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Ship's Computer (Technical Database).  Posted by Information Officer.Group: public
Information Officer
Tue 18 Nov 2008
at 23:28
Ship's Computer (Technical/ Personnel Database)

UES Eclipse


UES Eclipse with Sensor fins and main cannon retracted.



Eclipse-class Super Dimensional Heavy Scout (SDHS)

[Contributors: (see bottom for version notes)
V1 By: “Limey Dragon” et al
V2, V3 By: Brian Laxson
V3b Brian Laxson & LimeyDragon  ]

Manpower = 427
The original Garfish lists 57 ship crew, 96 ground troops for the space ship and 288 support personnel (total 441 persons). Some clean up of these figures are done like separating out of the ground troops a ship-security detail. Support personnel are now organized around functioning for the ship’s scouting and base operation. Other spaces consumed fitting in laboratories, cargo, sensor pod etc

Ship's Crew = 64
 (Operate the ship itself.)
[>Bridge Crew: 9 as Captain, Pilot, 3 co-pilot, 4 Communication Engineers;
>Command/Backup Crew: 16 as Ops Commander, 2 Advisor, Pilot, 2 co-pilot, 4 Communications, 6 aids,
>Medical: 5 as Doctor, 2 nurse, 2 paramedics;
>Ship Engineering: 18 as 4 Biomaintenance Engineers (BME), 3 Mechanical Eng (ME), 4 Electrical Eng (EE), 8 Assistants;
>Kitchen/Steward: 8 as 2 Senior, 6 Junior members
>Ship Security: 8 as NCO, 7 Enlisted (kept on the ship)]

Mecha Group = 186
Pilot and sustain the carried vehicles. Receive additional manpower from other sections when they are no other tasks for them. Typically this is before the planetary base is deployed. A portion of the pilots and hanger crew will dismount with any mecha left on the base.

= Flight Crews: 58, (may vary by mecha carried)
[Veritech Pilots: 20
AWACS Sensor Operators: 4
Destroid Pilots: 24
Shuttle Crew: 8
Administration: 2 Yeoman]

= Hanger Crew: 128
[Hanger Command: 6
(Overall command direction of hanger activities)
[Officer 2, Air traffic control 8]
Bio-Maintenance: 70
(Primary mecha maintenance and repair. NCO and Enlisted ranks merged for these figures.)
BM Officers: 4 (1 per bay), 66 BME (2 per fighter, 1 per shuttle/destroid),
Component Maintenance: 16
(Work on individual components on as an needed basis)
[4 Mech Eng, 4 Elec Eng, 12 Technician ]
Armourers: 18
(manufacturing, testing, preparing, arming and loading ordnance)
[2 Officer, 4 NCO, 12 Enlisted ]
Deck Handlers: 10
(for moving cargo, parking mecha, operate forklifts, cranes etc inside the hanger bays)
[2 NCO, 8 Enlisted ]
Supply: 4
(Records, parts tracking, tool tracking)
[Yeoman, 3 of Quartermaster]

Ship Support Personnel = 59
These are the manpower for specific equipment or functions on the ship.

= Ship Sciences 20
(Conduct research using the ship’s systems. Generally do not dismount when a base is deployed. They take samples and scans to study once the ship leaves the planet.)
[Scientist Officers: 5
Assistants: 5
Lab Crew: 10 as Lab Chief (Senior NCO), 2 Elec Eng, 2 Mech eng, 5 Technicians]

= Habitation: 12
(Additional manpower for cooking, laundry, recreation organizers, steward and basic supply handling. Often assisted by crew on light duties. Helps deal with large number of persons onboard. Some to all will dismount if the planet side operation is setup.)
[Habitation Officer, Quartermaster, 2 NCO, 8 Enlisted)

= Ship’s Workshop 17
(Operate a workshop for producing parts for repair or construction. When not otherwise needed assist in mecha maintenance. Generally stay on the ship where the shop equipment is.)
[Shop Engineer Officer, 4 Elec Eng, 4 Mech Eng, 8 Enlisted]

= Modular Sensor Pod 10
(Operate the MSP. Will dismount from the ship if the sensor is dismounted)
[Officer, NCO, 2 Elec Eng, 6 Enlisted ]


Planetary Operations = 112
This is personnel expected to be deployed away from the ship.


= Planetary Command 8
(Overall command of planetside operations)
[CO, Aide, 4 of Comm Tech, Quartermaster,  1 of Yeoman]

= Ground Troops: 56
All troops are issued a Cyclone and CVR-3. Usage depends on assignment.
[Combat Platoon: 40 as 8 x 4 man fireteams, 4 man leader team (Platoon CO, Platoon NCO, 2 Assistants), 4 man support team (BME, EE, ME, Medic)
Recon Section: 8 as 2 of 4 man scout teams
Police Section: 4 as 4 man MP team (Authority to arrest members of the military, organize base security)
Combat Engineering Section: 4 as 4 man CBE team (construction and demolition)]

= Civil Engineering 6
(For planning, building and operating planetary facilities. Assist in ship and mecha maintenance when not on such duties.)
[Civil Ops Officer, 1 of Elec Eng, 1 of Mech Eng, 2 Enlisted, Yeoman]

= Planetary Sciences 8
(Conduct scientific studies using the deployed equipment)
[2 of Scientist Officer, 2 of Assistant, 4 of Technician]

= Planetary Maintenance 16
(For maintaining non-building equipment like vehicles, mecha and hand held equipment)
[Officer, Yeoman, 2 NCO, 2 Elec Eng, 2 Mech Eng, 8 Enlisted]

= Planetary Medical 4
(For the health of the deployed personnel)
[Doctor, Nurse, 2 Paramedic]

= Passenger Spaces: 20
(Generally used for mission specialists or additional recon teams).




Dimensions:
Length:
Main Hull 183.4 m
Hanger Deck 100.2 m
Total Length: 183.4 m

Height:
Main Hull 33.2 m
Hanger Deck 56.0 m
Total Height: 61.2 m

Width:
Main Hull 59.4 m
Hanger Deck 20.2 m
Total Width 99.8 m

Mass :
Operational: 152,150 metric tons
Fuel Mass: 30,100 metric tons


<b>Propulsion systems:

Main power system: RRG Mk20 protoculture-fueled Reflex furnace. The powerplant of the Garfish-class vessel can deliver up to 167 Terawatts of power, and can operate for eighty-three minutes at maximum power before overheat initiates auto shutdown.

Mecha and Vehicle Facilities:
Shuttle bays are denoted as port/stbd and upper/lower. Each of these has a large hatch that reveals an internal top & bottom deck. The given density provides room for maintenance, rearming and repair. In an emergency the number of mecha can be increased by two times or more.

Upper Bays (port/stbd each):
Upper Top: 1 Shuttle (aka “shuttle bay”)
Upper Bottom: 2 fighters, 1 Destroid (aka “specialty bay”, typically with speciality veritechs needing non-standard logistics)

Lower Bays (port/stbd each):
top: 8 fighters, 2 Destroid (aka “fighter bay”, forming the main air group)
bottom: up to 10 destroids and/or a mix of ground vehicles (aka “ground bay”, could hold more fighters but not normally loaded that way)

Belly bay:
In the centre of ship’s underside is an armoured ramp. This ramp connects to the main cargo bay for storing cargo or vehicles. At least one AMR-10 recovery vehicle and an outpost power generator is standard in the belly bay.

Cargo  Pods:
Inside the bottom of the hanger bays the SDHS has positions to latch on the same cargo pods as used by a Horizont drop ship. Upto eight (8) pods can be carried. They can be fitted as two from front to back and two wide next to each hanger pod. Further positions are blocked by the bottom of the belly bay and its ramp.

Note 1: Veritechs
Veritechs fighters are usually organized as 5 flights of 4 each. A flight of specialty fighters is spread across the Upper Bays. The remaining form one squadron of 12 with the final flight of 4 being designated for close defence of the ship.

Note 2: Destroids
Destroids carried with fighters normally include at least one with arms to assist ammunition and maintenance tasks. Gladiator MK III are listed but may be replaced with Bioroid Interceptors should the correct pilots be available. All destroids are fitted to walk on the hull of the vessel creating a much-needed close defence system. Generally with there being numerous Beta fighters onboard the REF Spartan is not carried. The SDHS are generally important enough not be issued the outdated Condor Mk II though they could be carried.

Note 3: Vehicles
Smaller vehicles can be moved within the ship’s primary passages. Others are too large to do so and must transfer in and out by ramp or handheld by mecha.
Vehicles that can transfer internally include:
Cyclones, Silverback, small jeeps (4 person versions), motorcycles, hovercycles, TCH-4 all purpose tractor hauler, M.O.V. Mole mining vehicle (for exploration or mining repair materials), ML-3 Forklift, TC-56 Agricultural Tractors (with various front-end and trailer units)
Oversized vehicles include:
AAT-40 armed jeep, AAT-30 jeep, HACT-20 armoured cargo truck (20 ton capacity), AMR-10 mecha recovery (useful for recovering mecha and as a heavy construction vehicle.), trailers (versions include: flatbed, enclosed box, water/liquid tank, outpost power generator, mobile lab, mobile workshop)

Note 4: Cargo Pods
Sample cargo pods are listed in the SDMD Toronto write-up. A typical cargo pod assignment is:
1 of Operations Outpost, 1 of Operations Communication, 1 of Operations Construction, 1 of Operations Mining, 1 of Operations Worklab, 1 of Repair Mecha, 1 of Resupply Operations, 1 of Munitions Mixed,

(For reference a normal Garfish has 3 short pods hold top: 3 fighters; bottom: 2 fighter, 2 Destroids. A shuttle would fill either top or bottom deck. This gives the standard Garfish 15 fighters and 6 Destroids. The back of the hanger pod includes engines, workshops, ammo bunkers, support vehicles/equipment etc. 1 or 2 more per pod could be squeezed in at a reduction of supplies/tools.)

Eclipse Mecha and Vehicle Loadup (MVL)

Mecha allocations will vary from mission to mission even for the same SDHS. Mecha listed as stored are in minimum space configuration (with electronics powered down, weapons with extra safeties, only partially fuelled, etc) and will take 10-60 minutes to prepare for use.

The following is a typical MVL for a SDHS:

Port Upper Top: Dixon #1
Port Upper Bottom: Half of Flight-S, Gladiator Mk III

Starboard Upper Top: Dixon #2
Starboard Upper Bottom: Half of Flight-S, Gladiator Mk III

Port Lower Top: Flight-A, Flight-B, 2 of Gladiator Mk III
Port Lower Bottom: 8 Bioroid Interceptor, 2 of Alpha Stored, 2 Beta Stored.

Starboard Lower Top: Flight C, Flight-Guard, 2 of Gladiator Mk III
Starboard Lower Bottom: 4 of Excalibur MK VII, 4 of Raider X (REF), 2 of Alpha Stored, 2 Beta Stored.

Veritech Flights are:
Flight-A:
Alpha-Shadow, Beta-Shadow, Alpha-Shadow, Beta-Shadow

Flight-B:
Command-Alpha, Beta-Airlock, Alpha-WW, Beta-HESM

Flight-C:
Alpha-Recon, Beta, Alpha-Recon, Beta

Flight-Guard:
2 Alpha-Recon, 2 Alpha-Agile

Flight-S:
Alpha-Recon, Beta-AWACS, Alpha-Recon, Beta-Medical

To support the scouting function the Eclipse-class carries a wide range of ground vehicles. Most can be moved to the hangers and loaded onto a shuttle. Those marked with a ** can not move around inside the ship so must offload by ramp.

Cyclones: About 200 Cyclone infantry mecha, used by the mecha pilots, infantry and spares. 72 more are in tight storage, roughly one spare per three issued cyclones.

Other Mecha vehicles: (optional) 6 Silverback (2 each of light, espionage and heavy variants) (used for construction, fire support and assisting in the hangers)

Conventional vehicles: 2 of AAT-40** armed jeep, 4 of AAT-30** jeep, 1 of HACT-20** armoured cargo truck (20 ton capacity), 10 trailers** (4 x flatbed, 1 x enclosed cargo, 1 x water/liquid tank, 2 x outpost power generator, 1 x mobile lab, 1 x mobile workshop), 6 small jeeps (4 person), 16 of hover cycles (as an alternate scouting vehicle), 32 more hover cycles in crates, 4 of AARV** Rocket/Radar Vehicles

Recovery vehicles: 1 of AMR-10** mecha recovery (useful for recovering mecha and as a heavy construction vehicle.)

Engineering Vehicles: (includes those in use in the hanger bays) 6 of TCH-4 all purpose tractor hauler (1 per hanger pod, 2 spare), 2 of M.O.V. Mole mining vehicle (for exploration or mining repair materials), 12 of ML-3 Forklift (1 per bay deck, 4 spare), 2 of TC-56 Agricultural Tractors (with various front-end and trailer units)


Electronics:
= Hyperspace sensors, enables course estimation of hyperspace jumps and improving its own navigation.
= Hyperspace communications systems
= Additional EM-sensor plates, on hanger pods, giving an extensive array for the size of the vessel. Approximately 200% the amount of a standard Garfish, often used to broaden the range of EM frequencies scanned for
= Onboard laboratories
= Modular Sensor Pod (details below)

= Starting in 2043-2044 some vessels of this class were fitted with Shadow devices. This would allow them to through Invid areas undetected. Other ships where already on extended missions and did not receive what would turn out to be a dangerous upgrade. Those that are shadow fitted usually carry Shadow fighters in their air group.


Modular Sensor Pod

This device has developed into an semi-independent sensor system. It approaches being a mecha of its own.

Key features:
= Adjustable Parabolic Dish (APD), 10 m diameter, retractable ventral. Operates in a direction cone.
= Passive sensor range varies. Starships could be detected light seconds away. Fold operations within a star system.
= Electromagnetic detectors connecting to the APD including radar, radio, infrared, visual spectrum etc
= Enhanced active scanning by focusing beams with the APD
= Computer mainframe, independent of ship’s computer
= Communications unit, equivalent to that carried by an Alpha-Command. Usually this is simply a relay to the ship or ground base.
= Control room, sits up to 6 of sensor operators, 1 of communication station, 1 of commander.
= MSP Lifesupport for 24 hours independent or indefinitely when feed by the external hookups. Includes a simple head (washroom) and mini-galley (microwave, half height fridge, sink).
= Two airlocks. Aligned to mate with the ship hallways when in the ship. When in the planetary role the provide controlled access to the pod.
= Emergency lockers with tools, spare CVR-3 (a total of 8 suits are onboard), fire fighting gear and fist aid kits.
= An auxiliary generator that provides power for lifesupport and the computer. It could not support active sensor scans and only some passive sensors can be run at the same time.
= External hookups, for power/lifesupport/data flow between the MSP and something else. This would be the hip or a ground base once dismounted.
= Self Articulated Attachment System. Used to attach/disconnect the MSP from the ship or a ground position. Capable of inverting the MSP to switch from underneath a ship to on top of a ground platform and back again. Preferably assisted by mecha during this manoeuvre. Typically 5 minutes to conduct the manoeuvre safely by itself.


Weapons:
= 1 x triple large beam cannon turret. Dorsal retractable.
= 6 x missile launch tube around the forward hull. 6 missiles each, total 36 loaded with possibly more in cargo storage.

Notes:
As with the Garfish base model the Eclipse lacks a close in defence system. Instead it relies on the mecha it carries. Destroids can be deployed onto the hull as an additional defence measure.




Design notes:
The Garfish cruisers, named for their main hull shape, were designed by the REF as multi-purpose vessels, with either additional sensors and long duration for long-range reconnaissance missions, a small troop contingent for commando assaults, with additional supplies to function as a tender for their sisters, or as fleet cruisers. Consequently, a Garfish's weaponry is heavy for its size, but, by compromise of design, concentrated for the most part in its heavy gun turret.

Created in 2040, this variant of the Garfish would come to be known as the Eclipse-class. It was designed as a Super Dimensional Heavy Scout (SDHS), capable of handling extended missions away from the fleet. Search missions were incredibly costly and slow, especially with the fleet limited to exploring one direction at a time. The need arose for independent vessels capable of self-sustaining long term operations, but maintaining the communication abilities to coordinate with the fleet, as well as sufficient firepower to survive and escape any "first-contact" situation with known (or unknown) hostile forces.

The Eclipse-class is equipped with massive hangar facilities occupying the lower half of the sides of the ship. These hangars would house Veritechs and Destroids. Along with Cyclone-equipped Marines and a range of ground vehicles an outpost can be setup for extended studies during a scouting mission.

Between the hanger bays, not visible from the side, the aft hull bulges downward. A larger cargo bay door is fitted allowing larger ground vehicles to offload. It gives more room for the Eclipse to carry manufacturing facilities allowing the ship to sustain itself longer than typical Capital-ships.

Another internal modification is a laboratory complex of five labs and an office. These allow onsite study of findings. Each lab has a NBC style lifesupport system to prevent contaminations from spreading to other parts of the ship.

Two systems are mounted on retractable hardware allowing them to be withdrawn into the ship during typical space travel times. Their retractable nature improves fuel efficiency during hyperspace and atmospheric flight. After all the class mandate is for scouting without consuming large amounts of protoculture. One of these is the ship’s now dorsal turret and the second is a ventral sensor pod.

On the ventral side (bottom) where the standard Garfish carries a turret there was not enough nearby interior volume to retract the turret. Thus this powerful turret is now mounted amidships on the dorsal side of the craft. This effectively replaces the underside belly turret. It also removes problem due to blockage from the hanger pods and risks of blinding the ventral sensor cluster. Now on the dorsal side Robotech engineers had what they needed to install an enclosure for it.

In place of the original turret a retractable sensor cluster is placed on the bottom front of the ship. This is smaller than the turret and as such can retract into the hull here. It is about half the size of the similar one used on pure science vessels like the Deukalion. Still when deployed it significantly improves the scout vessels passive and active scanning. This position gives it a good view downward for surveying planets. In space the ship can freely rotate as needed.

The sensor pod is built as a self-contained modular unit with its own computers and local control stations. Different sensor equipment can be carried within the cluster. It relies on an external power source, namely the ship. Data is feed out as a relay to the bridge but detail control of the sensors is better done within the module. The entire module can be dismounted in 8 hours for use as a planet side sensor platform. It would still need a power source such as an outpost generator. At least one is normally carried in the ship’s cargo.

One challenge for the Eclipse-class is the very low mecha-support ratio. Compared to a standard Garfish they carry significantly more mecha with only a small increase in support personnel. Most of the flight time for a scouting force is expected to be low intensity patrols with correspondingly lower maintenance demands. It is the mecha-support imbalance that has prevented the alternate hanger arrangement from making a fleet wide replacement of the standard Garfish’s 15-fighter hanger bays.

By combining the Horizon type cargo pods, the Modular Sensor Pod and the contents of the belly cargo bay the SDHS can setup a sizeable outpost. The SDHS core ship’s crew of 64 would certainly remain. That leaves up to 363 personnel that might be deployed. Normally this figure will be considerably less. The deployed group is highly diverse to face unknown situations. An ally in trouble would be greatly helped by this action. This has added “rescue ship” to the role the SDHS.




Sample Vessels


Hull Name         Completed        Fate
Eclipse            2038            In Service-Prototype fixed Sensor Pod, Veritech focused mecha group
Nova               2038            Lost at Earth with 10th Mars Div-First with Modular Sensor Pod
Flare              2039            In Service
Quasar             2040            In Service
Photon             2041            In Service
Nova II            2042            In Service
Pulsar             2043            In Service-Assigned to Canberra Theatre
Dyson              2043            In Service-First of class launched from Tirol
Event Horizon      2044            In Service-Just completed shakedown cruise
Neutron            2044            On shakedown cruise-Tirol Theatre
(unnamed)          2045            In Production-At Aluce
(unnamed)          2045            Pre-Production-Sub-component assembly on Aluce
(unnamed)          2045            In Production-At Tirol
(unnamed)          2045            Pre-Production-Sub-component assembly on Tirol




Sample Fighter Squadrons:

Stealth Squadron:
Provides shadow/stealth force for scouting or strikes.
Flight A: 2 Alpha-Shadow, 2 Beta-Shadow
Flight B: 2 Alpha-Shadow, 2 Beta-Shadow
Flight C: 2 Alpha-Shadow, 2 Beta-Shadow

Strike Squadron:
Combines agility with heavy hitting power.
Flight A: Alpha-Command, Alpha-Agile, 2 Beta
Flight B: Alpha-Command, Alpha-Agile, 2 Beta
Flight C: 2 Agile Alpha, 2 Beta

Light Recon Squadron:
A very common squadron taking advantage of mass production, simplified logistics and common maintenance needs. Lacks Beta fighters for surface to orbit flight and heavy hitting power.
Flight A: Alpha-Command, 3 Alpha-Recon
Flight B: Alpha-Command, 3 Alpha-Recon
Flight C: 4 Alpha-Recon

Heavy Recon Squadron:
A common squadron with good all round abilities. With each Alpha having a Beta they are capable of surface to orbit flight and high-speed space manoeuvres.
Flight A: Alpha-Command Alpha, Alpha-Recon, 2 Beta
Flight B: Alpha-Command, Alpha-Recon, 2 Beta
Flight C: 2 Alpha-Recon, 2 Beta

Combat Support Squadron:
Provides specialized teams to broaden tactical options. Remember speed limitations of the AWACS Beta.
Flight A: Alpha-Command, Beta, Alpha-Agile, Beta
Flight B: Alpha-Command, Beta-AWACS, Recon Alpha, Beta-Medical
Flight C: 2 of Alpha-Wild Weasel, 2 of Beta-HESM

Sensor Squadron:
Provides a range of capabilities for exploration and science missions. Remember speed limitations of the AWACS Beta.
Flight A: Command Alpha, Beta-Airlock, Recon Alpha, Beta-AWACS
Flight B: Command Alpha, Beta-Airlock, Recon Alpha, Beta-AWACS
Flight C: Command Alpha, Beta-Airlock, Recon Alpha, Beta-Medical
(Beta-Airlocks carry scout parties or scientists)

(Reference:
Some veritechs are Palladium concepts:
Command Alphas have improved tactical communications. Recon Alphas use that space instead for sensor equipment also making them slightly better at detecting enemies. Agile Alphas have, as the name implies, have an edge in manoeuvring (likely at a loss of fuel endurance).
Home-brew variants include:
Alpha-Wild Weasel is for knocking out enemy air defences with a few Homing-Energy-Seeking-Missiles (HESM), better jamming/chaff gear and the expense of much of its normal missile load. HESM Betas launch a supply of the HESM missiles. Beta-Airlocks adapt the bomb bay to passenger space with an airlock for space and underwater. Beta AWACS has long-range sensors, detachable sensor drones and electronic intelligence worked by a crew at consoles in a converted bomb bay retaining only a few of its weapons to do this. The Beta-Medical further converts an airlock variant to function as a flying medical bay.)



Version Notes:
V1: As posted for start of Robotech: Shadow Chronicles - Eclipse (Freeform) an RPOL online game
V2: Sep09 revision by Brian Laxson (co-GM) for game restart. Concept intact. Primary artwork intact. Remeasured hanger capacities. Consistency fixes. Removed hull # from production list to allow option for larger fleet. RPOL formatting codes. Weapon systems list. SHS to SDHS to match SDF format. Details on electronics improved. Sample squadrons listed. Noted maintenance issue for large fighter force.  Crew details. Ground vehicle details.
V3: Mar2010. Version to better focus on PC pilots. Smaller flight group, more ground support, detachable ship sensor pod. Reorganized presentation of data. Described Alpha/Beta variants.
V3b: Mar2010. Adjustment from conversations between Brian and Limey. Spare Veritechs in Storage. Further MSP details. Horizon cargo pods added. Troops reduced to give more science base staff. Reorganized personnel section. Accounted for Beta-AWACS crew. Ability to deploy a base discussed. Shifted timeline of first launch of the class. Expanded ship class details slightly.

This message was last edited by the player at 16:04, Sun 14 Mar.

Information Officer
Wed 19 Nov 2008
at 22:49
VFA-6X Shadow Alpha
Designation: VFA-6X Shadow Alpha
Mecha Class: Veritech fighter, aerospace capable.
Crew: 1 pilot.
Weight: 16.70 tons (dry)

FIGHTER MODE
Length: 10.25m
Height: 4.60m
Wingspan: 8.20m
Max speed at sea level: 1100 kph
Max speed at 10,000m: 1900 kph
Max speed at 30,000m: 3000 kph

GUARDIAN MODE
Length: 8.00m
Height: 5.72m
Width: 4.84m
Max speed at low altitudes: 680 kph

BATTLOID MODE
Depth: 5.25m
Height: 8.75m
Breadth: 4.84m
Max speed at all altitudes: 312 kph
Max walking speed: 120 kph

ARMAMENT
1 x 1-barreled disruptor cannon, functions as a heavy beam cannon and also has a disruptive effect against force fields.
2 x Light lasers in the nosecone
60 x 190mm short-range missiles, mounted in single-shot surface launchers spread out along the fuselage.

DESCRIPTION:

The Veritech Alpha Fighter is Earth's premier third-generation transformable fighter, serving the Expeditionary Forces through its mission in deep space and the reclamation missions to Earth. The fighter is fully space-capable, and is carried in great numbers on the Ikazuchi-class cruiser.

However, the limited fuel tankage of this craft gives it short legs in space, a deficiency that led to the development of the Beta Fighter, to which this mecha can attach. In addition, the Alpha can not reach suborbital altitudes on its own, and also required the Beta for this.

The Alpha also shines in atmospheric operations, where its small size and large thrust to weight ratio makes it a nimble and elusive target. This is made possible by two powerful main engines in the legs and powerful secondary engines in the forearms.

The Alpha's weapons fit is extremely powerful for a fighter of this size, and carries a destructive capacity comparable to the heaviest of the first-generation Destroids, combining a powerful beam gun with a vast number of short-range missiles.

Late in the Third Robotech War, the -S variant was introduced, combining radar stealth and a sophisticated protoculture cloaking device to minimize detection cross-section. This variant, known as the "Shadow Fighter", was issued a far larger gun pod than prior Alpha variants, also capable of engaging Invid force fields, and displayed several changes to the airframe. Additionally, the Shadow Fighter's hands were replaced by a three-fingered claw. The active sensor pod on the shoulder was deleted, in favor of improved passive sensors internal to the mecha. The VTOL thruster under the fighter mode fuselage was also deleted, and some slight remodelling was done to the intakes, shoulders, and upper legs, but the plane's airframe was essentially that of the venerable Alpha.

This message was last edited by the GM at 23:32, Wed 19 Nov 2008.

Information Officer
Wed 19 Nov 2008
at 23:01
VR-052 Battler Cyclone
Designation: VR-052

CYCLE MODE
Length: 2.4m (7.1ft)
Height: 1.2m (3.8ft)
Width: 0.5m (1.6ft)
Max speed: 200kph (124mph)

ARMOR MODE
Height: 2.5m (7.2ft)
Breadth: 1.0m (3.3ft)
Depth: 1.7m (5.4ft)
Max flight speed: 60 kph (assuming 85 kg pilot)
Max walking speed: Approx. 25% greater than pilot's top running speed.

DESCRIPTION:

Following the successful deployment of the VR-030 and VF-040 series , the VR-050 series took the best elements of previous Cyclone designs and put them all in one package, resulting in the final production model VR-052. The lightweight agility of the VR-030 combined with the heavy firepower capability of the 040 series made for what would become the standard ride-armor for REF soldiers.

As the VR-052 entered service, Cyclone platoons no longer had to balance their light and heavy Cyclone assets as the VR-052 was well suited to both roles. The 030 and 040 series still saw much action, but were now used more to augment and support of the main line Cyclone infantry units using the VR-052.

The versatility of the VR-050 series is demonstrated by the externally mounted weapons such as the EP-40 pistol featured on the "T" model and the forearm mounted anti-personnel missiles on the "F" Cyclone.

This message was last edited by the GM at 23:01, Wed 19 Nov 2008.

Information Officer
Wed 19 Nov 2008
at 23:04
VR-041 Saber Cyclone
Designation: VR-041

CYCLE MODE
Length: 2.0m (6.9ft)
Height: 1.0m (3.6ft)
Width: 0.5m (1.6ft)
Max speed: 200kph (124mph)

ARMOR MODE
Height: 2.3m (6.9ft)
Breadth: 1.0m (3.3ft)
Depth: 1.6m (5.2ft)
Max flight speed: 60 kph (assuming 85 kg pilot)
Max walking speed: Approx. 25% greater than pilot's top running speed.

DESCRIPTION:

Unlike the quick strike "hit and run" tactics that exemplified the abilities of its -030 predecessor, the -040 series Cyclone was designed to get its hands dirty in frontline heavy duty combat roles. The -040 series packed a lot of firepower in its two weapons pods that would mount on the "chest" of the ride armor battloid-mode.

The two launchers any carry twelve (six in each pod) units of mission-specific ordnance. When equipped with the missile package, the short-range missiles find their targets via the standard terminal laser/radar-guided system found on all Cyclones. The -040 series has the ability to deliver a devastating missile barrage along with the speed and mobility inherent with all transformable veritech motorcycles.

Though lacking a specific anti-personnel firearm as part of its standard fixed weaponry, the -040 series is unique amongst its fellow Cyclones with its distinctive ceramic blades fitted to the forearm guard front wheel covers. The strong, lightweight sabers were developed to pierce Invid armor and hive walls, but are also incredibly lethal weapons in close combat.

As with other Cyclones, the pilot of this mecha wears the standard armor suit, the CVR-3.

COMMON ARMAMENT PACKAGES

H: The "Heavy" unit configuration. Used for fire support and demolition missions.

M: A favorite model for REF medics where the missile pods are replaced with medical supplies easily accessible for battlefield triage.

This message was last edited by the GM at 23:04, Wed 19 Nov 2008.

Information Officer
Wed 19 Nov 2008
at 23:07
VR-038 Light Cyclone
Designation: VR-038

CYCLE MODE
Length: 2.1m (6.9ft)
Height: 1.1m (3.6ft)
Width: 0.5m (1.6ft)
Max speed: 200kph (124mph)

ARMOR MODE
Height: 2.1m (6.9ft)
Breadth: 1.0m (3.3ft)
Depth: 1.6m (5.2ft)
Max flight speed: 60 kph (assuming 85 kg pilot)
Max walking speed: Approx. 25% greater than pilot's top running speed.

DESCRIPTION:

One of the older Cyclone designs developed for the REF, the -030 series was originally designed to be a more lightly armored and faster mecha than the general issue counterpart. A successful design, it saw numerous variants, culminating with the -038 version. This mecha soldiered on throughout the 2030s and into the 3rd Robotech War, where it served with scouts, anti-armor specialists, and forward observers.

This mecha had no built-in armament, though weapons packages could be fitted to the forearms. Like all Cyclones, the pilot of this mecha had to wear a specially fitted suit of armor, the CVR-3, to which the Cyclone mounts in Battloid mode. The -030 series Cyclones were most often seen with hand-held weapons, in the -A and -L weapons package configurations.


COMMON ARMAMENT PACKAGES

A: No standard fixed weapons; only hand-held weapons carried. (used for courier/messenger duty)

L: 60mm terminally-guided rocket launcher, mounts to front of vehicle in motorcycle mode. Six rocket payload.

R: Digital Video Recorder/Night Vision Optics
(used for reconaissance)
Information Officer
Thu 20 Nov 2008
at 01:08
Veritech Beta VFB-9


Designation: Veritech Beta VFB-9-2
[-2 referring to v2 see notes below]
Mecha Class: Veritech fighter/bomber, aerospace capable.
Crew: 1 pilot
Passengers: None normally (two could sit behind the pilot)
Weight: 29.50 tons (dry)

FIGHTER MODE
Length: 9.75m
Height: 6.10m
Wingspan: 19.50m
Max speed at sea level: 700 kph
Max speed at 10,000m: 1930 kph
Max speed at 30,000m: 8900 kph

GUARDIAN MODE
Length: 8.00m
Height: 8.50m
Wingspan: 19.50m
Max speed at all altitudes: 500 kph

BATTLOID MODE
Depth: 13.70m
Depth: 7.30m
Breadth: 8.50m
Max speed at all altitudes: 482 kph
Max walking speed: 128 kph

ARMAMENT

3 x Pulse Beam cannons, 35/80mm
One is mounted in the center intake (available in fighter and guardian modes when no Alpha is docked). The other two are mounted on the leg intakes (available only in fighter mode though may fire when an Alpha is docked).
Each assembly consists of 3 of 35mm emitters in an overall 80mm assembly. These are a high rate of fire weapon with a tight grouping. They are meant for long range firing, aerial dog fighting and strafing runs. This is same weapon in the gun pod of the Alpha fighter.

2 x 3-barreled Pulse Ion cannons, 75mm
Mounted in the forearms and available only in Battloid mode. To supply their high energy demands not only are the 80mm cannons disabled but additional energy is diverted away from the thrusters.
These are heavy hitting weapon derived from the same research as 105mm ion cannon of the Southern Cross Spartas hovertank.  The weapon lacks the continous stream affect of the heavy hitting Spartas 105mm cannon where additional energy strikes into the same area. Instead they fire in a pulse mode needed against fast moving air targets. They are still capable of puncturing defences that the 35/80mm cannon can not. Against slow moving targets they tend to speckle hit with surface craters until a hit lands where armor is already destroyed.
Due to the slower rate of fire these weapons are mounted three to an arm. Unlike the hovertank the high Beta is capable of ongoing firing limited only by weapon wear.

2 x Forward-chest missile launchers, 190mm
Each fires up to 10 x 190mm short-range missiles each in a volley. There are 20 missiles in each section for a total of 40 chest missiles. Being nimble missiles affects their range, which is only 1-10 kilometres. Exact performance varies by type of missile loaded.  (For Palladium count as short-range missiles). May fire in all modes.
 [We allow firing when joined to an Alpha as that is just too much of obvious and correctable issue]

2 x Mid-Chest missile launchers, 340mm
These are located behind the ammunition bays of the forward chest missile launchers. Each launcher carries 8 missiles for a total payload of 16. Each missile has over five times the warhead mass of the smaller 190mm missiles.  A better fuel management engine and less agility give much longer ranges, generally 40-100km. (For Palladium count as medium range missiles). May fire in all modes.

1 x bomb bay capable of holding 4 metric tons of ordnance, the size limited by the bay doors.
Bomb range is difficult to project as it is gravity based though is moving at the speed of the fighter when released. Accurate bombing is done through guided or self-correcting munitions or by dive bombing at short range.
Possible loading is (16 of 500 lb bombs), (8 of 1,000lb bombs), (4 of 2,000lb) bombs or a single “Grandslam” 8,000lb bomb. Bomb types include explosive, sub-munition launchers (releasing the equivalent of 15 of 190mm missile or 100 cyclone mini-missiles per 500 lbs), minefield layers, deep penetrating, napalm, proton bombs or nuclear.
A feed release for long range missiles can also be fitted. Six missiles can stored in two vertical racks of three. Missiles can be fired one or two at a time, emptying the rack in sequence. Rapid sequential firing is possible with all three paired volleys fired in under six seconds (one palladium combat round).
The bomb bay is used on various types of Beta to hold special equipment. See their separate files for details. Even without modification the bomb bay can hold up to 10 people or act as a cargo carrier. Capacity of cargo generally being limited by volume before the weight of the objects.

3 x Hardpoints on each wing.
These are capable of carrying long-range missiles or multiple ejection launchers. However, all of the ordnance must be ejected before the Beta can go to Battloid mode.
Trans-atmospheric flight up or down from orbit is not possible with loaded hardpoints. The drag of them also reduces top atmospheric speed up to 20%. They are generally only loaded for special strikes.
Each hard point can carry (one long range missiles), (six mid-sized missiles such as the 340mm), (up to 1,000 lbs of bombs) or (a storage pod).

2 x Forearm Shield Plates
The forearms of the Beta hide extra thick armour plates. In Battloid mode pilots can put these in the way to absorb some very heavy impacts. It is a design feature meant to all the Beta to stand up to the same heavy power as it throws out. As the forearms only move in Battloid it has proven to be of mixed tactical value. These plates are as strong as one finds on warships like the side plates of an Ikazuchi.

[Palladium fans will note that we do consider the head to be a sensor unit and the strange forward tubes are no longer considered long range missiles]

DESCRIPTION:

The Veritech Beta Fighter was developed as a heavily armed and armoured booster system for the Alpha fighter to extend its range in space, as well providing the ability to reach orbit from the surface. The fighter can operate from the Horizont dropship when joined with an Alpha fighter. Besides operating as a large fuel tank for the space Alpha-Beta combination, it allows for high thrust capabilities for an Alpha Battloid for high manoeuvrability in close combat, in addition to augmenting the Alpha's missile load, and carrying a formidable weapons capability when operating independently.

Without the attached Alpha fighter, the Beta fighter relies on its excessive thrust to overcome its non-aerodynamic shape in an atmosphere. Its true power comes in Battloid mode, where an impressive amount of firepower is available for heavy assault.

The Beta fighter was first tested as early as 2022 as the VF-X-7, but the tests were deemed a failure, and the Beta concept was shelved for over a decade, while the SFA-5 Conbat soldiered on as the Expeditionary Force's heavy ordnance strike fighters. Eventually, the Beta concept was revived with significant updates and upgrades, and entered service as the VF/B-9 only a few years before the ill-fated Mars Division mission to reclaim Earth.

Due to the unusual mecha design the weapons has various restrictions on them. We also see that pulse cannons do not require a “bullets” ammunition count. The weapon generators, housed safely under armor, are diverted in different ways. In fighter and guardian mode the thrusters receive much higher amounts of energy and the 35/80mm guns are armed. In Battloid mode energy is diverted away from the thrusters into heavy 75mm forearm weapons.

Beta fighters are deployed in unit colours that usually match their mated Alpha fighter. Shadow variants of the Beta also exist. The Beta can also be fitted with a “fast pack” pod which are described separately.

Tactically an air group with Betas has a significant increase in its firepower and flexibility. However the cost to produce the unit is much greater than that of the Alpha. The lower mobility of the Beta also makes it less desired in battles of manoeuvre. While the Beta does have its use it remains a secondary Veritech to the smaller Alpha fighter.

[V1 is original text,

V2: Blending of Robotech.com and various RPG info. Adjustments by Brian Laxson.
head from mrm to sensors, fix alpha docked firing, added mid chest launchers, better weapon descriptions, set cannon sizes to 35/80mm and 75mm vs hovertank 105mm, added forearm shields]

This message was last edited by the player at 02:34, Wed 31 Mar.

Information Officer
Thu 20 Nov 2008
at 01:08
Veritech Alpha VFA-6H
Designation: Veritech Alpha VFA-6H
Mecha Class: Veritech fighter, aerospace capable.
Crew: 1 pilot.
Weight: 16.70 tons (dry)

FIGHTER MODE
Length: 10.25m
Height: 4.60m
Wingspan: 8.20m
Max speed at sea level: 1100 kph
Max speed at 10,000m: 1900 kph
Max speed at 30,000m: 3000 kph

GUARDIAN MODE
Length: 8.00m
Height: 5.72m
Width: 4.84m
Max speed at low altitudes: 680 kph

BATTLOID MODE
Depth: 5.25m
Height: 8.75m
Breadth: 4.84m
Max speed at all altitudes: 312 kph
Max walking speed: 120 kph

ARMAMENT
1 x 3-barreled 80mm pulse beam cannon in a gun pod. Barrels usually fire. A second pod is possible, but not standard issue.
2 x Light lasers in the Alpha's nose
4 x 78mm short-range missiles mounted in the head. Total ammunition supply is 8 missiles
60 x 190mm short-range missiles, mounted in single-shot surface launchers spread out along the fuselage

DESCRIPTION:

The Veritech Alpha Fighter is Earth's premier third-generation transformable fighter, serving the REF through its mission in deep space and the reclamation missions to Earth. The fighter is fully space-capable, and is carried in great numbers on the Ikazuchi-class cruiser. However, the limited fuel tankage of this craft gives it short legs in space, a deficiency that led to the development of the Beta Fighter, to which this mecha can attach. In addition, the Alpha can not reach suborbital altitudes on its own, and also required the Beta for this.

The Alpha also shines in atmospheric operations, where its small size and large thrust to weight ratio makes it a nimble and elusive target. This is made possible by two powerful main engines in the legs, powerful secondary engines in the forearms, and a dedicated VTOL thruster on the underside of the fuselage. The Alpha's weapons fit is extremely powerful for a fighter of this size, and carries a destructive capacity comparable to the heaviest of the first-generation Destroids, combining a powerful beam gun with a vast number of short-range missiles.

Seen during the 3rd Robotech War, the -H variant was typically painted blue, and was generally issued to officers.

This message was last edited by the GM at 01:08, Thu 20 Nov 2008.

Information Officer
Thu 20 Nov 2008
at 01:09
Veritech Alpha VFA-6I
Designation: Veritech Alpha VFA-6I
Mecha Class: Veritech fighter, aerospace capable.
Crew: 1 pilot.
Weight: 16.70 tons (dry)

FIGHTER MODE
Length: 10.25m
Height: 4.60m
Wingspan: 8.20m
Max speed at sea level: 1100 kph
Max speed at 10,000m: 1900 kph
Max speed at 30,000m: 3000 kph

GUARDIAN MODE
Length: 8.00m
Height: 5.72m
Width: 4.84m
Max speed at low altitudes: 680 kph

BATTLOID MODE
Depth: 5.25m
Height: 8.75m
Breadth: 4.84m
Max speed at all altitudes: 312 kph
Max walking speed: 120 kph

ARMAMENT
1 x 3-barreled 80mm pulse beam cannon in a gun pod. Barrels usually fire. A second pod is possible, but not standard issue.
2 x Light lasers in the Alpha's nose
4 x 78mm short-range missiles mounted in the head. Total ammunition supply is 8 missiles
60 x 190mm short-range missiles, mounted in single-shot surface launchers spread out along the fuselage

DESCRIPTION:

The Veritech Alpha Fighter is Earth's premier third-generation transformable fighter, serving the REF through its mission in deep space and the reclamation missions to Earth. The fighter is fully space-capable, and is carried in great numbers on the Ikazuchi-class cruiser.

However, the limited fuel tankage of this craft gives it short legs in space, a deficiency that led to the development of the Beta Fighter, to which this mecha can attach. In addition, the Alpha can not reach suborbital altitudes on its own, and also required the Beta for this.

The Alpha also shines in atmospheric operations, where its small size and large thrust to weight ratio makes it a nimble and elusive target. This is made possible by two powerful main engines in the legs, powerful secondary engines in the forearms, and a dedicated VTOL thruster on the underside of the fuselage. The Alpha's weapons fit is extremely powerful for a fighter of this size, and carries a destructive capacity comparable to the heaviest of the first-generation Destroids, combining a powerful beam gun with a vast number of short-range missiles.

Seen during the 3rd Robotech War, the -I variant, usually painted green, most noticably distinguished from the commander's model by a single thin stabilizer fin on the head.

This message was last edited by the GM at 01:09, Thu 20 Nov 2008.

Information Officer
Thu 20 Nov 2008
at 01:09
Veritech Alpha VFA-6Z
Designation: Veritech Alpha VFA-6Z
Mecha Class: Veritech fighter, aerospace capable.
Crew: 1 pilot.
Weight: 16.70 tons (dry)

FIGHTER MODE
Length: 10.25m
Height: 4.60m
Wingspan: 8.20m
Max speed at sea level: 1200 kph
Max speed at 10,000m: 2050 kph
Max speed at 30,000m: 3250 kph

GUARDIAN MODE
Length: 8.00m
Height: 5.72m
Width: 4.84m
Max speed at low altitudes: 775 kph

BATTLOID MODE
Depth: 5.25m
Height: 8.75m
Breadth: 4.84m
Max speed at all altitudes: 368 kph
Max walking speed: 140 kph

ARMAMENT
1 x 3-barreled 80mm pulse beam cannon in a gun pod.
Barrels usually fire. A second pod is possible, but not standard
2 x Light lasers in the Alpha's nose
4 x 78mm short-range missiles mounted in the head. Total ammunition supply is 8 missiles
60 x 190mm short-range missiles, mounted in single-shot surface launchers spread out along the fuselage

DESCRIPTION:

The Veritech Alpha Fighter is Earth's premier third-generation transformable fighter, serving the Expeditionary Forces through its mission in deep space and the reclamation missions to Earth. The fighter is fully space-capable, and is carried in great numbers on the Ikazuchi-class cruiser.

However, the limited fuel tankage of this craft gives it short legs in space, a deficiency that led to the development of the Beta Fighter, to which this mecha can attach. In addition, the Alpha can not reach suborbital altitudes on its own, and also required the Beta for this.

The Alpha also shines in atmospheric operations, where its small size and large thrust to weight ratio makes it a nimble and elusive target. This is made possible by two powerful main engines in the legs, powerful secondary engines in the forearms, and a dedicated VTOL thruster on the underside of the fuselage.

The Alpha's weapons fit is extremely powerful for a fighter of this size, and carries a destructive capacity comparable to the heaviest of the first-generation Destroids, combining a powerful beam gun with a vast number of short-range missiles.

Introduced late in the 3rd Robotech War, the -Z variant, often painted red, and optimized for atmospheric operations, was distinct in the thick dorsal stabilizer on its head. Beyond the obvious change, the -Z was outfitted with more powerful engines, and was a more capable fighter in all modes and at all altitudes. It was expected that this fighter would become the standard variant late in the 3rd Robotech War, but this was superceded by the Shadowfighter, which did not incorporate the improved engines.

This message was last edited by the GM at 01:09, Thu 20 Nov 2008.

LimeyDragon
 GM, 13 posts
Thu 20 Nov 2008
at 17:51
VM-9L Silverback Cyclone
Designation: VM-9L
Mecha Class: Light, High mobility veritech strike vehicle
Crew: 1 pilot, second seat for a passanger or gunnner

BUGGY MODE
Length: 3.9m (12'-10")
Height: 1.8m (5'-11")
Height w/turret: 2.4m (7'-11")
Width: 2.1m (6'-11")
Width w/weapons: 2.4m (7'-11")
Max speed: 225kph (140mph)

ARMOR MODE
Height: 4.1m (13'-5")
Height w/turret: 6.3m (20'-8')
Breadth: 3.4m (11'-2")
Depth: 2.7m (9')
Max speed: 96kph (60mph)

ARMAMENT
1 x Modular Rear Equipment Mount:
Varaint A- HRG-140 Dual Rail Gun
Varaint B- AAC-11 Flak Cannon
Variant C- LMMDS-12 Misile Delivery system
Variant D- MMDS-6 Misile Delivery system
Variant E- MMDS-48 Misile Delivery system
Variant F- OSS-88 Scout/Reconnaissance Sensor Suite


4 x Modular Weapon System for Wheel Hardpoints
EP-40 Ion Pulse Pistol
GR-97 Mini Misile Delivery system
EP-37 60mm Pulse Beam Rifle
HRG-70 Rapid Fire Rail Gun
RL-6 60mm Light Repeating Rocket Cannon
H-260 Valiant Laser Assault Rifle


DESCRIPTION:

Description is pending... Also there are 3 version of this. light, heavy, recon.

This message was last edited by the GM at 22:23, Thu 20 Nov 2008.

GM Brygun
 GM, 70 posts
Wed 31 Mar 2010
at 17:07
Veritech Alpha VFA-6WW
ALPHA FIGHTER REFIT: “WW” WILD WEASEL
[Fanmecha, by Brian Laxson]

PURPOSE:
To provide “Wild Weasel” emissions destruction ability to any Alpha variant, including Shadow Fighters.


ARMAMENT LOST:
36 x 190mm short-range missiles
Various launchers are converted to other uses. The shoulder pods are converted to holding 340mm missiles (see below). The forearms are converted to hold additional jammers and decoys.
(this leaves 24 of 190mm missiles, 12 in each leg)

SYSTEMS GAINED:
2 x Shoulder Launchers, 340mm Missiles
Mounted as four in each of the two widened shoulder pods. Typically firing Homing Emission Seeking Missiles (HESM) though other 340mm missiles can be carried.

1 x HESM targeting computer

2 x Supplemental ECM Pod (forearms)

2 x Decoy Launcher (forearms)
Each contains 10 decoy bundles for a total of 20.

SYSTEM DESCRIPTIONS:
HOMING EMISSION SEEKING MISSILES:
PRIMARY PURPOSE: SEAD (Suppression of Enemy Air Defences)
SECONDARY PURPOSE: Anti-Mecha
RANGE: 40 miles (64 km)
CAPABILITIES: While twice the diameter of a normal short-range missile the HESM packs only about twice the punch of a regular missile. The real difference is in its much greater range, about eight times that of a normal missile. Its guidance system includes an emission detector that uses the missiles own flight to triangulate a position. Once this is achieved the missile will dive in to detonate on that location even if the sensor is turned off. For safety reasons the missile is normally set to disregard any friendly IFF carrying unit.
When launched the HESM can be set to listen to the launcher for command updates allowing it to fly complicated courses or change target mid-flight. One practice is to launch HESM then make a fly by near suspected air defences. As the defences turn on their targeting emitters the HESM are directed to destroy them. While optimized for stationary targets the HESM can be used against enemy mecha, with a tendency to impact on or near the sensors.

HESM TARGETTING COMPUTER (cockpit):
PRIMARY PURPOSE: Control of HESM missiles
CAPABILITIES: This is an expansion to the mecha’s battle computer. It allows various uses of HESM missiles. Without this the HESM can only be fired in a general self seeking mode or in a one-at-a-time position set. With this computer working the existing control displays the pilot can make wonderful use of the HESM.
It includes the ability to receive and remember the location of enemy emitters. The computer can also provide the communication signals to change HESM operations mid-flight. Pattern firing is also possible including establishing time delays for a “walking barrage”.

SUPPLEMENTAL ECM PODS:
PRIMARY PURPOSE: Defensive ECM
SECONDARY PURPOSE: ECCM
RANGE: 10 miles (16 km)
CAPABILITIES: Replaces a missile rack position on each forearm.  These work with the existing ECM systems for a greater affect at jamming seeking weapons and confusing radar.
This unit can run either in several automatic modes or manually set by the pilot. Its purpose is to bombard enemy receivers to confuse their aim. As with any ECM doing this also broadcasts the fighter’s rough location so is usually used when coming under fire. The equipment does have an ability to be aimed at a nearby target (reflecting the range figure) though performance degrades the farther away it goes. Against small self-seeking missiles the unit is very effective. Larger missiles tend to be “smarter” and progressively harder to jam.

DECOY LAUNCHER:
PRIMARY PURPOSE: Defensive
RANGE: own fighter (or combined alpha/beta)
CAPABILITIES: This launcher, replacing one missile rack per forearm, carries a number of decoy bundles. These bundles come in a variety of types and are chosen based on expected enemies. Their size is just a little more than the warhead of the regularly carried missile. This allows twice as many to be carried. The most common produces a mecha-sized cloud of heated and reflective smoke (this is useful against most missiles). There are more dedicated infrared/thermal smokes and chaff only clouds. Additional types also exist, developed as the REF finds enemies using different sensors. There is even a “waste protoculture” version that uses materials from exhausted protoculture cells to obscure Invid protoculture sensors.
Pilots are advised the smoke only works when between you and the missile. Some missiles can re-acquire you after losing lock. Furthermore a missile flying into a cloud might happen to come out at an angle to hit you. The Decoy launcher is there to augment your defensive flying.


VISUAL DIFFERENCES:
Fore arm missile packs are thicker/swollen.
Shoulder missile packs are thicker.

DESCRIPTION:
The Wild Weasel or “WW” variant was created due to the ever present need for “Search for Enemy Air Defence” (SEAD) operations. A major challenge to the project was to make one suitable for any Alpha variant. Each Alpha has a different shoulder sensor pod and the Shadow fighters have none.

The decision was made then to only free up space by removing a portion of the short-range missiles. Several remain for mecha combat or blasting stubborn air defences.

The typical mission profile has two or more WW approaching an area ahead of the main effort. HESM are launched from a long range at existing enemy emitters. Then the WW fly close one at a time. If a new enemy air defences activates the targeted WW goes into defensive flying while the other WW fires another HESM. Only after depleting the HESM due the WW repeat this bait and fire using regular short-range missiles. The gun pod is kept as a backup weapon.

If an AWACS or capital ship is scanning the area it can also feed the fighter target information. It can then launch the HESM to knock out these positions. Working in a ground-position mode the HESM could also be used in a bombardment mode. Combined with the update-in-flight the full salvo of HESM could actually puncture warship armour if they all impacted in a small area. It could also be used to blast a hardened bunker or land in a pattern over a weaker one such as an industrial yard.

When an Alpha is outfitted as a Wild Weasel the letters WW are added to the variant. For example a recon wild weasel is a 6RWW and command is a 6CWW. This is considered a moderate refit of an Alpha with the new components being installed and tested in under a week.

[V1 : original write up

V2: Conversion to 340mm, reallocated space]

This message was last edited by the player at 17:07, Wed 31 Mar.

Information Officer
 GM, 213 posts
Wed 31 Mar 2010
at 02:36
Veritech Beta VFB-9 WE

Veritech Beta VFB-9 WE
[Fanmecha, by Brian Laxson, v2]

Designation: Veritech Beta VFB-9 WE “AWACS ELINT”
Mecha Class: Veritech fighter/bomber, aerospace capable.
Crew: 1 pilot, 4 AWACS/ELINT operators
Weight: 34 tons (dry)

FIGHTER MODE
Length: 9.75m
Height: 6.10m
Wingspan: 19.50m
Max speed at sea level: 700 kph
Max speed at 10,000m: 1930 kph
Max speed at 30,000m: 8900 kph
Note safe max speed is limited by the radome (see description below)

GUARDIAN MODE
Length: 8.00m
Height: 8.50m
Wingspan: 19.50m
Max speed at low altitudes: 500 kph

BATTLOID MODE
Depth: 13.70m
Depth: 7.30m
Breadth: 8.50m
Max speed at all altitudes: 482 kph
Max walking speed: 128 kph

ARMAMENT RETAINED (See standard Beta for details)
1 x Pulse Beam cannons, 35/80mm (centreline, useable in fighter and guardian modes)

2 x 3-barreled pulse beam cannons, mounted in the forearms,

2 x Mid-Chest missile launchers, 340mm (total 16 missiles)

3 x hardpoints on each wing capable of carrying long-range missiles or multiple ejection launchers. However, all of the ordnance must be ejected before the Beta can go to Battloid mode.

REMOVED WEAPONS:
2 x Forward-chest missile launchers, 190mm

2 x Pulse Beam cannons, 35/80mm (leg units)

1 x bomb bay capable (converted for other uses).

Can not be fitted with a Fast-Pack

ADDED SYSTEMS:
1 x Radome Stowable
2 x Detachable Sensor Pods
1 x Communications Array (internal)
1 x Control Bay


EQUIPMENT DETAILS:

DORSAL SENSOR RADOME STOWABLE (top):
PRIMARY PURPOSE: Enhanced Reconnaissance
RANGE: 250 miles (400 km)
CAPABILITIES:
The radome appears as a sloped boxy shape. When stored the long-axis lines up front-to-back with the Beta so as to lock down between the chest modules. When in use the radome elevates upward on an long aerodynamic pillar. Secondary radar sets are located where the regular Beta carries its forward 190mm missile launchers. The armor panels there are converted to more radar friendly radomes with a corresponding loss in protection.
Within the radomes are a networked set of radars working on such principles as aggregate comparative composition. Tracking range for mecha objects is around 250 miles (400 kilometers) with larger objects being detected farther out. Background noise of ground cover, seas, wreckage or space anomalies may reduce this range.
The VF's onboard computer can only track 400 of these contacts simultaneously. Telemetry from the radome can be transmitted via communications to a command ship or recorded for further analysis.
The radome can functions at various levels in the electromagnetic spectrum for detecting spatial disturbances in the immediate area, such as incoming or outgoing folds. It is also therefore useful in scientific studies.
In order to allow speeds above Mach 1.5 (1800kph) the sub-radomes must be stored. The radome function is lost when they are stored. However it allows the Beta (possibly with an alpha) to go up or down from orbit.

TWO DETACHABLE SENSOR PODS (Legs, interior/exterior):
PRIMARY PURPOSE: Enhanced Reconnaissance
CAPABILITIES:
Replacing the leg 35/80mm pulse cannon equipment in each leg is a detachable sensor pod. When docked the sensor eye of the pod is visible on the outside of the leg.
This sensor is a satellite grade system allowing orbit to surface imaging (120 miles or so). On maximum zoom the approximate movement of the limbs of a mansized object can be tracked. Sensors are present for both visual and infrared modes. (Ultraviolet rays lose strength much faster over distance so are not of use for such long range viewing).
The device also has a radio/radar emittor for detailed active scanning. Out to 40 miles it works like a basic radar set with a moderate chance of determining a known mecha design. At closer range further detail can be made out. The sensor array can take detailed structural readings of an object and detect power sources, weapon ports, transmitters, and other valuable statistical data. The imaging sensor of the pod can be changed out for mission specific equipment.
Each can also function as a recon drone. The pod detaches unfolding aerdynamic wings and a thrusters pod. The thrusters pod is able to obtain speeds of 100 mph in a standard atmosphere or flying in space. Duration is limited to 60 minutes of flight though the electronics can operate for operate for 4 hours when detached. Control can either be by direct radio link (approx 30 mile range) or giving it pre-programmed parameters such as a flight path. A recovery beacon can be heard up to 300 miles away (sufficient to reach orbit) but only has 6 pulses normally sent at 0 minutes, 10 minutes, 30 minutes, 60 minutes, 120 and 180 minutes.


COMMUNICATIONS ARRAY:
PRIMARY PURPOSE: Transmission interception
SECONDARY PURPOSE: Electronic Warfare
RANGE: Receive: 250 miles (400 km) Transmit: 750 miles (1200 km)
CAPABILITIES:
The communications array can intercept any radio signals or other electromagnetic transmissions and retransmit them to a command center for analysis. Note that this does not necessarily mean that the receiver will be able to understand the communication (coded transmissions will still be received in code). Alternatively, the transmitter can generate a blanket "white noise" across the radio spectrum, disrupting ALL radio transmissions.
An important function for the array is to collect, sort and redistribute tactical information. This includes combining the sensor detections of other Robotech fighters or ships. 64 other mecha/ships/bases can be placed into this network by this single mecha. In larger battles one of the connections goes to a central command which combines the network nodes of many more sources.

CONTROL BAY (internal):
PRIMARY PURPOSE: Air Control Operations
SECONDARY PURPOSE: Electronic Warfare Operations
OPERATION CAPABILITIES: Computers and consoles for four (4) operators normally arranged as Air Traffic Control, Electronic Warfare, Sensor Specialist, Flight Engineer

DESCRIPTION:

The Beta “AWACS ELINT” variant is produced to fill the need for forward AWACS and ELINT capabilities in the REF forces. This role means to provide long range detection, analysis of friendly and enemy emissions, jamming/interference sending and battlefield co-ordination.
The larger size of the BETA made it a natural choice for such a high capability unit. An issue with this refit is its complexity taking two weeks, if all goes well, to convert to or from it. At least half the operating units where factory built in this mode.

As with other refit programs it can be applied to both regular and shadow variants. Such units have the designation “WE” added to them as the “W” from “AWACS combined with the ELINT “E”. This led to troops nicknaming them “Wacky”. Shadow variants are generally rare as the massive amounts of radar emissions turned on ruins the benefit of having a shadow stealth system.

This sensors provide a dominating view of the battlefield in all directions and at ranges beyond normal mecha. In space there is no significant impact on flight performance. Improvements in structural methods overcomes some of the wind sheer limits to give the mecha to a top speed of Mach 1.5 or around 1800 kph with the Radome deployed. Any faster, and the advanced avionics suite will be ripped off. For a Beta fighter this means it is not capable of trans atmospheric flight. This is why the radome was reconfigured into stowable arrangement. When stored the Beta can use its full range of speeds.

Removing the leg pulse cannon provided power and structural mounting for a detachable sensor pods. Having two of these sensors allows full coverage around the fighter or carrying different sensors in them. Control of these can be passed to any station in the bomb-bay or the Beta’s cockpit. It is not possible to transfer control to a distant mecha. However they can be controlled by an attached Alpha fighter.

The bomb bay is converted to a control bay. It consists of an airlock, four computer consoles with four seating positions. Each operator is expected to be wearing CVR-3 armor. There is no space available for them to store Cyclones. Consoles and computers are provided for each. This allows the same BETA variant to function as a 3-controller AWACs, dedicated EW craft, dedicated science ship or a blending of the three functions.
The operator positions listed below are a standard arrangement. The glass-display system allows the stations to be set to any mode. It is rare that someone would not be acting as a flight engineer at any given time.
The first console mode is for “air traffic control”. They direct traffic, relay warnings of enemy movement and query unidentified units. They may also direct interception  groups or advise the forward battle commander of changes in the battlefield.
The second mode is for “electronic warfare”. Jamming, counter-jamming and quick emitter identification fall into this operation. They can also take over either of steerable sensors.
The third mode as a “sensor specialist” to scan for or identify objects. This is the preferred mode for the detachable sensor pods. This includes taking time to run data through recognition programs. The operator can also receive scans from others for this purpose.
A fourth mode acts as a “flight engineer” who monitors the additional equipment on board. They could also do field repairs if they can access the damaged equipment.
A fifth mode is for “detailed analysis”. In this mode only recorded data is shown and direct sensor control is not possible. In stead the software allows many more options to combining recorded sensor data and comparing it to a database. This is also useful for scientific studies.
A sixth mode is
Mode six is “radome direct” which allows control over the radome operations. This can include manually setting the radome to focus on a single specific target at the expense of scanning the whole area.

Usually an Alpha fighter is attached. Should the combined craft come into danger the Alpha becomes a last-ditch interceptor while the Beta WE moves off. While combined the Alpha pilot monitors for local dangers and handles the teams flight pattern. Relieved of flight control the pilot in the Beta cockpit usually takes over using one of the steerable sensors. The control hookups that allow the Alpha to control a normal Beta does allow the Alpha to access the WE special equipment.
In large wing operations the wing commander might choose to hook up to the Beta-WE. This would give them direct access to the communications gear and tactical information. In this role the Beta’s pilot resumes flight control. However, most commanders prefer to be farther forward in the main action.

The high quality of the sensors has also given the WE another role, that of scientific scout. In this role the sensor specialist position is taken by a mission scientist. Alternatively the capacity for up to two others to sit by the Beta pilot may allow the scientists to seat-swap with the operators. If a mission requires specialized equipment the steerable sensors on the legs can be changed in about 30 minutes for a full capability hanger. While the sensor hardware is being changed the computer software is also changed over. Another 30 minutes of testing is recommended.

In terms of armament the WE Beta has lost roughly half of its weapon. The decision was made to retain the 340mm missiles due to their much longer range being a better fit with the long range sensors. Additional missiles can still be carried on the wing racks. The centraline gun system works in fighter and guardian mode for minimal offensive ability. If overrun the radome is closed up and the heavy forearm guns put to use.


[V1 original switching from an Alpha AWACS to a Beta mecha, adding ELINT function.

V2 Making radar stowable to allow full speed, merge steerable pods and drones
For real life boom Awacs see: http://en.wikipedia.org/wiki/Boeing_737_AEW%26C , Keeping 340mm missiles and dropping 190mm missiles]

This message was last edited by the player at 02:36, Wed 31 Mar.

LimeyDragon
 GM, 60 posts
Tue 25 Nov 2008
at 16:38
MBR-12 Mk III


Designation: MBR-12 Mk III Condor
Mecha Class: Heavy Mobile Infantry Battloid (Destroid)
Crew: 1 Marine (pilot), and cyclone
Weight: 15.70 tons (dry)

FLIGHT MODE
Length: 16.8m
Height: 4.1m
Wingspan: 9.3m
Max speed at sea level: 550 kph
Max speed at 10,000m: 950 kph
Max speed at 30,000m: 1500 kph

BATTLOID MODE
Depth: 6.3m
Height: 12.8m
Breadth: 6.3m
Max speed at all altitudes: 112 kph
Max running speed: 128 kph

ARMAMENT
4 x EP-13 THREE-BARRELED 80MM PARTICLE GUN POD
1 x MM-16 MULTI-MISSILE SYSTEM
3 x DDI-6 MEDIUM RANGE MISSILE SYSTEM



DESCRIPTION:
The original MBR-12 Mark II was designed as the premier cavalry mecha for the REF during the Sentinels campaign.  The Condor internal structure was taken from the Alpha fighter.  Additional armor was added using the newer armor plating developed for the Z2 Battlpod.  Although, the protection was not as extensive as that given to the REF destroids, the quick strike mission of the Condor mandated that the design be maneuverable first and foremost.  The MM-60 missile launcher was taken from the VAF-6 design; however, engineers had to reduce the number of missile to 54 in order to fit into the more heavily armored chasse.

In practice, the Mark II design proved problematic.  The mecha was not nearly maneuverable as the VAF-6 or even the VBF-1 in the air, and did not have the firepower nor the armor of the destroids on the ground.  As pilots in the MBF-12 Condor continually suffered casualty rates twice as high as their veritech and destroid brethren, the REF high command decided to remove the Condor and assign all the remaining unit to ship board defense, reconnaissance, and for use by the REF Marines as an air cavalry mecha.

Surprisingly, the MBR-12 Condor Mark II, proved to be extremely adept as a ship board defensive unit.  In space borne operations, the Condor was nearly as maneuverable as the Alpha fighter and had the greater armor and firepower. Small squadrons of Condors were formed onboard larger capital ships to provide an extended defensive capability.  The standard defensive tactic was to form a strong defensive perimeter several kilometers form the ship where they would break up incoming waves of Invid mecha before they reached the the inner defense perimeter of the ship.  The REF was desperately looking for a stop gap measure to overcome the woeful lack of anti-mecha weapons mounted on their capital ships.

The Condor proved so successful, that an upgraded version was ordered in limited quantities.  The Mark III was designed for space based defensive operations of capital ships only.  The mecha would have only have limited mobility in terrestrial atmospheres and gravities.  The Mark III was to use the same chases; however, armor was to be increased another 25% over that of the Mark II.  An additional Pratt and Whitney JG95D engine was added to the rear of the Mark III in order to offset the additional mass from the armor and increased weaponry.  Designers felt that the Mark II, needed longer range weaponry and upgraded short range capability.  Three DDI-6 medium range missile launchers were added to the shoulders of the mecha.  These launchers would primarily be used to carry the new Diamondback Mod G cluster missile designed to destroy large formations of Invid at distances greater than 20 kilometers.  Four EP-13 (taken from the VAF-6) were added to replace the original EP-12.   These weapons would quickly make short work of any Invid that managed get into range.  The MM-54 system was scaled back to 16 hammerhead missiles in order to improve the armor on the arms and to compensate for the increased power drain caused by the EP-13's.

Production began in early 2044, near the end of the Sentinel campaign.  The Mark III proved its worth in the campaign on Xylos IV.  At the time squadrons (some 20 Mark III's) were assigned to the the SS. Victorious.  Approximately 100 Invid Armored Scouts were able to break through the RDF blockade of the planet and closed on the command ship.  The 20 Mark III's were not only able to save the ship but destroyed 93 of the incoming units before the veritech squadrons were able to engage.




This message was last edited by the GM at 23:27, Tue 25 Nov 2008.

LimeyDragon
 GM, 78 posts
 Rogue
Wed 26 Nov 2008
at 17:52
VF-1V Vindicator


Designation: VF-1V Vindicator
Mecha Class: Veritech fighter, aerospace capable.
Crew: 1 pilot, storage for cyclone.
Weight: 21 tons (dry)

FIGHTER MODE
Length: 15.7m
Height: 6.7m
Wingspan: 14.0m
Max speed at sea level: 1100 kph
Max speed at 10,000m: 1800 kph
Max speed at 30,000m: 3000 kph

GUARDIAN MODE
Length: 14.3
Height: 9.0m
Width: 14.0m
Max speed at low altitudes: 1072 kph

BATTLOID MODE
Length: 7.32m
Height: 14.0m
Width: 6.1m
Max speed at all altitudes: 640 kph
Max walking speed: 128 kph


ARMAMENT
1 x EU-12 DESTABLIZER
1 x MM-70 MULTI-MISSILE SYSTEM (shoulders/forearms/legs)
2 x NP-BP-10 FAST PACK (HMMP-04 Missile Launcher/Booster Engine)


DESCRIPTION:
The last of the VF series Veritech Fighters is the Vindicator. It is actually a cross between an Alpha and a VF Veritech. The Vindicator has the size and mass of the old VF series Veritech, but the basic shape, styling and armaments of the Alpha Fighter. Although it towers 46 ft. (14 m), the Marines added it to its active mecha as a first strike assault unit that fights alongside the Shadow Fighters. Doctor R. Burke, the mecha's co-designer, has coined the nickname "Zentraedi Buster" because it was originally intended to combat any Zentraedi warriors who may still serve the Robotech Masters.

The Vindicator also uses an earlier, larger version of the destabilizer energy weapon and has the "shadow cloaking device" built into it. In fact, at a quick glance, the Vindicator appears to be a larger version of the Shadow Fighter.

The VF-1V is super scarce on the war ravaged Earth. It was designed in space and never added to the RDF's or Southern Cross' mecha forces. Instead, it was kept exclusively part of the Marine forces.

This message was last edited by the GM at 17:54, Wed 26 Nov 2008.

Information Officer
 GM, 1 post
Thu 27 Nov 2008
at 22:49
STL-B26 Dixon Shuttle
http://i338.photobucket.com/albums/n423/Brygun/Vehicles/Robotech_Dixon.jpg

Due to image size no longer displaying within RPOL. Please click on the link above.

STL-B26 DIXON
[By Brian Laxson]

CLASS: Military Shuttle

SIZE:
Lengths:
Length with ramp closed 29m
Length with ramp extended 34.6m
(Ramp ratio approximately 1:3)


Heights:
Height with rudders up: 14.8m
Height with rudders down and landing gear extended: 12.1m
Underneath access typical: 1.8m

Thicknesses:
Thickness of main fuselage: 7.6m
Thickness at flight deck: 10.3m
Thickness of wing (typical): .3m

Widths:
Width with wings folded 14.0m (each wing panel added .3m, each joint added .1m)
Width with wings extended:  42.8m (each wing panel added 4.8m)
Width of fuselage only: 11.6m

ENGINES:
4 x Beta fighter engines

SPEED: (matched to Beta for ease of game play)
Max speed at sea level: 700 kph
Max speed at 10,000m: 1930 kph
Max speed at 30,000m: 8900 kph
Speed is reduced depending on mass of cargo carried.

Atmospheric flight without wings is possible but limited to 350kph, less with heavy cargo. Without wings going from surface to orbit is not possible. Descending from orbit to ground without wings is extremely dangerous.

Space flight without wings is unaffected.

CARGO CAPACITY:
Length: 16m
Width: 10m
Height: 5m
Volume: 800m3
Footprint: 160m2

CREW:
Minimum 1 (Pilot)
Normally 4 (Pilot, Co-Pilot, Flight Engineer, Load Master)

ARMAMENT:

3 x RETRACTING PULSE LASER TURRETS (port, starboard, bottom-rear)

SHIP SYSTEMS:

CARGO BAY WITH ADAPTIVE SEATING
The cargo bay floor is itself an important member of the ship’s systems. Most importantly it contains the fold-away seating system. It is this equipment that converts the Dixon from moving cargo to passengers to Cyclone troops.
Each seat is .8m wide (31in or a little under 3ft) and the rows are 1.8m centre to centre. This leaves roughly 2m for moving around at the front and back. Each row consists of five seats on each side of a 2m wide centre walkway. There are seven rows of seats.
These seats are for normal passengers up to those wearing CVR-3 armour. Cyclones require more space with securing belts for them at seats #2 and #4 of each set of five.
Each half-row of five also can link together as a table supported only on the aft side. This creates a space suitable for person to be laid down underneath and on top of the resulting flat surface.
The seating is accompanied by cargo handling equipment. Dispersed between the seats are hatches, which elevate columns and rows of rollers. These ease moving cargo around inside the bay. At points matching standard cargo container sizes are lock points. These fit into full-height pillars kept in the back of the cargo area so that the Dixon can better secure cargo pods during flight. They also form the uprights for shelving. Along the walls are power connecters from which cords can be run to cargo pods or equipment in the bay.

STORABLE WINGS AND RUDDER:
To reduce hanger needs the Dixon can fold its wing and store its rudders. While necessary for atmospheric flight they provide no benefit in space only operations. Some larger ships have a few space-only Dixons that don't even mount these mechanically complicated components. Fleet protocol does call for the dismounted equipment to be stored somewhere in their mother ships.
Dixon wings are top mounted with three articulated folds. Folding the wing greatly reduces the width and deck space. It is actually necessary for the wing to fold, or not be installed, for the side airlocks to reach out past them. To reduce overall height the rudders can rotate down along the fuselage as well.

2 x EXTENDING AIRLOCKS (port and starboard)
Behind the cargo area the Dixon mounts an airlock on each side. These airlocks have a cross section of 2.5x2.5m allowing a single Cyclone to pass through or two people side by side.
Each airlock can extend 3.5m from the fuselage. The end of the airlock includes both a standard hatch and an inflatable collar. This collar can be used to make a seal over a breach, different airlock or other relatively flat surface.
Note: the deployed wings are much longer than the airlock can extend.

BIDIRECTIONAL FLIGHT
As it must enter and leave small hangers the Dixon incorporates an unusual design feature. It is actually intended for low speed flight backwards.
The flight deck includes two full sets of pilot controls. One is facing forward and the other backwards. The autopilot can be used to allow a single pilot to move from one seat to the other. The blinder effect of the rudders is a small problem that can be handled by lowering the rudders. Straight in and out flight can be done with the rudders still raised.

FORWARD CARGO RAMP
The front portion of the bow opens up and extends a ramp. On even ground this ramp is at a 1:3 ratio, that is for every measurement vertical you move three horizontal. This ramp looks similar to that on the Daedalus carrier that formed one hand of the SDF-1. A system of rollers matching the cargo bay is on the ramp ease of cargo movement.


SAMPLE CARGO ARRANGEMENTS:
>800 m3 of cargo loose or on shelving
>28 of Cyclones, Battloid, on secure seating
(rows of 4 as 2 either side of a centre walk space, columns of 7)
>24 of Cyclones, Battloid, on secure seating plus supporting cargo
(Cargo up to 2 of 2x4x5m of shelving or 80m3 total. Typically tools, ammunition, parts and trooper backpacks. Average of 3m3 per trooper and 8m3 of tools. Typical 3m3 per trooper as .5m3 for backpack, .5m3 parts, 1m3 of ammunition and 0.5m3 of personal field kit and .5m3 portion of unit field kit)
>63 of Cyclones, Battloid, cramped and unsecured standing
(rows of 7, columns of 9)
>70 Passengers, on secure seating
(rows as 10 as 5 each side of a centre walk space, columns of 7 )
>160+ Passengers, cramped and unsecured (with no backpacks or luggage)
>28 Flat/Stretcher spaces maximum, (for example used in medical evacuation or sleeping areas)
>6 of 5x5x5m cargo containers, (2 wide, 3 deep)
>3 of 5x10x5m cargo containers, (as 3 sideways or 1 sideways and 2 parallel)
>A combination of the above

PHYSICAL LAYOUT:

Starting at the bow the Dixon has most of its bow as a downward opening hatch. A ramp then extends to complete the connection to the ground. The top of the bow contains sensors including cameras for the pilot to guide a landing.

Running behind the ramp is the cargo area, the single largest room of the Dixon. On the outside of this same area are the top mounted wings. Access is through the forward cargo ramp and two Cyclone-sized doors towards the sides of the aft wall into the airlock. These doors appear to be recessed due to the back wall actually being storage compartments for cargo gear, such as the full-height bracing pillars.

Behind the cargo area the inside is split into two decks, each 2.5m tall. The lower is the central airlock network. Of the lower chamber on the wall adjoining the cargo area are two Cyclone-sized doors. These are alternate disembarking points for troops so equipped. From the central chamber the port and starboard sides lead into the extending airlocks. Going aft is the access to engineering spaces.
The upper chamber is a mechanical space. It houses the ships life support systems and storage. By being in this central position they life support can easily adjust the airlock, cargo bay and crew areas.
On each side of the mechanical space is one of the retractable turrets. This have a good arc of fire to the side and half of the rear. If wings are deployed a large coverage gap exists in the front-up elevation but front-level and front-down are unaffected. Folded wings prevent any directly forward firing but once off the direct forward region there is a clear view.

The next major area is the crew space. It is comprised of three decks each 2.5m tall. It is in this area that the steep stairways exist for transferring between decks. These stairways only grudgingly allow a Cyclone to wrestle its way up. Externally this area is recognised by the raised flight deck with its many windows.
The raised flight deck gives the pilots a very good view around the craft. Being a bi-directional cockpit the shape matches front and back. Contained within are the fore and aft piloting seats. There are two auxiliary stations facing port and starboard. The flight engineer, navigation tasks, gunnery operation or maintenance programs are done. In the centre is the stairway connecting to the middle deck.
The middle deck contains a workshop. It is primarily for work on the Dixon’s engines. Ground troops also make use of it for repairs on their Cyclones. It matches the height of the mechanical bay ahead of it. An armoured hatch on the aft side leads to the engine spaces. Overlapping stairways in the middle lead up and down, an awkward placement when moving larger equipment.
The bottom deck has several crew services. These are present for long flights or for comfort of the passengers. Against the airlock-side wall is a bunkroom, which isn’t as noisy as being against the engine-side wall. There is also food service area with an auto-latching fridge, auto-latching cabinets, sink on a small counter and a heating unit. A head nearby contains a toilet, sink and small laundry unit.
A locker room gives a rare place for privacy. It includes two chairs and eight lockers. Each locker can store a CVR-3 and a small amount of personal belongings. Normally they are assigned out two to each crewmember so that more personal affects can be stored. Access on this deck includes a single hatch forward to the airlock and a stairway up to the middle deck.

Aft of this is engine spaces. Here resides the powerplant and the four (4) engines. The propulsion system is taken directly from the Beta fighter. Having the same mechanical and fuel needs was a major selling point in the selection of the Dixon shuttle. Each engine had a corresponding external bulge which houses vector thrusters including the forward facing vents for reverse flight. Access is on the upper catwalk leading to the workshop area.
Externally are the rudder joints, which rotate forward when not in use.
On the bottom rear edge is a retractable turret. Its mounting gives it full coverage of the important half-sphere to the rear and the downward half-sphere. This placement can also prove dangerous as a weapon misfire is very likely to damage the engines.

Ducting inside the bottom plates of the Dixon lead to the VTOL thrusters.

HISTORY AND OPERATIONS:

Named for a Skull Squadron pilot of the first Robotech War the "Dixon" shuttle was made to fill the role of small transport. It is a size selected to fit in vessels of the Garfish size and up. Most large cruisers carry a small number of Dixons.
Shuttles like the Horizont have a much larger cargo capacity. However, for ship to ship personnel or supply movement they are way to large. Furthermore the Horizont's cargo pods are meant to be left in place and take similarly large hangers to provide access. It is said that battles are won by the Horizont but ships are run by the Dixon.

The greatest limitation on the Dixon is the requirement to land inside a Garfish hanger. Yet it was still mandated for the Dixon to move 500 to 1,000m3 of cargo. With many navy ships having in excess of a thousand crew moving at least fifty (50) people at a time was also a design requirement. As you can see the Dixon fulfilled all design objectives.

Landing groups can also be deployed by the Dixon. Adjusted for carrying cyclones gives a 24-cyclone landing party. Being able to deploy such a team makes the Dixon useful for scouting, raids and moving troops after the main planetary drop.

The Dixon is capable of operating in space, in an atmosphere, landing on a planet or achieving orbit. The engine used for this is the same as was made for the Beta fighter.

The storing of wings and rudder are a point of criticism of the Dixon. Should these devices get stuck or break down it cripples atmospheric flight and may block landing. The key counter argument is of course that not storing them makes a shuttle with worthwhile cargo capacity to large for the smaller vessels. As these are only needed in atmospheres some ships just operate the Dixon in space without them even installed.

This message was last edited by the player at 17:24, Sat 19 Sept 2009.

Information Officer
 GM, 2 posts
Thu 27 Nov 2008
at 22:50
Beta HESM
BETA FIGHTER REFIT: “HM” HEAVY MISSILE and “HS” HEAVY SENSOR
[Fanmecha, by Brian Laxson]

PURPOSE:
To provide “Wild Weasel” emissions destruction ability to any Alpha variant, including Shadow Fighters.


ARMAMENT LOST:
2 x Forward-chest missile launchers, 190mm

SYSTEMS GAINED:
2 x Forward-chest missile launchers, 340mm
Each launcher holds 8 of the wider and longer 340mm missiles rather than 20 of the 190mm missiles. Originally this was to provide room for the HESM (see below) but it is suitable for other 340mm missile types. Counting the original 340mm launchers there are now 32 onboard plus any on wing mounts.

1 x HESM targeting computer (HS refit only)


SYSTEM DESCRIPTIONS:
HOMING EMISSION SEEKING MISSILES,  340mm:
PRIMARY PURPOSE: SEAD (Suppression of Enemy Air Defences)
SECONDARY PURPOSE: Anti-Mecha
RANGE: 40 miles (64 km)
CAPABILITIES: While twice the diameter of a normal short-range missile the HESM packs only about twice the punch of a regular missile. The real difference is in its much greater range, about eight times that of the 190mm missiles. Its guidance system includes an emission detector that uses the missiles own flight to triangulate a position. Once this is achieved the missile will dive in to detonate on that location even if the sensor is turned off. For safety reasons the missile is normally set to disregard any friendly IFF carrying unit.
When launched the HESM can be set to listen to the launcher for command updates allowing it to fly complicated courses or change target mid-flight. One practice is to launch HESM then make a fly by near any air defences. As the defences turn on their targeting emitters the HESM are directed to destroy them. While optimized for stationary targets the HESM can be used against enemy mecha, with a tendency to impact on or near the sensors.

HESM TARGETTING COMPUTER (cockpit):
PRIMARY PURPOSE: Control of HESM missiles
CAPABILITIES: This is an expansion to the Alpha’s battle computer. It allows various uses of HESM missiles. Without this the HESM can only be fired in a general self seeking mode or in a one-at-a-time position set. With this computer working the existing control displays the pilot can make wonderful use of the HESM.
It includes the ability to receive and remember the location of enemy emitters. The computer can also provide the communication signals to change HESM operations mid-flight. Pattern firing is also possible including establishing time delays for a “walking barrage”.

VISUAL DIFFERENCES:
Chest missile packs are thicker/swollen.

DESCRIPTION:

The Beta HESM Support or “HS” is designed as the support for the Wild Weasel Alpha “WW” refit. Primarily the Beta greatly increases the amount of HESM missiles carried. The refit takes two or three days, primarily to install and test the targeting computer. The full refit includes the HESM targeting computer however this is not necessary.

The “Heavy Missile” or “HM” version can be done in about a day. It doubles the number of 340mm missiles carried at a loss of 190mm missiles. If HESM are used it must rely on the Alpha’s HESM targeting computer to make full use of the HESM missiles. Even in detached mode the Beta can launch the missiles to receive in-flight instructions from the Alpha.

The Wild Weasel’s jamming and decoy system were not included in the refit plan for several reasons. First the Alpha is the nimbler unit better suited to the close up “baiting” portion of the SEAD missions. Secondly by limiting the components involved the refit can be more quickly done in the field to make or unmake replacements. Third the multiple guns and bombs of the Beta give a way to deal with targets resistant to the HESM attacks. As air defence is normally around valuable targets the Beta weapons could also be used to follow up on the success of HESM to take out that defended target. Thus they did not want to remove further armaments from the BETA.

This message was last edited by the player at 16:29, Wed 31 Mar.

Information Officer
 GM, 5 posts
Thu 27 Nov 2008
at 23:24
Beta Medical

Veritech Beta VFB-9M
[Fanmecha, by Brian Laxson]

Designation: Veritech Beta VFB-9M Medical Variant
Design BY: Brian Laxson, 2009
Mecha Class: Veritech fighter/bomber, aerospace capable.
Crew: 1 pilot.
Passengers: 3 patients bed, possibly up to 4 others.
Weight: 29.50 tons (dry)

FIGHTER MODE
Length: 9.75m
Height: 6.10m
Wingspan: 19.50m
Max speed at sea level: 700 kph
Max speed at 10,000m: 1930 kph
Max speed at 30,000m: 8900 kph

GUARDIAN MODE
Length: 8.00m
Height: 8.50m
Wingspan: 19.50m
Max speed at low altitudes: 500 kph

BATTLOID MODE
Depth: 13.70m
Depth: 7.30m
Breadth: 8.50m
Max speed at all altitudes: 482 kph
Max walking speed: 128 kph

ARMAMENT
Same as standard except as noted below.

REMOVED WEAPONS:
1 x bomb bay capable of holding 4 metric tons of ordnance, the size limited by the bay doors.

DESCRIPTION:


The Medical Bay - Beta Fighter converts the bomb bay into a small medical facility. This allows a capacity for fighter wings to rescue their own pilots and perform combat medical activities. When so converted an "M" is added to the Beta's type designation.

The only notable external difference is the air lock hatch in place of the bomb bay hatch.

The bomb bay is rated as optionally holding 10 passengers. Items for the conversion will be discussed further on. The conversion consumes this passenger space as follows:
2 spaces for a two person airlock.
3 spaces for patient area
1 space for medical electronics
1 space for medical supplies
1 space for EVA stores (including a medical cyclone)
2 space for movement

In order to rescuing injured pilots in space you need an airlock. This allows them to be brought inside without exposing other patients. The airlock can house two people at a time, namely the patient and the rescuer. One of the two may be wearing a cyclone, usually the rescuer. A patient will almost always need to exit cyclone for medical treatment.

The patient bunks consist three cots. Each cot can be folded away into the wall. All are designed as removable spinal boards, though the highest one is harder to use. This gives the fighter a capacity for three (3) patients.

The medical electronics includes numerous devices. It is located on the mid-point of the wall opposite the patient bunks.
One device is a combined heart monitor and defibrillator which can be hooked up to three patients at a time. If it detects heart failure it will sound an alarm which if not silenced in 30 seconds will "shock" the patient.
There is a Zero-G IV System for sending plasma, blood or fluids into patients even when the fighter has no gravity. (Normal IV feeds depend on gravity to work).
There is also three breathing regulators with their own air bottle and mask, allowing adaptation to non-human species.
Another item present is a reference computer. This lets the medic review medical procedures or lookup poison responses. A two-way video communication relay is also present for a distant doctor to walk the medic through a complicated procedure. A poseable manipulator arm with a video camera is used to transmit images to the remote doctor.

Medical supplies are stored in marked cabinets. A full list would be too extensive to list. Major components include splints, numerous sizes and shapes of bandages, pressure bandages, clamps, sealants, disinfectants, cleansers, CPR masks, tubes, scalpels etc. There is also a small fridge for storing blood, plasma and perishable medicines. Additional drawers hold various medications from cough tablets, minor painkillers to stronger drugs.

EVA storage centers on a Cyclone (usually a VR-041-M). Its flight ability is necessary for retrieving patients in space. The VR-041-M has two definite advantages in this role. Firstly the saber blades can cut free a trapped patient. Secondly the medical supplies stored in place of the chest missiles allow immediate triage.
Additional EVA stores includes a spare CVR-3 armor, three "soft" space suits (if needed one for each patient), a collection of tether lines, an air replacement hookup (draws from the fighter's system to recharge cyclones, CVR-3, space suits) and an assortment of sealing patches.

The remaining space is what is needed for the medic to move around inside the medical bay. This includes enough room to put on and take off the EVA cyclone.

The Beta's main cockpit houses one pilot but may hold up to two others. If a lot of injured where expected an extra combat medic or two could be carried. They could not be there wearing cyclones so there is still just one cyclone and thus just one EVA rescuer.

It would be risky to conduct an EVA rescue in an ongoing battle. However, the Beta itself can grab an ejected pilot and hold them up to the airlock. If the patient is capable of motion they can quickly enter without the need for an EVA rescue.

The Beta's normal external cyclone storage is used for a patient sidecar. The location of the cyclone now being inside with internal access.

We find one particular challenge to the medical Beta. The pilot must become trained in both using mecha and in being a combat medic. Such cross-trained personnel require effort to train and thus a valued commodity. It usually also means they have not taken as many advanced mecha combat courses. In action squadrons tend to be protective of their "second ride home".

As the outfitting of the medical bay is completely isolated to the bomb bay there is really no impact in the Beta's other capabilities. Installing or removing the medical bay can be done as a field refit. This will take a few days if the parts are on hand. Any version of the Beta not using its bomb bay could be outfitted as a medical bay. Thus there are already normal and shadow Medical Beta fighters.

From an operation stand point the most useful gain is to long range scouting groups. This is even truer of vessels sent away from the main fleet on independent missions. Strike groups might also include them to conduct immediate rescue of downed pilots.

In practice an odd result in one skirmish has become an accepted option. Should a downed pilot be rescued who is still in good health they could take over piloting the fighter. This allows the original pilot-medic to focus on attending other patients.

A maximum capacity medical rescue for the BETA-M would be consist of ten (10) rescues and the original Veritech Medic as:
1 uninjured acting as pilot (or a moderately injured if an attached alpha is present to pilot)
2 moderate injured sitting in the cockpit
2 lightly injured in the connection between the cockpit and bomb bay
3 badly injured on the bunks
2 lightly injured squeezed into the airlock
and the Veritech Medic in the walking areas looking over the badly injured.

Note that the maximum capacity is not really safe if combat manoeuvres are needed. High G thrusts for surface to orbit transfer would be taxing on everyone but the seated pilot.

This message was last edited by the player at 02:37, Wed 31 Mar.

Information Officer
 GM, 7 posts
Sat 29 Nov 2008
at 00:46
Re: Beta Medical
Neutron S Type Super Dimensional Strategic Nuclear Missile.

http://www.xs4all.nl/~ptn/Naval/NeutronS.html

Summary:
Unmammed super missile
Fold Capable
15 million Megatons (15,000 BT... 15 TT)
The weapon's surface was lined with a neutron-rich material, for maximal neutron radiation emission on detonation and short-lived neutron-emitting fallout.

A super explosion on par with the great asteroid theories. Neutron component makes radiation affect short lived. Thus a great nuclear explosion with little nuclear-winter.

At this point of the story we have not heard from Earth. Last we heard Admiral Rick Hunter sent the Icarus to warn them not to fire them due to the danger in a last minute test.
Information Officer
 GM, 21 posts
Fri 12 Dec 2008
at 22:27
SDMD Toronto




Class: Toronto SDMD
Super Dimensional Mobile Depot
[Fanmecha, by Brian Laxson, V2]

Naming: The ships are named for earth cities that existed prior to the Robotech Wars. In honour of those lost when an attack overloaded the SDF-1's defence shield the first vessel was named the Toronto.

Concepts:
>ARMD style appearance
>Light Carrier type equipment
>Garfish & Horizon repair and recovery
>Transport of munitions and supplies in Horizon style cargo pods
>Hanger space for replacing or repairing fighters and shuttles

Main physical components:
Central Hull
>Prow - centre bow - long range sensors, communications, navigation
>Front - ship-bridge, light factories, medical facility, auxiliary power, officer quarters, cargo pod ramp
>Mid-front - cargo pod chambers
>Mid-center - service battaloid hangers, pod access chambers, LR missile magazines
>Mid-aft - Garfish hangers, heavy factories
>Aft hull -  workshops, engines, reflex furnace and fold drive

Side hulls
>Front - Secondary hangers
>Mid-front - mecha repair hangers, battaloid sized airlocks
>Mid - LR missile launchers
>Mid-aft - crew quarters
>Aft - crew quarters

Top surface uses
>Front - 2 Horizon landing pads either side of cargo pod handling system
>Mid-front – 2 Horizon landing pads either side of cargo pod handling system
>Mid - battloid access, control tower, turrets
>Aft-front - 2 Garfish hanger hatches doubling as secondary Horizon landing pads
>Aft - armoured crash deck

Weapons:
16 x Pulse laser turrets [3 along each box edge ventral-port, ventral-stbd, ventral-port, ventral-stbd and 4 on prow (2 dorsal, 2 ventral)]
2 x LR missile banks [20 tubes each, mid-port, mid-stbd. 100 missiles ready per bank. 200 total.]
6 x Garfish Turrets [ventral prow, dorsal prow, mid-ventral-port, mid-ventral-starboard, mid-dorsal-port, mid-dorsal-starboard]

Cargo Capacity
As a mobile depot this massive vessel carries a huge amount of supplies for the UEEF.
=300 cargo pods (described below)
=Ammunition Bunkers for 2,000 heavy/long missile and 8,000 medium missiles and 80,000 short range missiles.
=96,000m3 General Stores from 12 Cargo Bays each 8,000m3 (5m high by 40m long by 40m wide)
=80,000 m3 of Water Tanks (4 of 20,000m3 each with a filtration and purification center)
=80,000m3 Fuel Tanks (typically loaded with propellant only) from 2 of 20,000m3 main tanks and 4 of 10,000m3 auxiliary tanks.
=10,000m3 Protoculture storage facility
=10,000m3 Armoury (1,000 of various cyclones, 4,000 CVR-3, several thousand handheld weapons of various types)

Native Recourses

Native Personnel:
Each SDMD and in fact each assignment will lead to a different loading of people and craft. Native refers to the personnel and craft which is attached as directly serving the SDMD rather than a vessel its looking after.
Personnel: 1,400 native crew plus 600 patients or passengers
220 Ship operations performing command, communication, navigation, traffic control and gunnery.
60 Load masters handling storage and movement of cargo pods and other items.
140 Engineering handling propulsion including the fold system and reflex furnance.
40 Pilots for shuttles
60 Pilots for fighter and battloid operations
120 Hanger personnel
240 Marines providing security
300 Factory workers
120 Hospital staff
600 patients or passengers

Native Craft:
18 Alpha, 12 Beta,
18 Condor Battloid
12 Battloids with arms
12 Other Destroids/Battloid
10 Dixon Shuttles
200 Cyclones for marines
200 Cyclones for other users
2 Horizon Shuttles (for moving pods)

Cargo Pods:

The pod storage area is five pods front to back by six tall by five across. This makes for 150 pods in each compartment or 300 overall.
An armoured bulkhead separates the two compartments to limit catastrophic loss. A transfer hatch at the bottom may be opened if movement between compartments is necessary.
In front of the pod compartment is the pod handling area. This area allows pods to be opened for loading, unloading or contents transfer. It is also where they are pulled out from the storage racks. From here they either go to the top deck for pickup by Horizons or out a ramp for planetary movement. The ramp is how they are normally loaded at a base or station.
Given the tight confines and large capacity of pods the location of pods is electronically recorded. Like a container shipyard the computer is vital to efficient operations. The inventory of pods is also recorded allowing the location of smaller items to be determined.

Sample Cargo Pod Loading
Cargo pods could be loaded in customized ways. However their are several standardized arrangements. These are used by the fleets to handle their common needs. Based on statistics, maintenance schedules and predications they are loaded for the likely needs. Actual usage will vary and UEEF updates loading plans from time to time.
The following is just a few with their contents summarized. The general categories are:
Munitions – These carry ammunition along with items generally used up or needed for combat.
Repair – Provide parts and tools for repairing battle damage
Resupply – Cover routine needs like fresh water, filters, oxygen etc used in routine activity.
Operations – These pods provide some form of facility when deployed. All have the possibility of seating personnel during deployment. Minimal functionality is usually available in a few minutes. Full offloading can take 1-4 hours with 100% operation taking up to a day.
Storage - contain vehicles or other items in long-term storage. Contents are not ready for rapid use. Rather they are arranged for maximum space efficiency. For instance Alpha fighters are squatting in Battloid mode.

>Munitions Fighter:
Space is allotted by typical squadron usage rates. Giving the REF weapon format the biggest volume is for short range missiles. Other items include medium missiles, bombs, gun pods, gun munitions and wing pods. It is normally loaded for both Alpha and Beta fighters. Alpha only loadings are also possible. A small amount of space is also used for related parts like fire control optics, tools and testing equipment.
>Munitions Battloid:
Similar to fighter munitions but planned for battloid supplies.
>Munitions Infantry:
Similar to the fighter munitions but planned for REF ground forces made up of infantry, the much smaller Cyclones and Silverbacks. Includes 48 replacement Cyclones and 2 Silverbacks (in their storage modes). Infantry and Cyclone weapons of various types are also stored.
>Munitions Mixed:
Planned for groups a mix of operating veritechs, battloid and cyclones. Includes 12 replacement Cyclones and one Silverback (in their storage modes).

>Repair Ship:
Includes parts, wiring, tools and test equipment for doing battle repairs to most UEEF ships. This includes spare hull plates. These plates may give an odd appearance as they might not match the normal curves of the repair. Standard consoles are included for temporary replacements until the ship returns to dock. Includes a limited amount of tools.
Vehicles: 1 of TCH-4 all purpose tractor hauler, 1 of ML-3 Forklift
>Repair Mecha:
Similar as repair ship but intended for fixing mecha. Includes a workshop. Panels and pillars can be erected to make a work hut and scaffolding. Includes a limited amount of tools. Some parts can be converted for use on cyclones and ground vehicles.
Vehicles: 1 of TCH-4 all purpose tractor hauler, 1 of ML-3 Forklift
>Repair Ground:
Similar to the other repair cargo pods but aimed at smaller equipment. Specifically it is aimed at the Cyclones, non-mecha vehicles, CVR-3 and similar activities. Includes a limited amount of tools.
Vehicles: 1 of TCH-4 all purpose tractor hauler, 1 of ML-3 Forklift

>Resupply Ship:
Includes food, water, filters, paint, sealants, stocks of raw materials and other items routinely used up on ships. Includes a limited amount of tools.
Vehicles: 1 of ML-3 Forklift
>Resupply General:
Like Resupply Ship but meant for mecha, vehicles and bases. Has crates of rations, water tanks, water purifiers etc. Includes a limited amount of tools, uniforms and personal affects.
Vehicles: 1 of ML-3 Forklift
>Resupply Personnel:
Eliminates mecha supplies to carry more things needed directly by personnel. This includes a greater quantity of food and water supplies. There is a decent supply of uniforms and personal affects.
Vehicles: 1 of ML-3 Forklift

>Operations Outpost:
Provides a mix of rooms and equipment to be setup as an outpost either by itself or part of a group of operations pods. There are rooms inside that are useable once cargo boxes are removed. Rooms include a generator, lifesupport, a 4 console control room with communications and sensors (equal to a battloid), 2 bunk rooms (16 beds each), 2 private rooms, a 1-bed sick bay, an armoury for small arms, a workshop, a lab room, 2 washrooms (with showers), a kitchen and a messhall.
Stored equipment include pre-fab buildings, tents, hand held equipment, personal equipment, a small arms, 24 sets of CVR-3 armour and other supplies used in ground operations.
Vehicles are 16 Cyclones, 1 Silverback, 1 TCH-4 all purpose tractor hauler, 1 of AAT-40 armed jeep, 1of AARV Rocket/Radar Vehicles and 1 small jeeps (4 person).
>Operations Medical:
Contains the equipment for three surgery rooms. One surgery is clear of bulk storage so that it can be put into use within a few minutes. Also stores pre-fab walls which can be erected to provide additional rooms for patient wards.  Also has seating by the hatch in case personnel are being sent down with it.
Vehicles are 4 medical Cyclones, 4 other Cyclones, 1 of AAT-40 jeep (ambulance version) and two small jeeps (4 person, also for ambulance duties).
>Operations Communications:
Contains gear for setting a communications hub. Includes generators, computers and consoles for running large ground based activities. The pod communications covers a long range on planet and up to orbit. Its overall performance is around the level of a Horizon or Garfish. It includes a hyperspace communications.
There are 4 communication pods that can erected to cover blind spots, increase range or give better reception to key areas. Each has a 50 km communication radius.
Vehicles are 8 of Cyclones, 1 of AAT-30 jeep, 1 flatbed trailer, 1 of TCH-4 all purpose tractor hauler.
>Operations Mining:
Intended to setup a ground based mining operation. Includes robotic miners, trucks and an ore-smelter.
Vehicles are 8 of Cyclones, 1 of AAT-40 armed jeep, 4 flatbed trailers, 1 of TCH-4 all purpose tractor hauler, 4 of M.O.V. Mole mining vehicle (for exploration or mining repair materials), 1 of ML-3 Forklift
>Operations Construction:
Stores an assortment of prefab building components which can be used to create buildings of various shape. Also includes HVAC, water pumps, generators, piping, wiring and other equipment to make them operational. Comes with the power and hand tools needed by contractors to do the assembly.
Vehicles are 1 of AMR-10 mecha recovery (useful for recovering mecha and as a heavy construction vehicle.), 8 of Cyclones (to assist heavy lifting), 2 of TCH-4 all purpose tractor hauler, 1 of ML-3 Forklift and 1 small jeep (4 person).
>Operations Worklab:
This module is consumed with work areas, tools and equipment. Once the storage crates are offloaded there are 4 work rooms. Each can be configured as a workshop or laboratory. Other rooms include a washroom, mini-galley, generator and lifesupport. Tents are used to provide shelter to the offloaded crates. Scaffolding and cranes are supplied to create an outdoor mecha repair bay.
Vehicles are 4 of Cyclones (to assist heavy lifting), 1 of AMR-10 mecha recovery (useful for recovering mecha and as a heavy construction vehicle.), 2 of TCH-4 all purpose tractor hauler, 1 of ML-3 Forklift and 1 of 5-ton crane.
>Operations Inhabited:
This module is a configurable shell that is adapted once deployed. The internal walls are moveable. Wiring, plumbing, lifesupport and data hookups exist in many places. A variety of furniture is tightly packed. This way the pod can be configured for barracks, quarters, messhall, office space or many other uses. The unused furniture will end up being put into tents and prefab buildings in other parts of the compound.
Vehicles are 4 of Cyclones (to assist heavy lifting), 1 of ML-3 Forklift and 2 small jeeps (4 person).

>Stored Mecha:
Pods can also be filled with stored mecha. These mecha are not immediately usable. They are packed for long-term storage. In some cases parts are removed to better fit them inside the pod. Tools, test equipment and powercells are included for the mecha to be ready. Depending on the size several mecha or hundreds of cyclones will fit.
Mecha in storage are tightly packed in. Powercells are inserted but are equipment is fully powered down. Ammunition is loaded but additional safeties are present. Volatile liquids, like space propellant, are stored at 25% capacity to reduce risk of pressure failure. It would take 10-60 minutes to ready a veritechs or battaloid for action. This tight storage increases the amount that can be fit in.
Each storage pod normally has 1 of TCH-4 all purpose tractor hauler and 1 of ML-3 Forklift
Configurations are possible for:
8 Alphas; 8 REF sized Battaloids; 4 Beta; 800 Cyclones; or a collection of ground vehicles.

Typical cargo pod arrangement while on general fleet duties: 300 pods as
20 Munitions Ship
20 Munitions Fighter
10 Munitions Battaloid
10 Munitions Infantry
10 Munitions Mixed
30 Resupply Ship
20 Resupply Operations
15 Resupply Personnel
20 Store Alpha
20 Store Beta
20 Store Battaloid
5 Store Cyclone
5 Store Ground Vehicle (various trucks etc)
20 Repair Ship
20 Repair Mecha
10 Repair Ground
25 Operations (various)
20 Others: custom, raw materials or empty




Typical Escort
An SDMD would rarely fly alone. A minimal accompaniment on detached duty is:
2 Garfish – one for close defence and one on perimeter duty
4-20 Horizon – depending on whether it is supplying ships or planetary operations

In large operations an Ikazuchi is normally attached to act as sheppard for every one to four SDMD. Additional Garfish and Horizons would also be attached.

A large convoy might consist of:
1 of Ikazuchi
4 of SDMD Toronto
4 of Garfish on close escort
6 more Garfish on perimeter duty
2 more Garfish jumping ahead in hyperspace
24-100 of Horizon
(total cargo pods of up to 1400, 1200 on the SDMD and  up to 200 on the Horizon group)




Version Notes
V1: Original write up by Brian Laxson
V2: Mar2010. Prompted by tweaking the Eclipse to V3. Better detail in the cargo pods. Changes in sample cargo pod loading. Increase number of Horizon landing pads. Increased mecha density in cargo pods.

This message was last edited by the player at 21:13, Thu 11 Mar.

Information Officer
 GM, 31 posts
Tue 20 Jan 2009
at 01:47
Portable Scan Dihalator
(submitted by Darby with much thanks, formating by Info Officer for clarity)

Portable Scan Dihilator:
The portable scan dihilator is an uniquely
comprehensive sensory device with FULL scanning capabilities.

1. Radar/Sonar:
Range: limited to a 5 mile area.
A trained operator (sensory equipment skill) can positively identify readings as specific objects or vehicles, pinpoint location, and estimate rate of travel and direction at 65% proficiency.

2. Sensors include
dosimeter,
radar detector,
heat,
infrared,
ultraviolet,
microwave,
and energy sensitive instruments;
all of which identify, locate source, and record.

3. Long range wide band radio with scrambler. Range: 40 mile
radius.

4. Detachable short range (hand-held) communicator. Range: 3
miles.

5. Video camera (mini) with both wide and narrow angle lenses.
Audio-visual recorder using metal discs with digital meter;
lens filters,
telescopic lens (480m)
and tripod included.

Capable of radio telemetry when boosted by long range radio.

Cost is about 4200 credits. Fair availability.


(Appears as in the Robotech RPG by Palladium. A fairly all purpose science scanner. Much like a Star Trek Tricoder)

This message was last edited by the player at 02:37, Wed 31 Mar.

Information Officer
 GM, 80 posts
Sat 7 Feb 2009
at 01:25
Radios used indoors
How do radio's work inside something massive like a Robotech Factory?

What matters the most is the power of transmitter.

A cyclone's radio wont go very far. Maybe across one major wall but thats it.
Like a cell phone inside a concrete&steel building.

A fighter can send to others in nearby rooms. It will cut through a couple
walls. We are talking a couple hundred meters. If you where near the surface you
would be able to talk to ships and fighters outside.

The AWACS can get through large chunks of the station. You would need to be in a
different module to not hear it.

The Eclipse will also be doing pretty good at sending signals.

Being an AWACS it can automatically route signals though there would be a time
delay.

So here is some examples....

Remy is on a cyclone somewhere in the factory. He cant get a message to Rian in
the hanger. Rian might be able to send-only to him. With the help of the AWACS
then Rian can definitely send-only to Remy.

Now it does matter a little the quality of the listening gear. This is usually
about the same scale as the transmitter.


Roughly from weakest to strongest the ability to penetrate interiors is:

infantry sets: cvr-3 [weakest]
mini-mecha: cyclone or PSD's radio
full size mecha: alpha or beta or a dixon-shuttle
special mecha: Alpha-Command variant
dedicated mecha: Beta-WE
ships: Eclipse a Garfish type scout cruiser

This message was last edited by the player at 23:07, Sat 07 Feb 2009.

Information Officer
 GM, 139 posts
Fri 17 Apr 2009
at 22:41
Vindicator

Generally accepted info on the Vindicator

http://www.robotechresearch.com/rpg/mecha/ref/veritech/vf_2v_Vindicator/vf_2.html