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.
Standard six hardpoint VF loads have hardpoints A & F, B & E, and C & D with matching loadouts.
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 |
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.
| 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. |
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. |
| 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. |
| 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. |
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.
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.
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).
The above is based, in part off of the UNSDB Missile Stats.