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.
- Velocity = Acceleration x Time + Initial Velocity
Distance Traveled = Acceleration x ½ x Time ² + Initial Velocity x Time
1 G = 32 feet (9.8 m) per second ²
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:
- 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. - 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. - 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 - 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 - 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) - 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:
- Radar: 200 miles (173.8 nautical miles/ 321.9 km) in an atmosphere and 10,000 miles (16,900 km) in space., can identify and track up to 144 targets simultaneously and can target 48 simultaneously.
- Radio Communications: Wide band and directional radio and video telecast capabilities. Range is 1000 miles and can communicate with up to 48 vehicles simultaneously.
- Laser Communications: Long range directional communication system. Range is 200,000 miles and can communicate with 48 vehicles simultaneously.
- Targeting Computer & Laser Targeting System: Range: 200 miles. assists in the tracking and Striking of enemy targets.
- Shadow Cloaking Device: See Robotech Sentinels
- V. A. S.: Visual magnification that multiplies all images by about
500 times which allows visual identification and tracking of fighter sized
objects out to 50 to 60 miles
All other Sensors & Equipment are normal for the vindicator
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 © 2001, Kitsune. All rights reserved.