The Viper Aero-Space fighter was developed by Colonial Armaments, Inc, as an fully trans-atmospheric aero-space fighter. For reasons that are entirely unclear, the UGC has ASF-14 Viper Starfighter. |
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A Pair Of Vipers On patrol, Terra. |
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Production Information: |
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Manufacturers: | Many. |
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Class: | Fighter. |
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Technical Specifications: |
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Length: | 29.71 feet. |
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Maximum Speed: | Mach 10. |
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FTL Capability: | Limited (1 short rage evasion, 1 long range "rendezvous" jump). |
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Maximum Altitude: | 26 feet 2.25 inches. |
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Engine Units: | zz-R105/nn Fusion Reactor System. |
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Armament: | Twin Forward laser Cannons;Short, Medium, and Long Range Missile's;Aerial Mines Optional Alternate Armaments:;Forward Plasma Cannons;Forward Ion Cannons. |
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Crew: | One or Two. |
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Passengers: | None. |
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Usage: |
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Role(s): | Aero-Space Supremacy Fighter. |
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Eras: | Since at least the Forgotten War. |
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Affiliation: | UGC. |
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A MkII Viper From Marine Squadron 142 (Tigers) During Evaluations. |
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Kobolese Police Viper (typically armed with ion guns). |
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Privately Owned Racing Viper (Terra). |
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refused to accept the design, despite widely popular support from all the services for it; Even the ground pounders in the Robotech Expeditionary Forces and various Robotech Defense Forces Armies wanted the other branches to have them.The R.E.F. and R.D.F. Spacies wants them as supremacy fighters; The Marine wanted them as ground support/supremacy fighters. Even the Patrol wanted them as smuggler ship interceptors (shooting the thrust system on smugglers, making boarding possible). The UGC stubbornly refused to accept the design, citing several reasons; Most especially, the already existent Guardian Series Mecha's general supremacy, a justification critics call a smoke-screen.The services managed to politically strong-arm the UGC into allowing the Patrol to obtain a few as "go-fasters" (so called because they "go | A Trio Of Vipers On Patrol (Location And Date Unknown). |
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faster" than "go fast" smuggler ships, and used to disable them); Then they managed to get the Marine to receive some (as a cheaper option to the Guardian Fighter, as they needed a LOT more air support for ground pounders). The Spacy was approved to receive the units the next year for fixed-site defense (space stations and planetary bases), but only at remote, isolated duty stations and three for the Blue Angels Demonstration Team (two to be static display at any given time). The reason: Guardians Fighters, despite their relative simplicity over Veritechs, are still VASTLY more complicated than simple fighters.The Viper and it's bomber partner, the ASB-601 Cylon, have now entered wide-spread service in the REF. There are also two-seater, Strike, and Stealth variants of this craft.Entering the R.D.F. proved SLIGHTLY less difficult, as the individual systems have some discretionary spending, and can supplement them with their own funding. Civil Defense Forces have had the least trouble introducing the fighters, since the city/county/state has FULL discretionary funding, but the price tag has delayed entry extensively (especially versus the price of Warbirds); However, Space Colonies have taken them on for civil defense.Note: Critics of the design have stated that the Viper is T'sentraedi Technology; This is patently untrue. The engine compartment layout is very similar to the Gnerl Fighter Pod, but the design is, in no way, T'sentraedi tech.DesignAero-Space FrameThe frame of the viper harkens back to the Caprican fighters of old (of which there is only one, a full scale model, still in existence). The stretched fuselage is "rimmed" with three fuel/air rockets (more recently upgraded with dual-phase scramjet engines, based on UGC technology) and three aerial control panels.Powerplant/ThrustThe current Viper is powered and thrusted by UGC-designed zz-R105/nn dual-phase scramjets with Da-R4 vernier thrusters located at the nose, tail, and wingtips. These are meant for use in space, but can be used for atmospheric flight (-12% to pilot skill but +5 dodge; if you're willing to risk CRASHING, it's an almost sure bet you'll dodge).AvionicsThe Viper is equipped with all the standard avionics of any other aero-space fighter, forward seeker/tracker radar, area scan radar, thermal trackers, fly-by-wire controls, and radar lock sensors.Weapons SystemsWeapons systems varies by specific configuration; While the Marines need a very hard-hitting limited effect forward weapons system for infantry support, the Spacy needed simply a hard-hitting anti-ship option, while the Patrol required an option that would allow them to disable fleeing vessels without unduly risking passengers and crew, and the ASF needed a strong anti-fighter option (basically like the Marines, but with greater range and cyclic rate).In the end, the L-15 in three variants was selected for the Spacy, Marine, and ASF, while the L-08 and Ion Cannon were selected for the Patrol.Spacy Variant: The Spacy variant uses the standard L-15 but in an expanded magazine, and is the baseline used in the description.Marine Variant: The Marines use a L-15 with a shorter rate of fire but with a larger Warhead.ASF: The ASF uses a variant with a longer barrel for greater range and smaller Warhead, but also with a 50% increased capacity and 2% increased rate of fire over the Spacy model. The main danger with the ASF variant is that one mini-missile is in the barrel while another is being launched, meaning that any "hiccup" in the launching endangers the ship itself.Patrol Variant: The patrol variant uses the smaller L-08 mini-missile launcher (port wing), but without necessarily sacrificing capacity (in fact, it has almost twice the capacity potential of the ASF variant), and with the second ion cannon for disabling fire (starboard wing). Use of the L-08 is restricted to self-defense only, as the ion cannon is the primary weapons system.FTL CapabilitiesThe Vipers were NOT originally designed with FTL capabilities at all (as many historic static display models can attest); Indeed, they still do not possess "full" FTL capabilities, but what the Kobolese refer to as "semi-independent FTL capabilities."Upon entering combat, the Viper will fight as normal; If the battle is either lost or returning to a ship is impractical (or impossible, as in the case of a destroyed Battlestar), the Viper will make a predetermined short-range jump to about 12 light hours to escape and evade; From there, the navigational system will acquire a position fix to make a much longer jump (up to 24 light years) to rendezvous with friendly forces. The danger of the First jump is that is totally blind; It's only "predetermined" in so far as it's direction is already known, but more than one such jump has been into a gravity well, and a few have actually jumped into another ship, causing explosions and killing both the pilot and the crew of the end-point ship. Some efforts to reduce this danger have been made, but because the jump is blind, there's no way to remove all threats.The First jump can (and usually is) removed if the pilot feels there is no (or little) danger; Then a proper position fix can be made to enable a full jump, typically to the next star system over. The F-663 Viper FTL Drive is NOT unlimited; It can only make 2 jumps (3, with about 2 hours of drifting), before it's fully depleted. The ASF-600 Raiders' FTL drives are full FTL drives. However, even this little advantage is critical; During The Advent, as Battlestar after Battlestar fell to REF firepower, Captains gave their fighters orders to escape and evade as best possible, which the REF was generally unable to counter (though they had sufficient ships to make the pursuit, they simply couldn't effectively pursue the escaping Vipers, and thus they were able to escape). Multiple incursions into the Kobolese' systems have failed to gain MUCH traction for much the same reason, even if the raiders have sufficient firepower and ship's numbers to make any such plans practical (Since The Advent it's only happened once; see "Famous Raiders; Kara").VariantsThere are technically three major variants of the Viper, the MkII, MkVII, and the Blackbird; However, the Blackbird is sufficiently differed from the Viper to qualify as it's own wholly separate design, while the MkII and VII are still fundamentally the same craft.MkII: The basic model, the MkII is more of a rounded box design intended for general patrol duties and sutiable for aero-space combat.MKVII: The MkVII has limited stealthing and slightly enhanced power performance, along with a much more rounded areo-space frame.Other Users
| ASA Livery Vipers (MkII top, MkVII bottom). |
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The Viper turned out to be a "fan favorite" just about anywhere they go:Civilian racing teams use them frequently (though other versions are more common), and the AeroSpace Administration use them for civilian program pilots extensively. The Aero-Space Administration, in particular, uses both the MkII and MkVII in the ARMED configuration; ASA is attempting to flex their political muscle by training combat-patrol qualified pilots ready for recruitment by the Defense Force ASF's and anti-pirate mercenaries. Oddly, the The Office Of The State has recruited more from this pool to serve on Prometheus-Class Ambassadorial Ships that any other single category, and several other employers combined. These pilots begin on MkII's in atmosphere, then advance to MkVII's in space where they will be spending most of their working life; Sadly, this policy is having unexpected repercussions, since more of their pilot trainees end up in MkII's regardless of employment, and the pilots don't have as much "stick time" on the MkII's in space.Additionally, various freeboot mercenry outfits, mostly anti-pirate groups, field these in impressive numbers- Mostly MkII's, since they're cheaper. Name: Viper Aero-Space Fighter Model Type: ASF-14 Vehicle Type: Aero-Space Supremacy Fighter Crew: One; A two-seater version is also available for sigints, training, flight command, VIP, etc. Passenger: A small Pilots emergency supply cargo bay is JUST BARELY big enough to hold ONE passenger; However, the user manual SPECIFICALLY discourage this, and, in black and white, states that this can result in death. M.D.C By Location: |
1. Twin Forward laser Cannons: Basically a cut-down version of the Raidar X Laser Cannon; The damage is the lower (because there's only two cannons), but the range the same. MD: Per barrel: Short Blast: 1D10; Long Blast: 2D10; Maximum Blast: 3D10. Range: 10 miles (double in space) Rate of Fire: Per pilots attacks per melee. Payload: Effectively Unlimited.
2. 18 S.R.M.'s: 3 S.R.M.'s are found on each side of the three tailerons. I know it's not "cannon"; "Cannon" means BIG GUN." Purpose: Defense/Dogfighting Damage and Range: Varies by type used. Rate Of Fire: Volleys of 1, 2, 3, 4, or 6 per pilots attacks per melee. Payload: 18 total
3. 6 M.R.M.: This is the main anti-ship weapon of the Viper Fighter; It is also used by the Marine as a bunker-busting weapon. Purpose: Anti-Ship/Bunker Damage and Range: Varies by type used. Rate Of Fire: Volleys of 1, 2, 3, 4, or all 6 per pilots attacks per melee. Payload: 6 total
4. 2 L.R.M.'s: This is also used to destroy Warships, though typically at longer ranges. It's primarily employed when an enemy fleet is First sighted to drive them apart, making them easier to pick off individually. Purpose: Anti-ship Damage and Range: Varies by type used. Rate Of Fire: 1 volley; Both missiles are fired together. Payload: 2 total.
5. Aerial Mines: Up to 6 Aerial mines of any type can be carried, independently of any other ordinance. They are used to seed an area with anti-material capabilities.
| Optional Alternate Armaments: 1a. Forward Plasma Cannons: Exactly the same as the optional plasma shoulder cannon from the Nousjadeul-Ger Male Power Armor, except that the range is GREATLY improved. One or both forward lasers can be replaced with this weapon. MD: Per barrel: 3D8 per blast. Range: 8 miles (double in space) Rate of Fire: Per pilots attacks per melee. Payload: Effectively Unlimited.
1b. Forward Ion Cannons: Developed specifically for use by the Patrol, the ion cannon is the stun gun for spaceships; Normal damage, therefore, doesn't exactly apply (see Effect). One or both Lasers can be replaced with these weapons. Effect: Against material: Roll on the following table:01-60: Ships is dead in space; It will be drawn to the nearest gravity well (planet). The engine is completely dead, and can not be repaired. The ship must be abandoned.60-90: The ships is restricted, roll again:01-50: Ship is sluggish; 1/2 attacks per melee, and pilots, crew, etc are 1/2 to all applicable skills (i.e. pilot:spaceship of 85% now is 42%, rounded down).01-51: Ship is DIS (dead in space); It will take 1D4 hours torepair the ship IF parts are available, or 1D4 minutes to jerry-rigthe ship.91-00: MIRACLE; The blast had no effect! GM selects a non-drive system to destroy (that systems somehow grounded out the entire blast). Note: The fighters can still fire again.Against Personnel: Will stun anyone not wearing environmentally sealed body armor, and has a 60% chance of stunning those not wearing any. Spacesuits, rubber suits, etc also provide sufficient protection. Range: 20 miles (double in space) Rate of Fire: Per pilots attacks per melee. Payload: 2 blasts every other melee; It needs time to repower. |
- ESM: 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).
- 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 works on all known sensor systems, except Protoculture.
- 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.
- 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).
- 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.
- 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 tailerons.
- T.D.P. (4): Towed Decoy Pods. Located on the ventral fuselage. The fighter can carry a pair of special pods that carries four advanced towed decoy drones. These drones are specially designed radar lure that creates a radar image to mimic the fighter. This system has been successfully deployed against SEVERAL alien radar-type sensors (including one that works off of sound).
- M.D.C.: 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: 16 Decoys total.
- Full Range Sensory Systems: Infrared, Ultra Violet, Color Filters, and Thermal Imager: Range: 10 miles; Magnification: 40 times
- Virtual Map: Displays a continuously-updating map of local terrain for the pilot. Takes data from 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 and Hdd. 50 hours of recording available.
- Survival Pack: A pack of simpler emergency survival supplies.
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