Showing posts with label Veritechs. Show all posts
Showing posts with label Veritechs. Show all posts
On 11:25 PM by Rev. Dr. Eric Z. Willman in Veritechs
HISTORY OF THE VERITECH TRANSFORMABLE FIGHTER
The discovery of the SDF-1 provided mankind with great, new, technological theories, science and advancement. It also established that man was not alone in the universe. Under the potential threat of invasion by giant aliens, the new, united world government began to develop war machines, utilizing the new technology, to combat any extraterrestrial threats. The obvious combat nature of the fallen SDF-1 implied that it was created by a race of giants well versed in the ways of war. Should they ever come to Earth to retrieve the spacecraft, mankind must be ready to repel a potentially hostile invader from a distant star. Thus, the Veritech and Destroids were developed. The Veritech was the Robotech design team's unique solution to satisfy two, essential, combat conditions: aerial combat and ground combat. Rather than developing a machine that was little more than a wheeled airplane, they came up with a machine that could actually transform to accommodate both required operations.
The basic combat pattern of the Veritech was conceived to, first, be in aerial combat mode (Jet Fighter) and to raid by missiles and machine guns:
Second, it would change its form into a more appropriate ground combat mode, that of the soldier or Battloid mode, a humanoid configuration. In this mode it could carry out a severe mop-up operation. The Guardian mode, three modes in all, was not part of the initial design.
The immediate problem was the execution of a quick, metamorphic process that would never place the vehicle in a vulnerable stage, even while changing. The secondary problem was to incorporate high mobility and vertical take-off and landing (VTOL) capabilities.
The folding torso system was applied in the VTOL system, which was necessary in order to land while it changed. During this intermediate stage, the Veritech assumes the Guardian mode, slowing to a hover as the VTOL system is engaged.
Originally, the Guardian mode of the Veritech's conversion was to be used only for landing. However, it was soon discovered that the Guardian mode provided extreme mobility, using the vertical take-off system to hover and move about at great speed. While not as fast or airmobile as the Jet Fighter mode, nor quite as suitable to rough terrain and hand to hand combat as the Battloid mode, the Guardian transition provides the pilot with a wonderful blend of the two. In the Guardian mode, the Veritech can hover, jet about at speeds of up to 670mph, have the advantage of legs for walking/standing and landing in small areas and rugged terrain, and the flexibility of arms/hands; the use of the GU-11 gun pod and limited hand to hand combat.
The final transition is the Battloid mode, which is a 42 foot, humanoid robot or soldier. In this mode the Veritech can run, climb, leap, kick, roll and engage in hand to hand combat. When all three modes are used in tandem it creates a device of incredible versatility.
The Veritech Fighters are hybrid machines which incorporates traditional technology and power systems with small protoculture-based engines salvaged from alien mecha discovered in the wreckage of the SDF-1. Although the humans do not fully understand the principles of Robotechnology or protoculture, they are able to successfully utilize it. In essence the humans are able to tap into an energy source (protoculture) that they do not understand the hows or whys of, but that can be easily adapted into existing technology. Future studies and contact with the Zentraedi would ultimately lead to a more complete understanding and development of the protoculture- based science of Robotechnology. However, the true secrets of Robotechnology would elude mankind for many generations.
One of the truly unique aspects of Robotechnology is that man and machine share a symbiotic relationship, linking pilot with mecha. It is a bond that provides the mecha's immediate response to commands/controls, mobility, and almost human agility. Rather than the pilot operating a mere machine, a tool, both complement and supplement each other's abilities with astonishing ease. It is this same aspect which allows for the smooth, technologically engineered, transformations of the Veritech. The differences between the four major types or models, VF-1A, J, S and VT-1D, are relatively small. Much of the obvious differences are purely stylistic, cosmetic variations, while the unit itself is basically unchanged.
The VF-1A is the standard Veritech Fighter. Its most distinguishing feature, other than markings, is that it has one laser mounted on its head. G.M. Note: The VF-1A is the model that players will normally begin with. The other models are reserved for officers and aces.
The VF-1J has a twin laser unit mounted on its head and is the standard model consigned to proven aces and low ranking officers (up to lieutenant).
The VF-1S is exclusive to squadron leaders, commanders and squadron captains (second in command).
The VT-1D is the Veritech Trainer. It is primarily used for the flight training of new recruits. The VT-1D is the only Veritech Fighter that seats two pilots; the trainee in the front and the instructor in back. The two head mounted lasers operate independently, with one controlled by the trainee and the other by the instructor.
A sort of a fifth style or model is the Super Veritech. It is basically a souped-up version of the standard VF-1A, J and S models, made to more easily withstand the rigors of space and space combat. Additional armor plates on legs, chest and forearms; booster rocket pack to attain orbit from ground launches, additional multi-missile capability, and enhanced speed, mark the major modifications. The Super Veritech is generally used for space patrols and heavy combat situations.
A variation available to all Veritech Fighters, except the Super Veritech, is the addition of special armor and short range armaments. See the Armored Veritech description for details. Another supplemental item, available to all Veritech Fighters, is a disposable rocket sled or booster pack which enables it to reach deep space orbit.
Some Technical Notes About the Veritech
There are a total of 57 controls involved in the various modes of the Veritech. Legs are controlled by foot pedals, accurately simultating walking. The "G" lever initiates the Guardian mode. The "F" lever initiates the Fighter mode. The "B" lever initiates the Battloid mode. The "C" lever engages a sudden reverse thruster manuever when in Guardian mode only. The Veritech can change modes while in motion/ flight.
The nose or pilot's compartment/jet nose can be detached when the overall Veritech has suffered debilitating damage. In many cases this allows the pilot to be safely retrieved from the wreckage of his Veritech. Note: All Veritech Fighters are spaceworthy.
STANDARD SENSORS AND EQUIPMENT FOR ALL VERITECH MECHA
FUEL CAPACITY
The Veritech Fighters are extremely durable. The use of protoculture, micronized reactors and the science of Robotechnology, gives the Veritech an average, useful life span of 12 years before needing a new energy system. With constant use, the life span is cut by half.
RADAR
Range 200 miles (321.80km); can track up to 48 targets simultaneously.
MOTION DETECTOR & COLLISION WARNING SYSTEM
Close range: 200ft (61m); sounds alarm and red light warns pilot of impending collision and/or immediate target.
RADIO/VIDEO COMMUNICATIONS
Wide band and directional, radio and video telecast capabilities. Range is 600 miles (965.4km) or can be boosted indefinitely via satellite relay.
LASER COMMUNICATIONS
Long range, directional, communication system. Effective Range: 150,000 miles.
LASER TARGETING SYSTEM
Range: 200 miles
COMBAT COMPUTER
Calculates, stores and transmits data onto the cockpit computer screen or Head Up Display (H.U.D.). Patches in with targeting computer.
EXTERNAL AUDIO PICKUP
Sound amplification listening system. Range: 300ft (91.5m)
LOUDSPEAKER
Loudspeaker system that can amplify the pilot's voice up to 90 decibels.
EXTERNAL VIDEO SURVEILLANCE SYSTEM
A video camera relays images to a cockpit monitor. 360 degree rotation. Range: 300ft (91.5m). Telescopic capabilities: 6x magnification.
TELESCOPIC OPTICAL ENHANCEMENT
Range: 1600ft (488m). Field of vision: 20ft (6.1m)
SHOULDER HEADLIGHTS/SPOTLIGHTS
Range: 300ft (91.5m)
HYDRAULIC PILOT CHAIR
Can rise out of the Veritech 10ft (3.0m) and retract back inside.
EJECTOR SEAT
In case of emergencies the pilot seat can be instantly ejected.
UTILITY ARMS
This is a set of small, retractable arms housed in the right forearm, to perform delicate work and to effect repairs. Each of the three arms has an A.R. of 6 and 3 M.D.C.
SELF-DESTRUCT
A last ditch effort to prevent capture of the Veritech unit (usually preceded by the pilot's ejecting from the Veritech). Explosive damage is fairly contained — 10ft radius (3m); does 2D4 x 10 M.D.
HEAT AND RADIATION SHIELDS
INDEPENDENT OXYGEN AND CIRCULATORY SYSTEM
DETACHABLE PILOT'S COMPARTMENT
This is the reinforced pilot's compartment (jet's nose) which can be detached and mounted onto another Veritech's arm for ease of carrying (or carried by any Destroid).
On 11:20 PM by Rev. Dr. Eric Z. Willman in Veritechs
Vehicle Type: VT-1D, VF-1A, J and S Veritech Fighters are transformable battloids.
Crew: One in types VF-1A, J and S; seats two in VT-1D (trainer).
Note: A passenger can also fit in the cockpit, but must sit in the pilot's lap.
M.D.C. By Location:
Head Laser Mounts — 24 each
Head — 75
Arms — 75 Hands — 30 each
Legs/Engine Thrusters — 150
*Main Body — 250
Reinforced Pilot Compartment — 200
Retractable Utility Arms — 3 each
Wings — 100 each
Tail — 50 each
GU-11 Gun Pod — 100
* Depleting M.D.C. of main body shuts the unit completely
down.
Speed: 2676mph (Mach 4) with a 60 mile ceiling in Jet Fighter mode. 670mph/Mach 1 (1078kmph) maximum, and as slow as a complete hover in Guardian mode. 60mph (96.5kmph) maximum in battloid mode running; flying in space — 120mph.
Height: 42.6ft (13m) in Battloid mode.
22.3ft (6.79m) in Guardian mode.
16ft (4.87m) in Jet Fighter mode.
Width: 16ft (4.87m) at shoulders in Battloid mode.
25.3ft (7.7m) wing span in Jet and Guardian modes.
Weight: 18.5 tons
Main Engine: FF-2001 fusion turbine in each leg.
Range: Effectively unlimited. The reactor style power source provides enough energy to operate for about five years of continual use. Average life span of power system is 12 years before requiring replenishment of protoculture.
Weapon Systems
1) Jet Fighter High Powered Lasers: A pair of lasers are built into the nose of the Veritech Fighter for aerial dog fighters and assault. They can only be fired when in Jet fighter mode and are limited to a straight ahead line of fire.
Primary Purpose: Assault
Secondary Purpose: Anti-Missile
Range: 4000ft (1200m)
Mega-Damage: 6D6 M.D. per twin blast. Can only fire short bursts.
Payload: Unlimited
2) Laser(s): Mounted on the head when in Battloid mode, but located on the underbelly when in Guardian and Jet Fighter mode. 360 degree rotation. All models have twoattacks per melee or one extended blast.
Primary Purpose: Assault/Defense Weapon.
Secondary Purpose: Tool for cutting.
Range: 2000ft (609m)
Mega-Damage:
VF-1A: 1D4 M.D.,
VF-1J and VT-1D: 2D4 M.D.,
VF-1S: 4D4 M.D.
One, long, extended blast lasts on full melee and does double damage; counts as two attacks that melee and can not be used against fast moving/dodging opponents.
Payload: Unlimited
3) Heavy Missiles: These include proton torpedoes, plasma missiles and reflex missiles. THREE of these large missiles can be mounted on each wing for a total of six. Torpedoes can be all the same or a combination. These are always guided missiles of long range capacity.
Primary Purpose: Assault/defense.
Mega-Damage: Varies with individual missile type. See missile descriptions elsewhere.
Payload: 3 on each wing for a total of 6.
Rate of Fire: Any number up to full payload.
4) Light or Medium Short Range Missiles may be substituted for the long range missiles, but can not be mixed with the long range types. This means the Veritech Fighter can either carry 6 long range missiles or 12 short range missile, not both (no medium range missiles). Warheads vary. See missile descriptions elsewhere for mega-damage, warheads and range. Rate of Fire: 1, 2, 3, 4, 6, or all.
Total number of missiles: 6 on each wing for a total of 12.
5) GU-11, 55mm, three barrel gun pod. A standard issue armament for ALL Veritechs!
Primary Purpose: Assault/defense
Mega-Damage: Does 3D6 short burst, 6D6 long burst or 1D6 x 10 damage for full melee burst.
Range: 4000ft (1200m).
Payload: 200 rounds per clip equals 20 short bursts or 10 long bursts or 5 full melee bursts or any combination thereof. Additional ammo clips can be engaged, but requires ½ a melee, meaning that the player loses half his attacks that melee.
6) Optional Hand to Hand: Punch does 1D6 mega-damage (M.D.) in Battloid mode, 1D4 M.D. in Guardian mode, kick does 1D6 M.D. Stomp does 1D4 M.D., but is limited to targets no more than 12 feet tall. Body flip does 1D4 M.D.
WEAPON COMBAT SUMMARY
Attacks Per Melee: Equal to the combined hand to hand skills of the pilot. Usually 4 attacks at first level.
High Powered Lasers: Available only in Jet Mode; 3D6 M.D., Range: 4000ft (1200m).
Lasers Mounted on Head: 1D4 or 2D4 or 4D4 M.D.; Range: 2000ft (609m).
Short or Long Range Missiles: M.D. and Range vary.
GU-11 Gun Pod: 3D6, 6D6 or 106x10 M.D.; Range: 4000ft (1200m).
Alternate Mode of Attack: Hand to hand punch, kick, stomp or body block.
Note: The Veritech Fighter in Battloid Mode is more agile than its human pilot and can execute any hand to hand combat move, such as jump kick, leap attack, rolls, etc. that the pilot can.
Crew: One in types VF-1A, J and S; seats two in VT-1D (trainer).
Note: A passenger can also fit in the cockpit, but must sit in the pilot's lap.
M.D.C. By Location:
Head Laser Mounts — 24 each
Head — 75
Arms — 75 Hands — 30 each
Legs/Engine Thrusters — 150
*Main Body — 250
Reinforced Pilot Compartment — 200
Retractable Utility Arms — 3 each
Wings — 100 each
Tail — 50 each
GU-11 Gun Pod — 100
* Depleting M.D.C. of main body shuts the unit completely
down.
Speed: 2676mph (Mach 4) with a 60 mile ceiling in Jet Fighter mode. 670mph/Mach 1 (1078kmph) maximum, and as slow as a complete hover in Guardian mode. 60mph (96.5kmph) maximum in battloid mode running; flying in space — 120mph.
Height: 42.6ft (13m) in Battloid mode.
22.3ft (6.79m) in Guardian mode.
16ft (4.87m) in Jet Fighter mode.
Width: 16ft (4.87m) at shoulders in Battloid mode.
25.3ft (7.7m) wing span in Jet and Guardian modes.
Weight: 18.5 tons
Main Engine: FF-2001 fusion turbine in each leg.
Range: Effectively unlimited. The reactor style power source provides enough energy to operate for about five years of continual use. Average life span of power system is 12 years before requiring replenishment of protoculture.
Weapon Systems
1) Jet Fighter High Powered Lasers: A pair of lasers are built into the nose of the Veritech Fighter for aerial dog fighters and assault. They can only be fired when in Jet fighter mode and are limited to a straight ahead line of fire.
Primary Purpose: Assault
Secondary Purpose: Anti-Missile
Range: 4000ft (1200m)
Mega-Damage: 6D6 M.D. per twin blast. Can only fire short bursts.
Payload: Unlimited
2) Laser(s): Mounted on the head when in Battloid mode, but located on the underbelly when in Guardian and Jet Fighter mode. 360 degree rotation. All models have twoattacks per melee or one extended blast.
Primary Purpose: Assault/Defense Weapon.
Secondary Purpose: Tool for cutting.
Range: 2000ft (609m)
Mega-Damage:
VF-1A: 1D4 M.D.,
VF-1J and VT-1D: 2D4 M.D.,
VF-1S: 4D4 M.D.
One, long, extended blast lasts on full melee and does double damage; counts as two attacks that melee and can not be used against fast moving/dodging opponents.
Payload: Unlimited
3) Heavy Missiles: These include proton torpedoes, plasma missiles and reflex missiles. THREE of these large missiles can be mounted on each wing for a total of six. Torpedoes can be all the same or a combination. These are always guided missiles of long range capacity.
Primary Purpose: Assault/defense.
Mega-Damage: Varies with individual missile type. See missile descriptions elsewhere.
Payload: 3 on each wing for a total of 6.
Rate of Fire: Any number up to full payload.
4) Light or Medium Short Range Missiles may be substituted for the long range missiles, but can not be mixed with the long range types. This means the Veritech Fighter can either carry 6 long range missiles or 12 short range missile, not both (no medium range missiles). Warheads vary. See missile descriptions elsewhere for mega-damage, warheads and range. Rate of Fire: 1, 2, 3, 4, 6, or all.
Total number of missiles: 6 on each wing for a total of 12.
5) GU-11, 55mm, three barrel gun pod. A standard issue armament for ALL Veritechs!
Primary Purpose: Assault/defense
Mega-Damage: Does 3D6 short burst, 6D6 long burst or 1D6 x 10 damage for full melee burst.
Range: 4000ft (1200m).
Payload: 200 rounds per clip equals 20 short bursts or 10 long bursts or 5 full melee bursts or any combination thereof. Additional ammo clips can be engaged, but requires ½ a melee, meaning that the player loses half his attacks that melee.
6) Optional Hand to Hand: Punch does 1D6 mega-damage (M.D.) in Battloid mode, 1D4 M.D. in Guardian mode, kick does 1D6 M.D. Stomp does 1D4 M.D., but is limited to targets no more than 12 feet tall. Body flip does 1D4 M.D.
WEAPON COMBAT SUMMARY
Attacks Per Melee: Equal to the combined hand to hand skills of the pilot. Usually 4 attacks at first level.
High Powered Lasers: Available only in Jet Mode; 3D6 M.D., Range: 4000ft (1200m).
Lasers Mounted on Head: 1D4 or 2D4 or 4D4 M.D.; Range: 2000ft (609m).
Short or Long Range Missiles: M.D. and Range vary.
GU-11 Gun Pod: 3D6, 6D6 or 106x10 M.D.; Range: 4000ft (1200m).
Alternate Mode of Attack: Hand to hand punch, kick, stomp or body block.
Note: The Veritech Fighter in Battloid Mode is more agile than its human pilot and can execute any hand to hand combat move, such as jump kick, leap attack, rolls, etc. that the pilot can.
On 10:55 PM by Rev. Dr. Eric Z. Willman in Veritechs
The Super Veritech is the state of the art design for Veritech Fighters. In appearance it looks very much like an ordinary VF-1A, J or S model with the usual variation of head mounted lasers denoting rank. However, closer inspection reveals that it is slightly taller (almost 46ft compared to the 42. 6ft of the regular VF), more heavily armored, and mounted with twin booster jets which enables it to reach nearly Mach 5 to breach Earth's orbit and provide greater mobility in space. Additional weapons include twin missile launchers built into the booster jet unit. Other improvements include better acceleration and mobility.
Vehicle Type: VF-1A, J and S Veritech Fighters (transformable Battloids).
Crew: One
M. D. C. By Location:
Head Mounted Laser(s) — 30 each
Head — 100
Hands — 50
Arms — 100
Legs and Thrusters — 200
*Main Body — 300
Reinforced Pilot Compartment — 200
Retractable Utility Arms — 3 each
Booster Jets & Missile Launchers (2) — 200 each
Wings — 150 each Tail — 50 each
GU-11 Gun Pod — 100
*Depleting M. D. C. of the main body shuts the unit completely down.
Speed: 2950mph (Mach 4. 3) with a suborbital ceiling of 100 miles in normal Jet Fighter mode. With boosters 3216mph (Mach 4. 8) which can achieve full orbit. 670mph/Mach 1 (1078kmph) maximum in Guardian mode and 60mph (96kmph) in Battloid mode running, or 150mph in battloid mode flying in space.
Height: 45. 9ft (14m) in Battloid mode
29. 6ft (9m) in Guardian mode
22. 3ft (6. 79m) in Jet Fighter mode
Width: 20ft (6. 1m) at shoulders in Battloid mode.
48ft (14. 7m) with wings fully swept
Weight: 21. 5 tons
Main Engine: FF-2001 Fusion Turbine in each leg.
Secondary Engine: Auxiliary, rocket booster pack for attaining orbit and extra speed.
Weapon Systems
NOTE: The Super Veritech possesses ALL the usual armaments plus the following:
1) Two Short Range, Medium Warhead Missiles in each forearm for a total of four missiles.
Mega-Damage: Varies with the type of warhead used, as does range. Rate of Fire: One or two at a time.
2) Missile Launching Pods (2) mounted on the back of the Veritech along with the twin rocket boosters. Each missile launcher carries a payload of 20, medium range, medium warhead missiles for a total of 40 missiles.
Mega-Damage: Varies with the type of missiles used, as does range.
Rate of Fire: Volleys of 2, 4, or 8 missiles. One volley constitutes one melee attack, even if a total of 8 missiles were launched.
Notes: The auxiliary twin booster rocket jets and missile launcher pods can be jettisoned. Reentry into Earth's atmosphere requires the launcher unit to be jettisoned to avoid air drag. Maneuver ports in the lower leg add to the Super Veritech's maneuvering abilities.
Special Bonuses:
+ 1 to dodge and parry.
+1 extra attack per melee.
These bonuses are in addition to those gained from hand to hand combat.
On 10:50 PM by Rev. Dr. Eric Z. Willman in Veritechs
The Veritech Fighter, in Battloid mode, can be outfitted with 16.2 tons of additional armor and missile systems. Any of the Veritech types can become an Armored Veritech, except for the Super Veritech. The armor can provide any Veritech with almost double its normal M.D.C. and firepower. On the down side, the armor can only be applied to the Veritech in Battloid mode and reduces speed and mobility. However, the supplemental armor and armaments are of a break-away design that can be instantly jettisoned, enabling the Veritech to utilize its full range of abilities and normal tranformation. It cannot transform into other modes unless the armor is jettisoned.
Likewise, the armor must be jettisoned to gain reentry into the atmosphere when in space. Of course, the armor can be worn in the atmosphere and on ground, but the additional bulk causes significant drag when reentering the atmosphere from space.
The following statistics are modifications to the standard Veritechs. All damage is first subtracted from the additional armor (which can be jettisoned when severely or completely damaged).
The following are the additions and modifications which apply to an Armored Veritech.
• Limited to Battloid mode; armor must be jettisoned to change modes.
• Additional, twin, supplemental booster pack to help overcome the extra weight of the armor and impaired speed.
Adds one additional attack per melee.
M.D.C. of supplemental armor (in addition to normal)
Arms add 75.
Legs/Engine Thrusters add 100.
Leg Missile Pods add 75.
Main Body adds 100.
Missile Shoulder Mounts add 300 each.
Note: The laser head mount, head, hands, pilot compartment, utility arms, wings, tail and GU-11 gun pod remain, unchanged.
Speed: 40mph (64.36kmph) maximum running or booster pods. All
other speed is reduced by 30%.
Additional Weapon Systems
1) Short Range, Guided Missile Launchers are mounted on each shoulder. The missile compartments/launchers are heavily armored to protect the missiles from detonation by enemy fire. Also protects shoulder joints.
Primary Purpose: Assault/defense. Missile type can vary from explosive to chemical. See missile descriptions elsewhere.
Range: Varies; see individual missile types and descriptions elsewhere.
Damage: Varies; see individual missile types and descriptions.
Rate of Fire: Volleys of two with a total of 12 fired simultaneously (one big volley) or one at a time.
Note: This missile launching unit is identical to those mounted on the Gladiator and Excaliber Battloids. See Destroids
2) Arm Missiles fire three, short range missiles per each arm.
Primary Purpose: Assault/defense.
Missile Type varies; see individual descriptions.
Range: Varies; see short range missile descriptions.
Damage: Varies with type.
Rate of Fire: 1, 2, or all 3 simultaneously launched per arm.
3) Hip Missiles fire up to three, short range missiles from each hip (total six) with medium warheads that are more usually destructive than shoulder and arm launched missiles.
Primary Purpose: Assault/defense.
Range: Varies; see short range missile descriptions.
Damage: Varies with missile type; see missile descriptions.
Rate of Fire: 1 or 2 or all 3, simultaneously per each hip.
4) Leg Mounted Missiles fire short range, medium warhead missiles. Two missile pods are mounted on the side and back of each leg. Three missiles are housed in each for a total of 12 per each leg.
Primary Purpose: Assault/defense
Damage: Varies with missile type.
Rate of Fire: Volleys of three.
Range: Varies; see missile descriptions.
Note: All missiles inflict mega-damage.
5) Chest Mounted Missiles: 5 in each breast; fires one at a time or volleys of 2 or 5. All else same as #4.
On 10:45 PM by Rev. Dr. Eric Z. Willman in Veritechs
Another piece of additional equipment for the Veritech Fighter is the disposable rocket sled or booster pack. The rocket sled is a four engine thruster unit which attaches to the rear of the Veritech. This quartet of powerful boosters with liquid fuel can launch the Veritech Fighter into orbit like a shuttle-craft. Once in orbit, the pilot disengages the rocket sled and can fly about freely. The rocket sled will fit ALL Veritech models except the Super Veritech, which has its own booster jets.
Weight: 18.2 tons
Speed: 3660mph (Mach 4.8)
Fuel Capacity: One time. Enough to achieve full orbit once
On 10:44 PM by Rev. Dr. Eric Z. Willman in Veritechs
As the war has proceeded, REF planners saw less and less use for the destroids. Typically, raids on Zentreadi bases were fought out in space with the REF veritech fighters destroying any Aerospace fighters and then proceed to bombard any installations from orbit. If the need arose for ground forces, veritech fighters supplemented with destroids for support would form the backbone of any ground force. There were some times, however, which heavy artillery was needed to bombard installations that were too well entrenched or difficult to hit from orbit. To fill this roll of heavy artillery with a veritech fighter that could drop in from orbit, land and proceed to demolish, with out the need for venerable horizont dropships, the VA-6 was designed.
The VA-6 is the largest transforming three form veritech fighter that the earth defense forces ever constructed. The guardian configuration is modeled after the MAC-II. The armor was upgraded to the newer Chobham laminar reinforced by a depleted Uranium mesh on the outer plate. The primary weaponry of the MAC-II mark III was kept, as the VA-6 was mounted with 4 of the massive MK8 381mm (15in) autoloading liquid fueled cannons. These weapons because of the autoloading mechanisms, can only be reloaded in guardian configuration (in soldier configuration they can only fire a single shot). The arm mounted weapons were upgraded to triple barrel MK22 laser cannons. Although, the VA-6 would be protected by large numbers of veritech fighters, 6 EP-4's were added on the nose of the veritech for protection in fighter mode.
Vehicle Type: All-weather aerospace combat mecha.
Class: Variable Fighter
Manufacturer: Robotech Expeditionary Forces
Crew: Three (commander center, pilot right, and gunner left)
MDC BY LOCATION:
Location MDC
* Head 150
Hands (2) 75 each
Main Cannons (4) 100 each
Armshields / Lower Arms (2) 600 each
Upper Arms (2) 200 each
** Main Body 700
Legs (2) 400 each
Wings (2) 300 each
Forward Canards (2) 100 each
Reinforced Pilots Compartment 300
Rear Engines (4) 150 each
Wing Engines (2) 200 each
Tails (2) 100 each
NOTES:
(*) Destroying the head will knockout long range communications (reduced to 60 miles/96 km range) and long range radar (reduce to 20 miles) and laser targeting (-1 to strike)
(**) Depleting the MDC of the main body will destroy the mecha.
SPEEDS:
RUNNING, SOLDIER CONFIGURATION:
40 kph Soldier (32 Gerwalk)
LEAPING, SOLDIER CONFIGURATION:
50 ft (15 m) high or 70 ft (21 m) long without thrusters.
FLYING, SOLDIER CONFIGURATION:
120 kph
FLYING, FIGHTER CONFIGURATION:
Max level speed : 700 kph at sea level (Mach 0.7), 1700 kph at 10000m (Mach 1.7), 3200 kph at 30000M (Mach 3.2)
Stall speed : 250 kph (VTOL rectification possible)
Service ceiling : 35 km (unboosted). VA-6 can achieve orbit over an Earth type planet without additional boosters
STATISTICAL DATA:
HEIGHT:
40.7 m in soldier configuration.
22.5 m gerwalk configuration.
6.77m.in fighter configuration.
WIDTH:
12 m at shoulders in soldier and gerwalk configuration
24.42 m in fighter configuration.
LENGTH:
5.0 m in soldier configuration
13 m in gerwalk configuration.
29.78 m in fighter configuration.
WEIGHT:
101,900 kg empty.
CARGO:
Compartment behind pilot's seat for personal belongings in addition to the cyclone storage compartment. Up to five cyclones can be stored.
WEAPON SYSTEMS:
MK8 381mm (15 in) AUTOLOADING LIQUID FUELED CANNONS: Each cannon can fire up to fifteen 900kg terminal self-guiding shells. Sustained firing rate is one shot/5 seconds, maximum range about 20km in standard posture. If the Mothra is standing on a inclined surface, or is bending over backwards, the maximum cannon angle will increase and at the optimum angle of 45 degrees the maximum range exceeds 50km. Because of the autoloading features of the autocannons, the Mothra can only fire a single shot in Battloid mode (only the round that was loaded). The cannons can not fire in fighter mode.
PRIMARY PURPOSE: Assault
SECONDARY PURPOSE: Anti-Mecha
RANGE: up to 50km
DAMAGE: 5D6*10 MDC for each plasma shell (2D6*100 for all four)
RATE OF FIRE: Up to three shots per melee
PAYLOAD: 15 shells per cannon, for a total of 60 shells
NOTES: Weapons can not fire in fighter mode, and can only fire a single shot in Battloid mode (the round that was currently loaded).
2 x TRIPLE-BARREL RRG MK22 LASER CANNON: The Mothra has six upgraded laser cannons, similar to those found on the MAC-II; however, the maximum range and damage potential has increased. The MK22's can only fire in Gerwalk or Soldier configuration.
PRIMARY PURPOSE: Assault/Defense
SECONDARY PURPOSE: Anti-mecha
RANGE: 20km
DAMAGE: 3d6*10 for each volley
RATE OF FIRE: Equal to the combined attacks of the pilot and weapons officer
PAYLOAD: Eight triple bursts per melee
6 x EP-4 THREE-BARRELED 80MM PARTICLE GUN POD: Each weapon is mounted on the front of each of the engine thrusters. Each EP-4 can fire 9 MJ bursts of particle energy every second and is powered by the main protoculture generators.
PRIMARY PURPOSE: Assault
SECONDARY PURPOSE: Anti-Mecha
RANGE: 2000 m
DAMAGE: 1d4*10 for each single shot, or 6d4*10 for all six shot.
RATE OF FIRE: Single shots equal to the combined attacks of the pilot.
PAYLOAD: Conditionally unlimited.
HAND TO HAND COMBAT: If necessary, the VA-6 can engage in melee combat rather than use a weapon. The VA-6 can execute most typical hand to hand combat moves, such as punches, jump kicks, leap attacks, rolling with impacts, etc.
DAMAGE:
Punch in Battloid: 5D6*3
Punch in Guardian: 6D4*3
Kick: 6D6*3
Leap Kick: 6D8*3
Body Flip/Throw: 3D6*3
Body Block/Tackle: 6D6*3
Stomp: 1D4*100 . (only effective against small objects)
STANDARD EQUIPMENT FOR THE VA-6:
AUTO-PILOT: The VA-6 is equipped with a computerized auto-pilot, allowing the pilot to relax or even sleep during long voyages. The auto- pilot can be programmed with a single destination or a complex flight plan involving multiple speeds, directions, and destinations. The onboard computer will alert the pilot when the fighter is near its destination, and can also be set to automatically signal when sensors detect objects near the mecha. The auto-pilot was designed with long intra-system space journeys in mind.
COMBAT COMPUTER: The combat computer tracks and identifies specific enemy targets, and has a database of over 10,000 images stored in memory. The computer can identify and track up to 250 targets simultaneously.
EXTERNAL AUDIO PICKUP: Range: 300 ft (91.5 m). A sound amplification system that can pick up normal conversation up to 300 feet away.
HEAT AND RADIATION SHIELDS: 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.
HOMING SIGNAL: The escape pod of the VA-6 is equipped with a homing device that enables rescue teams to locate a disabled craft or ejected life pod. The range of the signal is 400 miles (640 km). Most REF ships and veritecs can locate and track a homing signal, and the onboard computers will automatically notify their pilots if such a signal is detected.
LOUDSPEAKER: A loudspeaker system is built into the craft, which can be used to amplify the pilot's voice up to 90 decibels.
RADIO/VIDEO COMMUNICATION: Long range, directional communications system with satellite relay capabilities. Range: 600 miles (960 km) or can be boosted indefinitely via satellite relay.
SELF-DESTRUCT: To prevent capture of an advance variable fighter by the enemy, the pilot can activate the VA-6 self-destruct system, which will cause the fighter to explode after a delay of up to 60 minutes (time is set by the pilot). The explosive damage is contained within a 20 foot (6 m) area and inflicts 5D6x10 M.D. to everything within the radius of the explosion. All internal systems are obliterated. The escape pod will be automatically ejected prior to the explosion unless the pilot overrides the ejection sequence.
STANDARD SURVIVAL KIT: All REFs veritechs come equipped with a portable survival kit. Inside the small reinforced box is 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.)
TACTICAL LIFE SUPPORT SYSTEM: The VA-6 cockpit is pressurized, and also provides additional air feeds to the pilot's flight suit that provides him with pressurized breathing. The REF 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's blacking out in combat.
WESTINGHOUSE APY-7 MULTI-BAND INTERLEAVED MULTI-MODE RADAR SYSTEM: providing spherical very-long-range detection and tracking of targets at all altitudes in addition to medium range imaging and target identification. This system includes passive modes for "stealthy" detection of targets. (Range 500 kilometers)
2 x ZEISS/THOMSON MULTI-SPECTRUM HIGH-SENSITIVITY SCANNER BOOMS: Each boom features a 30cm CCD-equipped Schmidt-Cassegrain telescope, a 27cm IR telescopic imager, and a 24cm ultra-violet telescope. These two booms are mounted on swiveling arms, and are, when not in use in jet or VTOL mode, folded between the upper main engine sections to avoid FOD damage to the somewhat delicate optics. When used in the above modes, and under normal circumstances in Battloid mode, the optics arms are folded out into a 'T' shape for stereoscopic operation.
PHILLIPS ALL VIEW MULTI-BAND DIGITAL CAMERA SYSTEM: for medium range spherical infra-red imaging, optical and ultra-violet band detection and tracking Thomson LT-5 multi-frequency laser ranger and designator. (Range 30 kilometers)
THOMSON LT-5 MULTI-FREQUENCY LASER RANGER AND DESIGNATOR: (Range 30 kilometers)
MARCONI RADAR WARNING RECEIVER: (RWR)
OLDELFT INFRA-RED WARNING RECEIVER: (IRWR)
WESTINGHOUSE ALQ-248 ACTIVE RADAR JAMMER
WESTINGHOUSE QRC-100 INFRA-RED COUNTER MEASURES: (IRCM)
THOMSON ASD-52 SIGNAL DETECTOR /RECEIVER
SMOKE AND CHAFF DISPENSERS: 50 chaff and 50 smoke
FLARE DISPENSERS: 50 flares
COMBAT BONUSES FOR VA-6 FIGHTER TRAINING:
2 attacks per melee (plus those of the pilot and one attack for each of the two co-pilots).
Add one additional action/attack at levels eight and fourteen.
+1 to strike
+3 to parry
+0 to dodge in solder and guardian, +1 in jet mode.
+1 to roll with a punch or fall with an impact, reducing damage by half.
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