VBF-2+ Contra Grav Beta Fighter:
This fighter is a heavily modified version of the Beta Fighter used
by the Sentinels against the Invid. This design is externally virtually
identical to a standard Beta. 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 two models,
a standard model and a stealth model which has same special equipment as
a shadow fighter.
This fighter was designed by Lieutenant Kamako Kantako, a REF Field
Scientist. Before having been rifted to Rifts Earth, Lieutenant Kamako
Kantako had been one of the members of the design team that was working
on more advanced versions of the various Veritech fighters. When she drew
up the plans for the VBF-2+, many of the new features that had been planned
for the next generation Beta fighter were added when possible.
Many of the features are identical to those on the VAF-8+ Alpha fighter.
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 Beta.
The flight system is probably the second most important modification. The
high thrust rocket thrusters were retained but the main engines were replaced
by a contra grav flight system that was copied from the system on the Naruni
Crescent Moon fighter. The system has been modified enough that the Naruni
cannot say that the system has been copied from them. Other less important
modifications include the addition of better sensors, and the fighter has
chaff and flare systems as well as towed decoys added to decoy missiles.
Most REEF fighters have hard points that can carry towed decoys but the
Beta has no external hard points so they were mounted internally.
The weapon systems of this fighter are virtually all new compared to
the REF Beta fighter. The autocannon on the fighter is replaced by a very
powerful rail gun. This has allowed a great increase in the amount of ammunition
for the rail gun as well. To add to the fighter's firepower, variable frequency
lasers have been added to both hands. They can be used in all modes and
also adds a weapon that does not rely on ammunition. The missile launchers
and bomb system are the least modified. All missile launchers now carry
Rifts Earth missiles in place of those from their home dimension and the
chest short range missile launchers and the top mounted medium range missile
launchers have increased payloads. The bombs now carried are guided bombs
instead of the unguided bombs carried on the original Beta fighter. This
allows for precision bomb strikes.
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: VBF-2+ C (Combat Model) and VBF-2+ SF (Stealth/Shadow
Model)
Class: Veritech Fighter VBF series
Crew: One pilot, Weapons officer, and can fit one additional
in cockpit, and can fit people in bomb bay.
M.D.C. by Location:
| [1] Head Sensor Unit: | 75 |
| Hands (2): | 75 each |
| Shoulder Chest Missile Bays (2): | 200 each |
| [2] Forearm Shields (2): | 500 each |
| Upper Arms (2): | 125 each |
| Top Missile Racks (2): | 75 each |
| Upper Leg Missile Bays (2): | 150 each |
| Lower Legs and Feet (2): | 150 each |
| Wings (2): | 200 each |
| Bomb Bay (Jet mode only): | 300 |
| Rear CG Flight System (2): | 100 each |
| Rocket Thrusters (3) | 200 each |
| Integral Rail Gun: | 100 |
| Arm Mounted Pulse Lasers (2) | 60 each |
| Reinforced Pilots Compartment: | 250 |
| [3] Main Body: | 650 |
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] 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.
[3] Depleting the M.D.C. of the main body will shut the mecha down
completely, rendering it useless. Note: Lasers do half damage.
Speed:
All Modes without Rockets, Space: The fighter does not have
an effective top speed but is limited by acceleration. Fighter can reach
a top acceleration of 3.5 Gs.
Jet Mode with Rockets, Space: The fighter does not have an effective
top speed but is limited by acceleration. The fighter can reach a top acceleration
of 9.5 Gs but is limited by the fighter's computer to 7 G to prevent pilot
blackout.
Jet Mode without Rockets, atmosphere: Mach 3 (2307 mph /3713
kph). Vehicle is trans-atmospheric due to Contra-Grav system and can hover
in this mode.
Jet Mode with Rockets: Mach 9.4 (7233.3 mph /11640.9 kph). Vehicle
is trans-atmospheric even without to Contra-Grav systems.
Guardian Mode, atmosphere: Mach 2 (1539 mph /2476.8 kph). Vehicle
is trans-atmospheric due to Contra-Grav system and can hover in this mode.
Battloid Mode Flying: Mach 1 (769.5 mph /1238.4 kph). Vehicle
is trans-atmospheric due to Contra-Grav system and can hover in this mode.
Battloid Mode Running: 80 Mph (128.9 Kph).
Battloid Mode Leaping: 80 feet (24.4 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: Conditionally Unlimited, the Veritech Fighter has supplies
for one person for seven days. Because the fighter main engines are anti-gravitic
in nature, they do not use reaction mass and can be sustained indefinitely
in space as well. The fighter Rocket boosters do use fuel and do have a
limited duration. The Rocket Boosters provide twelve hours of operation
at full power.
Statistical Data:
Height: 35 feet (10.7 meters) in Battloid, 20 feet (6.1 meters)
in Jet Mode, and 28 feet (8.5 meters) in Guardian Mode.
Width: 28 feet (8.5 meters) at the shoulders in Battloid, 64
feet (19.5 meters) in Jet and Guardian Mode
Length: 24 feet (7.3 meters) in Battloid, 32 feet (9.7 meters)
in Jet and Guardian Mode
Weight: 14 tons (12.5 metric tons) empty and 19.5 tons (17.7
metric tons) fully loaded.
Physical Strength: Equal to a P.S. 55
Power System: Nuclear Fusion (15 Years). Uses four protoculture
cells for special systems (100 Year Duration)
Cargo: Bomb Bay that can hold up to 16 medium bombs (approx.
10 ft. by 6 ft. by 6 ft.); It can also carry up to nine passengers or six
cyclones. The bays can carry up to 4 tons of cargo instead of bombs or
passengers Three Cyclones may be removed from storage compartment which
may then be used to hold cargo (up to 500 lbs each).
Black Market Cost: Not Sold, If found it would probably be worth
200 million for a new, undamaged, and fully operation fighter complete
with weapons, able to transform, and having cloaking device
WEAPON SYSTEMS & EQUIPMENT:
- MM-50S Super Multi-missile System:
The Beta has two MM-50
systems built into each chest/shoulder area in Battloid and accessible
on the right and left of the cockpit in Jet or Guardian mode. The retractable
systems raise their missile launchers from protective storage bays to fire
volleys of short-range missiles. The two MM-50 systems can fire independently
or simultaneously. The automatic reload system enables the pilot to fire
his entire payload of 100 missiles in one melee (this is possible by firing
both MM-50 systems simultaneously, launching 20 missiles (10 each) each
melee attack up to five times. NOTE: The MM-50S can be launched
in all modes.
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 type (Go to
Revised
bomb and missile table).
Rate of Fire: One at a time, or in volleys of two, four, six,
eight, or ten (or twenty, if both launchers are fired at the same time).
Counts as one attack.
Payload: 50 missiles per each launcher, for a total capacity
of 100.
- Leg Short Range Missile Launchers:
Each leg has a short range
missile launcher built into the thigh. These missiles can be launched only
in Battloid mode.
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 missile type (Go to
Revised
bomb and missile table).
Rate of Fire: Volleys of 2, 4, 6, 8, or 10 (all) per launcher;
both launchers may be fired simultaneously.
Payload: 10 short range missiles per launcher for a total of
20.
- Medium-Range, Top Mounted Missiles:
These are the missile
racks seen on top of the Beta in Battloid mode and recessed into the rear
of the Beta in Jet or Guardian modes. The missiles can be launched while
in any configuration.
Maximum Effective Range: Varies with medium 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 type (Go to
Revised
bomb and missile table).
Rate of Fire: One at a time or in volleys of two, three, or
four.
Payload: Four missiles per each launcher (2), for a total of
eight.
- Two Long Range Missiles:
These can be seen in the mid-chest
area of the Beta in Battloid, or on either side of the cockpit in Jet and
Guardian modes. These can be launched only from Jet or Guardian mode.
Maximum Effective Range: Varies with long range missile types,
(Go to
Revised
bomb and missile table).
(Use new missile/bomb tables).
Mega-Damage: Varies with long range missile type (Go to
Revised
bomb and missile table).
Rate of Fire: One at a time.
Payload: Two
- Ordnance Bay:
The fighters bomb bay has been upgraded so
it can carry a wide variety of different ordnance types. Ordnance types
include missiles, torpedoes, and bombs. While depth charges can be carried,
their limited utility means that torpedoes are carried in most ASW missions.
Missile and bomb sizes may be mixed between different types of ordnance
but an ordnance drop or launch must include the same type and size of ordnance.
Ordnance may be carried at the rate of four short range missiles, four
light bombs, two medium range missiles, or two medium bombs for one long
range missile or heavy bomb. Both guided and unguided ordnance may be carried.
An equivalent number of torpedoes or depth charges to the number of missiles
and bombs may also be carried. Launching of ordnance is controlled by the
weapons officer but the pilot has emergency controls.
Maximum Effective Range: Varies by missile type for missile
and varies by altitude bombs are dropped at (Go to
Revised
bomb and missile table).
Mega Damage: Varies by missile or bomb type (Go to
Revised
bomb and missile table).
Rate of Fire: Ordnance is dropped or fired one at a time or
in volleys of two to thirty two but must be the same size (light, medium,
or heavy) and style of ordnance (all missiles or bombs in a volley)
Payload: 32 short range missile or light bombs, 16 medium range
missiles or medium bombs, or 8 long range missile or heavy bomb. Ordnance
can be mixed and torpedoes and depth charges may be carried as well as
missiles and bombs.
- Arm Mounted Variable Frequency High-Powered Lasers:
On each
arm is a High Powered Lasers. 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.
Fires forward in Guardian and Battloid mode.
Maximum Effective Range: 4,000 feet (1,200 meters).
Mega Damage: 3D6 for one cannon and 1D6x10 for three round burst
from one cannon. For both arms, 6D6 for both cannons, 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).
- Heavy Internal Rail Gun:
Replaces the Internal GU-XX Autocannon
with a Shemarrian Rail gun. Cannot be used in Battloid mode.
Maximum Effective Range: 6,000 ft (1,828 m)
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: 880 rounds (4 belts of 220 rounds)
Bonuses: +2 to Strike.
- 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 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)
- Advanced Towed Decoys (2):
These are mounted on the tips
of the fighters wings when in fighter mode with one decoy on either wing.
These drones are dragged about 328 feet (100 meters) behind the aircraft
on a thin cable. Each is a specially designed radar lure that creates a
radar image to mimic the aircraft. The decoy has a special jammer that
is designed to decoy missiles that have been programmed to home on jamming
signals. If decoys are not destroyed, they can be recovered and repaired.
Rifts Earth decoy systems are assumed to not operate against Phase World
weapons due to technological difference.
M.D.C.: 5
Effects: The decoy has an 80% chance of fooling ordinary non
military radars and non smart guided missiles, the decoy has a 50% chance
of fooling military level radars (like those of the Coalition), and the
decoy has a 25% chance of fooling advanced military radars (Like those
of the New Navy and Triax) and smart missiles. Against missiles homing
on a jamming signal, jamming has an 40% chance of tricking missiles if
both the aircraft and missile are jamming and an 80% chance if the jamming
system on the aircraft is deactivated before the missile reaches it.
Range: Not Applicable although decoy is deployed 328 feet (100
meters) from the aircraft
Rate of fire: One can be deployed at a time and requires 15
seconds to deploy (Reel Out) another decoy
Payload: 2 Decoys
- 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.
Power Punch: 2D6x10 M.D. in Battloid 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.
Special Equipment:
The Beta has all the standard features of a standard Robotech Recon
Alpha Fighters, Rifts Robot, and Rifts Fighter plus these special features
listed.
- Shadow Cloaking Device on VBF-2SF+: 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 Veritech Fighter can fire missiles at up
to twenty four targets at the same time. If the Beta Fighter is carrying
a weapons officer, the pilot is freed from controlling the missiles and
he retains his full attacks for other actions.
- 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.