Worldofjaymz Wiki
Advertisement

Background(as per Robotech.com)

Vf6fighter



The Veritech Alpha Fighter is Earth's premier second/third-generation transformable fighter, serving the Expeditionary Forces through its mission in deep space and the reclamation missions to Earth. The fighter is fully space-capable, and is carried in great numbers on the Ikazuchi-class cruiser.

However, the limited fuel tankage of this craft gives it short legs in space, a deficiency that led to the development of the Beta Fighter, to which this mecha can attach. In addition, the Alpha can not reach suborbital altitudes on its own, and also required the Beta for this.

The Alpha also shines in atmospheric operations, where its small size and large thrust to weight ratio makes it a nimble and elusive target. This is made possible by two powerful main engines in the legs, powerful secondary engines in the forearms, and a dedicated VTOL thruster on the underside of the fuselage.

The Alpha's weapons fit is extremely powerful for a fighter of this size, and carries a destructive capacity comparable to the heaviest of the first-generation Destroids, combining a powerful beam gun with a vast number of short-range missiles.

Note - All Alpha variants look nearly identical in fighter and guardian modes aside from their colour.

Model Type - VF/A-6 Alpha
Class - Multi-form Veritech Fighter
Crew - 1 (2 in the 6D/G/J)
Scale - Massive
Note - The VF/A-6A/E/H are Blue, VF/A-6B/F/I are Green as are the VF/A-6D/G/J which are two-seaters, VF/A-6C/Z are red and the VF/A-6S is grey/black.
Note - VF/A-6A/B/C/D (gen 1) entered service circa 2020 and some can be found in use prior to, during and after the 2nd Robotech War with The Robotech Masters by some units of the ASC and the remnants of the RDF/UEDF. Replaced in the REF/UEEF by the VF/A-6 E/F/G (gen 2) in 2026 and served with first Earth Reclamation fleet. Replaced in the REF/UEEF by the VF/A-6H/I/J/Z (gen 3) in 2034. VF/A-6S entered service in the REF/UEEF in 2043 (gen 3).


Structure By Location

Vf6gaurdian



Location - gen 1/ gen 2 / gen 3

Main Body - 350 / 375 / 400
Arms - 150 / 160 / 175
Hands - 70 / 70 / 75
Legs/Engines - 200 / 215 / 225
Feet - 110 / 110 / 120
Wings - 140 / 160 / 175
Tailplanes - 80 / 90 / 100
Sensor pod - 70 / 70 / 70
Head - 110 / 125 / 140
Gunpod - 100

Armour Level - 15
Armour Protection - Automatically stops up to and including attacks that do the equivalent of 3d6/18 (Gen 1) or 5d4+1/21 (Gen 2 and 3) 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 (3d6+1/19 or 5d4+2/22 respectively 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

VF/A-6A/B/E/F:
Battroid: Running - 110kph (366.5m per round, combat: 24.5m per phase, cruise: 73.5m per phase, max: 122m per phase), Leaping - 50m long or 20m high thrusters assisted, 5m unassisted, Flying - 304kph max altitude 10km (1km per round, combat: 67.5m per phase, cruise: 202.5m per phase, max: 338m per phase)
Gerwalk: Running - 80kph (266.5m per round, combat: 18m per phase, cruise: 53.5m per phase, max: 89m per phase), Flying - 665kph max altitude 15km (2.2km per round, combat: 148m per phase, cruise: 443.5m per phase, max: 739m per phase)
Fighter: Flying - @ sea level - 970kph (3.2km per round, combat: 215.5m per phase, cruise: 646.5m per phase, max: 1.1km per phase), @10km - mach 1.5 (6.2km per round, combat: 412.5m per phase, cruise: 1.2km per phase, max: 2.1km per phase), @30km - mach 2.1 (8.7km per round, combat: 577m per phase, cruise: 1.7km per phase, max: 2.9km per phase), max altitude 30km
Space: 20 MU (6 per phase plus an additional 1 MU in two phases of choice)

VF/A-6C:
Battroid: Running - 125kph (416.5m per round, combat: 28m per phase, cruise: 83.5m per phase, max: 139m per phase), Leaping - 50m long or 20m high thrusters assisted, 5m unassisted, Flying - 345kph max altitude 10km (1.2km per round, combat: 76.5m per phase, cruise: 230m per phase, max: m per phase)
Gerwalk: Running - 90kph (300m per round, combat: 20m per phase, cruise: 60m per phase, max: 100m per phase), Flying - 750kph max altitude 15km (2.5km per round, combat: 166.5m per phase, cruise: 500m per phase, max: 833.5m per phase)
Fighter: Flying - @ sea level - mach 1.2 (4.9km per round, combat: 330m per phase, cruise: 990m per phase, max: 1.6km per phase), @10km - mach 1.7 (7km per round, combat: 467.5m per phase, cruise: 1.4km per phase, max: 2.3km per phase), @30km - mach 2.05 (8.5km per round, combat: 563.5m per phase, cruise: 1.7km per phase, max: 2.8km per phase), max altitude 30km
Space: 21 MU (7 MU per phase)

VF/A-6D/G:
Battroid: Running - 110kph (366.5m per round, combat: 24.5m per phase,383.5 cruise: 73.5m per phase, max: 122m per phase), Leaping - 50m long or 20m high thrusters assisted, 5m unassisted, Flying - 300kph max altitude 10km (1km per round, combat: 66.5m per phase, cruise: 200m per phase, max: 333.5m per phase)
Gerwalk: Running - 80kph (266.5m per round, combat: 18m per phase, cruise: 53.5m per phase, max: 89m per phase), Flying - 650kph max altitude 15km (2.2km per round, combat: 144.5m per phase, cruise: 433.5m per phase, max: 722m per phase)
Fighter: Flying - @ sea level - 920km (3.1km per round, combat: 204.5m per phase, cruise: 613.5m per phase, max: 1km per phase), @10km - mach 1.3 (5.4km per round, combat: 357.5m per phase, cruise: 1.1km per phase, max: 1.8km per phase), @30km - mach 2.3 (9.5km per round, combat: 632m per phase, cruise: 1.9km per phase, max: 3.2km per phase), max altitude 30km
Space: 20 MU (6 per phase plus an additional 1 MU in two phases of choice)

VF/A-6H/I/S:
Battroid: Running - 120kph (400m per round, combat: 26.5m per phase, cruise: 80m per phase, max: 133.5m per phase), Leaping - 50m long or 20m high thrusters assisted, 5m unassisted, Flying - 312kph (1km per round, combat: 69.5m per phase, cruise: 208m per phase, max: 346.5m per phase), max altitude 10km
Gerwalk: Running - 90kph (300m per round, combat: 20m per phase, cruise: 60m per phase, max: 100m per phase), Flying - 680kph (2.3km per round, combat: 151m per phase, cruise: 453.5m per phase, max: 755.5m per phase), max altitude 15km
Fighter: Flying - @ sea level - mach 1.05 (4.3km per round, combat: 288.5m per phase, cruise: 866m per phase, max: 1.4km per phase), @10km - mach 1.55 (6.4km per round, combat: 426m per phase, cruise: 1.3km per phase, max: 2.1km per phase), @30km - mach 2.4 (9.9km per round, combat: 659.5m per phase, cruise: 2km per phase, max: 3.3km per phase), max altitude 30km
Space: 21 MU (7 MU per phase)

VF/A-6J:
Battroid: Running - 120kph (400m per round, combat: 26.5m per phase, cruise: 80m per phase, max: 133.5m per phase), Leaping - 50m long or 20m high thrusters assisted, 5m unassisted, Flying - 310kph (1km per round, combat: 69m per phase, cruise: 206.5m per phase, max: 344.5m per phase), max altitude 10km
Gerwalk: Running - 90kph (300m per round, combat: 20m per phase, cruise: 60m per phase, max: 100m per phase), Flying - 670kph (2.2km per round, combat: 149m per phase, cruise: 446.5m per phase, max: 744.5m per phase), max altitude 15km
Fighter: Flying - @ sea level - mach 1.05 (4.3km per round, combat: 288.5m per phase, cruise: 866m per phase, max: 1.4km per phase), @10km - mach 1.5 (6.2km per round, combat: 412.5m per phase, cruise: 1.2km per phase, max: 2.1km per phase), @30km - mach 2.25 (9.3km per round, combat: 618.5m per phase, cruise: 1.9km per phase, max: 3.1km per phase), max altitude 30km
Space: 21 MU (7 MU per phase)

VF/A-6Z:
Battroid: Running - 140kph (466.5m per round, combat: 31m per phase, cruise: 93.5m per phase, max: 155.5m per phase), Leaping - 50m long or 20m high thrusters assisted, 5m unassisted, Flying - 368kph (1.2km per round, combat: 82m per phase, cruise: 245.5m per phase, max: 409m per phase), max altitude 10km
Gerwalk: Running - 100kph (333.5m per round, combat: 22m per phase, cruise: 66.5m per phase, max: 111m per phase), Flying - 775kph (2.6km per round, combat: 172m per phase, cruise: 516.5m per phase, max: 861m per phase), max altitude 15km
Fighter: Flying - @ sea level - mach 1.3 (5.4km per round, combat: 357.5m per phase, cruise: 1.1km per phase, max: 1.8km per phase), @10km - mach 1.8 (7.4km per round, combat: 495m per phase, cruise: 1.5km per phase, max: 2.5km per phase), @30km - mach 2.65 (10.9km per round, combat: 728.5m per phase, cruise: 2.2km per phase, max: 3.6km per phase), max altitude 30km
Space: 21 MU (7 MU per phase)

VTOL Mode (ALL): All units can engage this mode in fighter mode to hover in place. The other modes do not require this.
Range in Space (ALL): 2000km due to reaction mass, except VF-6C/Z which are only 1500km. Otherwise effectively unlimited and based on pilot endurance.


Specifications

Vf6hbattloid



(All but VF/A-6D/G/J, Single seated craft)

Height - Battloid 8.75m, Gerwalk 5.72m, Fighter 4.6m
Length - Battloid 5.25m, Gerwalk 8.00m, Fighter 10.25m
Width - Battloid 4.84m, Gerwalk 4.84m, Fighter 8.2m

(VF/A-6D/G/J - dual seated craft)

Height - Battloid 9.0m, Gerwalk 5.72m, Fighter 4.6m
Length - Battloid 5.5m, Gerwalk 10.25m, Fighter 12.5m
Width - Battloid 4.84m, Gerwalk 4.84m, Fighter 8.2m

Weight (Dry): VF/A-6A/B/C - 16.85 short tons, VF/A-6E/F - 17.05 short tons, VF/A-6H/I/Z - 16.7 short tons, VF/A-6S - 17.15 short tons, VF/A-6D - 17.6 short tons, VF/A-6G/J - 18.35 short tons
Weight (Operational): VF/A-6A/B/C - 28.85 short tons, VF/A-6E/F - 29.05 short tons, VF/A-6H/I/Z - 28.7 short tons, VF/A-6S - 29.15 short tons, VF/A-6D - 29.6 short tons, VF/A-6G/J - 30.35 short tons
Strength: (Gen 1 and 2) - Superhuman Lesser 50, Lift - 25 tonnes, carry 12.5 tonnes. (Gen 3) - Superhuman Lesser 60, Lift - 30 tonnes, Carry - 15 tonnes
Cargo: Minimal pilot and survival gear and 1 emergency cyclone (can be replaced with approximately 500kg of cargo)
Power System: 2 x RRL-2P/R Miniaturized Protoculture-cell energizer using 16 protoculture cells, 2x turbine engines, 2x 2 x Pratt & Whitney JG97C/D fusion plasma-air/reaction mass intermix turbines, one in each leg, and 2x Pratt & Whitney JG98H/K fusion plasma-air/reaction mass intermix turbines, one in each arm.
Cost: na


Weapons

Vf6ibattloid



Weapon Type - GU-13 35mm Gunpod (Standard Issue to VF-6A-D)
Primary Purpose - Anti-mecha
Range - Atmosphere: 480m/1.2/2.4km, Space: 2/4/7mu
Damage -  6d6 per round or 2d6x10+20 on a 20 round burst. Armour Piercing
Rate Of Fire - equal to pilots actions
Payload - 400 rounds.

Weapon Type - EP-13 Gunpod (Standard Issue to VF-6E and later models Except VF-6S, and can be used by earlier models)
Primary Purpose - Anti-mecha
Range - Atmosphere: 600m/1.5/3km, Space: 2/5/9mu
Damage - 1d4x10 per blast. 4d4x10 per burst.
Rate Of Fire - equal to pilots actions
Payload - unlimited

Weapon Type - EU-13 Destabilizer (Standard Issue to VF-6S)
Primary Purpose - Anti-mecha/force field
Range - Atmosphere: 600m/1.5/3km, Space: 2/5/9mu
Damage - 4d6x10, also causes a hole approximately 10m in diameter in forcefields for 1d4 melees
Rate Of Fire - 5 per round maximum (2/2/1)
Payload - unlimited

Weapon Type - MM-60 Micro Missile System (all models)
Primary Purpose - anti-mecha
Range - Atmosphere: 1.6/4/8km or 2/5/10km, Space: 5/12/24mu or 6/15/30mu
Damage - 2d4x10 or 2d6x10
Rate Of Fire - 1 or volleys of 1-60 equal to pilot's actions
Payload - 60, 8 per shoulder, 5 per arm, 8 per outer leg, 4 per inner leg. Arm and outer leg launchers cannot be used in fighter mode.
Bonuses - +2 (Gen 1) or +3 (gen 2 and 3) strike
Note - the first range and damage numbers are for earlier models (gen 1) that used 2nd generation micro-missiles, while the second range and damage numbers are for later models (gen 2 and 3) that were equipped with 3rd generation micro-missiles. The micro-missiles are essentially interchangeable so that units can use 2nd or 3rd generation missiles on Invid occupied earth depending on what they can find.

Weapon Type - GRL-4 (2 on VF-6E and later models, useable in Battroid mode only)

Robotech alpha patrol by leelf-d396l25


Primary Purpose - Anti-infantry/armour
Range - Atmosphere: 320m/800m/1.6km, Space: 1/3/5mu
Damage - see missile table for mini-missiles
Rate Of Fire - single fire or volleys of 2 where applicable, equal to pilots actions
Payload - 2 per launcher.
Bonus - +2 strike

Weapon Type - Nose Lasers (2, All models, useable in Fighter and Gerwalk modes only)
Primary Purpose: Defense
Range: Atmosphere: 360m/900m/1.8km, Space: 1/3/5mu
Mega-Damage: 4d6+1 per blast per gun. 2d4x10+20 per burst per gun. Guns usually fire in tandem.
Rate of Fire: Single shot or bursts equal to pilots actions
Payload: Unlimited

Weapon Type - Hardpoint (1, mounts micro missile launcher)
Primary Purpose - Anti-mecha
Range - 8km
Damage - 2d4x10
Rate Of Fire - 1 or volleys of 1-8 equal to pilot's actions
Payload - 8
Bonuses - +2 (Gen 1) or +3 (gen 2 and 3) strike
Note - the launcher was typically equipped with 2nd generation missiles however the launcher can use 3rd generation missiles if available.

Weapon Type - Hardpoints (2, 1 per wing. Must be fired before the unit can transform into Gerwalk or Battroid)
Primary Purpose - anti-mecha
Range - varies with missile type
Damage - varies with missile type
Rate Of Fire - 1 at a time or in pairs if same weapon mounted, equal to pilots actions
Payload - Can mount per hardpoint: 3 H.E. Air to Air Missiles or 1 Heavy H.E. Air to Air Missile or 1 Heavy H.E. Air to Ground Missile or 3 Light H.E. Bombs
Bonuses - +2 (Gen 1) or +3 (gen 2 and 3) strike


Bonuses and Penalties

Vf6zbattloid



Use mecha combat training
+1 initiative
+1 dodge at level 3, 5, and 8
Punch – (Gen1 and 2) 4d6+5, (Gen 3) 5d6+5
Retrained Punch - (Gen1 and 2) 2d6+3, (Gen 3) 3d6
Kick – (Gen1 and 2) 1d4x10+11, (Gen 3) 1d4x10+13
Body Block/Tackle – (Gen1 and 2) 2d6+3, (Gen 3) 3d6


Systems of Note

(ALL)

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 (Gen 1), 475km (Gen 2 and 3). Able to track up to 40 (gen 1) or 48 (gen 2 and 3) targets, display 30 (gen 1) or 36 (gen 2 and 3) targets and lock onto 10 (gen 1) or 12 (gen 2 and 3) 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 - +2 (gen 1) or +3 (gen 2 and 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 (or other crew members) 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 (gen 1 and 2) - 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 (gen 3)- Unit can lock on to and fire at multiple targets (max of radar capability) using semi-active radar homing and passive infra-red homing 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 (gen 1) or 25km (gen 2 and 3).

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 -65% to all piloting rolls to maintain control of the aircraft. While functioning the systems give a bonus of +20% (gen 1) or +25% (gen 2 and 3) to all piloting rolls.

Radio Communications - long-range direction communication systems out to a range of 1500km (gen 1) or 1800km (gen 2 and 3) 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 (gen 1) or 96km (gen 2 and 3). 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 -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.

(Exclusive to the VF/A-6H which is considered a command)

Expanded Combat Computer Database - All known Invid, Masters, Sentinels, and Earthly mecha and combat units are included in this database with capacity to add more

C3 system - Helps co-ordinate other units in the area. Grants and additional +1 to strike and dodge. Range - 5km. Does not stack with of -6I models in the area.

(Exclusive to the S)

Vf6sbattloid



Shadow Cloaking Device - Invisible to all protoculture detection devices

EM Absorbing Skin and Stealth Systems - -20% to all opposed standard sensor skill rolls. Stacks with any ECM penalties given to the opponent.


References Used

Robotech.com
Unofficial Robotech Reference Guide
Robotech RPG Books
Art by LeElf - http://leelf.deviantart.com/
MAHQ

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

Advertisement