VBF-5 Contra Grav Strike Beta Fighter (REF Three Galaxies):
When it was decided to upgrade the REF's fighters to Phase World Standards, the Beta was as important to upgrade as the Alpha and had large teams of engineers assigned to work on the design. The fighter looks very close to the original fighter and working with an existing design did save time but in many ways the fighters is a new design. The fighter fills many unusual roles for a fighter. It acts as a bomber, long range patrol, as critical supply transport, and to carry passengers. The Beta comes in two different Models, the Combat Version and the Shadow Version that carries the Shadow cloaking device. The fighter can still combine with an Alpha fighter and when combined, both shields combine together.
While the weapon systems were upgraded, the propulsion system upgrades in normally considered more important. The rocket thrusters were retained as being useful but the main engines were replaced by a contra-grav flight system. This enable the fighter to travel much faster and be able to enter and leave an atmosphere in all more. With the contra-grav propulsion system, a powerful inertial dampening system was put into the fighter. Because the fighter is sometimes used a personnel transport, this system was also added to the fighter. The fighters cargo/bomb bay was modified so that it can carry guided ordnance in place of just being fixed bombs. In most cases though the fighters bomb bay is fitted with a special FG FTL drive unit that takes the place of the ordnance. A special jamming device can also be fitted. Unfortunately, or fortunately as many other would see it, the REF has been unable to make a micro-fold system small enough to be fitted into the fighter.
The fighters weaponry was still important and was upgraded greatly. The missile launchers now carry the more powerful missiles in Phase World and are still considered the fighters main weaponry. For secondary weapons, the autocannon have been replaced by a powerful rail gun. Because of a lack of energy weapons, the Beta fighter had added to it some energy weapons. The fighter has powerful but small laser cannons on each forearm in battloid mode which are facing forward in fighter mode. The fighter also had a small remotely operated point defense turret added to the rear of the fighter. The only loss in weaponry is that the bomb bay is slightly smaller and cannot carry as many bombs as the original fighter could.
The veritech has increased armor compared to the original fighter and has a small but powerful shield generator to enable the fighter to withstand greater damage. The ships sensors have been upgraded and are equal to the sensor systems on Phase World fighters.
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: VBF-5C (Combat Model) and VBF-5SF (Stealth/Shadow
Model)
Class: Veritech Fighter VBF series
Crew: Three (One pilot, weapons officer, and tail gun controller),
can be piloted by one without minuses. Can fit people in bomb bay if not
otherwise occupied.
M.D.C. by Location:
[1] Sensor Head: | 80 | |
Hands (2): | 80 each | |
Shoulder Chest Missile Bays (2): | 250 each | |
Forearm Shields (2): | 600 each | |
Upper Arms (2) | 150 each | |
Top Missile Racks (2): | 100 each | |
Upper Leg missile bays: | 200 each | |
Lower Legs and Feet: | 175 each | |
Wings (2): | 200 each | |
Ordinance & Equipment Bay (Jet mode only) | 400 | |
Rocket Thrusters (3): | 200 each | |
[2] Main Body: | 750 | |
Reinforced Pilots Compartment: | 300 | |
Integral GR-1000 Gravity Rail Gun | 125 | |
Forearm Pulse Lasers (2) | 100 each | |
[3] Variable Force Field: | 300 per side (1,800 total) |
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: The veritech fighter is
laser resistant and sustains half damage from laser weaponry.
[3] Shields positions can be varied and all could be combined in one
shield. Shields regenerate at the rate of 5% (90 M.D.C.) per melee.
Speed:
Jet Mode, Flying: Mach 3 in an atmosphere. Vehicle is transatmospheric
due to Contra-Grav system. Can Hover in this mode. Can use the fighters
rockets to reach in an atmosphere.
Guardian Mode, Flying: Mach 2 in an atmosphere. Vehicle is transatmospheric
due to Contra-Grav system. Can Hover in this mode.
Battloid Mode Flying: Mach 1 in an atmosphere. Vehicle is transatmospheric
due to Contra-Grav system. Can Hover in this mode.
All Mode, Sublights: Has a special sublight engine that allows
the ship to travel up to 20 percent of the speed of light. Fighter can
accelerate/decelerate at the rate of 1.1 percent of light per melee.
All Modes, FTL drive: Can uses a special Contra-Grav FTL system
that allows the fighter to reach a maximum of 4 light years per hour. The
system takes place of all ordnance in the bay.
Battloid Mode Running: 80 Mph (128.9 Kph).
Battloid Mode Leaping: 80 feet (24.4 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: Conditionally Unlimited, the Veritech Fighter has supplies
for one person for seven days. Because the fighter main engines are anti-gravity
in nature, they do not use reaction mass and can be sustained indefinitely
in space as well. The fighter Rocket boosters do use fuel and do have a
limited duration. The Rocket Boosters provide twelve hours of operation
at full power.
Statistical Data:
Height: 35 ft (10.7 m) in Battloid, 20 ft (6.1 m) in Jet Mode,
and 28 ft (8.5 m) in Guardian Mode.
Width: 28 ft (8.5 m) at the shoulders in Battloid, 64 ft (19.5
m) in Jet and Guardian Mode
Length: 24 ft (7.3 m) in Battloid, 32 ft (9.7 m) in Jet and
Guardian Mode
Weight: 14 tons empty and 19.5 tons fully loaded
Physical Strength: Equal to a P.S. 60
Power System: Advanced Fusion (25 Years). Uses one protocuture
cells for special systems (100 Year Duration). The protoculture system
has a special anti-tampering device.
Cargo: Bomb Bay that can hold up to 12 medium bombs (approx.
6 ft. by 6 ft. by 6 ft.); It can also carry up to six passengers or four
cyclones. The bays can carry up to 3 tons of cargo instead of bombs or
passengers. Normally the bay will be occupied by an FTL drive system that
takes place of all cargo. Three Cyclones may be removed from storage compartment
which may then be used to hold cargo (up to 500 lbs each).
Market Cost: The REF does not sell their Beta design, If found
it would probably be worth 220 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:
- MM-50S Super Multi-missile System: The Beta has two MM-50
systems built into each chest/shoulder area in Battloid and accessible
on the right and left of the cockpit in Jet or Guardian mode. The retractible
systems raise their missile launchers from protective storage bays to fire
volleys of short-range missiles. The two MM-50 systems can fire independently
or simultaneously. The automatic reload system enables the pilot to fire
his entire payload of 100 missiles in one melee (this is possible by firing
both MM-50 systems simultaneously, launching 20 missiles (10 each) each
melee attack up to five times. Missile has 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)
NOTE: The MM-50S can be launched in all modes.
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 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, eight, or ten (or twenty, if both launchers are fired at the same time). Counts as one attack.
Payload: 50 missiles per each launcher, for a total capacity of 100. - Leg Short Range Missile Launchers:: Each leg has a short
range missile launcher built into the thigh. These missiles can be launched
only in Battloid mode. Missile has 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)
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 missile type (See revised Phase World / Three Galaxies Missile tables for details.)
Rate of Fire: Volleys of 2, 4, 6, 8, or 10 (all) per launcher; both launchers may be fired simultaneously.
Payload: 10 short range missiles per launcher for a total of 20. - Medium-range, Top Mounted Missiles: These are the missile
racks seen on top of the Beta in Battloid mode and recessed into the rear
of the Beta in Jet or Guardian modes. The missiles can be launched while
in any configuration. Missile has 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)
Maximum Effective Range: 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.
Mega-Damage: Varies with 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, three, or four.
Payload: Four missiles per each launcher (2), for a total of eight. - Two Long Range Missiles: These can be seen in the mid-chest
area of the Beta in Battloid, or on either side of the cockpit in Jet and
Guardian modes. These can be launched only from Jet or Guardian mode. Missile
has 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)
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.
Mega-Damage: Varies with missile type (See revised Phase World / Three Galaxies missile tables for details.)
Rate of Fire: Can fire missiles one at a time.
Payload: Two - Belly Mounted Ordnance & Equipment Bay: The fighter has
an internal bay that was originally designed for bombs but has been refitted
to carry bombs, missiles, or special modules. These special modules include
an FTL drive or a special jamming modules. Normally the fighter will not
carry ordinance but will carry the FTL drive system since it is the most
useful in most circumstances.
- Bombs & Missiles: The fighter has a large bay in the
main body that carry a wide variety of different ordnance types. Ordnance
types include missiles and bombs. Missile and bombs sizes may be mixed
between different types of ordnance but an ordnance drop or launch must
include the same type and size of ordnance. Ordnance may be carried at
the rate of four short range missiles, four light bombs, two medium range
missiles, or two medium bombs for one long range missile or heavy bomb.
Maximum Effective Range: Varies by missile type for missile and varies by altitude bombs are dropped at (See revised Phase World / Three Galaxies missile tables for details.)
Mega Damage: Varies by missile or bomb type (See revised Phase World / Three Galaxies missile tables for details.)
Rate of Fire: Ordnance is dropped or fired one at a time or in volleys of two to thirty two but must be the same size (light, medium, or heavy) and style of ordnance (all missiles or bombs in a volley.)
Payload: 32 short range missile or light bombs, 16 medium range missiles or medium bombs, or 8 long range missile or heavy bomb. Ordnance can be mixed and matched. - FTL Drive Module: This module takes the place of ordnance in the bay but gives the fighter the ability to travel up to 4 ly per hour. The addition includes both a Contra Grav FTL system and a special navigation computer for system to system navigation.
- Hurricane Jamming Module: It Creates a jamming field in a 30 mile radius in an atmosphere and 30,000 miles in space effecting all directions around the fighter. It jams all radars, radios, and all equipment that uses RF waves. Included in the jamming are all friendly forces and all equipment in fighter that is using it. When both an Alpha and a Beta fighter are connected and both have active jamming systems, all ranges are doubled. It's original design was stolen off of a Surikii fighter known as the Screamer.
- Bombs & Missiles: The fighter has a large bay in the
main body that carry a wide variety of different ordnance types. Ordnance
types include missiles and bombs. Missile and bombs sizes may be mixed
between different types of ordnance but an ordnance drop or launch must
include the same type and size of ordnance. Ordnance may be carried at
the rate of four short range missiles, four light bombs, two medium range
missiles, or two medium bombs for one long range missile or heavy bomb.
- Arm Mounted HI Laser Cannons: On each arm is a High Powered
Lasers. Fires forward in Guardian and Fighter mode.
Maximum Effective Range: 200 miles (320 km) in space and 2 miles (3.2 km) in an atmosphere.
Mega Damage: Single shot inflicts 1D4x10 M.D.C. each and three round burst inflicts3D4x10. For both arms, single shot inflicts 2D4x10 and three round burst (6 shots total) inflicts 6D4x10
Rate of Fire: Equal to the combined hand to hand attacks of the gunner (usually 4 or 5).
Payload: Effectively Unlimited . - Heavy Internal Gravity Rail Gun: Replaces the Internal GU-XX
Autocannon with a GR-1000 Rail gun. The cannon cannot be used in Battloid
mode due to position of the cannon. The cannons fires its projectiles at
a significant fraction of 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 combined when both are in range)
Rate of Fire: Equal to the combined hand to hand attacks of the pilot (usually 4 or 5).
Payload: 16,000 Rounds (400 Bursts). - Rear Point Defense Lasers in Ball Turret: Point defense lasers
are used as an anti-missile, anti-power armor, and anti-starfighter to
the rear but control from inside cockpit. Weapon can fire single shot or
three round bursts. Can be used in all modes but can only be fired to the
sides
Maximum Effective Range: 200 miles (320 km) in space and 2 miles (3.2 km) in an atmosphere.
Mega Damage: Single shot inflicts 1D4x10 M.D.C. each and three round burst inflicts3D4x10
Rate of Fire: Equal to the combined hand to hand attacks of the gunner (usually 4 or 5).
Payload: Effectively Unlimited. - 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 Improved Beta 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.
- Shadow Cloaking Device on VBF-5SF: Cloaking device that makes the fighter invisible to most sensors. Usually strikes first on first round and thereafter gets +3 to initiative. See Robotech Sentinels for more details.
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Writeup by Kitsune (E-Mail Kitsune).
Copyright © 1998, Kitsune. All rights reserved.