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Background (as per robotech.com)

Agacs



The Veritech AGAC (commonly called the Ajax) is the last mecha series developed by the Armies of the Southern Cross. The mecha was designed as a cooperative project between the Southern Cross space forces and the ground forces, and is equally at home in space or attacking enemy forces near the ground. It only does not shine as an atmospheric fighter, although it is certainly no slouch in that regard. Large numbers of the AGACs were built by the Southern Cross, almost all falling to either the Robotech Masters or the Invid.

The space forces mostly use the Fighter and Battloid modes; the ground forces use the AGACs mostly as an attack ship in its Helicopter mode and also as a Battloid. Most AGACs were assigned to the space forces to replace losses. The AGAC is rarely used as a high performance fighter, which it is not designed for. In space its many engines give it good acceleration and superb control, and its multiple beam cannons can fire without loss of effective range due to the atmosphere. Near the ground, the Helicopter mode makes it possible for the AGACs to hover behind cover more effectively than earlier veritechs, because it is less high than Guardian modes. Its beam cannons still work good at medium ranges, and its missiles are very effective both in space and near the ground.

The transformation from Fighter to Helicopter mode is less extensive than other transformations of veritech fighters; as a result, the AGACs could be kept relatively small and simple. To avoid having to built in a tail rotor, the designers gave the Helicopter mode contra-rotating rotors; and to resist enemy fire from the ground, the underside of the wing box was reinforced. In Battloid mode, this base forms the chest plate of the robot, although during transformation, this part of the mecha is very vulnerable. Almost all its weapons are mounted in gun or missile pods, for ease of maintenance and switching. In all, the AGAC is a succesfull design, although it suffered grievous losses against the Robotech Masters, along with all other Earth mecha and ships.

Note - Official Stats for this unit can be found in the book The Masters Saga for the Robotech: The Shadow Chronicles, The Roleplaying Game by Palladium Books

The previous official version can be found in Robotech the Roleplaying Game Book 4 The Southern Cross (also by Palladium books but now out of print)


Model Type - VFH-10 Agac

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Class - Veritech Fighter/Copter
Crew - 1
Scale - Massive

Structure By Location

Main Body - 375
Head - 140
Arms - 175
Hands - 75
Legs - 200
Feet - 110
Gunpod - 75
Thrusters - 100
Laser - 50
Missile Pods - 150
Rotors - 75
Winglets - 100

Armour Level - 15
Armour Protection - Automatically stops up to and including attacks that do the equivalent of 5d4+1/21 damage per single attacks/blast regardless of if a successful strike equals/exceeds the Armour Level. Attacks that do the equivalent of 2d4x100/800 damage or more per single attack/blast only require a successful strike roll against the unit to do damage, ignoring the Armour Level altogether. All other attacks (5d4+2/22 to 1d6x100+199/799 damage in a single attack/blast) must successfully strike the unit and equal/exceed the Armour Level to do damage.


Speed

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Running - Battroid 96kph (320m per round, combat: 21.5m per phase, cruise: 64m per phase, max: 106.5m per phase)
Leaping - 50m thruster assisted, 20m unassisted
Flying in Atmosphere - Battroid - 300kph (1km per round, combat: 66.5m per phase, cruise: 200m per phase, max: 333.5m per phase), Fighter - 1000kph at sea level (3.3km per round, combat: 222m per phase, cruise: 666.5m per phase, max: 1.1km per phase) and up to Mach 1.38 at 30000m (5.7km per round, combat: 379.5m per phase, cruise: 1.1km per phase, max: 1.9km per phase), Helicopter - 386 kph (atmosphere only: 1.3km per round, combat: 86m per phase, cruise: 257.5m per phase, max: 429m per phase)
Space - 22 MU (7 MU per phase plus an additional 1 MU in one phase of choice
Range - 2000km due to reaction mass


Specifications

Height - Battroid - 8.9m, Helicopter - 3.2m, Fighter - 3.0m
Length - Battroid - 2.5m, Helicopter/Fighter - 13.0m
Width - Battroid - 2.8m, Helicopter/Fighter - 6.9m
Weight - 15.27 tonnes dry, tonnes operational
Strength - Superhuman Lesser 50, Lift 25 tonnes, Carry - 12.5 tonnes
Cargo - minimal pilot and survival gear
Power System - 3 x RRL-2R Miniaturized Protoculture-cell energizer using 16 protoculture cells
Cost - na


Weapons

Weapon Type - EU-22 Gunpod (1 or 2, 1 per arm)
Primary Purpose - Anti-mecha
Range - Atmosphere: 640m/1.6/3.2km, Space: 2/5/10mu
Damage - 2d4x10 per blast. Short bursts do 4d4x10
Rate Of Fire - equal to pilots actions
Payload - effectively unlimited

Weapon Type - EU-23 Laser (head)
Primary Purpose - Anti-missile/mecha
Range - Atmosphere: 400m/1/2km, Space: 2/4/6mu
Damage - 4d6 per blast or bursts of 2d4x10+15
Rate Of Fire - equal to pilots actions
Payload - effectively unlimited

Weapon Type - Missile Pods (2, 1 per winglet)
Primary Purpose - Anti-mecha
Range - varies by missile type
Damage - varies by missile type
Rate Of Fire - 1 to 4 total at a time equal to pilot's actions
Payload - each launcher holds a total of 6 Heavy H.E. Air to Air missiles (Range - Atmosphere: 8/20/40km, Space: 24/60/120mu, Damage - 4d6x10) or 6 Light Air to Air Cluster Missiles (Range - Atmosphere: 4/10/15km, Space: 9/22/45mu, Damage - becomes the equivalent of a volley of 30 missiles just prior to hitting it's target doing 4d6 per missile.) or 6 Heavy Air to Air Cluster Missiles (Range - Atmosphere: 4/10/20km, Space: 12/30/60mu, Damage - becomes the equivalent of a volley of 8 missiles just prior to hitting it's target doing 2d4x10 per missile.). The missile pods typically carry all the same ordnance but CAN be loaded with a mix of any of the three types.
Bonuses - +2 strike


Bonuses and penalties

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Use mecha combat training
+1 initiative
+1 dodge at level 3, 5, and 8
Punch – 4d6+5
Retrained Punch - 2d6+3
Kick – 1d4x10+11
Body Block/Tackle – 2d6+3


Systems of Note

Protoculture fueled turbines - Gives the craft and an operational time frame of up to 4 weeks of constant use. Up to a year with non war time usage.

Radar - Range of 450km. Able to track up to 40 targets, display 30 targets and lock onto 10 targets at once.

Radar Warning Receiver - Warns of potential Radar Lock. Range - equal to radar.

Missile approach warning system - informs the pilot of a missile lock and attack. Range is is equal to the Radar.

Chaff/Flare Dispensers - 75% to cause locked on missiles to lose lock and fly off elsewhere. Payload: 12 Chaff and 12 Flares.

Targeting Computer - +3 to strike with all on board weapon systems. Range is equal to the radar system.

Laser Targeting System - Assists in selecting and locking on to enemy targets. Additional +2 to strike using ranged weapons. Missiles are excluded from this. Range is equal to the radar system.

Combat Computer - Calculates, stores and transmits data onto a HUD (heads up display) of the pilot's helmet. Typically tied into the units targeting computer. Can hold over 100 entries about various enemies. Range is equal to the radar system.

Multi-Lock capability - Unit can lock on to and fire at multiple targets (max of radar capability) using it's missiles at one time through it's radar tracking system.

Look and lock capability (Pupil Pistol) - Unit can lock on to and fire at multiple targets (max of radar capability) using semi-active radar homing and passive infra-red homing (IE Guided) missiles at one time through it's helmet mounted eye movement recognition cuing system.

LIDAR/LADAR - This system uses lasers to detect and image items as small as 10cm at 6km, as small as 150cm out to 12km, and as small as 300cm out to 40km. This system also assists the other sensors in detected and identification. This is not typically a passive system but to be directed at specific targets.

Motion detector/Collision Warning System - Range 800m.

FLIR - Advanced forward looking infra-red system for night operations. Range - 20km

Standard instrumentation - Speedometer, altimeter, distance travelled, inertial mapping system (zeroed on your deployment location/home base), power system temperature, ammunition counters, damage assessment indicators.

Fly by Light Control systems - If the craft takes more than 50% damage the systems may fail (60% chance, 61+ means it is still operational). Loss of the control system gives a penalty to the pilot of -75% to all piloting rolls to maintain control of the aircraft. While functioning the systems give a bonus of +20%.

Radio Communications - long-range direction communication systems out to a range of 1500km that can be boosted if proper signal towers or relay systems are in place. Also a directional short-range radio with a range of 72km. Both radios have full encryption capabilities.

Satellite Uplink capability - This allows the craft to communicate over vast distances by connecting to and communicating through the various satellites in orbit.

Complete Environmental Pilot and Crew Compartment - A completely computer controlled life support system that includes: internal cooling and temperature control, air purification and circulation systems (gas filtration, humidifier/dehumidifier) that engages when needed and can recirculate breathable air for up to 2 days if necessary, computer controlled independent oxygen supply and purge system that has up to 24 hours of breathable air that automatically engages in low oxygen or contaminated air environments, insulated high temperature resistant shielding for up to 400 degrees centigrade (normal fires do no damage though nuclear, plasma and magical fires do full damage), radiation shielded up to several hundred rads, and polarized and light sensitive/adjusting tinted viewport.

Ejection System - Ejects crew out from the craft in emergency circumstances. System ejects the pilot about 300m safely away.

Limited Electronic Countermeasures Capability - With an Electronic Countermeasures skill roll (or Sensor operations at -20%) the pilot/crew can impose a penalty of -2 to strike and a -20% to all sensor skill rolls of any opponents within radar range depending on terrain. Range is equal to the radar system.

Self destruct System - Systems that destroys the unit and all of its internal components. Blast is relatively contained however to a radius of 10m doing 4d6x10md to anything within the radius.

Voice Actuated locking System - Units hatch is locked by a voice actuated system that is programmed to a specific voice (up to 8 can be programmed at once) that must recite a 8 digit access code. There is a manual over-ride keypad in case of systems failure.


References Used

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Robotech.com
Unofficial Robotech Reference Guide
Robotech RPG all editions

Earth Veritechs - https://worldofjaymz.fandom.com/wiki/Earth_Veritechs
Earth - https://worldofjaymz.fandom.com/wiki/Earth
Robotech (Rhodium) - https://worldofjaymz.fandom.com/wiki/Category:Robotech_(Rhodium)
Rhodium RPG System - https://worldofjaymz.fandom.com/wiki/The_Rhodium_RPG_System
World of Jaymz - https://worldofjaymz.fandom.com/wiki/Worldofjaymz_Wiki

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