PREVIOUSVERITECH HOMEPAGENEXT
Clariont Battle Ensign.
VF-21 Seeker Veritech.
Clariont Battle Ensign.
Clariont Battle Ensign
Flown By Militry Bases And Ships.
Clariont Battle Ensign
Flown By Militry Bases And Ships.
 Starting in 3500 the UGC Spacy began development of a next generation Veritech. While the capabilities of the venerated VF-1 and still deeply feared front line VAF-6 were more than good enough to take on the council's various enemies,
FV-6 Seeker Veritech.
BATTLOID MODE.
Three Modes.
FIGHTER MODE AND UNDERCARRIAGE VIEW.
Undercarraige Fighter View.
Speed:Running:
Battloid Mode: 200 mph (320 kmph).
Guardian Mode: 120 mph (160 kmph).
Leaping (either mode): 50 ft (15.24 m) high or long without thrusters.
Flying:
Guardian Mode: 400 mph (643.7 kmph) maximum speed limit in an Earth-like atmosphere. Can also hover in place indefinitely.
Jet Mode: Mach 8+ (6,089.7 mph/9,800kmph/5,291.8 knots). Can hover indefinitely.
Op Ceiling:Trans-Atmospheric.
FTL Factor:6, maxium 6 jumps (about 3 systems).
Height:Battloid Mode: 31 ft (9.4m).
Guardian Mode: 29 ft (4.8m).
Jet Mode: 12.8 ft (3.84 m).
Wingspan:12.8 ft (3.84 m) all modes.
Length:Battloid Mode: 10 ft (3.1m).
Guardian and Jet Mode: 30 ft (9.144m).
Weight:75 tons (68,039 kg).
PS:Equal to a P.S. of 65.
Cargo:Small compartment behind pilot's seat for survival gear.
Powerplants:One ARA-431.a quantum reactor.
Thrust Systems:Primary: Cemu Drive.
Secondary:
  • Triple Shinnakasu NBS-1 vernier thrusters;
  • Twin P&W+EF-2001 boost thrusters;
  • 28 Rolls Royce high-maneuverability burner thrusters.
  • the time had come to move forward, especially considering the discoveries made on XXT-5K.
     The Spacy specifically wanted an independently FTL capable fighter with long flight endurance while stepping away from the missiles that the services had been dependent upon for so long, as missiles were depletable whereas energy weapons were not.
     There is no specific "need" for a Guardian mode any longer, but out of tradition the REF required the next generation Veritech was to have the traditional three modes.
     The advent of the Cemuh Drive increased the abilities of the fighter; As the drive provides deflectors fields, local motive power, and ftl capabilities, the fighter now can do things that the crew of the SFD-1 could never have imagined as a possibility. ARA Industries, the company behind the development of Project 21A (the name they gave the fighter) presented their entry designated XV-338 early in the competition process, claiming they'd been developing the fighter for over 300 years at that point. In the final contract ARA agreed to a 12m credit cash payout in exchange for the full rights to the fighter by the REF but not the UGC, with the militry holding the rights to manufacture the fighter in whatever quantities they deemed necessary; ARA was to hold the option to fill up to 10% of the REF's orders every year, an option they have yet to exercise (they usually manufacture about 2% or 50,000 units).
     Features
     The Seeker Veritech comes with a collection of new technology that will be integrated over the RDF and REF's current fleet as time allows, but each Seeker is coming with these already installed.
     Cemuh Drive
     In 2431 REG (LLC) developed a new type of force field emitter; It essentially creates a energy bubble around the target that provides flight and thrust, FTL, defensive shielding, and atmospheric containment capabilities.
     Fight And Thrust Systems
     The Cemuh Drives are the primary flight and thrust systems providing lift and forward motion. When the Cemuh Drives are not desirable (such as intaking fresh air), grav pods and aerofoil effect can provide lift, and tractioning drives can provide thrust.
     FTL Capabilites
     The Cemuh Drives provides FTL capabilities. The system is somewhat limited, being only capable of a factor of 6 and a maximum distance of 15 light years (an average of 3 systems), but this is more than enough to escape when absolutely necessary. Once in a safe area, the ship's reactors can recharge the capacitors needed for the Cemuh Drives to make another set of jumps in about 12 hours.
     Defensive Shielding
     The energy bubble created around a target by Cemuh Drives provide a great deal of defensive sheilding; It won't stop everything (don't bother rolling damage on a successful Reflex weapon strike), but it is VERY strong and can regnerate from 0 in 4 turns if the craft isn't damaged any further in that time. The defensive shielding also protects the craft during reentry if the fighter is moving at the kinds of speeds needed for protection (common in combat situations).
     Atmospheric Containment
     The Cemuh Drives atmospheric containment, preventing atmosphere from entering or exiting. This in combination with standard LSS helps the pilots by not letting them die. Pilots tend to appreciate that touch.
     A micro Cemuh Drive is also issued to pilots, providing 50 MDC and Mach 1 flight capability if forced to eject or ditch their fighters. The drive's energy feild keeps atmosphere in and out, and as such keeps WATER in or out, making it a handy tent in extreme circumstances. The feild can run for up to 50 hours, but only holds 15 minutes of air without scrubbers.
     Life Support Systems
     Air scrubbers capable of up to 168 hours when originally installed can keep air breathable, and the pilots have subsistence and water tubes in their helmets for long missions- Enough to keep them going potentially a month. The subsistence gel and water can be removed and used on the ground if needed.
     Note: The Cemuh Drive is the property of REG (LLC), which released the product to the public hours before the first one was installed on the competition entry Project 21A aerospace frames. As a result, this isn't the kind of top secret militry hardware one might expect- It's available to the public. REG (LLC) has licensed the product to thousands of manufacturing concerns under extraordinarily strict quality control requirements.
     Micro Drones
     Each Seeker comes with 8 MDD-03 Micro Drone already on board, 2 in each arm and leg and 4 in the torso slaved to the Veritech.
     Thinking Cap Technology
     The thinking cap technology of the FIRST ROBOTECH WAR was light years ahead of anything that existed at the time; RTS Inc has advanced this light years ahead of even that. The new Nueral Interface System is wireless, secure, and sensitive enough that the machine "knows" when the pilot needs to relieve themselves. It doesn't just move at their command, it moves as tehri body. Against REF specifications, the Seeker has standard throttle and stick controls as backups, with the pilot able to "cut out" their hand movements from the command routines allowing their bodies to move instinctively, while their fighters moved intrinsically- Even though the pilot's hand and feet are moving the way they trained on previous craft, the fighter is still moving as the pilots wanted them to.
     K.AR.R. Processors
     The Seeker is installed with a K.A.R.R. System derived central processor; The processor can not act on its own initiate in most situations but can advise the pilot on best courses of action. The only time the ship can act on its own is when they detect the pilot is incapacitated, in which case they will either return to base or make a single FTL jump to a safe area and transmit a distress signal. The system also imprints on their pilot, eventually taking a degree of their pilot's personality.
     Power Armor Compatibility
     The Seeker was the first Veritech designed from the beginning for full Power Armor compatibility. The cockpit was designed to accommodate the PA-02 Rifleman Power Armor, but to do that it had to be designed to require a Rifleman. The unintended advantage is that the power armor serves as a space and diving suit in the event the pilot must eject, but this is offset by the fact that pilots must wear their power armor to fly the fighters.
     Leg Articulation
     Traditionally the Veritech fighter leg articulation was forward in Battloid mode and after in Guardian mode. With the Seeker, the legs of the VF-21 can be articulated either way to the needs of the pilot at the time (cost 1 action, unless it's part of a full transformation).
     Controversies
     Accusations Of Corporate Espionage
     During evaluations, the Kobolese accused ARA theft of intellectual property due to the XV-338's ascetic similarities to the ASF-14 Viper Starfighter. Rather than merely refute the claims, ARA representatives invited the Kobolese to inspect anything they felt necessary to address the claims- The Kobolese quickly agreed the claims were "mistaken."
     ARA Industries, REG (LLC), and RTS, Inc.
     The three main corporations behind the development of the Seeker have very tangled ownership; Accusations that the companies are in fact part of the same corporate body would be proven out much later on under the umbrella of The Vivian Investment Group, who's client list is private but conspiracy theorists claim the entire company is in fact a Galactic Information Bureau front company (a claim that was disproven, but persists nonetheless).
     Cemuh Drives
     Another conspiracy theory surrounding the Seeker center around the Cemuh Drives. There are several versions, but the most common theme is that the drive was technology stolen from others and passed off as "new" by ARA. The best claim in this is that the drive is in fact the mythical Thunder Road. This claim is bolstered in part by a civil complaint demanding an unspecified amount against ARA by "concerned parties of D WOODS" that were settled out of court for an undisclosed sum without even a first hearing, though some indication of the amount could be gleaned from stakeholder statements issued in the following year where it was revealed that the corporate hierarchy had been paid a stipend for the previous year and that this would likely continue for the next few years without further explanation.
     Terms Of Sale
     The exact terms of the sale of the Seeker were to the REF, with the UGC specifically excluded as parties to the sale. This led to allegations that the REF was plotting a coup, an allegation routinely brought up by militry spending skeptics. However, both Halls of the Council have consistently refused to hold hearings on the issue stating "The REF can not act at all without the Council's permission as at very minimum the Council could cut off funding in an instant."
     K.A.R.R. Processors
     The installation of K.A.R.R. processors was considered highly controversial in certain circles; Reports that the system was programmed to kill their pilots and/or innocent civilians or in some other way go rogue continue to be made, mostly on galnet's dark channels. The REF has responded to the claims with a statement claiming the system has no functional control over the fighters, serving in the equivalent of a copilot role.
     Vehicle Type: VF-21 Seeker Fighter.
     Class: Variable Fighter
     Crew:
     A Model: 1.
     B Model: 2.
     MDC by Location:
    *Torso
    Pilot's Compartment
    Legs/Thrusters
    Arms
    Hands
    GU-11 Gun Pod (2)
    200
    250
    150 each
    100 each
    75 each
    100 each
    Head
    Head Mounted Lasers
    Retractable Utility Arms
    Wings
    Cemu Barrier Field

    100
    30 each
    3 each
    100 each
    500

    Note:
    * Destruction of the main body will shut the unit down completely.
    Speed and Statistical Data:
    Speed:
     Running:
     Battloid Mode: 200 mph (320 kmph).
     Guardian Mode: 120 mph (160 kmph).
     Leaping (either mode): 50 ft (15.24 m) high or long without thrusters.
    Flying:
     Guardian Mode: 400 mph (643.7 kmph) maximum speed limit in an Earth-like atmosphere. Can also hover in place indefinitely.
     Jet Mode: Mach 8+ (6,089.7 mph/9,800kmph/5,291.8 knots). Can hover indefinitely.
    Operational Ceiling: Trans-Atmospheric.
    FTL Factor: 6, maxium 6 jumps (about 3 systems).
    Spacefold: The VF-21 Seeker is not independently spacefold capable.
    Height:
     Battloid Mode: 31 ft (9.4m).
     Guardian Mode: 29 ft (4.8m).
     Jet Mode: 12.8 ft (3.84 m).
    Wingspan: 12.8 ft (3.84 m) all modes.
    Length:
     Battloid Mode: 10 ft (3.1m).
     Guardian and Jet Mode: 30 ft (9.144m).
    Weight: 75 tons (68,039 kg).
    Physical Strength: Equal to a P.S. of 65.
    Cargo: Small compartment behind pilot's seat for survival gear.
    Powerplants: One ARA-431.a quantum reactor.
    Thrust Systems:
     Primary: Cemu Drive.
     Secondary:
     Triple Shinnakasu NBS-1 vernier thrusters.
     Twin P&W+EF-2001 boost thrusters.
     28 Rolls Royce high-maneuverability burner thrusters.
    Cost And Availability: Each fighter cost about 15m credits to build and take 8 weeks to build in most cases. Black market knockoffs would be around 600% more in both categories.
     In addition to the ARA-431.a quantum reactor the pilots have in their survival kit a standard solar panel array that can be patched into the fighter in an emergency (a contingency they train for), but it's not considered part of the craft because it's not installed. The panel can either keep the Cemuh Drive running at minimal movement or power the emergency marker (Blue Force Tracker and Type-11 wide band radio). The ARA-431.a can also be uninstalled if the pilot lands (or crashes) somewhere where it's safe to set up a camp, though most simple connect survival gear to their ship and sleep in the cockpit if possible, and under a wing if not.
    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 fireand are only available in 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 (3): Mounted on the head when in Battloid Mode, but located on the underbelly when in Guardian and Fighter mode. 360 degree rotation. Both models have two attacks per melee or one extended blast.
    MD: 1D4 MD per laser; 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: 2,500 feet (750 m).
    Rate Of Fire: Equal to the pilot's combined number of attacks.
    Payload: Effectively Unlimited.

    03. GU-11 Gun Pod: The standard issue for Veritechs since the VF-1.
    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 forfeits 1/2 of his attacks. One spare clip is stored in each leg of the Veritech.
    04. Cemu Defense Field: The same energy barrier that gives the craft propulsion and protects it in reentry and underwater provides up to 500 MDC. It also can generate macro Cemu fields that can be hurled at an enemy.
    MD: Does 1D6 MD bolt launched; Up to 10 bolts can be launched per pilot's attacks per melee.
    Range: 5 miles (8km).
    Rate Of Fire: up to 10 per pilot's combined number of attacks.
    Payload: No limit.

    05. Medium- or Long-Range Missiles: The Seeker can missiles with standard missiles. One long-range, four medium-range, twelve short-range, or twenty mini-missiles can be mounted per wing.

    06. Hand-To-Hand Combat: If necessary, the pilot 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 VF-21 Seeker incorporates every new concept available as soon as it is possible to install including the K.A.R.R. system and FTL capabilities.
    • CBR Protection: Complete chemical, biohazard, and radiological protection.
    • Radar: Combat grade radar. Range: 12,000 miles, can track up to 2,000 individual targets. 95% reliability (14% against unfriendly stealthed vehicles).
    • Stealth: The VF-21 Seeker can include an active stealth system identical to the one used on the F/A-22 Raptor Stealth Fighter. This 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 acoustic signature also has been minimized using various techniques.
       Note: Since the stealth capability is a system and not a feature of the design, it can be damaged or destroyed. Once the Mecha has lost half of its main body MDC, there is a 50% 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 UGC base.
    • Chameleon System: The VF-21 is equipped with the Chameleon Pleizio-ceramic System; Pleizio-ceramic tiles darkened or lightened as necessary to render the craft invisible. Effective Prowl of 20%, or +15% when combined with other techniques.
       Minimum Effective Distance: 20 feet.
    • ESM: Radar Detector. Passively detects other radars being operated.
    • AJP: Active Jamming Pod. Causes -50% 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 75% (decrease skill level appropriately).
    • Full Range Sensory Suite: Infrared, ultra violet, Magnification, night sight, color filters, thermal imager. Range is about 12,000 miles for all 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. 1,000 feet in normal crowds.
    • K.A.R.R. Processor: Records all enemy and friendly activity over the course of time; Can replay that activity for the pilot, assign target designation numbers, recommend best courses of action, track likely damage based on mathematical formulas (i.e. "Right leg red" badly damaged/destroyed, "head green" not damaged, etc.), and track pilot's vital signs. Displays this information as a pop up in the HUD on request by the pilot and automatically transmits the information to a base station. Like the older TIES system, all sight systems and other sensors are automatic linked to this system. This system assists the pilot in identifying the target and selected the proper weapon system or round type need for the most effective threat neutralization. The computer then places the 32 most threatening targets into the fire control computer, and assist that computer in tracking these targets. This system is cable of storing data on the top 96 Identified Targets. It tells via voice and data displayed on the Heads Up Display what the target is and what sort of weapon should be used on it. Contains all currently known designs. It has a 84% monster/D-bee/Demon success rate, and a 89% power armor or robot ID success rate. Paired with an 88% success rate for selecting the proper weapon and aiming point. It can also ID magic power's, and spell like effects 57% of the time and give suggested counters and avoidance data.
    • 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.
    • 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 can't get a good fix), however does not totally interfere with enemy sensors (enemy is -2 strike).
    • 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.
    • 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.
    • GPS: Standard tracking device.
    • Vacuum Seal: Permits the Mecha to be used in hard vacuum (such as outer space), and other hostile environments.
    • 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.
    • Active Decoy Pods (15): A modified micro missile that "spoofs" the fighter drawing enemy missiles away from the intended target. Uses the same burning magnesium/aluminum alloy used by the AMC/FD to emulate heat and generate smoke but also creates a false radar signature that can confuse enemy fighters. 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.
    • Video Recorder: Records from sensors and the cockpit itself. 500 hours of recording available.
    • 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 1,000 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).
    • 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).

    Combat Bonuses For VF-21 Seeker Veritech Fighter:
  • 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 lose initiative and one attack that melee round.
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