VAF-X-10 MARK II HEAVY ASSAULT ALPHA FIGHTER
(Version 1.00 - Last updated:
06/28/99)
- Concept and RPG translation by Victor Cross
(Alphaassualt@hotmail.com)
and Kenneth
Olson
- Background Information
derived from Robotech Technical
Files
BACKGROUND
After Project Shadowchaser was complete Project DarkShadow an
experiment to test the edge of of the Variable Fighter design was started. Scientists
assigned to the Project wanted to Prove that ground based mecha were no longer need as in
the past. The Idea was to have a Fighter capable of punching through any mecha defenses in
orbit and then continue down to the planet and strike key enemy positions like Invid hives
and supply bases.
The VAF-X-10 Heavy Assault Alpha Fighter was an experimental air/space
superiority fighter designed during the late days of the Third Invid War. Intended
to be the spearhead of an assault to retake the Earth from the second invasion force of
Invid, the VAF-X-10 was definitely the most advanced mecha of the war and probably one of
the most advanced Veritechs of the 21st century. The VAF-X-10 incorporated all of the
cutting-edge technology available to the REF R&D scientists assigned to Project
DarkShadow. The mecha was designed around the new FF-X5000 Experimental
Fusion/Protoculture Variable Turbines, which could supply tremendous thrust and
maneuvering power both inside and outside of an atmosphere. The mecha was as large as a
VF-1 to incorporate several new weapon systems, including the new MM-188 SRM missile
system and the three TWR-30 head-mounted Pulse Lasers. Another revolutionary system used
with the VAF-X-10 was the Falcon MRM Missile System; the Falcon system stored missiles
inside the wings instead of on hardpoints, allowing the mecha to convert into battloid
mode and, if necessary, use the missiles while in that mode. To top off the new mecha's
armaments. For a hand weapon, the VAF-X-10 was equipped with the EU-16 Heavy Energy
Cannon, the latest version of the famous EU-12 and EU-13 Destabilizers used during the
Second Invid War.
In terms of development, the VAF-X-10 Alpha was very much like the VAF-7A Alpha. Both
were revolutionary technical experiments that were pressed into service by the REF to help
reclaim the Earth. The disadvantage of the design was its immense cost, however. The cost
of a single VAF-X-10 was equal to five entire SQUADRON of VAF-8 Alphas. In addition, the
mecha was a nightmare for support crews to maintain due to an immense number of special
parts that were always in short supply. But despite the costs, a squadron of 12 VAF-X-10
Alphas and 12 VBF-X-4 Betas (the counterpart to the VAF-X-10), were built for a
preproduction trial.
The VAF-X-10 was never mass-produced. After the end of the Third Invid War, there was
no need to built the expensive Fighter. In 2058, Vanguard Aerospace and Tirolian
Weapons Research jointly produced the VAF-9 Mark II, a cheaper version of the
VAF-9 incorporating updated technology. The VAF-X-10 Mk. II replaced the VAF-8 as the
standard Robotech Guardian Forces (RGF) fighter for a few years, but was
itself replaced during the RGF reorganization of 2065.
The VAF-X-10 Heavy Assault Alpha Fighter vaguely resembles its distant cousin, the
VAF-7 Alpha Fighter, but is somewhat larger and much more streamlined and as a more
pronounced delta-wing design. Scientist designed the VAF-X-10 using the basic airframe
from the canceled VAF-5 project, which was later transformed into the venerable (at the
time of the Third Invid War) VAF-6 series Alpha fighter. Like the VAF-8, the color
scheme for the VAF-X-10 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.
RPG STATS
- Vehicle Type: YVAF-X-10 Advanced Alpha Fighter
- Class: Advanced Variable Fighter (Prototype)
Manufacturer: Robotech Research
Crew: One pilot wearing Tactical Life Support System.
MDC BY LOCATION:
Location |
MDC |
* Sensor Head |
85 |
Head Lasers (3) |
35 |
Hands (2) |
35 |
Forearm Shields (2) |
250 |
Forearm Missile Pods (2) |
200 |
Shoulder/Missile Pods (2) |
175 |
Upper Legs (2) |
150 |
Lower Legs (2) |
250 |
Wings / Missile Sheaths (2) |
180 |
Tail (2) |
75 |
**Main Body |
450 |
Reinforced Pilot's Compartment |
220 |
EU-16 Gun Pods (2) |
120 |
Pinpoint Barrier Shield (3) |
150 |
NOTES:
- * Destroying the head of the YVAF-6X will knock out the mecha's major sensor
systems, including all of the optics systems (infrared, nightvision, thermal). Radar and
communications will be unaffected.
- ** Depleting the MDC of the main body will destroy the mecha.
SPEEDS:
- RUNNING, SOLDIER CONFIGURATION:
- 200 kph
- LEAPING, SOLDIER CONFIGURATION:
- 100 ft (30.5 m) high or 350 ft (106.8 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 : 3100 kph at 18000m (Mach 2.9)
1100 kph at sea level (Mach 1.0)
Stall speed : 190 kph
Initial climb rate : over 20000m per minute
Service ceiling : 26 km (unboosted).
- MAX ENGINE THRUST:
- 2 x Pratt & Whitney FF-X5000 [Main] Fusion plasma-air/reaction mass intermix
turbines. Max thrust, 200 kN each .
2 x Pratt & Whitney FF-97B first-stage intake fans, providing
pressurized airflow to main, reserve, and VTOL engines
4 x Turbo-Union ATF 402 miniaturized fusion plasma-air/reaction mass intermix
ramjets. Two are mounted on the upper rear (jet mode), and two as VTOL thrusters
on the lower fuselage in place of the traditional head-turret
[Auxiliary]. Each engine is rated to 56.9 kN standard thrust, max overboost to 101.1 kN
each.
STATISTICAL DATA:
- HEIGHT:
- 14.0m in soldier configuration.
- 7.0m in gerwalk configuration.
- 5.0m in fighter configuration.
- WIDTH:
- 5.6m at shoulders in soldier and gerwalk configuration.
- 11.4m with wings at maximum extension.
- LENGTH:
- 6.25m in soldier configuration.
- 10.00m in gerwalk configuration.
- 14.25m in fighter configuration.
- WEIGHT:
- 28,000 kg empty 35,000 kg fully loaded.
- 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:
- 3 x RRL-2P Miniaturized Protoculture-cell energizer
- 24 standard canisters of Protoculture
1 dedicated canister for main weapon (if applicable)
200.8 lit. D2O reactant for fusion engines.
- Delta V:
- 30 kps, however two 20 kps tanks may be mounted on each hardpoint
-
- COMPATIBLE FAST PACKS:
- None
WEAPON SYSTEMS:
- HEAD MOUNTED TWR-30 PULSE LASERS (3): Three Tirolian-designed pulse lasers are
mounted in the head of the Veritech. Each laser is capible of firing 7MJ pulses up to 60
times a minute. They can fire individually or in tandem, and are aimed by moving the
mecha's head.
- PRIMARY PURPOSE: Anti-personnel
- SECONDARY PURPOSE: Anti-Mecha
- RANGE: 4000 feet (1200 m)
- DAMAGE: 4D6 for each single shot, 1d6*10 for each dual or 2d4*10 for each triple
shot
- RATE OF FIRE: Single shots or bursts equal to the combined attacks of the pilot.
- PAYLOAD: Effectly unlimited
- MM-164 MULTI-MISSILE SYSTEM: Like their predecessors, the VAF-X-10 Assault Alphas
are bristling with short range missiles,
164 in all. 38 are located in each Shoulder (19 on each side), and 44 are located in each
lower leg.
- PRIMARY PURPOSE: Assault
- SECONDARY PURPOSE: Anti-Mecha
- RANGE: Varies (typically 10 miles)
- DAMAGE: Varies with warhead
- RATE OF FIRE: One at a time or in volleys of two, four, eight, sixteen,
thirty-two, sixty-four, 128, or all 164 missiles
- PAYLOAD: Effectly unlimited
- GR-12 SHOULDER LAUNCH SYSTEM: The GR-12 shoulder launch system from the shadow
drone was added to provide additional punch
- PRIMARY PURPOSE: Assault/Defense
- SECONDARY PURPOSE: Anti-Mecha
- RANGE: Varies
- DAMAGE: Varies
- RATE OF FIRE: One at a time or in volleys or two, four, six, or all twelve.
- PAYLOAD: 12 in each shoulder launch unit, for a total of 24
- FALCON WING-SHEATH MISSILE SYSTEM: Four heavily-shielded medium-range missile
launchers are built into each wing. The launchers are flush with each wing, which reduces
drag and protects the missile from attack until launched. Each missile launcher can hold
one Diamond back missile, but the missile is fully shielded and does not need to be
launched before the Veritech can convert to battloid mode.
- PRIMARY PURPOSE: Assault/Defense
- SECONDARY PURPOSE: Anti-mecha
- RANGE: Varies
- DAMAGE: Varies
- RATE OF FIRE: One at a time or in volleys of two, four, six or all eight
- PAYLOAD: 8 medium range Diamondback missiles
- EU-18 ENERGY GUN POD: This enormous and very powerful energy weapon is standard
issue for VAF-6X Mark II fighters. The weapon can fire 30 MJ bursts of particle energy
that are designed to bring down Invid and Robotech Master shielding. Designed for
extra-heavy combat, this gun pod is so big that only the VAF-6X Mark II and VBF-3C can
effectively hold and use it. Two EU-18 gun pods can be carried and used by the Alpha.The
EU-18 is mounted on the undercarriage of the Alpha in Jet and Guardian modes. It can be
fired in any mode, either from it's mounted position or hand-held by the mecha. When not
in use in Battloid mode it locks onto the hip of the fighter to let it use its hands but
keep the gun pod(s) with it.
- PRIMARY PURPOSE: Assault/Defense
- SECONDARY PURPOSE: Anti-mecha
- RANGE: 1000m
- DAMAGE: 3d4*10
- RATE OF FIRE: Single Shots only
- PAYLOAD: 10 shots per energy clip
- BODY/WING HARD POINTS: Two fixed hard points are mounted on each wing.
These hardpoints can be used to carry 25 short range missiles, 5 medium range missles or 2
long range missiles.
- HOWARD PBS-03F PIN-POINT BARRIER SYSTEM:The VAF-X-10 is equipped
with a new mecha-scale pinpoint barrier system for defense. This is based inpart off the
system created on the SDF-1 and the Barrier found on the Officers sled and the Zentradi
fighter pod. The system can generate a single pinpoint barrier that can be moved anywhere
on the mecha and used as a shield against incoming attacks. The barrier provides 150 MDC
of protection, and regenerates at a rate of 75 MDC per round when damaged. Even if
destroyed by combined attacks, the shield will regenerate itself within 2 rounds. In order
to use the shield, the pilot must make a successful parry roll to intercept an incoming
attack.
- PRIMARY PURPOSE: Defense
- PROTECTION: 150 MDC total
- REGENERATION RATE: 75 MDC per round.
- SIZE: The barrier can be up to 10 ft (3 m) in diameter.
- DURATION: Unlimited.
- HAND TO HAND COMBAT: If necessary, the VAF-X-10 can engage in melee combat rather
than use a weapon. The AVF 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 Battloid: 3D6*3
- Punch in Guardian: 3D4*3
- Kick: 3D6*3
- Leap Kick: 4D6*3
- Body Flip/Throw: 2D6*3
- Body Block/Tackle: 2D6*3
- Stomp: 2D4*3 . (only effective against small objects)
STANDARD EQUIPMENT FOR THE VAF-X-10:
- SF-10 RRG MK3 SHADOWmk3: four-dimensional distortion field generator
(downshifts and dampens protoculture radiation) emitting only weakly in these
wavebands. Like the VAF-8, the VAF-X-10 Alpha Fighter is designed to use the
SF-10 Cloaking Device, the new standard cloaking device for the REF. A much improved
version of the original SF-7 cloaking device, this version incorporates changes that makes
the device smaller and more affordable to manufacture. The device still operates like
older versions; rendering the mecha invisible to all electronic forms of detection,
including radar, Invid Protoculture sensors, and microwaves. Only light- based detection
systems, such as optical and laser tracking will detect the mecha.
The SF-10 is the
first cloaking device to feature THREE modes of operation instead of only two: ON, in
which the device operates normally; OFF, in which the device is shut off and the mecha is
detectable by all forms of electronic detection; and SAFETY, in which the device emits a
"4th dimensional blip," which is detectable by other REF mecha's collision
warning systems. The SAFETY mode is used for close formations where mecha proximity could
potentially cause disastrous collisions.
The SF-10 is slightly more reliable than its predecessor. Once the main body MDC of the
fighter has been reduced to 200 M.D. or less, there is a cumulative 10% chance of the
SF-10 failing for every 20 points of damage beyond that. For example,there is a 10% chance
of the device failing when the main body MDC is between 200-180, 20% when the MDC is
between 160-180, 30% when the MDC is between 140-160, etc. Once a cloaking device fails it
CANNOT be repaired; it must be replaced by another working SF-10, either from a salvaged
fighter or a parts depot.
BONUSES: (ON and SAFETY modes) The Veritech always gets first attack in the
first round of combat. After that, the mecha has a +3 on all initiative rolls. Also
provides an additional +2 to dodge, and +1 to strike.
- RRG MK4 EM-ABSORBING SKIN COVER:trongly absorbing EM radiation from
radio through ultra-violet wavelengths, and emitting only weakly in these bandwidths
- LASER-RESISTANT CERAMIC COATING: A Southern Cross invention, this coating
scrambles laser tracking and reduces laser damage by half (lasers ONLY).
- AUTO-PILOT: The YVAF-6X 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 YVAF-6X is equipped with an advanced AI combat
computer that can store and analyze data during combat with hostile forces. Data collected
by the combat computer can be displayed on the virtual environment cockpit of the mecha
(see below), which allows the system to display large amounts of data to the pilot and
even highlight enemies and missile attacks with overlaid graphics. 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 YVAF-6X 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). Most REF ships and veritecs can locate and
track a homing signal, and the onboard computers will automatically notify their pilots if
such a signal is detected.
- 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.
- RADAR: 200 mile (321 km) 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: A last ditch effort to prevent the capture of a Veritech unit
(usually preceded by the pilot's ejection from the Veritech) is self- destruction.
Explosive damage is fairly contained. A VAF-X-10 Alpha without missiles (or few) does 2D6
x 10 M.D., but a Veritech with all or most of its missiles (35 or more) will do 2D6 x 100
M.D. to a 50 ft (15.2 m) radius.
- SELF-DESTRUCT: To prevent capture of an advance variable fighter by the enemy,
the pilot can activate the YVAF-6X 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.
- CE-1 CYCLONE EJECTOR SYSTEM: Also in case of an emergency, the VR-135 Forager
Cyclone (or any other model) will also be ejected from the doomed mecha. This system is
activated automatically when the pilot pulls the activation lever for his ejection seat.
The cyclone will deploy parachutes once outside of the mecha and then land within 1D6x1000
feet of the pilot. This system was installed to allow pilots to retrieve their cyclones
even after their veritechs had been destroyed.
- STANDARD SURVIVAL KIT: All REFs veritecscome 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 VAF-X-10 cockpit is pressurized, and also
provides additional air feeds to the pilot's flight suit that provides him with
pressurized breathing. The REF 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.
- VIRTUAL ENVIRONMENT COCKPIT: The VAF-X-10 is equipped with an
innovative new cockpit layout that provides monitors below and around the pilot in
addition to the HUD cockpit dome. In flight, these monitors display what is below and
behind the aircraft, giving the pilot a tremendous field of view that is unparalled by any
other aircraft.
- BRAIN DIRECT CONTROL SYSTEM: The VAF-X-10 has a brain
direct control system, much like that present in the Bioroid fighters, as a result the the
pilot can control the alpha figher purely by thought. This give the VAF-X-10 its
large number of attacks and high bonuses to strike parry and dodge. Unfortunately,
the brain direct control system has its flaws. The character must make a ME check
for every hour of use. If the character fails, he or she will suffer from
uncontrolled seizures while flying. For this reason, the Shadow Killer has a more
conventional control system within the virtual cockpit
- EXTERNAL VIDEO SURVEILLANCE SYSTEM: 600 ft (183 m) range. A video camera system
with telescopic capabilities (8x magnification) is built into the head. The video images
can be relayed to a cockpit monitor and stored on removable video disks. Maximum disk
capacity is 24 hours. Disks can be erased and reused.
- ELETTRONICA RADAR WARNING RECEIVER (RWR)
- OLDELFT INFRA-RED WARNING RECEIVER (IRWR)
- WESTINGHOUSE ALQ-250(V) ACTIVE SENSOR JAMMER
- CHAFF AND FLARE DISPENSERS: 24 chaff and 24 flares are stored in the
lower legs
COMBAT BONUSES FOR VAF-X-10 FIGHTER TRAINING:
- 4 attacks per melee (plus those of the pilot).
- Add one additional action/attack at levels five and ten.
- +5 on initiative
- +5 to strike
- +5 to parry
- +7 to dodge in solder and guardian, +9 in jetmode.
- +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
- Robotech Technical Files: "Shadow
Fighter"
- Palladium Books: "The Sentinels"
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