ARMORED VERITECH FIGHTER
Type: VF-1A, -1D, -1B, -1J, and -1S
Crew: One in types VF-1A, -1B, -1J, and -1S; seats two in the VT-1D (trainer)
Section |
Location |
M.D.C. |
1 |
Head |
75 |
Head Laser Mounts |
24 each |
|
2 |
Main Body |
350 (total; 100 is from the armor) |
Booster Pods (2) |
200 each |
|
Shoulder Missile Launchers (2) |
300 each |
|
Arms (2) |
150 each (total; 75 is from the armor) |
|
Hands |
30 each |
|
Retractable Utility Arms (3 per arm; 6 total) |
3 each |
|
Legs/Engine Thrusters (2) |
250 each (total; 100 is from the armor) |
|
Reinforced Pilot Compartment/Nose Section |
200 (covered by Main Body) |
|
Main Wings (2) |
150 each |
|
Tails (2) |
50 each |
|
3 |
GU-12 Gun Pod |
100 |
Speed: To change modes to Jet or Guardian, the armor must be ejected. All speeds are the same as they VF Series statistics. Booster pod aided flight is 20mph down to a complete hover in Battloid Mode with a maximum running speed of 40mph. If armor is jettisoned, then all Battloid stats return to their original specifications.
Weapon Systems
1. Jet Fighter High Powered Lasers: Can only fire in fighter mode. 10% of all models produced are early models that do not have these lasers. The remaining 90% of all models, except the -1B variant, have these lasers installed. |
Mega-Damage: 6D6 MD per dual blast (linked). |
Range: 4000ft (1200m). |
Payload: Unlimited. |
2. Head Mounted RöV-10 Lasers: VF-1A: 1 laser, -1D & -1J: 2 lasers, -1B & -1S: 4 lasers. |
Mega-Damage: VF-1A: 3D6, -1D & -1J: 6D6, -B & -1S: 12D6; or double damage using 2 attacks (object must be stationary); Time to cut a human sized hole through armored metal walls (Zent ship or mecha bay type) takes 30 seconds. Time to cut a mecha sized hole through armored metal walls (Zent ship or mecha bay type) takes 10 minutes. Divide time by amount of lasers used. Lasers will overheat after 4 melees of continuous use. |
Range: 2000ft (609m). |
Payload: Unlimited. |
3. GU-12 Gun Pod: Carried in either hand in Battloid and Guardian modes, and mounted to the center hardpoint on the undercarriage during fighter mode. Cannot carry more than one in fighter mode. |
Mega-Damage: 1D4X10 for a burst. |
Range: 4000ft (1200m). |
Payload: 200 rounds per clip allowing 20 short bursts. One extra clip is carried as standard issue for all veritechs. Takes 2 attacks to reload a gun pod. |
4. Wing Mounted Missiles: On each wing are three harpoints to which missiles can be mounted. For special missions or through command authorization, pilots can use the Versatile Weapon Configuration Systems (pods that can carry either extensive sensor systems or a range of missiles or even GU-11 gunpods). HOWEVER: though all standard Veritechs can have wing mounted missiles and VWC systems, they are NOT available to Veritechs outfitted in this armor system. |
Mega-Damage: Varies, most commonly High Explosive (med.) SRMs- 1D6X10 per missile. |
Range: HE (med.) missiles have a range of 2 miles. |
Payload: 6 long range missiles, 12 short range missiles, or up 6 VWC pods. |
5. Shoulder Mounted Missile Launchers: Each shoulder is covered in a short range missile launcher system. This system is identical to the system used by the Excaliber and Gladiator Destroids. It can only fire at targets in front of and above the VF. |
Mega-Damage: Varies, most commonly High Explosive (med.) SRMs- 1D6X10 per missile. |
Range: HE (med.) missiles have a range of 2 miles. |
Rate of Fire: Can be fired in volleys ranging from 1 to all 11 missiles in that launcher. |
Payload: 12 missiles per launcher, for a total of 24 short range missiles. |
6. Forearm Mounted Missile Launchers: On the end of each forearm is a launcher system containing three short range missiles that fire directly where the hand is pointed. |
Mega-Damage: Varies, most commonly High Explosive (med.) SRMs- 1D6X10 per missile. |
Range: HE (med.) missiles have a range of 2 miles. |
Rate of Fire: Can be fired in volleys ranging from 1 to all 3 missiles in that forearm launcher. |
Payload: 3 missiles per launcher, for a total of 6 short range missiles. |
7. Hip Mounted Missile Launchers: Like the arm launchers, carry a set of three missiles per hip. These are fixed in a forward firing position and can only hit targets that are directly ahead of the VF. |
Mega-Damage: Varies, most commonly High Explosive (med.) SRMs- 1D6X10 per missile. |
Range: HE (med.) missiles have a range of 2 miles. |
Rate of Fire: Can be fired in volleys ranging from 1 to all 3 missiles in that hip launcher. |
Payload: 3 missiles per launcher, for a total of 6 short range missiles. |
8. Leg Mounted Missile Launchers: Both legs carry four missile pods that flip out, revealing their hidden missiles within. To allow better defensive weapon versitality, one launcher on each leg is positioned forward, while the other three flip open to face the rear of the VF. The two back launchers contain two short range missiles each, while both side launchers contains four each. Launchers must be facing the target's general direction in order for their missiles to aquire it and home in on it. |
Mega-Damage: Varies, most commonly High Explosive (med.) SRMs- 1D6X10 per missile. |
Range: HE (med.) missiles have a range of 2 miles. |
Rate of Fire: Can be fired in volleys ranging from 2, 4 missiles in the front launcher. In volleys of 2, 4, or 8 from all of the combined rear launchers. |
Payload: 4 missiles per each side launcher, 2 for both back launchers, for a total of 24 short range missiles. |
9. Chest Mounted Missile Launchers: breast contains five short range missiles. They are in a fixed forward firing position so can only hit targets directly in front of the VF. |
Mega-Damage: Varies, most commonly High Explosive (med.) SRMs- 1D6X10 per missile. |
Range: HE (med.) missiles have a range of 2 miles. |
Rate of Fire: Can be fired in volleys ranging from 1 to all 5 missiles in that launcher. |
Payload: 5 missiles per launcher, for a total of 10 short range missiles. |
10. Hand to Hand: Instead of using weapons, the pilot can engage in physical combat with an enemy. Note: All physical bonuses the pilot posseses outside of the mecha DO apply when inside the mecha. i.e.: +2 to damage outside the mecha will provide an additional +2 to damage to every kick, punch, or body flip performed by the mecha. |
Punch: 1D6 MD in battloid mode, 1D4 MD in guardian mode. |
Kick: 1D6 MD |
Body Flip: 1D4 MD |
Special Bonuses: Because of the Armored Veritech is specially fitted with added targeting systems to aid the VF's onboard computer, it enjoys added bonuses that are combined with the VF pilot's original combat training. |
Attacks per Melee: +1 |
Detail of a Veritech fighter's components
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