Advanced Super Veritech:
The Advanced Super Veritech has been called by many of the engineers
the most advanced old veritech fighter design possible. If this is or is
not the case is hard to tell but the fighter does use many of the cutting
edge systems possible from Rifts Earth while keeping all the features that
made the VF fighter outstanding. In external appearance, the fighter looks
identical to the Super Veritechs that have been operating since the first
one was constructed before the destruction of the SDF-1. Like the original
Super Veritech series, the number of head lasers denote the rank of the
pilot of the fighter. This fighter operates as one of the REEF premier
fighters and is faster than all Coalition and Triax fighters. The fighter
has even operated outstandingly using large group interceptor missions
against the Mechanoids.
Even though the fighter looks identical to the older Super Veritech
fighters, the fighter in many ways is a whole new breed of fighter. All
weapon systems have been fitted for Rifts earth weapons. The old gun pod
has been replaced by a Rail gun that is almost four times more powerful
than the original gun pod. The lasers have also been replaced by far more
powerful laser cannons which also are variable frequency. Instead of the
standard wing mount that can carry either long range or short range missiles,
the wing hard points have been modified to carry a variety of different
ordnance types including additional sensors, gun pods, and different types
of missiles and bombs. Instead of just being able to carry medium range
missiles in front of the fighter's booster, the fighter can also mount
a heavy particle beam on the booster. This greatly increases the fighter's
firepower and the weapons are capable of devastating many targets in one
hit. The fighter also has an anti missile chaff system to decoy missiles
fired at the fighter. The body of the fighter was constructed from the
stronger materials available on Rifts Earth and is modified so that the
fighter has increased stealth. The stealth features were copied from the
Coalition Talon fighter. The sensors on the fighter have been greatly improved
and the fighter has additional tracking features as well. Like the original
Super Veritech, the fighter can breach the atmosphere but the fighter's
engines do not rely as heavily on Protoculture as the original Super Veritech
does and instead used as powerful advanced fusion reactor.
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 Types: | VF-1AS (A) [Low Ranking Soldier Model] |
| VF-1AS (J) [Low Ranking Officer Model] |
| VF-1AS (S) [High Ranking Officer Model] |
| VF-1AS (I) [Two Seat Intercept Model] |
| VF-1AS (T) [Two Seat Trainer] |
Class: Veritech Fighter
Crew: For VF-1AS (A, J, and S) models One pilot with a passenger
being able to fit in the cockpit but must sit in the pilot's lap. The VF-1AS
(I) has a crew of two (Pilot and Weapons Officer). The VF-1AS (T) also
seats two (Pilot and Instructor)
M.D.C. By Location:
| Head Mounted Laser (s): | 45 each |
| Head: | 150 |
| Mini Missile Launchers (2): | 80 each |
| Forearms (2): | 150 each |
| Hands (2): | 75 each |
| Arms (2): | 150 each |
| Legs and Thrusters (2): | 300 each |
| Booster Jets & Modular Weapon Pod (2): | 350 each |
| Wings(2): | 300 each |
| Tail Fins(2): | 100 each |
| Retractable Utility Arms: | 5 each |
| FCRG-20A Rail Gun Pod: | 150 |
| Reinforced Pilots Compartment: | 250 |
| [1] Main Body: | 600 |
Notes:
[1] 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 due to armor being special laser resistant materials.
Speed:
Fighter Mode, Space: The fighter does not have an effective
top speed but is limited by acceleration. Without using boosters, the fighter
can reach a top acceleration of 4.5 Gs. With boosters, the fighter can
reach a top acceleration of 5.5 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.
Fighter Mode, Atmosphere: 3,308.9 mph (Mach 4.3 / 5,325.1 kph)
with a suborbital ceiling of 100 miles (160.9 km) without using rocket
boosters. If the boosters are used, the fighter can reach 3693.6 mph (Mach
4.8 / 5944.3 kph) and can achieve full orbit.
Guardian Mode, Space: The fighter does not have an effective
top speed but is limited by acceleration. In Guardian mode, the fighter
can reach a top acceleration of 1.5 Gs. The same restrictions apply to
Guardian Mode as they do in fighter mode.
Guardian Mode, Atmosphere: 769.5 mph(Mach 1 / 1238.4 kph) maximum
with a maximum ceiling of 50,000 feet (15,240 meters)
Battloid Mode, Space and Atmosphere: Cannot fly in an atmosphere
but the fighter can accelerate up to .5 G in space.
Battloid Mode, Running: 60 mph (96 kph).
Underwater: It can walk along the bottom of the sea floor at
25% of maximum speed. The Veritech 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 without the tanks in the boosters.
Double the consumption of fuel for 1.0 G of acceleration and 1.5 G of acceleration.
Also double the consumption for every 1.0 G of acceleration beyond 1.5
G. this means the fighter will burn 16 times faster at 4.5 G than at 0.5
G. This allows the fighter about 3 hours of fuel at 4.5 G. The boosters
add an additional 4 days of fuel but when boosters are activated as well,
the fighter burns fuel twice as fast as the fighter does as 4.5 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: 45.9 feet (14 meters) in Battloid mode, 29.6 feet (9
meters) in Guardian mode, and 22.3 feet (6.79 meters) in Jet Fighter mode.
Width: 20 feet (6.1 meters) at shoulders in Battloid mode and
48 feet (14.7 meters) with wings fully swept in Jet and Guardian mode.
Weight: 18.5 tons (16.7 metric tons) without additions. With
booster and armor additions 21.5 tons (19.5 metric tons)
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: Small compartment behind pilot's seat for personal belongings.
Black Market Cost: Not Sold, If found it would probably be worth
120 million for a new, undamaged, and fully operation fighter complete
with weapons and able to transform.
Weapon Systems:
- 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 12
different possible frequencies to counter laser resistant armor. Number
7 counters USA-10 Glitterboy and all other setting are designed to counter
other laser resistant materials. Can only be fired in jet and Guardian
Mode
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).
- Hi Powered Head Laser(s):
Replaces the original head lasers
Mounted on the head when in Battloid mode, but located on the underbelly
when in Guardian and Jet Fighter mode. 360 degree rotation. Has a special
setting to do cutting.
Maximum Effective Range: 4,000 feet (1,200 m) in an atmosphere
and 32,000 feet (9,600 m) in space.
Mega-Damage: VF- I A: 2D6 M. D., VF- l J and VT-1 D: 4D6 M.D.,
VF-1 S: 8D6 M.D. One, long, extended blast lasts on full melee and does
double damage; counts as two attacks that melee and can not be used against
fast moving/dodging opponents.
Rate of Fire: Equal to the pilots combined hand to hand (usually
5 or 6).
Payload: Unlimited (Draws Power off the main engines).
- FCRG-20A Rail Gun Pod:
due to the fact that the REEF personnel
run against targets that are impervious to energy weapons, The FCRG-20A
Gun pod was designed. It is designed using a Shemarrian Rail gun and ammo
and putting it into a special gun like the GU-11 casing. The weapon is
under body in fighter mode and is hand carried in Guardian and Battloid
Mode. The fighter can use most other giant hand held robot weapons instead
of the Rail gun pod.
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) per magazine. Four
FCRG-20A ammo clips can be stored in the legs (two clips in each). Reloading
requires two melee actions.
Bonuses: +2 to Strike
- Wing Mounted Hard Points (6):
The fighter can carry various
types of Pods and ordnance types on the wings of the fighter. The Veritech
fighter has three hard points on each wing for a total of six hard points.
This equipment does NOT have to be dropped prior to transformation into
battloid mode; however, the weapons cannot be fired in battloid mode because
they are covered by the tail fins of the mecha. This is a modification
from the original design which could not be mixed and matched. See standard R.E.E.F. Aircraft
Hard point Pods & Ordnance Loads. It is common for one or two hard
points to carry towed decoys. 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.
- Medium-Range Missiles:
Two missiles are housed in each forearm
for a total of four 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 medium range missile types,
assume powered range is 8 x normal in space (Go to
Revised
bomb and missile table).
Damage: Varies with medium range missile types (Go to
Revised
bomb and missile table).
Rate of Fire: One or two at a time.
Payload: 2 per arm; 4 total.
- Modular Rocket Booster Weapon (2):
There are two weapons
mounts in front of the super rocket boosters. A particle beam or medium
range missile pods can be carried and two of the same weapon type can be
carried or two different weapon types can be carried.
- Heavy Particle Beam:
In front of the rocket booster, a copy
of the particle beam cannon off the USA-G14 can be mounted. Particle beam
is controlled by the pilot and can be linked with other weapon systems
on the fighter. The weapon is very powerful and very long ranged.
Maximum Effective Range: 11,000 ft (about 2 miles/3.2 km) in
an atmosphere and 16 miles (25.6 km) when used in space
Mega Damage: 4D6x10 each
Rate of Fire: Equal to combined hand to hand attacks of pilot.
Each particle beam pod can be combined with others pods or internal weapon
systems and still costs one attack.
Payload: 20 shots in a capacitor, recharges at the rate of one
shot every minute for Particle Beam
- Missile Pods:
In front of the rocket booster 20 medium-range
missiles are carried for a maximum of 40 medium range missiles if both
pods are mounted with missile launchers. This is the original weapon design
of the Super Veritech. The weapon system can be controlled by either the
pilot of the weapons officer for the VF-1AS (I). 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 medium range missile types,
assume powered range is 8 x normal in space (Go to
Revised
bomb and missile table).
Mega Damage: Varies with medium range missile types (Go to
Revised
bomb and missile table).
Rate of Fire: Volleys of 2 or 4 missiles. One volley constitutes
one melee attack, regardless of the number of missiles fired.
Payload: 20 missiles each for a maximum of 40
Notes: The auxiliary twin booster rocket jets and missile launcher
pods can be jettisoned. Reentry into Earth's atmosphere does not requires
the launcher unit to be jettisoned to avoid air drag. Maneuver ports in
the lower leg add to the Super Veritech's maneuvering abilities.
- 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)
- 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 fighter has all the standard features of a standard Super Veritech
and a standard Rifts fighter plus these special features listed.
- Stealth Feature: Causes -25% to detection for the standard version
due to special materials. The 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, can identify and track up to 96 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. The weapons
officer in the VF-1AS (I) version frees the pilot from controlling the
missiles so he can retain his full attacks.
- 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.
Combat Bonuses:
Very maneuverable and very accurate; Use normal Veritech Fighter Combat
(Elite or Basic [Use Vindicator for Combat basic]). Fighter gives the following
bonuses in addition: +1 to initiative, +1 to dodge and parry, + 1 extra
attack per melee, and +5% to all piloting skills.
[ 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.