The Super Sylph is equipped with a highly capable onboard, high-output engines, powerful weapons, and a recon pod containing numerous sensors. It's a tactical reconnaissance aircraft designed to gather information in the battlefield and return to base at any cost. Publicly believed to be a modified Sylphid fighter jet (HA!), it is in fact an almost completely new design. The Yukikaze's model number suggests it's a D type, faster and more advanced than the other Super Sylphs. Only five planes with the D type modifications were built due to the high production costs.
It's the third aircraft of the SAF. The actual name Super Sylph--"Yukikaze" is a personal name Major Bukhar gave it. The Super Sylph is an extremely advanced aircraft developed specifically for tactical reconnaissance, and there's only six or seven of them in the entire FAF. It's Rei Fukai's beloved plane, and it sometimes manoeuvres independently from its pilot, almost as if it had a soul.
RPG STATS
Vehicle type: FFR-31MR/D Super Sylph
Class: multi-role fighter aircraft
Manufacturer: Fairy Air Force (FAF) Crew: One Pilot & one RIO, (Radar Intercept Officer)
MDC BY LOCATION:
(1) Engines (2) 120 each (2) Main Body 200 Cockpit Section 150 Wings 85 each Tails 40 each Auxiliary Fuel Pods 60 each
(3) TARPS 90
(3) TARPS Blade 20
NOTES:
1.
Depleting the MDC of one engine will reduce the Super Sylph's speed by 40% and give it a -3 penalty to dodge. Depleting the MDC of both engines will cause the fighter to lose power and crash. 2.
Destruction of the main body will shut the unit down completely. 3.
Destruction of the TARPS will remove all of the sensors attached to it and the TARPS Blade will be lost as a result. Destruction of the TARPS Blade, which is only possible while it's deployed, will result in the fighter loosing ESM (Stealth) scan capabilities..
SPEEDS:
FLYING:
Cruise Mach 1.7 at 16, 000 meters above sea level. Max Mach 3.2 at 16, 000 meters above sea level. Max altitude 24, 000 meters. ENGINE THRUST:
10, 220 kg x 2. 14, 480 kg x 2 with afterburner.
STATISTICAL DATA:
HEIGHT:
6.25 meters, 9.75 meters with TARPS activated. WIDTH:
13.2 meters LENGTH:
22.0 meters WEIGHT:
12, 188 kg empty weight. Standard mission takeoff weight is 25, 500 kg, maximum takeoff weight 37, 890 kg. CARGO:
Small compartment behind pilot and RIO's seat for personal belongings and survival equipment. POWER PLANT:
Two 10, 220 kg FNX-5011-D Phoenix Mk-XI-D conventional Turbofan engines, maximum output 14, 480 kg each on afterburner. Optional "ramjet" booster, output unknown.
WEAPON SYSTEMS:
1.
20MM VULCAN AUTOCANNON: Internally mounted on the starboard side of the fuselage the 6 barrelled cannon is the only internally mounted weapon of the Super Sylph. Fitted within its fuselage position it is capable of only firing at targets directly in front of the Super Sylph.
*
PRIMARY PURPOSE: Anti-Aircraft. *
SECONDARY PURPOSE: Ground Assault. *
RANGE: 1200 m. *
DAMAGE: 2D6 M.D. per single blast (25 rounds,) 4D6 per long blast (50 rounds.) *
RATE OF FIRE: Equal to the pilot's combined number of attacks. *
PAYLOAD: 1, 550 rounds.
2.
BODY/WING HARD POINTS: Two fixed hard points are mounted on the fuselage of the Super Sylph, and an additional two hard points are mounted on the wings for a total of 4 hardpoints on the fighter. These hardpoints can be used to house a variety of different missiles, including long (AAM-VII), medium (AAM-V), or short range (AAM-III) missiles, or even the newer multi purpose high speed HAM series missiles. Bombs may be jury rigged to fit onto these hardpoints, but are almost never need, with the JAM being an airborne threat. There's another pair of hardpoints mounted on the fuselage near the engines, but these are exclusively for drop tanks.
*
HAM SERIES MISSILES o
Primary Purpose: Anti-Aircraft Assault. o
Secondary Purpose: Varies with missile type; Short Range: Anti-Aircraft; Medium Range: Air-to-Ground Gunnery; Long Range: Surgical Strikes. o
Range: Varies with missile type; Short Range: 42.3 km; Medium Range: 73.5 km; Long Range: 202.4 km. o
Damage: 2D6x10 M.D. o
Rate of Fire: 1-2 missiles per hardpoint. o
Payload: Two missiles per wing hardpoint; 4 maximum. *
AAM-VII LONG RANGE MISSILES: o
Primary purpose: Heavy Assault. o
Secondary Purpose: Surgical Strikes. o
Missile Type: Fragmentation Warhead (Anti-JAM). o
Range: 248.9 km. o
Damage: 3D4x10 M.D. o
Rate of Fire: 1-2 missiles per hardpoint. o
Payload: Two missiles per wing hardpoint, one missile per fuselage hardpoint; 6 maximum. *
AAM-V MEDIUM RANGE MISSILES: o
Primary Purpose: Assault. o
Secondary Purpose: Air-to-Ground Gunnery. o
Missile Type: Fragmentation Warhead (Anti-JAM) o
Range: 55.2 km. o
Damage: 2D6x10 M.D. o
Rate of Fire: 1-2 missiles per hardpoint. o
Payload: Two missiles per hardpoint; 8 maximum. *
AAM-III SHORT RANGE MISSILES: o
Primary Purpose: Anti-Aircraft Assault. o
Secondary Purpose: Air-to-Ground Gunnery. o
Missile Type: Armor Piercing Warhead. o
Range: 18.6 km. o
Damage: 2D4x10 M.D. o
Rate of Fire: 1-3 missiles per hardpoint. o
Payload: Three missiles per hardpoint, two missiles per fuselage hardpoint; 10 maximum. *
DROP-TANKS: o
Primary Purpose: Flight-time extension. o
Payload: One per fuselage hardpoint; 2 maximum.
3.
ECM JAMMER: Used to defeat hostile radar, the ECM, (Electronic Counter Measures,) jammer will confuse all radar so that the fighter can not be detected or locked onto with radar guided weapons. This does not give away the position of the fighter but it does let the enemy know that they are there. The only way that it can be defeated is with ECCM, (Electronic Counter-Counter Measures).
*
Primary Purpose: Block Enemy Radar. *
Range: 48 km. *
Rules: Confuses all radar within 30 miles, but can be defeated by ECCM, if the ECCM operator gets a higher Sensory Instruments percentage roll against the ECM operator.
4.
CHAFF/FLARE DECOY DISPENSERS: Located in the rear middle section of the FFR-31MR/Ds fuselage are the counter-measures dispensers. Triggered by the pilot they will release either a chaff cloud or single flare depending on what the pilot chooses. They are used to confuse enemy missiles attacking the Super Sylph. 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.
*
Payload: 10 of each type.
STANDARD EQUIPMENT FOR THE FFR-31MR/D SUPER SYLPH
*
AUTO-PILOT: The FFR-31MR/D is equipped with a computerized auto-pilot, separate of the AI, which allows the pilot and co-pilot to concentrate on the sensor systems during reconnaissance missions. *
ARTIFICIAL INTELLIGENCE SYSTEM "YUKIKAZE": The Super Sylph designated B-503 is equipped with a new advanced artificial intelligence system designed to fight against the JAM. This AI is smart enough to know when the pilot is in a situation they can't handle and take over if it can help (however, if the situation is hopeless, the AI will do whatever it can to save the pilot). A small camera is mounted into the top of the center console screen to monitor the condition of the pilot. When the pilot looses consciousness, the Yukikaze smoothly takes control thanks to this device. *
EJECTOR SEATS & HOMING SIGNAL: All Super Sylph's feature ejection seats equipped with a homing device that enables rescue teams to locate a disabled craft. The range of the signal is 480 km. Most FAF aircraft can locate and track homing signals, and the onboard computers will automatically notify their pilots if such a signal is detected. *
HEAT AND RADIATION SHIELDS: Due to the JAM being able to fire nuclear missiles routinely, special shielding prevents the penetration of life threatening head 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. *
TARPS (TACTICAL AIRBORNE RECONNAISSANCE POD SYSTEM): Primarily being a reconnaissance aircraft, the Super Sylph carries a TARPS. The Tactical Airborne Reconnaissance Pod System is an exterior-mounted pod with tactical reconnaissance equipment. The pod system of Yukikaze is capable of utilizing the following equipment, depending on the mission: from and side oblique-angle cameras, vertical camera, infrared imaging camera, infrared line scanner, conformal phased-array multi-band ESM sensor blade (also called the "Element" sensor blade), imaging radar *
ELEMENT ESM SENSOR BLADE: An ESM sensor is used to scan all radio frequencies for activity and record it. When the TARPS is deployed, the Element can be activated. When it is, the Super Sylph can listen to all radio chatter. *
LASER TARGETING SYSTEM: Range: 100 miles (160 km). Used for increased accuracy in the striking of enemy ground targets, the four main (2 DLIR, 2 FLIR) sensors for this are located just forward of the TARPS. *
COMBAT COMPUTER W/HUD DISPLAYS: The Super Sylph is equipped with a combat computer that can store and analyse data during combat with hostile forces. Data readouts and stats can be displayed either on the cockpit's HUD display or on the single main MFD of the aircraft. As a reconnaissance aircraft, this computer also records useful information. The combat computer tracks and identifies specific enemy targets. *
OPTICS: CAMERA: Range: 48 km. A Television Camera Set (TCS) is used for visual target identification at long ranges. Mounted in pairs in the side sensors, the TCS is a high resolution closed circuit television system with two cockpit selectable Fields Of View (FOV), wide and narrow. The selected FOV is displayed in the cockpit and can be recorded by the Cockpit Television System. It is used for both reconnaissance, and to assist in target acquisition in air to ground attacks. *
OPTICS: INFRARED: The Infrared Search and Track System (IRSTS) is part of the TARPS, and provides long range detection in the long wave infrared spectrum of both subsonic and supersonic targets. Also known as Forward Looking Infrared (FLIR) and Downward Looking Infrared (DLIR), these two types of IR sensors are used for laser targeting. *
OPTICS: NIGHTVISION: Range: 610 m. Nightvision goggles provide nightvision for the pilot and RIO. These passive light image intensifiers emit no light of their own, but relies on ambient light which is electronically amplified to produce a visible picture. Though on the constantly bright planet Fairy (with 2 suns), these goggles aren't very necessary, but are included in case of combat on Earth. *
RADAR: 321 km range. *
RADIO/VIDEO COMMUNICATION: Long range, directional communications system with satellite relay capabilities. Range: 960 km or can be boosted indefinitely via satellite relay. *
IN-FLIGHT REFUEL: The Super Sylph is fully capable of refuelling in mid-air due to a rear-port mounted in-air refuel nozzle which allows the fighter to refuel and thus extend its operational range. The FFR-31MR/D can fully refuel all of its internal tanks, and external tanks as well through this method. *
STANDARD SURVIVAL KIT: All fighter pilots flight suits come equipped with a portable survival equipment. The equipment includes a small waterproof radio/homing signal, 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.) *
STEALTH CONSTRUCTION: The Super Sylph is designed with special materials and angled surfaces in order to help decrease the Super Sylph's radar reflection, thus making it ideal for recon and surgical strike missions. These features provide a constant +2 to initiative rolls made during combat by the Super Sylph. Note that this is a PASSIVE stealth system, and not an active one like a cloaking device. The +2 initiative bonus will continue so long as the fighter is functional. *
TACTICAL LIFE SUPPORT SYSTEM: The Super Sylph's cockpit is pressurized, and also provides additional air feeds to the pilot's flight suit that provides him with pressurized breathing. The flight suit also contains an upper and lower g-suit that promotes blood circulation even during high-g turns, thus decreasing the possibility of pilot blacking out in combat.
COMBAT BONUSES FOR FFR-31MR/D SUPER SYLPH TRAINING:
BASIC FIGHTER 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 on initiative (plus stealth bonuses, see above). *
+1 to strike. *
+1 to dodge. *
Critical strike same as pilot's hand-to-hand.
ADVANCED FFR-31MR/D SUPER SYLPH COMBAT TRAINING:
*
Advanced training for pilots specializing in the D variant of the Super Sylph. *
2 attacks per melee (plus those of the pilot). *
+2 on initiative (plus stealth bonuses, see above). *
+2 to strike. *
+5 to dodge.
REFERENCES USED IN THIS DESIGN
*
FAF Action Report: FFR-31MR Super Sylph Entry. *
Sentou Yousei Yukikaze: Yousei no Mau Sora (Official Game Site): FFR-31MR/D Super Sylph "Yukikaze" Entry. *
I've seen the show, and it's good, but the Super Sylph in the show and the one on the cover of the book look totally different (book looks better to me).
I never know you Actually made it in 4-View
10/10