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.

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:

  1. 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).
  2. 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)
  3. 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.
    1. 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)
    2. 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
  4. 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
  5. 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
  6. 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).
  7. 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.
  8. 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: 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)
  9. 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.

Hand to Hand Bonuses: All pilots that have Mecha Combat Logan get Mecha Combat ADCAP Logan automatically..


[ 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.


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