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Beta Veritechs.

Posted by GargoyleFor group 0
Gargoyle
GM, 64 posts
Mon 31 Oct 2016
at 08:47
  • msg #1

Beta Veritechs

lpppp
Gargoyle
GM, 65 posts
Mon 31 Oct 2016
at 17:34
  • msg #2

VF/B-9 Beta Veritechs

VF/B-9




Heavy Veritech Aerospace Fighter/Bomber
   The VF/B-9 project was born opf two separate necessities. The first was the need for a modular booster pack to give Alphas trans-atmospheric capabilities, and the second was to replace the aginf SF/A-5 Conbat heavy ordnance strike fighter. Tested in early 2022 as the VF/x-7 and designed to replace the Conbat, the Beta was initially shelved due to desifn problems and a failure of then-current technology to deliver the kind of performance that the UEEF needed. In place of a new heavy fighter, the Combat remaind in use as the primary fighter/bomber of the UEDF. The VF/X-7 project would be idle and nearly forgotten for over a decade before being revived as the VF/B-9 Beta.
  By 2035, the renewed need for a modular, reusable booster pack for the Alpha fighter had become abundantly clear. Their non-transstmospheric nature limited the Alpha’s operational range to wherever they were shipped. This became more and more logistical nightmare as the UEEF Pioneer Expedition made contact with more worlds and Alphas were expected to operate in and out of atmosphere on a regular basis. At the same time, the venerable Conbat had far surpassed the reasonable life span of its airframe, and more and more ‘Bats were being lost to mechanical failure and fatigue. The UEEF’s engineers got to work looking for a replacement, and they found it in the previously shelved VF/X-7 was now found  to be viable due to technological advancements and was put into testing in early 2036.

  The Beta Fighter fills both TREAD (TRans EArth Deployment) and heavy fighter/bomber roles remarkably well. As a TREAD booster, the Beta can dock with an Alpha Fighter and serve as a booster attachment. This grants the Alpha the ability to enter and leave the atmosphere at will. It also increases the Alpha’s fuel capacity, as well as adding additional missiles to the Alpha’s already prodigious missile load out.
   As a heavy fighter/bomber, the Beta shines. Built for raw power and being not particularly aerodynamic, beta pilots lovingly call it the “Flying Brick.” Thus, the Beta relies on armor and firepower for its survival as opposed to agility. Able to approach low to deliver dozens of missiles and tons of precision guided munitions, the Beta is perfectly suited to air support and strategic bombing missions. The Beta can also loiter over a battlefield, laying down withering fire from its pulse cannons, and is a favorite of Marine avaitors. Of course, being a Veritech Fighter, the Beta can transform from fighter to guardian mode to battloid mode as circumstance dictates.

   Operational since the beginning of 2037, the Beta was immediately distributed throughout the Robotech Expeditionary Fleet to widespread acclaim. Pilots love the mecha for its speed and strike capabilities, as well as the TREAD abilities. Deck crews love it for its ease of maintenance. And UEEF Marines love it because Beta air cover has saved their lives countless times. When deployed the Alpha squadrons. The Betas are often assigned to squadron leaders and CAGs, and mated to the VF/A-6H command Alpha. These Betas are usually unmanned, and serve mainly as booster packs and extra ordnance for the Alpha. When deployed in their on squadrons, Betas usually operate in groups of six with a pilot in an undocked Command Alpha or ther reconnaissance aircraft as an observer and C3 craft. There are two main variants of the Beta; the VF/B-9 and the VF/B-9X Shadow Beta. Both are identical save for color schemes and the stealth and shadow cloaking systems on the Shadow Beta.

Standard Beta
Avionics and Features
All VF/B series Veritech Fighter/Bombers have the following.

1. Radar: Betas are equipped with an X-band pulse-doppler radar optimized for air-to-ground missions. This radar can look down without being confsde by ground clutter and can pick out specific targets such as buildings and installations. While being optimized for ground attack, the Beta’s radar is also well suited for air-to-air combat and has a range og 125 miles and can track up to 174 different targets.

2. Communications: Wideband and directional radio communication system with bult-in scrambler that transmits both voice and cockpit video. Range is 600 miles, but can be boosted indefinitely via satellite relay. Secure laser communication with a range of 250,000 miles.

3. On-board Computer System: All Betas have a powerful on-board computer system that handles all targeting and combat control abilities. The combat computer collects data from all sensors and then displays the information on the pilot’s HUD. The targeting computer takes in information from the targeting system and pulse-doppler radar and can track up to 174 enemies at once to a range of 125 miles.

4. Motion Detector and Collision Warning System: Detects objects within 5000 feet and alerts the pilot with an alarm and flashing red light.

5. Head and Sensor Pod: The head  and narrow, back mounted sensor pod having the folloing optical sensors and enhancements:
Loudspeaker: Can amplify the pilot’s voice up to 100 decibels.
Spotlights:  Two tiny, high intensity xenon spotlights with a 1,000 foot range.
Infrared Spotlight: Emits an infrared beam that is invisible to the naked eye but can be seen with the right sensors. Range is 2,000 feet but is reduced by half in smoke or inclement weather.
Tactical Camera: This camera, called the “gun camera” by pilot can record up to 180 minutes of footage into memory that can then be downloaded and watched. This footage is usually used for training and combat analysis. It sees directly ahead beneath the fuselage in jet and guardian mode, and sees whatever the sensor head sees in battloid mode.
Audio Pickup and Filtration: This system works both multi-directionally and as a shotgun mic. It can pick up sounds as quite as a conversation at 500 feet and can sift through ambient sound for specific noises.
Telescopic Optical Enhancement: 2,000 foot range and a 120 degree field of view.
Nightvision: Passive light amplification that allows the pilot to see in the dark as long as there is atleast some ambient light. 2,000 foot range, but is completely useless in total darkness.
Thermal Imager: Converts the heat signatures of warm objects into visible images. 2,000 foot range and allows the pilot to see through darkness, shadows, smoke inclement weather and even through walls.

6. Ejection Seat: There are two separate ejection systems in the Beta. The first is the Atmospheric Ejection System that is traditional zero/zero ejection seat that exists through the canopy (fighter and Guardian modes) or the back (battloid). The second system is for use in space, where the entire fuselage from behind the pilot’s compartment forward is jettisoned. This escape capsule retains the Beta’s life support system and protects the pilot from both vacuum and enemy fire while waiting to be recovered.
Self Destruct: A last ditch system to prevent the capture of a mecha. The blast is largely contained and does 1D6x100 M.D. to a 25 foot area for a mecha with no or few missiles, and 2D6x100 M.D. to a 100 foot area for a mecha with most or all of its missiles.

7. Self Destruct: A last ditch system to prevent the capture of a mecha. The Blast is largely contained and does 1D6X100 M.D. to a 25 foot (7.6 m) area for a with no or few missiles, and 2D6X100 M.D. to a 100 foot (30.5 m) area for a mecha with most or all of its missiles.

8. Distress Beacon: Broadcasts a distress signal on an encrypted UEEF frequency. Range is 250 miles.

9. Smoke and Chaff/Flare Dispensers: All Betas carry both smoke and chaff dispensers to confound radar and confuse enemies. The smoke dispensers have four charges and can make a cloud of thick, white smoke about 60 feet across. The chaff/flare dispensers have four charges of chaff and flares and have a 75% chance to confuse both radar guided (chaff) and heat seeking (flare) missiles.

10. Tactical Life Support: The Beta has a pressurized pilot’s compartment with an internal oxygen supply good for forty-eight hours. This can be stretched to a week through the external oxygen intakes. The intakes are equipped with scrubbers to filter out chemical and biological agnets. The pilot can hook the life support from his CVR-3 armor to the on-board system to extend his personal oxygen supply. They also have heat and radiological shielding to protect the pilot from damaging radiation.

11. Protoculture Fuel Capacity: Betas (and Alphas) use small Protoculture fuel cells about the size of can of motor oil. Thirty-two fully charged Protoculture cells give the mecha a reasonably active combat life of about one month. Constant activity and combat reduces the cell’s fuel life by half. The vehicles can function with half as many cells(16) for about half the period, but the maximum speed and the usual combat bonuses are reduced by half. Note: Invid Protoculture cells are the same as used by the UEEF and are interchangeable. Replacing spent cells and recharging empty Protoculture energy cells requires somebody with the biomechanical Maintenance or Robotechnology Engineering skill.


12. Alpha & Beta Link: The Beta can dock and connect to the Alpha to become one mecha unit. In this capacity, the Beta functions primarily as a booster to enable the Alpha to escape a planet’s gravity well and blast into space. In an atmosphere as well as outer space the Beta also grants the Alpha greater speed. The Beta must separate from the Alpha to transform into guardian or battliod mode, but the Alpha can transform into any of its modes while attached to a Beta functioning in the role of “booster” rocket. While connected to an Alpha, the pilot also has access to all data and tracking of the Beta, and both Alpha and Beta can unleash their missle payloads while connected, but only the Alpha can transform into the other modes. For the Beta to change from fighter to guardian or battloid mode, the two veritechs must separate. They may continue to watch each other’s back and fight in tandem as individual Veritechs working as a team, but the Beta must return to fighter mode to reconnect as a booster for the Alpha.

Model type: VF/B-9
Class: Single Seat, All Weather Heavy Veritech Aerospace Fighter and Bomber.
Crew: One

M.D.C. by Location:
Head – 75
* Back Mounted Sensor Pod –100
Hands (2) –100 each
Chest Retractable Missile Bays (2) – 180 each
Shoulder Pop-up Missile Bays (2) – 160 each
EU-14 80 mm Pulse Beam Cannons (3) –100 each
** Forearm Shields (2) – 375 each
Forarm Ion Blasters (6; three each arm) – 15 each
Upper Arms (2) – 120 each
Upper Legs (2) – 180 each
Lower Legs/Feet (2) – 250 Each
*** Wings (2) – 170 each
**** Main Body – 515
Reinforced Pilot’s Compartment – 170
* Destroying the Sensor Pod knocks out most of the Beta’s sensors in battloid mode. Radar range is reduced to 10 miles, and long-range radio, laser communications, and the targeting system are disabled while in battloid mode. All of this leaves the Beta at a -3 to strike, parry and dodge. Note: this is a difficult target to hit and requires an attacker to make a successful “Called Shot” with the following penalties: Shooting at a stationary target -4, moving target-6, and fast moving target -11 to strike.the same is true of the forearm guns.
** These heavy shields can be used to protect various parts of the Beta’s airframe. Attempting to block incoming missiles, projectiles and energy beams requires a parry roll. If a successful roll is made, only the shield takes damage. Depleting the M.D.C of a shield will destroy the wing transformation mechanism and will render the beta unable to transform into fighter or guardian mode.
*** destroying even one wing sends the Beta immediately out of control and it is unable to fly in fighter or guardian modes until the wing is repaired/replaced.
**** Depleting the M.D.C. of the main body will destroy the mecha, rendering it totally useless.

Speed:
Flying:
Fighter Mode:
Sea Level: 437 mph.
59,055 feet: 1,206 mph.
147,636 feet: 5,562.5 mph or Mach 7.2  in ballistic flight.
Guardian Mode: 312.5 mph at all altitudes.
Battloid Mode: 301 mph
Running: 80 mph.
Leaping: 80 feet up or across unassisted. 300 feet with rocket assistance.

Statistical Data:
Fighter Mode:
Height: 20 feet
Length: 31.8 feet
Wingspan: 64 feet
Guardian Mode:
Height: 27.8 feet
Length: 26.2 feet
Wingspan: 64 feet
Battloid Mode:
Height: 45 feet
Length: 24 feet
Width: 27.8 feet
Weight: 29 tons (dry)
Physical Strength: Robotic strength of 50
Cargo: The bomb bay can carry four metric tons of ordnance or cargo. Six people  can also be squeezed into the bomb bay in a pinch.
Power System: Thirty-two Protoculture Cells. Alpha and Betas are also equipped with a small backup fusion generator which is only good for flight and VTOL activity, and can only be used in jet mode. Use of the fusion generator prevents transformation and the speed of the mecha is reduced by 2/3.

Weapons Systems:
1. EU-14 80 mm Pulse Beam Cannons (3): These are almost identical to the pod mounted EU-14 that the Alpha carries, except that they are munted inside the fuselage of the Beta and are forward firing only. One is mounted along the Beta’s centerline beneath the cocpit and the other two are located inside the air intakes for the rockets at the top of the Beta’s legs. The pilot can either fire the center cannon by itself, or all three at once at the same target, and the weapons only fire bursts. Firing all three cannons at once is only possible in jet mode, and only the center cannon can be fired in guardian mode. These cannons can not be fired in battloid mode. Also, when linked-up with an Alpha, only the two side cannons can be fired.
Primary Purpose: Ground Attack.
Secondary Purpose: Air-to-Air Combat.
Weight: Not applicable; these EU-13s are mounted within the fuselage of the Beta.
Range: 4,000 feet
Mega-Damage: 1D4x10 M.D. for one five round burst, 3D4x10 M.D. for a blast from all three.
Rate of Fire: Each single blast or triple blast, counts as one of the pilot’s melee attacks.
Bonus: +2 to strike with Gun Pod.
Payload: Effectivly Unlimited.


2. Forearm Pulse Beam Cannons (2): These triple-barreled heavy hitters are mounted in the forearms above the hands and are considered the Beta’s primary energy weapon in battloid mode. All three barrels fire at once, and can be fired one at a time or both together at the same target; point and shoot. If they have a drawback, it’s the fact that they are extreamly short-range for an energy weapon, and they use a fair amount of power to fire.
Primary Purpose:  Assault and Defense.
Secondary Purpose: Air –to Air Combat.
Weight: Not applicable; built into the Beta’s forearms.
Range: 1500 feet
Mega-Damage: 6D6 M.D per simultaneous triple pulse blast from one arm, or 1D6x10 M.D. when both arms are aimed at the same target and fired simultaneously (six energy blasts)
Rate of Fire: Each triple blast from one arm or sextuple blast from both arms at the same target counts as one of the pilot’s melee attacks. Firing at two different targets at once can be done, but counts as two melee attacks and both are fired without benefit of bonuses to strike; natural die roll only.
Bonus: +3 to strike with Ion Blasters.
Payload: Effectively unlimited.


3. MM-20 Missile Delivery System(2): Two of these short-range missile launchers are built into the Beta. They are on either side of the cockpit in fighter and guardian mode. They are available in all three modes but are unable to fire when the Beta is docked with an Alpha. Each launcher holds 20 missiles, for a total payload of 40 missiles.
Primary Purpose: Anti-Mecha and Anti-Armor.
Secondary Purpose: Anti-missile and Anti-Personnel.
Weight: Each missile weighs about 33 pounds
Mega-Damage:  Varies by short-range missile. Usually loaded with HEAP (High Explosive Armor Piercing) missiles which do 2D6x10 M.D. per missile
Rate of Fire: one or in volleys of 5, 20 or 20. One volley, no matter how many missiles are in it, counts as one melee attack.
Range: Five miles
Payload: 40 short-range missiles.

4. MM-16 Missile Delivery System (2): These pop-up launchers are located in the shoulders behind them-20 launchers. They hold eight missiles each, all of them at the ready. The MM-16 missile bay can launch in any mode.
Primary Purpose: Anti-Mecha
Secondary Purpose: Anti-Armor
Weight: Not Applicable, each missile weighs about 33 pounds.
Mega-Damagea: Varies by short-range missile type. Usually laoded with HEAP missiles which do 2D6x10 M.D. per missile.
Rate of Fire: One at a time or in volleys of 2, 4, 8 or all. One volley, no matter how many missiles are in it, counts as one melee attack.
Range: Five miles
Payload: 16 short-range missiles.

5. Bomb Bay: the bomb bay can carry up to four metric tons of ordnance on modulat bomb racks. This ordnance can either be unguided gravity bombs or precision guided munitions. The bmb bay can only be utilized in fighter mode.
Primary Purpose: Ground Attack/Anti-Personnel.
Secondary Purpose: Anti-Installation/Fortification
Weight: Light Bombs weigh about 500 pounds apiece, medium bombs weigh 1000 pounds a piece and heavy bombs weigh 2000 pounds.
Range: May be dropped from any altitude in an atmosphere.
Mega-Damage: Light, Medium and Heavy bombs are the equivalent of short, medium and long-range missiles without a propulsion system (they drop). And deal out Mega-Damage according to type.
Rate of Fire: Dropping a volley of bombs can be 2, 4, 8 or the entire payload, and counts as two melee attacks. A “bombing run” is a special attack that takes one full melee round (15 seconds) to accomplish. It drops bomb along a  line of destruction (i.e. Bridge, a particular stretch of road, a series of buildings, fuel tanks, etc.).
Payload: 17 light bombs, 8 medium bombs and four heavy bombs.
Note: Unguided “gravity” bombs are not precision weapons and have a tendency to fall wherever they are dropped. At an altitude of 15,000 feet and higher, pilots are -4 to strike stationary targets, -6 to strike moving targets, and -10 to strike small moving targets like mecha, cars and trucks. Precision-Guided Munitions or “smart Bombs” have a short-range guidance/tracking system and are +2 to strike large stationary targets, +1 to strike  large moving targets, and have no bonus(straight die roll) to strike small moving targets.

6. Wing mounted Hardpints (6):  Each wing can mount three “hard-points” (missiles, bombs or launch pods) to carry short and medium-range missiles or light and medium bombs. The hardpoints can also mount multiple launch pods loaded with rockets or mini-missiles. Note: all ordnance must be launched or jettisoned before changing to battloid mode.
Primary Purpose: Ground Attack
Secondary Purpose: Anti-Installation/Anti-Mecha
Weight: Not applicable
Mega-Damage: Varies by missle or bomb
Rate of Fire: Volleys of 2, 4, 6, or all count as one melee attack. Unleashing the entire payload, called “load out,” all at once, counts as three mell attacks, and a bombing run is dropping one quarter, half or all missiles or bombs in a sustained line of fire, and takes as one full melee round (15 seconds).
Range: by missile or bomb
Payload: Six short or medium range missiles or six multi-missile pods (altogether a maximum of 18 short-range missiles or 36 mini-missiles). Each hardpoint can hold one medium-range missile, or a pod that holds three short range missiles, or a pod that holds six mini-missiles.
Penalties and Modifiers: All exterior mounted missiles, including multi-missile pods, must be launched or the unused missiles jettisoned before the mecha can change to battloid mode. Furthermore, multi-missile pods create drag, reduce speed by 10% and inflict a penalty of -10% on piloting skill and performance of stunt and evasive manevers.

Unguided “gravity” bombs are not precision weapons and have a tendency to fall wherever they are dropped. At an altitude of 15,000 feet and higher, pilots are -4 to strike stationary targets, -6 to moving targets and -10 to strike small moving targets like enemy mecha, cars and trucks.

Precision-Guided Munitions or “Smart Bombs” have a short-range guidance/traking system and are +2 to strike large stationary targets, +1 to strike large moving targets, and have no bonus (straight die roll) to strike small, moving targets like a cyclone, truck or car.

7. Hand to Hand Combat: The Beta can engage in hand to hand combat if it needs to. Its size and strength make it a formidable scrapper, but its slow speed and comparative clumsiness make it  vulnerable to smaller, faster opponents.
Attacks per Melee: See bonuses, below.
Hand to Hand Damage:
Punch/Forearm Strike:  1D6 M.D. on a restrained punch, 3D6 M.D. on a full strength punch, 1D6x10 M.D. on a power punch 9counts as two attacks0.
Kick: 5D8 M.D.
Stomp Attack: 3D8 M.D. but, the target cannot be more then 12 feet tall.
Power Kick, Jump kick and Leap Kick: 2D4x 10 M.D. but each of these attacks counts as two melee attacks.
Flying Leap Kick: 2D6x10 M.D. but counts as three melee attaks and has a 01-87% likelihood of knocking an opponent of roughly equal size or smaller off its feet or back. 1D6x100 yards/meters, plus the victim loses initiative and one melee attack.
Flying Body Block/Ram:  5D6+4 M.D. on a body block/ram up to a speed of 300mph, not faster. There is a 87% likelihood of knocking an opponent of equal size, or up to 50% larger, as well as smaller opponenets off their feet or an airborne enemy 1D8x100 yards/meters backwards or off course. In any case, the victim also loses initiative and two melee attacks. This attack counts as two of the Beta’s melee attacks.
Special Combat Move: Block missile strikes and weapon blasts with the shielding of the Beta’s oversized forearm shields. To bloack, roll 1D20 to parry (plus bonuses). A successful parry means the forearms take ALL the damage from any missiles or weapon blasts that strike. Note that this tactic may result in the arms being blown off.
Bonuses with Mecha Elite Combat Training Only: +1 attack per melee round at levels 2, 4. 8, and 12. +1 on initiative, +1 to strike (applies to punches, stomps and kicks), +2 to pull punch, +1 to dodge on the ground, +3 to dodge in flight (any mode), and +1 to roll with impact. (shadow Fighter Betas are +5 to dodge when Shadow Stealth System is engaged) Note: These bonuses ONLY apply when the pilot has the Mecha Elite Combat Training skill in the Beta. The pilot’s own number of attacks and bonuses (if any) are combined with these when piloting the mecha. Do not add mecha bonuses to the pilot’s Hand to Hand ability when he is outside the mecha. Outside of his or her veritech, the pilot possesses only human fighting abilities.

8. Sensors & Features: As noted earlier in the description.
This message was last edited by the GM at 10:36, Wed 02 Nov 2016.
Gargoyle
GM, 66 posts
Mon 31 Oct 2016
at 17:34
  • msg #3

Beta Veritechs VF/B-9X Shadow

Beta Veritechs VF/B-9X Shadow



Heavy Veritech Aerospace Fighter/Bomber
   The VF/B-9 project was born opf two separate necessities. The first was the need for a modular booster pack to give Alphas trans-atmospheric capabilities, and the second was to replace the aginf SF/A-5 Conbat heavy ordnance strike fighter. Tested in early 2022 as the VF/x-7 and designed to replace the Conbat, the Beta was initially shelved due to desifn problems and a failure of then-current technology to deliver the kind of performance that the UEEF needed. In place of a new heavy fighter, the Combat remaind in use as the primary fighter/bomber of the UEDF. The VF/X-7 project would be idle and nearly forgotten for over a decade before being revived as the VF/B-9 Beta.
  By 2035, the renewed need for a modular, reusable booster pack for the Alpha fighter had become abundantly clear. Their non-transstmospheric nature limited the Alpha’s operational range to wherever they were shipped. This became more and more logistical nightmare as the UEEF Pioneer Expedition made contact with more worlds and Alphas were expected to operate in and out of atmosphere on a regular basis. At the same time, the venerable Conbat had far surpassed the reasonable life span of its airframe, and more and more ‘Bats were being lost to mechanical failure and fatigue. The UEEF’s engineers got to work looking for a replacement, and they found it in the previously shelved VF/X-7 was now found  to be viable due to technological advancements and was put into testing in early 2036.

  The Beta Fighter fills both TREAD (TRans EArth Deployment) and heavy fighter/bomber roles remarkably well. As a TREAD booster, the Beta can dock with an Alpha Fighter and serve as a booster attachment. This grants the Alpha the ability to enter and leave the atmosphere at will. It also increases the Alpha’s fuel capacity, as well as adding additional missiles to the Alpha’s already prodigious missile load out.
   As a heavy fighter/bomber, the Beta shines. Built for raw power and being not particularly aerodynamic, beta pilots lovingly call it the “Flying Brick.” Thus, the Beta relies on armor and firepower for its survival as opposed to agility. Able to approach low to deliver dozens of missiles and tons of precision guided munitions, the Beta is perfectly suited to air support and strategic bombing missions. The Beta can also loiter over a battlefield, laying down withering fire from its pulse cannons, and is a favorite of Marine avaitors. Of course, being a Veritech Fighter, the Beta can transform from fighter to guardian mode to battloid mode as circumstance dictates.

   Operational since the beginning of 2037, the Beta was immediately distributed throughout the Robotech Expeditionary Fleet to widespread acclaim. Pilots love the mecha for its speed and strike capabilities, as well as the TREAD abilities. Deck crews love it for its ease of maintenance. And UEEF Marines love it because Beta air cover has saved their lives countless times. When deployed the Alpha squadrons. The Betas are often assigned to squadron leaders and CAGs, and mated to the VF/A-6H command Alpha. These Betas are usually unmanned, and serve mainly as booster packs and extra ordnance for the Alpha. When deployed in their on squadrons, Betas usually operate in groups of six with a pilot in an undocked Command Alpha or ther reconnaissance aircraft as an observer and C3 craft. There are two main variants of the Beta; the VF/B-9 and the VF/B-9X Shadow Beta. Both are identical save for color schemes and the stealth and shadow cloaking systems on the Shadow Beta.

Standard Beta
Avionics and Features
All VF/B series Veritech Fighter/Bombers have the following.

1. Radar: Betas are equipped with an X-band pulse-doppler radar optimized for air-to-ground missions. This radar can look down without being confsde by ground clutter and can pick out specific targets such as buildings and installations. While being optimized for ground attack, the Beta’s radar is also well suited for air-to-air combat and has a range og 125 miles and can track up to 174 different targets.

2. Communications: Wideband and directional radio communication system with bult-in scrambler that transmits both voice and cockpit video. Range is 600 miles, but can be boosted indefinitely via satellite relay. Secure laser communication with a range of 250,000 miles.

3. On-board Computer System: All Betas have a powerful on-board computer system that handles all targeting and combat control abilities. The combat computer collects data from all sensors and then displays the information on the pilot’s HUD. The targeting computer takes in information from the targeting system and pulse-doppler radar and can track up to 174 enemies at once to a range of 125 miles.

4. Motion Detector and Collision Warning System: Detects objects within 5000 feet and alerts the pilot with an alarm and flashing red light.

5. Head and Sensor Pod: The head  and narrow, back mounted sensor pod having the folloing optical sensors and enhancements:
Loudspeaker: Can amplify the pilot’s voice up to 100 decibels.
Spotlights:  Two tiny, high intensity xenon spotlights with a 1,000 foot range.
Infrared Spotlight: Emits an infrared beam that is invisible to the naked eye but can be seen with the right sensors. Range is 2,000 feet but is reduced by half in smoke or inclement weather.
Tactical Camera: This camera, called the “gun camera” by pilot can record up to 180 minutes of footage into memory that can then be downloaded and watched. This footage is usually used for training and combat analysis. It sees directly ahead beneath the fuselage in jet and guardian mode, and sees whatever the sensor head sees in battloid mode.
Audio Pickup and Filtration: This system works both multi-directionally and as a shotgun mic. It can pick up sounds as quite as a conversation at 500 feet and can sift through ambient sound for specific noises.
Telescopic Optical Enhancement: 2,000 foot range and a 120 degree field of view.
Nightvision: Passive light amplification that allows the pilot to see in the dark as long as there is atleast some ambient light. 2,000 foot range, but is completely useless in total darkness.
Thermal Imager: Converts the heat signatures of warm objects into visible images. 2,000 foot range and allows the pilot to see through darkness, shadows, smoke inclement weather and even through walls.

6. Ejection Seat: There are two separate ejection systems in the Beta. The first is the Atmospheric Ejection System that is traditional zero/zero ejection seat that exists through the canopy (fighter and Guardian modes) or the back (battloid). The second system is for use in space, where the entire fuselage from behind the pilot’s compartment forward is jettisoned. This escape capsule retains the Beta’s life support system and protects the pilot from both vacuum and enemy fire while waiting to be recovered.
Self Destruct: A last ditch system to prevent the capture of a mecha. The blast is largely contained and does 1D6x100 M.D. to a 25 foot area for a mecha with no or few missiles, and 2D6x100 M.D. to a 100 foot area for a mecha with most or all of its missiles.

7. Self Destruct: A last ditch system to prevent the capture of a mecha. The Blast is largely contained and does 1D6X100 M.D. to a 25 foot (7.6 m) area for a with no or few missiles, and 2D6X100 M.D. to a 100 foot (30.5 m) area for a mecha with most or all of its missiles.

8. Distress Beacon: Broadcasts a distress signal on an encrypted UEEF frequency. Range is 250 miles.

9. Smoke and Chaff/Flare Dispensers: All Betas carry both smoke and chaff dispensers to confound radar and confuse enemies. The smoke dispensers have four charges and can make a cloud of thick, white smoke about 60 feet across. The chaff/flare dispensers have four charges of chaff and flares and have a 75% chance to confuse both radar guided (chaff) and heat seeking (flare) missiles.

10. Tactical Life Support: The Beta has a pressurized pilot’s compartment with an internal oxygen supply good for forty-eight hours. This can be stretched to a week through the external oxygen intakes. The intakes are equipped with scrubbers to filter out chemical and biological agnets. The pilot can hook the life support from his CVR-3 armor to the on-board system to extend his personal oxygen supply. They also have heat and radiological shielding to protect the pilot from damaging radiation.

11. Protoculture Fuel Capacity: Betas (and Alphas) use small Protoculture fuel cells about the size of can of motor oil. Thirty-two fully charged Protoculture cells give the mecha a reasonably active combat life of about one month. Constant activity and combat reduces the cell’s fuel life by half. The vehicles can function with half as many cells(16) for about half the period, but the maximum speed and the usual combat bonuses are reduced by half. Note: Invid Protoculture cells are the same as used by the UEEF and are interchangeable. Replacing spent cells and recharging empty Protoculture energy cells requires somebody with the biomechanical Maintenance or Robotechnology Engineering skill.

12. PSS-001 Shadow Cloaking Device: The VF/B-9X Shadow Beta is equipped with both an EM/heat dampener system as well as the Shadow Cloak that masks emanations from the Protoculture systems that power the fighters. These two systems, combined with a slight difference in the shape of the armor and radar-absorbent materials, make the VF-B-9X virtually invisible to both traditional sensors of the Invid. The only way for opponents to see a Shadow Beta is either with traditional optics or with the pilot’s own vision. The stealth systems grant the Shadow Beta a +2 ti initiative and +4 to parry/dodge. If the Shadow Beta takes significant damage, over half of main body M.D.C., there is  a 75% chance of the stealth and Shadow systems failing.  Note: The Super Shadow Fighter Beta and Super Shadow Fighter Alpha have a variety of different features including a booster and missle pack and miniaturized Synchro Cannon! We have NOT included stats for these two mecha because Haydonite treachery took them out of combat immediately. They will be addressed in a future sourcebook.

13. Alpha & Beta Link: The Beta can dock and connect to the Alpha to become one mecha unit. In this capacity, the Beta functions primarily as a booster to enable the Alpha to escape a planet’s gravity well and blast into space. In an atmosphere as well as outer space the Beta also grants the Alpha greater speed. The Beta must separate from the Alpha to transform into guardian or battliod mode, but the Alpha can transform into any of its modes while attached to a Beta functioning in the role of “booster” rocket. While connected to an Alpha, the pilot also has access to all data and tracking of the Beta, and both Alpha and Beta can unleash their missle payloads while connected, but only the Alpha can transform into the other modes. For the Beta to change from fighter to guardian or battloid mode, the two veritechs must separate. They may continue to watch each other’s back and fight in tandem as individual Veritechs working as a team, but the Beta must return to fighter mode to reconnect as a booster for the Alpha.

Model type: VF/B-9X
Class: Single Seat, All Weather Heavy Veritech Aerospace Fighter and Bomber.
Crew: One

M.D.C. by Location:
Head – 75
* Back Mounted Sensor Pod –100
Hands (2) –100 each
Chest Retractable Missile Bays (2) – 180 each
Shoulder Pop-up Missile Bays (2) – 160 each
EU-14 80 mm Pulse Beam Cannons (3) –100 each
** Forearm Shields (2) – 375 each
Forarm Ion Blasters (6; three each arm) – 15 each
Upper Arms (2) – 120 each
Upper Legs (2) – 180 each
Lower Legs/Feet (2) – 250 Each
*** Wings (2) – 170 each
**** Main Body – 515
Reinforced Pilot’s Compartment – 170
* Destroying the Sensor Pod knocks out most of the Beta’s sensors in battloid mode. Radar range is reduced to 10 miles, and long-range radio, laser communications, and the targeting system are disabled while in battloid mode. All of this leaves the Beta at a -3 to strike, parry and dodge. Note: this is a difficult target to hit and requires an attacker to make a successful “Called Shot” with the following penalties: Shooting at a stationary target -4, moving target-6, and fast moving target -11 to strike.the same is true of the forearm guns.
** These heavy shields can be used to protect various parts of the Beta’s airframe. Attempting to block incoming missiles, projectiles and energy beams requires a parry roll. If a successful roll is made, only the shield takes damage. Depleting the M.D.C of a shield will destroy the wing transformation mechanism and will render the beta unable to transform into fighter or guardian mode.
*** destroying even one wing sends the Beta immediately out of control and it is unable to fly in fighter or guardian modes until the wing is repaired/replaced.
**** Depleting the M.D.C. of the main body will destroy the mecha, rendering it totally useless.

Speed:
Flying:
Fighter Mode:
Sea Level: 437 mph.
59,055 feet: 1,206 mph.
147,636 feet: 5,562.5 mph or Mach 7.2  in ballistic flight.
Guardian Mode: 312.5 mph at all altitudes.
Battloid Mode: 301 mph
Running: 80 mph.
Leaping: 80 feet up or across unassisted. 300 feet with rocket assistance.

Statistical Data:
Fighter Mode:
Height: 20 feet
Length: 31.8 feet
Wingspan: 64 feet
Guardian Mode:
Height: 27.8 feet
Length: 26.2 feet
Wingspan: 64 feet
Battloid Mode:
Height: 45 feet
Length: 24 feet
Width: 27.8 feet
Weight: 29 tons (dry)
Physical Strength: Robotic strength of 50
Cargo: The bomb bay can carry four metric tons of ordnance or cargo. Six people  can also be squeezed into the bomb bay in a pinch.
Power System: Thirty-two Protoculture Cells. Alpha and Betas are also equipped with a small backup fusion generator which is only good for flight and VTOL activity, and can only be used in jet mode. Use of the fusion generator prevents transformation and the speed of the mecha is reduced by 2/3.

Weapons Systems:
1. EU-14 80 mm Pulse Beam Cannons (3): These are almost identical to the pod mounted EU-14 that the Alpha carries, except that they are munted inside the fuselage of the Beta and are forward firing only. One is mounted along the Beta’s centerline beneath the cocpit and the other two are located inside the air intakes for the rockets at the top of the Beta’s legs. The pilot can either fire the center cannon by itself, or all three at once at the same target, and the weapons only fire bursts. Firing all three cannons at once is only possible in jet mode, and only the center cannon can be fired in guardian mode. These cannons can not be fired in battloid mode. Also, when linked-up with an Alpha, only the two side cannons can be fired.
Primary Purpose: Ground Attack.
Secondary Purpose: Air-to-Air Combat.
Weight: Not applicable; these EU-13s are mounted within the fuselage of the Beta.
Range: 4,000 feet
Mega-Damage: 1D4x10 M.D. for one five round burst, 3D4x10 M.D. for a blast from all three.
Rate of Fire: Each single blast or triple blast, counts as one of the pilot’s melee attacks.
Bonus: +2 to strike with Gun Pod.
Payload: Effectivly Unlimited.


2. Forearm Pulse Beam Cannons (2): These triple-barreled heavy hitters are mounted in the forearms above the hands and are considered the Beta’s primary energy weapon in battloid mode. All three barrels fire at once, and can be fired one at a time or both together at the same target; point and shoot. If they have a drawback, it’s the fact that they are extreamly short-range for an energy weapon, and they use a fair amount of power to fire.
Primary Purpose:  Assault and Defense.
Secondary Purpose: Air –to Air Combat.
Weight: Not applicable; built into the Beta’s forearms.
Range: 1500 feet
Mega-Damage: 6D6 M.D per simultaneous triple pulse blast from one arm, or 1D6x10 M.D. when both arms are aimed at the same target and fired simultaneously (six energy blasts)
Rate of Fire: Each triple blast from one arm or sextuple blast from both arms at the same target counts as one of the pilot’s melee attacks. Firing at two different targets at once can be done, but counts as two melee attacks and both are fired without benefit of bonuses to strike; natural die roll only.
Bonus: +3 to strike with Ion Blasters.
Payload: Effectively unlimited.


3. MM-20 Missile Delivery System(2): Two of these short-range missile launchers are built into the Beta. They are on either side of the cockpit in fighter and guardian mode. They are available in all three modes but are unable to fire when the Beta is docked with an Alpha. Each launcher holds 20 missiles, for a total payload of 40 missiles.
Primary Purpose: Anti-Mecha and Anti-Armor.
Secondary Purpose: Anti-missile and Anti-Personnel.
Weight: Each missile weighs about 33 pounds
Mega-Damage:  Varies by short-range missile. Usually loaded with HEAP (High Explosive Armor Piercing) missiles which do 2D6x10 M.D. per missile
Rate of Fire: one or in volleys of 5, 20 or 20. One volley, no matter how many missiles are in it, counts as one melee attack.
Range: Five miles
Payload: 40 short-range missiles.

4. MM-16 Missile Delivery System (2): These pop-up launchers are located in the shoulders behind them-20 launchers. They hold eight missiles each, all of them at the ready. The MM-16 missile bay can launch in any mode.
Primary Purpose: Anti-Mecha
Secondary Purpose: Anti-Armor
Weight: Not Applicable, each missile weighs about 33 pounds.
Mega-Damagea: Varies by short-range missile type. Usually laoded with HEAP missiles which do 2D6x10 M.D. per missile.
Rate of Fire: One at a time or in volleys of 2, 4, 8 or all. One volley, no matter how many missiles are in it, counts as one melee attack.
Range: Five miles
Payload: 16 short-range missiles.

5. Bomb Bay: the bomb bay can carry up to four metric tons of ordnance on modulat bomb racks. This ordnance can either be unguided gravity bombs or precision guided munitions. The bmb bay can only be utilized in fighter mode.
Primary Purpose: Ground Attack/Anti-Personnel.
Secondary Purpose: Anti-Installation/Fortification
Weight: Light Bombs weigh about 500 pounds apiece, medium bombs weigh 1000 pounds a piece and heavy bombs weigh 2000 pounds.
Range: May be dropped from any altitude in an atmosphere.
Mega-Damage: Light, Medium and Heavy bombs are the equivalent of short, medium and long-range missiles without a propulsion system (they drop). And deal out Mega-Damage according to type.
Rate of Fire: Dropping a volley of bombs can be 2, 4, 8 or the entire payload, and counts as two melee attacks. A “bombing run” is a special attack that takes one full melee round (15 seconds) to accomplish. It drops bomb along a  line of destruction (i.e. Bridge, a particular stretch of road, a series of buildings, fuel tanks, etc.).
Payload: 17 light bombs, 8 medium bombs and four heavy bombs.
Note: Unguided “gravity” bombs are not precision weapons and have a tendency to fall wherever they are dropped. At an altitude of 15,000 feet and higher, pilots are -4 to strike stationary targets, -6 to strike moving targets, and -10 to strike small moving targets like mecha, cars and trucks. Precision-Guided Munitions or “smart Bombs” have a short-range guidance/tracking system and are +2 to strike large stationary targets, +1 to strike  large moving targets, and have no bonus(straight die roll) to strike small moving targets.

6. Wing mounted Hardpints (6):  Each wing can mount three “hard-points” (missiles, bombs or launch pods) to carry short and medium-range missiles or light and medium bombs. The hardpoints can also mount multiple launch pods loaded with rockets or mini-missiles. Note: all ordnance must be launched or jettisoned before changing to battloid mode.
Primary Purpose: Ground Attack
Secondary Purpose: Anti-Installation/Anti-Mecha
Weight: Not applicable
Mega-Damage: Varies by missle or bomb
Rate of Fire: Volleys of 2, 4, 6, or all count as one melee attack. Unleashing the entire payload, called “load out,” all at once, counts as three mell attacks, and a bombing run is dropping one quarter, half or all missiles or bombs in a sustained line of fire, and takes as one full melee round (15 seconds).
Range: by missile or bomb
Payload: Six short or medium range missiles or six multi-missile pods (altogether a maximum of 18 short-range missiles or 36 mini-missiles). Each hardpoint can hold one medium-range missile, or a pod that holds three short range missiles, or a pod that holds six mini-missiles.
Penalties and Modifiers: All exterior mounted missiles, including multi-missile pods, must be launched or the unused missiles jettisoned before the mecha can change to battloid mode. Furthermore, multi-missile pods create drag, reduce speed by 10% and inflict a penalty of -10% on piloting skill and performance of stunt and evasive manevers.

Unguided “gravity” bombs are not precision weapons and have a tendency to fall wherever they are dropped. At an altitude of 15,000 feet and higher, pilots are -4 to strike stationary targets, -6 to moving targets and -10 to strike small moving targets like enemy mecha, cars and trucks.

Precision-Guided Munitions or “Smart Bombs” have a short-range guidance/traking system and are +2 to strike large stationary targets, +1 to strike large moving targets, and have no bonus (straight die roll) to strike small, moving targets like a cyclone, truck or car.

7. Hand to Hand Combat: The Beta can engage in hand to hand combat if it needs to. Its size and strength make it a formidable scrapper, but its slow speed and comparative clumsiness make it  vulnerable to smaller, faster opponents.
Attacks per Melee: See bonuses, below.
Hand to Hand Damage:
Punch/Forearm Strike:  1D6 M.D. on a restrained punch, 3D6 M.D. on a full strength punch, 1D6x10 M.D. on a power punch 9counts as two attacks0.
Kick: 5D8 M.D.
Stomp Attack: 3D8 M.D. but, the target cannot be more then 12 feet tall.
Power Kick, Jump kick and Leap Kick: 2D4x 10 M.D. but each of these attacks counts as two melee attacks.
Flying Leap Kick: 2D6x10 M.D. but counts as three melee attaks and has a 01-87% likelihood of knocking an opponent of roughly equal size or smaller off its feet or back. 1D6x100 yards/meters, plus the victim loses initiative and one melee attack.
Flying Body Block/Ram:  5D6+4 M.D. on a body block/ram up to a speed of 300mph, not faster. There is a 87% likelihood of knocking an opponent of equal size, or up to 50% larger, as well as smaller opponenets off their feet or an airborne enemy 1D8x100 yards/meters backwards or off course. In any case, the victim also loses initiative and two melee attacks. This attack counts as two of the Beta’s melee attacks.
Special Combat Move: Block missile strikes and weapon blasts with the shielding of the Beta’s oversized forearm shields. To bloack, roll 1D20 to parry (plus bonuses). A successful parry means the forearms take ALL the damage from any missiles or weapon blasts that strike. Note that this tactic may result in the arms being blown off.
Bonuses with Mecha Elite Combat Training Only: +1 attack per melee round at levels 2, 4. 8, and 12. +1 on initiative, +1 to strike (applies to punches, stomps and kicks), +2 to pull punch, +1 to dodge on the ground, +3 to dodge in flight (any mode), and +1 to roll with impact. (shadow Fighter Betas are +5 to dodge when Shadow Stealth System is engaged) Note: These bonuses ONLY apply when the pilot has the Mecha Elite Combat Training skill in the Beta. The pilot’s own number of attacks and bonuses (if any) are combined with these when piloting the mecha. Do not add mecha bonuses to the pilot’s Hand to Hand ability when he is outside the mecha. Outside of his or her veritech, the pilot possesses only human fighting abilities.

8. Sensors & Features: As noted earlier in the description.
This message was last edited by the GM at 08:06, Sun 13 Nov 2016.
Gargoyle
GM, 67 posts
Mon 31 Oct 2016
at 17:35
  • msg #4

VF/B-9R Beta Electronic Warfare

VF/B-9R Beta Electronic Warfare

Model Type: VF/B-9B
Class: All-weather Aerospace Electronic Warfare, SEAD and reconnaissance Veritech.
Crew: Two (Pilot and EWO)

The VF/B-9R is the aerial reconnaissance, electronic warfare and suppression of enemy air defense (SEAD) variant of the VF/B-9 Beta. The basic airframe is based upon the two seats VF/B-9B Beta. The pilot is an Electronic Warfare/SEAD pilot, and the back seater is a dedicated Electronic Warfare operator.

MDC BY LOCATION:
Sensor Head – 75
*Back Mounted Sensor Pod (1) – 100
Hands (2) –100 each
Chest mounted Electronic Warfare Suites (2) – 180 each
Shoulder Pop-Up Missile Bays (2) – 160 each
Centerline mounted EU–14 80mm Pulse Beam Cannons (1) – 100 each
Electronic Warfare Suites (houses in upper legs) (2) -100 each
**Forearms Shields (2) – 375
Forearm Ion Blasters (6; three each arm) – 15 each
Upper Arms (2) – 120 each
Shoulders (2) - 100 each
Upper Legs (2) – 180 each
Lower Legs/feet (2) – 250 each
***Wings (2) -170 each
****Main Body - 515
Reinforced crew Compartment - 200

SPEEDS:
Flying:
Fighter Mode:
Sea Level: 437 mph (700 km)
59,055 feet (18,000 m): 1,187 mph, (1,206 km)
147,636 feet (45,000 m) or higher: 5,562.5 mph (8,900 km) or Mach 7.2 in Ballistic Flight.
Guardian Mode:
312.5 mph (500 km).
Battloid Mode:
301 mph (482 km)
Running: 80 mph (128 km)
Leaping: 80 feet (24.4 m) up or across unassisted by thrusters. 300 feet (91.5 m) with rocket assistance.

STATISTICAL DATA:

Fighter Mode:
Height: 20feet (6.10 m)
Length: 31.8 (9.70 m)
Wingspan: 64 feet (19.5m)

Guardian Mode:
Height: 27.8 feet (8.5 m)
Length: 26.2 feet (8.0 m)
Wingspan: 64 feet (19.5 m)

Battloid Mode:
Height: 45 feet (13.7 m)
Length: 24 feet (7.3 m)
Width: 27.8 feet (27.8 m)

WEIGHT: 29.5 tons (dry)

PHYSICAL STRENGTH: Robotic P.S. of 50

CARGO: The Bomb Bay can carry four metric tons of ordnance or cargo. Six people can also be squeezed into the bomb bay in a pinch.

Power System: thirty-two Protoculture cells. Alphas and Betas are also equipped with a small backup fusion generator which is only good for flight and VTOL activity and can only be used in jet mode for two hours. Use of fusion generator prevents transformation and the speed of the mecha is reduced by two thirds.

1) EU-14 80mm Pulse Beam Cannon (1): The VF/B-9R has only on internally mounted EU-14 80mm Pulse Beam Cannon. Two EW suites replace the EU-14’s mounted in the legs.
Primary Purpose: Ground Attack
Secondary Purpose: Air to Air Combat
Weight: Not Applicable
Range: 4,000 feet (1,219 m)
Mega-Damage: 1D4X10 MD for five round burst, or 3D4 For a blast from all three.
Rate of Fire: Single blast or triple blast, counts count as one melee attack.
Bonus: +2 to strike with Gun Pod
Payload: Effectively Unlimited

2) Forearm Pulse Beam Cannons (2):
Primary Purpose: Assault and Defense
Secondary Purpose: Air to Air Combat
Weight: N/A part of the Frame
Range: 1,500 ft (457.2 m)
Mega-Damage: 6D6 MD
Rate of Fire:
Bonus: +3 to strike with Ion Blaster.
Payload: Effectively Unlimited.

3) Electronic Warfare Suites: The VEB-9R has a total of six EW suites, and up to six EW pods can be carried on the wing mounted hard points. Four EW suites are located in the chest where the MM-20 missile launchers were once located. The remaining two EW suites are located where the leg mounted EU-14’s were once housed. Each pod houses a single continual wave transmitter that can be focused onto one target. This allows the pilot and EWO to jam up to four targets. An exciter adjusts the composition of the jamming signal depending on what type of sensor is being targeted. Each transmitter is linked to the CPU of the Beta, allowing the pilot and EWO direct control over each pod. Making full use of the VEA-6R’s electronic attack capability requires the Advanced Electronic warfare skill. If the skill is not possessed them the ECM skill can be used at -15%. If neither the AEW or ECM skills are possessed then RSE can be used at -40%. VBE-9R’s are usually crewed by dedicated Electronic warfare specialists.

In game terms a successful skill roll means a specific system (Communications, radar, optics, targeting, Protoculture sensors, magnetic sensing systems etc) is jammed for 2d6 melees. The target can be up to 150 miles away. If one system is jammed then the target’s combat bonuses are reduced by 25% and one attack is lost as they try to compensate for the loss. Two systems jammed reduced bonuses by 50% and target loses two attacks. Three or more systems jammed eliminates all combat bonuses, reduced the targets attacks by half, and the pilot is reduced to only visual aiming of all weapons and can only fight what they can see with the naked eye.

4) Sensor spoofers:
 Along the arms and other leading edges of the VEB-9R are several sensor spoofers that disrupt the input from advanced optical sensors such as thermal imagers, passive night vision and even the Protoculture optics of Invid mecha. Ranges of these systems are reduced by 50% and the operators suffer a -35% on their RSI skill to interpret data provided by the sensors.
Range: 4,000 feet (1,219 m)

5) Sensor head reconnaissance system:
The head/sensor unit of VF/B-6B is both cosmetically and internally different then that of the other Beta Veritechs.  First of all the sensor head is located where the cockpit used to be. A tandem two seat cockpit is now located where the sensor head was. The most notable feature of the VF/B-9R’s sensor head is a AN/DAS-7 MTS-E Multi-Spectral Targeting System (MSTS), mounted in a gimbal. The MSTS has a tactical reconnaissance digital camera that has a range of 150 miles, and has a resolution that can read a milk carton up to ten miles away. Still images and video can be filtered through and viewed in several spectrums. These images can be displayed on the pilot’s and or EWO’s multifunctional displays. They can also be linked up to a capital warship VFA-6H, or VF/B-12E for further link up to other UEEF craft and mecha.
Range: 150 miles, high resolution up to ten miles away.

6) MM-16 Missile Delivery System (2):
Primary Purpose: Anti-Mecha.
Secondary Purpose: Anti-Armor
Weight: Each missiles weighs about 33 lbs (15kg)
Mega – Damage: Varies by short range missiles.
Rate of Fire: One or in volleys of 2, 4, 8, or all. One volley, no matter how many missiles are in it, counts as one melee attack.
Range: Five miles (8 kg)
Payload: 16 short – range missiles

7) Bomb Bay:
Primary Purpose: Ground Attack/Anti-Personnel
Secondary Purpose: Anti-Installation/Fortification
Weight: Light Bombs -500 lbs, Medium Bombs-1000 lbs, Heavy Bombs – 2000 lbs apiece.
Range: May be dropped from any altitude in the atmosphere.
Mega – Damage: Light, Medium, Heavy Bombs are equivalent of short-, medium-, long- range missiles with out propulsion system (they Drop!), and deal out Mega Damage according to type.
Rate of Fire: volley of 2, 4, 8, or entire payload.
Payload: 17 light bombs, 8 medium, 4 heavy bombs.
Note: At altitude of 15,000 ft (4572 m) or higher pilot are at – 4 to strike stationary target, - 6 to moving target, - 10 to strike small moving targets. Precision-Guided Munitions or smart bombs have short-range guidance/tracking system are +2, +1 to strike large moving targets, and no bonuses to small moving targets.

8) Wing Mounted Hardpoints (6):
Primary Purpose: Ground Attack
Secondary Purpose: Anti-Installation/Anti-Mecha
Weight: Not Applicable.
Range: By missile or bomb type
Mega – damage:
Rate of Fire: Volleys of 2, 4, 6, or all count as one attack.
Payload:

7) Hand to Hand Combat:
Number of Attacks: See Bonuses
Punch/Forearm Strike:
Retrained Punch – 1D6 MD
Full Strength Punch - 3D6 MD
Power Punch 1D61D6X10 MD (counts as two attacks)
Kicks: 5D8 MD
Stomp Attack: 3D8 MD (target must be 12 ft (3.6 m) or smaller)
Power Kick, Jump Kick and Leap Kick: 2D4X10 MD, but count as two attacks.
Flying Leap Kick: 2D6X10 MD, but counts as three attacks
Flying Body Block/Ram: 5D6+4 MD, this counts as two attacks.
Special Combat Move: Block missile strike and weapon blast with the oversized forearm shields.
Gargoyle
GM, 68 posts
Mon 31 Oct 2016
at 19:22
  • msg #5

VDS-9A Beta Veritech Drop Ship

VDS-9A Beta Veritech Drop Ship

Model Type: VDS-9A
Class: All-weather Aero-Space Drop Ship
Crew: One pilot and one loadmaster/crew chief (add two medics if a SAR bird)

The drop ship version of the VBF-9A was designed so as to allow troops to be easily transport from some of the smaller warships UEEF warships that could not carry an assault shuttle. For this the VFB-9A which was being replaced by the VBF-9B was chosen. The body mounted missile launchers, were removed to make room for two troop/cargo bays. The bomb bay was filled life support systems for the two troop/cargo bays. The ability to transform from guardian to battloid mode was removed. The VDS-9A is almost always mated with a VFA-6Z, which is tasked to provide cover for the drop ship as it deploys or recovers troops. In addition to deploying and recovering troops the VDS-9A is also used in the recovery of downed pilots and as a medical evacuation mecha.

MDC BY LOCATION:
*Back Mounted Sensor Pod – 100
Troop/cargo compartments (2) – 400 each
EU – 14 80mm Pulse Beam Cannons (3) – 100 each
Wing roots (2) – 375
Flare launcher (rear of wing pontoons) – 15 each
Upper Arms (2) –  120 each
Shoulders (2)  - 100 each
Upper Legs (2) – 180 each
Lower Legs/feet (2) – 250 each
***Wings (2) -170 each
****Main Body - 515
Reinforced Pilot's Compartment/Head - 170


SPEEDS:
Fighter Mode:
Flying: Sea Level: 437 mph (700 km)
Flying: 59,055 feet (18,000 m): 1,187 mph, (1,206 km)
Flying: 147,636 feet (45,000 m) or higher: 5,562.5 mph (8,900 km) or Mach 7.2 in Ballistic Flight.
Guardian Mode:
Flying: 312.5 mph (500 km).

STATISTICAL DATA:


Fighter Mode:
Height: 20feet (6.10 m)
Length: 31.8 (9.70 m)
Wingspan: 64 feet (19.5m)
Guardian Mode:
Height: 27.8 feet (8.5 m)
Length: 26.2 feet (8.0 m)
Wingspan: 64 feet (19.5 m)
WEIGHT: 29.5 tons (dry)

PHYSICAL STRENGTH: Robotic P.S. of 50

CARGO: Each troop compartment has fold up/down bench sets on port and starboard side, a center row of seats can also be added. There is a bow and stern exit, as well as a topside egress hatch for use in space borne operations. Stern exit can only be used when the Beta is in guardian mode, and the ‘legs’ cover it up in jet mode. The troop/cargo compartments of the VDS-9A Beta are two pressurized areas that are connected together by a walkway that is big enough for a person/cyclone to move through.  If hull integrity is lost the walkway hatches can be secured. When landing troops the Beta will usually hover and Cyclone riders will jump out of the mecha. Rescue wiches can be attached to both the bow and stern hatches so as to facilitate the recovery of downed pilots. When picking up (or dropping off) personnel in guardian mode, the beta will squat with the body sliding backwards. This allows personnel to enter/exit out the back of the troop/cargo compartments. In jet mode the forward troop/cargo hatches fold out extend downward at a 30 degree angle.

Each compartment (one per side) can be configured in several ways:
1) 7 Cyclone riders while in cyclone armor, they will usually jump out between 50 and 200 feet as the Beta hovers, or slowly flies by the LZ. Usually only 13 Cyclone riders ( a full UEEF Marine Squad) are carried in this configuration.
2) 4 Cyclone Riders with cyclone in motorcycle mode (will usually drive out the front the hatch).
3) 9 Cyclone riders sitting on their folded up cyclones
4) 12 personal (no cyclone)
5) Up to 9 casualty litters sacked up three litters high. There is enough room for a pair of medics in CVR armor to tend to the wounded.

Power System: thirty-two Protoculture cells. Alphas and Betas are also equipped with a small backup fusion generator which is only good for flight and VTOL activity and can only be used in jet mode for two hours. Use of fusion generator prevents transformation and the speed of the mecha is reduced by two thirds.

Tactical Life Support: The VDS-9A’s pressurized troop/cargo compartments have an internal oxygen supply good for forty-eight hours if only 14 troops are carried. If more personnel are carried then the amount of life support will be exponentially less. Likewise if fewer personnel are carried then the life support will last longer. The pilot has his/her own independent Tactical Life Support System

1) EU-14 80mm Pulse Beam Cannon (3)  The VDS-9A retains the forward firing pulse beam cannons found on the fighter bomber variant of the Beta.
Primary Purpose: Ground Attack
Secondary Purpose: Air to Air Combat
Weight: Not Applicable
Range: 4,000 feet (1,219 m)
Mega-Damage: 1D4X10 MD for five round burst, or 3D4 For a  blast from all three.
Rate of Fire: Single blast or triple blast, counts count as one melee attack.
Bonus: +2 to strike with Gun Pod
Payload: Effectively Unlimited

2) Rear mounted chaff/flare dispensers. With no battloid mode the forearm beam cannons have been replaced by a pair of triple flare/chaff launchers. The rear of each wing root has three tubes, each of which can be loaded with a separate flare/chaff type. The tubes can be fired individually, in pairs up to all six tubes.
Primary Purpose: Anti-Missile
Secondary Purpose: Marking of LZ’s
Payload: Each tube has 10 charges for a total of 60 charges. A typical load out will by two tubes loaded with infra red flares, two tubes loaded with chaff, and two tubes loaded with Protoculture flares. Parachute flares and leaflets can also be loaded.
Infrared flare:</i> Counters infrared guided (i.e. heat seeking) missiles and will grant the Beta pilot a +2 to dodge such missiles.
<u>Infrared flare:</i> Counters radar guided missiles and will grant the Beta pilot a +2 to dodge such missiles per each flare launched.
<u>Protoculture flare:</i> Counters Protoculture targeting systems by offering up a additional targets to be fired upon. Each Protoculture flare that is launched will grant the Beta pilot a +2 to dodge such missiles per each flare launched.
<u>Parachute flares:
Will slowly float to the ground, but do not burn hot enough to decoy infra red guided missiles.
Leaflets: Are notes that are dropped during psychological operations and humanitarian missions.

3) GR-102 Wingroot mounted mini-missile launchers (2): Because the VDS-9A cannot transform into Battloid mode it was decided that mini-missile launchers would be useful in saturating a “hot landing” zone or decimate a group of Invid Mecha at close range. One launcher is found in each wing mount. Both launchers can be fired at the same time/target.
Primary Purpose: Close air support/saturation of an LZ.
Secondary Purpose: Anti-mecha/Defense
Mega-Damage:  Varies
Range:  Varies by missile type; usually 1/2 miles.
Rate of Fire:  Singly, or Volleys of 2, up to 36
Payload: 18 mini-missiles per wing root for a total of 36.

4) Wing Mounted Hardpoints (6) Each wing has three hard points for mounting ordinance.

5) Hand to Hand Combat:
Number of Attacks: See Bonuses
Hand to Hand Damage:
Kicks: 5D8 MD
Stomp Attack: 3D8 MD (target must be 12 ft (3.6 m) or smaller)
Power Kick, Jump Kick and Leap Kick: 2D4X10 MD, but count as two attacks.
Flying Leap Kick: 2D6X10 MD, but counts as three attacks
Flying Body Block/Ram: 5D6+4 MD, this counts as two attacks.

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