Emblem Of The Armies Of The Southern Cross.
Emblem Of The Armies Of The Southern Cross.
Enhanced Veritech
Hover Tank 2.0.
Emblem Of The Armies Of The Southern Cross.
Emblem Of The Armies Of The Southern Cross.
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
Enhanced Veritech
Hover Tank 2.0.
Tank (Guardian) Mode.
Transport Mode.Battloid Mode.
rra, and specifically for taking on heavily armed T'sentrædi malcontents in the heavily forested and jungle regions where they preferred to hide. With the advent of the Army of the Southern Cross' rise in politics, it became the symbol of the ASC, and therefore Terran defenses.
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 271ᵟᵀ Dragoon, which used a "wingboard" to actually drop out of low-flying GARFISH-Class into hot LZ's. (What isn't generally discussed is that 271ᵟᵀ Dragoon was a disciplinary unit- Troublemakers and criminals, and that was just the command staff.)
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.
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.
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:
Upper Legs (2)-
Lower Legs (2)-
Feet (2)-
Headlight (2 on top)-
Lower Arms (2)-
Upper Arms (2)-
Hands (2)-
150 each
150 each
100 each
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
100 each
100 each
Speed and Statistical Data:
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.
Battloid Mode: 20 feet 4 inches.
Tank Mode: 14 feet 8 inches.
Transport Mode: 7 feet 4 inches.
Battloid Mode: 14 feet 4 inches.
Tank Mode: 7 feet 4 inches.
Transport Mode: 9 feet.
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.
Secondary: Wing boards have been used, but are not recommended.
Cost and Availability: 3.1 millioncredit/Very common.
Black Market Cost and Availability: Several Millioncredit/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 uses 32MM 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 times 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:
Payload: Conditionally unlimited;

  • Radar: Combat grade radar. Range: 200 miles, can track up to 250 individual targets. 95% reliability (24% against unfriendly stealthed vehicles).
  • ESM: Radar Detector. Passively detects other radars being operated.
  • AJP: Active Jamming Pod. Causes -25% to detection but when it is active, other vehicles/bases can detect that it is jamming, and some missiles will home in on jamming signals. Jamming also causes a -4 penalty to all radar guided weapons.
  • Anti-Jamming System: Reduces Electronics Countermeasure by 3/4 (decrease skill level appropriately).
  • Full Range Sensory Suite: Infrared, ultra violet, Magnification, night sight, color filters, thermal imager. Range is about 2,000 miles for MOST sensors.
  • MRA 6 Radios: Allows real time, continuous radio link up with friendly forces in the area via satellite relay over laser radio signals, preventing jamming, and automatically encrypts and decrypts same to prevent eavesdropping.
  • Type-11 wide band radios: Effective 10 mile range, auto encrypt/decrypt. Works on standard radio band wavelengths, so it can still be jammed (if the enemy knows the frequencies).
  • Loudspeaker: Amplifies voice 1 to 100 times. 100 feet in normal crowds.
  • Combat/Targeting Computer: Records all enemy and friendly activity over the course of time; Can replay that activity for the pilot, assign target designation numbers, and track likely damage based on mathematical formulas (i.e. "Right leg red" badly damaged/destroyed, "head green" not damaged, etc). Displays this information as a pop up in the HUD on request by the pilot.
  • Electronic Counter Measures (ECM): These systems disrupt enemy radar and tracking systems, making it difficult for them to lock onto the ship with weapons. The countermeasures give the Mecha a +3 to dodge, +2 to strike and +1 on initiative in combat.
  • CBR Protection: Complete chemical, biohazard, and radiological protection.
  • AMC/FD (2): Anti-Missile Chaff/Flare Dispensers. Actually launches a glob of burning magnesium/aluminum alloy to confuse both radar AND heat sensory systems. Fires off 04 chaff/flares each time it is activated. The system is KNOWN to work on all KNOWN radar and infrared systems, but concerns continue that somewhere out there their MIGHT be a system that will be totally unaffected by the system. Reduce effects by 20% against smart missiles (add +20% to rolls for smart missiles).
    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.
  • Smoke Emitters (2): Emits enough smoke to cover an area about 20 cubic feet in calm weather; Special chemicals block IR sensors and radar signals (scatters them so the enemy can't get a good fix), however does not totally interfere with enemy sensors (enemy is -2 strike).
  • Mine Detector (in feet): Gives effective 85% Detect Mine/Trap OR increases skill by 10% for pilots that have that skill (whichever is more). Works on density composition, so non-metallic objects can't hide, and displays a visual assessment and danger probability (based on a mathematical formula) for the pilot on request.
  • Motion Detector: Activates a loud wailing when an object is coming at the user fast, and a soft ringing if it's coming slowly. Activation ranges must be specified by the pilot.
  • FLIR/SLIR: Forward and Side Looking Infrared. Allows pilot and weapons officer to get visuals on targets at night.
  • LDP (4): Launched Decoy Pods. The Mecha can carry a special pod that carries four advanced decoy drones. These drones are launched to go where ever they want for 30 minutes. Each is a specially designed lure that mimic the Mecha. This system has been successfully deployed against SEVERAL alien radar-type sensors (including one that works off of sound), but does not work on Invid Protoculture sensors.
    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.
  • Blue Force Tracker: Identifies Friend from Foe. Overlays the information on both the radar and HUD, ensuring that friendly forces are not accidentally targeted.
  • Video Recorder: Records from sensors and the cockpit itself. 500 hours of recording available.
  • GPS: Standard tracking device.
  • HUD: Displays maps, radar, targeting information, and any OTHER information the wearer wants directly in front of the user.
  • Virtual Map: Displays a continuously-updating map of local terrain for the pilot. Effective land navigation of 85% as updates come. Good to 50 miles. Specific range can be adjusted in 1 mile increments.
  • Survival Pack: A pack of simpler emergency survival supplies: Pup tent, sleeping bag, black light, GPS, First aid kit (bandages, gauze, bandage tape, pads, antiseptic/analgesic), plasma torch (for small repairs and starting fires), repair kit (with MDC Repair Spray), sewing kit (a small spool of thread and 5 needles), 7 star flares (250 foot apogee), 2 white parachute flares (1,500 foot apogee), 100 feet of black or brown parachute cord (150 lbs tensile strength), 2-5 days rations, 2 gallons water, water purification kit- good for about 10 gallons.
  • Oxygen Rebreather System: Extends pilots air supply to 100 hours; Cartridge MUST be replaced after that period of time.
  • Internal temperature and humidity control: Automatically maintains users desired heat, humidity, and other personal comfort settings.
  • Heat And Radiation Shielding: Special shielding prevents the penetration of life threatening heat and radiation.
  • Variable Tint Cockpit Canopy: Adjusts tinting to light conditions, up to an including a black dot if the sun is directly on the pilots face (only covers eyes).
  • Smoke dispensers (8): Throws out smoke flares capable of covering a 90 cubic foot area. Special chemicals in the smoke obscures IR and heat sensors, and defeats visual tracking of the vehicle. Note that it DOESN'T make the vehicle invisible, but simply negates ALL bonuses to strike.
  • XTNDR RADAR/Radio Antenna Extender: A simple, 2 cubic foot helium balloon lofts a 10 lb. pod 100 feet into the air. Hanging from this payload is a fiber-optic cable that relays the data collected from the XTNDR Pod the Mecha computers. Note that using this system under heavy foliage will allow the radar, etc to work there, at no penalties, but it will not break the canopy either.
    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).

  • Combat Bonuses from VHT Combat Elite:
  • 3 additional attack per melee.
  • One additional Attack Per melee at levels 2, 5, 10, and 12 with any additional bonuses for the pilot.
  • +5 Strike.
  • +3 Entangle/Snare/Grab.
  • +4 Parry.
  • +2 Dodge.
  • +6 Roll.