RPG Stats by Daniel HENWOOD.
Background by Andy REDDSON.


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United Glaxies Council Clariont Flag.
United Glaxies Council Clariont Flag.
VB-06 Konig
Monster Veritech.
United Glaxies Council Clariont Flag.
United Glaxies Council Clariont Flag.
VB-06 Konig Monster Veritech Bomber, both modes (Bomber and Guardian).
Speed:Running: 60 mph;
Flying, Bomber: 600 mph;
Flying, Guardian: 400 mph; Cruising speed in Guardian is 200 mph.
Service Ceiling:≤1,000 feet.
Length:Guardian: feet.
Bomber: 97 feet 6.25 inches.
Width:Guardian: feet.
Bomber: 80 feet 1 inches.
Height:Guardian: 82 feet 5.25 feet.
Bomber: 22 feet 01.5 inches.
Weight:224689 tons, 689.5 pound.
Physical Strength:Equal to a P.S. of 40.
Cost:.26 millioncredit; Rarely available yet.
Weapons Systems:
  • Quad L-28z Rail Launcher;
  • Heavy Laser Cannons;
  • Light Laser Cannons;
  • SRM Battery;
  • Land Mines;
  • Hand to Hand Combat.
  • The VB-06 Konig Monster was part of the REF's knee-jerk reaction to the advent of the Orguss Veritech (along with the TIGER SHARK-Class Submersible Veritech). The engineering behind the Konig was a mash of the HAS-I/II, VB-07 Beta, and the ancient RDF-Era Star Goose-Class Shuttle. This program was originally proposed by none other than Emil LANG himself while aboard the SDF-01 MACROSS, but it never advanced beyond a sketch (and a very badly done one) and a single page of hand-written notes on the back. His own notes, most of them mathematical equations or questions related to them, closed with the line "not possible at this time could new powerplant overcome heavy."
    At First REF engineers were going to pass over the project, but one engineer, Dr. Marceli H'RAFF (Peryton) took a second look- Or, as she put it, never stopped taking the First look. Carefully working every equation, Dr H'RAFF realized Dr. LANG'S problem wasn't the power plant itself, but the flight characteristics- He had been dedicated to a flight-capable Mecha, and the ship, as it was conceived, was simply too heavy to do so. Dr LANG'S answer was to install a bigger power plant, to develop more thrust. Dr H'RAFF realized the answer was the improving technology the UGC- The advent of grav pods made flight possible, even for this big beast.
    The Konig does suffer from several shortcomings; Firstly, it can not fly in Guardian mode except straight up. While this gives it an effect unlimited jump (can easily achieve obit this way), the Mecha is simply too heavy to fly in this mode in any kind of controlled flight. (In point of fact, it could fly up to full Bomber Mode speed, but so uncontrollably that the only reason it doesn't crash and blow up would only be luck, and in no way a reflection of the pilots skill.) Secondly, the main guns can not be fired in flight in a gravity well; The recoil of the guns WILL cause the craft to crash. There is no recovering from the event. Thirdly, because of the complexities of the Mecha, typically a crew of three is required to man them. One, the Crew Commander (typically a Lieutenant/Captain) simply directs the action; The second, a Flight Systems Operator (pilot, typically a Lieutenant junior grade/Second Lieutenant) flies the Mecha and monitors the sensory equipment (other than those systems purely of a targeting nature). The Third member of the crew, the Weapons Systems Controller (an Ensign/First Lieutenant) controls the release of the weapons systems and monitors those sensors required to track enemy and friendly forces. The Dragonfly System can be installed allowing the Mecha to be controlled by a single pilot, but at some loss of abilities. The Mecha also isn't terribly maneuverable, in the air or on the ground; The Mecha can't easily dodge an incoming attack. Lastly, the size of the Mecha makes it horribly venerable to smaller Mecha on the ground.
    On the other hand, the Mecha also has several advantages, some of which are conditional on the shortcomings just mentioned. First and foremost, unlike most big gun Mecha, the Konig CAN fire the main guns, in flight, outside a gravity well (in orbit). The pilot suffers for a momentary total loss of control, then can recover totally after one successful normal pilot skill roll. In fact, the spin characteristics are so predictable that some, slightly more brazen (and skilled) pilots don't BOTHER trying to recover, and take a second snap-shot before recovering from the spin. The Orguss pilots who have faced this type of attack have yet to even be able to report back- There have been 0 Orguss pilots who have survived this type of attack. For reasons not clear, Orguss pilots in orbit assume that once a Konig opens fire the First time, they simply have to dodge that attack, then can press a new attack- Leaving them completely open to attack (possibly a loss of situational awareness). Secondly, like the MAC-II/HAS-I, the Konig can carry troops into battle- Up to 2 dozen Power Armor Troopers or any standard variety of armored vehicle. The Mecha also has a built-in Variable Force Field (even a standard force field is a rarity for Mecha of any size), and while not impervious to all attacks, it can more than take a hit. The shield must be lowered to fire the weaps, but since the force field interrupt button is the fire control button, the force field is effectively down for a nano-second- Effectively never down. The legs of the Konig are literally coated with command-detonated mines, making a ground-level assault practicably impossible- They also are armored with a cero-plast armor; Grav pods can still attach, but that's about it. And since the mines all over the feet can easily blast off anything heavier than light Guardian, even the most suicidal enemy just don't bother trying anymore (not that they didn't try before discovering that it didn't work).
    Despite the Konig's designation as a Bomber, the Mecha does not actually carry bombs, per say, internally; Instead they carry the missiles used by the rail launcher (weapons systems option 1) and a few more external weaps. And, despite the lack of a bomb bay, the Konig IS intended as, and best utilized in, a bomber role.
    Unfortunately, the only Mecha the Konig can effectively engage is the Orguss; Their infamous blindness, combined with the Konig's much heavier armor and weaps, gives it a decided advantage. However, if the Orguss's radar and other sensors are upgraded, they may easily overcome these deficits. However, the Konig could then still be deployed against enemy ships, though in general other platforms are more cost effective (the Koing does cost slightly more than an ANDROMEDA-Class Medium Cruiser).
    NOTE: Normally the main body of a Mecha is referred to as the Torso; In the case of the VB-06 Konig Monster Veritech, however, it is referred to as the Hull due to their size.
    As an afterthought, hands were installed in the elbow end of the arms, allowing the Mecha to grasp, albeit limitedly, other objects. Of course, hands that big can grab most other Mecha by their legs and swing them around like a toy, but have surprising dexterity, and with the Dragonfly Augmentation Kit the pilot can feel what they're grasping, allowing the to actually pick individual flowers without crushing them (the actual test, along with a crystal glass).
    Crew: 3; The Dragonfly Augmentation Kit allows the ship to be paired toa single pilot, but then suffers a -15% to pilot AND looses 1 attack per melee.
    M.D.C. By Location:
    *Head
    Hands (2)
    Weapon Arms (2)
    Legs/Thrusters (2)
    **Hull
    80
    60 each
    300 each
    400 each
    750
    ***Engine Nacelles (2)
    Wings (2)
    Main Cannons (4)
    Reinforced Pilot Compartment

    100 each
    250 each
    150 each
    200

    Notes:
    * Destroying the head of the VB-6 will knock out the Mecha's major sensor systems, including all of the optics systems (infrared, nightvision, thermal). Radar and communications will also be knocked out, though a backup radio system will allow the pilot to communicate if needed.
    ** Depleting the MDC of the main body will destroy the Mecha. If the reinforced pilot's compartment has not been breached (and the pilot killed) he can attempt to eject from the doomed aircraft and parachute to safety.
    *** Destruction of one engine nacelle will reduce air speeds by 50% and make it impossible for the VB-6 to achieve orbit on its own. Destruction of both engine nacelles will completely disable the aircraft, sending it into an unpowered dive and eventually crashing.

    Speed and Statistical Data:
    Speed:
    Running (Guardian Mode only): 60 mph, but at 12% pilot skill (better off using standard Guardian ground-effect hover movement like Veritechs.
    Flying:
    Bomber Mode: Capable of Mach 3.2, but rarely taken above 600 mph; Cruising speed is 400 mph.
    Guardian Mode: Hover Stationary to 400 mph; Cruising speed in Guardian is 200 mph.
    Service Ceiling: None in either mode, due to grav pods, but generally limited to lower altitudes (≤1,000 feet) for combat operations, and significantly higher (≥25,000 feet) for transiting.
    Length:
    Guardian: feet.
    Bomber: 97 feet 6.25 inches.
    Width:
    Guardian: feet.
    Bomber: 80 feet 1 inches.
    Height:
    Guardian: 82 feet 5.25 feet.
    Bomber: 22 feet 01.5 inches.
    Weight: 224689 tons, 689.5 pound.
    Physical Strength: Equal to a P.S. of 40.
    Cost:.26 millioncredit; Rarely available yet.
    Weapon Systems:
    1. Quad L-28z Rail Launcher: Originally, four 40CM Cannons were selected as the main guns of the MAC-II. These proved very effective for many years, but the advent of Rail Launchers, and the Turkina Destroid, worried REF Robotechnologists that the UGC was falling behind.
    The L-28 was therefore developed specifically for the HAS-Series, but never implemented; The VB-06 Konig Monster's unique configuration forced the REF to reconsider; The 40CM cannons wouldn't fit. The barrels would, but the breaches were too wide and too long. The L-15b Rail Launcher's breaches would. The two were engineered together, creating the L-28.
    The system is radar controlled and designed for MRM's.
    Purpose: Heavy Assault.
    Damage and Range: Varies by type of missile used.
    Missile Type: Medium or Short Range. SRM's require an adapter.
    Rate Of Fire: Per gunner's attacks per melee.
    Payload: 20 per magazine. Takes 20 minutes to reload.
    Bonus: Either quadruples the normal range of the missile OR triples it and adds +3 to strike.


    2. Heavy Laser Cannons (6): Located in the arms, these are the exact same type used on the MAC-II (3 each arm).
    MD: 1D4 times 10 per number of barrels. There are three barrels per arm.
    Range: 10 miles.
    Rate Of Fire: Per gunner's attacks per melee.
    Payload: Technically unlimited; 3,000 blasts can be fired before the Mecha needs 6 hours to rebuild the capacitors.

    3. Light Laser Cannons (8): Actually a misnomer, these are the lasers used on the used on the RaiderX. These, too, are located in the arms.
    MD: 3D6 per number of barrels. There are two barrels per arm.
    Range: 8 miles.
    Rate Of Fire: Per gunner's attacks per melee.
    Payload: Unlimited.
    4. SRM Battery: Located in the nose in Bomber Mode, under the chin in Guardian Mode, and in the groin in Battloid Mode.
    Damage and Range: Varies by type of missile used.
    Missile Type: Short Range.
    Rate Of Fire: Per gunner's attacks per melee.
    Payload: 40 per magazine. Takes 20 minutes to reload.

    5. Land Mines (500): Each leg is fitted with literally hundreds of command-activated, short range, high explosive land mines to prevent boarding. Of all the Konig's weapons this is the one most feared by most enemies, though strangely is the least dangerous of them.
    MD and Range: Varies by type.
    Rate of Fire: Per pilots attacks per melee, or tripwire activated.

    6. Hand to Hand Combat: Unlike the MAC-II through HAS-II, the Konig has actual hands which fold into the forearm in Bomber Mode and when not needed in Guardian/Battloid Modes. (In point of fact, they fold into the BACK of the forearms, which then must be rotated forward and the hands folded out for use.)
    Punch: 3D6 MD
    Power Punch (2 attacks): 6D6 MD
    Kick: 5D6 MD
    Leap Kick: 1D6 times 10 MD
    Parry/Attack(Shield Bash): 3D6 MD
    Body Block/Tackle: 3D6 MD
    Body Flip/Throw: 2D4MD.








    Features:
    • E.S.M.: Radar Detector. Passively detects other radars being operated.
    • Radar: Combat grade radar. Range 100 miles, can track up to 50 individual targets. 95% reliability (24% against unfriendly stealthed vehicles).
    • Blue Force Tracker: Identifies friend from foe. Overlays the information on both the radar and HUD, ensuring that friendly forces are not accidentally targeted.
    • GPS: Standard tracking device. Ties into the Blue Force Tracker.
    • Anti-Jamming System: Reduces Electronics Countermeasure by 3/4 (decrease skill level appropriately).
    • HUD: Displays maps, radar, targeting information, and any OTHER information the wearer wants directly in front of the user.
    • F.L.I.R./S.L.I.R.: Forward and Side Looking Infrared. Allows pilot to get visuals on targets at night.
    • A.J.P.: 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.
    • Virtual Map: Displays a continuously-updating map of local terrain for the pilot. Takes data from and gives data to other friendly units in the area. Effective land navigation of 85% as updates come. Good to 500 miles. Specific range can be adjusted in 1 mile increments.
    • Video Camera: Records from the HUD. 50 hours of recording available.
    • Full range optic sensory suite: Infrared, ultra violet, Magnification, night sight, color filters, thermal imager. Range is about 200 miles for MOST sensors.

    • 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.)
      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.
    • 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 M.D.C. Repair Spray), sewing kit (a small spool of thread and 5 needles), 7 star flares (250' apogee), 2 white parachute flares (1, 500' apogee), 100' 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.
      Konig Monster Mecha Combat Elite
    • 3 additional attacks per melee.
    • Add one additional attack at every Third level.
    • +6 Strike.
    • +2 Parry.
    • -3 dodge in all modes- That is a PENALTY, not a bonus.
    • +4 to roll with punch, fall or impact.
    Random Hit Location Table, Konig Veritech.


    Guardian Mode:
    Front
    01-45
    46-50
    51-60
    61-97
    98-99
    -------
    90-00
    Back
    01-50
    51-53
    52-55
    54-66
    67-68
    69-00
    -------
    Side
    01-03
    02-38
    39-59
    60-90
    91-92
    96-97
    98-00
    Top
    01-55
    54-62
    61-72
    -------
    73-75
    76-79
    80-00
    Bottom
    01-30
    31-33
    34-49
    50-76
    77-79
    80-00
    -------
    Location
    Hull
    Guns (01-25 #1, 26-50 #2, 51-75 #3, 76-00 #4)
    Arms (01-50 Upper, 51-00 Lower)
    Legs (01-50 Upper, 51-00 Lower)
    Hands
    Thrusters
    Pilot Compartment
    * Applicable only if the hands are out AND on the appropriate side; If not, dmg goes to arms.

    Bomber Mode:
    Front
    01-60
    61-66
    67-82
    -------
    -------
    -------
    83-00
    Back
    01-40
    -------
    41-60
    -------
    -------
    61-00
    -------
    Side
    01-50
    51-53
    54-65
    66-80
    -------
    81-90
    91-00
    Top
    01-60
    61-62
    63-85
    -------
    -------
    86-92
    93-00
    Bottom
    01-60
    -------
    -------
    61-94
    -------
    95-00
    -------
    Location
    Hull
    Guns (01-25 #1, 26-50 #2, 51-75 #3, 76-00 #4)
    Arms (01-50 Upper, 51-00 Lower)
    Legs (01-50 Upper, 51-00 Lower)
    Hands*
    Thrusters
    Pilot Compartment
    * There are no hands in this mode; What kind of dumbass are you?
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