Veritech Beta C&C Fighter VBE-9PM (Three Galaxies Modification)
BACKGROUND
The Beta C&C started out life as a standard VBE-9 Beta Elint. In a recent battle, it suffered catastrophic damage when it was virtually destroyed by a starship volley targeting the Thoroughbred's Electronic Warfare Betas. Enough parts were recovered to enable reconstruction of the basic airframe, and spare parts were used to replace some of the electronic systems. However, so many systems were destroyed that it was decided not to replace them with the few remaining spares in the ship's stores. Instead, it was decided to make this Beta into a Command and Control craft, complete with sensors and communications systems from Phase World starships and fighters. In order to fit everything in, it was decided that the Beta would be restricted to the Fighter and Guardian modes, with the requisite equipment for battloid mode removed for space for fuel, additional electronics, and the four additional crew members. It was decided to make the Beta C&C visually identical to the rebuilt VBE-9Ps, including switching the main drives over to CG technology, and adding the four high-power laser cannons.
Service History:
- VBE-9PM: Unique. Modified from remains of a destroyed VBE-9P, approx: 2035-ish.
RPG STATS
- Vehicle Type: VBE-9PM: Six seat, all-weather, Command and Control mecha.
- Class: Variable Fighter
Manufacturer: REFS Thoroughbred
Crew: Two pilots and 4 Comm Officers wearing Tactical Life Support System.
MDC BY LOCATION:
Location |
MDC |
Head |
50 |
Shoulder/Chest Retractable Missile Bays (2) |
200 |
(1) Top sensor suite |
50 |
Upper Legs (2) |
100 |
Lower Legs (2) |
175 |
Wings (2) |
100 |
Rear Thrusters (3) |
75 |
Main Body |
650 |
Variable Force Field |
200 per side (1200 total) |
Reinforced Pilot's Compartment |
400 |
High Power Laser Cannons (4) |
150 |
EP-14 (3) |
75 |
NOTES:
- Destroying the sensor suite will knockout long range communications (reduced to 60 miles/96 km range) and long range radar (reduce to 20 miles) and laser targeting (-1 to strike).
- Depleting 100 MDC of the shoulder missile launchers will destroy the short range missile launchers 2xMM-20 located in the front of the Beta fighter.
- Depleting the MDC of the main body will destroy the mecha.
SPEEDS:
- FLYING, GUARDIAN CONFIGURATION:
- 500 kph/313 mph maximum speed limit in an Earth-like atmosphere. Can also hover in place indefinitely.
- FLYING, FIGHTER CONFIGURATION:
- At sea level / at 18 km: 760 mph (Mach 1) / 3800 mph (Mach 5)
- Max level speed: 7608 mph (Mach 10) in ballistic flight
- Orbital Flight: 7608 mph (Mach 10)
- Max Sublight speed: 0.10c in ballistic flight.
- Stall speed: 250 kph/156 mph (VTOL rectification possible)
- Service ceiling: 45 km (unboosted). Beta can boost into orbit in ballistic flight.
- MAX ENGINE THRUST:
- 3 x Flying Fang-class Phase World Standard CG-Drives. These are the main drives from two Flying Fang Fighters.
4 x Turbo-Union ATF 401 miniaturized fusion plasma-air/reaction mass intermix ramjets. Engines are mounted in pairs near the elbow joint of the arm for VTOL operations in jet mode [Auxiliary]. Each engine is rated to 46.9 kN standard thrust, max overboost to 91.1 kN each.
STATISTICAL DATA:
- HEIGHT:
- 8.5m / 9.6m in guardian configuration.
- 6.1m / 7.2m.in fighter configuration.
- WIDTH:
- 19.5m at shoulders in Guardian and fighter configuration.
- LENGTH:
- 8.00m in guardian configuration.
- 9.7m in fighter configuration.
- WEIGHT:
- 29,500 kg empty.
- CARGO:
- Small compartment behind pilot's seat for personal belongings. Since the cyclone storage compartment is being used to store computer and communications equipment, the cyclones for the pilot and the co-pilot/EWO are now stored in the passenger compartment. The passenger compartment now acts as a miniature armory for the Beta, with extra rifles, air supplies, and emergency space packs for the Comm Officers. There is an access hatch between the passenger compartment and the cockpit (as used by Rand in episode #83). The Beta is equipped with a rope ladder for picking up passengers and has a "bomb bay" style hatch as its floor, for this purpose.
VBE-9PM Bomb Bay: In this version of the -9P, the bomb bay has been removed and filled with enhanced electronics and four sets of seats and computer consoles.
- POWER PLANT:
- 1 x 25-year Anti-Matter Reactor.
- 1 x RRL-2P Miniaturized Protoculture-cell energizer.
- 8 standard canisters of Protoculture. Since the Protoculture is only used to power the musculature and control systems of this Beta, the canisters will now last about 2500 hours.
950 lit. H20 reactant for fusion engines.
WEAPON SYSTEMS:
- EP-14 THREE-BARRELED 80MM PARTICLE CANNON (3):
These weapons fire 3.2 MJ pulses per barrel powered directly from the fighter's main power. While it began testing on select models of the Beta in 2032, it became the replacement of the GU-XXS Cannons on all models in 2035. Two are mounted on the legs and one is mounted under the cockpit. When mated with an Alpha, the cockpit cannon is unavailable.
- PRIMARY PURPOSE: Assault
- SECONDARY PURPOSE: Anti-Mecha
- RANGE: 4000 feet / 1200 m; double in space.
- MEGA-DAMAGE: 2D4 for each Single blast, 4D6 for each triple pulse, 1D6*10 for each medium burst, or 2D6*10 for each long burst.
- RATE OF FIRE: Single shots or bursts equal to the combined
attacks of the pilot.
- PAYLOAD: Unlimited.
- 4 x FLYING FANG-CLASS HIGH-POWER LASER CANNONS: These are four retrofitted horn cannons mounted externally on the outside fairings of the main body, above and below the wing roots/arms. These cannons are available in all modes and fire forward only. They are aimed so that all shots from all four cannons can hit the same target out to the cannons' maximum range.
- PRIMARY PURPOSE: Anti-Spacecraft
- SECONDARY PURPOSE: Anti-Mecha
- RANGE: 2 miles in space. 4000 feet (1200 m) in an atmosphere.
- MEGA-DAMAGE: 1D6x10 MD each. Can fire a double or quadruple blast for 2D6x10 MD or 4D6x10 MD.
- RATE OF FIRE: Equal to the combined attacks of the pilot.
- PAYLOAD: Effectively Unlimited.
- 2 x MM-10 MULTI-MISSILE SYSTEM: The Beta fighter has 40 short range Hammerhead missiles that launch from forward facing launch bays. The launching bays are two 10-tube launchers in the front chest/fuselage and can fire in all modes. However, once the Beta and Alpha combine the missiles are no longer available.
- PRIMARY PURPOSE: Assault/Defense
- SECONDARY PURPOSE: Anti-mecha
- RANGE: Varies
- MEGA-DAMAGE: Varies
- RATE OF FIRE: One at a time or in volleys of two, four, eight, ten, or all twenty.
- PAYLOAD: 20 in each shoulder for a total of 40.
- 2 x DD-8A MULTI-MISSILE SYSTEM: Each launcher has sixteen medium range Coralsnake missiles. Eight are ready to fire with one reload per tube. Launchers are of a pop-up design and are located behind the MM-10 launchers. These missiles are available in all flight modes and configurations, including when the Alpha and Beta combine.
- PRIMARY PURPOSE: Assault/Defense
- SECONDARY PURPOSE: Anti-mecha
- RANGE: Varies with warhead
- MEGA-DAMAGE: Varies with warhead
- RATE OF FIRE: One at a time or in volleys of two, four, eight, or sixteen.
- PAYLOAD: 16 Coralsnake missiles per launcher for a total of thirty two.
- UNDERWING ORDNANCE: Three hardpoints per wing with multiple ordnance options. Available payloads include, but are not limited to the following:
- MEDIUM RANGE MISSILES: Eight missiles can be stored on an AMER (Articulating Multiple Ejection Rack) on each inner hardpoint, seven on each middle and six on each outer hardpoint, for a total of up to forty-two medium range missiles.
- LONG RANGE MISSILES: Each hardpoint can carry one long range missile.
- CBM-200 cluster missiles: Each hardpoint can carry one. Two hundred guided cluster bombs with a range of 500 meters mounted on a long range missile. Customized for anti-mecha operations both in space and on the ground. 1D6*10 MDC to every mecha in 500 meter blast radius.
- RF/IR JAMMER PODS: Each hardpoint can carry one RF or one IR jamming pod used to divert guided missiles.
- PRIMARY PURPOSE: Anti-Missile
- RANGE: 5 km
- NOTES: Subtract -5 from the natural die roll of the missile
attack (missile bonuses do not apply) for dumb missiles (+2 to strike
bonus or less), -3 from standard missiles (+3 to strike), -1 from
intelligent missiles (+4 to strike or greater). Bonuses do not stack from
multiple jammer pods.
- PROTOCULTURE FLARE PODS: Each hardpoint can carry up to one
Protoculture Flare pod. Each Protoculture jammer produces waveforms in
band to the Invid's protoculture sensors so great that it effectively blinds
them to other inbound signals.
- PRIMARY PURPOSE: Anti-Invid Sensor
- RANGE: 10 km
- NOTES: Although the Invid will know the direction and
distance of the mecha carrying the Protoculture flare; however, the flare
will blind the Invid from detecting any other targets within the 10 km
effective range.
- CHAFF AND FLARE PODS: Can carry up to 20 chaff and flares. Range: 100 m.
Notes: Since it is impossible for a player to know what type of missile is being used against them, one chaff and one flare must be dispensed to attempt to jam an incoming missile volley. Subtract -3 from the natural die roll for dumb missiles (those with strike rolls +2 or less), -2 from the natural die from for standard missiles (+3 to strike), -1 from the natural die roll from intelligent missiles (+4 or greater to strike). If the natural die roll, without any strike bonuses added falls below +5 then the decoys are effective and the missile(s) will miss their intended target.
- ALPHA STRIKE: The Beta can perform a linked Alpha Strike of all its forward energy weapons on one target. This volley consists of the Laser Cannons and the Particle Cannons. In either mode, this counts as a Burst and costs 2 actions.
- RANGE: 4000 feet (1200 m) in an atmosphere, double in space.
- MEGA-DAMAGE: 7D6x10 MD.
- RATE OF FIRE: Costs 2 actions.
- LEGIOS NOTE: When linked with the Alpha Fighter, their combined volley does 8D6x10 MD.
- C&C BAY: The Command and Control bay has computer consoles and seats for four communications techs. These techs are responsible for coordinating military actions where it isn't practical to bring the Thoroughbred. These techs have access to all frequencies and codes used by Thoroughbred's REF battlegroup.
- HAND TO HAND COMBAT: If necessary, the Beta can engage in melee combat rather than use a weapon. The VBE-9PM is limited in the hand to hand combat moves it can perform, limited to body blocks, jump kicks, leap attacks, rolling with impacts, etc.
MEGA-DAMAGE:
- Kick: 3D6
- Leap Kick: 6D6
- Body Block/Tackle: 3D6
- Stomp: 3D4 (only effective against small objects)
STANDARD EQUIPMENT:
- AUTO-PILOT: The VBE-9PM is equipped with a computerized auto-pilot, allowing the pilot to relax or even sleep during long voyages. The auto-pilot can be programmed with a single destination or a complex flight plan involving multiple speeds, directions, and destinations. The onboard computer will alert the pilot when the fighter is near its destination, and can also be set to automatically signal when sensors detect objects near the mecha. The auto-pilot was designed with long intra-system space journeys in mind.
- RADIO/VIDEO COMMUNICATION: Long range, directional communications system with satellite relay capabilities. Range: 1200 miles (960 km) [x10 in space] or can be boosted indefinitely via satellite relay.
- EXTERNAL AUDIO PICKUP: Range: 300 ft (91.5 m). A sound amplification system that can pick up normal conversation up to 300 feet away.
- HEAT AND RADIATION SHIELDS: Special shielding prevents the penetration of life threatening heat and radiation. A radiation detection and alarm system are linked with the shields and will sound an alarm if there is a rupture in the shields and what the levels of radiation are.
- HOMING SIGNAL: The escape pod of the VBF-9 is equipped with a homing device that enables rescue teams to locate a disabled craft or ejected life pod. The range of the signal is 400 miles (640 km). Most REF ships and veritechs can locate and track a homing signal, and the onboard computers will automatically notify their pilots if such a signal is detected.
Note: At this time, there is no provision of an escape pod for the comm techs in the C&C Bay.
- LOUDSPEAKER: A loudspeaker system is built into the craft, which can be used to amplify the pilot's voice up to 90 decibels.
- SELF-DESTRUCT: To prevent capture of an advance variable fighter by the enemy, the pilot can activate the VBF-9 self-destruct system, which will cause the fighter to explode after a delay of up to 60 minutes (time is set by the pilot). The explosive damage is contained within a 20 foot (6 m) area and inflicts 1D6x10 M.D. to everything within the radius of the explosion. All internal systems are obliterated. The escape pod will be automatically ejected prior to the explosion unless the pilot overrides the ejection sequence.
- STANDARD SURVIVAL KITS (2): All REF veritechs come equipped with a portable survival kit. Inside the small reinforced box is a medium-sized flashlight, two hand flares, one rocket flare, a compass, infrared distancing binoculars, a small mirror, a pocket knife, dehydrated and concentrated food (can be stretched into a five day supply for one person) and basic first aid items (aspirin, bandages, disinfectants, etc.)
- TACTICAL LIFE SUPPORT SYSTEM: The VBF-9 cockpit is pressurized, and also provides additional air feeds to the pilot's flight suit that provides him with pressurized breathing. The REF flight suit also contains an upper and lower g-suit that promotes blood circulation even during high-g turns, thus decreasing the possibility of pilot's blacking out in combat.
- COMBAT COMPUTER: The combat computer tracks and identifies specific enemy targets, and has a database of over 40,000 images stored in memory. The computer can identify and track up to 500 targets simultaneously.
- Westinghouse APY-7 multi-band interleaved-multi-mode radar system, providing spherical very-long-range detection and tracking of targets at all altitudes in addition to medium range imaging and target identification. This system includes passive modes for "stealthy" detection of targets. Upgraded to Phase World-Standard detection and scanning methods. (Range 3000 miles, x10 in space)
- Two Zeiss/Thomson multi-spectrum high-sensitivity scanner booms. Each boom features a 30cm CCD-equipped Schmidt-Cassegrain telescope, a 27cm IR telescopic imager, and a 24cm ultra-violet telescope. These two booms are mounted on swiveling arms, and are, when not in use in jet or VTOL mode, folded between the upper main engine sections to avoid damage to the somewhat delicate optics. When used in the above modes the optics arms are folded out into a 'T' shape for stereoscopic operation.
- Phillips All-View multi-band digital camera system, for medium range spherical infra-red imaging, optical and ultra-violet band detection and tracking.
- Thomson LT-5 multi-frequency laser ranger and designator. (Range 30 kilometers)
- Westinghouse ALQ-258 (V) multi-channel wide-band radar detector/jammer. Range: 350 miles.
- OlDelft Infra-red Warning Receiver (IRWR)
- Westinghouse QRC-100 Infra-red Counter Measures (IRCM)
- Thomson ASD-52: Multi-band voice and data link signal detector/jammer. Range 40 miles.
- RF/IR Jammer: Jams the guidance of smart missiles. Range: 10 km. Subtract -5 from the natural die roll of missile attacks (missile bonuses do not apply) for dumb missiles (+2 to strike bonus or less), -3 from standard missiles (+3 to strike), -1 from intelligent missiles (+4 to strike or greater).
- SPECIAL NOTE: All systems have been upgraded to be fully compatible with Phase World-Standard detection and scanning methods.
- CHAFF, FLARE, AND SMOKE DISPENSERS: Can carry up to 30 chaff, 30 flares, and 20 smoke bundles. Range: 100 m.
Notes: Since it is impossible for a player to know what type of missile is being used against them, one chaff and one flare must be dispensed to attempt to jam an incoming missile volley. Subtract -3 from the natural die roll for dumb missiles (those with strike rolls +2 or less), -2 from the natural die from for standard missiles (+3 to strike), -1 from the natural die roll from intelligent missiles (+4 or greater to strike). If the natural die roll, with out any strike bonuses added falls below +5 then the decoys are effective and the missile(s) will miss their intended target.
COMBAT BONUSES FOR VBE-9PM FIGHTER ELITE COMBAT TRAINING:
- 2 attacks per melee (plus those of the pilot).
- Add one additional action/attack at levels six and twelve.
- +1 to strike in fighter, +2 in Guardian
- +3 to parry
- +3 in guardian, +4 in jet mode.
- +2 to roll with a punch or fall with an impact, reducing damage by half.
- Critical strike same as pilot's hand-to-hand.
COMBAT BONUSES FOR VBE-9PM FIGHTER BASIC TRAINING:
As Rifts: Ultimate Edition Robot Combat Basic.
Random Hit Locations
When there is an equal chance of hitting both
sides from 1D6
- 1-3 hits the right side
- 4-6 hits the left
When there is a preferred side, roll 1D10
- 1-8 hits the preferred side
- 9-10 hits the opposite side
Beta Fighter |
FRONT |
BACK |
SIDES |
TOP |
BOTTOM |
Head (Main
Body) |
- |
- |
- |
01-05 |
- |
Hands
(Forearms) |
- |
01-05 |
- |
- |
- |
Shoulder Missile Bays
(Main Body) |
01-25 |
- |
01-19 |
06-35 |
01-15 |
Forearm Shields (Upper Arms) |
- |
- |
20-29 |
36-46 |
16-25 |
Upper Arms (Main
Body) |
26-30 |
- |
30-34 |
- |
26-30 |
Top Sensor Suite (Main
Body) |
- |
- |
- |
47-49 |
- |
Upper Legs (Main
Body) |
- |
- |
- |
- |
31-35 |
Lower Legs (Upper
Legs) |
- |
06-45 |
35-44 |
50-64 |
3
6-55 |
Wings (Forearm
Shields) |
31-49 |
46-65 |
45-49 |
65-74 |
56-65 |
Bomb Bay (Main
Body) |
- |
66-70 |
- |
- |
6
6-75 |
Rear Thrusters (Main
Body) |
- |
71-89 |
- |
- |
- |
Main
Body |
50-87 |
90-95 |
50-80 |
75-84 |
76-89 |
Pilot's
Compartment |
88-95 |
- |
81-90 |
85-95 |
90-95 |
GU-XX/EP-14 |
97-00 |
- |
91-95 |
- |
96-00 |
EU-35 |
- |
96-00 |
96-00 |
96-00 |
- |
Beta
Guardian |
FRONT |
BACK |
SIDES |
TOP |
BOTTOM |
Head (Main
Body) |
- |
- |
- |
01-05 |
- |
Hands
(Forearms) |
- |
01-05 |
- |
- |
- |
Shoulder Missile Bays
(Main Body) |
01-25 |
- |
01-19 |
06-35 |
01-15 |
Forearm Shields (Upper
Arms) |
26-30 |
- |
20-29 |
36-55 |
16-25 |
Upper Arms (Main
Body) |
- |
- |
30-34 |
- |
26-30 |
Top Sensor Suite (Main
Body) |
- |
06-10 |
- |
56-60 |
- |
Upper Legs (Main
Body) |
31-35 |
11-20 |
- |
- |
31-40 |
Lower Legs (Upper
Legs) |
36-50 |
21-50 |
35-44 |
- |
41-65 |
Wings (Forearm
Shields) |
51-55 |
51-55 |
45-49 |
- |
66-69 |
Bomb Bay (Main Body) |
- |
56-60 |
- |
- |
70-75 |
Rear Thrusters (Main
Body) |
- |
61-65 |
- |
61-65 |
- |
Main Body |
56-87 |
66-95 |
50-80 |
66-84 |
76-89 |
Pilot's Compartment |
88-98 |
- |
81-90 |
85-95 |
90-95 |
EP-14 |
99-00 |
- |
91-95 |
- |
96-00 |
High-Powered Lasers |
- |
96-00 |
96-00 |
96-00 |
- |
REFERENCES USED IN THIS DESIGN
- Robotech Technical Files: Veritech Beta Fighter VBF-9
- Palladium Books: "The Sentinels"
- Palladium Books: "Phase World"