One last thing came up in a late-night discussion at a convention over the origin of everyone's favorite cross-dresser, Lancer. The man had such a twisted past in just the series alone that it took us until the next afternoon to narrow everything down to a set of core facts. Note that while the mini-series "Invid War" and "Invid War: Aftermath" date from after the discussion, those involved in the original discussion have by unanimous decision chose to ignore ALL of "Aftermath" and any part of "Invid War" dealing with "Dark Nova", due to very bad characterization. Not that the stories are bad (they aren't), it's just that they're not Robotech(there has been a comparison made between "Aftermath" and the book published by San Francisco-area gay Trekkies in which Kirk and Spock were lovers). The most important thing about Lancer's past (at least, in this context) was that whatever it was that Lancer piloted when he crashed and was rescued by Carla (the flashback sequence from "The Secret Route"), it sure as hell wasn't an Alpha. In fact, it appears to have more in kin with the Southern Cross' fighters and the RDF/REF VTOLs (the RDF VTOLs are in the RPG book Strike Force, and the REF VTOL is shown in Robotech Art 3). My takes on both that aircraft (described as a VTOL) and the Battloid shown in that flashback are described herein.
The Southern Cross Veritech Program
The Southern Cross Alpha program was started as a result of the problems occurring in the early AJACS developmental program (for details of these problems, see the RPG module "Ghost Ship"). The AJACS had its first test flights in the period 2017-2020, in the hands of the RDF forerunner of the SC Cosmic Unit, and the tests were expanded to include the TASC after the departure of the REF. These first AJACS were at best troublesome; at worst, they were flying deathtraps. At one point in 2022, the entire AJACS program was almost cancelled when six pilots lost their lives in pursuit of a single Female Power Armor. The loss was not due to either sides' skill; it was more the embodiment of Murphy's law. Of the six AJACS, two had transformation malfunctions while preparing to enter the hulk the Zentraedi was aboard, crashing first into each other, then into the derelict ship, alerting her to their presence. A third died because his faceplate was off when an otherwise harmless transformation error made the AJACS lose environmental integrity and decompress. The last three transformed to Battloid mode correctly, only to find that their weapon systems wouldn't respond when they were attacked, due to a weapons computer flaw. It took her seconds to eliminate them, which led to an eventual storming of the derelict cruiser by a whole division of the CU. It would not be until 2027 that the AJACS would again he trusted in combat (1), and then only because of the secret nature of the events taking place. It would not be until 2029 that the shakedown flights of fully operational AJACS would take place(2), and it was almost a year after that before they were manufactured in such quantities to allow use by all TASC and CU units.
This left the two space arms of the SC without any front line space mecha other than an aging fleet of Super Valkyries. The only other Veritech available was the Logan, which had been type-standardized in 2017, and it was hardly suitable for hand-to-hand combat with Zentraedi, in or out of the atmosphere. The fact that the Logan's performance was worse in space than in an atmosphere led to its relegation to planetary roles as a ground attack and interceptor craft. While the use of Super Valkyrie MM-15/UUM-7 wing missile pods vastly increased the Logan's ranged firepower (giving it a total of 30 SRMs), it still had to dump the missile pods to transform. It wasn't until manual thrust vectoring as a combat maneuver (originally used by Harrier pilots in the Global War) was rediscovered by TASC hotshots playing with their mecha that the Logan was again used in space to any extent.
However, sitting aboard the Factory Satellite was another alternative. When Dr. Lang left on the SDF-3 mission, he left behind several prototype Alphas. Among these were the VF-1X & VF-2X test platforms, and their derivatives the VAF-3 & VAF-4 . The VAF-3 was a design that was effectively a Legios VTOL; a test bed for the combined Alpha & Beta, which couldn't separate and had only Jet and Guardian modes. The VAF-4A, however, was more promising, being part of a feasibility study for the eventual design and production of the VVF-1 Vindicator. The design seemed a godsend for the Southern Cross, which was desperate for a space fighter(3). After a few changes to meet SC standards, the VAF-4B entered production. Eventually, six of the fourteen active TASC squadrons(4) and most of the colonial Cosmic Unit fighter groups were trained in their use. By the close of the war with the Masters, most TASC and CU units were using either VAF-4s or AJACS, abandoning the use of non-transformable fighters entirely.
After the arrival of Major Carpenter's Attack Group Mercury in 2030, the Robotech labs had a few battle-scarred REF mecha to study. This resulted in three new mecha. The first was the VAF-5K Raptor, which was based on the best elements of both REF and SC Alphas. The second was a Battloid-only Alpha variant developed for space combat, using Logan thrusters mounted on its back to give it speed unmatched by any other SC mecha. This was the VAF-5SB; while its official designation was the Cougar, and SB stood for "Space Battloid", pilots soon started calling it the Stormtrooper, due to its resemblance to the Zero-gravity armor used by the Empire in the old Star Wars books & movies.
The last of the new mecha was based somewhat on the theoretical VF-4 work done by Lang, combined with elements of the REF GF-3 VTOL, the descendant of the old RDF GF-1 Aggressor and GF-2 Guardian VTOLs. The SC techs junked the idea of a Battloid transformation for the VF-4, and redesigned the body and wings for a more natural VTOL configuration, with armed utility arms that extended from the body. This hybrid mecha was called the GF-4 Condor. It also proved to be an excellent trainer Veritech, and was issued to the CDFC and TAF in order to speed reinforcement of the TASC from these units. After the Masters' defeat, the VAF-5K and GF-4 were actually sold on the open market by the SC Tokyo Labs; however, the export versions used REF-style cell engines in order to keep the purchaser dependent on Japan. This backfired upon Japan's destruction by the Invid.
Each of these new Veritechs had their own special advantage. The VAF-5K had an ingenious control system called the IWS-1, that allowed weapons and/or limbs salvaged from any VAF-5, VAF-6 or VAF-7 to be used in repairing the mecha, without major difficulty. The VAF-5SB's configuration gave it a versatility matched only by the Legios Battloid mode (an Alpha Battloid still connected to a Jet-mode Beta), and also served as a test bed for some of the Shadow Fighter's weaponry. The GF-4 was agile, easy to pilot, and easy to produce and maintain because of its lack of a Battloid mode.
Sadly, production of these mecha on Earth was cut short by the arrival of the Invid in 2033. The Invid completely destroyed Japan, leaving the users of cell-powered Veritechs in a losing war between the Invid and a dwindling power supply. The VAF-5K was replaced in space by the VAF-6J, and the VAF-5SB remained in limited production up to the end of the war.
VF-Series Veritech Fighters
Designation | Period Used | Used By | Sources ----------------+-------------+---------------+----------------------- VF-1 Valkyrie | 2009 - 2035 | RDF,SC(a,b) | Robotech Book 1 Super Valkyrie | 2011 - 2035 | RDF,SC(a) | RB1, Below VT-1 S. Trainer | 2014 - 2035 | RDF,SC,REF(a) | Below VE-1 Elintseeker| 2016 - 2035 | RDF,SC,REF(a) | Below VVF-1 Vindicator| 2020 - 2035 | REF | RB5, Revised REF
GF-Series Veritech Gerwalk VTOL Fighters (no Battloid mode)
Designation | Period Used | Used By | Sources ----------------+-------------+---------------+----------------------- GF-1 Aggressor | 2016 - 2025 | REF | Robotech Book 8 GF-2 Guardian | 2016 - 2025 | SC,REF(c,e) | Robotech Book 8 GF-3 VTOL | 2026 - 2035 | REF | Below GF-4 Condor | 2032 - 2035 | SC,REF(c,e) | Below
VAF-Series Veritech Fighters (Alphas)
Designation | Period Used | Used By | Sources/Notes ----------------+-------------+---------------+----------------------- V(A)F-1X/2X | 2015 - 2017 | RDF | Robotech Book 8 VAF-4A/B Redhawk| 2023 - 2032 | SC | Below VAF-5B/VAF-6C | 2018 - 2035 | REF(d) | Robotech Book 5 VAF-5K Raptor | 2032 - 2035 | SC,others(e) | Below VAF-5SB | 2032 - 2035 | SC,REF(c) | Below VF-6J | 2033 - 2035 | REF(c) | Robotech Book 5 VF-6R | 2020 - 2035 | REF | Robotech Book 5 VF-7A | 2033 - 2035 | REF | Robotech Book 5 VF-7Q | 2033 - 2035 | REF | RB5(sorta); Pilotless
(a) Saw limited usage by the SC until newer mecha produced.
(b) By 2030, several nations had acquired Valkyries by various means.
(c) Used by the Solar System RDF/SC forces only.
(d) VAF-5B: The original REF Alpha, as left with SDF-3, it may have had weapons not found on the VAF-6.
(e) Were the only Veritechs ever sold on the open market.
The VAF-4A/B Redhawk:
Vehicle Type: Veritech Fighter(transformable)
Crew: One (VAF-4A) or Two(VAF-4B). VAF-4B commtechs (person in back seat) can operate the SVF-2 and head laser if the pilot allows. The VAF-4B can be flown from either seat, but requires deliberately activating the rear controls.
M.D.C. by Location:
Head: 60 Sensor Head*: 50 Hands(2): 30 each Forearms(2): 50 each Shoulders(2): 80 each Wings(2): 125 each Tail Fins(2): 50 each Main Body**: 300 EU-20s(2): 80 each Pilots' Compartment: 200 Upper Legs(2): 100 each Lower Legs(2): 120 each
* Destroying the sensor head will reduce radar to 1 mile range and radio range to 60 miles (backup systems located in the mecha head). The targeting system is also destroyed (-1 to strike).
** Depleting the Main Body will shut down the mecha.
Head Styling: As VAF-6J.
Standard Equipment and Sensors: As all other SC Veritechs.
Speed: As VAF-6 Alphas.
Dimensions | Battloid | Guardian | Jet ------------+----------+----------+---------- Height | 37.5 ft | 24.2 ft | 18.5 ft Width | 16.5 ft | 34 ft | 34 ft Length | 6 ft | 40 ft | 40 ft Weight | 16 tons empty, 22 tons fully loaded.Cargo Capacity: As VAF-6 Alpha, but Cyclones are not standard equipment (not available in era of primary usage of the VAF-4). Rear seat area of a VAF-4B can be used to double cargo capacity. Or, two people can sit in the rear seat, but this renders the rear controls and ejection seat useless.
NOTE: The VAF-4 CANNOT link up with a Beta! It is too big, and lacks the interfaces needed for such a linkup anyway.
VAF-4 Weapon Systems:
1. SVF-2 Missile Launch System: This system appears to be intermediate between the MM-60 of later Alphas and those used on the Armored and Super versions of the original Valkyries. The shoulder and leg launchers resemble those of the MM-60, while the arm launchers are semi-external like those of the Valkyrie upgrades. However, unlike any of these, all the missiles used by the SVF-2 are medium range missiles. The launcher capacities are: Shoulder Launchers = 8 missiles each; Forearms = 2 missiles each; Lower Legs = four launchers per leg, holding 2 missiles each. Unlike other Alphas, there are no smoke dispensers (replaced by the fourth leg missile launcher).
Primary Purpose: Assault.
Secondary Purpose: Anti-Aircraft.
Missile Type: Any REF or SC medium range missiles.
Mega-Damage: Varies by missile type.
Range: Varies by missile type; usually 40-80 miles.
Rate of Fire: 1, 2, 4, 6 or 12.
Payload: 36 total.
2. EU-20s(2): The sidearm of the Logan Veritech, it was also the perfect choice for the VAF-4's gun pods. The small size of the EU-20 allows the use of one in each hand, for more firepower. Furthermore, the SC technicians that modified Lang's VAF-4A added a set of magnetic "holsters" for the pistol-like gun pods, allowing them to be left attached to the VAF-4's legs in Battloid mode, leaving the hands free for other uses. They can be fired from their fixed position in Jet and Guardian modes, or in-hand in Guardian and Battloid modes. Both EU-20s may be volleyed together, but hand-held volleys are at -2.
Primary Purpose: Assault.
Secondary Purpose: Anti-missile Defense.
Range: 4000 feet (double in space).
Mega-Damage: 1D4x10 (single blast), 2D4x10 (volley).
Rate of Fire: As Pilot's combined Hand to Hand Attacks.
Payload: Unlimited.
3. Jet Lasers: These are identical to the lasers of the VF-1 Valkyrie, as well as all other Alphas. They can fire in both Jet and Guardian modes, but are -4 to hit in the latter.
Primary Purpose: Anti-Aircraft.
Range: 4000 feet (double in space).
Mega-Damage: 6D6 per dual blast.
Rate of Fire: As Pilot's combined Hand to Hand Attacks.
Payload: Unlimited.
4. Head Laser: Mounted in a housing on the "nose" of the mecha, it is the same laser found on the AJACS' head. Unlike the AJACS, the laser can only be operated in Battloid mode, and can be operated by the commtech as an anti-missile weapon while the pilot controls all other functions of the VT. While it is less powerful than the head laser of the VAF-5B/VAF-6C, it has much better range and no penalties to hit.
Primary Purpose: Defense.
Range: 4000 feet (double in space).
Mega-Damage: 3D6.
Rate of Fire: As Pilot's combined Hand to Hand Attacks.
Payload: Unlimited.
5. Hand to Hand Combat - As Mecha Combat - Alpha, but damage and combat moves are as the Vindicator.
6. Optional: Replace one or both EU-20s with GU-XXs.
7. Optional: Replace both EU-20s with an EU-11 or GU-11.
The VAF-5K Raptor:
Vehicle Type: Veritech Fighter(transformable)
Crew: One.
M.D.C. by Location: As VAF-6 Series, but lasers do 1/2 damage due to use of SC-developed laser-resistant materials.
Head Styling: As VAF-5B/VAF-6C.
Standard Equipment and Sensors: As all other SC Veritechs, except for power supply. Those VAF-5Ks built for use in Japan, Scandinavia and space have SC-style power systems originally scheduled for use in AJACS. The models sold on the open market used cell-type engines such as those of the REF, in order to keep the purchasers dependent on Japan for fuel. This backfired on Earth's defenses when Japan was destroyed by the Invid.
Speed: As VAF-6 Alphas.
Dimensions: As VAF-6 Alphas, except add 2 tons to weight if using an SC-style power supply.
Cargo Capacity: As VAF-6 Alpha, but Cyclones are not standard equipment. Cyclones found with a VAF-5K tend to be prototypes (see Part Two) or REF models salvaged by Invid-era users.
NOTE: The VAF-5K CAN link up with a Beta, but requires modification by an REF-trained BME (1D6 hours, -25% total repair roll modifier). Other persons with Veritech Mechanics and Mecha Electronics take twice as long, and require rolls versus both skills with the modifier applying to both.
The VAF-5K IWS-1 Interchangeable Weapons System: This is a unique weapon control system created on Earth to make battlefield repairs and weapon replacement easier (+10% to Repair mecha rolls on weapons and limbs). The two standard weapon systems that fit into this category are one GU-XX and the VF-50 multi-missile system. The other systems are body-mounted.
1. The VF-50 has a layout identical to the MM-60, except that all the limb-mounted launchers each have one less missile per launcher than their MM-60 counterparts:
Shoulder Launchers = 8 missiles each; Forearms = two per arm, holding 4 missiles each;
Lower Legs = three launchers per leg, holding 3 missiles each. There are upper and lower launchers on the outer calves, and upper launchers only on the inner calves. Smoke dischargers are on the lower inside calves.
Primary Purpose: Assault.
Secondary Purpose: Anti-Aircraft.
Missile Type: Any REF or SC short range missiles.
Mega-Damage: Varies by missile type.
Range: Varies by missile type; usually 2-5 miles.
Rate of Fire: 1, 2, 3, 4, 6, 8, 12, 25 or all.
Payload: 50 total.
2. GU-XX 35mm Tri-barrel Gun Pod: One GU-XX is standard for a VAF-5K, but two may be carried.
Primary Purpose: Assault.
Secondary Purpose: Anti-Missile.
Range: 4000 feet.
Mega-Damage(bursts): Short = 4D6, Medium = 1D4x10, Full Melee = 2D4x10.
Rate of Fire: Short and Medium bursts count as 1 attack each. Full melee bursts take all attacks in the round.
Payload: 40 short bursts; 1 FM = 2 medium = 4 short.
Parts Substitution using the IWS-1 -
a. Missile Launchers:
Any single part of a VF-50 system can be replaced by its corresponding MM-60 launcher. GR-12 launchers can be added to the VAF-5K, if available.
b. Gun Pods:
The following Gun Pods can be used alone or in pairs by a VAF-5K (pairs can be same type or mixed) - GU-XX EU-20 EU-13 EU-22*
The following Gun Pods can be used singly as a rifle by the VAF-5K (requiring both hands to fire) - GU-11/AKG-47 GU-12 EU-11 Zentraedi Rifles(any)*
Energy weapons with draw power directly from the mecha's own sources. In the case of the EU-type pods, this is as all other SC mecha. The Zentraedi laser and blast rifles can do so because of an adaptor clip usually stored in the VAF-5K's cargo compartment. This clip is used in place of the standard magazine for that weapon. Note that this clip is not subject to the accidental explosion rule for the blast rifle. With this clip, any SC or REF mecha can similarly use Zentraedi rifles, but few were sold separately.
c. Limb substitution: Limbs from a VAF-5B, any VAF-6 or a VAF-7A may be substituted freely with those of the VAF-5K, but count as normal repair rolls. Substituting one or more limbs from a VAF-5SB for those on the VAF-5K will eliminate the VF-50/MM-60 launchers of the old limb(s), and prevent transformation to Jet mode. However, the replacement limbs will otherwise function properly, their weapon(s) will be linked to the VF-50 system, and performance in Battloid and Guardian mode on the ground and in the air will not be adversely affected.
3. Jet Lasers: These are identical to the lasers of the VAF-4.
4. Head Laser: As on the VAF-4.
5. Hand to Hand Combat - See Mecha Combat - Alpha.
The VAF-5SB Cougar "Stormtrooper" Battloid(5):
Vehicle Type: Non-transformable Alpha-derived Battloid.
Crew: One.
M.D.C. by Location:
Sensor Head/Mini-ML*: 150 Hands(2): 30 each Forearms(2): 50 each Upper Arms(2): 50 each GR-12s(2): 150 each Main Body**: 300 EU-22(right hand): 200 Pilots' Compartment: 150 Upper Legs(2): 100 each Lower Legs(2): 150 each Back Thrusters(3): 100 each
* Destroying the sensor head will reduce radar to 1 mile range and radio range to 60 miles (backup systems located in the mecha head). The targeting system is also destroyed (-1 to strike).
** Depleting the Main Body will shut down the mecha.
Head Styling: No true head; instead has a sensor head & missile launcher resembling the "beak" sensor of a Beta Veritech.
Standard Equipment and Sensors: As all other SC Veritechs.
Speed - Space/Legs alone: 670 mph (mach 1) maximum.
- Space/with Back Thrusters: 3350 mph (mach 5).
- Atmospheric Flight: Hover stationary to 600 mph. Maximum altitude is 2 miles above sea level, or 100 feet above the ground, whichever is higher.
- Ground(running): 80 mph. Leaps of 100 feet up or across possible using leg boosters, 600 feet if using the back thrusters as an assist.
Height: 28 ft.
Width: 13 ft.
Length: 16 ft.
Weight: 13 tons empty, 20 tons fully loaded.
Cargo Capacity: None.
VAF-5SB Weapon Systems
1. MM-64 Multi-Missile System: This is similar to the MM-60 system, except there are no shoulder launchers and the other launchers have been expanded. The launchers are as follows:
Forearms = two per arm, holding 6 missiles each;
Legs = four launchers per leg, holding 5 missiles each.
The lower legs are twice as massive as those of other Alphas, and appear similar to the legs of the REF Gladiator.
Primary Purpose: Assault.
Secondary Purpose: Anti-Aircraft.
Missile Type: Any REF or SC short range missiles.
Mega-Damage: Varies by missile type.
Range: Varies by missile type; usually 2-5 miles.
Rate of Fire: 1, 2, 4, 8, 16 or 32 missiles.
Payload: 64 total.
2. GR-12 Shoulder Launch Systems(2): These hold 12 short range missiles, and are built into the chest. They are separate from the MM-64 system (cannot be volleyed with it). They are found on the VAF-5SB as part of the test program for the VAF-7.
Primary Purpose: Assault.
Missile Type: Any REF or SC short range missiles.
Mega-Damage: Varies, but usually 1D6x10 each.
Range: Varies by missile type; usually 2-5 miles.
Rate of Fire: 1, 2, 4, 6, 12 or all remaining missiles.
Payload: 24 missiles (12 per launcher).
3. EU-22 Destabilizer: Also part of the VAF-7 development project, this weapon is a prototype for the EU-12 & EU-13. It also doubles as a shield. Parries of weapons (ranged and melee) do damage to the weapon, and energy blasts require unmodified rolls to parry. While the EU-22 can take out weak force fields such as those of Zentraedi mecha and Invid speeders, it is useless versus hive shields unless used in pairs (two simultaneous hits from separate EU-22s). As the EU-22 is designed for the right hand only, this requires two VAF-5SBs. The percentage chance of dropping a doorway shield or creating a hole in a larger hive shield is the damage done by the attack.
Primary Purpose: Assault.
Range: 3000 feet (double in space).
Mega-Damage: 6D6. Bursts are not possible.
Rate of Fire: As Pilot's combined Hand to Hand Attacks.
Payload: 50 blasts. 2 extra magazines are stored in the legs.
4. Defensive mini-missile system: Located in the "head" area.
Primary Purpose: Anti-Missile Defense.
Range: 1/2 mile (double in space).
Mega-Damage: 5D6 per missile.
Rate of Fire: one or two.
Payload: 18 fragmentation mini-missiles.
5. Hand to Hand Combat - See Mecha Combat - Alpha, but add 1D6 to kicks and stomps.
The GF-3 Delta VTOL/GF-4 Condor(6):
Vehicle Type: Veritech Fighter(transformable).
Crew: One.
M.D.C. by Location (boldface: GF-4 only; lasers do 1/2 damage):
Sensor Head*: 50 Hands: 20 each Forearms: 30 each Upper Arms: 30 each Main Body**: 350 Wings(2)150 each Pilots' Compartment: 150 Top Engines(2): 100 each Legs(2): 150 each Tail Fin(s)(1/2): 50 each
* Destroying the sensor head will reduce radar to 1 mile range and radio range to 60 miles. The targeting system is also destroyed (-1 to strike).
** Depleting the Main Body will shut down the mecha.
Note: The GF-3 is a Variable-sweep wing design (like Valkyries).
Head Styling: No true head; instead has a sensor head.
Standard Equipment and Sensors: As all other SC Veritechs.
Speed - Jet: 1340 mph in atmosphere, 2450 in space.
- Guardian: Hover stationary to 600 mph.
Height: 27 ft. in Guardian, 16 ft. in Jet.
Width: 30 ft. (25 to 40 feet for GF-3, but 30 is default)
Length: 36 ft.
Weight: 20 tons fully loaded.
Cargo Capacity: Cyclone storage (as VAF-6 Alpha).
GF-3/GF-4 Weapon Systems
1. MM-44 Multi-Missile System: Consists of 7 launchers:
3 in the body(1 dorsal, 2 ventral) with 8 missiles each;
2 launchers per leg, holding 5 missiles each.
Primary Purpose: Assault.
Secondary Purpose: Anti-Aircraft.
Missile Type: Any REF or SC short range missiles.
Mega-Damage: Varies by missile type.
Range: Varies by missile type; usually 2-5 miles.
Rate of Fire: 1, 2, 3, 5, 7 or 10 missiles.
Payload: 44 total.
2. Arm Lasers: Based on the Female Power Armor's arm lasers, they also function as the Gerwalk's Jet Lasers. The arm does not have to be deployed in Guardian mode. On the GF-3, these are fixed-mounted, in the nose of the VTOL.
Primary Purpose: Assault.
Range: 4000 feet (double in space).
Mega-Damage: 1D6x10 per blast.
Rate of Fire: As Pilot's combined Hand to Hand Attacks.
Payload: Unlimited.
3. GF-3/GF-4 Hand to Hand Combat - As RDF VTOLs, with damage as follows: Punch(GF-4 only): 1D4, Body Block: 2D6, Stomp: 1D4, Kick: 1D4
The RDF/REF Prototype Cyclones
These were the work of Dr. Lang's Robotech Research Division on Tyrol in the two years prior to John Carpenter's departure to Earth as Mercury Division. However, Lang had to attend to more pressing matters than mecha development (such as staying one step ahead of T.R. Edwards) in this period. It wasn't until just prior to the launch of Wolff's Venus Division that the designs of the Cyclones were standardized, and not until the launch of Mars Division that the mecha would become common.
Half of the prototypes sent with Mercury Division had been earmarked for the stay-behind RDF, but these were destroyed along with the Hermes,Carpenter's SDF-7. Half of those designated for Mercury Division use were actually worn down in the escape pods by Carpenter's men (who had been using them in case there was a need to repel boarders). As there was a limited supply of fuel for them on Earth (the only Protoculture cell production facility was a small lab in Tokyo), most were placed into storage, their power cells removed to power the few that were kept active. When the defeat of the Tyroleans resulted in the destruction or depowering of most of the mecha in North America, these Cyclones were salvaged, and repowered by cells bought from Tokyo (see the notes for the VAF-5K). With the arrival of Venus Division, the newer versions became available, and the prototypes were handed over to reservists in the Southlands and Japan.
Most of the Cyclones on Earth at the time of the Invid's arrival were destroyed in the first few months, but a few survived in forgotten bunkers and supply depots. Those who salvaged them quickly inspired legends coast to coast, from Lancer and his salvaged VR-041 to Rook and her VR-018, which she would replace with a salvaged Mars Division VR-038-LT shortly before meeting Scott, Rand and Annie.
RDF Prototype Cyclones
VR-012 (Battler Prototype) - 600 made.
VR-018 (Light Combat Prototype) - 420 made.
Notes: These prototypes do NOT have the backup gasoline engines, nor can they be folded up into storage position like the later models.
VR-012 Mecha Combat: As VR-052, but -1 to parry, dodge, autododge & roll with impact. Is considered to be the same skill as the VR-052 version.
VR-018 Mecha Combat: As VR-038, but does not get the bonuses that VR-038s get in addition to the base skills.
MDC/SDC by Location (AR: 14 when applicable):
Headlight: 150 SDC Tires(2): 180 SDC each Legs(2): 75 MDC each Forearm shields(2): 35 MDC each Booster Rockets: 10 MDC Head: See Armor below Main Body (VR-012): 150 MDC, (VR-018): 120 MDC
Ride Armor: Three Types in existence. All are compatible with all Cyclones.
CVR-1(Mercury Div.): Not laser resistant. 30 MDC, faceplate AR: 18, 600 SDC.
CVR-2(Venus Div.): Laser Resistant. 40 MDC, faceplate is AR: 20, 1000 SDC.
CVR-3(Mars & Jupiter Divs.): Laser Resistant. 50 MDC, faceplate is 20 MDC.
Equipment: As REF Cyclone, except there is no backup engine.
Speed - Motorcycle Mode: 180 mph, 60 mph cruising speed.
- Battle Armor Mode (Running): 40 mph.
(Leaping): 15 feet, 30 feet with boosters.
(Flight): True flight not possible on Earth, as the thrusters are much weaker than REF models. However, the thrusters can be used to slow down a fall if activated before the halfway point of the fall. Doing so reduces falling speed to 100 feet per round (about 4.5 mph) at best, and movement down is primarily vertical, with momentum and wind affecting the trajectory.
Height(BA/Cycle): 7 feet/3.6 feet.
Width: 3.3 feet/1.6 feet.
Length: 3.1 feet/5 feet.
Weight (not counting user) - VR-012: 320 lbs., VR-018: 220 lbs.
Cargo: As REF Cyclones.
Note: A successful Pilot Cyclone check is required each time a booster-assisted transformation to BA mode is attempted. Failure results in only a partial change (example: Rand in the second Invid episode, only he's doing it standing still) and a crash (1D6 SDC per 10 mph of speed, bypassing armor). The preferred way to transform is stationary (the reverse of disengagement).
Weapon Systems(VR-012)
1. GR-90 Mini-missile Launchers(2): Similar to the GR-103s of the VR-041, these only hold 4 missiles per chest side for a total of 8 missiles. It can use any mini-missile type. However, prior to 2032 mini-missiles were rare on Earth as only a few vehicles used them, and the only mini-missile personal weapon on Earth was the RL-6, used only by the RDF.
Mega-Damage: Varies, due to missile type.
Range: Varies, usually 1 mile (AP and/or plasma missiles).
Rate of Fire: Singly, or volleys of 2 or 4.
Payload: 8 mini-missiles total.
2. GR-95 Mini-missile Launchers(2): Identical to the GR-97s of the VR-052-F, except that any missile type may be used. See #1 for notes on missile availability.
Mega-Damage: Varies, due to missile type.
Range: Varies, usually 1 mile (AP and/or plasma missiles).
Rate of Fire: Singly, or volleys of 2.
Payload: 4 mini-missiles total.
3. PPL-12 Pulse Laser: Standard issue to this Cyclone on Earth, as the Gallant H-90 used Protoculture. See the Southern Cross for statistics.
4. Hand to Hand Combat: As VR-052, with modifications above.
5. Upgrades: A person with at least the skill Cyclone Repair or better can replace one or both GR-90s with GR-103s, or hook up a missile sidecar.
Weapon Systems(VR-018)
1. RL-6: As on the VR-038-LT.
Mega-Damage: Varies, usually 1D4x10(AP missiles).
Range: Varies, usually 1 mile (AP missiles).
Rate of Fire: Singly.
Payload: 6 mini-missiles total. Takes one action to change magazines.
The RL-6 cannot use Plasma mini-missiles.
2. PPL-12 Pulse Laser: Standard issue to this Cyclone on Earth, as the Gallant H-90 used Protoculture. See the Southern Cross for statistics.
3. Hand to Hand Combat: As VR-038-LT, with modifications above.
4: Upgrades: A person with at least the skill Cyclone Repair or better can install GR-95s or GR-97s on the arm shields, or hook up a missile sidecar.
VF-1 Valkyrie Variants in SC Service
The Dimensions of the Valkyrie Mecha
In the Robotech RPG, several of the dimensions of the mecha are left out of the Valkyrie listings. The complete dimensions are as follows; Length & Height are given in Jet/Guardian/Battloid:
Length: 44.1 feet/40 feet/5.7 feet(11 feet for Super VT)
Width - J/G(by wing angle): 48 ft @ 20 deg., 36 ft @ 72 deg.
Those are the limits of wing movement. Default is 40 ft @ 42 deg.
- Battloid: 20 feet.
Height (std.): 16 feet/22.3 feet/42.6 feet.
Height (Super): 22.3 feet/29.6 feet/46 feet.
Optional Super Veritech Weapon Systems
Before describing these weapons, a few definitions need to be given for those readers who are not military buffs.
Hard Point: Areas where external weapon loads can be attached to an aircraft, be it F-15, AH-64 or VF-1. These are on the underside of the vehicle, and do not include integral weapon systems such as the jet and lasers. All Valkyries have five hard points: two on each wing, and one on the underside (the hand area in jet mode) that is dedicated to holding the GU only, though it could be modified in extremis to hold an anti-ship missile (like those from the ARMDs). Such a modification would render all other weapon systems but the jet lasers and booster weapons inoperative and limit the VT to jet mode with no dodge bonuses until the missile was launched. It is also to modify the wings for three hard points each, to use the Robotech: Strike ForceVWC system, but doing so would prevent the use of the systems described below, as they are totally incompatible with each other.
Pylon: A group of weapons (usually missiles or bombs) mounted on a hard point, using an uncovered frame to hold them together. The term comes from the triangular appearance of most early missile pylons.
Pod: A self-contained, detachable weapon system mounted on a hard point, such as a GU-11. The MM-15 (described below) is classified as a pod because its missiles are inside a boxed firing mechanism (as opposed to hanging free).
Standard Load: The usual array of weapon systems on an aircraft, depending on its mission and the role it plays in that mission. While, in real life, standard loads even define the bomb and missile type, in this context it refers to the different base configurations possible of weapons. The usual Veritech and Super Veritech configurations are described below.
Wing Hard Points Booster Units# Designation |Code|Comp.| OL | IL | IR | OR || Right | Left --------------+----+-----+------+------+------+------++--------+------ Reg. Combat |*C-1| VF-1| 3 SR | 3 SR | 3 SR | 3 SR || 20 MR | 20 MR Reg. Heavy |*H-1| VF-1| 3 LRMs | 3 LRMs || 20 MR | 20 MR Assault Com. |*C-2|SVF-1| MM-15| MM-15| MM-15| MM-15|| 20 MR | 20 MR Assault Heavy |*H-2|SVF-1| LR-2 | MM-15| MM-15| LR-2 || 20 MR | 20 MR Strike Combat |SC-3|SVF-1| MM-15| MM-15| MM-15| MM-15|| SVL-3 | 20 MR Strike Heavy |SH-3|SVF-1| LR-2 | MM-15| MM-15| LR-2 || SVL-3 | 20 MR
Notes for table:
SR=Short Range missiles (on standard pylon).
MR=Medium Range missiles in standard booster units (only on Supers).
LRMs=Long Range missiles (on standard rack).
* Load Codes beginning with R are for regular VTs, S for Super VTs. Regular VTs modified to use Super VT fire control computers (see below) and Super VTs operating planetside (with or without the super armor attached) can use the Assault wing configurations, but this is rare before 2020 (see below).
# Super Veritechs only (SC & SH prefixes).
Computer upgrades of regular VTs to Super Veritech standards: Prior to 2020, this is allowed only with VF-1J and VF-1S models. Normal penalties for mecha modification & repair apply. All existing VF-1A/D/J/S models were upgraded in 2020, including those in service with the Southern Cross. Also note that the SC Logan Veritech can use the MM-15, but it only has one hard point per wing and rarely gets into a fight that requires such firepower, as the MM-15s would have to be jettisoned in order to transform.
Descriptions of the New Weapon Systems:
1. The MM-15 Space-Short-Range Missile Pod: This is a 15-count missile pod used either in pairs (as part of one of the *H-2/SH-3 loads, or on a Logan VT) or sets of four (in the SC-2/SC-3 configurations). Each launcher can fire up to five missiles per attack, but missile fire from these pods is always balanced in distribution from the launchers. The Rates of Fire of the launchers as part of an integrated system are as follows-
2-pod (H) system - ROF: 2, 4, 6, 8 or 10
4-pod (C) system - ROF: 2, 4, 6, 8, 10, 12, 14, 16, 18 or 20
In a two-pod system, both launchers fire the same number of missiles. In a four-pod system, it gets complicated when 2, 6, 10, 14 or 18 missiles are launched. If all four launchers have the same number of missiles remaining, then the outer launchers fire the extra missiles above the multiple of four.
Example 1: Ted fires 10 missiles at the beginning of combat; the outer pods fire 3 missiles each, while the inner pods each fire only 2.
Example 2: Ted misses with the first volley, so he tries again; this time, as the inner pods each have one more missile than the outer pods, they fire 3 missiles, while the outer ones fire only 2. Each launcher has now launched 5 missiles each, and have the same number remaining.
There are only three real flaws in these launchers. The first is that all missiles in a pod must be of the same type, and if different pods have different types, then rolling damage can get complicated (imagine having to roll 3D4x10 + 6D6x10 + 3D6x10 on a volley of 12 missiles, with the last 3D6x10 being plasma missiles, which can't be rolled with).
The second flaw is much the same as the VWC system's flaws, only more pronounced. Each MM-15 can take 25 M.D.C. before shutting down. If a pod takes a total of 25-49 M.D.C., it is jettisoned by the fire control system as a safety hazard. If it takes a total of 50 or more M.D.C., and still has missiles inside, the missile propellant has a 6% per missile chance of exploding (5 missiles, 30% chance, etc.). If there is an explosion, the wing takes a critical strike without a chance to roll with the damage. The damage is from both the propellant and the warheads, which are set off by the explosion. In the case of Armor Piercing or non-damaging missiles (such a gas missiles), the damage is 5D6 M.D. per missile, from the propellant only. If by some miracle the missile load is fire retardant missiles, the damage is only 1D4 M.D. per missile. This damage is on top of the damage that was passed along to the wing in the initial hit.
The Chance of being hit (applies to VWC pods as well): Each time a wing is hit, there is a 15% chance for each pod on that wing that the pod is hit directly by the attack. If one pod is hit, it takes half the damage, while the wing takes the other half. If both pods are hit, each pod and the wing take 1/3 the total damage each.
The third flaw is based on the actual ammo used. The SSRM (Space-Short-Range Missile) is a missile that has the range in space equal to normal SRM equivalent planetside, but has only the equivalent range of the same type of mini-missile when actually used in atmosphere, but still retains its guidance system. For example, a comparison between the SSRM Armor Piercing and normal Armor Piercing missiles.
Range Type | In Atmosphere | In Space | Damage | Guidance ----------+---------------+--------------+--------+------------------- SSRM AP | 1 Mile | 5 Miles | 1D6x10 | Internal Guidance SRM AP | 5 Miles | 8.75 Miles | 1D6x10 | Internal Guidance Mini AP | 1 Mile | 1.75 Miles | 1D4x10 | Command Guidance*
*Command guidance means that the firer, not a computer, steers the missile, just like with many anti-tank and anti-aircraft missiles today. This is the reason why Mini-Missiles get P.P. bonuses from the pilot. Such steering is by laser designation of the target, allowing aimed shots.
2. The LR-2 Long Range Missile Pylon: Whereas the standard (**-1) Valkyrie loads do not allow the mixing of wing missile sizes, these pylons allow the replacement of the outer MM-15 pods of the "C-2/C-3" configurations with two LRMs each, creating the "H-2/H-3" configuration. A Veritech thus armed has 30 SSRMs and 4 LRMs; a Super Veritech has 4 SRMs (the arm missiles), 30 SSRMs, 40 MRMs (20 in the SH-3 configuration) and 4 LRMs.
LR-2 Missile Pylon
Primary Purpose: Assault
Mega-damage: Varies by missile type
Rate of Fire: 1, 2 or all (both pylons)
Payload: 2 Long Range Missiles per Pylon, for a total of 4.
Usual Types of missile - Planetside: Plasma or HE; Space: Proton Torpedoes or Reflex.
3. The SVL-3 Strike Valkyrie Laser Cannons: This weapon is essentially a modified laser arm from a Raidar X, mounted on a Super Veritech rocket booster. As such, it can only be used by true Super Veritechs, and is only issued to squadron commanders and aces. It is based off sketches found in the personal effects of the late Commander Roy Fokker, and is thus nicknamed the "Fokker Special." As it is mounted in place of the right booster's missile launcher, it reduces the number of MRMs carried by the VT to 20, and the ROF of these missiles is reduced to 1, 2 or 4.
Due to the power drain it causes, the SVL-3 is limited to a maximum ROF of 4 times per melee, with each shot counting as one of the pilot's melee attacks. A warning to gun-happy pilots: the power drain of this weapon is so high that attempting to power up two of them (by replacing both MRM launchers) results in total mecha shutdown, as it trips all the VT's breakers, INCLUDING LIFE SUPPORT, and the repairs cannot be made except in a full mecha repair center. Needless to say, the VT WILL crash if this is tried in an atmosphere, and there is only a 75% chance that the ejection seat will work, due to the electrical damage.
In Jet and Guardian mode, the cannons are fixed forward, with a limited degree of movement (10 degrees up, left or right of the default position). Of course, the pilot can turn or pivot the VT in order to aim the weapon, especially in Guardian mode. In Battloid mode, the cannon's default position is vertical, and can be brought up to 90 degrees forward, with the same left/right mobility as in Jet and Guardian modes. In Jet mode, it can be volleyed as a single attack with both the jet and head lasers; in Guardian and Battloid mode, it can be volleyed with the head lasers only.
SVL-3 Laser Cannons:
Note: A Super VT with this weapon is called a "Strike Valkyrie"
Primary Purpose: Assault/Anti-mecha
Rate of Fire: Up to four bursts per melee
Mega-Damage: 6D10 per burst
Range: 8 miles (16 miles in space)
Payload: Unlimited
M.D.C. - Modified Booster: 100; Laser Barrels: 75 each. If one barrel is destroyed, damage is halved. Destroying the booster will destroy the lasers.
The VT-1 Super Veritech Trainer
After the battle against the Zentraedi Main Fleet, it became clear that the VT pilot training program was in trouble, due to lack of training mechs. Live-fire exercises were ended, being too wasteful of needed supplies, and the RDF battle simulators could only handle single-mode training missions, as the dynamics of transmodal VT operation were too hard to simulate in a realistic manner. The remaining VT/F-1Ds in RDF service had logged as much flight time as the other models, as loss rates versus Breetai's fleet had exceeded the SDF-1's VT production rate, and needed to be replaced. Lastly, the VT/F-1D was ineffective in training pilots for the more powerful Super Veritechs, leading to injuries and deaths among novice pilots and any unlucky civilians caught in the way of the crashing mecha.
An alternative came in the form of the VT-1, a derivative of a Robotech design class project to improve the handling characteristics of the Super VT. The first VT-1 was built by hand by the class, using off-the-shelf parts when possible and hand-crafting the rest. While it did prove to handle and maneuver better that the standard Super VF-1, the benefits were lost with the addition of weapons. When consulting their advisor, Dr. Lang, with this problem, he saw its potential as a training mech, and changed their assignment accordingly, with additional time given to make the changes. The VT-1 was finished in July of 2012, one day before deadline, and was put into production two months later in a unique manner, compared to other mecha.
The VT-1, along with similarly modified Destroids and Zentraedi mecha, became integral to RDF training procedures, even after holographic simulators came on-line in 2018. Each of the training mechs (even the Zentraedi ones) were hand-built, giving invaluable hands-on experience to technical trainees. Also, the use of these mecha in wargames proved to be more realistic that simulators, as they allowed real-time combat practice between more combatants than a computer could handle simultaneously. This type of training also allowed trainees to develop their own ingenuity and strategic skills.
The principles behind the practice weapon systems can be traced back to the wargame technology of the late 20th century. Harmless lasers stood in for guns and laser weapons, while the grenade and missile weapons used paint warheads with chemical tags to identify the type of missile and the number that hit, even if only from blast damage. The missiles and lasers also carry coded information on the type of weapon simulated, so the mechs have sensors all over to read these messages. The onboard simulation computer calculates the damage that the weapons simulated would have done, then simulates the damage by modifying the response of affected systems. All possible attacks are considered, with the exception of kamikaze attacks and mecha self-destruction. If a VT that is flying is hit for a simulated kill, lights come on, and the autopilot takes over, flying it clear of the area.
Real Combat: Besides hand-to-hand, the VT-1 can use a real GU-11 (instead of a simulated one) and/or a Gladiator Mace. It can also use free-fall bombs, which are mounted as short range missiles. These are issued only rarely, often for specific purposes. VT-1s used as perimeter guards are issued GU-11s and Maces, and are loaded with flame-retardant bombs for fire-fighting detail. These weapons reduce the VT's dodge bonuses to that of a normal Super VT. Its lack of offensive power and its two seats have made it a favorite of the RDF Diplomatic Corps, which uses them for hostage swaps and negotiations with full-size Zentraedi.
The VT-1 Super Veritech Trainer
Vehicle Type: Transformable Training Vehicle
Crew: One or Two; as with most trainer aircraft, the back seat controls can override the front seat's controls at any time.
M.D.C. by Location
Main Body: 300 Back Thrusters(2): 150 each Head: 100 Arms: 100 each Wings: 150 each Legs: 200 each Pilot's Compartment: 200 Hands: 50 each Utility Arms(3): 3 each GU-11(real or trainer): 75
Speed: As Super Veritech.
Length/Width/Height: As Super Veritech.
Weight: 20 tons (1.5 tons lighter than a normal Super VT).
Mecha Combat: As Super VT (with Super VT bonuses), but gets an additional +2 to dodge. If a GU (real or fake) and/or Mace is used, reduce the dodge bonus by 1. If bombs or training missiles are used, reduce the dodge bonus by 1.
Weapon Systems:
1. Hand to Hand combat - As Super Veritech.
2. Optional use of a GU-11 Gun Pod - See regular VF-1 Veritech.
3. Optional use of a Gladiator Mace - See RDF Gladiator.
4. Optional use of free-fall bombs: These are equivalent to short range missiles, and are mounted as such. They are -4 to hit stationary objects, -6 to hit moving objects, and -10 to hit moving objects that are actively evading. Note that any number of bombs may be dodged, provided the target knows they are coming and can move out of the way.
Mega-damage: Varies by type.
Rate of Fire: 2, 4 or 6.
Payload: 12 (6 per wing).
The VE-1 Elintseeker AWACS Veritech
Not long after the development of the VT-1, it also became apparent that the Cat's Eye and EC-33 aircraft were sitting ducks in combat involving mecha. Fighter cover could be too easily drawn off, and even five Veritechs wouldn't be a decent defense should the AWACS aircraft's position be overrun. For that matter, fighter cover of any kind was usually ineffective against missile attacks launched from medium range, as 30 to 80 miles was long enough to force fighters to look for the launch site, but short enough to give little warning of the missiles' approach, especially if the missiles are long range "smart" types. As the two AWACS aircraft were unarmed, it was up to the escorts to shoot missiles down that make it through the AWACS' ECM, and they were often too involved in fights of their own to break off and intercept the missiles. By the time the escorts were free, it was too late for the AWACS. Finally, a variation on the old "Mountain to Mohammed" solution came to one of the engineers in the next generation AWACS project: If you can't arm the AWACS plane, why not install the AWACS gear on a combat mecha? After a year of battling naysayers, he proved it could be done by actually building one. Thus was born the VE-1 Elintseeker.
While most of the Super VF-1 weapon systems remain aboard, some have been modified in order to allow better operation of the AWACS dome. The GU-11 has been replaced by an intelligence device called the IGP-11, consisting of several surveillance cameras, frequency scanners and ECM equipment. IGP-11 superficially resembles a GU-11, and data from the IGP-11 is stored on a cartridge that looks and loads like a GU clip into the IGP. An extra data cassette is stored in the left leg compartment, while the right leg compartment is for storing the original cassette after it is removed. The IGP-11 itself can be left floating in space as a programed ECM mine, or left on the ground to operate in the same manner. Also, a detached IGP-11 can be operated without the VE-1 by an authorized user, using a backup terminal stored in the VE-1 cockpit that can be hooked into the IGP-11 with I/O cables.
The AWACS system also limits the modes in which the VE-1 can operate, as well as the speeds it can attain in the atmosphere. The AWACS dome must be jettisoned to go to Battloid mode (although it can be reconnected later), and there is a -3 to dodge when the dome is attached. In an atmosphere, Jet mode speed is limited to 600 MPH and Guardian mode speed to 335 MPH, due to additional drag caused by the dome.
Another difference between the VE-1 and a standard Super VT is the addition of a second crewman. The backseat crewman is usually a Communications Engineer (or MOS, if Southern Cross), and operates AWACS, IGP-11 and other sensors, as well as the head lasers for missile defense when necessary. This crewman can also take over the controls of the Veritech if needed, having Pilot VF-1 (as REF skill) and Basic Mecha Combat.
The VE-1 Elintseeker Super Veritech
Vehicle Type: Transformable Fighter/Electronic Warfare Variant
Crew: Two (pilot and commtech); the back seat flight controls can be used only when activated, overriding the front seat's controls. The rear flight controls are activated by a series of three switches in separate locations, to prevent accidental activation.
M.D.C. by Location
Main Body: 300 Back Thrusters/MLs(2): 200 each Head: 100 Arms: 100 each Wings: 150 each Legs: 200 each Pilot's Compartment: 250 Hands: 50 each Utility Arms(3): 3 each IGP-11: 75 Head Lasers(3): 30 each AWACS Dome: 50
Speed - Space = Jet: 5162/5512, Guardian: 1170, Battloid: 150
- Atmosphere(with AWACS) = Jet: 600, Guardian: 335
(without AWACS) = Jet: 2950/3216, Guardian: 670
- Battloid Mode (Running or Flying): 60
Length/Width: As all Super Veritechs
Height - Jet: 28 feet with dome, 22.3 feet without dome
- Guardian: 35 feet with dome, 29.6 feet without
- Battloid: 46 feet
Weight: 24 tons fully loaded.
Mecha Combat: As Super VT (with Super VT bonuses), but has a -3 penalty to dodge while the AWACS dome is attached. If the dome is ejected, the dodge bonuses return to normal. These penalties apply even to space combat, as the position of the radome prevents some verniers from operating (the fly-by-wire system tries to compensate, but can't do it completely).
Special Equipment:
1. Cat's Eye AWACS/ELINT System: Installed on the top of the VE-1, its operational hardware takes up most of the space between the two booster/ML units. The rotating radar dome is on a shaft extending out of this equipment, with only an 18" (45 cm) clearance between the bottom of the dome and the tops of the boosters. The shaft is part of the dome assembly, and can be ejected with the dome in order to go to Battloid mode. It can be reattached easily by a second mecha with hands (such as another VT) in one minute, or (in space only) by two men going EVA in 5D4x10 minutes. The system has a range of 400 miles, and can track up to 600 targets with the ability to identify by type and threat 300 of these targets. However, it has to rely on the VE-1's own radar system to track objects beneath it (range: 200 miles). See the EC-33 AWACS for more details on the AWACS system.
2. IGP-11 Intelligence Gathering Pod: Roughly the same size and shape of a GU-11, the IGP-11 is a compact grouping of visual and electronic sensors with an Electronic Counter-Measures (ECM) package surpassed only by those of the EC-33 and SDF-class ships. The individual systems are as follows:
a. Tri-Video Cameras - These three cameras are grouped at the front end of the IGP-11 in the same manner as the barrels of the GU-11. They function simultaneously when used, unless set otherwise, and are triggered like a GU-11 as well (literally, point and shoot). The primary camera is a standard high-definition normal light video camera, with an optional light intensifier mode. The second camera is a passive infrared imaging system. The third camera is modular, with the standard module being passive ultraviolet, but modules are available for X-rays, gamma rays, or (classified - assigned missions only) Protoculture emissions.
Resolution: The visual spectrum camera can have resolutions of up to 2000/1 as raw data in space, 200/1 through an atmosphere. These can be resolved another magnitude (to 20,000/1 or 2000/1, respectively) once the data is returned to base and processed. The other two cameras have resolutions of 1200/1 (atmospheric: 120/1) with enhancement up to 9600/1 (480/1) after processing. The IGP-11 data cartridge has memory dedicated to record up to six hours viewing from each camera, but memory unused by one camera can be used by the others. However, the memory cannot be recorded over in flight, to prevent data loss.
b. Multi-Frequency Scanner & Recorder: Scans and locates each frequency in use within a range chosen by the operator, and records ALL activity on those frequencies. Note that the radar seeker/jammer (c., below) has the ability to track and identify radars as a primary function, so this system is rarely used for that purpose. Note that tightly-beamed transmissions can only be picked up if the VE-1 is within the path of the beam (1 mile wide for every light-second the signal has traveled), and are only D% intelligible. Scrambled and/or coded messages aren't decoded by the system automatically, but can be if the commtech knows the code key the message is in and has already set the VE-1's system up to translate it. Laser communications cannot be intercepted by this system, except by chance (01% per light-second traveled by the message, up to its maximum range).
c. ECM Package #1 - Selective Radar Interpreter and Jammer: Can identify radar emissions picked up by type and area of origin, and can selectively jam them. However, many RDF radars use frequencies too close to Zentraedi radars for this to be much use in a large-scale battle. For each frequency jammed, there is a 5% chance per 10 Earth mecha present that 1D4 of them will have their radar interfered with (-50% to RSI, compared to -95% for the actual frequency jammed); the reverse is true for Zentraedi mecha if a Terran frequency is jammed. Another problem is that of the Malcontent Stinger mecha. These patchwork mecha usually use Terran radar systems, making ID by radar hazardous unless there are other anomalies as well.
(Commtech: "Bossman, I'm picking up a MAC II radar system approaching us at Mach two from Angels 30; it might be a Stinger."
Bossman[VT pilot, sarcastically] "What gave you that idea?")
d. ECM Package #2 - Selective Radio Jammer: Similar to c. above, only for radio frequencies. It has the two same problems with overlapping frequencies and Stinger construction as the radar jammer, except that it is all Radio skills that are interfered with, not RSI, and that rolls must be made both to send and receive the signals on a jammed or interfered frequency.
Weapon Systems:
1. Jet Lasers: As standard Veritech.
2. Arm Missiles: As Super Veritech.
3. Medium Range Missiles: As Super Veritech, except that the inner launch ports have been removed from the boosters in order to install the AWACS system. The missile capacity is the same, but the rate of fire is reduced to 2 or 4. The firing of missiles will cause 3D6 seconds of disruption of the AWACS radar, so they are fired only if the mecha is in immediate danger.
4. Wing Missiles: Always issued one of the following standard loads from Part Four: SH-1, SC-2 or SH-2. Of the three, the most common is SH-2. Note that the SVL-3 is not compatible with the VE-1 (the VE-1's electronics use more power than the SVL-3 does!).
5. Head Lasers: While the Elintseeker prototype used the same head styling as the VT/F-1D, the production models had THREE head lasers, located on the new head (based on the VF-1J) in a position like the single laser of the VF-1A. In Jet and Guardian mode, all three lasers are fired by the commtech, and used as anti-missile defense. In Battloid, they can be controlled by either crewman. When the commtech is controlling these lasers, he uses his own attacks and bonuses, not the pilots; at least three per round. Also, the lasers are improved over the type used in the VF-1s. The fact that the commtech fires them means that targets below and/or behind the VE-1 can be hit by the weapon without distracting the pilot from his flying. Effectively, it allows the commtech to act as a tailgunner.
Primary Purpose: Defense (anti-missile and anti-dogtail)
Secondary Purposes: Assault, Cutting Tool
Range: 3000 feet (6000 feet in space)
Mega-Damage: 1D6 per laser fired (3D6). Not capable of extended blasts, except when used as a cutting tool.
6. Hand-to-Hand Combat: As Super Veritech
Notes for Part Seven
(1) The first chronological appearance of the AJACS is in 2026 or 2027, in Robotech: The Movie. R:TM was Megazone 23 (part one) with some SC footage edited it, along with several minutes of new footage created especially for the project (later used as the intro to Megazone 23 Part Two). The reason for the AJACS use in that situation is that the SC command was trying to hide the first contact with the Masters from the public. As the AJACS project already had a reputation as a "widowmaker", a few more deaths under unknown circumstances would probably go unnoticed. If anything, the "Cyberpirates" comics reinforce the notion that the SC considered test pilots as expendable.
(2) The first footage series-wise of the AJACS was in "Dana's Story" (episode #37), which was an artificial creation made by combining footage from Macrossand Southern Cross. This inclusion of a mecha that by series continuity wouldn't enter service for at least a dozen more episodes is really an editing mistake (compounded by their use in The Movie), but can be explained as follows. Marie Crystal's unit is the last of the series of test pilots for the AJACS, and some of them are even survivors of the original (movie) encounter with the Tyroleans. After the battle shown in "Dana's Story", the AJACS were taken out of service for final evaluation, and the mass-produced version would be the version later issued to all available TASC units in 2031.
(3) The "Cyberpirates" series is set in 2025, which would also fit in with the chronologies established by the series and movie. As the "Cyberpirates" Alphas seem to be bigger than those of the REF, this would indicate that they are either prototypes or derivatives of prototypes left behind by the REF. I had already designed the VAF-4B and VAF-5K in late 1989, so the appearance of the "Cyberpirates" Alphas was serendipitous and somewhat coincidental. After all, both Eternity's and my concepts were based on the lines from the novels that mentioned SC Alphas.
(4) Based originally off of the strange circumstances concerning T.R. Edwards, and now partially corroborated by the Zentraedi Uprising novel, it has long been theorized by many that Ghost Squadron is actually the SC's representative on the Expeditionary mission. The novel now all but confirms this, as we discover that Edwards' rank was given to him by Anatole Leonard as part of a deal that takes place between them. So, Ghost Squadron must be an SC unit, as no REF unit would be obligated to follow the orders of an SC general, especially with the Hunters in command.
(5) This mecha appears in only two places: In Robotech Art 3 (on the same page as the Logan) and in "The Secret Route" flashback as to how Carla and Lancer met. While it is not the craft Lancer crashed in, it does appear to have been a human mecha fighting alongside him in space. The most any of us (even the technical diehards) have been able to dig up on it (or Lancer's plane) is that it is probably called a Cougar.
(6) The GF-3 & GF-4 are the combination of several ideas. The VTOL is shown in Robotech Art 3, and I've chosen to dub it the GF-3, with the two RDF VTOLs recently printed being the GF-1 & GF-2 (they were given no designation, only names). The GF-4 is a mecha interpretation of the plane Lancer crashed in during the flashback of "The Secret Route). Nowhere in the anime is there an indication that these mecha have arms (or, in the case of the GF-4, even a true mecha), so I added one to the GF-4. As with the Cougar, practically no information exists on either aircraft, other than the possibility that the plane I call the GF-4 is named the Condor.