Advanced Capabilities Logan (ADCAP Logan)
While the ADCAP Logan looks much like standard Logan, the fighter is
far more advanced than the standard Logan. The fighter is derived from
the Improved Combat Efficiency (I.C.E.) Logan program developed just before
the end of the War of the Southern Cross. The ADCAP Logan is very popular
with pilots because of its flexibility. The fighter performs the same roles
as the Sky Cycles do for the Coalition States but the Logan is also used
as one of the R.E.E.F. main strike fighters as well. These fighters are
built in the R.E.E.F. Florida base in moderate numbers and earlier I.C.E.
Logans were modified to the new standards of the ADCAP Logan.
The ICE fighter program increased the output of the ion cannons, added
short range missile launchers between the engines of the fighter, removed
the external wing mounted missile launchers and replaced them with internal
wing mounted missile launchers, added superior space performance, and increased
the fighter top speed to the point that the fighter is trans-atmospheric.
The ADCAP Logan design is improved beyond the I.C.E Logan design in
several key areas. In weapon systems, the high powered lasers on either
side of the cockpit were replaced by more powerful lasers that are also
variable frequency as well, mini-missile launchers were added to the fighter,
and a new gun pod design was built for the fighter. In addition to the
weapon systems, the ADCAP Logan has a defensive force field that is a Naruni
standard super heavy force field, has an anti-missile chaff system, improved
sensor systems, added stealth systems copied from a captured Coalition
Talon Fighter, and finally the fighter had added a camouflage system similar
to the Naruni camouflage armor.
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 fighter's 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: REEF-VFL-10
Class: Veritech Fighter
Crew: One pilot. A passenger can fit in the cockpit but must
sit in the pilot's lap.
M.D.C. by Location:
| Forward Lasers (shoulders): | 60 |
| Nose Tri-Cannon: | 80 |
| Rear Short Range Missile Launcher: | 200 |
| Mini Missile Launchers (2): | 80 each |
| [1] Forearm /Shields (wings) (2): | 450 each |
| Hands(2): | 50 each |
| Legs(2): | 200 each |
| Main Engine Thrusters (2): | 200 each |
| Wings(2): | 450 each |
| Tail Fins(2): | 60 each |
| Retractable Utility Arms: | 5 each |
| E-20 Gun Pod: | 100 |
| GU-30 Rail Gun Pod: | 100 |
| Reinforced Pilots Compartment: | 250 |
| [2] Force Field (N-50 Robot): | 320 |
| [3] Main Body: | 400 |
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] The force field will stop energy attacks and fast moving objects.
Slow moving objects can pas through. It Regenerates 1 MDC per melee unless
overloaded and then cannot be activated for 12 hours if overloaded. The
force field pulls its power off of the power plant.
[3] Depleting the M.D.C. of the main body will shut the mecha down
completely, rendering it useless. Damage to the main body will also reduce
the aircraft's stealth, for every 10% of damage to the main body, reduce
the aircraft's stealth by 10% of its total. 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)
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. 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: 7.6 tons (6.9 metric tons)
Physical Strength: Equal to a P.S. 38.
Power System: FH-3005x Fusion Turbine (Has a lifespan of around
12 years)
Cargo: Minimal (Enough for weapons and small equipment for Pilot)
Black Market Cost: Not Sold, If found it would probably be worth
70 million for a new, undamaged, and fully operation fighter complete with
weapons and able to transform.
WEAPON SYSTEMS & EQUIPMENT:
- Forward Variable Frequency High-Powered Lasers:
Mounted on
either side of the cockpit. The original system has been replaced by a
system that copies the Triax TX-41 Laser pulse rifle. The weapon has 13
different possible frequencies to counter laser resistant armor. Number
7 counters USA-10 Glitterboy, Setting Thirteen is blue green and has full
range underwater, and all other setting are designed to counter other laser
resistant materials. 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: 3D6 for one cannon, 6D6 for both cannons, 1D6x10
for three round burst from one cannon, 2D6x10 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: Unlimited (Draws Power off the main engines).
- Rapid Fire Tri-Cannon:
The Tri-Cannon is an 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. Guns can be fired in all
modes
Maximum Effective Range: 8,000 feet (2,400 meters) in an atmosphere
and 12.1 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)
- Weapon Pods:
The Logan can carry either weapon pod or can
carry sensor and special equipment pods from the
standard
R.E.E.F. Aircraft Hard point Pods & Ordnance Loads
When the fighter is acting in pure fighter mode, Towed
Decoys are becoming popular.
- E-20 Hand Weapon:
Moderate energy weapon that was on the
original Logan. Not normally carried and instead the FCRG-20B Gun Pod is
carried.
Weight: 240 lbs (108.9 kg)
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)
- FCRG-20B Gun Pod:
due to the fact that the REEF personnel
run against targets that are impervious to energy weapons, The FCRG-20B
Gun pod was designed. It is designed using a Shemarrian Rail gun and ammo
and putting it into a special E-20 Style gun casing
Weight: 255 lbs (115.7 kg)
Maximum Effective Range: 6,000 feet (1,828 meters) in an atmosphere
and 9.1 miles (14.6 km) in space
Mega-Damage: 2D6x10 M.D. per round
Rate of Fire: Equal to number of combined hand to hand attacks
(usually 4-6) fired as aimed or Wild
Payload: 440 rounds (2 belts of 220 rounds)
Bonuses: +2 to Strike
- Wing Mounted Short Range Missile Launchers:
Unlike the normal
Logan, The ADCAP. Logan can transform while carrying missiles. Inside of
each wing/ shield is 3 missile tubes for a total capacity of 6 short 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 short range missile types,
assume powered range is 8 x normal in space (Go to
Revised
bomb and missile table).
Mega Damage: Varies with short range missile types (Go to Revised
bomb and missile table).
Rate of Fire: One at a time, or in volleys of two, four, or
all (six).
Payload: Six short range missiles
- Rear Short Range Missile Launchers:
Mounted on the rear of
the fighter between the engine is a missile launcher. The space between
the engines is slightly wider than that of a standard Logan. It contains
eight short range missiles and the fighter can transform with missiles
in the 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 short range missile types,
assume powered range is 8 x normal in space (Go to
Revised
bomb and missile table).
Mega Damage: Varies with short range missile types (Go to Revised
bomb and missile table).
Rate of Fire: One at a time, or in volleys of two, four, or
all (eight).
Payload: Eight short range missiles
- Forward Mounted Mini Missile Launchers:
On either side of
the Tri-Cannon and in front of the laser cannons are two Mini Missile launchers.
They were added to increase the fighter's firepower and attack capability.
Each launcher has fifteen missiles for a total of thirty 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 mini-missile types, assume
powered range is 8 x normal in space (Go to
Revised
bomb and missile table).
Mega Damage: Varies with mini-missile types (Go to Revised
bomb and missile table).
Rate of Fire: 1, 2, 4, 8, or 15
Payload: Fifteen (15) missiles per launcher for a total of Thirty
missiles (30).
- Camouflage System:
The fighter's skin is covered by a fiber-optic
material that can change colors to match the general environment. Color
change takes 1D4 melee rounds (15 to 60 seconds), in which the armor becomes
the exact same color as the predominant one in the area. In the woods or
in broken terrain, the fighter will also create stripes and blotches of
lighter and darker color like a camouflage pattern. In all cases, the fighter
is difficult to spot: -20% for others to detect ambush and detect concealment,
+5% to the wearers prowl skill, and even characters without prowl have
a 40% chance of not being seen if they stay under cover and don't move.
The system also masks infrared and thermal emissions, making the fighter's
heat invisible to infrared and thermal optics! There is only a 21% chance
of the fighter showing up on thermal systems and even then the reading/image
will seem unusual. The camouflage system is disabled after the fighter's
main body takes 200 points of damage.
- Anti-Missile Chaff Dispenser:
Located on the legs of the
Logan are two chaff dispensers. When tailed by a missile, a cloud of chaff
and other obtrusive particles can be released to confuse or detonate the
enemy's attack. Rifts Earth decoy systems are assumed to not operate against
Phase World missiles due to technological difference. Reduce effects by
20% against smart missiles (Add +20% to rolls for smart missiles.)
Effect:
01-50 Enemy missile or missile volley detonates in chaff cloud - Missiles
are all destroyed
51-75 Enemy missile or missile volley loses track of real target and
veers away in wrong direction (May lock onto another target)
76-00 No effect, missile is still on target
Also note that the chaff cloud will also blind flying monsters that
fly through cloud. They will suffer the following penalties: reduce melee
attacks/actions, combat bonuses, and speed by half. Duration: 1D4 melee
rounds.
Payload: Eight (8)
- Hand to Hand Combat:
Punch: 1D6 MD
Kick: 1D6 MD
Body Flip/ Block: 1D6 MD
Stomp: 1D4 MD
Special Equipment:
The Logan has all the standard features of a standard Robotech Veretech,
Rifts Robot, and Rifts Fighter plus these special features listed.
- Stealth Feature: Fighter has a very similar stealth feature as the
Coalition Talon fighter and has a -80% to be detected because of its stealth. Go
to General Detection
Penalties for more information on penalties and bonuses to use with stealth.
- Active Jammer: Causes -25% to detection but when it is active, other
vehicles/ bases can detect that it is jamming, and some missiles will home
in on. Jamming causes -4 to all radar guided weapons.
- Radar: Range 500 miles (805 km) in an atmosphere and 25,000 miles
(40,250 km) in space. Can identify and track up to 48 targets simultaneously,
It is also capable of Terrain Following for low altitude flight. With Combat
& Targeting Computer, the standard version can fire missiles at up
to twelve targets at the same time.
- V. A. S.: Visual magnification that multiplies all images by about
300 times which allows visual identification and tracking of fighter sized
objects out to 30 to 40 miles.
- E.S.M.: Radar Detector, Passively detects other radars being operated.
- Laser Navigational System: Allow flight at low altitude without
use of Radar. Gives a map of the Terrain.
Hand to Hand Bonuses: All pilots that have Mecha Combat Logan get Mecha
Combat ADCAP Logan automatically..
- Three hand to hand attacks per melee (plus pilots)
- +2 to roll with punch, fall, or impact (explosion), reducing damage by half.
- Body block/ tackle/ ram (1D6)
- Kick attack
- +1 to strike
- +3 to parry
- +4 to dodge in Guardian
- +6 to dodge in Jet
- +1 to initiative
- Critical strikes same as pilots hand to hand.
- One additional hand to hand at level five.
- One additional hand to hand at level ten.
[ Coalition TM, Naruni TM, and Phase World TM are trademarks owned by
Kevin Siembieda and Palladium Books Inc. ]
[ Rifts® is a registered trademark owned by Kevin Siembieda and
Palladium Books Inc.]
[ Robotech® is a registered trademark owned and licensed by Harmony
Gold USA, Inc. ]
By Kitsune (E-Mail Kitsune ).
Copyright © 1998 & 2001, Kitsune. All rights reserved.