VAF-10 Contra Grav Strike Alpha Fighter (REF Three Galaxies):


Admiral Moor, being a Veritech pilot herself originally, wished to retain the Veritechs as the REF's main fighter weaponry. To do this she had her engineers come up with revised versions of the craft. This does have one good advantage, the veritechs can act as both ground combat vehicles and as aerospace fighters. Because she perceived the need of destroids as less than originally assumed, a large number of the destroids on the various starships has been replaced with veritech fighters.


Although the fighter looks virtually identical to the original Alpha fighter did, the veritech internally is almost completely different. The biggest difference in appearance is that the nose of the fighter has one high powered laser cannon added to the nose of the fighter. The gun pod has been replaced by a powerful rail gun pod that is externally virtually identical to the original GU-XX. The rail gun, which is basically the GR-1000 Gravity Rail Gun, inflicts far more damage and has a much greater range. The fighter has retained its missile launchers with all versions carry the extra missile launchers originally carried on the shadow fighter. The fighter can also carry missiles under the wings of the fighter but they must be dropped before transforming. As might be expected, both the ships armor has been improved and variable shields have been added to the veritech. To enable the fighter to travel at much greater speeds, the original ion style engines have been replaced with contra-grav propulsion systems. A powerful inertial dampening system has also been added to allow the pilot to survive the stresses of the high accelerations. Originally there was some thoughts about constructing an FTL capable version but that was dropped in favor of better shield generators than would have been otherwise possible. The sensors have been upgraded to CCW standards


The Alpha retained the ability to combine with the Beta fighter. In addition, the Jamming and Stealth versions of the alphas have been retained.


This starfighter design uses modified starship speed and weapon range rules. See Revised Starship Rules for Phase World / Three Galaxies for more details.


(Note: The power system is fusion not anti-matter because the author’s opinion is that anti-matter is to dangerous to be used in vehicles that may be used in an atmosphere. If a starship powered by anti-matter was to detonate in an atmosphere it would cause huge planetary damage. At GM option, this can also be applied to all starfighters or this fighter can be changed to anti-matter.)


Model Type: VAF-10C (Combat Model), VAF-10ECM (ECM/Hurricane Model), VAF-10SF (Stealth/Shadow Model)
Class: Veritech Fighter VAF series
Crew: One pilot. A passenger can fit in the cockpit but must sit in the pilots lap.


M.D.C. by Location:

Head:80
[1] Head Sensor Unit:60
Hands(2):60 each
Forearm/ Missile Pods (2):80 each
Shoulders/ Missile Pods (2):120 each
Upper Legs (2):180 each
Lower legs/ Missile Pods(2):225 each
Wings(2):200 each
Tail (2 Fins):100 each
[2] Variable Force Fields:200 per side (1,200 total)
[3] Main Body:550
Reinforced Pilots Compartment:250
GU-1000GR Gravity Rail Gun Pod:100


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] Shields positions can be varied and all could be combined in one shield. Shields regenerate at the rate of 5% (60 M.D.C.) per melee
[3] Depleting the M.D.C. of the main body will shut the mecha down completely, rendering it useless. Note: The veritech fighter is laser resistant and sustains half damage from laser weaponry.


Speed:
Jet Mode, Flying: Mach 6.5 in an atmosphere. Vehicle is transatmospheric due to Contra-Grav propulsion system. Can Hover in this mode.
Guardian Mode, Flying: Mach 4 in an atmosphere. Vehicle is transatmospheric due to Contra-Grav propulsion system. Can Hover in this mode.
Battloid Mode, Flying: Mach 1 in an atmosphere. Vehicle is transatmospheric due to Contra-Grav propulsion system. Can Hover in this mode.
Alls Modes, Sublight: Has a special sublight engine that allows the ship to travel up to 40 percent of the speed of light. Fighter can accelerate/decelerate at the rate of 1.5 percent of light per melee.
Battloid Mode Running: 100 Mph (160.9 Kph).
Battloid Mode Leaping: 100 feet (30.5 meters) up or across without using thrusters.
Underwater: It can walk along the bottom of the sea floor at 25% of maximum speed. The Alpha 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: Virtually unlimited, the Veritech Fighter has supplies for one person for seven days. Because the fighter are anti-gravity in nature, they do not use reaction mass and can be sustained indefinitely in space as well.


Statistical Data:
Height: 28 feet 7 inches (18.75 meters) in Battloid, 15 feet (4.6 m) in Jet Mode
Width: 13 feet (4.3 meters) at the shoulders in Battloid, 22 feet (6.7 meters) in Jet and Guardian Mode
Length: 36 feet (11 meters) in Jet and Guardian Mode
Weight: 12 tons empty and 17 tons fully loaded
Physical Strength: Equal to a P.S. 55
Power System: Advanced Fusion (25 Years). Uses one protoculture cells for special systems (100 Year Duration). The protoculture system has a special anti-tampering device.
Cargo: None except for cyclone storage space (up to 500 lbs).
Market Cost: Not Sold, If found it would probably be worth 150 million for a new, undamaged, and fully operation fighter complete with weapons, able to transform, and having cloaking device or other special equipment


WEAPON SYSTEMS & EQUIPMENT:

  1. MM-80 multi missile system: Increases from original payload of 60. The system carries 80 short range missiles with 10 each Shoulders, 14 each Forearm, 16 each Lower Leg. Special sublight missiles are used in place of conventional missiles. Missiles have a top speed of Mach 10 in an atmosphere and in space has an acceleration of 4% of light per turn (faster than any starship except if it is acceding it maximum safe acceleration).Missiles can be launched on multiple targets simultaneously. Smart Missiles are normally used in launchers.
    Maximum Effective Range: Short Range Missile range is 10 miles (16.1 km) in an atmosphere and 500 miles (804.7 km) in space.
    Mega Damage: Varies with phase world missile type (See revised Phase World / Three Galaxies missile tables for details.)
    Rate of Fire: Can fire missiles one at a time or in volleys of two, four, eight, sixteen, Thirty, or all (60). The number of volleys a character can fire is equal to his/her combined hand to hand attacks per melee. One volley counts as one attack regardless of number of missiles.
    Payload: a maximum capacity of 80 short range missiles (10 each Shoulders, 14 each Forearm, and 16 each Lower Leg)
  2. GR-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. Special sublight missiles are used in place of conventional missiles. Missiles have a top speed of Mach 10 in an atmosphere and in space has an acceleration of 4% of light per turn (faster than any starship except if it is acceding it maximum safe acceleration). Missiles can be launched on multiple targets simultaneously. Smart Missiles are normally used in launchers.
    Maximum Effective Range: Short Range Missile range is 10 miles (16.1 km) in an atmosphere and 500 miles (804.7 km) in space.
    Mega Damage: Varies with phase world missile type (See revised Phase World / Three Galaxies missile tables for details.)
    Rate of Fire: Can fire missiles 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/her 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. Wing Hardpoints: The VAF-10 has four hard points (2 per wing) which can be used to mount missiles and other ordnance for heavy assaults and bombardments. The fighter can various types of missiles on the hardpoints of the fighter. These missiles must be dropped prior to transformation into battloid mode. Each hard point can carry 1 long range missile, 2 medium range missiles, 4 short range missiles, or a mini-missile pod. The fighter can carry different missiles on different hard points but all missiles on a hard point must be the same size of missile. Most often carried are either long range missiles or mini-missile packs
    1. Missiles: Each hard point can carry 1 long range missile, 2 medium range missiles, or 4 short range missiles. Long Range Missiles have a top speed of Mach 20 in an atmosphere and in space has an acceleration of 8% of light per turn (far faster than any starship.) Medium Range Missiles have a top speed of Mach 15 in an atmosphere and in space has an acceleration of 6% of light per turn (faster than any starship except a fighter acceding it maximum safe acceleration). Short Range Missiles have a top speed of Mach 10 in an atmosphere and in space has an acceleration of 4% of light per turn (faster than any starship except if it is acceding it maximum safe acceleration) Missiles can be launched on multiple targets simultaneously. Smart Missiles are normally used by the fighter.
      Maximum Effective Range: Long Range Missile range is 3,400 miles (5,470 km) in an atmosphere and 1,800,000 miles (2,897,000 km/9.7 light seconds) in space, Medium Range Missile range is 160 miles (257.5 km) in an atmosphere and 80,000 miles (128,750 km/0.43 light seconds) in space, and Short Range Missiles range is 10 miles (16.1 km) in an atmosphere and 500 miles (804.7 km) in space.
      Mega-Damage: Varies with phase world missile type (See revised Phase World / Three Galaxies missile tables for details.)
      Rate of Fire: Can fire missiles one at a time or in volleys of two (2) or four (4) missiles. The number of volleys a character can fire is equal to his/her combined hand to hand attacks per melee. One volley counts as one attack regardless of number of missiles.
      Payload: 1 Long Range Missiles, 2 Medium Range Missiles, or 4 Short Range missiles per Hard Point
    2. Mini-Missile Pods: Mach 10 in an atmosphere and in space has an acceleration of 2% of light per turn (slightly faster than any starship except if it is acceding it maximum safe acceleration)
      Maximum Effective Range: Mini-Missile range is 2 miles (3.2 km) in an atmosphere and 100 miles (161 km) in space.
      Mega-Damage: Varies with missile type (See revised Phase World / Three Galaxies missile tables for details.)
      Rate of Fire: Volleys of two, four, or eight
      Payload: 15 per launcher; up to 30 maximum.
  4. Nose Hi Intensity Laser Cannon (1): A Laser Cannon is fitted onto the nose of the fighter in a similar position to where the Old VF fighters carried their nose lasers; However, they are far more powerful and have better range. The weapon is not quite as powerful as the rail gun pod is. This laser cannons gives the fighter what is most needed originally, a weapon that does not rely on ammunition. The design of the weapon system is copied from similar Phase World weapon systems.
    Maximum Effective Range: 5 miles (8 km) in atmosphere, 500 miles (805 km) in space.
    Mega Damage: 1D4x10 M.D.C. for single shot and 3D4x10 for Three round burst (Counts as one attack)
    Rate of Fire:Equal to the pilots combined hand to hand (usually 5 or 6)
    Payload: Effectively Unlimited.
  5. Handheld / Pod Mounted Weapon Systems (3): The fighter has two location on the fuselage for carry weapons and one location on top of the fighter. When the fighter transforms to Battloid mode, the weapons become handheld with the ability to only carry two of the weapons and the third (if carried) must be dropped. For this reason, only two are normally issued. The standard is that the combat and ECM models carries two GU-1000GR Gravity rail Gun and the shadow model carries one Gravity Rail Gun and one Destablizer.
    1. GU-1000GR Gravity Rail Gun: If the fighter is carrying two of the rail guns under the body of the fighter, they may be combined for greater damage but if a rail gun is mounted on top of the fighter, it cannot be combined with any others. The cannons fires its projectiles at close to the speed of light so it can use the cannon at high sublight speeds.
      Maximum Effective Range: 16 miles (25.8 km) through atmosphere and 1,600 miles (2,580 km) in space.
      Mega-Damage: Rail gun inflicts 4D6x10 M.D.C. for a 40 round burst (Both weapons do 8D6x10 when two rail guns are combined)
      Rate of Fire: Equal to the combined hand to hand attacks of the pilot (usually 4 or 5).
      Payload: 1,600 Rounds (40 bursts) per clip. Carries an extra clip in each leg.
    2. Super EU-13 Destablizer: This cannon is normally only carried on the Shadow model. Due to special power linkages, the cannon is carried on top of the Alpha in fighter mode and is mounted on the shoulder of the Alpha in battloid mode. The weapon draws power from the fighter and can fire a special burst of energy that will disrupt force fields and will punch a hole that is 10 + 2D6 feet wide. The weapon has been updated since the REF got to the Three Galaxies and the beam has been refined to allow for a greater range. The weapon is a little underpowered when compared to most phase world weaponry
      Maximum Effective Range: 8000 feet (2438 meters) through atmosphere and 150 miles (241 km) 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 when connected to power supply (40 shots if not)
  6. Optional Hand to Hand: Treat as normal hand to hand combat except increase the damages as listed.
      Restrained Punch: 2D6 M.D. in Battloid or Guardian Mode
      Full Strength Punch: 6D6 M.D. in Battloid mode
        4D6 M.D. in Guardian mode.
      Power Punch: 2D6x10 M.D. in Battloid Mode
      Kick: 6D6 M.D. in Battloid or Guardian Mode
      Stomp: 2D4 M.D. in Battloid or Guardian Mode but limited to targets no more than 12 feet tall.
      Body flip: 4D4 M.D.


Special Equipment:
The Alpha has all the standard features of a standard Robotech Recon Alpha Fighters, Rifts CAF Robot, and Rifts CAF Star Fighter plus these special features listed.




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Writeup by Kitsune (E-Mail Kitsune).


Copyright © 1998, Kitsune. All rights reserved.



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