R.E.F. VF-1VS Super Vindicator Veritech Fighter:


The Super Vindicator is derived from the original Vindicator fighter. One problem that the REF was having is that they had no fighter that would do a good job with command and control. This is the main reason why the Super Vindicator was developed but it was also developed because some weakness were found with most of the fighter designs. Few designs were capable of high speeds and acceleration. There was also seen the need to develop a aerospace superiority fighter, a fighter that could conceivably beat any other Mecha from any race if space combat. Dr Lang put one of his best assistants to work on the design. This person was Dr Philip LaSalle who also helped to later develop the Micronized Female Zentraedi Power Armor. The test pilot of the fighter was then Lieutenant Commander Scarlet Moor. While the fighter was only produced in relatively small numbers, it was preferred by many pilots and most leaders were offer the fighter as their main fighter.


Like the original Vindicator, the fighter was designed around carrying a shadow cloaking device. This allows the fighter to attack with surprise in most cases. A new feature was added to the skin of the fighter. The fighters pain has the ability to change colors. The choices are a very dark grey (almost black) for use in space and a lighter grey (such as modern US fighters) for atmospheric use. Because speed was a problem, the engines were beefed up when compared to standard Vindicator engines. This is not the only addition to increase seep though. The fighter has two extra boosters modeled after the ones carried on the Super Veritech but the engines instead work like those carried on the Beta fighter but are slightly smaller. In appearance they are far more rounded that those carried on the Super Veritech. The Boosters have internal missile compartments near the front that allow for a greatly increased missile payload. Unlike the earlier Super Veritech boosters, these boosters do not need to detach before the fighter enters an atmosphere or transforms and are generally only detached in case of emergency. This could occur if one is badly damaged an is effecting the fighters atmospheric performance. The fighter carries the standard missile launchers of a Vindicator but also carries the extra missile launchers that are carried by a Alpha style shadow fighter. The gun has also been upgraded so it has both a longer range and inflicts more damage.


To be more accurate, this fighter follows theoretical information about starships operating non chemical propulsion in space. This has meant much greater speeds and accelerations. Listed is the formula to allow player and game masters to calculate the fighters velocity.


Model Type: VF-1VS
Class: Veritech Fighter VF series; Nicknamed "Angel of Death."
Crew: One pilot. A passenger can fit in the cockpit but must sit in the pilots lap.


M.D.C. by Location:

[1] Sensor Head:80
Hands (2):50 each
Forearm/ Missile Pods (2):75 each
Shoulders/ Missile Pods (2):125 each
Upper Legs (2):125 each
Lower legs/ Thrusters/ Missile Pods (2):175 each
Wings (2):200 each
Tails (2):75 each
Booster/ Missile Launchers (2):200 each
[2] Main Body:450
Reinforced Pilots Compartment:200 each
EU-14 Destabilizer:125


Notes:
[1] Depleting the M.D.C. of the head sensor will impair the pilots sensory and targeting equipment. Long-Range radar is greatly diminished, leaving an effective range of one mile(1.6 Km). Radio and laser communications are lost. Short range radio backup provides a 60 mile (96 Km) range. Laser targeting is destroyed causing a -1 to strike.
[2] Depleting the M.D.C. of the main body will shut the mecha down completely, rendering it useless. Note: Lasers do half damage to all hit locations due to armor being special laser resistant materials


Speed:
Fighter Mode, Space: The fighter does not have an effective top speed but is limited by acceleration. Without using boosters, the fighter can reach a top acceleration of 4.5 Gs. With boosters, the fighter can reach a top acceleration of 9 Gs. The fighter will often travel at an acceleration of 0.5 to 1 G for extended periods for patrol. Because the fighter is mostly unshielded from the effects of radiation and hypervelocity atomic particles, the fighter is not operated at speeds exceeding 20% of the speed of light.
Fighter Mode, Atmosphere: 3,410.8 mph (Mach 4.6 / 5490 kph) with a suborbital ceiling of 100 miles (160.9 km) without using rocket boosters. If the boosters are used, the fighter can easily reach 6,154.1 mph (Mach 8.3 / 9,904 kph) and can achieve full orbit easily.
Guardian Mode, Space: The fighter does not have an effective top speed but is limited by acceleration. In Guardian mode, the fighter can reach a top acceleration of 2 Gs. The same restrictions apply to Guardian Mode as they do in fighter mode.
Guardian Mode, Atmosphere: 1,334.6 mph(Mach 1.8 / 2,147.8 kph) maximum with a maximum ceiling of 50,000 feet (15,240 meters)
Battloid Mode, Space: The fighter does not have an effective top speed but is limited by acceleration. In Battloid mode, the fighter can reach a top acceleration of .6 Gs. The same restrictions apply to Guardian Mode as they do in fighter mode.
Battloid Mode, Atmosphere: Hover Stationary to about 500 mph (804 kph) with a maximum altitude ceiling of about 10,000 feet (3048 meters).
Battloid Mode Running: 100 mph (160.9 kph).
Battloid Mode Leaping: 100 feet (30.5 meters) up or across without using thrusters, 400 feet (122 meters) with thruster assistance.
Underwater: It can walk along the bottom of the sea floor at 25% of maximum speed. The Veritech can also use its thrusters to travel up to a maximum speed of 50 mph (80 km)
Maximum Ocean Depth: 1 mile (1.6 km)
Maximum Effective Range: Unlimited in an atmosphere, the Veritech Fighter has supplies for one person for seven days.
Conditional in space, The fighter carries 4 days of reaction mass for travel at 0.5 G of acceleration without the tanks in the boosters. Double the consumption of fuel for 1.0 G of acceleration and 1.5 G of acceleration. Also double the consumption for every 1.0 G of acceleration beyond 1.5 G. this means the fighter will burn 16 times faster at 4.5 G than at 0.5 G. This allow the fighter about 3 hours of fuel at 4.5 G. The boosters add an additional 4 days of fuel but when boosters are activated as well, the fighter burns fuel eight as fast as the fighter does as 4.5 G. The fighter will often accelerate for a period of time and then shut down the engine and travel using the fighter velocity. If the fighter uses more than half of its reaction mass when accelerating, the fighter will be unable to decelerate fully and the fighter will normally only use a third or less of its fuel on accelerating so it does not run into a problem. If the fighter runs out of fuel then it must be recovered by another vehicle traveling faster or be lost.


Statistical Data:
Height: 46 ft (14 m) in Battloid mode, 55 ft (16.7 m) with Boosters in Battloid mode, 29.6 ft (9 m) in Guardian mode, 32 ft (9.7 m) with Boosters in Guardian mode, 22 ft (6.7 m) in Jet mode, and 24 ft (7.3 m) with Boosters in Jet mode
Width: 20 ft (6.1 m) at the shoulders in Battloid mode, 46 ft (14 m) in Jet and Guardian mode, and 52.8 ft ( 16.1 m) with Boosters in Jet and Guardian Modes
Length: 47 ft (14.3 m) in Jet and Guardian Mode
Weight: 22 tons (19.95 metric tons) without boosters and 29 tons (26.3 metric tons) with boosters
Physical Strength: Equal to a P.S. 40
Power System: Uses 16 Protocuture cells for a duration of about one year
Cargo: None except for cyclone storage space (up to 1000 lbs).


WEAPON SYSTEMS & EQUIPMENT:

  1. MM-70 multi missile system: Weapon system is carried on a standard Vindicator. Similar to the MM-60 missile launcher system used in the VAF-6 and VAF-7 Alpha Fighters but has a higher capacity. A total of 70 short range missiles are included; with Shoulders: 10 each arm, Forearm: 12 each arm, and Lower Leg: 13 each leg. Missiles are assumed to accelerate at 2 times normal mach speed in Gs greater than the starships speed when used in space. Missiles can be launched at non moving targets beyond the powered range of the missiles to hit targets without the chance of the launching ship being hit by missiles itself but penalties exist when launching missiles beyond normal missile range.
    Maximum Effective Range: Varies with short range missile types, assume powered range is 8 x normal in space.
    Mega Damage: Varies with short range missile types.
    Rate of Fire: One at a time or in volleys of two, four, eight, sixteen, or all (70). The number of volleys a character can fire is equal to his combined hand to hand attacks per melee. One volley counts as one attack regardless of number of missiles.
    Payload: A maximum capacity of 70 short-range missiles.
  2. GU-12 Shoulder Launched Missile System: Identical to a Shadow Fighters, carries an additional pair of missile launchers in upper chest and adds an extra 24 short range missile.Missiles are assumed to accelerate at 2 times normal mach speed in Gs greater than the starships speed when used in space. Missiles can be launched at non moving targets beyond the powered range of the missiles to hit targets without the chance of the launching ship being hit by missiles itself but penalties exist when launching missiles beyond normal missile range.
    Maximum Effective Range: Varies with short range missile types, assume powered range is 8 x normal in space.
    Mega Damage: Varies with short range missile types.
    Rate of Fire: One at a time or in volleys of two, four, six, twelve or all (24). The number of volleys a character can fire is equal to his combined hand to hand attacks per melee. One volley counts as one attack regardless of number of missiles.
    Payload: A maximum capacity of 24 short-range missiles.
  3. 32 Medium Range, Booster Mounted Missiles: These missiles are in the forward part of the Booster around the two long range Missiles. Caries a total of sixteen medium range missiles in each launcher. Missiles are assumed to accelerate at 2 times normal mach speed in Gs greater than the starships speed when used in space. Missiles can be launched at non moving targets beyond the powered range of the missiles to hit targets without the chance of the launching ship being hit by missiles itself but penalties exist when launching missiles beyond normal missile range.
    Maximum Effective Range: Varies with medium range missile types, assume powered range is 8 x normal in space.
    Mega Damage: Varies with medium range missile types.
    Rate of Fire: One at a time or in volleys of two, four, eight, sixteen or all (32). One volley constitutes one melee attack, regardless of the number of missiles fired.
    Payload: 16 missiles each booster for a maximum of 32 medium range missiles
  4. Two long Range Missiles: Mounted in the veritech's boosters, one each, Surrounded by medium range missiles. Missiles are assumed to accelerate at 2 times normal mach speed in Gs greater than the starships speed when used in space. Missiles can be launched at non moving targets beyond the powered range of the missiles to hit targets without the chance of the launching ship being hit by missiles itself but penalties exist when launching missiles beyond normal missile range.
    Maximum Effective Range: Varies with long range missile types, assume powered range is 8 x normal in space (Use new missile/bomb tables).
    Mega-Damage: Varies with short range missile type.
    Rate of Fire: One at a time.
    Payload: Two
  5. EU-14 Destablizer: Powerful energy weapon for use on Super Vindicator. When mounted on the shoulders of a Vindicator draws additional energy from the Vindicator and can fire a special burst of energy that will disrupt force fields punching a hole 20 + 4D6 foot hole in the force field. Other Hand Held Weapon Systems: While the Super Vindicator will normally carry the EU-14 as standard, it can carry other handheld weapons including the GU-11, GU-XX, E-20, EU-12, EU-13, Gladiator Mace, and other Hand Held weapon systems for Veritechs and Mecha.
    Maximum Effective Range: 8000 feet ( 2400 meters) with eight times range in space.
    Mega Damage: 2D4x10 M.D.C.
    Rate of Fire: Equal to the pilots combined hand to hand (usually 5 or 6)
    Payload: Unlimited ( Draws Power off the main engines)
  6. Hand to Hand Combat:
    Punch: 1d6 MD
    Kick: 1d6 MD
    Leap Kick: 2d6 MD Body Flip/ Block: 1d6 MD
    Stomp: 1d4 MD


Sensors & Equipment:
The Super Vindicator is equipped with all standard systems for REF Veritechs and these are in addition to the standard sensors and equipment for REF Veritechs:


Hand to Hand Bonuses:




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Writeup by Kitsune (E-Mail Kitsune).


Copyright © 2001, Kitsune. All rights reserved.



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