![]() | Hover Tank 2.0. | ![]() | ||||||||||||||||||||||||||||||||||||||||||||
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The ROBOTECH DEFENSE FORCES Research and Development agency developed the Veritech Hover Tank from the older with the Centaur Hover Tank for policing the more outlier regions of Te
The Veritech Hover Tank also saw service with the REF in the War against the Regent; One of the smallest, but most famous, of these groups was 271 The UGC and her predecessor entities continued deploying these fabulous platforms in a variety of fronts. However, the VHT has undergone several upgrade programs over the intervening years, swapping out the hoverjets for grav pods and a tractioning drive, upgrading armor, and adding missiles as a standard element. A further "upgrade" of a sorts was the interchangeable weapons reconfiguration, allowing the VHT to configure the weapons to the needs of the mission. Either main gun port (on the arms in Battloid Mode) can have either the PBC-12 Particle Beam Cannon, Triple Barreled Auto Cannon, or Optional Tri-Laser. Last but not least, the original Ion Cannon has been brought back into service, though this option is generally reserved for special duty. It is generally agreed that one of the most powerful and toughest of all Mecha ever is the Hover Tank. Only a fool would believe otherwise of this mighty little Mecha that DOES. The super alloys which compose its armor and its Protoculture based technology makes it as tough as old the Excalibur and its transformable capabilities make it superior as a ground based assault unit. The Veritech Tank's reduced size and transformable configurations give it a versatility of movement and range of capabilities unequalled by any of the earlier Mecha, with the possible exception of the VF series of Veritech Fighters. The Veritech Hover Tank is designed specifically for ground/urban combat and civil defense. This means it can easily maneuver among the concrete canyons of a city. Unlike the larger Mecha, the VHT is more in scale with a city and can engage in combat without fear of tumbling buildings down with every wrong move. Likewise, the Hover Tank can engage in high speed pursuits, fit down any street (even alleyways) and modify its size, available weapon systems and mode of transportation by transforming into a different configuration. The three modes of the Veritech Hover Tank are Transport, Tank and Battloid. In the transport mode the Mecha is an armored transport vehicle capable of speeds up to 100 mph (160.90 kph), and easily traverses the most rocky and rugged terrain. In this mode the Mecha hovers on powerful jets of air, 3 to 10 feet (.9 m to 3 m) above the ground. The EU-11 gun pod rests in a special housing in the center front of the tank. In this mode it serves as the Mecha's only armament. A quick transition into tank mode (also referred to as "guardian" mode) sends the Mecha into its most lethal configuration. The main cannon is now exposed and ready to unleash its devastating ion blasts. Its secondary, triple-barreled, auto cannon is also ready to wreak havoc The EU-11 gun pod is tucked away and cannot be fired in this mode. The main disadvantage of the tank mode is that all movement is incredibly restricted. Maximum speed is a dreadful 8 mph (12.9 kph). Battloid mode provides all the already known advantages of the humanoid form; All terrain capabilities, climbing, running, grasping, leaping, kicks etc A new twist to combat is the feasibility of an ancient defensive weapon, the shield. Like the knights of old, the Veritech Hover Tank, and Logan Veritech Fighter, are equipped with especially tough, some say nearly impervious, shields built into the arms. In the case of the Logan it is in the wings; on the VHT it is the weapon housings of the main cannon and the tri-cannon that serve as shields. In Battloid mode the two huge, housing units appear to be attached at the shoulder and can be manipulated by arm movement. These so-called shields are so tough that they can block/parry armor piercing shells and energy beams (including particle beams). A successful parry means that damage is sustained only by the shielding that was used to parry the attack. Each arm shield has twice as much MDC as the Torso. The disadvantages of the Battloid mode are reduced speed and the immediate availability of only one weapon, the EU-11 gun pod. The main cannon can be extended out of its arm shield housing to fire, but it is the ONLY, one, attack possible that melee. No other attacks or aggressive actions are possible regardless of how many attacks per melee might normally be available. Parries and dodges are still possible. MAJOR VARIANTS: The are 03 major variants currently on the market: The double Raider X-armed "Alpha" variant, favored by malcontents; The double-PBC'ed "Bravo" Variant favored by UGC Marine; And the Ion-Cannon "Delta" variant, generally used by Civil Defense units (due to the ability to disable, without destroying, enemy Mecha, allowing it to later be added to their own inventory). The Charlie variant was an experimental missile-pod equipped version that proved generally unsuccessful in the end and is no longer fielded by anybody. Starting in 3511 EVHT's were upgraded with Cemuh Drives, giving them limited FTL capabilities under exceptional circumstances but more so giving them enhanced flight capabilities and for the first time full force barrier fields. They retained their grav pods as an emergency flight system but these were no longer primry. The advent of Cemuh Drivesalso made wingboards utterly obsolete, with even 271 Name: Veritech Hover Tank. Nickname: Spartas. Model Type: VHT-01. Crew: One. The C1a variant allows for a passenger/aux driver. Passengers: None. The C1a variant allows for a passenger/aux driver. MDC By Location: | ||||||||||||||||||||||||||||||||||||||||||||||
| Torso- Cockpit- Upper Legs (2)- Lower Legs (2)- Feet (2)- Head- Headlight (2 on top)- Lower Arms (2)- Upper Arms (2)- Hands (2)- | 300 200 150 each 150 each 100 each 60 5 each 150 each 150 each 50 each | Forearm Shields (2)- Retractable Hover Jets (2)- Rear, Lower Hover Jets (2)- Retractable Utility Arms (3)- Main Particle Beam Cannon- EU-11 Gun Pod- Triple Barreled Auto Cannon- Optional Tri-Laser Barrels (3)- PBC-12 Main Cannon- Mini-Missile Launchers (12)- | 600 each 55 each 50 each 3 each 200 100 75 100 each 100 100 each | |||||||||||||||||||||||||||||||||||||||||||
| Post 3511; Cemuh Forcefeild: 500. Speed and Statistical Data: | ||||||||||||||||||||||||||||||||||||||||||||||
| Speed: Battloid Mode, Running: 40 mph (64.4 kph) Battloid Mode, Leaping: 120 feet (36.6 meters) up and 80 feet (24.4 meters) across using booster jets. Tank (Guardian) Mode, Hovering: Altitude of 3 to 10 feet off the ground (0.9 meters to 3 meters) and can travel from stationary to 20 mph (32.2 kph). Transport Mode, Hovering: Altitude of 3 to 10 feet off the ground (0.9 meters to 3 meters) and can travel from stationary to 120 mph (193.1 kph). Tank & Transport Mode, Leaping: Up to 80 feet (24.4 meters) up using booster jets. Underwater: 10 knots; It can also walk along the bottom of the sea floor at 25% of maximum speed; Maximum Ocean Depth: 1 mile (1.6 km); Range: 48 hours. Height: Battloid Mode: 20 feet 4 inches. Tank Mode: 14 feet 8 inches. Transport Mode: 7 feet 4 inches. | Width: Battloid Mode: 14 feet 4 inches. Tank Mode: 7 feet 4 inches. Transport Mode: 9 feet. Length: Battloid Mode: 6 feet 6 inches. Tank Mode: 25 feet 4 inches. Transport Mode: 19 feet 7 inches. Weight: 17 tons. Cargo: Pilot supplies only. Power System: MT-842 Fusion Reactor; Output: 31,000 KWH; Lifespan: 20 years. Flight System: Primary: Hover Jets until 2115; Grav Pods 2115-3511; Cemuh Drives 3511 on. Secondary: Wing boards have been used, but are not recommended; After 3511; Grav Pods. Cost and Availability: 3.1 million/Very common. Black Market Cost and Availability: Several Million/Fairly rare. | |||||||||||||||||||||||||||||||||||||||||||||
| Weapons Systems: | ||||||||||||||||||||||||||||||||||||||||||||||
| 1. PBC-12 Particle Beam Cannon: The original design had an Ion Cannon as the main gun. However, modern doctrine hold that the more rugged and combat reliable PBC-12 is the preferred weapon now. Also, the VHT can use it weapon in any mode without penalty. Purpose: Assault/Anti-Mecha MD: 5D10+25 per blast Rate of Fire: Per pilots attacks per melee. Range: 10,000 feet Payload: Unlimited 2. Triple Barreled Auto Cannon: This is the secondary weapon of the VHT, and can only be used in tank mode. It uses32ᴍᴍ rounds. It is limited to fixed-forward only firing, and the entire Mecha must be moved to change direction of fire. Purpose: Assault/Anti-Armor MD: 6D6 per burst. Rate of Fire: Per pilots attacks per melee. Range: 4,000 feet Payload: 40 bursts. Reloading takes one full melee; All VHT's have 5 full reloads. 3. Optional Tri-Laser: Some Civil Defense units have switched out the normal Triple Barreled Autocannon for the Raidar X Tri-Laser. The advantage is the unlimited ammo, ability to use in any mode, and range. The disadvantage is cost; It costs about 5 times as much. Purpose: Anti-Aircraft MD Per Arm: Single blast- 3D6 MD. Dual Blast- 6D6 MD. Triple Blast- 1D4×10 MD. Rate of Fire: Per pilots attacks per melee. Range: 8 miles Payload: Unlimited. | 4. MM-60 Multi-Missile System: Used on the Alpha Fighter, this reliable missile system has been installed on the VHT to increase it's weapons load. Purpose: Assault/Anti-Vehicle Missile Type: Any SRM MD and Range: Varies by type used Rate of Fire: Volleys of 1, 2, 4, 8, 16, 30, or all 60 per pilots attacks per melee. Payload: 60 total. 5. Hand To Hand Combat: A perfectly viable option for this touch as steel Mecha; Many pilots prefer to engage in hand to hand combat, especially in urban areas. This limits collateral damage from misses, and proves how tough they themselves are. Only the AB/G-20 Thunderbolt V (Thud) is a real threat in a fist fight. Punch- 2D4 MD. Flip- 1D4 MD. Body Block- 1D6 MD. Kick- 1D6 MD. Leap Kick- 3D6 MD. Stomp- 1D4 MD (only effective against small objects). 6. Optional Ion Cannon: Purpose: Anti-Armor. MD Per Arm: Rate of Fire: Range: Payload: Conditionally unlimited; 40 shots in capacitors, recharges at the rate of two shot per melee. | |||||||||||||||||||||||||||||||||||||||||||||
| Features: | ||||||||||||||||||||||||||||||||||||||||||||||
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, missile is still on target. Also note that the chaff cloud will also blind nearby heat sensors (and optically based sensors at night) for 1 melee. They will suffer the following penalties: Reduce melee attacks/actions, and combat bonuses by half. Duration: 1D4 melee rounds. Payload: 60 chaff/flares. Each time the system is engaged, the system fires off 04 chaff/flares. | MDC: 5 Effects: The decoy has a 98% chance of fooling ordinary non military radars and non smart guided missiles, and a 90% chance of fooling military grade radars and advanced smart missiles. Range: Released to go wherever it wants. Can fly independently for about 30 minutes. Rate of Fire: Per pilots attacks per melee. Payload: 8 decoys total. MDC By Location: Pod: 50 Fiber Optic Cable: 10 Effect: Extends range of any sensors 10 times (or defeats other penalties in a 5 mile area). | |||||||||||||||||||||||||||||||||||||||||||||