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Background

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After dealing with the Haydonite threat and finally seeing the last of the Invid, the earth forces needed a new mecha with the obvious flaws of the 30 year old Alpha and Beta fighters no longer meeting the muster of what they needed.

Designers went back to an old concept with the YF-4 reworking many aspects and incorporating new technologies they had learned about over the decades since the YF-4 was orignally in use. Doing so allowed incorporation of internal weapons, increased speed nad maneuverability over that f both the Alpha and Beta, and even taking apage from the VF-1, developing add on parts to further expand the versatilty of the mecha over all.

The end result, while slightly less armoured the the Beta, was a very good all pupose all environment craft that the earth forces immediately took to quickly.


Model Type - VF/A-15 Gamma

Class - Multipurpose Veritech Fighter

Crew - 1


MDC By Location


Sensor Head - 100

Hands (2) - 55 ea

Forearms (2) - 85 ea

Shoulders/Upper Arms (2) - 120 ea

Lower Legs (2) - 165 ea

Upper Legs (2) - 125 ea

Wings (2) - 65 ea

Tailplanes (2) - 45 ea

Reinforced Pilots Compartment - 220

Main Body - 500

Destabilizer Gunpod - 140

AR- 17

Armour - stops up to and including the equivalent of standard 40mm rounds (4d6md)

Note - do not use AR or Armour for normal Robotech


Speed


Running - 90mph

Flying - Figher mode: Mach 1.6 at Sea level, Mach 2.7 at 10km, Mach 3.7 at 30km. Gerwalk mode: Mach 1 all altitudes. Battroid Mode: 450mph at all altitudes. Double those speeds in space.


Statistics


Height - Fighter: 22ft, Gerwalk: 28ft, Battroid: 46ft

Length - Fighter: 48ft, Gerwalk: 35ft, Battroid:

Width - Fighter: 45ft, Gerwalk: 25ft, Battroid: 22ft

Weight - 24 tons

PS - 50 robotic

Cargo - Minimal space for firearms and survival gear

Power System - Two FF-2050 Fusion Turbofans with one in each leg. Two FF-2050se Secondary Fusion Turbofans mounted to the rear/back. All are powered by a SLMH-V fed fusion generator. Unit has 300 hours of normal usage before needing refueling.

Cost - NA


Weapons

Weapon Type - Head Pulse Laser (usable in all modes)

Primary Purpose - Dogfighting/Anti-missile

Range - 2km

Damage - 1d6x10 per pulse blast

Rate Of Fire - Equal to pilots attacks

Payload - unlimited

Bonuses - +3 strike


Weapon Type - (Particle guns, usable in all modes, in arms in Gerwalk and Battroid modes)

Primary Purpose - Anti-mecha

Range - 2.4km

Damage - 3d4x10 per pulse blast per gun. Guns can be fired together

Rate Of Fire - Equal to pilots attacks

Payload - unlimited

Bonuses - +3 strike


Weapon Type - Destabilizer Gunpod (usable in all modes)

Primary Purpose - Anti-Armour/Force Field

Range - 3km

Damage - 3d6x10 and creates a 30ft (10m) hole in force fields

Rate Of Fire - EQual to pilot attacks

Payload - Unlimited

Bonuses - +3 strike


Weapon Type - MM-80 Missile system

Primary Purpose - Air-defense/Ground Assault

Range - 10km

Damage - 3d4x10

Rate Of Fire - Can fire volleys of 1-80

Payload - 80 total micro missiles, 12/Upper Arm, 10/Lower Leg, 8/ Upper Leg, 20 Main Body

Bonuses - +2 strike

Note - Note - for normal Robotech use "standard" short range missiles


Weapon Type - Hardpoints (4, 2 per side on the undercarriage, must be used to transform)

Primary Purpose - Air-defense/Ground Assault

Range - Varies by weapon type

Damage - Varies by weapon type

Rate Of Fire - Volleys of 1 to maximum number of that weapon type

Payload - each hard point can hold one the following options; Air to Air Missiles: 6 Light HE or 4 HE or 3 Heavy HE/Plasma or 2 Heavy Plasma. Air to Ground Missiles: 4 AP/Heavy AP or 3 HE/Heacy HE or 2 Plasma/Heavy Plasma. Bombs: 6 Light HE or 4 He or 3 Heavy HE/Plasma or 1 Cluster

Bonuses - +2 strike

Note - for normal Robotech use the following payload: 5 short range missiles or 3 medium range missiles or 2 long range missiles or 5 bombs


Weapon Type - Optional FAST Packs Type A (Usable in all modes)

Fast pack a

Primary Purpose - Inteception

Range - 10km

Damage - 3d4x10md

Rate Of Fire - Volleys of 1-8

Payload - 20 missiles per FAST Pack

Bonuses - +2 strike

Note - Increase speed in all modes by 30%

Note 2 - for normal Robotech use "standard" short range missiles


Weapon Type - Optional FAST Packs Type B (usable in all modes)

Fastpack b

Primary Purpose - Superiority/Assault

Range - Twin Particle Gun 2.4km, Missiles 8km

Damage - Twin Particle Gun 4d4x10md, Missiles 2d6x10md

Rate Of Fire - Twin Particle Gun equal to Pilots attacks, Missiles Volls of 1-4

Payload - Twin Particle Gun unlimited, Missiles 20

Bonuses - +2 strike

Note - Increase speed in all modes by 30%

Note 2 - for normal Robotech use "standard" short range missiles


Weapon Type - Conformal Armoured Pack (usable in all modes but blocks use of MM-80 Missile system until ejected)

Primary Purpose - Heavy Assault

Range - Micro Missiles 10km, Heavy Micro Missiles 8km

Damage - Micro Missiles 3d4x10md, Heavy Micro Missiles 3d6x10

Rate Of Fire - Short Range Missiles volleys of 1-56, Medium Range Missiles Volleys of 1-8

Payload - Micro Missiles: 56 total (20 Chest/Main Body, 10/Lower Leg, 8/Upper Leg), Heavy Micro Missiles 32 total (8/Lower Arm, 8/Upper Arm)

Bonuses - +2 strike

Note - Increase MDC of arm sections, Leg sections and Main Body by 20%. Reduce speed by 10%

Note 2 - for normal Robotech use "standard" short range and medium range missiles


Bonuses and Penalties


Use Robot/Vehicle Combat Basic/Elite along with the following bonuses:

+1 attack at level 1, 5, 10, and 14

+1 disarm

+2 pull punch

+1 parry/dodge at level 3, 6, 9, 12, and 15

+1 autododge at level 2, 4, 6, 9 and 12

+1 strike ranged at level 2, and 7

+1 strike hand to hand level 4, and 8

+25% to all piloting rolls.

HTH Damage see PS table

Note - Use same bonuses of the VF-1 in the Macross Sourcebook for normal "Robotech"



Systems of Note


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 hundreds of entries about various enemies and robots/power armour/aircraft/vehicles.

Ejection System - Ejects crew or crew module out from the robot in emergency circumstances. System typically ejects the occupants about 1000 feet (300m) to parachute safely away.

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 upto 2 days if necessary, computer controlled independent oxygen supply and purge system that has upto 24 hours of breathable air that automatically engages in low oxygen or contaminated air environments, insulated high temperature resistant shielding for upto 400 degrees centigrade (normal fires do no damage though nuclear, plasma and magical fires do full damage), radiation shielded upto several hundred rads, and polarized and light sensitive/adjusting tinted viewport.

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

Motion detector/Collision Warning System - Range 2000ft

Smoke and Chaff/Flare Dispensers - 24 charges of smoke each create 60ft area of smoke behind the craft. Chaff and flare (24 charges each) give the craft a 75% chance of confusing radar guided (chaff) and heat seeking (flares) causing them to lose lock and miss their target.

Fly by Light Control systems - If the craft takes more than 50% damage the systems may fail (60% chance). Loss of the control system gives a penalty to the pilot of -50% to all piloting rolls to maintain control of the aircraft. While functioning the systems give a bonus (+25% for fly by light) to all piloting rolls.

Radar - Can identify and track upto 120 targets simultaneously to a range of 344 miles (550km)

Radar Warning receiver - Informs the pilot/crew of possible radar lock. Range - 344 miles (550km).

Advanced Infra-Red Imager – Forward looking infra-red imager that detects and identifies targets based on their heat signatures. Range – same as Radar.

Targeting Computer - Assists in the tracking and identification of enemy targets to a range of 344 miles (550km).

Laser Targeting System - Assists in selecting and locking on to enemy targets. +2 to strike using ranged weapons. Smart Missiles are excluded from this.

Multi-Lock capability - Unit can lock on to and fire at 10 targets using semi-active radar homing and passive infra-red homing missiles at one time through it's radar tracking system.

Look and lock capability - Unit can lock on to and fire at 12 targets 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 10km, as small as 150cm (1.5m) out to 25km and as small as 500cm (5.0m) out to 50km. This system also assists the other sensors in detected and identification.

Radio Communications - long-range direction communication systems out to a range of 750 miles (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 40 miles (64km). Both radios have full encryption capabilities.

Self destruct System - Systems that destroys the unit and all of its internal components. Blast is relatively contained however to a radius of 30 feet doing 3d6x10md to anything within the radius. Also a 75% chance the nuclear power supply is leaking radiation.

Voice Actuated locking System - Units hatch is locked by a voice actuated system that is programmed to a specific voice (upto 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.

Limited Electronic Countermeasures Capability - With a Electronic Countermeasures skill roll (or Sensor operations at -20%) the pilot/crew can impose a penalty of -2 to strike and a -25% to all sensor skill rolls of any opponents within radar range depending on terrain.



References Used


Robotech II: The Sentinels RPG

Robotech The Shadow Chronicles RPG

Robotech.com

Unofficial Robotech Reference Guide

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