This material was based very heavily on the "Variable Ground Patrol Craft" by UN Spacy Macross Website. It was an adaptation from the official design from the MACROSS 7 TV Series, a sequel to the original Japanese MACROSS TV series. I can't really claim credit for the development; I didn't even do the artwork. Comments and suggestions are not really all that welcome, since I don't write by committee, but tread lightly and I might hear it out. Original RPG Stats by Marc FLETCHER, images courtesy of Nanashi's Information Group and Sergeant Major Talis MERRIL. I did do the background by myself.
PREVIOUSVERITECH HOMEPAGENEXT
Clariont Battle Ensign.
Clariont Battle Ensign
Flown By Militry Bases And Ships.
PV-07 Police Veritech.
Clariont Battle Ensign.
Clariont Battle Ensign
Flown By Militry Bases And Ships.
During the New York Food Riots of 2203, the rioters stormed a police precinct. In this attack, they gained controlled of several Police Destroids. This had also occurred in the Persius Ghetto on FBX 55521320. Th
PV-07 Police Veritech.
The 'Atorian' Police Veritech Variant.
e UGC decided a little heavier power was necessary. Though the AV-98 Ingram Police Destroid did bring more firepower to the equation, the RDF's and CDC's wanted something far more solid. In a co-operative effort, the RDF's and CDF's developed the platform, then lent them to the police and fire departments and sheriff's offices. When needed, the CDF's take the Mecha themselves (not difficult, since many cops and firefighters are reserve CDF'ers). They then deploy as directed by the RDF (who may themselves be taking orders from the REF).
The PV-07 has been very successful; So much so, that non-UGC groups have raided some colonies, specifically to obtain them, and nothing else. Particularly bad for this are Clan T'sentrædi (the ones who tend towards more open-thinking, like letting non-T'sentrædi into their ranks), Invidista (when their Invidia Masters allow them), and Ators. Ator's especially love them, since they can be used to retrain 'recruits' (new slaves). They stuff as many as 10 hostages (the official term for 'recruits') into a space intended 3, maybe 4 people at a time. That there may be as much as a 50% death rate amongst the hostages doesn't bother the Ators one lick; Anything above a 20% survival rate is considered acceptable.
MAJOR VARIANTS:
There is only one major variant of the PV-07 Police Veritech; Atorians who managed to capture a large number of the PV-07's and Raider X's, but both were deliberately sabotaged by the RDF'ers as they retreated. It was thought they would be unable to deploy the Mecha, but the Ator's cobbled what they could together, putting the still-functioning Raider X's arms on the PV-07's, and replacing the wheel legs with Regult legs. Though the Regult legs turned out to be a bad idea over all, the installation of the Raider X arms on the PV-07's worked out better than could have been envisioned. Turns out the PV-07 had three TIMES the amount of power needed to utilize the guns, which then gave them effectively unlimited payload.
The so-called "Ator Model" has proven so effective that many RDF's have adopted them, and the REF keeps a few of their PV-07's in the Ator Model, with conversion kits available at all times.
The REF briefly considered adding the Ator Model to the official inventory, but the plan was cancelled due the association of the Mecha to the Ators; Otherwise reasonable, rational people would mistake REF'ers for Ators, or so it was feared (not without cause, since Ators had disguised themselves as REF on occasion). However, the REF has added 'material support' to RDF Police Veritech "Maintenance And Upgrade Programs" to every years budget. About 30% of the money in the budget is specifically for converting Police Veritech/Standard to Police Veritech/Anti-Aircraft (the official designation for the Ator Variant).
Vehicle Type: Variable Ground Patrol Craft.
Manufacturer: Three Star Heavy Industries.
Crew: One pilot.
Passengers: One additional officer is common, plus up to 4 riot officers are usually detailed.
MDC by Location:
* Torso-
** Head-
Hands (2)-
Arms (2)-
180
50
25 each
65 each
Wheel Sections/Legs (4)-
Bazooka-
Reinforced Crew Compartment-
Radar/Sensor Unit-
80 each
60
85
20
Notes:
* Depleting the MDC of the torso will destroy the vehicle. The reinforced pilots compartment is designed to withstand damage that destroys the main body of the vehicle. However if the main body damage overflows to in excess of the crew compartment MDC then that also will be destroyed and the crew will be killed.
** Destroying the head of the vehicle will knock out all of the major sensor systems, including all optical systems (infrared, nightvision, and thermal). Radar and communications will be unaffected.
Speed and Statistical Data:
Speed:
APC Mode: 65 mph.
Battloid Mode: 35 mph.
Height:
APC Mode: 8 feet in APC configuration.
Battloid Mode: 20 feet in Battloid configuration.
Powerplant: A single RR-m511 Micro Fusion Turbine; Lifespan: 5 years average.
Length: 6 metres in both modes.
Physical Strength: Equal to a PS of 50.
Cargo: Pilots compartment can hold pilot, co-pilot and up to 4 other people at a squeeze.
Cost and Availability: 300,000credit; Commonly available.
Black Market Cost and Availability: Generally the same. Can be bought by security companies.

Weapons Systems:
1. Assault Bazooka: This single shot weapon is designed destroy Mecha with very little collateral damage to the surrounding area, namely the city and its residents. This does however mean that it sacrifices some stopping power but still it remains a formidable weapon in close quarters combat. Fired only once a round it is reloaded by an automated system behind the Mecha's shoulder with ammo container on it's back.
MD: 2D6 times 10 +20 MD.
Range: 8,000 feet (2400 m).
Rate of Fire: Twice per melee.
Payload: 40 rounds stored in shoulder mounted canister.

2. Missile Launchers (2): Two forward mounted launchers are the vehicle's only long range attack ability against aircraft. They are two launchers at the pivot of the Mecha and are fed by a magazine in it's rolling torso.
Missile Types: Any standard Short-Range Missile type can be used.MD: Varies with missile type. (Medium Range).
Range: Varies with missile type.(Medium Range).
Rate of Fire: Volleys of 1 to 2 missiles per launcher. One volley counts as one attack.
Payload: 10 per launcher for a total of 20 maximum.
Note: Non-lethal ordnance can be used instead of standard missile.
3. Hand-to-Hand Combat: If necessary, the pilot of the craft can engage in melee combat rather than use a weapon. Although not particularly agile by VF standards the Variable Ground Patrol Craft is more agile than older Destroids which assists it in close confines, and allows it to execute most typical hand to hand combat moves, such as punches and kicks, rolling with impacts, etc.
Restrained Punch: 1D4 MD.
Full Strength Punch: 2D6 MD.
Booster Punch: 3D6 MD.(counts as two attacks).
Ram: 5D6.
Crush with Treads: 3D6.

4. Optional Forward Raider X Tri-Laser: The Ator Model uses the Raider X Laser arms, rather than the standard arms and Assault Bazooka.
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.



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.
  • FLIR/SLIR: Forward and Side Looking Infrared. Allows pilot to get visuals on targets at night.
  • 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.
  • 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.
  • 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.
  • 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.
  • Combat Bonuses for PV-07 Police Veritech Combat Elite:
  • Advanced training for pilots specializing in the Variable Ground Patrol Craft.
  • 3 attacks per melee (plus those of the pilot).
  • Add one additional action/attack at levels three, six, nine, and fifteen.
  • +1 on initiative.
  • +2 to strike.
  • +3 to parry.
  • +3 to roll with a punch or fall with an impact, reducing damage by half.
  • Critical strike same as pilot's hand-to-hand.
  • Special: Anti-Aircraft (Ator) Model: +5 strike against aircraft and mecha.
  • PREVIOUSVERITECH HOMEPAGENEXT

    REFERENCES USED IN THIS DESIGN
  • POLICE VARIABLE GROUND MECHA.
  • Macross 7 Memorial Materials.
  • Macross 7 Plus Episode 10.