By: Stanley S. Bundy
Do your players groan with boredom each time they run into Male Power Armor, yet run screaming at the mention of the female variety? Did your Veritech pilot players fall in love with the "Fokker Special" VF-1S Strike Valkyrie? And, of course, when was the last time a character volunteered for Cat's Eye duty?
By now, many Robotech fans have seen Macross: Do You Remember Love? in Japanese, or its vocally-impaired American-release version Clash of the Bionoids(heavily butchered)/Superdimensional Fortress Macross(uncut) (1). Those associated with anime clubs have had access to various fan-subtitled versions that tend to ignore that, by definition, a translation is supposed to be rendered into the new language's grammar patterns, making them both tedious to read and cutting even more into the great artwork of the film. CotB/SFM was dubbed by Hong Kong and Australian voice actors for use teaching Japanese students English, but the language was rather stilted and rewritten for very simple content; it is apparent that this was intended to be the "primer" video in the project. Megazone 23 Part II was part of this project as well (but dubbed in America by Harmony Gold, concurrent with its turning Megazone 23 I into Robotech: The Movie), and has much better dialogue and voice actors (many of which worked on Robotech).
The movie, in all its myriad forms, contains several new mecha and mecha weapons. There is also one Male Power Armor correction I feel needs to be made, and this is included with the beefed up movie MPA below, though it applies to all models of the MPA. I would like to do writeups on the Meltrandi ships, but there is too little information available about them to use.
Contents:
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.
There are only minor differences between the two types, but they are enough to distinguish the two models as separate types (both use the same mecha combat, though). The first is that the movie version has larger thrusters, for better flight performance. This often leads to incorrect identification of the mecha at long distance. This false ID is as a Female Power Armor instead of a Male type. Most IFF systems found in Earth mecha have a hard time at ranges over 5 miles.
| 15% | 35% | 75% | 95% Identification Means | Short | Medium | Long | Extreme --------------------------------+---------+---------+--------+-------- Sight-Unaided Vision | 0.2-0.5 | 0.5 - 1 | 1 - 2 | over 2 -Binoculars/Optics | 1 - 2 | 2 - 4 | 4 - 5 | over 5 Radar-Portable with IFF | 1 - 3 | 3 - 5 | 5 - 7 | over 7 -Range 10 < x < 100 miles | 2 - 4 | 4 - 7 | 7 - 10 | over 10 -Range 100 < x < 200 miles | 2 - 6 | 6 - 10 |10 - 20 | over 20 -Range over 200 miles | 3 - 8 | 8 - 15 |15 - 30 | over 30
The other changes are shown in the table below, along with corrections for the "base model" (Series) MPA. These changes are based on the following:
1. If both the Battle Pods and MPA can fly in space, but only the MPA can fly planetside (barely), shouldn't the MPA be able to outfly the pods in space?
2. The MPA running speed is listed as both "three times the wearer's normal running speed" and "40 MPH for the average Zentraedi." The last statement is definitely wrong, as the average Zentraedi (with a full-sized Speed of 100) has a running speed of 75 MPH WITHOUT the armor. To be limited to a top speed of 40 MPH without the armor requires a Speed score under 60 (on 3D6x10); it's not possible to have a top speed of 40 MPH IN the armor unless the armor is damaged or the pilot is a cripple (under 20 on a roll of 3D6x10?).
Power Armor Type Feature | Original | Corrected | Movie Version ------------------------------+----------+-------------+-------------- M.D.C. - Main Body | 100 | 100 | 200 - Arms | 30 | 30 | 75 - Legs | 50 | 50 | 150 - Helmet | 75 | 75 | 125 - Shoulder Thrusters | -- | 30 | 60 - Back Thruster | -- | 30 | 30 - Impact Cannon | 30 | 30 | 50 - Shoulder Weapon | 50 | 50 | 60 Air Speed (MPH) | 70 | 70 | 670 Space Speed | 125 | 1005 | 2010 Ground Speed | 40 | Pilot's Speed x 3 Shoulder Weapons (MD Damage) | PBC (4D10), Plasma(3D8)| PBC(5D10+25) Hand Weapons | Pistol or Assault Rifle| Blaster Rifle
This is only seen in the movie, and appears to be a small reflex cannon with engines and a lie-down cockpit (similar to that of some Emaan mechs from
Orguss) built around it. However, it appears to be the movie's analogue to the fighter pod, not a true anti-ship weapon. Its main drawback is that it can only be fired once every 15 seconds; but the effects of a hit are devastating. Its other drawbacks are that its handling characteristics are only slightly better than its RDF planetary equivalent, the MAC II, its shape prevents atmospheric operation, and its main weapon has a shorter range than those items that it is usually used against (a ship's defense weaponry, including any Destroids that might be patrolling it). Its pilots are known for their devil-may-care attitude both in and out of combat, and are usually piloting these craft because they are the closest thing to Zentraedi juvenile delinquents. Against anything more heavily armed than a shuttle, the use of this fighter is practically suicidal.
On the plus side, one shot is all it takes to destroy most mecha, and that is how it is usually deployed. It approaches the target (a ship or a base set up on an airless surface) under the cover of other mecha, then shoots at opportune targets. These can be VTs moving to intercept, or the turrets and Destroids on the surface of the primary target. In the movie, one shot obliterated a Defender (Raidar X), the shot hitting the front and burning through to the back before the mecha blew up; this takes approximately 600 M.D.
Although it only gets one attack per round maximum from its main armament, it gets all the actions granted from Mecha Combat-Fighter Pod in addition to the cannon attack, but they can only be used for firing the laser turret (max ROF: 2/round), dodges and piloting maneuvers, including ramming, if the pilot is truly suicidal.
Damage for a ram is as follows: (1D4 x T x S) M.D., where T is the tonnage of the lighter craft in the collision, and S is the speed divided by 600 (for MPH; divide by 1000 for kmph). The speed is for the faster vehicle only, if a side or glancing hit (less than a 90 degree angle between them); but if it is a head-on collision (90 degrees or more representing the smallest angle between their trajectories), the speed is that of the two vehicles combined. The smaller craft takes full damage, while the larger takes the damage rolled times the ratio of the smaller craft's tonnage over the larger (minimum of 1/10 damage, if larger craft over 10 times bigger). Ramming takes up all remaining actions for two rounds on a hit, and the pilot is -5 to actions for 4D6 rounds afterwards, taking 1/4 of the damage his vessel took direct to his Hit Point M.D.C. (no roll with impact possible).
Vehicle Type: Self Propelled Gun - Space
Crew: One (pilot lies on stomach in cockpit)
M.D.C. by Location
Main Body: 400 Rear & Top Thrusters(4): 75 each Wings/Main Thrusters: 125 each Sensor Antennae(4, Rear bottom): 30 each Cockpit Canopy: 50 Weapon Barrel Exit: 125 Sensor Bubble (Left Wing): 60 Laser Turret (Right Wing): 100
Speed: 2680 (Mach 4) in space; not capable of atmospheric flight.
Length: 275 feet. Width: 160 feet. Height: 80 feet. Weight: 320 tons.
Mecha Combat: Included in Fighter Pod Mecha Combat (from the Zentraedi Sourcebook), but has +1 Attack, -4 to dodge rolls.
1. Reflex Beam Cannon: This is downsized version of the Zentraedi ship heavy particle beam weapon. Due to its small size and finite power supply, it is nowhere near as powerful as its larger cousins, or even the synchrocannon developed later by the REF. However, it has a better range than the latter, due to its being a space weapon and having a more specific mission. It can only fire once per melee; but the target usually won't survive the first hit.
Primary Purpose: Anti-mecha/Anti-defense
Secondary Purpose: Anti-spaceship
Mega-damage: 3D4x100 M.D. per shot
Range: 7.5 miles (5 miles at a target in an atmosphere)
Rate of Fire: Once per melee
Payload: Unlimited
2. Dual Laser Turret: This is similar to the laser turrets on the Zentraedi ships. It has 360 degree rotation, and a 180 degree arc of fire. It cannot fire at objects below the cannon, or 20 degrees or less from its horizontal plane, to the left of the cannon ship. However, it can fir that far below the vertical plane on the right side of the vessel, where the turret is located.
Primary Purpose: Anti-mecha
Secondary Purpose: Defense
Mega-damage: 1D4x100 M.D. per dual blast
Range: 100 miles (50 miles at a target in an atmosphere)
Rate of Fire: Twice per melee
Payload: Unlimited
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 possible to modify the wings for three hard points each, in order to use the Robotech: Strike Force VWC 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 Southern Cross 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.
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 short range missiles, 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 with the missiles.
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.
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) can result in total mecha shutdown, as it has a 50% chance of tripping all the VT's breakers, INCLUDING LIFE SUPPORT, and the resets cannot be made except on the ground, or in space, from OUTSIDE the cockpit. 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.
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.
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.
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).
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 nay-sayers, he proved it could be done by actually building one. Thus was born the VE-1 Elintseeker.
Few of the Super VF-1 weapon systems remain aboard, as systems have been modified in order to allow better operation of the AWACS dome. The GU-11 has been replaced by an ELINT suite called the IGP-11, consisting of several surveillance cameras, frequency scanners and ECM equipment. The two halves of the IGP-11
superficially resemble gun pods, 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 back boosters are shortened (as on the VT-1), with electronics for the Cat's-Eye system taking the place of the weapons found in other models (real or simulated).
The AWACS system also limits the speeds it can attain in the atmosphere. In an atmosphere, there is a -3 to dodge when the dome is attached, 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.
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(2): 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, 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.
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. 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. Note that the leg FAST/Super armor units are part of the radar system as well, allowing tracking of targets beneath the VE-1 with as good efficiency as targets to the sides and top.
2. IGP-11 Intelligence Gathering Pods: Roughly the same size and shape of two GU-11s, but partially integrated into the arm shields of the "super" armor, 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:
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 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.
Radar jamming: -50% to RSI for bordering bands, -95% for the frequency jammed; this can affect both Earth and Zentraedi mecha.
Radio jamming: as radar, but it is all radio skills, instead of RSI, that is penalized. Note that most mecha on one side of a battle will be using the same radio frequency for total linkage, with several additional frequencies used for mech-to-mech conversations (within a squad and/or team). Usually, it will be the tactical frequencies jammed, and the additional frequencies interfered with.
Another problem is that of the Malcontent Stinger mecha. These patchwork mecha usually use salvaged 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?")
1. Jet Lasers: As standard Veritech.
2. Wing Missiles: Issued only for specific missions. Will be issued either the SH-2 configuration or a special configuration using all LR-2s (a total of 8 LRMs). The LRMs are usually homing anti-radiation missiles (smart proton torpedo missiles that home on an enemy radar frequency designated by the firer, then use the smart missile guidance systems if the radar is shut off), or the RMS-1 "Angel of Death" super-heavy missiles (do 4D6x1000 M.D. to target, half out to 2000 feet, half again each 2000 feet until damage drops below 100 MDC).
3. Head Lasers: While the Elintseeker prototype used the same head styling as the VT/F-1D, the production models has two head lasers, located on the new head positioned on either side of the head optics package. They are fixed in position, so that the head must be turned to fire at the target. In Jet and Guardian mode, the 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: 2D6 per laser fired. Not capable of extended blasts,
except when used as a cutting tool.
4. Hand-to-Hand Combat: As Super Veritech, but the IGP-ll tends to get in the way.
(1) One of the most disturbing things about the "Trashlation" from Macross to Clash of the Bionoids is that in translating an adult anime into a supposedly less violent version, they edited out parts vital to the story. Without these scenes, totalling about 2 minutes of the 20 or so minutes cut, viewers of CotB are left with the impression that Hikaru, Max and Miriya ALL DIED, which is definitely not the case (especially since it is hinted that Sylvie from Macross II is Max and Miriya's granddaughter)! In fact, the ending's totally confusing without the short exchange between Hikaru and Misa that occurs after BoDolza's destruction. From the size of the explosion, with Hikaru at the center and his only protection being a Valkyrie, one is left in CotB with the impression that he was destroyed as well. If he died, dear editors, then tell me what in hell would Misa and Minmay have left to be smiling about in the movie's last scene???
(2) Valkyrie Dimensions: The sizes in the Japanese series and movie are slightly smaller than those given in the RPG. The wing spans, for instance, were given in all three sweep angles in Animag #11, but none of these sizes corresponded to the RPG width. Also, no data is given in the RPG for the length of the VF-1, so I used the length for it from Animag #11, modified by the percentage difference in the other dimensions listed in both sources.
(3) Optional Veritech Weapons: The Japanese name for the MM-15 is the UUM-7 Missile Pod. No name is given for the missile rack I called the LR-2, so I gave it one to simplify my description. The SVL-3 (NP-BP-02; the 01 model is the standard booster) is called a "Beam cannon"; for this version, I chose to interpret it as a laser, due to the history of the EP-1 in the RDF Manual of the RPG. However, beam cannon is used for both particle beams and laser beams in anime, and it is difficult to figure out which is meant. For versions a little more true to the Movie version, check out Dave Deitrich's Macross Mecha Designs for a full description of the Macross FAST units for the Strike Valkyrie, VT-1, and VE-1. Strangely, he has yet to write up the UUM-7.