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SUPER 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

100

Head Laser Mounts

30 each

2

Main Body

300

Booster Jets/Missile Launchers (2)

200 each

Arms (2)

100 each

Hands

50 each

Retractable Utility Arms (3 per arm; 6 total)

3 each

Legs/Engine Thrusters (2)

200 each

Reinforced Pilot Compartment/Nose Section

200

Main Wings (2)

150 each

Tails (2)

50 each

3

GU-12 Gun Pod

100

Speed: 2950mph (mach 4.3) with a 100 mile ceiling in Jet Fighter Mode. With boosters 3216mph (mach 4.8) which can achieve full orbit. 670mph (mach 1) down to a complete hover in Guardian Mode. Flight is 30mph down to a complete hover in Battloid Mode with a maximum running speed of 60mph.

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).

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. Forearm Mounted Missiles: In each forearm there is a set of two launch tubes that contain two short-range missiles each. These missiles are guided and launch where ever 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: In volleys of 1 to 2 missiles at a time.

Payload: 4 short-range missiles per forearm, for a total paylaod of 8 short-range missiles.

 

6. Missile Launcher Pods: Mounted on the forward section of both booster pods is a medium-range missile launcher. These missiles can be release from the two outside or two inside ports located on either booster pod. The missiles only launch worward and cannot be launched in Battloid mode unless they are being fired at a flying target.

Mega-Damage: Varies, most commonly High Explosive (med.) SRMs- 2D4X10 per missile.

Range: HE (med.) missiles have a range of 40 miles.

Rate of Fire: In volleys of 2, 4, or 8 missiles.

Payload: 20 missiles per each launcher, for a total payload of 40 medium-range missiles.

 

7. 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 Super Veritech's superior versitality and its many added manuevering jets, it enjoys added bonuses that are combined with the VF pilot's original combat training.

Dodge and Parry: +1

Attacks per Melee: +1

Detail of a Veritech fighter's components

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