REEF Advanced Super Veritech:


The Advanced Super Veritech has been called by many of the engineers the most advanced old veritech fighter design possible. If this is or is not the case is hard to tell but the fighter does use many of the cutting edge systems possible from Rifts Earth while keeping all the features that made the VF fighter outstanding. In external appearance, the fighter looks identical to the Super Veritechs that have been operating since the first one was constructed before the destruction of the SDF-1. Like the original Super Veritech series, the number of head lasers denote the rank of the pilot of the fighter. This fighter operates as one of the REEF premier fighters and is faster than all Coalition and Triax fighters. The fighter has even operated outstandingly using large group interceptor missions against the Mechanoids.


Even though the fighter looks identical to the older Super Veritech fighters, the fighter in many ways is a whole new breed of fighter. All weapon systems have been fitted for Rifts earth weapons. The old gun pod has been replaced by a Rail gun that is almost four times more powerful than the original gun pod. The lasers have also been replaced by far more powerful laser cannons which also are variable frequency. Instead of the standard wing mount that can carry either long range or short range missiles, the wing hard points have been modified to carry a variety of different ordnance types including additional sensors, gun pods, and different types of missiles and bombs. Instead of just being able to carry medium range missiles in front of the fighter's booster, the fighter can also mount a heavy particle beam on the booster. This greatly increases the fighter's firepower and the weapons are capable of devastating many targets in one hit. The fighter also has an anti missile chaff system to decoy missiles fired at the fighter. The body of the fighter was constructed from the stronger materials available on Rifts Earth and is modified so that the fighter has increased stealth. The stealth features were copied from the Coalition Talon fighter. The sensors on the fighter have been greatly improved and the fighter has additional tracking features as well. Like the original Super Veritech, the fighter can breach the atmosphere but the fighter's engines do not rely as heavily on Protoculture as the original Super Veritech does and instead used as powerful advanced fusion reactor.


To be more accurate, this fighter follows theoretical information about starships operating non chemical propulsion in space. This has meant much greater speeds and accelerations. Listed is the formula to allow player and game masters to calculate the fighter's velocity.


Model Types:VF-1AS (A) [Low Ranking Soldier Model]
VF-1AS (J) [Low Ranking Officer Model]
VF-1AS (S) [High Ranking Officer Model]
VF-1AS (I) [Two Seat Intercept Model]
VF-1AS (T) [Two Seat Trainer]
Class: Veritech Fighter
Crew: For VF-1AS (A, J, and S) models One pilot with a passenger being able to fit in the cockpit but must sit in the pilot's lap. The VF-1AS (I) has a crew of two (Pilot and Weapons Officer). The VF-1AS (T) also seats two (Pilot and Instructor)


M.D.C. By Location:

Head Mounted Laser (s):45 each
Head:150
Mini Missile Launchers (2):80 each
Forearms (2):150 each
Hands (2):75 each
Arms (2):150 each
Legs and Thrusters (2):300 each
Booster Jets & Modular Weapon Pod (2):350 each
Wings(2):300 each
Tail Fins(2):100 each
Retractable Utility Arms:5 each
FCRG-20A Rail Gun Pod:150
Reinforced Pilots Compartment:250
[1] Main Body:600


Notes:
[1] Depleting the M.D.C. of the main body will shut the mecha down completely, rendering it useless. Damage to the main body will also reduce the aircraft's stealth, for every 10% of damage to the main body, reduce the aircraft's stealth by 10% of its total. Note: Lasers do half damage due to armor being special laser resistant materials.


Speed:
Fighter Mode, Space: The fighter does not have an effective top speed but is limited by acceleration. Without using boosters, the fighter can reach a top acceleration of 4.5 Gs. With boosters, the fighter can reach a top acceleration of 5.5 Gs. The fighter will often travel at an acceleration of 0.5 to 1 G for extended periods for patrol. Because the fighter is mostly unshielded from the effects of radiation and hypervelocity atomic particles, the fighter is not operated at speeds exceeding 20% of the speed of light.
Fighter Mode, Atmosphere: 3,308.9 mph (Mach 4.3 / 5,325.1 kph) with a suborbital ceiling of 100 miles (160.9 km) without using rocket boosters. If the boosters are used, the fighter can reach 3693.6 mph (Mach 4.8 / 5944.3 kph) and can achieve full orbit.
Guardian Mode, Space: The fighter does not have an effective top speed but is limited by acceleration. In Guardian mode, the fighter can reach a top acceleration of 1.5 Gs. The same restrictions apply to Guardian Mode as they do in fighter mode.
Guardian Mode, Atmosphere: 769.5 mph(Mach 1 / 1238.4 kph) maximum with a maximum ceiling of 50,000 feet (15,240 meters)
Battloid Mode, Space and Atmosphere: Cannot fly in an atmosphere but the fighter can accelerate up to .5 G in space.
Battloid Mode, Running: 60 mph (96 kph).
Underwater: It can walk along the bottom of the sea floor at 25% of maximum speed. The Veritech can also use its thrusters to travel up to a maximum speed of 50 mph (80 km)
Maximum Ocean Depth: 1 mile (1.6 km)
Maximum Effective Range: Unlimited in an atmosphere, the Veritech Fighter has supplies for one person for seven days.
Conditional in space, The fighter carries 4 days of reaction mass for travel at 0.5 G of acceleration without the tanks in the boosters. Double the consumption of fuel for 1.0 G of acceleration and 1.5 G of acceleration. Also double the consumption for every 1.0 G of acceleration beyond 1.5 G. this means the fighter will burn 16 times faster at 4.5 G than at 0.5 G. This allows the fighter about 3 hours of fuel at 4.5 G. The boosters add an additional 4 days of fuel but when boosters are activated as well, the fighter burns fuel twice as fast as the fighter does as 4.5 G. The fighter will often accelerate for a period of time and then shut down the engine and travel using the fighter velocity. If the fighter uses more than half of its reaction mass when accelerating, the fighter will be unable to decelerate fully and the fighter will normally only use a third or less of its fuel on accelerating so it does not run into a problem. If the fighter runs out of fuel then it must be recovered by another vehicle traveling faster or be lost.


Statistical Data:
Height: 45.9 feet (14 meters) in Battloid mode, 29.6 feet (9 meters) in Guardian mode, and 22.3 feet (6.79 meters) in Jet Fighter mode.
Width: 20 feet (6.1 meters) at shoulders in Battloid mode and 48 feet (14.7 meters) with wings fully swept in Jet and Guardian mode.
Weight: 18.5 tons (16.7 metric tons) without additions. With booster and armor additions 21.5 tons (19.5 metric tons)
Physical Strength: Equal to a P.S. 50
Power System: Nuclear Fusion (15 Years). Uses four protoculture cells for special systems (100 Year Duration)
Cargo: Small compartment behind pilot's seat for personal belongings.
Black Market Cost: Not Sold, If found it would probably be worth 120 million for a new, undamaged, and fully operation fighter complete with weapons and able to transform.


Weapon Systems:

  1. Forward Variable Frequency High-Powered Lasers: Mounted on either side of the cockpit. The original system has been replaced by a system that copies the Triax TX-41 Laser pulse rifle. The weapon has 12 different possible frequencies to counter laser resistant armor. Number 7 counters USA-10 Glitterboy and all other setting are designed to counter other laser resistant materials. Can only be fired in jet and Guardian Mode
    Maximum Effective Range: 4,000 feet (1,200 m) in an atmosphere and 32,000 feet (9,600 m) in space.
    Mega Damage: 3D6 for one cannon, 6D6 for both cannons, 1D6x10 for three round burst from one cannon, 2D6x10 for three round burst from both barrels (6 total shots)
    Rate of Fire:Equal to the pilots combined hand to hand (usually 5 or 6).
    Payload: Unlimited (Draws Power off the main engines).
  2. Hi Powered Head Laser(s): Replaces the original head lasers Mounted on the head when in Battloid mode, but located on the underbelly when in Guardian and Jet Fighter mode. 360 degree rotation. Has a special setting to do cutting.
    Maximum Effective Range: 4,000 feet (1,200 m) in an atmosphere and 32,000 feet (9,600 m) in space.
    Mega-Damage: VF- I A: 2D6 M. D., VF- l J and VT-1 D: 4D6 M.D., VF-1 S: 8D6 M.D. One, long, extended blast lasts on full melee and does double damage; counts as two attacks that melee and can not be used against fast moving/dodging opponents.
    Rate of Fire:Equal to the pilots combined hand to hand (usually 5 or 6).
    Payload: Unlimited (Draws Power off the main engines).
  3. FCRG-20A Rail Gun Pod: due to the fact that the REEF personnel run against targets that are impervious to energy weapons, The FCRG-20A Gun pod was designed. It is designed using a Shemarrian Rail gun and ammo and putting it into a special gun like the GU-11 casing. The weapon is under body in fighter mode and is hand carried in Guardian and Battloid Mode. The fighter can use most other giant hand held robot weapons instead of the Rail gun pod.
    Maximum Effective Range: 6,000 feet (1,828 m) and in an atmosphere and 48,000 feet (14,630 m) in space.
    Mega-Damage: 2D6x10 M.D. per round
    Rate of Fire: Equal to number of combined hand to hand attacks (usually 4-6) fired as aimed or Wild
    Payload: 440 rounds (2 belts of 220 rounds) per magazine. Four FCRG-20A ammo clips can be stored in the legs (two clips in each). Reloading requires two melee actions.
    Bonuses: +2 to Strike
  4. Wing Mounted Hard Points (6): The fighter can carry various types of Pods and ordnance types on the wings of the fighter. The Veritech fighter has three hard points on each wing for a total of six hard points. This equipment does NOT have to be dropped prior to transformation into battloid mode; however, the weapons cannot be fired in battloid mode because they are covered by the tail fins of the mecha. This is a modification from the original design which could not be mixed and matched. See standard R.E.E.F. Aircraft Hard point Pods & Ordnance Loads. It is common for one or two hard points to carry towed decoys. If the hard points are carrying missiles, then missiles are assumed to accelerate at 2 times normal mach speed in Gs greater than the starships speed when used in space. Missiles can be launched at non moving targets beyond the powered range of the missiles to hit targets without the chance of the launching ship being hit by missiles itself but penalties exist when launching missiles beyond normal missile range.
  5. Medium-Range Missiles: Two missiles are housed in each forearm for a total of four missiles. Missiles are assumed to accelerate at 2 times normal mach speed in Gs greater than the starships speed when used in space. Missiles can be launched at non moving targets beyond the powered range of the missiles to hit targets without the chance of the launching ship being hit by missiles itself but penalties exist when launching missiles beyond normal missile range.
    Maximum Effective Range: Varies with medium range missile types, assume powered range is 8 x normal in space (See revised bomb and missile tables for details.) Mega Damage: Varies with medium range missile types (See revised bomb and missile tables for details.)
    Rate of Fire: One or two at a time.
    Payload: 2 per arm; 4 total.
  6. Modular Rocket Booster Weapon (2): There are two weapons mounts in front of the super rocket boosters. A particle beam or medium range missile pods can be carried and two of the same weapon type can be carried or two different weapon types can be carried.
    1. Heavy Particle Beam: In front of the rocket booster, a copy of the particle beam cannon off the USA-G14 can be mounted. Particle beam is controlled by the pilot and can be linked with other weapon systems on the fighter. The weapon is very powerful and very long ranged.
      Maximum Effective Range: 11,000 ft (about 2 miles/3.2 km) in an atmosphere and 16 miles (25.6 km) when used in space
      Mega Damage: 4D6x10 each
      Rate of Fire: Equal to combined hand to hand attacks of pilot. Each particle beam pod can be combined with others pods or internal weapon systems and still costs one attack.
      Payload: 20 shots in a capacitor, recharges at the rate of one shot every minute for Particle Beam
    2. Missile Pods: In front of the rocket booster 20 medium-range missiles are carried for a maximum of 40 medium range missiles if both pods are mounted with missile launchers. This is the original weapon design of the Super Veritech. The weapon system can be controlled by either the pilot of the weapons officer for the VF-1AS (I). Missiles are assumed to accelerate at 2 times normal mach speed in Gs greater than the starships speed when used in space. Missiles can be launched at non moving targets beyond the powered range of the missiles to hit targets without the chance of the launching ship being hit by missiles itself but penalties exist when launching missiles beyond normal missile range.
      Maximum Effective Range: Varies with medium range missile types, assume powered range is 8 x normal in space (See revised bomb and missile tables for details.)
      Mega Damage: Varies with medium range missile types (See revised bomb and missile tables for details.)
      Rate of Fire: Volleys of 2 or 4 missiles. One volley constitutes one melee attack, regardless of the number of missiles fired.
      Payload: 20 missiles each for a maximum of 40
      Notes: The auxiliary twin booster rocket jets and missile launcher pods can be jettisoned. Reentry into Earth's atmosphere does not requires the launcher unit to be jettisoned to avoid air drag. Maneuver ports in the lower leg add to the Super Veritech's maneuvering abilities.
  7. Anti-Missile Chaff Dispenser: Located at the very tail of the fighter are two chaff dispensers. When tailed by a missile, a cloud of chaff and other obtrusive particles can be released to confuse or detonate the enemy's attack. Rifts Earth decoy systems are assumed to not operate against Phase World missiles due to technological difference. Reduce effects by 20% against smart missiles (Add +20% to rolls for smart missiles.)
    Effect:
      01-50 Enemy missile or missile volley detonates in chaff cloud - Missiles are all destroyed.
      51-75 Enemy missile or missile volley loses track of real target and veers away in wrong direction (May lock onto another target.)
      76-00 No effect, enemy missile or missile volley is still on target.
    Also note that the chaff cloud will also blind flying monsters that fly through cloud. They will suffer the following penalties: reduce melee attacks/actions, combat bonuses, and speed by half. Duration: 1D4 melee rounds.
    Payload: Eight (8)
  8. Optional Hand to Hand: Treat as normal hand to hand combat except increase the damages as listed.
    Restrained Punch: 1D6 M.D. in Battloid or Guardian Mode
    Full Strength Punch: 3D6 M.D. in Battloid mode, 2D6 M.D. in Guardian mode.
    Power Punch: 1D6x10 M.D. in Battloid Mode
    Kick: 4D6 M.D. in Battloid or Guardian Mode
    Stomp: 1D4 M.D. in Battloid or Guardian Mode but limited to targets no more than 12 feet tall.
    Body flip: 2D4 M.D.


Special Equipment:
The fighter has all the standard features of a standard Super Veritech and a standard Rifts fighter plus these special features listed.


Combat Bonuses:




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Writeup by Kitsune (E-Mail Kitsune).


Copyright © 1998 & 2001, Kitsune. All rights reserved.



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