 per hardpoint.

CHM-2 High Speed Manueverable Missile 6D6x10 2,500 kmph 50 km 6 m (or 6 x 6 m) 10 For the VF-19 for atmospheric use. Guided high-speed, thrust-vectored winged anti-air cluster missile. Launching doesn't interfere with active stealth. In the termination phase, the missile fires a cluster of smaller missiles to swarm the target. 3 attacks, +3 to strike. 1 per hardpoint (VF19A/B/C/D has 6 hardpoints for this missiles).
SACHM-2 High Speed Manueverable Missile 3D12x10+40 2,500 kmph 45 km 30 m 10 Air-to-ground version of the CHM-2. Guided high-speed, thrust-vectored winged anti-ground missile. Launching doesn't interfere with active stealth. 3 attacks, +2 to strike. 1 per hardpoint (VF19A/B/C/D has 6 hardpoints for this missiles).
HMM-111CS High-Maneuverability Missile 5D6x10 4,900 kmph 35 km 15 m 15 For the VF-19. All-Environment cruise and stealth missile. 3 attacks, +6 to strike, +5 to dodge. (VF19A/B/C/D has 8 hardpoints for this missiles).
L.A.I. / AAMS-02A Short Range High Manueverability Anti-Air Missile 2D12x10+10 2,750 kmph 25 km 15 m 10 For the VF-171. Guided Anti-Air missile with four stabilizers, which extend during launch in addition to nose mounted veneer jets. 2 attacks, +2 to strike. 3 per hardpoint.
Bifors AAMM-05D Medium Range Anti-Air Missile 3D10x10 4,900 kmph 60 km 15 m 10 For the VF-171. TV / Infared / radar guided anti-air missile. 4 attacks, +3 to strike. 1 per hardpoint.
Bifors AVM-11R Anti-Carrier Large Anti-Ship Missile 2D10x100 3,675 kmph 65 km 45 m 10 For the VF-171. 4 attacks, +3 to strike. Note: at least 1 source states that this is a kind of reaction missile.
Anti-Aircraft 3D6x10 2,250 kmph 40 km 15 m 10 Proximity fuse detonates. Defeats target via fragmentation. 1/2 damage vs. armoured targets. 2 attacks, +2 to strike.
Anti-Aircraft Mk II (after 2035) 3D8x10 2,500 kmph 50 km 15 m 10 Proximity fuse detonates. Defeats target via fragmentation. 1/2 damage vs. armoured targets. 2 attacks, +2 to strike.
Anti-Armour 2D8x10+20 2,250 kmph 15 km 4.5 m 10 Must hit to damage aircraft. Automatic critical hit against armour. 2 attacks, +2 to strike.
Anti-Armour Mk II (after 2035) 2D10x10+40 2,500 kmph 25 km 5 m 10 Must hit to damage aircraft. Automatic critical hit against armour. 2 attacks, +2 to strike.
Multi-Purpose 2D8x10+10 2,000kmph 20 km 9 m 10 Balanced but not particularly effective against anything. 2 attacks, +2 to strike.
Multi-Purpose Mk II (after 2035) 2D10x10+10 2,250 kmph 30 km 9 m 10 Balanced but not particularly effective against anything. 2 attacks, +2 to strike.
Plasma/Napalm 2D8x10+10 2,000kmph 15 km 15 m 10 Burns for 1D4 melees. Damage is 1/2 to all non-fleshy targets remaining in the area of effect. +10 damage only for initial impact. Ineffective outside of an atmosphere. 2 attacks, +2 to strike.
Plasma/Napalm Mk II (after 2035) 3D8x10+15 2,250 kmph 25 km 17.5 m 10 Burns for 1D4 melees. Damage is 1/2 to all non-fleshy targets remaining in the area of effect. +15 damage only for initial impact. Ineffective outside of an atmosphere. 2 attacks, +2 to strike.
Fuel-Air 1D4x100 MD. Possibility of heat/burn damage if remaining in the area of effect. 1,250 kmph 90 km 100 m 10 Flattens the entire area of its blast radius. Leaves a large burning area. Weakness is that immediately prior to detonation, the missile slows to a virtual crawl via a drogue-chute. If the missile cannot do this, the blast is only 1 to 10% of the normal amount. Missile is ineffective outside of an atmosphere. 2 attacks, +1 to strike.


Medium Range Missile Launcher Pods

HAIM-95A Medium-Range Manueverable Missile Launcher Pod

Usually only two are mounted on the inner wing hardpoints in conjunction with the GH-28A Micro-Missile Launchers.


Long Range Missiles

Long Range Missiles (LRMs) are the largest and most powerful missiles that can be carried by vehicles. They are usually intended for anti-warship and installation operations, or for taking out groups of enemy fighters. These missiles are usually issued only in situations where heavy combat is unavoidable, and usually act and are deployed as fighter launched cruise missiles.
Warhead Mega-Damage Speed Maximum Range Blast Radius MDC Particulars
Anti-Armour 1D8x100 3,000 kmph 1,250 km 9 m 20 Must hit to damage aircraft. Automatic critical hit against armour. At this size, these missiles are considered to be "bunker busters" and are of an Anti-Warship class. 4 attacks, +5 to strike, +4 to dodge.
Anti-Armour Mk II (after 2035) 1D10x100 3,500 kmph 1,400 km 10 m 20 Must hit to damage aircraft. Automatic critical hit against armour. At this size, these missiles are considered to be "bunker busters" and are of an Anti-Warship class. 4 attacks, +5 to strike, +4 to dodge.
Multi-Purpose 1D6x100 2,500 kmph 650 km 12.5 m 20 Balanced but not particularly effective against anything. Capable of AA, anti-armour and anti-ship/structure uses. 4 attacks, +5 to strike, +4 to dodge.
Multi-Purpose Mk II (after 2035) 1D8x100 2,750 kmph 800 km 15 m 20 Balanced but not particularly effective against anything. Capable of AA, anti-armour and anti-ship/structure uses. 4 attacks, +5 to strike, +4 to dodge.
Multi-Warhead Special: launches 10 micro-missiles (usually HMM-18) 1,200 kmph 30 km Range of micro-missiles 20 A relatively shorter-ranged Long-Range Missile that fires it's entire payload of micro-missiles in a single volley; the micro-missiles lock onto any and all available targets in the area. The missile is mostly used in AA actions. 3 attacks, +5 to strike, +4 to dodge. Micro-missiles use the micro-missile stats.
Multi-Warhead Mk II (after 2035) Special: launches 18 micro-missiles (usually HMM-20(e) S package) 1,500 kmph 50 km Range of micro-missiles 20 A relatively shorter-ranged Long-Range Missile that fires it's entire payload of micro-missiles in a single volley; the micro-missiles lock onto any and all available targets in the area. The missile is mostly used in AA actions. 3 attacks, +5 to strike, +4 to dodge. Micro-missiles use the micro-missile stats.
Plasma/Napalm 1D6x100+50 2,250 kmph 325 km 20 m 20 Burns for 4D4 melees. Damage is 1/2 to all non-fleshy targets remaining in the area of effect. +50 damage only for initial impact. Ineffective outside of an atmosphere. 4 attacks, +5 to strike, +4 to dodge.
Plasma/Napalm Mk II (after 2035) 1D8x100+75 2,750 kmph 600 km 30 m 20 Burns for 4D4 melees. Damage is 1/2 to all non-fleshy targets remaining in the area of effect. +75 damage only for initial impact. Ineffective outside of an atmosphere. 4 attacks, +5 to strike, +4 to dodge.
Fuel-Air 1D4x1,000 MD. Possibility of heat/burn damage if remaining in the area of effect. 1,750 kmph 1,250 km 150 m 20 Flattens the entire area of its blast radius. Leaves a large burning area. Weakness is that immediately prior to detonation, the missile slows to a virtual crawl via a drogue-chute. If the missile cannot do this, the blast is only 1 to 10% of the normal amount. Missile is ineffective outside of an atmosphere. Designed for orbital raids. 4 attacks, +5 to strike, +4 to dodge.
Proton Torpedo 1D10x100+250 3,500 kmph 1,250 km 15 m 20 The next step down from the RMS-1, without the long term debilitating radiation leftovers. Primarily used for "surgical" ground strikes and Anti-Ship operations. 4 attacks, +5 to strike, +4 to dodge.
Proton Torpedo Mk II (after 2035 1D12x100+500 3,750 kmph 1,500 km 25 m 20 The next step down from the RMS-1, without the long term debilitating radiation leftovers. Primarily used for "surgical" ground strikes and Anti-Ship operations. 4 attacks, +5 to strike, +4 to dodge.


Special Munitions

Only deployed when there is special permission from the UN Armed Forces High Command.

RMS-1 Large Anti-Ship Reaction Missile

Two to three missiles can be mounted on each wing, for a total of four (six) per Valkyrie (two on each outboard hard point and one on each inboard hard point on the VF-1).
The missiles are AI-guided. For the VF-1.


RMS-2 Large Anti-ship Reaction Missile

Suggested to multiple the RMS-1 attributes by two (x2).


RMS-3 Large Anti-ship Reaction Missile

Suggested to multiple the RMS-1 attributes by five (x5).


RMS-4 Large Anti-ship Reaction Missile

Suggested to reduce the RMS-5 attributes by twenty-five percent (-25%).


RMS-5 Large Anti-ship Reaction Missile

The missiles have advanced tracking and avoidance systems. The missiles will always strike the center (or main body) of their target. Reaction Missiles are always fired in the opening moments of a battle. For the VF-19 (can carry a maximum of 2 per wing).


RMS-6 Large Anti-ship Reaction Missile

If the RMS-6 are mounted, NO other wing ordinace can be mounted. The missiles have advanced tracking and avoidance systems. The missiles will always strike the center (or main body) of their target. Reaction Missiles are always fired in the opening moments of a battle. For the VF-171 and VF-25.


MDE Reaction Missiles

If the MDE Reaction Missils are mounted, NO other wing ordinace can be mounted. The missiles have advanced tracking and avoidance systems. The MDE Reaction Missiles are always fired in the opening moments of a battle. For the VF-171 and VF-25.


Multi-warhead Self-Directing Cruise Missile

The cruise missile has been employed, with mixed results, by the UN Forces since the Unification War. Due to its large size, it is mounted above the wing pivot of a VF. Due to this unique mounting location and its large size, it is rarely used. The cruise missile contains three micro-missile launchers, and can also ram a target, detonating it's remaining fuel load. The cruise missile can also be used on missions where it returns to base after striking its targets with its internal missile load and gathering some reconnaissance en route.

The 2040's version has enhanced sensors and data storage, allowing the cruise missile to perform reconnaissance in force missions that are too risky for reconnaissance craft (manned and unmanned Ghost types).

The Multi-warhead Self-Directing Cruise Missile is roughly the size of a VF's cockpit!

The missile usually carries Bifors HMM-01 Micro-Missiles or similar short range missiles (post SWI). Micro-missile launchers can also be installed.


OPTIONAL VARIATIONS:


Conventional Bombs

Unless indicated as a VA (Variable Attacker) or VB (Variable Bomber), a variable craft, though able to deploy bombs, as air superiority fighters (or trainers, or recon craft), it is poor at ground attacks. The bombs can be outfitted with laser-guiding (GBU-12 Paveway II) or all weather "smart" (GBU-38 JDAM) equipment.

Mk.82 Snakeeye

GBU-10C Paveway II


Optional Underwing Mounting

External Fuel Tank

Each external tank carries half the reactant fuel needed to reach orbit. A variable craft generally runs off of their fuel reserves until entering combat, thereby enabling the craft to retreat to orbit after combat has concluded.

SSP-8 propelled mass driver pod

The majority of the main body is filled with shots for the mass driver, with a propulsion motor tacked onto the end. The 100 OTM originating high-density material shots are fired by an electromagnetic shooting mechanism and as they are highly magnetic, they are expected to cause a heavy influence on the electrical and magnetic systems of the target being shot at, in addition to the destructive effect due to the mass of the warheads.
Even though the pod can also have rotating stored-type stabilizers appended to it, it cannot be given mobility in space. There are cases where the mass shots are simultaneously fired for close-defence while still mounted on the main wings.
Though the pet name "balsam" that crew of Japanese decent applied to the appearance of the split open mass shots that they saw didn't permeate, it was solely called "popcorn pack" from by ground members.

LPP-12 propelled laser pod

A pod with a chemical laser emitter device installed internally. After it flies to the vicinity of the target, the leading edge faring ejects and the pod fires a continuous series of short-term laser blasts. Though it is difficult to aim the laser emitter while doing maneuvers, the pod was designed with a mobile type of laser emitting device that can cover an 80° vertical angle cone.
It was quickly determined that the LPP-12 is oriented towards self-defence, especially to assist in escape by occupying the enemy while attempting to withdrawl. It is also useful for intercepting enemy missiles.
Even though the pod was designed for independent use in space only, it can still be fired while attached to a VF's wings, in space and atmosphere. (They can be set for auto-fire after one action is spent activating the pods).

Gun pods

Mounted one of two ways:
  1. Aerodynamic: rear towards the front. Great for atmospheric transportation at high speed.
  2. Attack: business end forwards. All hardpoint mounted gun pods (up to 4, 5 including the regularly included gun pod) can be fire linked.

ECM and ECCM Pods

Refer to the EVA-3 stats for examples.

Chaff/Flare/Smoke Decoy Dispenser

These counter-measure dispensers are usually located in the rear of an aerospace vehicle's fuselage. When triggered by the pilot, they will release either a cloud of chaff, a burst of (six) flares, or a cloud or stream of smoke, depending on what the pilot chooses. They are used to confuse enemy missiles attacking the fighter. Smart missiles get a 20% bonus when rolling on the below chart.
01-50 Missile/s detonated by Chaff/Flare
51-75 Missile/s loses track of target and veers away in wrong direction, (may lock onto another target)
76-00 No effect, missile is still on target

ECM squibs Decoy Dispenser

A variation of the chaff/flare countermeasure theme. Squibs create a 1 Km³ ECM field per unit (burst of 6) for 1D4 melees. At present, their use in the games are limited and best used to cover a retreat.


Credits

The above is based, in part off of the UNSDB Missile Stats.