THIRD INVID WAR: NEW REF VERITECHS Next  Previous  Top  Index
The following material is from THE THIRD INVID WAR, a fan supplement by Dave Deitrich and Chris Meadows. Please feel free to use, copy, and distribute it as you see fit. All we ask is that you give proper credit to us and do not claim that it is your own work. Comments and suggestions are welcome.

THE VBF-3 BETA FIGHTER

WARNING: EXTREMELY POWERFUL! This mecha is a very powerful Veritech fighter and should be handled with care by GMs. Liberal application of this design may be unbalancing to game play!

BACKGROUND

The VBF-3 Close Combat Heavy Assault Beta Fighter was an experimental mecha combat superiority fighter designed to be a complimentary design for the VAF-9 Heavy Assault Alpha Fighter produced during the early days of the Third Invid War. Both mecha designs were intended to serve as the spearhead for the Prometheus Mission liberation force being sent to Earth to liberate the world from the Invid forces. Designed to combat new invid mecha (but built with very little information on the capabilities of the invid mecha it was intended to face) the VAF-9 and VBF-3 both incorporated the most advanced mecha combat systems available to the Project Shadowchaser R&D engineers at the time.

Like its VAF-9 companion, the VBF-3 was built around the new FF-4000X Experimental Fusion/Protoculture Variable Turbines, dual-source protoculture engines that could supply tremendous thrust and maneuvering power both inside and outside of an atmosphere. In addition the Beta contains two new XTR-90 rocket boosters for quickly achieving orbital velocity while attached to a VAF-9 Alpha. The VBF-3 is significantly larger than the VBF-2 and VBF-1 Betas due to the size requirements of the two immense engine systems. However, the larger airframe and stronger superstructure allowed the designers to mount heavier weapons on the new fighter as well. The missile launchers in the shoulders were expanded to include an extra 10 missiles (60 total) in each unit, while the medium-range missiles were moved from the overhead rack to the legs of the mecha and expanded in capacity to a total of 20 MRMs. Like previous Betas the VBF-3 also has two long range missiles mounted on either side of the cockpit.

Non-missile weapon systems were augmented as well. Thanks to new revisions in the GU-XX firing chamber design it was possible to mount a compressed version of the popular autocannon in each arm, giving the fighter tremendous punch at short to medium range. As backup for the GU-XXs, a modified version of the EU-16 Energy Cannon was mounted in the chest of the mecha, immediately below the pilot's compartment. These weapons could be fired in any mode, though in guardian and fighter modes they were limited to front (EU-16) and rear (GU-XX) arcs only. Eliminating the overhead MRM rack allowed designers to include a feature that had never before been mounted on a Beta veritech; a head. In addition to the advanced targeting sensors mounted in the head, two TWR-30 pulse lasers identical to the ones used by the VAF-9 Veritech were added for anti-missile and anti-personnel defense. Finally, the VBF-3 was armed with a heavy gun pod somewhat similar to those used by smaller Alpha fighters. As the new Beta was designed to augment the VAF-9 in close-range intense combat, designers felt that the veritech could benefit from a gun pod for mecha-to-mecha dogfights. The gun pod chosen for the VBF-3 was the immense EU-18, an experimental energy cannon so massive that it could not even be carried by smaller aircraft.

The design of the VBF-3 seemed to be plagued with mishaps. The initial prototype went out of control and crashed during its first test flight, killing the test pilot. Review of the wreckage traced the problem to a flaw in the flight computer's software that coordinated thrust between the two main engines. No sooner had this problem been corrected than 4 of the 5 remaining remaining prototypes were requisitioned by the REF for service in the Icarus fleet. Several engineers were asked to accompany the VBF-3s and help to service them aboard the U.S.S. Icarus. The engineers escaped in a VBF-3 to earth when the Icarus fleet was destroyed, but were captured by frags and later rescued by freedom fighters in one of the more dramatic human victories of the Third Invid War.

NOTE: Due to their scarcity, encountering a VBF-3 Beta on Earth during the Third Invid War should be a VERY rare occurrance. Although all 3 VBF-3s made it to earth from the ill-fated Icarus Recon Mission, their fate is left up to the GM. Players should be required to go on a LONG adventure and face MANY dangers before they can get their hands on a VBF-3.

Meanwhile, back on Tirol work continued on perfecting the design using the last available prototype. Eventually enough VBF-3s were produced to supply the Prometheus Assault Group with several full squadrons of VAF-9/VBF-3 Legios fighters. These elite squadrons took point in the final battles of the Third Invid War and became legends in the realm of Veritech combat. However, due to the immense cost of the VBF-3 the design was never truly mass-produced. Following the end of the war only enough were built to replace those lost and to equip a handful of elite REF units. In 2059, Vanguard Aerospace and Tirolian Weapons Research tried to modernize the design as a companion to their VAF-9 Mark II Veritech, resulting in the devlopment of the VBF-4 Beta. The VBF-4 became the standard Beta fighter of the Robotech Guardian Forces (RGF) for a few years, but was itself replaced during the RGF reorganization of 2065. Only two VBF-3s from the Third Invid War are known to have survived. One is in the Robotech War Memorial Museum in New York on Earth, while the other is on Tirol in the Robotech Guardian Forces Museum.

Like the VBF-2, the color scheme for the VBF-3 is based on where the unit is stationed, i.e. space Veritechs are usually painted flat black, desert Veritechs are painted with a light tan camouflage, etc. The Veritech was only produced in one model (the VBF-9C) and was streamlined in colors that matched the VAF-9 Alpha it was assigned to (blue for VAF-9C's, red for VAF-9J's, and green for VAF-9S's).

SCHEMATICS

Click on the icon to the left to view some schematics from the REF VBF-3 Beta Fighter development report, document REF-A1-4432-1937, TOP SECRET!

RPG STATS

Vehicle Type: Heavy Assault Stealth Veritech Fighter
Models: VBF-3C (Standard Model)
Although initially planned, no other variants were ever produced.
Crew: Pilot, Gunner (optional), Communication/Sensory Equipment Operator (optional). Note: the VBF-3 does NOT have a bomb bay and therefore cannot carry extra passengers.

M.D.C. BY LOCATION

(1) Sensor Head                            75
    Head Lasers (2)                        30 each
    Hands (2)                              75 each
    Shoulders/Chest Missile Bays (2)      220 each
(2) Forearm Shields/GU-XX Guns (2)        450 each
    Upper Arms (2)                        120 each
    Upper Legs (2)                        150 each
    Lower Legs/Missile Bays (2)           210 each
    Wings (2)                             120 each
    Main Thrusters (2, in Legs)           175 each
    Secondary Thrusters (2, in Torso)     100 each
(3) Main Body                             500
    Reinforced Pilot's Compartment        220
(4) EU-16 Gun Pod (built into chest)       75
    EU-18 Gun Pod                         150
  1. Destruction of the sensor head will greatly reduce the pilot's sensory and targeting equipment, though backup systems prevent total sensory blindness. Long-range radar is reduced to 2 mile range. Radio and Laser communication systems are lost, but an auxiliary system provides voice-only radio with a 100 mile range. Head Spotlights, Thermo-Imager, Night vision Optics, Audio Pickup, and Head Lasers are lost. Laser targeting is also destroyed; -1 to strike.
  2. The forearm shields can be used to shield the main body or body parts from damage. The character can try to block any incoming attack, even missiles, by blocking with one or both arms (missiles require both arms). Roll a parry, and if successful, only the arm shields take damage. NOTE: Destroying the forearm shields will destroy the wing connection joints and damage the wing(s), making transformation to jet or guardian modes impossible! The forearm-mounted GU-XX gun pods are also lost.
  3. Depleting the M.D.C. of the main body will completely shut the mecha down.
  4. The EU-16 Gun Pod is build into and protected by the main body. Because it is such a difficult target, attackers are -4 to strike it.

NOTE: The VBF-3 Beta incorporates the Southern Cross' laser resistant ceramic armor, so laser weapons do only HALF damage. This does NOT include any other energy attacks such as particle beams or ion blasts, nor does it help against explosives.

SPECIFICATIONS

Jet Mode with Jet Thrusters: Up to Mach 2.0 (1340 mph/2140.8 kmph), with a ceiling of 60 miles (96 km).
Jet Mode with Rocket Thrusters: Mach 8.5 (5800 mph/9114.5 kmph), making the mecha transatmospheric (able to blast into outer space under its own power).
Jet Mode Cruising Speed: Mach 1.0 (670 mph/1072 kmph)
Guardian Mode: Hover stationary to about Mach 1.0 (670 mph/1072 kmph), with a maximum altitude of 30,000 ft (9150 m), or about 4 miles.
Battloid Mode Flying: Hover stationary to about 500 mph/800 kmph, with a maximum altitude of 10,000 ft (3048 m).
Battloid Mode Running: 80 mph (128 kmph)
Battloid Mode Leaping: 80 ft (24.4 m) up or across without using jet boosters, 300 ft (91.5 m) with jet boosters.

Height: 42 ft (12.6 m) in battloid mode
33.6 ft (10.1 m) in guardian mode
24 ft (7.2 m) in jet mode
Width: 36.4 ft (10.9 m) at shoulders in battloid mode
83.2 ft (25 m) jet and guardian modes with wings fully swept
Length: 28.8 ft (8.6 m) in battloid mode
38.4 ft (11.5 m) in jet and guardian modes
Weight: 18.5 tons without missiles, 26.8 tons fully loaded.
Cargo: Storage space behind cockpit can hold about 300 lbs (136.2 kg) or one additional passenger. If the Cyclone is removed from its storage compartment, the compartment can hold an additional 500 lbs (226.8 kg).

Main Engine: Two FF-4000X fusion/protoculture turbine in the lower torso, plus two XTR-90 rocket boosters, one in each leg.
Secondary Engines: 3 FF-3800 nuclear fusion rocket engines.
Range: 24 protoculture cells will give the mecha an active combat life of about two years. The mecha can operate on half as many cells (12) for 12 months, but maximum speed is reduced by half and the mecha is at -1 to strike. As a last resort, the mecha can operate solely on fusion power, but maximum speed is reduced by 75%, the head lasers cease to function, the mecha is at -2 to strike and -2 to dodge, and the Beta loses it's transatmospheric capability (the main thrusters can not work on fusion power alone).

WEAPON SYSTEMS

  1. HEAD MOUNTED TWR-30 PULSE LASERS (2): Two Tirolian-designed pulse lasers are mounted in the head of the Veritech. They can fire individually or in tandem, and are aimed by moving the mecha's head.

  2. MM-60S SUPER MULTI-MISSILE SYSTEM: The VBF-3 Beta has two MM-60S systems built into each chest/shoulder area in Battloid and accessible on the right and left of the cockpit in Jet or Guardian mode. The retractible systems raise their missile launchers from protective storage bays to fire volleys of short-range missiles. The two MM-60 systems can fire independently or simultaneously. The automatic reload system enables the pilot to fire his entire payload of 120 missiles in one melee (this is possible by firing both MM-60 systems simultaneously, launching 20 missiles (10 each) each melee attack up to six times. NOTE: The MM-60S can be launched in all modes.

  3. MEDIUM-RANGE LEG MISSILES: Each lower leg has a medium-range missile launcher built into it. These missiles can be fired in any mode (missiles exit the bottom of the mecha in jet mode).

  4. TWO LONG RANGE MISSILES: These can be seen in the mid-chest area of the Beta in Battloid, or on either side of the cockpit in Jet and Guardian modes. These can be launched only from Jet or Guardian mode.

  5. GU-XX 35mm ARM-MOUNTED GUN PODS: Each arm shield has an auto-feed GU-XX built into it. This weapon is exactly like the GU-XX handgun used by the old VAF-6 Alpha Fighters, but has a greater ammunition payload. Reloading the Beta's GU-XXs requires tools, a mechanic, and 3D4x2 minutes.

  6. EU-16 ENERGY GUN POD: A rapid-fire energy rifle similar to the old EU-11 gun pod is built into the body of the Beta. Firing arc is limited to the front of the mecha.

  7. EU-18 ENERGY GUN POD: This enormous and very powerful energy weapon is standard issue for VBF-3C Beta fighters. Designed for extra-heavy combat, this gun pod is so big that only the VBF-3s can effectively hold and use it (no other mecha can use it). Two EU-18 gun pods can be carried and used by the Beta, but in almost all cases only one is issued per fighter. The EU-18 is mounted on the undercarriage of the Beta in Jet and Guardian modes. It can be fired in any mode, either from it's mounted position or hand-held by the mecha.

  8. HAND TO HAND COMBAT: The VBF-3 Beta can engage in hand-to-hand combat if necessary (in fact, it is designed for it). The Beta's powerful hands and oversized servos can do fearsome damage if it gets hold of enemy mecha.

STANDARD EQUIPMENT

SPECIAL RULES FOR GUNNERS

NOTE: For the purposes of this section, the "gunner" is anybody who has weapon systems skill and is in the gunner's station of the Beta, whether he is the Beta Gunner, Comm Officer, or just somebody along for the ride.

The gunner receives as many attacks per melee as if he had equivalent-level Beta Basic Combat (or Expert Combat, if he has Expert Combat). He can control all the weapons in the Alpha (if the Beta is connected and the Alpha pilot allows) and Beta, or just choose certain weapons (as many as he thinks he can handle) before combat begins. When the gunner is controlling a weapon, nobody else can use it until he releases control, even if the gunner never fires it!

Weapons to be controlled by the gunner must be declared before combat begins. It takes one full melee for the gunner to change to different weapons, and during that time he can fire no weapons, and none of the weapons he has been firing, or is about to assume control of, may be fired by anybody else until they're completely programmed in.

The gunner can control only weapons fire, not hand-to-hand combat. The gunner may control the gun pod of the Alpha when it is mounted on the plane. When the Alpha is holding it in its hand, however, he may NOT control it.

When the gunner is firing a weapon, he receives an additional +1 to hit. These bonuses do NOT apply to missiles (so missiles will probably not be among the weapons the gunner chooses to operate) but DO apply to mini-missiles.

THIRD INVID WAR: NEW REF VERITECHS Next  Previous  Top  Index
DAVE DEITRICH
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Last Updated: Friday, 18-Jan-08 02:59:14 PST