ROBOTECH is a sweeping science-fiction anime epic of humans defending their homeworld against alien domination. The saga is told through the eyes of characters caught up in a series of wars that erupts when a mysterious spacecraft crash-lands on Earth at the turn of the millenium.

On 10:50 PM by Rev. Dr. Eric Z. Willman in
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.