VAF-8+ Contra Grav Alpha Fighter:
This fighter is a redesigned version of the Alpha Fighter used by the
Sentinels against the Invid. This design is physical identical to a standard
alpha except the nose of the fighter is slightly longer and will often
carry external ordnance. While this fighter design is not operated by REEF
units in Florida, it is operated by other REEF units outside of Florida
Base. Most are painted grey or camouflage. There are three models, a standard
model, and ECM model that has jamming gear, and a stealth model that carries
the same equipment as a shadow fighter.
This fighter was designed by Lieutenant Kamako Kantako, an REF Field
Scientist. Before having been rifted to Rifts Earth, Lieutenant Kamako
Kantako had been one of the members of the design board that was working
on more advanced versions of the various Veritech fighters. When the plans
for the VAF-8+ were drawn up, many of the additions that had been planned
for the next generation alpha fighter were added when possible. The most
important item was to reduce the vehicle's dependency on protoculture.
This was done by putting a high efficiency fusion reactor in the Alpha.
The next most important item was adding nose lasers. The ones selected
by Lt. Kantako were copied were those from the TX-41 Giant laser rifle.
Also important but not as important was increasing the missile ordnance
of the fighter. This was done by three separate modifications. This was
by increasing the capacity of the standard launchers by 10 missiles, adding
the GR-12 missile launchers that were designed for the original shadow
fighters, and adding external ordnance pods and racks. Because rail guns
designed in Rifts are far more powerful than the original auto cannons
were, the auto cannons have been replaced by a heavy rail gun. The sensors
have been vastly improved, using top of the line sensor designs found in
fighters from Rifts. The flight system was totally redesigned after Lt.
Kantako was able to study a purchased Naruni Crescent Moon's contra grav
flight system. She designed a flight system for the new Alpha that works
the same way but is different enough from the original one on the Crescent
Moon to not have Naruni irritated yet still have the same performance.
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: VAF-8C+ (Combat Model), VAF-8ECM+ (ECM/Hurricane
Model), VAF-8SF+ (Stealth/Shadow Model)
Class: Veritech Fighter VAF series
Crew: One pilot. A passenger can fit in the cockpit but must
sit in the pilot's lap.
M.D.C. by Location:
| Head: | 75 |
| [1] Head Sensor Unit: | 50 |
| Hands (2): | 50 each |
| Forearm/ Missile Pods (2): | 60 each |
| Shoulders/ Missile Pods (2): | 100 each |
| Upper Legs(2): | 150 each |
| Lower Legs/ Missile Pods(2): | 200 each |
| Wings (2): | 150 each |
| Tail Fins (2): | 75 each |
| Gun Pods (Various) | 100 |
| Reinforced Pilots Compartment: | 175 |
| [2] Main Body: | 500 |
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 due
to armor being special laser resistant materials
Speed:
All Modes, Space: The fighter does not have an effective top
speed but is limited by acceleration. Fighter can reach a top acceleration
of 6.0 Gs.
Jet Mode, atmosphere: Mach 5.5 ( 4,232.3 mph/ 6811.2 kph). Vehicle
is trans-atmospheric due to Contra-Grav system and can hover in this mode.
Guardian Mode, atmosphere: Mach 2.5 (1,923.8 mph / 3096.1 kph).
The vehicle is trans-atmospheric due to Contra-Grav system and can hover
in this mode.
Battloid Mode Flying, atmosphere: Mach 1.0 (769.5 mph /1238.4
kph). The vehicle is trans-atmospheric due to Contra-Grav system and can
hover in this mode.
Battloid Mode Running: 100 Mph (160.9 kph).
Battloid Mode Leaping: 100 feet (30.5 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)
Range: Unlimited, the Veritech Fighter has supplies for one
person for seven days. Because the fighter is anti-gravitic in nature,
they do not use reaction mass and can be sustained indefinitely in space
as well.
Statistical Data:
Height: 28 feet 7 inches (8.75 meters) in Battloid, 15 feet
(4.6 meters) in Jet Mode
Width: 13 feet (4.3 meters) at the shoulders in Battloid, 22
ft (6.7 meters) in Jet and Guardian Mode
Length: 36 feet (11 meters) in Jet and Guardian Mode
Weight: 12 tons empty and 17 tons fully loaded
Physical Strength: Equal to a P.S. 50
Power System: Nuclear Fusion (15 Years). Uses four protoculture
cells for special systems (100 Year Duration)
Cargo: None except for cyclone storage space (up to 500 lbs).
Black 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
WEAPON SYSTEMS & EQUIPMENT:
- MM-70B Multi-missile System:
Similar to the MM-60 missile
launcher system used in the VAF-6 and VAF-7 Alpha Fighters, the MM-70B
retains the same electronic systems but can include an additional 10 SRMs
due to the designed body of the VAF-8+. A total of 70 short range missiles
are included; Shoulders: 8 each, Forearms: 12 each (6 on both sides of
the arm), Lower Legs: 15 each ( 3 launchers on 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 (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, eight,
sixteen, thirty or all (70). Counts as one attack.
Payload: A maximum capacity of 70 short-range missiles.
- GR-12 Shoulder Launched Missile System:
Identical to a Shadow
Fighters, carries an additional pair of missile launchers in the upper
chest and adds an extra 24 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, six,
twelve or all (24). Counts as one attack.
Payload: A maximum capacity of 24 short-range missiles.
- Wing Hardpoints:
The VAF-8+ has two hard points (1 per wing)
which can be used to mount missiles and other ordnance for heavy assaults
and bombardments. The fighter can various types of Pods and ordnance types
on the hard points of the fighter. Towed Decoy pods are commonly carried.
These missiles do NOT have to be dropped prior to transformation into battloid
mode; however, the missiles cannot be fired in battloid mode because they
are covered by the tail fins of the mecha. See
standard R.E.E.F. Aircraft
Hard point Pods & Ordnance Loads. If the hard points are carrying missiles, then
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.
- Nose Mounted Variable Frequency High-Powered Lasers:
Mounted
on either side of the cockpit. Similar to 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.
Maximum Effective Range: 4,000 feet (1,200 m) in an atmosphere
and 32,000 feet (9,600 m) 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).
- FCRG-20C Gun Pod:
due to the fact that the REEF personnel
run against targets that are impervious to energy weapons, The FCRG-20C
Gun pod was designed. It is designed using a Shemarrian Rail gun and ammo
and putting it into a special gun like the GU-XX casing. The Alpha can
carry up to three gun pods.
Maximum Effective Range: 6,000 feet (1,828 m) and in an atmosphere
and 48,000 feet (14,630 m) 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.
- EU-20 Destablizer:
Powerful energy weapon for use on the
Shadow Model. Carried on top normally in fighter mode and when mounted
on the shoulders of an alpha, it draws additional energy from the alpha
and can fire a special burst of energy that will disrupt force fields punching
a hole 10 + 2D6 foot hole in the force field.
Maximum Effective Range: 4,000 feet (1,200 meters), eight times
range in space.
Mega Damage: 1D4x10 MDC
Rate of Fire: Equal to the pilots combined hand to hand (usually
5 or 6)
Payload: Unlimited when connected to power supply (40 burst
if not)
- Anti-Missile Chaff Dispenser:
Located at the very tail of
the fighter 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 An 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)
- Optional Hand to Hand:
Treat as normal hand to hand combat
except increase the damages as listed.
Restrained Punch: 1D6 M.D. in Battloid or Guardian Mode
Full Strength Punch: 3D6 M.D. in Battloid mode
2D6 M.D. in Guardian mode.
Power Punch: 1D6x10 M.D. in Battloid Mode
Kick: 4D6 M.D. in Battloid or Guardian Mode
Stomp: 1D4 M.D. in Battloid or Guardian Mode but limited to targets
no more than 12 feet tall.
Body flip: 2D4 M.D.
Special Equipment:
The Alpha has all the standard features of a standard Robotech Recon
Alpha Fighters, Rifts Robot, and Rifts Fighter plus these special features
listed.
- Hurricane Jammer on VAF-8ECM+: It Creates a jamming field in a 30
mile (48.3 km) radius in 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.
It's original design was stolen off of a fighter disigned by an enemy race
known as the Surikii. The alien fighter is known as the Screamer.
- Shadow Cloaking Device on VAF-8SF+: 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.
- Radar: Range 500 miles (805 km) in an atmosphere and 25,000 miles
(40,250 km) in space, can identify and track up to 64 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 sixteen 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
[ 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.