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United Glaxies Council Clariont Flag.
United Glaxies Council Clariont Flag.
S/R-2000 Raven Spy Veritech.
United Glaxies Council Clariont Flag.
United Glaxies Council Clariont Flag.
The S/R-2000 Raven Spy Veritech is an advanced, long-range, space-fold capable strategic reconnaissance aero-spacecraft developed by the UGC in absolute secrecy by morphing the MD-21 (an SR-71 Bla
S/R-2000 Raven Spy Veritech.
Ship Mode.
Speed:Running: 100 mph (160 kmph); Jet: Mach 3.87+ (2593 mph/1621 kmph).
FTL:Factor 2.
Weight:29 tons.
Height:Battloid: 45.0 ft (13.7 m); Jet: 17 ft (5.2 m).
Width:Battloid: 19 ft (5.8 m); Jet: 20 ft (6 m).
Length:Battloid: 16 ft (4.9 m); Jet: 45 ft (13.7 m).
Physical Strength:Equal to a P.S. of 50.
Cargo:5' times 8' times 8' in the torso/fuselage.
Powerplant:Single DTF-31 Dual-Phase Turbine Engine.
Trust System:Bleedoff from the powerplant.
Flight System:Grav Pods.Battloid Mode.
ckbird Variant) with the Logan Fighter technologies; Tied to this was the Atorian-designed Revenge Fighter. The SR-2000 was named the Raven, in keeping with the tradition of naming such planes for dark-colored birds established with the S/R-71. The SR-2000 was brought into service in 2081. The S/R-2000's main defense is high speed and operating altitude; If a missile launch is detected, the standard evasive action was to simply accelerate. If enemy aero-space fighters are detected, the S/R-2000 simply slips into full-stealth mode (ending it's active intelligence mission) and evades.
The S/R-2000 serves the same basic function as her main progenerator; Strategic Reconnaissance and intelligence gathering. The 2-man crew consists of a pilot, who's pure purpose is to put the plane over the target, and the Reconnaissance Systems Officers (RSOs) who strictly work the craft's sensors. Using many types of sensors (see SENSOR SYSTEMS), the S/R-2000 is able to see literally anything in a given system, though some inputs are better determined by focused use (especially photographs).
Unlike most spy craft, however, the S/R-2000 is not a 'passive system'; they are as heavily armed as most Guardian fighters. The reason- The S/R-2000's lower half is designed, in the event the mission completely goes south, to be disposable. It will stay and cover the escape of the upper half's escape. See WEAPONS SYSTEMS for a listing of the options available to the S/R-2000. The Mecha can also be deployed in advance of a battle fleet, disabling or destroying picket buoy's to obscure the assault fleet's approach. The disabling of one or two such buoy's can buy the battle fleet's entry into a system not for the 30-minutes needed to form up, but DAYS while he defenders are effectively blinded. (With the sensors intact, the defenders could see the exact insertation point within 30 seconds, whereas the battle fleet needs as much as 30 minutes to form up; The defenders would be able to pounce on the fleet before they can form up, effectively naked before the enemy.)
Progenerators:
A-12 OXCART; Designed for the American CIA by Kelly JOHNSON at the Lockheed Skunk Works.
S/R-71 Blackbird; Variously called "Archangel", "the Article", and "Article 121", and designated A-12, YF-12, R-12, and R/S-71, amongst others. The First flight took place at Groom Lake, Nevada, on April 25, 1962. Pratt & Whitney J75's engines were replaced with Pratt & Whitney J58 as they became available.
MD-21; An S/R-71 variant which crashed and killed her crew on the Third test flight when the D-21 bumped the M-21 during separation. (When together, the MD-21 was referred to as one; When separated, they were referred to as their component parts.) However, the MD-21 was the primary source for the S/R-2000.
Fehran F/A-1 Vengence Fighter/Bomber; A basic, 1-man fighter developed by the Atorian Empire and pressed into service towards the end of the War with the Interplanetary Alliance (now effectively the cockpit and ejection pod of the S/R-2000 Raven Spy Veritech).
Name: S/R-2000 Raven.
Vehicle Type: Strategic Reconnaissance Veritech.
Crew: 2.
Number Built: 400 (officially).
Developed From: USAF SR-71 Blackbird; REF VF/A-8D Shadow-equipped Super Alpha Fighter/Attack; Fehran F/A-1 Vengence.
MDC by Location:
*Torso
Legs/Thrusters
Arms
GU-3 Gun Pod
200
100 each
75 each
100
Head
Retractable Utility Arms (4 per arm)
Tailerons (attached to the legs)
Backpack-style Pods (2)
30
3 each
50 each
200
Note:
* Destruction of the Torso/Fuselage will shut the unit down completely.
Speed and Statistical Data:
Speed:
Running: 100 mph (160 kmph).
Leaping: 30 ft (9 m) high or 50 ft (15.2 m) long without thrusters.
Jet Mode: Mach 3.87+ (2593 mph/1621 kmph).
FTL Rating: Factor 2.
Operational Ceiling: Semi-Trans-Atmospheric; The craft can exit a gravity well once, and enter one an unlimited number of times, on a single fueling.
Weight: 29 tons.
Height:
Battloid Mode: 45.0 ft (13.7 m).
Jet Mode: 17 ft (5.2 m).
Width:
Battloid Mode: 19 ft (5.8 m).
Jet Mode: 20 ft (6 m).
Length:
Battloid Mode: 16 ft (4.9 m).
Jet Mode: 45 ft (13.7 m).
Physical Strength: Equal to a P.S. of 50.
Cargo: A 5' times 8' times 8' cavity exists in the torso/fuselage of the Mecha.
Powerplant: Single Shinnakasu/P&W/Roice DTF-31 Dual-Phase Turbine Engines; Output: 22,000 lbs. Range: 48 thrust-hours.
Trust System: Bleedoff from the powerplant.
Flight System: Grav Pods.
Cost and Avaialbility: A few million credit to build; The exact cost is classified.
Black Market Cost and Avaialbility: The only people who ask for these are GIS undercover agents. So don't bother.

Weapons Systems:
L-15b Rail Launcher This self propelled rail launcher system consists of a semi automatic weapon system. The Type 15b system is fed from a 20 round magazine inside the hull of the vehicle, and takes 20 minutes to reload. The system is radar controlled. Designed for SRM's.
Purpose: Heavy Assault.
Weight: 3.4 tons.
Damage and Range: Varies by type used.
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.

01. Dual Lasers: Mounted on the lead edge of the thrusters, these lasers can be used either in Jet or Battloid mode. They can traverse up to 90 degrees (outboard only), and elevate/declinate 180 degrees, giving them an effective full 180 degrees coverage area in the front of the Mecha. They can be fired independently or in tandem.
MD: 3D6 MD per laser per blast.
Range: 2000 feet (600 m).
Rate Of Fire: Up to 3 attacks per melee.
Payload: Effectively unlimited.

02. Jet Fighter High Powered Lasers (2): These lasers can only be used in fighter mode. They are fixed-forward only.
MD: 6D6 MD per twin blast.
Range: 4000 feet (1200 m).
Rate Of Fire: Equal to the pilot's combined number of attacks.
Payload Effectively Unlimited.

03. GU-81 Gun Pod: The only gun pod intended to be used with the VD-5,000, the GU-81 3-in-1 gun pod with an absolutely unusual form; It's been likened more to an ugly steel fish than a true gun pod appearance. However, it's effect in the field has led to more interest in the pod overall as a standard gun pod for all UGC Mecha.
Damage:
Main Laser: 4D6 MD.
PBC: 1D6 times 10 MD.
Light Laser: 2D6 SD, not MD.
Rate of Fire: Standard.
Range:
Main Laser: 4,000 feet.
PBC: 2,000 feet.
Light Laser: 2,000 feet.
Payload: Unlimited; A power disk in the grip allows the gun pod to draw power from the Mecha itself.

04. Gun Pod: Any type of gun pod is possible.

05. Fixed Forward Mini-Missile Rail Launcher: Mini-Missiles fired from the rail launcher either quadruple their range OR triple it and gain +2 to strike. Only Plasma or Hi-Ex MM's can be used.
Primary Purpose: Anti-Aircraft.
Secondary Purpose: Ground Attack.
Damage: Varies by type.
Rate Of Fire: Per pilots attacks per melee.
Effective Range: Varies by type used and bonus selected.
Payload: 2,000.


06. Internal S.R.M. Launchers (2): The aircraft carries S.R.M.'s in internal launcher racks for defensive anti-missile purposes.
Primary Purpose: Anti-L.R.M.
Secondary Purpose: Anti-Aircraft.
Damage: Varies by type used.
Rate Of Fire: Volleys of 1, 2, 3, or 4 times pilots attacks per melee.
Effective Range: Varies by type used.
Payload: 12 per launcher (2 launchers).

07. Wing Mounted Weapons Systems: Unlike most aero-spacecraft, the S/R-2000 can retract it's wing mounted pods into it's wings. This measn that, less active use, the Raven looses none of it's stealth characteristcs for having pods.
A) M-7 Rocket Launcher: 24 2-inch rocket tubes in 12 rows of 4 each. Each rocket tube has 4 rockets.
Purpose: Heavy Assault
M.D.: Each rocket does 2D6 M.D.
Rate of Fire: Volleys of 6 or 12 times pilots attacks per melee.
Range: 12,000'
Payload: 96 per pod. Up to 4 pods can be carried on SOME helicopters.
B) M-9 Fixed Rail Gun: A pair of fixed-forward rail guns. Most helicopters carry these units in pairs on the ends of their weapons pylons. Some pilots elect to use only this weapon, carrying up to 4; Others only carry 1, and use their remaining mounts for rockets and other weapons.
Purpose: Medium Assault
M.D.: 1D4 times 10 per 40 round burst (can only fire bursts).
Rate of Fire: Per Gunner's attacks per melee.
Range: 9,000'
Payload: 600 per pod.
C) M-11 Torpedo Pod: An ASW torpedo pod. Carries the Mk-82 Airborne Torpedo, essentially a modified version of the Mk-81 Submarine Launched Torpedo. The initial launch is by a nothing so complicated as releasing it from the latches that hold it to the pylon. The on board hydro-cell motor then takes over as soon as the torpedo splashes. Each pod holds 3 Mk-82's.
Purpose: Offensive/Anti-Ship.
M.D.: 4D6 times 10 per torpedo.
Blast Radius: 40'.
Maximum Range: 80 miles.
Minimum Range: 5 miles.
Rate of Fire: 1 torpedo per pilots attacks per melee.
Payload: Each pod holds 3 Mk-82's.
D) M-12 Fuel Pod: Essentially a modified version of the M-11 Torpedo Pod. In this case, however, it is used as a fuel pod to double the normal range of the craft.
E) M-14 Sonar Buoy Pod: An air-droppable sonar buoy used to assist in detecting and, more importantly, driving enemy vsls where friendly Warships want them to be.
F) External M.R.M. Launchers (2): Mainly for shooting down hostile aircraft, though are excellent for shooting down M.R.M.'s and L.R.M.'s.
Primary Purpose: Anti-Aircraft.
Secondary Purpose: Anti-L.R.M.
Damage: Varies by type used.
Rate Of Fire: Volleys of 1 or 2 per pilots attacks per melee.
Effective Range: Varies by type used.
Payload: 4 (2 per launcher, 2 pods per wing).

08. Hand-To-Hand Combat: The Raven can engage in melee combat rather than use a weapon. The Mecha is fairly agile and can execute most typical hand to hand combat moves, such as punches, jump kicks, leap attacks, rolling with impacts, etc.
Restrained Punch: 1D4 MD.
Full Strength Punch: 2D6 MD.
"Booster" Punch: 3D6 M.D. (counts as two attacks) MD.
Tear or Pry with Hands: 1D6 MD.
Kick: 1D6 MD.
Leap Kick: 2D6 MD.
Body Flip/Throw: 1D4 MD.
Body Block/Tackle: 1D6 MD.
Stomp: 1D6 M.D. (only effective against small objects).
Sensor Systems:
So much about the S/R-2000 is classified, that the openness of the GIS about the types of sensors on the Raven is quite astounding; That they will discuss anything seems counterintuitive, until one considers that the more the GIS admits of the Raven's abilities, with the ability to prove those claims, the more a given enemy has to fear.
The difference between the "Sensor Systems" in this list versus the Features list is that this list is intended to accomplish the mission, intelligence gathering, versus the Features sensors, which are used primarily to support the mission; That is, these sensors are to collect intelligence on the enemy, where as the features are to allow the Raven to get from Point A to Point B without hitting anything, but not necessarily to get anything useful done.
    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.
    Full Range Sensory Suite: Infrared, ultra violet, Magnification, night sight, color filters, thermal imager. Range is about 2,000 miles for MOST sensors.
    FLIR/SLIR: Forward and Side Looking Infrared. Allows pilot and weapons officer to get visuals on targets at night.
    Video Recorder: Records from sensors and the cockpit itself. 500 hours of recording available.
    FLIR/SLIR: Forward and Side Looking Infrared. Allows pilot and weapons officer to get visuals on targets at night.
    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.
    GP-16 Radar Array: This radar array is intended specifically for ground-penetrating capabilities; The array can penetrate up to 10 miles of sandstone (which is notorious for it's radar absorbing capabilities). It can also be turned down to levels safe enough for most life forms- Another lesson re-learned at FBX 21555320 is that terrorists hide in civilian centers.
    Type 663 Camera Array: The T-663 is a full range camera suite, with black and white, color, infrared, ultra violet, and all set with telephoto capabilities. Under testing, a series of 25 vehicles of various types and sizes were randomly scattered around a battlefield; One was a Tonnerre Roulant, one a vamp, another a common motorcycle, and several in between.
    It was assumed that the big vehicles would be seen quickly; Even cold iron (the engines and equipment shut down for several days, causing them to go dead cold) would be detected at some level. Even if the thermographics didn't show up (though it should have, simply being there it would collect some heat and hold it for some period of time), the simple mass of such a huge object should have created enough visual distortion that an attentive film analyst would detect it; The camera is so sensitive, however that even the motorcycle was detected fairly easily, and it was of great concern why everything was destroyed, with a mere motorcycle was massing more than 100 times that of a bulldozer- Until one army Captain admitted she'd dropped her daughters toy bulldozer as a joke, never thinking that could actually be detected. It was. Very clearly.
    XTNDR/XTNDR II: The Raven also 'can' carry XTNDR's, but rarely do.


Features:
The S/R-2000 Raven Spy Veritech is piloted by the best of the best of the best of UGC Spacy and Marine pilots. Even RDF Aero-Space pilots are rarely, if ever, given S/R-2000 Raven training.
Because of the skill of these pilots, the Raven is unusually HEAVY on the features; These pilots can not only handle the strain, they could easily operate beyond it. Scientific testing on Raven pilots (often involving needles and other painful objects in painful places) showed their stress levels LOWER than average pilots.
  • 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/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).
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • E.S.M.: Radar Detector. Passively detects other radars being operated.
  • 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.
  • RRG MK4 EM-Absorbing Skin Cover: Unique to the VA/F- 8D, this component strongly absorbs EM radiation from radio through ultra-violet wavelengths, and emitting only weakly in these bandwidths. Gives the aircraft the radar cross-section equivalent to that of a hummingbird, hides the infrared signature to that of a bad cough, and minimizes other radiation from the craft to essentially nil. The acoustics signature also has been minimized using various techniques.
  • RRG MK3 Shadow: Unique to the VA/F- 8D, this four-dimensional distortion field generator (downshifts and dampens Protoculture radiation) emitting only weakly in these wavebands.
    Note: Once the Mecha has lost half of its main body MDC, there is a 40% chance that the stealth system will fail every time the main body of the craft is hit. Once the stealth system has failed, it will not work again until repaired at a RDF base.
  • Chameleon System: Unique to the VA/F- 8D, this pleizio-ceramic tiles darkened or lightened as necessary to render the craft invisible.
    Minimum Effective Distance: 2,910 feet.
  • Lambda Driver: The fourth generation of the GCW-Era Thinking Cap, Lambda Drivers are actually able not only to read the pilot's actions and imminent actions, but also the INTENT, giving them +5 to all combat skills beyond their combat training and automatic initiative.
  • 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. The jamming pod is only mounted inside the port taileron.
  • 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.
  • AMCFD (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.
  • 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.



    Combat Bonuses for S/R-2000 Raven Spy Veritech:
  • 3 additional attacks per melee (plus those of the pilot).
  • Add one additional action/attack at levels six and eleven.
  • Automatic initiative (when shadow cloaking is activated).
  • +3 to strike.
  • +4 to parry.
  • +4 to dodge in Battloid, +6 in jet mode (-1 to dodge while in atmosphere).
  • +3 to roll with a punch or fall with an impact, reducing damage by half.
  • Critical strike same as pilot's hand-to-hand.
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