The following material is based on a Mecha by Dave DEITRICH, based on one from MACROSS: DO YOU REMEMBER LOVE (1984). Please feel free to use, copy, distribute, and abuse it as you like. I didn't create it, and mostly all I did was re-format and adjust the background a scoatch to the UGC universe. RPG Stats by Dave DEITRICH (deitrich@mcs.net). Original background by the MACROSS ONLINE COMPENDIUM
Reformatted by Lt Col Andering "SKID" REDDSON, RDF/REF/BOS
PREVIOUSVERITECH HOMEPAGENEXT
Clariont Battle Ensign.
Clariont Battle Ensign
Flown By Militry Bases And Ships.
RDF/REF SVA-1 Strike Veritech.
Clariont Battle Ensign.
Clariont Battle Ensign
Flown By Militry Bases And Ships.
The Strike Veritech is a special variation of the original SVF-1 Super Veritech that replaces one of the HMMP-02 Medium Range Missile launcher pods on the back of the Mecha with a single Mauler
SVA-1 Strike Veritech.
BATTLOID MODE.
GUARDIAN MODE.
Guardian Mode.
FIGHTER MODE.
Battloid Mode.Fighter Mode.
GU-11 55MM Gatling Gun Pod.UUM-7 Micro Missile Pod.
RMS-1 Anti-Ship Missile.55 Shell Casing.
RO-X2A high-powered double action beam cannon pod. This non-standard version of the Valkyrie is usually only assigned to aces and squadron leaders in the UN Spacy. The Super Valkyrie and Strike Valkyrie designs served well during First Robotech War, and remained Earth's standard space fighter until the year 2020, when they were replaced by the VA/F-07 Alpha and VBB-08 Beta. The SVF-01 series, both Super and Strike, were brought back between the Second and Third Invid Wars due to the need for lots of reliable platforms quickly.
The Strike Veritech was a variation of the Super Veritech developed by Doctor R. BURKE shortly after the SDF-1 returned to Earth after accidently folding to the edge of the solar system. The Veritech was designed especially for the purpose of destroying T'sentrædi spaceships, and was intended to complement the Super Veritechs as the primary defense mecha of the SDF-1 and RDF. BURKE hoped to combine squadrons of Super and Strike Veritechs together, so that the Super Veritechs could engage the T'sentrædi mecha while the Strike Veritechs took out the motherships with their nuclear missiles. Unfortunately, only a handful of Strike Veritechs were constructed before Trati Brek Kemma DOLZA'S Armada of 4 million Warships attacked and all but destroyed the Earth. The few Strike Veritechs that were operational defended the SDF-1 admirably, disabling or destroying dozens of T'sentrædi Warships before they could even fire the Robotech defenders.
Only a dozen Strike Veritechs survived DOLZA'S attack on Earth, and without exception all of these were assigned to the orbiting ARMD platforms, and later transferred to the captured Robotech Factory. No more were ever constructed, since the RDF could no longer afford to produce the sophisticated nuclear missiles that were the primary weapons of the Veritech. Unfortunately (or maybe fortunately), only 20 "Angel of Death" missiles were left in the RDF's arsenal after DOLZA's attack, and these were kept under maximum security in the Robotech Factory. When the SDF-3 left on it's mission to Tirol, the remaining Strike Veritechs were left behind to guard the Robotech Factory, and were subsequently lost when the Factory vanished shortly before the Second Robotech War.
The main weapon of the Strike Veritech was the impressive "Angel of Death" Reflex-guided cruise missile. These missiles, developed and constructed at RDF Base Siberia, were designed to be small enough to be carried by fighters, but powerful enough to do real damage to T'sentrædi space cruisers. Unfortunately, the final missile design was not compatible with the standard RDF long-range missile launchers. A new version of the Lancer space fighter was designed to carry the missiles, but the prototypes were scrapped when Doctor BURKE announced his plans to design a variation of the Veritech fighter that could carry the missile. 240 missiles were shipped to the SDF-1 for testing, while the rest remained stockpiled at Base Siberia until the prototypes were perfected. This was regrettable, as the stockpiles and production facilities were vaporized when Base Siberia was destroyed by a direct hit from a T'sentrædi heavy particle beam.
The Strike Veritech was also equipped with an experimental beam cannon that was modeled after the T'sentrædi particle beam cannon mounted on most of their mecha. Doctor BURKE hoped this weapon would give the Veritech an additional edge on enemy mecha it faced when it could not be protected by Super Veritechs. Strike Veritechs were only produced in the VF-1S styles, as they were never intended to be assigned to anyone but squadron leaders and aces whose loyalty to the RDF was unquestionable.
The REF's decision to restart the Strike Veritech program was the necessity to deploy combat ready, one-system weapons platforms, mostly for the Sentinel Alliance Defense Forces. The development of a new nuclear missile, dis-ingenuously dubbed the Angel of Death, added significalty to the firepower capability, but the missile is considered a "reserve system", and must be deployed on a case-by-case basis. The Strike Veritech, like the Super Veritech, is now considered a main front-line platform, specifically as an attack/strike system.
Vehicle Type: VF-1S Strike
Class: Tactical Variable Fighter
Crew: One pilot wearing Tactical Life Support System.
MDC By Location:
*Torso
Pilot's Compartment
Legs/Thrusters
Arms
Hands
GU-11 Gun Pod
300
200
200 each
100 each
50 each
100
Head
Head Mounted Lasers
Retractable Utility Arms
Wings
Tailerons
Backpack-style Pods (2)
100
30 each
3 each
150 each
50 each
200
Note:
* Destruction of the main body will shut the unit down completely.
Speed and Statistical Data:
Speed:
Running:
Battloid Mode: 100 mph (160 kmph).
Guardian Mode: 60 mph (160 kmph).
Leaping (either mode): 30 ft (9 m) high or 50 ft (15.2 m) long without thrusters.
Running:
Guardian Mode: 312 mph (500 kmph) maximum speed limit in an Earth-like atmosphere. Can also hover in place indefinitely.
Jet Mode: Mach 3.87+ (2593 mph/1621 kmph).
Operational Ceiling: Trans-Atmospheric.
Height:
Battloid Mode: 47.0 ft (14.10 m).
Guardian Mode: 29.0 ft (8.70 m).
Jet Mode: 12.8 ft (3.84 m).
Width:
Battloid Mode: 18.2 ft (5.45 m).
Guardian and Jet Modes: 49.3 ft (14.78 m) with wings at maximum extension.
Length:
Battloid Mode: 16.0 ft (4.80 m).
Guardian Mode: 37.3 ft (11.30 m).
Jet Mode: 47.4 ft (14.23 m).
Weight: 45,000 kg.
Physical Strength: Equal to a P.S. of 50.
Cargo: Small compartment behind pilot's seat for personal belongings.
Powerplant:
Twin Shinnakasu/P&W/Roice FF-2001 thermonuclear turbine engines (FF-2001D in VF-1S).
Quad Shinnakasu NBS-1 vernier thrusters.
Eighteen P&W LHP04 vernier thrusters.
Shinnakasu Industry Super Valkyrie FAST Pack space booster system
Twin P&W+EF-2001 booster thrusters.
Twin leg/engine-pod-mounted CTB-04 conformal propellant tanks
Numerous high-manoeuvrability burner thrusters in two dorsal-mounted
Twin leg/engine-pod-mounted systems.

Weapons Systems:
01. Jet Fighter High Powered Lasers (2): A pair of lasers are built into the nose of the Veritech Fighter for aerial dog fighters and assault. They are limited to a straight ahead line of fire, however, unlike the 1999-2020 version, the new series retains these lasers in both Jet and Guardian Modes.
MD: 6D6 M.D. per twin blast.
Range: 4000 feet (1200 m).
Rate Of Fire: Equal to the pilot's combined number of attacks.
Payload Effectively Unlimited.

02. Head Lasers (4 or 5): Mounted on the head when in Battloid Mode, but located on the underbelly when in Gerwalk and Fighter mode. 360 degree rotation. Both models have two attacks per melee or one extended blast.
MD: 1D4 MD per laser; 4D4 MD for the S, 5D4 for the Z. One long, extended blast lasts one full melee and does double damage; Counts as two attacks that melee and can not be used against fast moving/dodging opponents.
Range: 2000 feet (600 m).
Rate Of Fire: Equal to the pilot's combined number of attacks.
Payload: Effectively Unlimited.

03. Medium Range, Medium Warhead Missiles: Two missiles are housed in each forearm for a total of four missiles.
MD: Varies with Warhead type, usually armor-piercing or plasma (2D6 times 10 MD).
Range: Varies with missile type; 50-80 miles.
Rate Of Fire: One or two at a time.
Payload: 2 per arm; 4 total.

04. HMMP-02 Missile Launcher Pod: A single missile launcher pod is mounted on the left back of the Veritech, along with the left super rocket booster. It carries 20 medium-range, medium-Warhead missiles. It is identical to the the missile launcher pods of the Super Veritech.
Missile Types: Any type of Medium Range Missile can be used.
MD and Range: Varies with missile type, typically 2D4 times 10 MD at 60 miles (80.4 km).
Rate Of Fire: Volleys of 2 or 4 missiles. One volley constitutes one melee attack, regardless of the number of missiles fired.
Payload: 20 missiles.

05. Mauler RO-X2A Beam Cannon: A double-barrelled beam cannon is mounted on the right back of the Veritech along with the right super rocket booster, instead of the standard missile launcher pod.
MD: 4D10 M.D. per dual blast.
Range: 4000 ft (1200 m).
Rate Of Fire: Equal to the pilot's combined number of attacks.
Payload: Effectively Unlimited.





06. GU-11 55MM Tri-Barrel Gun Pod: The standard issue armament for VF series Veritech.
MD: Does 3D6 MD per short burst, 6D6 MD per long burst, or 1D6 times 10 MD for a full melee burst.
Range: 4000 ft (1200 m).
Rate Of Fire: Equal to the pilot's combined number of attacks.
Payload: 200 rounds per clip equals 20 short bursts, 10 long bursts, or 5 full melee bursts. Inserting a new ammo clip takes half a melee round; player forefits 1/2 of his attacks. One spare clip is stored in each leg of the Veritech.

07. Medium- or Long-Range Missiles: The Super and Strike Veritechs can substitute it's nuclear missiles with standard UN Spacy medium- or long-range missiles. Three long-range missiles or nine medium-range missiles can be mounted per wing.
Missile Types: Any type of Medium Range or Long Range Missile can be used.
MD and Range: Varies with missile type.
Rate Of Fire: 1 at a time or volleys of up to 6/18 (all) missiles.
Payload: Up to 6 long-range missiles or 18 medium-range missiles.

NUCLEAR MISSILES.08. Optional use of RMS-1 Nuclear Cruise Missiles: The standard wing-mounted missiles for Veritechs can be replaced with nuclear cruise missiles. Three missiles can be mounted on each wing, for a total of six per Veritech. The missiles are AI-guided, and have a bonus of +5 to strike, +4 to dodge, and two attacks per melee until it hits. The missiles will always strike the center (ussually the hull) of their target.
Missile Speed: 670 mph (Mach 1).
MD: 3D6 times 1,000 MD at ground zero. Reduce damage by a factor of 10 for every 2,500ft (750m) the object is away from ground zero. (i.e. 3D6 times 100 MD at 2,500ft distant, 3D6 times 10 MD at 5,000ft distant, etc.).
Range: 500 miles (804 km).
MDC Of Missile: 25.
Rate Of Fire: Volleys of 1-5 or all.

09. Hand-To-Hand Comabt: If necessary, the pilot of the Strike Veritech can engage in melee combat rather than use a weapon. The Veritech is extremely agile and can execute most typical hand to hand combat moves, such as punches, jump kicks, leap attacks, rolling with impacts, etc.
Mega Damage:
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).
Features:
Unlike most Fighter and Mecha, the VF-1 Series was kinda light on the features; A disadvantage of the newness of the technology at the time. The new SVF-01 Veritech series drew directly from the originals, and therefore is light in these details as well.
  • 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).
  • Loudspeaker: Amplifies voice 1 to 100 times. 100 feet in normal crowds.
  • 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 cant get a good fix), however does not totally interfere with enemy sensors (enemy is -2 strike).
  • 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.
  • 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).
    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.
  • Vacuum Seal: Permits the Mecha to be used in hard vacuum (such as outer space), and other hostile environments.
  • 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.
  • 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 cant hide, and displays a visual assessment and danger probability (based on a mathematical formula) for the pilot on request.
  • 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.
  • Vacuum Seal: Permits the Mecha to be used in hard vacuum (such as outer space), and other hostile environments.
  • 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.
  • 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.
  • 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 to 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).

A STRIKE VERITECH GOING INTO ACTION AT THE RAIN OF DEATH
Combat Bonuses For RDF/REF SVA-1 Strike Veritech:
  • 3 attacks per melee (plus those of the pilot).
  • Add one additional action/attack at levels three, six, eleven, and fifteen.
  • +1 on initiative.
  • +2 to strike.
  • +3 to parry.
  • +2 to dodge in solder mode, +5 in guardian, +7 in jet mode.
  • +3 to roll with a punch or fall with an impact, reducing damage by half.
  • Critical strike same as pilot's hand-to-hand.
  • Body block/tackle/ram- 1D6 M.D. plus a 50% chance of knocking an opponent down, causing him to loose initiative and one attack that melee round.
  • Compatible FAST Packs:
    Dorsal: NP-BP-01, NP-BP-02, NR-BP-T1, NP-BP-10
    Arm: NP-AR-01, NP-AU-T1
    Leg: NP-FB-01, NP-FB-T1, NP-FB-10

    PREVIOUSVERITECH HOMEPAGENEXT

    Rerfrences Used In This Design:
    Dave DEITRICH'S STRIKE VERITECH entry. His references are his own.