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BACKGROUND (as per Robotech.com)

Vf1f

VF-1 in Fighter Mode



The Veritech VF-1 is Earth's first transformable trans-atmospheric fighter. Powered by fusion engines, the VF-1 is fully space-capable, and is carried in great numbers on the SDF-1 as well as the Armor series of carriers. The VF-1 supports 3 modes of operation: fighter mode for aerospace superiority missions, guardian mode for close air support missions, and battloid mode for ground combat missions.

By itself, the VF-1 performs well in a variety of atmospheric operations, due to its sizable, variable-sweep wing surface area and high thrust-to-weight ratio. The VF-1 uses its wing hardpoints to mount a significant number of missiles as well as a gun pod for close range combat.

Though the VF-1 is capable of reaching lower Earth orbit, it is unable to attain escape velocity on its own. Various booster and armor systems were devised to extend its range and/or combat performance.

Though young ace pilots were assigned VF-1A fighters with mostly-white color schemes, most recruits were issued a standard model with a light brown color scheme. These VF-1A "Brownies" were jokingly referred to as "Cannon Fodder" by Zentraedi because they were identified as easier targets, due to the relative inexperience of their pilots.

The VF-1D tandem cockpit made it the primary vehicle for training Veritech pilots. These trainers, designated VT, were rarely used in combat.

The VF-1J model be identified by its unique head which features two light lasers, and was piloted by leaders of 3-man groups or full Squadrons.

The VF-1S "Skull Leader" is a unique fighter based on a prototype platform of the VF-1 specially designed for commanding officers of Veritech squadrons. Only a dozen of these units had been manufactured by the time the Zentraedi attacked Macross Island in 2009.


For the Macross and Macross DYRL-verse version please go here - http://worldofjaymz.wikia.com/wiki/VF-1_Valkyrie_(Macross)


Vf1g

VF-1 in Gerwalk mode



Model Type: VF-1A, D, J and S
Class - Variable 3-mode Fighters
Crew: One in types VF-1A, J and S; seats two in VF-1D (trainer).
Scale - Massive
Note: A passenger can also fit in the cockpit, but must sit in the pilot's lap.


Structure By Location:

Head - 90
Head Laser (1, 2 or 4) - 25 ea
Arms (2) - 130 ea
Hands (2) - 60 ea
Legs/Engines (2) - 175 ea
Feet (2) - 95 ea
Main Body/Fuselage - 360
Wings (2) - 150 ea
GU-11 Gunpod - 75
Wing Hardpoints (4) - 50 ea
Tail Planes - 80
Cockpit/Nose - 120

Armour Level - 14
Armour Protection - Automatically stops up to and including attacks that do the equivalent of 3d6/18 damage per single attacks/blast regardless of if a successful strike equals/exceeds the Armour Level. Attacks that do the equivalent of 6d6x10/360 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 (3d6+1/19 to 8d4x10+39/359 damage in a single attack/blast) must successfully strike the unit and equal/exceed the Armour Level to do damage.


Speed

Jet Fighter mode - Mach 1.4 @ Sea Level (5.8km per round, combat: 385m per phase, cruise: 1.2km per phase, max: 1.9km per phase), Mach 2.71 @ 10km (11.2km per round, combat: 745m per phase, cruise: 2.2km per phase, max: 3.7km per phase), Mach 3.87 @ 30km (16km per round, combat: 1.1km per phase, cruise: 3.2km per phase, max: 5.3km per phase).
Gerwalk mode - 500kph flying at all altitudes (1.7km per round, combat: 111m per phase, cruise: 333.5m per phase, max: 555.5m per phase).
Battloid Mode - 160kph running (533.5m per round, combat: 35.5m per phase, cruise: 106.5m per phase, max: 178m per phase), 194kph flying at all altitudes (646.5m per round, combat: 43m per phase, cruise: 129.5m per phase, max: 215.5m per phase).
Space - 23 MU (7 MU per phase plus 1 MU in two phases of choice) in all modes


Specifications

Height: 12.68m in Battroid mode. 8.7m in Gerwalk mode. 3.8m in Jet Fighter mode.
Width: 7.3m at shoulders in Battroid mode. 8.3-14.8m wing span in Jet and Gerwalk modes.
Length: 4.0m in Battroid mode. 11.0m in Gerwalk Mode. 14.2m In Fighter mode.
Weight: 18.5 short tons operational, 13.3 short tons dry
Strength: Superhuman Lesser 40, Lift 20 tonnes, Carry 10 tonnes
Power System: 2x Shinnakasu Heavy Industry/P&W/Roice FF-2001 turbine engines, along with 2 x RRL-1 Miniaturized Protoculture-cell energizer.
Range: 4000km in space due to need for reaction mass, Effectively Unlimited in atmosphere
Cost: undisclosed

Weapons


Vf1ahead

VF-1A Head

Weapon Type - Laser(s): Mounted on the head when in Battloid mode, but located on the underbelly when in Guardian and Jet Fighter mode. 360 degree rotation.

Vf1jhead

VF-1J Head

Primary Purpose: Defense
Range: Atmosphere: 360m/900m/1.8km, Space: 1/3/5mu
Mega-Damage: 3d6+2 per blast per gun. 2d4x10 per burst per gun. VF-1A – 1 gun, VF-1D/J – 2 guns, VF-1S – 4 guns. Note - All guns fire together and can be fired in all modes and as such you need to increase damage accordingly per burst from VF-1D/J and VF-1S.
Rate of Fire: Single shot or bursts equal to pilots actions

Vf1dhead

VF-1D Head

Payload: Unlimited


Vf1shead

VF-1S head

Weapon Type - Nose Laser (2): Cannot be used in Battroid mode
Primary Purpose: Defense
Range: Atmosphere: 360m/900m/1.8km, Space: 1/3/5mu
Mega-Damage: 3d6+2 per blast per gun. 2d4x10 per burst per gun. Guns are typically fired in tandem. Guns can also be fired in conjunction with the head lasers in fighter and gerwalk modes.
Rate of Fire: Single shot or bursts equal to pilots actions
Payload: Unlimited

Weapon Type - Wing Hardpoints (4, 2 per wing): This allows the VF-1 to carry various missile payloads and to act a multipurpose craft.
Purpose: Assault
Mega-Damage: Varies with individual missile type. See missile descriptions elsewhere.
Payload: each hardpoint may carry: 3 Heavy HE Air to Air missiles, 4d4x10 Range - Atmosphere: 10/25/50km, Space: 15/37/75mu OR Air to Surface missiles, 5d6x10 Range - Atmosphere: 27/68/135km, Space: 20/50/100mu OR 1 micro missile launcher, 2nd generation micromissiles, used in space only, damage – 2d4x10, Range Space: 5/12/24mu, Rate of Fire – 1-5 per volley, Payload – 10 or 15 OR 1 Heavy Reaction Missile (inner Hardpoint) to 2 Heavy Reaction Missiles (outer hardpoints), damage - 2d6x1000 to a blast radius of 150m, Range - Atmosphere: 60/150/300 km, Space: 90/225/450mu. Typically a VF-1 carries 12 Heavy HE Air to Air/Air to Surface Missiles when in atmosphere. When in space it typically carries 6 Heavy HE Air-to-Air or Heavy HE Air-to-Surface missiles and 2 micro missile launchers.
Rate of Fire: 1-4 per volley (except Micro missile launchers, see above) equal to pilot's actions

Weapon Type - GU-11, 55mm, three barrel gun pod. A standard issue armament for all Veritechs.
Primary Purpose: Assault/defense
Mega-Damage: 1d4x10 per round, 4d4x10 per 20 round burst. Armour piercing.
Rate of Fire: Bursts only, equal to pilots actions
Range: Atmosphere: 480m/1.2/2.4km, Space: 2/4/7mu
Payload: 200 rounds.


Systems of Note

Vf1b



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

Radar - Range of 400km. Able to track up to 30 targets, display 20 targets and lock onto 6 targets at once.

Radar Warning Receiver - Warns of potential Radar Lock. Range - 460km.

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 - +2 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 (or other crew members) helmet. Typically tied into the units targeting computer. Can hold dozens of 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.

LIDAR/LADAR - This system uses lasers to detect and image items as small as 10cm at 5km, as small as 150cm out to 10km, and as small as 300cm out to 30km. 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 600m.

FLIR - Advanced forward looking infra-red system for night operations. Range - 16km.

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 +15% to all piloting rolls.

Radio Communications - long-range direction communication systems out to a range of 1200km that can be boosted if proper signal towers or relay systems are in place. Also a directional short-range radio with a range of 64km. 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 typically ejects the occupants about 300m to parachute 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 -15% 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 3d6x10md 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.


Bonuses and Penalties

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


References Used

Robotech.com
Robotech Roleplaying Game (Both PB Editions)
Robotech Reference Guide
Macross Mecha Manual
Macross Compendium
Mecha HQ

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 - https://worldofjaymz.fandom.com/wiki/The_Rhodium_RPG_System
World of Jaymz - https://worldofjaymz.fandom.com/wiki/Worldofjaymz_Wiki

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