VF-1VS-X Super Vindicator Mk II Fighter (REF Three Galaxies):
Before taking command of the RFS Minerva, Scarlet Moor was a famous fighter pilot. Even though not an original Veritech pilot from off the SDF-1, she still made quite a name for herself. Like many of the old generation of fighter pilots, she did not like the new Alpha fighter even though she was a capable pilot in the smaller fighter as well. Scarlet was one of the test pilots for the Super Vindicator fighter and it was her mainstay until she was asked to take command of the lead ship of the Minerva class. The Super Vindicator design was the latest in a long line of fighters starting with the first veritech fighter produced. Even once she became commander of the new vessel, she kept a Super Vindicator. She never felt safe on shuttle craft and would instead fly herself when she needed to report onboard another vessel or planet-side.
As might be expected, when the Minerva and her crew were rifted to the Three Galaxies, it would be one of the first fighters that Commander Moor would want upgraded. Engineers quickly took the task in hand. Like the Alpha and Beta fighters, the design was completely rebuilt. The new fighter could literally fly circles around the original Super Vindicator. The new fighter had several times the new one as well. While the Mark II as it became known looks extremely close to the original design, the fighter is really virtually a whole new design. A very flexible design, the Mark II became very popular with the pilots. Many prefer the fighter over the Alpha and Beta fighters. There is a rumor that Admiral Moor keeps the original prototype of the Mark II along with her original Super Vindicator in a personal collection.
One of the overall changes that is easily notices is the redesign of the booster. Instead of mounting thrusters so the fighter is trans-atmospheric (which the new contra-grav engines have little problem with) a small C-G faster than light drive is mounted in the nacelles. The drive is limited to two light years per hour but the fighter makes an excellent scout fighter because of them. The original thrusters are replaced by contra-grav engines and while the fighter is not as fast as the Alpha fighter in sublight, the acceleration is still respectable. As with most REF designs in Phase World, the new design uses a powerful fusion reactor instead of relying purely on protoculture. Protoculture still runs the neural link controls but the amount used is minimal compared to the original Super Vindicator. Like the Vindicator and Super Vindicator, the Mark II mounts the shadow cloaking device. Electronics have been brought up to the standards of fighters within the Three Galaxies. As well, the fighter has improved armor and mounts a powerful variable force field. All of this makes the new fighter very difficult to kill.
As with most designs, the improvements in the weapon systems was as important as improving the mobility of the improved fighter. All of the missile launchers were fitted to fire the more advanced missiles in the Three Galaxies. Payload in the short range missile launchers has been increased so that the fighter can carry ninety of them in the new MM-90 launcher and thirty two on the GR-16 launchers on the shoulders. The booster pack retains the capacity for missiles although it has not been increased as is limited to thirty-two medium range and two long range missiles. While they have to be dropped when the fighter transforms to Battloid form, the fighter also adds six missile hard points per wing. These give the fighter the ability to fire large volleys of missiles although the hard points are not designed to carry cruise missiles. The Destablizer could not be improved as much as the other weapons on the fighter although the power output has been improved by about fifty percent and space range has been vastly increased. Still, the weapon is incredibly effective against force fields. Unlike the alpha, the vindicator is only designed to carry a single pod type weapon. To compensate for the lack in power of the Disruptor, a pair of pulse lasers have been added to the nose of the Vindicator.
This Mecha uses modified starship speed and weapon range rules. See Revised Starship Rules for Phase World / Three Galaxies for more details.
Model Type: VF-1VS-X
Class: Veritech Fighter, Improved 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: | 120 | |
Hands (2): | 75 each | |
Forearm/ Missile Pods (2): | 110 each | |
Shoulders/ Missile Pods (2): | 225 each | |
Upper Legs (2): | 225 each | |
Lower legs/ Thrusters/ Missile Pods (2): | 350 each | |
Wings (2): | 450 each | |
Tails (2): | 150 each | |
CG-FTL Drive / Missile Launchers (2): | 450 each | |
Super EU-14 Destabilizer: | 250 | |
Reinforced Pilots Compartment: | 350 | |
[2] Main Body: | 850 | |
[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: Lasers do half damage to
all hit locations due to armor being special laser resistant materials
[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 5.5 in an atmosphere. Vehicle is transatmospheric
due to Contra-Grav propulsion system. Can Hover in this mode.
Guardian Mode, Flying: Mach 3.5 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 1.4 percent of light per melee.
All Modes, FTL drive: Has a special Contra-Grav FTL system mounted
in the booster that allows the fighter to reach a maximum of 2 light years
per hour.
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: 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: 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: 24 tons (21.77 metric tons) without boosters and 33
tons (29.94 metric tons) with boosters
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 1000 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:
- MM-90 multi missile system: Increases from original payload
of 70 on the original Vindicator. The system carries 90 short range missiles
with 12 each Shoulders, 15 each Forearm, 18 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 (90). 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 90 short range missiles (12 each Shoulders, 15 each Forearm, and 18 each Lower Leg) - GR-16 Shoulder Launched Missile System: Upgraded version
of the launcher carried on the Shadow Fighters, carries an additional pair
of missile launchers in upper chest and adds an extra 32 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 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. - 32 Medium Range, FTL 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. Weapon
system is used for hitting enemy robots, fighters, and missiles. Weapon
system is also used for anti-cruise missile. Missile has a top speed of
Mach 15 in an atmosphere and in space has an acceleration of 6% of light
per turn. Launchers can launch on multiple targets at the same time.
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 medium range missile types (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), four (4), eight (8), sixteen (16), or thirty-two (32 - all) missiles. 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 - Two long Range Missiles: Mounted in the boosters, one each,
Surrounded by medium range missiles. Missile has a top speed of Mach 20
in an atmosphere and in space has an acceleration of 8% of light per turn
(faster than any starship.) Whether weapons can be shot down is calculated from
the speed of target, launcher, and missile. When drive goes dead, missile
will continue to travel in a straight line unless set to self destruct but has very low odds of
hitting star ships (Great for hitting bases and planets because target
does not move and missile, when unpowered, is at -25% to be detected.) Long range missiles
do not have penalties to hit small targets, unlike cruise missiles, and are
all considered smart missiles. Launchers can launch on multiple targets
at the same time.
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 long range missile type (See revised Phase World / Three Galaxies missile tables for details.)
Rate of Fire: Can fire missiles one at a time.
Payload: Two - Wing Hardpoints: The Super Vindicator has six hard points
(three 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
- 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 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 - 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 mini-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.
- 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.
- Nose Hi Intensity Laser Cannons (2): Two 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 for one cannon, 2D4x10 for both cannons, 3D4x10 for three round burst from one cannon, 6D4x10 for three round burst from both barrels (6 total shots)
Rate of Fire:Equal to the pilots combined hand to hand (usually 5 or 6)
Payload: Effectively Unlimited. - Super EU-14 Destablizer: Powerful energy weapon for use on
Super Vindicator Mk II. Due to special power linkages, the cannon is carried
on the bottom of the Vindicator in fighter mode and is mounted on the shoulder
of the Vindicator 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 20 + 4D6 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. 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, GU-1000GR, E-20,
EU-12, EU-13, Gladiator Mace, and other Hand Held weapon systems for Veritechs
and Mecha.
Maximum Effective Range: 12,000 feet (3,657.6 meters) through atmosphere and 225 miles (362.1 km) in space.
Mega Damage: 2D6x10 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) - 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.
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.
Hand to Hand Bonuses:
- Three hand to hand attacks per melee (plus pilots).
- +3 to roll with punch, fall, or impact (explosion),reducing damage by half.
- Body flip/ throw; 1D4 damage plus victim loses initiative and one attack that melee. Possible only in Battloid mode.
- Kick attack.
- +2 to strike.
- +3 to parry.
- +3 to dodge in Battloid.
- +5 to dodge in Guardian.
- +7 to dodge in Jet.
- +3 to initiative.
- Critical strikes same as pilots hand to hand.
- One additional hand to hand at level six.
- One additional hand to hand at level eleven.
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Writeup by Kitsune (E-Mail Kitsune).
Copyright © 2006, Kitsune. All rights reserved.