VF-Z1 VARIABLE BATTLEPOD
(Version 1.01 - Last updated:
11/12/00)
- Concept Design from Macross Digital Valkyrie
- History and RPG Stats by Todd Derleth tderleth@cfl.rr.com
- Additional
help from Kenneth
Olson
-
BACKGROUND
Before the SDF-3 left Earth provisions were set up regarding the creation of
mecha for Zentraedi troops. The rules provided for advanced, yet inherently
inferior mecha which could easily be overpowered by other mecha should the
Zentraedi rebel against the REF.
Once the Invid returned to earth, REF high command issued new orders that
upgraded Zentraedi weaponry and mecha be designed for the soldiers in the
fleet, maintaining that they had more than proven their loyalty
in the conflict with the Invid during the Sentinels campaign. To continue
to provide the Zentraedi with inferior mecha would be an insult. The blanket ban on
Zentraedi choosing OCC's such as Veritech Pilot and standard Destroid Pilot were
lifted, but many Zentraedi still found the more complex REF mecha difficult to
master. The standard REF Zentraedi Battlepods were redesigned, including
stronger armor, mini-missile launchers, and more powerful energy weapons.
Additionally the plans for the Zentraedi Striker Battloid (see The Return of the
Masters 2nd Edition) were dusted off, and the unit put into production. Toward
the end of the
Third Invid War, REF scientists began developing new mecha
designs, one of which was a Zentraedi style design geared more toward Zentraedi
troops whom have been acclimated to the more advanced technology of the REF. The
VF-1Z is a two mode Advanced Variable Fighter based on the capable Zentraedi
Officers Battle Pod of Robotech Masters origin. The mecha proved to be more
agile than it's predecessors in Battle Pod configuration, mounting more powerful
weapon systems and heavier armor. In fighter configuration the craft if the
equal to any Veritech in fighter mode. the VF-1Z saw action at the end of the
Third Invid War, and in the years that followed, and gained popularity with both
Zentraedi and Human pilots, leading to the commonality of integrated fighter
squadrons as the years passed. Five hundred units were produced during the
third Invid war. Many of the units survived their initial encounters with
the newly reconstituted Invid forces and helped the resistance groups on Earth
continue the fight.
RPG STATS
- Vehicle Type: VF-Z1 Variable Battle Pod
- Class: Variable Fighter
Manufacturer: REF / Robotech
Factory Satellite
Crew: One human sized pilot wearing Tactical Life
Support System.
-
MDC BY LOCATION:
Location |
MDC |
* Nose Sensor Cluster |
75 |
Upper Arms (2) |
75 each |
Weapon Arms(2) |
120 each |
Impact Cannons(2) |
60 each |
Legs (2) |
300 each |
Main Engine Thrusters (2) |
200 each |
Wings (4) |
175 each |
Particle Beam Cannon |
75 |
Pilots Compartment |
250 |
** Main Body |
350 |
Rapid Fire Lasers (2) |
50 each |
NOTES:
- * Destroying the nose sensor cluster of the VF-Z1 will knock out the mecha's major sensor systems,
including all of the optics systems (infrared, night vision, thermal). Radar and
communications will be unaffected.
- ** Depleting the MDC of the main body will destroy the mecha.
SPEEDS:
- RUNNING, SOLDIER CONFIGURATION:
- 120 kph
- LEAPING, SOLDIER CONFIGURATION:
- 50 ft (15 m) high or 70 ft (21 m) long without thrusters.
- FLYING, SOLDIER CONFIGURATION:
- 482 kph
- FLYING, GERWALK/SOLDIER CONFIGURATION:
- Mach One (670 mph/1072 kmph) maximum speed limit in an Earth-like atmosphere. Can also
hover in place indefinitely.
- FLYING, FIGHTER CONFIGURATION:
- Max level speed at sea level : 2465 kph (Mach 2.3)
Max level speed at 10,000 meters: Mach 6.0
- Max level speed above 10,000 meters: Mach 25+
Stall speed : 125 kph
Initial climb rate : over 40000m per minute
Service ceiling : Can reach orbit
- MAX ENGINE THRUST:
- 2 x Pratt & Whitney ZX929M [Main] Fusion plasma-air/reaction mass intermix
turbines: Max thrust, 75,200 kg of thrust each.
- ASSORTED AUXILIARY MANEUVERING THRUSTERS
STATISTICAL DATA:
- HEIGHT:
- 15.22m in soldier configuration.
- 8.12m in gerwalk configuration.
- 4.04m in fighter configuration.
- WIDTH:
- 6.91m at shoulders in soldier and gerwalk configuration.
- 15.36m with wings at maximum extension.
- LENGTH:
- 4.27m in soldier configuration.
- 15.23m in gerwalk configuration.
- 21.08m in fighter configuration.
- WEIGHT:
- 25,000 kg empty.
- PHYSICAL STRENGTH:
- Equal to a P.S. of 60
- CARGO:
- Small compartment behind pilot's seat for personal belongings in addition to the cyclone
storage compartment
- POWER PLANT:
- 4 x RRL-2P Miniaturized Protoculture-cell energizer
- 16 standard canisters of Protoculture
1 dedicated canister for main weapon (if applicable)
150 lit. D2O reactant for fusion engines.
- Delta V:
- 90 kps, however two 50 kps tanks may be mounted on each hardpoint
WEAPON SYSTEMS:
- RRG PB-19 PARTICLE BEAM CANNON: Designers felt that the main weapon
should be based off a standard Zentraedi design. To this end they
upgraded the PB-19 found on the Glaug Zentraedi Officer Pod. The
PB-19, unlike its predecessor, is able to fire 60 MJ bursts up to fifty
times per minute to a range of 7 kilometers. The Zentreaedi members of
the REF took an instant liking to this weapon as it was able to destroy
large numbers of Invid at extreme ranges without the necessity of
ammunition.
- PRIMARY PURPOSE: Assault
- SECONDARY PURPOSE: Anti-Mecha
- RANGE: 7000m
- DAMAGE: 4D6*10 MDC
- RATE OF FIRE: Equal to the pilots total hand to hand attacks up
to 8 times per melee
- PAYLOAD: Unlimited
- 2 x RRG PBC-12b PARTICLE BEAM CANNONS: Each weapons arm mounts two
PBC-12B cannons. Each cannon fires 25 MJ bursts of energy out to 2.4
kilometers. These cannons can fire at twice the rate but only at 75% of the range and 50% of
the damage potential. Each cannon can rotate 30 degrees to each side in tandem,
rotate up to 10 degrees to each side, and -10 to +30 degrees independently.
- PRIMARY PURPOSE: Assault
- SECONDARY PURPOSE: Anti-Mecha
- RANGE: 2400 m
- DAMAGE: 5d10+25 for each single shot or 10d10+25 for each dual shots.
For GM's sanity this could be translated as 3D4*10 for each single or
6D6*10 for
each dual.
- RATE OF FIRE: Four times per melee for each gun. The guns can fire at 1/2
damage however the rate of fire is doubled.
- PAYLOAD: Unlimited
- 2 x COLT E-19B LASER CANNONS: are located behind and on either side
of the canopy. The E-19B is an upgraded version of the E-19 found on
the Z-1 battlepod; however, the design and purpose proved so successful that
they were added to the VF-1 design. Each laser
cannon can fire 6 MJ pulses every 1.5 seconds, 10 times per melee. These weapons
are designed to protect the mecha from attacks from the rear.
- PRIMARY PURPOSE: Assault/Defense
- SECONDARY PURPOSE: Anti-mecha
- RANGE: 1200 m
- DAMAGE: 4D6 for each short burst, or 8D6 for dual short bursts
- RATE OF FIRE: Up to 10 short bursts for each gun per melee
- PAYLOAD: Unlimited
- 2 x GU-13S THREE-BARRELED 35MM GUN POD: firing 1400
rounds per minute, 1600 round capacity. Ammunition is a mix of Tungsten-coated
depleted Uranium Armor Piercing Spin-Stablized Discarding Sabot (APSSDS), High Explosive
Armor Piercing (HEAP) and tracer rounds. This gun is the carbine version of the
GU-13 gun pod found in the Alpha fighter. However, due to its shorter barrel,
accuracy, penetration, and range are appreciably reduced. Both guns
are mounted in the weapon arms underneath the PB-12c.
- PRIMARY PURPOSE: Assault
- SECONDARY PURPOSE: Anti-Mecha
- RANGE: Armor Piercing Spin Stablized Discarding Sabot Rounds (APSSDS) 3500 feet
(1100 m), High Explosive Armor Piercing, Standard, and Tracer 3000 ft (900m)
- DAMAGE: APSSDS 3d6 short burst, 5d6 medium burst, 1d6*10 full melee burst.
HEAP 4d6 short burst, 1d4*10 medium burst, 2d4*10 full melee burst. Tracer rounds
reduce damage by 25%. Standard 4d6 short burst, 1d4*10 medium burst, or 2d4*10 full
melee burst
- RATE OF FIRE: Single shots or bursts equal to the combined attacks of the pilot.
- PAYLOAD: 200 short bursts, 100 medium, or 50 full melee
- NOTES: APSSDS crits on 18,19,20. HEAP crits on 19,20.
Tracers add +2 to strike.
- HAND TO HAND COMBAT: If necessary, the VF-Z1 can engage in melee
combat rather than use a weapon. The VF-Z1 is extremely agile and can
execute most typical hand to hand combat moves, such as punches, jump kicks,
leap attacks, rolling with impacts, etc.
DAMAGE:
- Punch in Battlepod: 1D6*3
- Kick: 1D6*3
- Leap Kick: 2D6*3
- Body Flip/Throw: 1D6*3
- Body Block/Tackle: 1D6*3
- Stomp: 1D4*3 . (only effective against small objects)
STANDARD EQUIPMENT FOR THE VF-Z1:
- AUTO-PILOT: The VF-Z1 is equipped with a computerized auto-pilot,
allowing the pilot to relax or even sleep during long voyages. The auto- pilot
can be programmed with a single destination or a complex flight plan involving
multiple speeds, directions, and destinations. The onboard computer will alert
the pilot when the fighter is near its destination, and can also be set to
automatically signal when sensors detect objects near the mecha. The
auto-pilot was designed with long intra-system space journeys in mind.
- COMBAT COMPUTER: The combat computer tracks and identifies specific
enemy targets, and has a database of over 10,000 images stored in memory. The
computer can identify and track up to 250 targets simultaneously.
- EXTERNAL AUDIO PICKUP: Range: 300 ft (91.5 m). A sound
amplification system that can pick up normal conversation up to 300 feet away.
- HEAT AND RADIATION SHIELDS: Special shielding prevents the
penetration of life threatening head and radiation. A radiation detection and
alarm system are linked with the shields and will sound an alarm if there is a
rupture in the shields and what the levels of radiation are.
- HOMING SIGNAL: The escape pod of the VF-Z1 is equipped with a
homing device that enables rescue teams to locate a disabled craft or ejected
life pod. The range of the signal is 400 miles (640 km).
- LASER TARGETING SYSTEM: Range: 100 miles (160 km). Used for
increased accuracy in the striking of enemy targets and is partly responsible
for the mecha's strike bonus.
- LOUDSPEAKER: A loudspeaker system is built into the craft, which
can be used to amplify the pilot's voice up to 90 decibels.
- OPTICS: INFRARED: Range: 2000 feet (610 m). This optical system
projects a beam of infrared light that is invisible to the normal eye, but
detectable by the mecha's sensors. The system allows the pilot to detect
hidden/concealed objects by their IR reflectiveness. The beam will be visible
to anyone with IR sensitive optics, however.
- OPTICS: NIGHTVISION: Range: 2000 feet (610 m). A passive light
image intensifier that emits no light of its own, but relies on ambient light
which is electronically amplified to produce a visible picture.
- OPTICS: THERMAL IMAGER: Range: 2000 feet (610 m). A passive optical
heat sensor that detects infrared radiation projected by warm objects and
converts that data into a false-color visible image. The system enables the
pilot to see in the dark, in shadows, and through smoke, and also adds a +10%
bonus to pilots using a tracking skill.
- WESTINGHOUSE APG-140: X-band spherical pulse doppler medium
range radar. 100 mile range.
- RADIO/VIDEO COMMUNICATION: Long range, directional communications
system with satellite relay capabilities. Range: 600 miles (960 km) or can be
boosted indefinitely via satellite relay.
- SELF-DESTRUCT: To prevent capture of an advance variable fighter by
the enemy, the pilot can activate the VF-Z1 self-destruct system, which
will cause the fighter to explode after a delay of up to 60 minutes (time is
set by the pilot). The explosive damage is contained within a 20 foot (6 m)
area and inflicts 1D6x10 M.D. to everything within the radius of the
explosion. All internal systems are obliterated. The escape pod will be
automatically ejected prior to the explosion unless the pilot overrides the
ejection sequence.
- STANDARD SURVIVAL KIT: All REF Variable Fighters come equipped with
a portable survival kit. Inside the small reinforced box is a medium-sized
flashlight, two hand flares, one rocket flare, a compass, infrared distancing
binoculars, a small mirror, a pocket knife, dehydrated and concentrated food
(can be stretched into a five day supply for one person) and basic first aid
items (aspirin, bandages, disinfectants, etc.)
- TACTICAL LIFE SUPPORT SYSTEM: The VF-Z1 cockpit is pressurized, and
also provides additional air feeds to the pilot's flight suit that provides
him with pressurized breathing. The flight suit also contains an upper and
lower g-suit that promotes blood circulation even during high-g turns, thus
decreasing the possibility of pilot's blacking out in combat.
- ELETTRONICA RADAR WARNING RECEIVER (RWR)
- OLDELFT INFRA-RED WARNING RECEIVER (IRWR)
- SELENA SKYWARRIOR ACTIVE/PASSIVE SENSOR JAMMERS
- CHAFF AND FLARE DISPENSERS: 12 chaff and 12 flares are
stored in the lower legs
COMBAT BONUSES FOR VF-Z1 FIGHTER TRAINING:
- 4 attacks per melee (plus those of the pilot).
- Add one additional action/attack at levels five and ten..
- +2 on initiative
- +1 to strike
- +3 to parry
- +5 to dodge in battle pod, +6 in jet mode.
- +4 to roll with a punch or fall with an impact, reducing damage by half.
- Critical strike same as pilot's hand-to-hand.
REFERENCES USED IN THIS DESIGN
- Palladium Books: "The Sentinels"
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