Southern Cross "I.C.E. Logan" Veritech Fighter:


The I.C.E. Logan is a special Logan fighter that looks virtually identical to the original Logan but is in many ways a brand new fighter. The abbreviation I.C.E. stands for Improved Combat Efficiency. It was designed by Lieutenant Krystal Moor and a small team of engineers for the purpose of having an alternative to the Ajax for space use and a general improvement on the standard Logan. The program was started relatively late in the war with the Robotech Masters and by the end of the war, only a hand full of I.C.E. Logans were built. While the fighter is an excellent design, it is doubtful that the fighter would have made any difference in the war even if it had been able to be produced in large numbers. After the collapse of the Army of the Southern Cross, Lieutenant Moor, the designer, set up a small secret manufacturing facility and the I.C.E. Logans were used against the EBSIS and later against the Invid. The Fighter has not been completely replaced and is still in service in both ground and space units.


One of the most important features is the increase of thrust to weight ratio. This gives the fighter more maneuverable and increases the fighters top speed. The fighter has enough thrust to break atmosphere as well. With these improvements, the fighter is also designed so the maintenance is reduce (which is the reason why so many are still in service) and so that the fighter only uses protoculture for the control systems (The fighter does not show up on protoculture sensors). The only energy weapon that has been improved is the Tri-Laser. The output of the weapon as been increased by about 25%. Missile is where the main improvements in weaponry are. The wing mounted missile launchers are now internal to the wings and can be carried in either mode. The launchers are limited to short range missiles but the fighter can now carry three missiles. The engines has slightly more space between them and between the engines, the fighter has an additional missile launcher that has eight more short range missiles as well.


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.


Class: Veritech Fighter
Crew: One pilot. A passenger can fit in the cockpit but must sit in the pilots lap.


M.D.C. by Location:

Forward Lasers (shoulders):30
Nose Tri-Cannon:50
Rear Short Range Missile Launcher:125
[1] Forearm /Shields (wings) (2):300 each
Hands(2):30 each
Legs(2):125 each
Main Engine Thrusters (2):125 each
Wings(2):300 each
Tail Fins(2):40 each
Retractable Utility Arms:3 each
E-20 Gun Pod:80
Reinforced Pilots Compartment:200
[2] Main Body:200


Notes:
[1] The forearm shields can be used to shield the main body or body parts from damage. The character can try to block incoming attacks of any kind, punches, blasts, and even missiles, by blocking with one or both arms (missiles require both arms). Roll a parry. If successful, only the arm shields take damage.
[2] Depleting the M.D.C. of the main body will shut the mecha down completely, rendering it useless. Note: Lasers do half damage.


Speed:
Both Modes, Space: The fighter does not have an effective top speed but is limited by acceleration. Fighter can reach a top acceleration of 5.0 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.
Jet Mode, atmosphere: Mach 4.8 ( 3693.6 mph/ 5,948.6 kph), allowing it to break into space under its own power. The fighters engines do not overheat.
Guardian Mode, atmosphere: Can fly up to Mach 2.3 ( 1,769.9 mph/ 3170.2 kph)and as slow as a complete hover with a maximum altitude ceiling of 60 miles (96.6 kilometers). Can run up to 30 mph (48.3 kph)
Underwater: It can walk along the bottom of the sea floor at 25% of maximum speed. The Logan 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 Veretech 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. Double the consumption of fuel for 1.0 G of acceleration and double the consumption for every 1.0 G of acceleration beyond 1 G. this means the fighter will burn 32 times faster at 5 G than at 0.5 G. This allow the fighter about 3 hours of fuel at 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: 14 feet (4.2 meters) in Guardian
8 feet (2.4 meters) in Jet Mode
Width: 24 feet (7.3 meters) in Jet and Guardian Mode
Length: 22 feet (7 meters) in Jet and Guardian Mode
Weight: 7.5 tons (6.8 metric tons)
Physical Strength: Equal to a P.S. 35
Power System: FH-3005x Fusion Turbine (Has a lifespan of around 12 years)
Cargo: Minimal


WEAPON SYSTEMS & EQUIPMENT:

  1. Forward High-Powered Lasers (2): These weapons are the same as was carried on the original Logan and is copied from the original VF-1 Series Veritech. Guns can be fired in all modes
    Maximum Effective Range: 4,000 feet (1,200 meters) in an atmosphere and 5.3 miles (9.6 km) in space.
    Mega Damage: 6D6 per twin blast. If one laser is destroyed, reduce damage by half.
    Rate of Fire: Equal to the pilots combined hand to hand (usually 5 or 6).
    Payload: Unlimited (Draws Power off the main engines).
  2. Rapid Fire Tri-Cannon: The Tri-Cannon is a Ion Cannon and is the longest range energy weapon of the fighter. The Tri Cannon has improved firepower over the original Logan's Tri Cannon. Gun can be fired in all modes
    Maximum Effective Range: 8,000 feet (2,400 meters) in an atmosphere and 10.5 miles (19.5 km) in space.
    Mega Damage: 2D4x10
    Rate of Fire: Equal to the pilots combined hand to hand (usually 5 or 6)
    Payload: Unlimited (Draws Power off the main engines)
  3. E-20 Hand Weapon: Small but Powerful energy weapon that is carried in the hand of the fighter while in Guardian mode and under the main body. The gun can be fired in all modes. The design of the gun is from the original Logan fighter.
    Maximum Effective Range: 4,000 feet (1,200 meters) in an atmosphere and 5.3 miles (9.6 km) in space.
    Mega Damage: 1D4x10
    Rate of Fire: Equal to the pilots combined hand to hand (usually 5 or 6)
    Payload: Unlimited ( Draws Power off the main engines)
  4. Missile Tubes: Unlike the normal Logan, The I.C.E. Logan can transform while carrying missiles. Inside of each wing/ shield is 3 missiles tubes for a total capacity of 6 short range missiles instead of two missiles. Missile 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
    Payload: Six short range missiles
  5. Missile Pods: Mounted between the engines are two missile pods, they contain 8 short range missiles. Like the previous Missile tubes, it can transform with the missiles. Missile 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
    Payload: Eight short range missiles
  6. Hand to Hand Combat:
    Punch: 1D6 MD
    Kick: 1D6 MD
    Body Flip/ Block: 1D6 MD
    Stomp: 1D4 MD


Sensors & Equipment:


Hand to Hand Bonuses:




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Writeup by Kitsune (E-Mail Kitsune).


Copyright © 1998 & 2001, Kitsune. All rights reserved.



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