TRans-EArth Deployment (TREAD) VF-6 Booster
(Version 1.00 - Last updated:
02/17/04)
- Background and RPG Statistics by Kenneth
Olson
- Based on an original mecha in
Artmic
Design Works (pg 15)
-
Animedia Genesis Climber Mospeada Color Graffiti (pg 117)
BACKGROUND
With the introduction of the
VF-6 “Alpha” fighter in 2019, the Earth Defense Forces had a formidable
fighter to replace the aging VF-1 and VF-4 series of veritechs. The single
weakness to the VF-6 was its lack of onboard fuel for spaceborne operations. In order to rectify this problem the United Earth Government, ordered several
booster concepts which would attach to the rear of the VF-6 and provide
additional fuel and firepower while the unit was in space. Several design
concepts were considered; however, the most promising was the TRans-EArth
Deployment (TREAD) booster which attaches directly to the rear of the VF-6 and could boost the
mecha into orbit. The early production designs of the TREAD were little
more than an upscale booster with aerodynamic shaping and lift surfaces (see
pre-production picture) and without any onboard weaponry. The TREAD
booster program was eventually merged with the VF-X-7 heavy assault variable
fighter program; unfortunately, two years of testing proved that the
technology for the VF-X-7 “Beta” fighter was still premature and the project was
canceled and the TREAD booster-only concept was revived.
The newly revived TREAD program took many of its design
features from the cancelled VF-X-7 program, such as the two onboard DD-16
multi-missile systems and the three massive
Pratt & Whitney JG100A Fusion plasma-air/reaction mass intermix turbines mounted
on the rear of unit. The basic shape of the TREAD booster was also
borrowed from the "Beta"; however, the surface area of the wings were increased
to improve the aerodynamic characteristics of the booster while attached with an
VF-6 fighter. The new TREAD design, like the Beta Fighter, allows the VF-6
to transform into battloid mode while attached to the booster. By
2022 approximately 400 TREAD units had been completed; however, the cost of
producing a TREAD proved to be extremely high as the booster itself was as
complicated as some contemporary space superiority fighters, albeit still less
than a fully transformable veritech fighter.
As most of the TREAD units were to be deployed with
the Robotech Expeditionary Forces (REF), the remaining Earth based Armies of the Southern Cross (ASC) and
Robotech Defense Forces (RDF) still needed a space booster which could raise
operational range of the VF-6 to near that of the VF-1 and VF-4 units which were
rapidly reaching the end of their operational lifetime and in desperate need of
replacement. The ASC was so disappointed with the range of the VF-6 and lack of
an immediate inexpensive booster alternative that they decided in 2022 to develop their own series
of veritechs and deploy ASC VF-6 “Alphas” in atmospheric operations only,
placing the remaining squadrons in reserve by 2028.
Meanwhile in deep space, the REF would use the TREAD to
increase the combat range and firepower of its VF-6 veritech fighters. As
the number of TREAD boosters were limited, only REF deep-space reconnaissance
and special forces were normally assigned the TREAD booster units as normally
REF capital ships would transport their VF-6 combat troops and engage the Invid
in either low orbit or within several hundred kilometers of the REF fleet.
Although the TREAD booster only saw limited combat action during its two decades
of combat service, most VF-6 pilots gave the TREAD high ratings as it
substantially increased their range and firepower. The TREAD continued to
serve for another five years after the introduction of the VFB-9 "Beta" in 2039,
as military planners felt that the booster provided similar performance
improvements while attached to an alpha fighter at a far cheaper price and
without the need to endanger a second pilot.
RPG STATS
- Vehicle Type: TRans-EArth Deployment (TREAD) Booster
- Class: VFA-6 "Alpha" Fighter Booster
-
Manufacturer: Earth Defense Forces and Robotech
Expeditionary Forces
Crew: None
- Service History:
- Served with the RDF Spacy and the Southern Cross Tactical Forces from 2020
until the Invid Invasion of 2031 and with the Robotech Expeditionary Forces
from 2020 onward.
-
MDC BY LOCATION:
Location |
TREAD |
DD-61
Retractable Missile Bays (2) |
150 |
Wings (2) |
100 |
Bomb Bay |
175 |
Rear Thrusters (3) |
75 |
(1) Main Body |
325 |
NOTES:
- Depleting the MDC of the main body will destroy the TREAD and the booster
will violently explode. If the VF-6 main computer is functioning it will
automatically eject the booster; however, if it is not the pilot has 5 seconds
to eject the damaged unit or the mecha will take 2D6*100 MDC.
SPEEDS:
- FLYING: At sea level / at 15 km (used only to boost VF-6 into
orbit)
- 250 kph / 1820 kph
Initial climb rate : over 20,000m per minute
Service ceiling : The TREAD can boost the VFA-6 into orbit around Terran
standard planets
- DESIGNED G LIMITS:
- +12.0/-6.5 (Computer overrides at 9.5g)
- MAX ACCELERATION: SPACE
- 3.41g
- DELTA V:
- 21.5 kps (in addition to delta-v on board VFA-6)
- 25.7 kps with 8,000 kg of D20 in bomb bay instead of weapons
- Drop Tanks will provide an additional deltav of:
- 1300 liters - 0.6 kps
- 2310 liters - 1.1 kps
- 4000 liters - 2.0 kps
-
STATISTICAL DATA:
-
HEIGHT
- 6.1 m (fighter)
- WIDTH:
- 19.5 m wingspan
- LENGTH:
- 9.7 m (fighter)
- WEIGHT:
- 18,000 kg (dry)
- 39,850 kg (with reaction mass and full weapons compliment)
- PHYSICAL STRENGTH:
- Equal to a P.S. of 60
- CARGO:
- Up to 8,000 kg of equipment can be stored in the bomb bay instead of
weapons
- POWER PLANT:
- RRL-2D Miniaturized protoculture-cell energizer
- MAX ENGINE THRUST
- [Main] 3 x Pratt & Whitney JG100A Fusion
plasma-air/reaction mass intermix turbines. Max thrust,
356 kN of static thrust (400 kN
augmented) in the atmosphere or 356 kN using internal reaction mass in
space (specific impulse of 4125 sec).
- [Auxiliary] 4 x Turbo-Union ATF-401 miniaturized fusion
plasma-air/reaction mass intermix ramjets. Engines are mounted
in pairs near the elbow joint of the arm for VTOL operations in jet
mode. Each engine is rated to 46.9 kN standard thrust, max
overboost to 91.1 kN each
- FUEL CAPACITY:
- 24 standard canisters of protoculture
- 30,000 liters of D20 for reaction mass
- (Optional) 8,000 liters of D20 in bomb bay instead of weapons
-
WEAPON SYSTEMS FOR THE TREAD BOOSTERS:
- 2 x DD-16 MULTIMISSILE SYSTEM: Located
on the ventral side of the TREAD are two pop-up DD-32 short
range Coralsnake
launchers. Each carries eight missiles in ready position with one
reload of eight missiles. These missiles can fire from the TREAD while
the VF-6 is either in battloid or fighter configuration..
-
PRIMARY PURPOSE: Assault/Defense
- SECONDARY PURPOSE: Anti-mecha
- RANGE: 8.2 km (ballistic trajectory) or 3.5 km (direct
trajectory)
- MAX SPEED: Mach
1.5
-
DAMAGE:
- High Explosive Armor Piercing (A,C): 2D4*10 MDC per
missile
- Plasma (B,D): 2D6*10 MDC per missile
- RATE OF FIRE: One at a time or in volleys of two, four, eight,
or sixteen (from both launchers)
- PAYLOAD: Sixteen Coralsnake missiles
per launcher for a total of thirty two
- NOTES: HEAP have critical strikes on 17-20, Mark
-A and -B are +2 to strike, Mark -C and -D are +3 to strike
against Invid mecha. Subtract -5 for ballistic strikes.
-
UNDERWING
ORDNANCE: Similar to the Beta fighter, three hardpoints are mounted on
either wing of the TREAD boosters. Weapons can only be placed for spaceborne
operations as the placement of weapons affects the aerodynamics of the mecha
drastically in the atmospheric flight. Available payloads include, but are not limited to
the following:
- MEDIUM RANGE MISSILES: Eight medium range
Diamondback missiles can be stored on
an AMER (Articulating Multiple Ejection Rack) on each inner
hardpoint and six on each outer hardpoint for a total of 14 missiles. The
middle hardpoint can not mount an AMER as the other two hardpoints block
its line of sight.
- PRIMARY PURPOSE: Assault/Defense
- SECONDARY PURPOSE: Anti-Mecha
- MAX SPEED: Mach 3.0 / Mach 6.0 (high speed)
- RANGE: 65 km / 22 km (high speed)
- DELTA-V: 2.0 kps
- DAMAGE: 2D6*10 MDC per missile
- RATE OF FIRE: One at a time or in volleys or two, four,
eight, or fourteen
- PAYLOAD: Eight missiles on inner hardpoint and six on the
outer
- NOTES: +3 to strike, Statistics given for
Diamondback Mk-B missile see missile readout for other options
- LONG RANGE MISSILES: Each hardpoint can carry one standard long
range missile (see Palladium Robotech RPG Books for statistics) or a
single
CBM-200 cluster missile.
- PRIMARY PURPOSE: Assault/Defense
- SECONDARY PURPOSE: Anti-Mecha
- MAX SPEED: Mach 3.2
- RANGE: 65 km
- DELTA-V: 3.5 kps
- DAMAGE: 200 bomblets each does 3D6 MDC, effective blast radius
100 meters
- RATE OF FIRE: One at a time
- PAYLOAD: One long range missile or CBM-200 per hardpoint
- NOTES: +3 to strike. To determine the number of cluster bombs going after a single target. Divide the
number of bomlets (200) by the total number of targets with the effective blast radius
(100 m). Consider that to be the number of bomblets that will attack each target in
a random spread up to a maximum of twenty bomblets per mecha.
- RF/IR JAMMER PODS: Each hardpoint can carry up to one RF
or one IR jamming pod used to divert guided missiles. Only apply the
bonuses to
- PRIMARY PURPOSE: Anti-Missile
- RANGE: 5 km
- NOTES: Subtract -5 from the natural die roll of the
missile attack (before missile bonuses applied) for dumb missiles (+2 to
strike bonus or less), -3 from standard missiles (+3 to strike), -1
from intelligent missiles (+4 to strike or greater). Bonuses do not
stack from multiple jammer pods.
- NOTES-2: Bonuses do not stack from multiple jammer pods and only
apply
- PROTOCULTURE FLARE PODS: Each hardpoint can carry up to
one Protoculture Flare pod. Each Protoculture jammer produces waveforms in band to the Invid's protoculture sensors so great
that it effectively blinds them to other inbound signals.
- PRIMARY PURPOSE: Anti-Invid Sensor
- RANGE: 10 km
- NOTES: Although the Invid will know the direction and
distance of the mecha carrying the Protoculture flare; however, the flare
will blind the Invid from detecting any other targets within the 10 km
effective range.
- CHAFF AND FLARE DISPENSER PODS: Each pod can carry up
to 30 chaff or 30 flares in addition to the onboard systems.
- PRIMARY PURPOSE: Anti-missile
- RANGE: 100 m
- RATE OF FIRE: Up to 10 decoys per attack
- PAYLOAD: 30 decoys per dispenser
- NOTES: In game play only chaff bundles will affect RF missiles
and flares affect IR missiles. The player must declare after the missile
strike, without knowledge of the natural strike roll of the missile attack,
which type of decoy he/she is deploying. For each effective decoy deployed
subtract -3 from the natural die roll for dumb missiles (those with strike
rolls +2 or less), -2 from the natural die from for standard missiles (+3 to
strike), -1 from the natural die roll from intelligent missiles (+4 or
greater to strike). If the natural die roll, with out any strike bonuses
added falls below +5 then the decoys are effective and the missile(s) will
miss their intended target
-
WEAPONS BAY: The
TREAD can carry a nominal load of 4,000 kg of ordnance; however up to
8,000 kg may be loaded double the existing loading.
- LONG RANGE MISSILES: The weapons bay can hold up to
eight long range missiles of any type (see Palladium Robotech RPG Books
for statistics). Statistics are given for the Derringer Mk-D
long-range missile.
- PRIMARY PURPOSE: Assault/Defense
- SECONDARY PURPOSE: Anti-ship
- MAX SPEED: Mach 3.0
- RANGE: 130 km
- DELTA-V: 5.0 kps
- DAMAGE: 6D6*10 MDC
- RATE OF FIRE: One at a time or in volleys of two
- PAYLOAD: Standard loadout of four long range missiles or
up to a maximum of eight
- NOTES: +3 to strike
- MEDIUM RANGE MISSILES: The weapons bay can hold up to
sixteen medium range missiles of any type (see Palladium Robotech Books
for statistics). Statistics are given for
Diamondback Mk-B missile.
- PRIMARY PURPOSE: Assault/Defense
- SECONDARY PURPOSE: Anti-Mecha
- MAX SPEED: Mach 3.0 / Mach 6.0 (high speed)
- RANGE: 65 km / 22 km (high speed)
- DELTA-V: 2.0 kps
- DAMAGE: 2D6*10 MDC per missile
- RATE OF FIRE: One at a time or in volleys or two, four,
eight, or fourteen
- PAYLOAD: Eight missiles on inner hardpoint and six on the
outer
- NOTES: +3 to strike, Statistics given for
Diamondback Mk-B missile see missile readout for other option
- GRAVITY BOMBS: The weapons bay can hold up to 8,000 kg of
gravity bombs instead of missiles. Up to sixteen 250 kg laser guided
high explosive (HE) bombs, eight 500 kg cluster bombs, or four 1,000 kg
armor piercing (AP) laser guided bombs may be carried.
- PRIMARY PURPOSE: Assault/Defense
- DAMAGE: 3D6*10 MDC for 250 kg HE, 1D4*10 MDC to
everything within blast radius for the 500 kg Cluster Bomb, or 1D4*100 MDC
for the AP bomb
- BLAST RADIUS: 20 m for 250 kg HE, 50 m for 500 kg Cluster
Bomb, and 10 meters for 1,000 kg AP
- RATE OF FIRE: One at a time or in volleys or two
- PAYLOAD: Sixteen 250 kg HE bombs, eight 500 kg cluster
bombs, or four 1,000 kg armor piercing bombs
- NOTES: -5 to strike moving targets on the ground and can
not be used to hit airborne platforms.
- 2 x AN/ALE-55 CHAFF/FLARE DECOY DISPENSERS: Two chaff flare decoy
dispensers are located on the rear of the TREAD booster. The type and number of each decoy is triggered
manually by the pilot.
- PRIMARY PURPOSE: Anti-missile
- RANGE: 100 m
- RATE OF FIRE: Up to 10 decoys per attack
- PAYLOAD: 40 decoys per dispenser
- NOTES: In game play only chaff bundles will affect RF missiles
and flares affect IR missiles. The player must declare after the missile
strike, without knowledge of the natural strike roll of the missile attack,
which type of decoy he/she is deploying. For each effective decoy deployed
subtract -3 from the natural die roll for dumb missiles (those with strike
rolls +2 or less), -2 from the natural die from for standard missiles (+3 to
strike), -1 from the natural die roll from intelligent missiles (+4 or
greater to strike). If the natural die roll, with out any strike bonuses
added falls below +5 then the decoys are effective and the missile(s) will
miss their intended target
ADDITIONAL COMBAT BONUSES FOR VF-6 WITH TREAD:
- Subtract two attacks per melee while the TREAD is attached to the VF-6, the additional weight of the boosters make the VF-6 unwieldy and more
difficult to dodge or line up to engage enemies
- -1 to strike / -2 to roll / -2 to dodge
Random Hit Locations
When there is an equal chance of hitting both sides from 1D6
- 1-3 hits the right side
- 4-6 hits the left
When there is a preferred side, roll 1D10
- 1-8 hits the preferred side
- 9-10 hits the opposite side
Alpha (Battloid) with TREAD |
FRONT |
BACK |
SIDES |
TOP |
BOTTOM |
Head (Main Body) |
01-03 |
01-02 |
01-02 |
01-06 |
- |
Sensor Head (Main
Body) |
04-06 |
03-04 |
03-04 |
07-11 |
- |
Hands (Forearms) |
07-10 |
05-06 |
05 |
12-13 |
01-02 |
Forearms (Shoulders) |
11-18 |
07-11 |
06-12 |
14-17 |
03-08 |
Shoulders (Main
Body) |
19-24 |
12-14 |
13-17 |
18-21 |
09 |
Upper Legs (Main
Body) |
25-30 |
15-17 |
18-21 |
- |
10-11 |
Lower Legs (Upper
Legs) |
31-48 |
18-27 |
22-27 |
22-23 |
12-26 |
Wings (Main Body) |
- |
28-32 |
28 |
24 |
27-28 |
Tail (Main Body) |
- |
- |
- |
- |
- |
Main Body |
49-69 |
33-40 |
29-39 |
29-42 |
29-34 |
Pilot's Compartment |
70-71 |
41-42 |
40-42 |
43-44 |
35-37 |
Gun Pod (Hands) |
72-75 |
43-45 |
43-45 |
45-46 |
38-41 |
TREAD Missile Pod (Main Body) |
76-80 |
46-50 |
46-55 |
47-55 |
42-47 |
TREAD Wings (Main Body) |
81-90 |
51-60 |
56-65 |
56-62 |
48-60 |
TREAD Bomb Bay (Main Body) |
- |
- |
- |
- |
61-70 |
TREAD Thruster (Main Body) |
91-92 |
61-80 |
66-70 |
63-70 |
71-75 |
TREAD Main Body (Alpha Main Body) |
93-00 |
81-00 |
71-00 |
71-00 |
76-00 |
Alpha (Fighter) with TREAD |
FRONT |
BACK |
SIDES |
TOP |
BOTTOM |
Head (Main Body) |
01-02 |
- |
01 |
- |
01-02 |
Sensor Head (Main
Body) |
- |
- |
- |
- |
- |
Hands (Forearms) |
- |
- |
- |
- |
- |
Forearms (Shoulders) |
03-05 |
01-03 |
02-08 |
01-08 |
- |
Shoulders (Main
Body) |
06-18 |
04-06 |
09-14 |
09-12 |
- |
Upper Legs (Main
Body) |
19-23 |
07-12 |
15-18 |
- |
03-06 |
Lower Legs (Upper
Legs) |
24-26 |
13-16 |
19-24 |
- |
07-14 |
Wings (Main Body) |
27-29 |
17-22 |
26-30 |
13-22 |
15-24 |
Tail (Main Body) |
- |
- |
|
- |
- |
Main Body |
30-35 |
23-30 |
31-38 |
23-30 |
25-31 |
Pilot's Compartment |
36-45 |
31-34 |
39-45 |
31-40 |
32-39 |
Gun Pod (Hands) |
46-48 |
35-37 |
46-48 |
- |
40-41 |
TREAD Missile Pod
(Main Body) |
49-60 |
38-45 |
49-58 |
41-50 |
42-49 |
TREAD Wings (Main Body) |
61-70 |
46-60 |
59-68 |
51-75 |
50-74 |
TREAD Bomb Bay (Main Body) |
- |
- |
- |
- |
75-80 |
TREAD Thruster (Main Body) |
71-75 |
61-85 |
69-75 |
76-80 |
81-85 |
TREAD Main Body (Alpha Main Body) |
76-00 |
86-00 |
76-00 |
81-00 |
86-00 |
REFERENCES USED IN THIS DESIGN
- Macross Mecha Designs: "UN Spacy FAST Packs"
- Palladium Books: "The Sentinels"
- Robotech.com: Veritech Alpha Fighter VFA-6
- Robotech Technical Files: Veritech Alpha Fighter VF-6
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