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The Horde of Doom Robotech Mini-Storefront

The Horde Of Doom
12-06-2006, 17:03
DO NOT POST HERE
All orders are to be placed here (http://forums.jolt.co.uk/showthread.php?p=11096054#post11096054)

ALL XENO MECHS WILL BE RE-SIZED FREE OF CHARGE.

FIRST GEN HUMANOID MECHA
VF-1 Veritech "Valkyrie" (http://www.kent.net/robotech/mecha/rdf/vf-1j-battloid.gif)

The VF-1 was the Robotech Design Team's solution to the question of how the Horde could fight 40 foot tall soldiers. It was fine to engage them with powerful weapons from the air, or tank like vehicles. But sooner or later, hand-to-hand combat would be required. And that was the purpose of the VF-1.

The Veritech Fighter had the unique ability to transform from a jet fighter into a humanoid form, known as a battloid. This actually arose from the human misunderstanding of Protoculture. The basic properties of this new power source seemed to encourage such modularity, although no other species, including the highly knowledgable Robotech Masters, ever used this in thier combat mecha.

However, it produced a mecha of unparalleled maneuverability and funcionality. It could race over a ground target at Mach 3, strafing with missiles and machine guns, then convert to a ground unit and mop up, secure the area, etc.

It also has a third mode, Guardian, that was not part of the initial design. This is sort of a transitional phase between Fighter and Battloid. It was initially only planned to be used for VTOL landings and rapid deceleration. However, test pilots quickly learned to use this useful mode in combat, allowing instant changes of direction, height and speed. And with the GU-11 gun point in the jet's hand, they could even fly in one direction, and shoot in another!

There are 4 models of the Valkyrie, the VF-1A, VF-1J, VF-1S and VF-1D. The A, J, and S are all single seat fighters, and identical in all aspects except number of head lasers. The VF-1D however, is a two-seat trainer, but still fully combat capable.

Also, due to thier protoculture-powered engines, Veritechs can operate at full capacity in space. One other point to note is that in Battloid mode, the mecha has agility beyond anything the average human is capable of. Any moves that the pilot can do, the mecha can easily copy, including martial arts attacks.
Stats:
Speed: 2,676mph(Fighter), 670mph 60mph running(Mech), 120mph flying(Guardian)
Height: 16ft(F), 22.3ft(M), 42.6ft(G)
Width: 48ft 48ft 16ft
Weight: 18 tons
Range: 5 years continual use
12 year average

Weapons:
2 high powered lasers in upper thighs. Forward firing in jet/guardian modes.
1/2/4 lasers mounted on head. Vary by model.
Various numbers of short/medium/long ranged missiles. Warhead types vary from smoke to nuclear.
GU-11 Gun Pod. Standard issue 53-mm triple barreled rotary cannon
Conventional hand-to-hand attacks such as punch, kick, stomp or body block.


VF-1 Super Veritech "Valkyrie" (http://www.kent.net/robotech/mecha/rdf/super_veritech_battloid.gif)

During the Horde's return from the Green Planet, the VF-1 Veritech Fighter was streatched to the limits. As they neared Moskau, the months of combat had taken thier toll, and pilots were getting increasingly hard to come by. A way was needed to increase the effectiveness of the current units.

The first attempt at this was the failed Armoured Veritech. While greatly increasing its armour and firepower, the extra weight left the mecha practically a sitting duck. The second attempt was far more successful, resulting is what came to be known as Super Veritechs.

Basically, a Super was just a standard Veritech with new armour and engine modules attached. While the armour was not as thick and protective as that on the Armoured Veritech, is was much lighter, and still protected key areas. In addition, two massive engines were attached to the back of the fighter, more than compensating for the addional weight of the armour. Some extra room at the front of these pods allowed for the addition of 40 short range missiles!

The end result is to give a single Veritech the firepower equal to an entire squadron of standard VF-1's. However, the extra armour cannot be used within an atmosphere, due to the bulky nature of the add-ons. The new armour is also covered in small thrusters, greatly increasing the VF's agility in space. Also, if neccessary, the armour can be instantly jetisoned, reverting the mecha back to a standard VF.
Stats:
Speed: 3,150mph with boosters(F), 670mph 60mph running(M), 150mph flying(G)
Height: 22.3ft(F), 29.6ft(M), 45.9ft(G)
Width: 48ft(F), 48ft(M), 20ft(G)
Weight: 28.6 tons
Range: 5 years continual use
12 year average

Weapons:
2 high powered lasers in upper thighs. Forward firing in jet mode.
1/2/4 lasers mounted on head. Vary by model.
Various numbers of short/medium/long ranged missiles. Warhead types vary from smoke to nuclear.
GU-11 Gun Pod. Standard issue 53-mm triple barreled rotary cannon
Conventional hand-to-hand attacks such as punch, kick, stomp or body block.
20 short range missiles per booster pack, for a total of 40.


Excaliber [MBR-04-VI] (http://www.kent.net/robotech/mecha/rdf/excalibur2.gif)
The Excaliber is a non-transformable mecha used as an assault and defence, heavy weapons system aboard the SDF-1 and on Moskau. In many respects the Excaliber is a combination of a heavy artillery support unit and a frontline combat unit, with both long range and short range armaments. Without a doubt, this mecha's array of weapons outstrips any of its kind. It is often deployed as a companion to the M.A.C.II to protect it from close range assaults. Armed with two gun clusters, machineguns, two particle beam cannons and a battery of missiles, the Excaliber might be best thought of as a walking dreadnought.

It's main disadvantage is that it lacks any hands, making grasping, holding or any articulated work impossible. The absence of hands also limits its effectiveness in hand to hand combat. Another drawback is the Excaliber's slow speed.

Since the Zentraedi assault on Moskau, the Excaliber MK-VI has become a major tool in the peace keeping efforts while society tries to rebuild itself. It is an ideal unit in suppressing major uprising, renegade Zentraedi attacks, law enforcement, reconnaissance and patrols in desolate areas.
Crew: 1 or 2
Speed: 50mph
Height: 36.1ft
Width: 25.9ft
Length: 16ft
Weight: 31 tons

Weapon Systems:
2 Top-mounted M-89 12.7mm machineguns
TZ-IV Gun Clusters (2)
each:
Laser
32mm autocannon
180mm Grenade Launcher
Flamethrower
Shoulder missile pods (24 SRM's total)
6 MRM's in shoulder pod
12 SRM's on legs
2 PBC-11 Particle Beam Cannons


M.A.C. II Monster [HWR-00-Mk II] (http://www.kent.net/robotech/mecha/rdf/macii.gif)
The M.A.C.II is the largest, non-transformable, ground cruising mecha ever operated by mthe Horde. It was developed, using the mobile systems of the Destroids, to be a moving fortress. Its design enables it to blast enemy ground troops and repel air assaults as well.

The M.A.C.II's destructive force is tremendous, perhaps equalled only by the Spartan and its array of heavy missiles. However, the practicality of this massive machine in actual combat is questionable. It suffers from poor mobility, the lowest speed of all Destroids, lack of any short range weaponry, lacks hands for articulated work, and its great mass makes it unsuitable for terrains with soft earth, wetlands, or mountainous regions. Only its incredible armour plating saves it from being totally vulnerable to enemy onslaughts.

Since the Zentraedi assault on the Moskau, the M.A.C.II has been used as an artillery support system. However, they are also used to suppress major Zentraedi and rebel uprisings, and for law enforcement and defence in remote areas.
Stats:
Crew: 2 or 3
Speed: 20mph
Height: 73.7ft
Width: 31.1ft
Length: 42.7ft
Weight: 186.3 tons empty, 285.5 tons fully loaded

Weapon Systems
4, 40cm Auto Cannons
2 Triple-Barreled Missile Launchers (24 SRM/MRM/LRM)
OR
2 Triple-Barreled Laser Cannons


M.A.C. Mini-Monster (http://www.kent.net/robotech/mecha/rdf/mini-mac.gif)
The unparalleled range and firepower of the M.A.C. II Monster as a mobile artillery unit cannot be contested, but its size and lack of speed or maneuverability limits its application in the field. The RDF desired to make a destroid unit with heavy firepower that could manuever in the field of combat on a scale equal to the other destroid unit. The Spartan fits this need, but it cannot provide support at close quarters because of the destructive nature of its long-range missiles. The Raidar-X also suffers from similar restrictions. The solution was to build a smaller, more refined, yet agile and quick (at least comparable to the Spartan) version of the M.A.C. II Monster. The M.A.C. Mini-Monster was the end result.

The Mini-Monster is a scaled down version of the powerful Monster. Its main armaments are a pair of large weapon arms that resemble those of its full-size progenitor, but contains a double-barreled version of the Excalibur's PBC-11 particle beam cannons. That firepower is backed up by a large payload of medium-range missiles and a collection of short-range missiles for precision anti-armour strikes. The Mini-Monster is only slightly slower than the other destroids, but can easily keep up with them on field missions and other operations. This destroid will test well and be mass produced, but only for a brief period before it is replaced by the more powerful and agile REF M.A.C. III
Stats:
Crew: 2
Speed: 45mph
Height: 48ft
Width: 27ft
Weight: 87 tons fully loaded

Weapon Systems
2x Double PBC-11 Particle Beam Cannons in arms
24 MRMs in tubes on upper body
20 SRMs in lower body



Raidar-X [ADR-04-Mk X] (http://www.kent.net/robotech/mecha/rdf/raidar-x.gif)
The Raidar X is a non-transformable mecha used as an anti-aircraft unit aboard the SDF-1. Raidar X is lighter weight and faster than the other Destroids, but relies only on one weapon type--its multi-action, laser armament system. However, the lasers provide multiple, long range attack capabilities unequalled by any other mecha, except for the M.A.C.II.

Despite the Raidar X's superior range, it suffers from several disadvantages. It is the lightest, and, therefore, least heavily armoured, relies on one weapon system, lacks any short range secondary weapons (although the lasers can be used at close range), and lacks hands; so it can not grasp, hold or perform any articulated work. Even its enhanced speed falls short against the speed of the Zentraedi Battle Pods.

Since the Zentraedi invasion, the Raidar X is used primarily for defence in air assaults and as a peace keeping tool, especially in remote regions and lowlands where its speed and power can be used to full advantage.
Stats:
Crew: 1 or 2
Speed: 80mph
Height: 35.3ft
Width: 24.6ft
Length: 16.7ft
Weight: 27.1 tons

Weapon Systems:
2 Double-barrel Laser Cannons
OR
2 Double-barrel 966-PFG Air Cooled Auto Cannons


Spartan [SDR-04-Mk XII] (http://www.kent.net/robotech/mecha/rdf/spartan.gif)
The Spartan is a non-transformable mecha used for long range attacks and defence. It can be thought of as a walking missile launcher. This mecha's greatest advantage is that it has the most destructive, long range capabilities of any other Destroid. It was a major force on the SDF-1, and on Moskau against the Zentraedi.

As an artillery support unit, the Spartan is unsurpassed, however, it is perhaps the least versatile of all the mecha. It is the second slowest, has no short range defence or secondary weapons system, and not only lacks hands, but also lacks any type of humanoid arm construction or movement, making it extremely awkward in hand to hand combat.

Since the Zentraedi invasion, it has been used primarily as a defensive weapon, but can also function as non-combat workers for construction, hauling heavy loads and demolitions.
Stats:
Crew: 1 or 2
Speed: 45mph
Height: 39.5ft
Width: 24.6ft
Length: 16ft
Weight: 47.2 tons

Weapon System:
44 MRM/LRM's
The Horde Of Doom
12-06-2006, 17:10
Z-CLASS(Zentraedi) XENO MECHA

Tactical Battle Pod [Regault] (http://www.kent.net/robotech/mecha/zentraedi/regault.gif)
The Tactical Battle Pod is the most common of all the Zentraedi war machines. It is highly dependable, non-transformable, Mecha assault system that is issued to every infantry soldier. Although not equipped for hand to hand combat the battle Pod is designed for exceptional balance, speed, and a variety of short and long-range weapon capabilities.

The construction and operation of the Tactical Battle Pod is extremely simple. The pilot sits cradled inside the bulbous body of the pod with immediate access to all controls. The legs are controlled by foot pedals which respond to the pilot's manipulation. Weapon systems are operated by hand. Rear thrusters, mounted on the sides, and mini-thrusters in the legs, provide for mobility in space, while the massive ostrich-like legs give the pilot exceptional stability, balance and speed on land. The legs are so powerful that the entire pod can actually leap, bound, and kick without losing balance. Even after a fall, the pod can get on its feet quickly to rejoin the battle.

This impressive mobility is largely the result of the symbiotic relationship between man and machine via protoculture. Protoculture is the mysterious energy source of the Robotech masters, which instils an almost alive quality to the machine. As a result, the machine responds to physical manipulation as if it were an extension of the pilot. of course, the Zentraedi have no real understanding of how the mecha works, the use of protoculture, or even how to repair damaged Mecha. From a practical viewpoint, the principals are identical to the Horde's own mecha.

In contrast to Hordian Mecha, with roomy and reinforced pilot compartments, the Zentraedi pilot literally fills the pod's body cavity, is cramped, and has no additional protection beyond the light armour of the pod itself. This makes the pilot extremely vulnerable to attacks.

Zentraedi soldiers are often forced to discard extremely damaged Mecha, but the pods are very inexpensive, and mass produced--on a mind boggling scale--at fully automated weapons plants scattered throughout the universe (and under control of the Robotech Masters).

It is important to note that, while there are four, different types or styles of the Battle Pod, they are almost identical in body operation and movement. Only weapon systems change (this does not include the Officer's Pod). Like the human Destroids and Veritech, the pod's energy source has a life span of about 8 years when used constantly (20 years is normal, average).
Stats:
Crew: 1
Speed: 175mph running, 650mph flying in space
Height: 50ft
Width: 26.2ft
Length: 27.2ft
Weight: 37 tons

Weapon Systems:
2 Particle Beam Cannons
2 Laser Guns
2 Auto Cannons



Light Artillery Pod [Regault Light] (http://www.kent.net/robotech/mecha/zentraedi/regault_light.gif)
This is basically the standard Tactical Battle Pod, with twin missile launchers mounted on top instead of the anti-aircraft lasers. The additional weight and awkwardness of the missile launchers slows the maximum speed of the Battle Pod by about 50%. Generally, one out of every dozen Tactical Battle Pods is a Light Artillery unit. Of course, exact numbers vary with each combat situation.
Stats:
Crew: 1
Speed: 90mph running loaded, 120mph empty, 600mph flying in space
Height: 62.7ft
Width: 32.3ft
Length: 27.2ft
Weight: 39.6 tons

Weapon Systems:
2 Particle Beam Cannons
2 Auto Cannons
24 SRM's



Heavy Artillery Pod [Regault Heavy] (http://www.kent.net/robotech/mecha/zentraedi/regault_heavy.gif)
This combat pod is identical to the Light Artillery Battle Pod, except that it can launch heavy, longer range missiles. Like its Light Artillery kin, the missile launchers additional weight and awkwardness the maximum speed of the Battle Pod by about half. Generally, one out of every 24 or 30 Battle Pods is a Heavy Artillery unit. Exact numbers vary with specific situations.
Stats:
Crew: 1
Speed: 80mph loaded, 100mph empty, 600mph flying in space
Height: 62.7ftft
Width: 26.6ft
Length: 27.2ft
Weight: 41 tons

Weapon Systems:
2 Particle Beam Cannons
2 Auto Cannons
4 MRM's



Officer's Pod [Glaug] (http://www.kent.net/robotech/mecha/zentraedi/glaug.gif)
The officer's battle Pod is a standard, combat mecha issued to all on the elite officer class of the Zentraedi army. Its basic design, construction and operation is similar to the standard Tactical Battle Pod. The legs are controlled by foot pedals, arms and weapons by the physical manipulation of the pilot, and superior movement and response is possible through the symbiotic relationship between man and machine via protoculture. The pod performs equally well on land as it does in space. Rear thrusters provide propulsion, while smaller thrusters mounted in the legs and body, manoeuvrability.

The Officer's Battle Pod addresses the problems of the standard, tactical mecha. It is less cramped, heavily armoured, and even possesses hand to hand capabilities by using its arm-like weapon appendages. Additional improvements include greater speed and firepower. Although the Officer's Pod can fit itself into a special armoured unit with trans-atmospheric capabilities, the pod itself can not transform. Approximately one in every 100 Battle Pods is an Officer's Pod.
Stats:
Crew: 1
Speed: 300mph, 670mph flying in space
Height: 60ft
Width: 26.2ft
Length: 27.2ft
Weight: 41.2 tons

Weapon Systems:
Particle Beam Cannon
2 Machineguns
2 Weapon Arms
each:
-Particle Beam Cannon
-Small Impact Cannon
6 SRM's
The Horde Of Doom
12-06-2006, 17:22
I CLASS(Inorganic) XENO-MECHA
Note: These beings known as Inorganics are not mecha, but rather biomechanical lifeforms.

Cougar Inorganic [Hellcat] (http://www.kent.net/robotech/mecha/invid/cougar.gif)
The Cougar resembles a mechanical prehistoric sabre-toothed tiger and functions much like a feline predator. The monstrous cat can sense protoculture and can zero in on its source like a bloodhound. It can also track humanoid prey by smell.
Stats:
Crew: None
Speed: 160mph running, 40mph swimming
Height: 4ft
Width: 3.6ft
Length: 7ft
Weight: 1200lbs

Weapon Systems:
Claws
Fangs



Odeon Inorganic (http://www.kent.net/robotech/mecha/invid/odeon.gif)
One of the most common inorganics is the Odeon, a humanoid with a huge barrel chest, slender insect legs, twisted arms and one unblinking eye. The Odeons are used for labour, construction, and intricate work in addition to being a frontline assault unit.

Unlike the incredibly agile and quick Cougar, or Crann, the Odeon is a lumbering, but seemingly unstoppable giant. To augment its poor hand to hand capabilities, the Odeon can operate a powerful hand-held blaster. Odeons are the slowest of all the inorganics, but are also nearly indestructible. They can endure a frightening amount of damage without slowing their telltale plodding gait. They could be thought of as the armoured (tank) division of the Inorganic's zombie legions.
Stats:
Crew: None
Speed: 40mph
Height: 17ft
Width: 8ft
Length: 4ft
Weight: 3200lbs

Weapon Systems:
Laser Pistol



Scrim Inorganic (http://www.kent.net/robotech/mecha/invid/scrim.gif)
The Scrim is the next most common killing machine in the Inorganic's zombie army of automatons. Although smaller than the Odeon, it is far faster and more deadly. The two huge arm-like appendages sport two blade-like claws that operate like the CADS-1 of the Horde's Sabre cyclone. Underneath these slashing claws is a large globe that resembles the underwater mines of old Earth's World War I. From these a toxic gas is emitted that will kill most living creatures who breathe it. In the centre of this nightmare are three lashing claws, giving it the advantage in hand to hand combat. Above the arms is its one sensor eye, which can seemingly send any creature into hallucinations. An ugly spike adorns each kneeplate to inflict greater damage from a knee jab. This monster is the ultimate warrior of the inorganics.
Stats:
Crew: None
Speed: 100mph
Height: 11ft
Width: 7ft
Length: 6ft
Weight: 2700lbs

Weapon Systems:
Blade Claws
Hand to hand



Crann Inorganic (http://www.kent.net/robotech/mecha/invid/crann.gif)
The Crann is a reconnaissance assault unit. It is quicker and more agile than its humanoid brothers and is imbedded with multiple sensor units. A huge sensor eye is located in its lower abdomen, head unit, and both of its hands. the hands can detach from the arms and crawl along on their three fingers like something out of a grade-B science fiction movie. Everything the hand sees, the Crann and its controlling Brain also see.

Unlike the other combat oriented inorganics, the Crann is programmed to observe the enemy, transmitting valuable data to the Hive. It will engage in combat only to defend itself, to defend a fellow Inorganic, or if commanded to do so by the hive mind of the Inorganics.
Stats:
Crew: None
Speed: 110mph
Height: 11ft
Width: 6ft
Length: 6ft
Weight: 2600lbs

Weapon Systems:
Top-mounted laser
Energy Tongue
Hand to hand
The Horde Of Doom
12-06-2006, 17:49
HUMANOID INFANTRY SYSTEMS

REF CVR-3 Body Armour (http://www.kent.net/robotech/equipment/ref/cvr-3-male.gif)
CVR-3 Ride Armour is a durable, lightweight blend of metal alloys and ceramics. It is a standard item issued to all Cyclone riders and Veritech pilots. In addition to its mega-damage protection and self-sustained environmental capabilities (it's just like a spacesuit when the helmet is sealed), the body armour is an integral part of the Cyclone Veritech system. The body armour is designed with special connectors and braces where the cyclone attaches itself to its battloid operator. Without the body armour, the VR-motorcycle cannot convert into battloid mode. That means a pilot with no CVR03 body armour can not use the battloid aspect of the mecha until he/she finds some CVR-3 armour. Until the CVR-3 body armour is obtained, the person can only use the cyclone as a souped-up combat motorcycle.

All CVR-3 body armours have the following characteristics;

-Laser resistant
-Complete Environmental Battle Armour (E.B.A.) suitable for use in space and other hostile environments
-Computer controlled life support system
-Internal cooling and temperature control
-Humidifier
-Gas filtering and artificial circulation
-Independant oxygen supply and purge system which automatically engages in low oxygen or polluted environments. Eight hour oxygen supply, maximum.
-Insulated, high temperature resistant weave of nylon, synthetic fibers, and metal mesh
-Fire resistant up to 300 degrees centigrade. Normal fires do no damage, but plasma and nuclear fires have full effect
-Radiation shielded
-Helmet with removable face plate
-Directional, short range radio built into the helmet. Range is 4 miles (6.4km)
-Tinted, light sensitive visor
-Utility belt/holster

SECOND GEN HUMANOID MECHA

VR-052 Battler Cyclone (http://www.kent.net/robotech/mecha/ref/battler-cycle.gif)
The Cyclone is the latest achievement in Hordian robotechnology. The mecha unit is a light, but heavy-duty motorcycle that can transform into a battloid mecha that's almost as formidable as the old Veritech Fighter. The veritech riding armour is composed of new super alloys that are incredibly light, making the creation of a heavily armoured, man-sized mecha possible. The mecha is so lightweight (200lbs/90kg) and compact that it can be folded down and placed inside a storage unit in an Alpha Fighter. Despite the fact that it is lightweight, the armour provides 200 M.D.C. protection, better than the Southern Cross' Logan and almost equal to the 40ft.(12.2m) VF series Veritech.

The Cyclone is designed to be the ultimate land combat system for the Hordian foot soldier. In motorcycle mode, the cyclone offers high mobility, manoeuvrability and speed. The motorcycle can travel over the worst terrain with minimal difficulty and is a much smaller target than a more conventional four wheeled vehicle. This makes the cyclone ideal for clandestine operations, reconnaissance and one-man missions, as well as for massive troop movements.

In battloid mode, the cyclone becomes a suit of protective power armour. The seven foot (2.1m) mecha provides a variety of devastating weapons, superhuman strength, superhuman speed and even limited flight. As power armour, the battloid is like a second skin that responds to the wearer's slightest movement. Combined with the unique bond between man and machine created by its protoculture power cells, the mecha can leap, roll and dodge with lightening speed.

To maximise the versatility of the Cyclone Veritech, the mecha can operate on both protoculture and gasoline. However, the limitations of liquid fuel prevents flight and inhibits its maximum speed and mobility. The liquid fuel is included as a back-up system to be used when the protoculture energy cells are running low or are unavailable.

A fully powered protoculture cell will last about two months of constant combat and riding. Moderate use of the motorcycle mecha can stretch that by two or three times. Flying depletes the energy twice as quickly. Cells not in use will stay at full power for decades.

The Battler is designed to be a frontline combat unit with heavy assault capabilities. It comes standard with GR-103 front loaded mini-missiles and a pair of GR-97 forearm missile shields. The cyclone rider can use any variety of conventional or M.D.C. weapons as sidearms. Standard issue is the Gallant H-90, a multi-purpose sidearm that can be used as an automatic pistol (S.D.C.), energy pistol (M.D.C.) or energy rifle (M.D.C. and long range). The Battler Cyclone has been included in the Alpha Fighter as a combat/survival mecha unit for downed pilots. It also gives the pilot the extra versatility to conduct air and ground combat.
Motorcycle Battloid
Speed: 210mph(Motorcycle), 60mph running, 180mph flying(Battloid)
Height: 3.6ft(Motorcycle), 7ft(Battloid)
Width: 1.6ft(Motorcycle), 3.4ft(Battloid)
Length: 5ft(Motorcycle), 3.1ft(Battloid)
Weight: 200lbs
Range: 2 months

Special Equipment
Protoculture Engine: All cyclones have a protoculture powered engine. One protoculture energy cell will keep a cyclone running for about two months before needing refuelling. Flying and hovering will drain the protoculture cell very quickly (3 times as fast). But occasional bursts of flight, thruster assisted leaps will have minimal draining of energy. Game Masters use your own judgement in regard to when the cell is running low. Be certain to give players advance warning so that their characters will have an opportunity to scrounge up extra protoculture cells to refuel. NOTE: The energy cells can NOT be detected by Invid when motors are turned off/not running. The unusual energy can only be detected when a cyclone (or Gallant) is turned on. Turning an engine off will not necessarily make a character invisible to an Invid; they do have vision after all. A cyclone can NOT be turned off unless it is in motorcycle mode.
Conventional Fuel Conversion System: All cyclones can use regular liquid fuel like a conventional motorcycle. This is provided as a back-up system. FUEL CAPACITY is four gallons. ESTIMATED RANGE: 200 miles (312km) without refuelling. MODIFIERS: Maximum speed: 150mph (240kmph). Hovering and flight are not possible.
Short-Range Radar with Head-Up Display System (displays radar screen inside the helmet). Can identify and track up to 20 different targets. RANGE: One mile (1.6km)
Computer Targeting System with infrared capabilities is located in the right shoulder of the cyclone in battloid mode. BONUSES: Adds +2 to strike with missiles, adds +1 to strike with other weapon systems (pistols, rifles, etc). RANGE: 4000ft (600m) by line of sight.
Radio Communication System: Wide band and directional, with voice command actuation (4 digit code). Earphones are built into the helmet. RANGE: Two miles (3.2km).
Miscellaneous Indicators for speed, height, fuel, time and date are standard for all models.

Weapon Systems:
GR-97 Mini-Missile Launchers on forearms (4 MM's)
GR-103 Mini-Missile Launchers built into chest (12 MM's)



VAF-6 Alpha Fighter (http://www.kent.net/robotech/mecha/ref/alpha-battloid.gif)
The Alpha and Beta Veritech Fighters are the latest developments of Doctor Lang and his Robotech research specialists. The initial idea was to create a smaller, transformable Veritech fighter. Something very much like the old 45 ft. (13.7 m) VF-Veritech series, but half the size for greater combat mobility. A smaller mecha could go places its larger predecessors could not. it would also make the vehicle a smaller target.

The Alpha is a small jet fighter that stands about 28 ft. tall in battloid; a full 16 ft 5 inches shorter than the Super Veritech. Doctor Lang contends that he can reduce the size another 8 ft. (2.4 m), but at the sacrifice of the formidable weapons systems.

Although the Alpha Fighter is slower than the VF series Veritech, it is much more manoeuvrable and loaded with five times as many short-range missiles (60 compared to the VF's 12). Like the VF series Veritech, the Alpha Fighter also has a standard GU style gun pod called the GU-XX. One GU-XX is standard issue, but two can be stowed on top and one on the undercarriage. Unlike the old Veritechs, the GU-XX can be fired while in jet and guardian modes (used as a hand-held weapon in battloid mode only).

Perhaps the most outstanding aspect of its design is its compatibility with the Beta Fighter. The Alpha can attach itself to the larger beta fighter, becoming a larger, faster, more formidable war machine. the Beta's powerful jet boosters can be used to blast the two Veritechs merged into one, into space. This transatmospheric aspect gives the Alpha total environmental flexibility. Even more impressive is that the Alpha can transform into battloid mode and remain attached to the Beta for the speed and manoeuvrability of a jet, but with the full combat potential of the battloid. The two vessels can separate from one another at any time. The effect is that one large aircraft can separate and become two separate and incredibly powerful fighting mecha. if escape is necessary, the two can speed off separately or attach back into one vehicle to blast off at Mach 8. At Mach 8, the Alpha and Beta can easily blast into outer space. Both Veritechs can function on land, in air, in space or underwater.
Stats:
Fighter, Guardian, Mech
Speed: 1541mph(F), 670mph(G), 120mph running, 300mph flying(M)
Height: 15ft(F), 20ft(G), 28ft(M)
Width: 22ft(F), 22ft(G), 13ft(M)
Weight: 11 tons empty, 16.4 tons loaded
Range: ??

Weapons:
2 Lasers in nose
GU-XX 35mm gun pod
60 SRM's



VAF-6R Recon Alpha
(http://www.kent.net/robotech/mecha/ref/recon-alpha-battloid.gif)
As the Alpha Fighter but with:
Infrared Spotlight (head)
Range: 2000ft (609m). The infrared spotlight sits in the front of the sensor head like the giant, red eye of a cyclops. It emits an infrared light beam that is invisible to the normal eye (including Invid). However, an enemy with infrared optics can easily see the beam of light and track it to the Alpha. Smoke impairs vision/beam.
Thermo Imager (head)
Range: 2000ft (609m). A special heat optical sensory unit that allows the infrared radiator of warm objects to be converted into a visible image. It also enables the pilot to see in darkness, shadows and through smoke.
Nightvision Optics (head)
Range: 2000ft (609m). An image intensifier that is passive, meaning it emits no light of its own, but relies on ambient light which is electronically amplified to give a visible picture. Night vision cannot work in absolute darkness (but infrared can).
External Audio Pickup (head)
Range: 300ft (91m). A sound amplification listening system that can pickup a whisper 300ft away.
External Video Surveillance System (head)
Range: 600ft (183m). The box on the side of the head is a video camera system with telescopic capabilities (6X magnification). The video images can be relayed to the cockpit monitor and stored on removable video discs. Maximum capacity is 24 hours. Discs can be erased and reused.




VAF-7A Shadow Alpha (http://www.kent.net/robotech/mecha/ref/shadow_alpha.gif)
The Shadow Fighter is like the other Alpha Fighters in general shape, design, speed, function and armaments. Other than stylistic and colour differences, the "SF-7", a nickname, is identical to its brothers. There are only three items that make it different and more lethal.

The Shadow Fighter derives its name from a newly developed cloaking device which obscures it from radar, sonar, and most sensors other than enhanced optics. This means the enemy will not see the SF-7 coming on radar or by use of conventional detection systems. Thus, one minute the sky is empty and peaceful, the next moment, a black and grey fighter jet is streaking into view (normal sight or telescopically enhanced) with weapons blazing. The opponent rarely has time to react let alone attack. It's like a sneak or prowl attack at Mach 2 speeds. The opponent doesn't know what hit him until it's too late. Unless somebody sees the Shadow Fighter coming, the SF-7 always has the initiative.

The "Shadow Cloaking Device" was initially created to combat Inorganics. It was discovered, after some initial encounters with the Horde, that the Inorganics did not have the same kind of sensors or optics that humans used. Instead, the Inorganics had protoculture sensors that instantly and accurately alerted them to the presence of protoculture energy. To make matters worse, the Inorganics all possessed protoculture targeting systems that can lock in on the source of protoculture emanations like heat seeking missile locks in on and homes in on a heat source. This made sneak attacks impossible and escape difficult. The Robotech Expeditionary Force (REF) suddenly found themselves betrayed by their own weapons. The solution was to find an alternative energy source, which was impossible considering the circumstances, or to find some way to cloak the energy. Fortunately, Doctor Lang and Cabell were able to do just that. Soon the Shadow Fighters were invisible to protoculture sensors of any kind, as well as conventional detection systems. This development would ultimately give REF the edge they needed in their battles with the Inorganic Hive King.

Another device that is exclusive to the Shadow Fighter Alpha and VF-IV Vindicator is a powerful energy weapon called a "Destabalizer". The Destabalizer is another invention specifically designed to thwart the Inorganic. Mounted on the shoulder and drawing on the additional energy of the Veritech, it can unleash an energy bolt that will disrupt the Inorganic's, otherwise invincible, force fields. The disruption punches a huge hole in a force field, allowing troops to enter. The weapon can also be used as a hand held weapon like the GU series gun pods, only more powerful.
Stats:
Fighter, Guardian, Mech
Speed: 1541mph(F), 670mph(G), 120mph running, 300mph flying(M)
Height: 15ft(F) 20ft(G) 28ft(M)
Width: 22ft(F) 22ft(G) 13ft(M)
Weight: 11 tons empty, 16.4 tons loaded
Range: ??

Weapons:
2 Lasers in nose
GU-XX 35mm gun pod
60 SRM's
EU-13 Destabilizer



VBF-1A Beta Fighter (http://www.kent.net/robotech/mecha/ref/legios-battloid.gif)
The Beta is part of the new modular Veritech combat system. Like The Alpha, it is a separate and distinctive Veritech fighter. However, it can connect to the Alpha, effectively becoming one large war machine called a Legios. Together, the Beta adds a barrage of short-range missiles and the flexibility of a battloid mode transformation while still attached to the Beta. When the situation demands it, the two Veritechs can detach and fight as two completely independent combat units.

The Beta and Alpha combination is usually used when entering a planet's atmosphere from space (or exiting an atmosphere), first strike (then separate to engage in separate combat, effectively doubling the number of Veritechs) and space combat.

The armaments of the Beta Fighter are similar to the Alpha's, but with greater range and destructive potential. A GU-XX is built into the centre of the fuselage, and one in each leg, that can be fired in a fixed position only in jet and guardian modes. Thier automatic feed gives them many times more rounds than the hand-held GU-XX of the Alpha. Short, medium and long-range missiles can be fired from several positions. Two heavy missiles from the front, six medium range missiles from the top mounted rack and eight short-range missiles (plus reloads) from each of its retractable top missile bays (chest in battloid mode). Plus, the Beta can drop bombs from its cargo/bomb bay while in jet mode and has an additional 20 short-range missiles in battloid mode (10 in each leg). The hands and arms are designed in such a way that the Beta can not hold a GU or EU style gun pod. It must rely on missiles, hand to hand combat and speed (not manoeuvrability).

The Beta Fighter is designed specifically to be a heavy back-up or counterpart to the speedy Alpha. Consequently, the Beta is much larger and laden with explosives. Although its rocket boosters can attain a speed of Mach 8, manoeuvrability is minimal. The Mach 8 speed is provided as a means to escape gravitational forces (breach Planet's atmosphere), and make hasty retreats and attacks. The Mach 8 speed also matches the speed of some of the Inorganic vessels which the Alpha and Beta were designed to combat. The best speed the Beta can muster without rocket thrusters is just under Mach 2. The Beta is also less manoeuvrable than its half pint Alpha counterpart. As a team, the Beta provides the muscle and extra oomph, while the Alpha provides the speed and agility. The only difference between all Betas is their colour and distinguishing insignia. Even the Shadow Beta is the same except that it is blue-black and grey in colour and has the "shadow cloaking device" which makes it invisible to protoculture sensors and radar.
Stats:
Crew: 1, plus 2 others in cockpit. 10 passengers in bomb-bay
Fighter Guardian Battloid
Speed: 1206mph, 5561mph with boosters(F), 600mph(G), 80mph running, 300mph flying(M)
Height: 20ft(F), 28ft(G), 35ft(M)
Width: 64ft(F), 64ft(G), 28ft(M)
Weight: 14 tons without missiles, 19.5 tons loaded

Weapon Systems:
80 SRM's in chest
20 SRM's in legs
6 MRM's
2 LRM's in chest
1 GU-11 35mm gun pod in chest
2 GU-11 35mm gun pods in legs
16 gravity bombs
The Horde Of Doom
28-06-2006, 17:59
Bump