The following material is based on a Mecha by Dave DEITRICH, based on one from MACROSS: DO YOU REMEMBER LOVE (1984). Please feel free to use, copy, distribute, and abuse it as you like. I didn’t create it, and mostly all I did was re-format and adjust the background a scoatch to the UGC universe.
PREVIOUSVERITECH HOMEPAGENEXT

FVF-Ø1 Super Veritech Fighter

RPG Stats by Dave DEITRICH (deitrich@mcs.net)
Original background by the MACROSS ONLINE COMPENDIUM
Reformatted by Lt Col Andering “SKID” REDDSON, RDF/EF/BOS

SIDE-ON DIAGRAM VIEW (COLOR)
The Veritech Fighter is the oldest continuous Mecha in the UGC arsenal; Though some Destroids date back further, proto-Veritechs actually PRE-DATE the crash of the SDF-ØØ1 MACROSS by at least Ø2 years.
Nevertheless, even the Veritech underwent various upgrades, even in the relative brevity of the First Robotech War; The most critical of these was the development of the Fuel And Sensor Tactical (FAST) Packs, designed to increase the performance capabilities of Veritechs. An early proposal was to simply make all VT’s permanently rigged with FAST Packs; This was eventually scuttled in favor of the VF-Ø6 Alpha Fighter and VB-Ø8 Beta Bomber. However, during the Second Invid Invasion/Atorian War, the Inter Planetary Alliance (formerly the Sentinel Alliance/Peno-Potenetiary Council) reconsidered the idea of being able to deploy the Veritech Fighter in the Super Augmention Configuration; The Super Veritech had effectively the same missile load as the RDF-Era Spartan, and equal or better than the REF-Era Spartan, in terms of Medium Range Missiles; Combined with the Veritech’s flight capabilities, these became equal to the range of an ICBM, with greater accuracy and smaller warheads, decreasing collateral damage.
There are really two basic models; The one-seaters, A, J, S, and Z, and the two-seater D models. The D models were originally intended as trainers, but shortly into the First Robotech War were re-developed for additional missions (mainly with the advent of the FAST Packs that eventually would lead to the VE-1 Enlit Seeker Veritech).
Vehicle Type: SVF-1S and Z
Class: Tactical Variable Fighter
Crew:
A J S, and Z Models: 1.
D Models: 2.
MDC by Location:
*Torso
Pilot’s Compartment
Legs/Thrusters
Arms
Hands
GU-11 Gun Pod
3ØØ
2ØØ
2ØØ each
1ØØ each
5Ø each
1ØØ
Head
Head Mounted Lasers
Retractable Utility Arms
Wings
Tailerons
Backpack-style Pods (2)
1ØØ
3Ø each
3 each
15Ø each
5Ø each
2ØØ

Note:
* Destruction of the main body will shut the unit down completely.

Speed and Statistical Data:
Speed:
Running:
Battloid Mode: 1ØØ mph (16Ø kmph).
Guardian Mode: 6Ø mph (16Ø kmph).
Leaping (either mode): 3Ø ft (9 m) high or 5Ø ft (15.2 m) long without thrusters.
Running:
Guardian Mode: 312 mph (5ØØ kmph) maximum speed limit in an Earth-like atmosphere. Can also hover in place indefinitely.
Jet Mode: Mach 3.87+ (2593 mph/1621 kmph).
Operational Ceiling: Trans-Atmospheric.
Height:
Battloid Mode: 47.Ø ft (14.1Ø m).
Guardian Mode: 29.Ø ft (8.7Ø m).
Jet Mode: 12.8 ft (3.84 m).
Width:
Battloid Mode: 18.2 ft (5.45 m).
Guardian and Jet Modes: 49.3 ft (14.78 m) with wings at maximum extension.
Length:
Battloid Mode: 16.Ø ft (4.8Ø m).
Guardian Mode: 37.3 ft (11.3Ø m).
Jet Mode: 47.4 ft (14.23 m).
Weight: 45,ØØØ kg.
Physical Strength: Equal to a P.S. of 5Ø.
Cargo: Small compartment behind pilot’s seat for personal belongings.
Powerplants:
Twin Shinnakasu/P&W/Roice FF-2ØØ1 thermonuclear turbine engines (FF-2ØØ1D in VF-1S).
Quad Shinnakasu NBS-1 vernier thrusters.
Eighteen P&W LHPØ4 vernier thrusters.
Shinnakasu Industry Super Valkyrie FAST Pack space booster system.
Twin P&W+EF-2ØØ1 booster thrusters.
Twin leg/engine-pod-mounted CTB-Ø4 conformal propellant tanks.
Numerous high-maneuverability burner thrusters in two dorsal-mounted.
Twin leg/engine-pod-mounted systems.

COMPATIBLE FAST PACKS:
Dorsal: NP-BP-Ø1, NP-BP-Ø2, NR-BP-T1, NP-BP-1Ø
Arm: NP-AR-Ø1, NP-AU-T1
Leg: NP-FB-Ø1, NP-FB-T1, NP-FB-1Ø

Weapons Systems:
Ø1. Jet Fighter High Powered Lasers (2): A pair of lasers are built into the nose of the Veritech Fighter for aerial dog fighters and assault. They are limited to a straight ahead line of fire, however, unlike the 1999-2Ø2Ø version, the new series retains these lasers in both Jet and Guardian Modes.
MD: 6D6 M.D. per twin blast.
Range: 4ØØØ feet (12ØØ m).
Rate Of Fire: Equal to the pilot’s combined number of attacks.
Payload Effectively Unlimited.

Ø2. Head Lasers (4 or 5): Mounted on the head when in Battloid Mode, but located on the underbelly when in Guardian and Fighter mode. 36Ø degree rotation. Both models have two attacks per melee or one extended blast.
MD: 1D4 MD per laser; 4D4 MD for the S, 5D4 for the Z. One long, extended blast lasts one full melee and does double damage; Counts as two attacks that melee and can not be used against fast moving/dodging opponents.
Range: 2ØØØ feet (6ØØ m).
Rate Of Fire: Equal to the pilot’s combined number of attacks.
Payload: Effectively Unlimited.

Ø3. Medium Range, Medium Warhead Missiles: Two missiles are housed in each forearm for a total of four missiles.
MD: Varies with warhead type, usually armor-piercing or plasma (2D6×1Ø MD).
Range: Varies with missile type; 5Ø-8Ø miles.
Rate Of Fire: One or two at a time.
Payload: 2 per arm; 4 total.

Ø4. HMMP-Ø2 Missile Launcher Pod: A single missile launcher pod is mounted on the left back of the Veritech, along with the left super rocket booster. It carries 2Ø medium-range, medium-warhead missiles. It is identical to the the missile launcher pods of the Super Veritech.
Missile Types: Any type of Medium Range Missile can be used.
MD and Range: Varies with missile type, typically 2D4×1Ø MD at 6Ø miles (8Ø.4 km).
Rate Of Fire: Volleys of 2 or 4 missiles. One volley constitutes one melee attack, regardless of the number of missiles fired.
Payload: 2Ø missiles.

Ø5. GU-11 55MM Tri-Barrel Gun Pod: The standard issue armament for VF series Veritech.
MD: Does 3D6 MD per short burst, 6D6 MD per long burst, or 1D6×1Ø MD for a full melee burst.
Range: 4ØØØ ft (12ØØ m).
Rate Of Fire: Equal to the pilot’s combined number of attacks.
Payload: 2ØØ rounds per clip equals 2Ø short bursts, 1Ø long bursts, or 5 full melee bursts. Inserting a new ammo clip takes half a melee round; player forefits 1/2 of his attacks. One spare clip is stored in each leg of the Veritech.

Ø6. Medium- or Long-Range Missiles: The Super and Strike Veritechs can substitute it’s nuclear missiles with standard UN Spacy medium- or long-range missiles. Three long-range missiles or nine medium-range missiles can be mounted per wing.
Missile Types: Any type of Medium Range or Long Range Missile can be used.
MD and Range: Varies with missile type.
Rate Of Fire: 1 at a time or volleys of up to 6/18 (all) missiles.
Payload: Up to 6 long-range missiles or 18 medium-range missiles.

NUCLEAR MISSILESØ7. Optional use of RMS-1 Nuclear Cruise Missiles: The standard wing-mounted missiles for Veritechs can be replaced with nuclear cruise missiles. Three missiles can be mounted on each wing, for a total of six per Veritech. The missiles are AI-guided, and have a bonus of +5 to strike, +4 to dodge, and two attacks per melee until it hits. The missiles will always strike the center (ussually the hull) of their target.
Missile Speed: 67Ø mph (Mach 1).
MD: 3D6×1,ØØØ MD at ground zero. Reduce damage by a factor of 1Ø for every 2,5ØØft (75Øm) the object is away from ground zero. (i.e. 3D6×1ØØ MD at 2,5ØØft distant, 3D6×1Ø MD at 5,ØØØft distant, etc.).
Range: 5ØØ miles (8Ø4 km).
MDC Of Missile: 25.
Rate Of Fire: Volleys of 1-5 or All..

Ø8. Hand-To-Hand Combat: If necessary, the pilot of the Strike Veritech can engage in melee combat rather than use a weapon. The Veritech is extremely agile and can execute most typical hand to hand combat moves, such as punches, jump kicks, leap attacks, rolling with impacts, etc.
Mega Damage:
Restrained Punch: 1D4 MD
Full Strength Punch: 2D6 MD
“Booster” Punch: 3D6 M.D. (counts as two attacks) MD
Tear or Pry with Hands: 1D6 MD
Kick: 1D6 MD
Leap Kick: 2D6 MD
Body Flip/Throw: 1D4 MD
Body Block/Tackle: 1D6 MD
Stomp: 1D6 M.D. (only effective against small objects).








Features: Unlike most Fighter and Mecha, the VF-1 Series was kinda light on the features; A disadvantage of the newness of the technology at the time. The new SVF-Ø1 Veritech series drew directly from the originals, and therefore is light in these details as well.
  • Radar: Combat grade radar. Range: 2ØØ miles, can track up to 25Ø individual targets. 95% reliability (24% against unfriendly stealthed vehicles).
  • ESM: Radar Detector. Passively detects other radars being operated.
  • AJP: Active Jamming Pod. Causes -25% to detection but when it is active, other vehicles/bases can detect that it is jamming, and some missiles will home in on jamming signals. Jamming also causes a -4 penalty to all radar guided weapons.
  • Anti-Jamming System: Reduces Electronics Countermeasure by ¾ (decrease skill level appropriately).
  • Full Range Sensory Suite: Infrared, ultra violet, Magnification, night sight, color filters, thermal imager. Range is about 2,ØØØ miles for MOST sensors.
  • MRA 6 Radios: Allows real time, continuous radio link up with friendly forces in the area via satellite relay over laser radio signals, preventing jamming, and automatically encrypts/decrypts same to prevent eavesdropping.
  • Type-11 wide band radios: Effective 1Ø mile range, auto encrypt/decrypt. Works on standard radio band wavelengths, so it can still be jammed (if the enemy knows the frequencies).
  • Loudspeaker: Amplifies voice 1 to 1ØØ times. 1ØØ feet in normal crowds.
  • Smoke Emitters (2): Emits enough smoke to cover an area about 2س feet in calm weather; Special chemicals block IR sensors and radar signals (scatters them so the enemy cant get a good fix), however does not totally interfere with enemy sensors (enemy is -2 strike).
  • Combat/Targeting Computer: Records all enemy and friendly activity over the course of time; Can replay that activity for the pilot, assign target designation numbers, and track likely damage based on mathematical formulas (i.e. “Right leg red” badly damaged/destroyed, “head green” not damaged, etc). Displays this information as a pop up in the HUD on request by the pilot.
  • Electronic Counter Measures (ECM): These systems disrupt enemy radar and tracking systems, making it difficult for them to lock onto the ship with weapons. The countermeasures give the Mecha a +3 to dodge, +2 to strike and +1 on initiative in combat.
  • CBR Protection: Complete chemical, biohazard, and radiological protection.
  • AMC/FD (2): Anti-Missile Chaff/Flare Dispensers. Actually launches a glob of burning magnesium/aluminum alloy to confuse both radar AND heat sensory systems. Fires off Ø4 chaff/flares each time it is activated. The system is KNOWN to work on all KNOWN radar and infrared systems, but concerns continue that somewhere out there their MIGHT be a system that will be totally unaffected by the system. Reduce effects by 2Ø% against smart missiles (add +2Ø% to rolls for smart missiles.)
    Effect:
    Ø1-5Ø: Enemy missile or missile volley detonates in chaff cloud- Missiles are all destroyed.
    51-75: Enemy missile or missile volley loses track of real target and veers away in wrong direction (may lock onto another target).
    76-ØØ: No effect, missile is still on target.
    Also note that the chaff cloud will also blind nearby heat sensors (and optically based sensors at night) for 1 melee. They will suffer the following penalties: Reduce melee attacks/actions, and combat bonuses by half.
    Duration: 1D4 melee rounds.
    Payload: 6Ø chaff/flares. Each time the system is engaged, the system fires off Ø4 chaff/flares.
  • Mine Detector (in feet): Gives effective 85% Detect Mine/Trap OR increases skill by 1Ø% for pilots that have that skill (whichever is more). Works on density composition, so non-metallic objects cant hide, and displays a visual assessment and danger probability (based on a mathematical formula) for the pilot on request.
  • Motion Detector: Activates a loud wailing when an object is coming at the user fast, and a soft ringing if it’s coming slowly. Activation ranges must be specified by the pilot.
  • GPS: Standard tracking device.
  • Vacuum Seal: Permits the Mecha to be used in hard vacuum (such as outer space), and other hostile environments.
  • LDP (4): Launched Decoy Pods. The Mecha can carry a special pod that carries four advanced decoy drones. These drones are launched to go where ever they want for 3Ø minutes. Each is a specially designed lure that mimic the Mecha. This system has been successfully deployed against SEVERAL alien radar-type sensors (including one that works off of sound), but does not work on Invid Protoculture sensors.
    MDC: 5
    Effects: The decoy has a 98% chance of fooling ordinary non military radars and
    non smart guided missiles, and a 9Ø% chance of fooling military grade radars
    and advanced smart missiles.
    Range: Released to go wherever it wants. Can fly independently for about 3Ø minutes.
    Rate of Fire: Per pilots attacks per melee.
    Payload: 8 decoys total.
  • FLIR/SLIR: Forward and Side Looking Infrared. Allows pilot and weapons officer to get visuals on targets at night.
  • Blue Force Tracker: Identifies Friend from Foe. Overlays the information on both the radar and HUD, ensuring that friendly forces are not accidentally targeted.
  • Video Recorder: Records from sensors and the cockpit itself. 5ØØ hours of recording available.
  • HUD: Displays maps, radar, targeting information, and any OTHER information the wearer wants directly in front of the user.
  • Virtual Map: Displays a continuously-updating map of local terrain for the pilot. Effective land navigation of 85% as updates come. Good to 5Ø miles. Specific range can be adjusted in 1 mile increments.
  • Survival Pack: A pack of simpler emergency survival supplies: Pup tent, sleeping bag, black light, GPS, first aid kit (bandages, gauze, bandage tape, pads, antiseptic/analgesic), plasma torch (for small repairs and starting fires), repair kit (with MDC Repair Spray), sewing kit (a small spool of thread and 5 needles), 7 star flares (25Ø foot apogee), 2 white parachute flares (1,5ØØ foot apogee), 1ØØ feet of black or brown parachute cord (15Ø lbs tensile strength), 2-5 days rations, 2 gallons water, water purification kit- good for about 1Ø gallons.
  • Oxygen Rebreather System: Extends pilots air supply to 1ØØ hours; Cartridge MUST be replaced after that period of time.
  • Internal temperature and humidity control: Automatically maintains users desired heat, humidity, and other personal comfort settings.
  • Heat And Radiation Shielding: Special shielding prevents the penetration of life threatening heat and radiation.
  • Variable Tint Cockpit Canopy: Adjusts tinting to light conditions, up to an including a black dot if the sun is directly on the pilots face (only covers eyes).
  • Smoke dispensers (8): Throws out smoke flares capable of covering a 9س foot area. Special chemicals in the smoke obscures IR and heat sensors, and defeats visual tracking of the vehicle. Note that it DOESN’T make the vehicle invisible, but simply negates ALL bonuses to strike.
  • XTNDR RADAR/Radio Antenna Extender: A simple, 2³ foot helium balloon lofts a 1Ø lb. pod 1ØØ feet into the air. Hanging from this payload is a fiber-optic cable that relays the data collected from the XTNDR Pod to the Mecha computers. Note that using this system under heavy foliage will allow the radar, etc to work there, at no penalties, but it will not break the canopy either.
    MDC By Location:
    Pod: 5Ø
    Fiber Optic Cable: 1Ø
    Effect: Extends range of any sensors 1Ø times (or defeats other penalties in a 5 mile area).

    Combat Bonuses For Super Veritech Fighter: Advanced training for military pilots and mecha specialists.
  • 3 attacks per melee (plus those of the pilot).
  • Add one additional action/attack at levels three, six, eleven, and fifteen.
  • +1 on initiative.
  • +2 to strike.
  • +3 to parry.
  • +2 to dodge in solder mode, +5 in Guardian, +7 in jet mode.
  • +3 to roll with a punch or fall with an impact, reducing damage by half.
  • Critical strike same as pilot’s hand-to-hand.
  • Body block/tackle/ram - 1D6 M.D. plus a 5Ø% chance of knocking an opponent down, causing him to loose initiative and one attack that melee round.

PREVIOUSVERITECH HOMEPAGENEXT

Rerfrences Used In This Design:
Dave DEITRICH’S STRIKE VERITECH entry, reformatted as the Super Veritech Fighter. His refrencese are his own.