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.

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:

  1. 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.
  2. 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.
  3. 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.
  4. 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
  5. 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.
  6. 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).
  7. 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.
  8. 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: 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. 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
  10. 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.


[ 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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