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MANUFACTURED MYTH + LEGERDEMAIN

Veritech Series VF-1 FOR MONTE COOK’S CYPHER SYSTEM MANUFACTURED MYTH + LEGERDEMAIN

DESIGNING, BUILDING AND SUSTAINING A 7TH GEN FIGHTER PROJECT VALKYRIE war fighting platforms in each of their respective When first announced by the United Earth theaters: Fighter Mode delivering air and space Government, the idea of a transformable war superiority and Battloid Mode hand to hand combat fighting platform met with ridicule. The recently across land, air and space. developed Science of Robotechnology, however, made the dream reality and soon the naysayers were A TRANSFORMABLE FIGHTER silenced. The result was the Veritech Transformable One, commonly known as the VF-1x Series. The VERItech Developed through materials and principles (Variable Engineering and Robotics Integration reverse-engineered from the alien Battle Fortress Technology) was made possible by an ingenious that crashed on Island in 1999. Under the merging of Earth-developed fusion power plants direction of Doctor Emil Lang and design engineer and Protoculture — a substance that powered alien Shoji Kawamori, over many years the men and Reflex Technology — and produced a hybrid dubbed women of Project Valkyrie, under guidance of the Robotechnology. The most extraordinary war United Earth Government, worked to develop the fighting platform that the world had ever known, world’s first transformable, multi-theater fighter. the descendants of the VT-1x prototype went on to become the backbone of UN Spacy Forces. Project Valkyrie would deliver a fighter jet capable of transforming into a Battloid (a humanoid form akin The VF-1x Series is a single-seat, twin-engine, dual- to a suit of mech power armor) to fight the Zentraedi, mode, transformable fighter, with full electronic a bio-engineered force of giant humanoids warfare and signal intelligence capabilities. The threatening to invade the Earth. The Valkyrie’s prime contractor, Rockwell Bell, built most of Fighter and Battloid modes would be fully realized the aircraft’s airframe and weapons systems and

2 Designed by the team at Manufactured Myth & Legerdemain! VERITECH VF-1x FOR CYPHER SYSTEM conducted final assembly, while Pratt & Whitney provided the wings and aft fuselage, and Boeing the The main advantages of the Super Veritech avionics integration and training systems. Configuration are a pair of booster rockets capable of taking the VF-1x to nearly Mach 5, as well as the The VF-1x Series has proven so reliable, in fact, that ability to fully transform between Fighter, Guardian it went on not to become the workhorse of the UN and Battloid Mode. Additionally, the SVC provides Spacy Defense Force, providing protection not just additional missile pods on the arms and the back of around the world, but around the galaxy. the armor.

ENVIRONMENT The main advantage of the Armored Veritech Conceptualized as a multi-environment war fighting configuration is the massive increase in firepower platform, the VF-1x is equally capable of operation provided by missile pods mounted on the shoulders, and fully maneuverable on land, in the sea, air, chest, arms, hips and legs of the VF-1x while in and space. As such, vital parts of the airframe and Battloid Mode. Unfortunately, however, the Armored superstructure, including the reinforced cockpit, Veritech in this configuration is non-transformable, are sealed to atmosphere and pressurized. This locked in Battloid Mode until the armor is jettisoned reinforced cockpit can sustain the lives of up to two by the pilot. people indefinitely when in atmosphere, and for up to a week out of atmosphere or under water. One final form of equipment available to the VF-1x Series is the Disposable Rocket Sled. The DRS is ARMOR a quartet of rocket boosters that mount on the Two configurations of armor are available for the VF- aft section of the aircraft and enable it to leave 1x — the Super Veritech and the Armored Veritech. atmosphere and enter orbit. CENTERPIECE OF 21ST CENTURY GLOBAL SECURITY

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As Kevin Siembieda notes in メガthe classic プ ー• One (1) ル Mega Pool ポ Point is イント equal to one hundred Stat Roleplaying Game from Palladium Books, no matter how Pool Points. MICRONIZED ZENTRAEDI: long or how many times a Micronized Zentraedi with A Zentraeidi that has been a standard rifle fires at a Veritech VF-1J in Battloid Mode, • One (1) Mega Pool Point inflicts one hundred Stat reduced, through means of their rounds wouldn’t make a scratch. Conversely, a single Pool Points of damage on SPP characters, creatures Protoculture, to human scale. 55 millimeter round from the VF-1 Veritech’s GU-11 Gun or structures. Seven (7) Mega Pool Points inflict seven Pod would obliterate the Micronized Zentraedi and a hundred Stat Pool Points of damage on SPP characters, short burst, well placed, could easily take down a creatures or structures. Battle Pod. • Stat Pool Point weapons, no matter how many times These differences are real not just in game terms, but fired, do not inflict any damage on Mega Pool Point in reality, where weapons have been created to even characters, creatures and structures. the playing field for the foot soldier. In the hands of the right military professional (or even civilian), a well-place • Only Mega Pool Point characters, creatures and shot with a Light Anti-tank Weapon could crack the shell weaponry can inflict damage on Mega Pool Point on a tank. By the same token, though, no amount of characters, creatures and structures. wearable armor could ever help a human withstand a 105 millimeter tank round. It’s obvious how deadly MPP damage could be for an SPP player character. A two MPP burst fired from an MPP To deal with this, Kevin Siembieda created a special weapon such as the VF-1J Veritech’s GU-11 Gun Pod form of damage, Mega-Damage Capacity, to represent would do 200 points of SPP damage to an SPP PC, almost the differences in damage done (and sustainable) by certainly obliterating it. On the other hand, that same large weapons, such as a tank or , and that of two MPP burst would barely scratch a 30 MPP character, conventionally armed humans. creature or structure.

LIGHT, MEDIUM & HEAVY: STATS & SCALE Note that Cypher System’s standard Light, Medium, and For more on Light, Medium, Transplanting this concept to Cypher System, damage Heavy weapons , which do standard SPP damage, would and Heavy weapons, see pages do no damage to MPP characters, vehicles, and creatures 8 and 9 of the revised Cypher starts at the Stat Pool level for player characters and the System Rulebook.. Health level for non-player characters. — no matter how many times nor for how long a handgun is fired, it won’t destroy an MPP structure. Within this document, the sum total of a PC’s three Stat Pools (Might, Speed and Intellect) and the total of an The chart on the facing page uses many of Robotech’s NPC’s Health will from now on be referenced in terms of characters, vehicles and creatures to create MPP scale and Stat Pool Points (SPP). a fast, cinematic, narrative-driven spirit to the game. By no means exhaustive, it serves as a starting point for game Larger scale characters (such as Zentraedi), vehicles masters to build Robotech adventures within the Cypher and spacecraft (such as civilian vehicles and the VF-1x System. GMs should feel free to adjust MPP as they see Veritech), and structures (such as buildings and fortresses) fit. will be referenced in terms of Mega Pool Points (MPP). Note that levels do not, necessarily, dictate Mega Pool • All three standard Cypher System Stat Pools (Might, Points. A level three vehicle, for example, does not Speed and Intellect) are treated as the sum total of a necessarily have nine MPP. Level is intended to serve as a player character’s Stat Pool Points. For example, a PC with summation of qualities such as power, maneuverability, 11 in Might, 15 in Speed, and 10 in Intellect has a sum and difficulty posed by an MPP structure to the player total of 36 SPP. A PC with 14 in Might, 11 in Speed, and 9 character, as well as a basis by which to compare it to in Intellect has a sum total of 34 SPP. other MPP structures.

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MEGA-POOL POINTS SCALE

LEVEL MEGA POOL POINTS STAT POOL POINTS EXAMPLE CHARACTER, VEHICLE, OR STRUCTURE Civilian motorcycles, cars, trucks and light aircraft such as the Fan 0 (No Roll) 3 MPP 300 SPP Jet 1 (3) 10 MPP 1,000 SPP Civilian construction vehicles and heavy aircraft Armored military vehicles such as the AAR-Recon II Armored 2 (6) 15 MPP 1,500 SPP Reconnaissance Vehicle or the Land Rover. 3 (9) 25 - 35 MPP 2,500 - 3,500 SPP Average to superior Zentraedi foot soldier. The average Zentradi Battle Pod, a typical UN Spacy tank, the 4 (12) 40 - 55 MPP 45,000 SPP QF-3000 E Ghost unmanned fighter jet, and the Titanic VC-27 Tunny-VTOL. Zentradi Officer’s Battle Pod, the Falcon Fighter Jet, or the 5 (15) 60 - 70 MPP 60,000 SPP Commanchero military assault helicopter. 6 (18) 100 MPP 100,000 SPP VF-1x Series Fighter 7 (21) 160 - 200 MPP 200,000 SPP Excaliber MK IV, Gladiator, Raidar X, and Spartan Destroids 8 (24) 240 MPP 240,000 SPP M.A.C. II Monster 9 (27) 3,000 MPP 300,000 SPP Prometheus Class or Daedalus Class Aircraft Carriers 10 (30) 119,000 MPP 1,190,000 SPP ARMOR/A.R.M.D Space Platform

11 (33) 598,000 MPP 5,980,000 SPP Super-Dimensional Fortress Macross

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Mecha combat in Robotech is fast, furious, and水先案内と戦闘 lethal. across the surface of the ocean in Guardian Mode require Combatants regularly unleash volleys of missiles that a scale of range far greater than that of a standard human. swarm and obliterate the enemy or disable them with Just as weapons and armor that work at a mega-scale a single well-placed shot, and the tide of battle can require Mega Pool Points, so, too, do the tremendous change in a fraction of a second. Fortunately, this fits the distances require their own method or measurement. Cypher System, which emphasizes cinematic speed and uninterrupted dramatic flow. The following Mega-Range Table offers distance measurements more suited to mecha combat. Standard To bring some of the look and feel of Kevin Siembieda’s meters are used for close encounters, such as melee classic Robotech Roleplaying Game, this document combat, when in Battloid and Guardian Modes. contains rules for two modes of play. Nautical miles (abbreviated as ‘NM’ by the Interstellar These new rules are optional, and created only to add Aviation Organization) are used for extended air, marine, some spice and old school Palladium feel to the game. and space navigation, maneuvers, and combat in Fighter Feel free to modify them or discard them depending on Mode. Perhaps more importantly, however, Mega-Ranges what your group is looking for in a game! offer a more accurate depiction of Robotech’s missile combat, where missiles fly at thousands of miles per hour. CYPHER MODE VS. SIEMBIEDA MODE Please note that 1 NM is equal to 1.15 standard miles In Cypher Mode, MPP is measured in a single pool (one minute of latitude along any line of longitude) to for an entire character, vehicle or structure. Once an account for the curvature of the Earth. MPP structure’s MPP is depleted, it is considered to be non-functioning, effectively destroyed, or killed. A MEGA-RANGE Zentraedi Battle Pod, for example, with a total of 55 MPP is considered functional even when its MPP is depleted MEGA MELEE 30 Meters to just 1 MPP. At 0 MPP, however, the Zentraedi Battle Pod MEGA CLOSE becomes completely non-functional and is considered Up to 10 NM (18 Km) destroyed (though it may still be intact). MEGA MEDIUM 11 to 30 NM (55 Km) In Siembieda Mode, however, total MPP is broken down across an MPP structure by specific location. That MEGA LONG 31 to 53 NM (93 Km) Zentraedi Battle Pod with 55 MPP might be composed of a Main Body of 25 MPP, two Legs of 10 MPP each, and MEGA EXTREME 54 NM + (94 Km +) two Missile Launchers of 5 MPP each — for a total of 55 MPP. Targeting specific parts of the structure becomes FOUNDATION CYPHER RULES CALLED SHOTS: Called Shots possible through , and depleting the MPP The Mega Pool Point characters, vehicles and creatures For more on Called Shots, see of a leg, for instance, would render it inoperable. page 8 of this document.. described in this document use the standard Vehicular Combat rules on pages 230 and 231 of the revised As a general rule, while in Siembieda Mode, depleting Cypher System Rulebook. the MPP of the Main Body of any vehicle, creature, or structure renders it non-functional, effectively destroyed Additionally, it is highly recommended that players use or -- in the case of living creature -- dead. the optional Extended Vehicular Combat (Spacecraft Combat) rules on pages 39 - 49 of Monte Cook Games’ MEGA-RANGE The Stars Are Fire, written by Bruce R. Cordell. The Rocketing across the sky at thousands of miles per hour in Extended rules build on the standard rules from the core Fighter Mode, running, dashing and jumping over land at rulebook, and add a lot of fun to the game. close to sixty miles per hour in Battloid Mode, and tearing

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ROBOTECHNOLOGY Piloting (Enabler) as a free ability, and suffer no The development of Robotechnology from the reverse penalties while piloting a Veritech. engineering of Protoculture and Reflex Technology discovered onboard the crashed alien spaceship has As always with Cypher System, the GM has the final word enabled unparalleled synchronicity between pilot and on the relevant stat. vehicle. TRANSFORMATION Through Robotechnology, a pilot’s movements — a twitch The highlight of the Veritech, of course, is its ability of the wrist, pull of the trigger, or press of the foot — are to transform smoothly and quickly between Fighter, instantly translated to the Veritech, making it less a Guardian, and Battloid Mode. traditional vehicle than an extension of the pilot’s actual body. Robotechnology enables this at the literal flip of a switch, and transforming between modes is treated as a Free PILOTING Action unless the GM decides that conditions demand ‘Piloting’ is defined as any action taken by a pilot that otherwise. Things that may inhibit a pilot include, but translated in to an action by a Veritech. Throttling back are not limited to, particularly difficult maneuvers, in Fighter Mode, kicking a Zentraedi in Battloid Mode, malfunctions, excessive damage to the structure of the pulling a trigger on the center stick in Guardian Mode, or fighter, or other distractions currently in effect. simply interacting with the flight computer in any mode are all examples of piloting. In such cases, players might be asked to make a roll at a task difficulty set by the GM in order to successfully Due to the bond between pilot and Veritech, PCs use their transform and perform another action. own stat pools (Might, Speed and Intellect) to determine the success or failure of an action or maneuver. This A failure means the pilot must spend their turn piloting means any stat pool points should be drawn, and edge the Veritech and attempt a transformation on a future applied, from the PC’s relevant stat pool. turn. With a success, pilots may transform as a free action and simultaneously fire, check a computer, or otherwise All Veritech pilots receive Practiced With Veritech operate their Veritech as normal.

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VERITECH HAND TO HAND COMBAT Miraculous advances through Robotechnology make Melee combat tasks should be eased or hindered possible an unparalleled interface between pilot based on a player character’s own stats and abilities, and Veritech. Effectively (and with the exception of and game masters and players should take a careful damage, as noted above), pilot and machine become look at, and discuss, Cypher System abilities listed one and the same. on pages 108 - 200 of the revised Cypher System Rulebook. For a quick and focused approach, start All Veritech pilots receive Practiced With Veritech with the Attack Skill category on page 96. Hand To Hand Combat (Enabler) and Practiced with Veritech Weaponry (Enabler) as free Damage bonuses and penalties made available abilities, and suffer no penalties when using hand through abilities essentially work the same, but to hand techniques, or weapons such as guns or at the Mega-Pool Point level. For example, the 2 missiles, while piloting a Veritech. Please note that additional points of Stat Pool Point damage dealt by these abilities and are only available to the pilot the Master of Unarmed Fighting Style ability, when actually piloting a Veritech, and cannot be listed on page 160 of the revised Cypher System used otherwise. Rulebook, become Mega-Pool Point damage when piloting a Veritech. When in Battloid and Guardian Mode, any additional hand to hand combat abilities available to the pilot Game masters should use good judgement when are also available to Veritech combat. A Battloid, translating melee combat abilities to Mega-Pool however, will almost always deal greater damage Point level, keeping in mind that the ultimate goal is than a Guardian, as the Battloid enjoys a form factor to remain (reasonably) consistent, fair, and most of identical to that of a human, and the Guardian must all to have fun. compensate for the differences.

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CALLED SHOTS damage, which only deal damage to the actual Assuming an MPP weapon has a mega-range character, vehicle, structure or location that was capable of reaching the intended target, Veritech specifically targeted. pilots may make a Called Shot to a specific MPP location at a hindrance of one step at Mega Melee, DAMAGE two steps at Mega Close, three steps at Mega Damage sustained by MPP vehicles is deducted from Medium, four steps at Mega Long, and six steps at directly from the MPP of the vehicle, itself, and not Mega Extreme Ranges. from PC stat pools. So long as the Reinforced Crew Compartment of the Veritech is intact, no damage is A called shot does damage only to the intended sustained by the pilot. When they are somehow exposed, location that is targeted by the pilot, and depleting MPP and SPP damage is deducted as normal, though the MPP of a particular location renders it non- GMs should use discretion, as a single point of MPP damage could easily obliterate a PC. functional or destroyed. In Cypher Mode, MPP damage is deducted from the SPLASH DAMAGE MPP character, vehicle, or structure. In Siembieda Mode, When a missile traveling at 3000 kilometers per MPP is drawn from the Main Body of the MPP character, hour hits an MPP vehicle with the sheer destructive vehicle, or structure unless a successful Called Shot is force of a Reflex Heavy Warhead, damage is not made, in which case MPP damage is deducted from the just dealt to the vehicle, but can splash over to the targeted location. surrounding area and causes a horrible amount of Cypher Mode collateral damage. This additional damage is called In , when a Veritech’s MPP is reduced to 60 MPP, all actions and maneuvers are hindered by one step. Splash Damage, and it can tear a human being apart. At 30 MPP, all actions and maneuvers are hindered by two BLAST RADIUS steps. In Siembieda Mode, when a Veritech’s Main Body MPP reaches 10, all actions and maneuvers are hindered Damage is dealt only to the actual, by one step. At 5 MPP, all actions and maneuvers are PINPOINT intended target and there is no splash hindered by two steps. damage to other objects. When the MPP of a vehicle in Cypher Mode becomes All objects within 5 meters of the point completely depleted, or the MPP of the Main Body STANDARD of impact are dealt 1 MPP of splash in Siembieda Mode becomes completely depleted damage. (regardless of the state of other locations on the Veritech), All objects within 15 meters of the the vehicle is considered non-functional and shuts down. WIDE point of impact are dealt 1 MPP of It is effectively destroyed and even the life support splash damage. systems (LSS) of the Reinforced Crew Compartment offer the pilot no protection. While in Cypher Mode, the blast radius of an MPP weapon does not apply and the damage is only done REPAIRS to the actual character, vehicle, structure, or location Veritech pilots receive Practiced With Veritech that was specifically targeted. Minor Repair (Enabler) as a free ability, and suffer no penalties to affect minor repairs on their Veritech. Siembieda Mode While in , however, the blast There are three types of repair which pilots are radius of an MPP weapon is considered to have a generally capable of performing: ‘splash’ that causes it to do 1 point of MPP damage to each of the surrounding characters, vehicles, and A Hot Repair is done on the fly (literally and locations within that weapon’s Blast Radius. figuratively) using the three Retractable Utility Arms (RUAs) housed within the right forearm of Note that, even in Siembieda Mode, an exception the Veritech. A pilot may use one action, one time to Blast Radius are MPP weapons that deal Pinpoint while in flight, to affect a Hot Repair using the RUAs

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for 1d6 MPP. While performing a Hot Repair, the as well as a disassembly and replacement of the pilot may only oversee the repair and fly, taking no damaged components. other actions such as attacking, defending, or even checking a computer. Full Repairs of up to half the Veritech’s MPP typically take 1d6 days, and anything over half take 1d10 A Field Repair is done with wheels (or Battloid feet) days. planted firmly on the ground, using the Standard Repair Kit stowed in the Veritech’s service bay and VERITECH MISSILE COMBAT the help of the RUAs. A Field Repair typically takes In Robotech, Veritechs regularly unleash dazzling arrays one to two hours, during which weaknesses in the of missiles that spin and streak along wild trajectories airframe are reinforced, the power plant serviced, across the battle space, then quickly hone in on, swarm and avionics recalibrated. A Field Repair restores up and engulf a target in fiery, thunderous explosions. 1d10 MPP plus the pilot’s tier. With this in mind, there are two ways to launch missiles The Hot Repair and the Field Repair are not stackable — as Single Shots and in Missile Volleys. Each way has its own advantages, but it’s important to remember that — once one has been completed, the other may each missile’s success or failure is determined by its own not be performed. Furthermore, they represent the level. extent of the pilot’s repair knowledge and no further repairs by the pilot will be effective. SINGLE SHOTS When a Veritech fires a single missile, the difficulty of the The final type of repair is the Full Repair, which task is decided with the Vehicular Combat rules on pages must be coordinated and overseen by fully qualified 230 and 231 of the revised Cypher System Rulebook. Veritech maintenance technicians (VMTs) at a full Simply treat the missile, itself, as a vehicle and the target service facility using the proper tools, instruments, as the opponent. and equipment. The Full Repair represents a complete inspection of the aircraft from tip to tail, From there, add any modifiers just as you would with the Vehicular Combat rules.

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MISSILE VOLLEYS but on the third and fourth missiles the task difficult Within the span of a single turn, pilots are free to let is eased by one step, and on the fifth missile it is loose with as many missiles as available, provided eased by two steps, and so on. that the missiles are directed at a single target. Matt first rolls for each of the first two missiles The procedure for determining the test difficulty is against a task difficulty determined normally by the the same as above, except it is now determined for Vehicle Combat rules, but then with his third missile each individual missile fired, and the task difficulty the task difficulty is eased. is eased by one subsequent step after every two missiles fired. This simulates the idea of the target DODGING MISSILE VOLLEYS being overwhelmed by a swarm of missiles. Dodging missiles is the same procedure, but in reverse. The task difficulty is determined using the For example, Matt decides to let loose at a single Vehicular Combat rules for the first two missiles, target with five missiles. For the first two missiles, the but for the third and fourth missiles the difficulty task difficulty for each is determined normally with is hindered by one step, the fifth and sixth by two the Vehicular Combat rules, adding any modifiers, steps, and so on. MEGA-POOL POINT MISSILES MPP MAX BLAST TYPE LEVEL TOP SPEED DESCRIPTION DAMAGE RANGE RADIUS LETHAL MISSILES High Explosive Standard 3 4 30 NM 3500 KpH STANDARD A standard-issue Veritech missile, the High Explosive (HE) Missile is a small, HE Heavy 2 6 53 NM 3500 KpH STANDARD light and fast air-to-air weapon for use against drones, manned aircraft, and HE Fragmentation 3 2 80 NM 3500 KpH WIDE other missiles. Armor Piercing Standard 4 6 53 NM 5000 KpH PINPOINT A kinetic energy penetrator that maximizes the stress delivered to AP Heavy 3 8 30 NM 5000 KpH PINPOINT the target by maximizing mass, minimizing width of the projectile, and AP Heavy Long 4 4 80 NM 5000 KpH STANDARD hitting the target face first. Plasma/Napalm Standard 3 4 30 NM 2500 KpH WIDE An incendiary weapon that burns at high temperatures and is effective PN Heavy 4 6 10 NM 2500 KpH WIDE against dug-in enemy personnel. Reflex Standard 4 2 80 NM 3500 KpH PINPOINT Over-the-horizon, Protoculture driven weapons that seek out targets R Heavy 4 4 53 NM 3500 KpH STANDARD and are smaller, faster, and more R Multi-Warhead 3 12 30 NM 2500 KpH WIDE maneuverable than anything else. NON-LETHAL MISSILES Burns the eyes and respration systems Tear Gas Standard 3 N/A 2 NM 200 KpH WIDE for 1d6 x 10 minutes. All tasks for those affected are hindered 2 steps. Renders individuals within blast radius Knock-Out Gas Standard 3 N/A 2 NM 200 KpH WIDE incapacitated for 1d6 minutes. Visibilty within blast radius drops. Tasks Smoke Standard 3 N/A 2 NM 300 KpH WIDE related to vision hindered by 2 steps. Slows down and stops the spread of Fire Retardant Standard 3 N/A 2 NM 300 KpH WIDE fire and reduces its intensity.

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The RockwellVF-1x Bell VF-1x Series Valkyrie シリーズ is UN Spacy’s chief ベリテック multi-environment war fighting platform. As a single-seat, twin-engine, twin-tail, variable-sweep wing transformable fighter aircraft, the Valkyrie is intended to perform air, land, and space superiority and strike missions.

The aircraft has three main modes: Fighter, Guardian and Battloid.

STANDARD EQUIPMENT The Valkyrie runs on protoculture cells processed by two Robotechnology power plants reactors, capable of delivering up to 27,000 pounds of thrust per engine. These reactors have an average lifespan of 22 years, during which they do not require refueling. Like any aircraft, however, the VF-1x Series require regular line The DPC also features a Hydraulic Pilot Chair (HPC). When maintenance for wear and tear, and routine time between in Battloid Mode, the head of the VF-1x Series pivots overhauls (TBOs) is approximately every 3,000 - 5,000 forward and the HPC emerges from the shoulders. The flight hours. Note that this schedule does not include HPC also serves as a standard ejector seat, and functions repairs following combat damage. in any mode.

The radar and laser targeting systems have a range of Housed within the right forearm of the VF-1x Series 200 nautical miles. A Combat Computer calculates, stores, are three Retractable Utility Arms (RUAs), which can be and transmits data to the Heads Up Display (HUD) of the utilized for more delicate work, such as unlocking and pilot’s helmet, providing augmented reality tracking of removing the DPC, interacting with human-sized objects, enemy contacts 360 degrees around the aircraft. or small repairs.

The VF-1x Series features a Detachable Pilot’s The VF-1x Series also contains a self-destruct system, Compartment (DPC), which may be removed and which may be activated either by the pilot’s voice (in a mounted on hardpoints on the right forearm in Battloid series of codes) or manually, using controls within the Mode, or the undercarriage in Guardian or Fighter Mode. cockpit. VF-1x ARMAMENT The VF-1x Series Veritech has several primary outboard weapons stations.

Nose Mounted Plasma-Powered Cannons — All Veritech come fitted with two plasma-powered cannons mounted on the nose of the aircraft. The completed assembly, including feed system, drum, and power plant, can fire 3,900 rounds per minute without complications. Because the weapon’s recoil forces could push the plane off target during firing, it is dual mounted along the aircraft’s centerline to eliminate drift.

Range: 1200 meters

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ROCKWELL BELL VF-1x SERIES VERITECH MODEL SPECIFICATIONS VF-1A VF-1D VF-1J VF-1S ARMOR Soaks 2 MPP Soaks 2 MPP Soaks 2 MPP Soaks 3 MPP NOSE PLASMA CANNONS Deals 2 MPP HEAD LASER CANNONS Deals 2 MPP Deals 4 MPP Deals 4 MPP Deals 6 MPPE STANDARD MISSILE LOADOUT 12 MISSILES 12 MISSILES 12 MISSILES 12 MISSILES HEAVY MISSLE LOADOUT 6 MISSILES 6 MISSILES 6 MISSILES 6 MISSILES HAND TO HAND PUNCH: 2 MPP, KICK:4 MPP, STOMP: 2 MPP, BODY FLIP: 6 MPP

Head Mounted Laser Cannons — The VF-1A has one, MEGA-POOL POINTS the VF-1D and J have two, and the VF-1S has four laser In Cypher Mode, the Veritech has a total of 100 MPP. cannons mounted on the head of the Battloid, each of which deliver varying damage. In Fighter or Guardian In Siembieda Mode, the sum remains 100 MPP, but the Mode, the laser cannons move to the undercarriage, Veritech’s MPP is divided by location. where they enjoy 360 degrees of rotational movement.

Range: 1200 meters HEAD 10 MPP ARMS 10 + 10 = 20 MPP Total Missile Capacity — The VF-1x Series has four standard missile hardpoints, with two underwing hardpoints on LEGS/THRUSTERS 10 + 10 = 20 MPP Total each wing. Pilots may choose between either Standard or MAIN BODY 25 MPP Heavy Loadout configurations. REINFORCED CREW With a Standard Loadout, the Veritech can carry up to 12 COMPARTMENT 15 MPP standard missiles: 3 missiles per hardpoint for a total of WINGS 6 on each wing. With a Heavy Load, the Veritech can carry 5 + 5 = 10 MPP Total up to 8 heavy missiles: 2 missiles per hardpoint for a total VF-1x ARMOR of 4 on each wing. Standard and Heavy Missile Loadouts Armor for a Veritech works as standard Armor in the may not be mixed: the pilot must choose either one or Cypher System. The VF-1A, D and J are all fitted with 2 the other. points of Armor, and the VF-1S, as the command Veritech model, is fitted with 3 points of Armor. Because the armor GU-11 Gun Pod — This 53 millimeter, tri-barrel, rotary is part of the airframe, the Veritech does not suffer any firearm has been the standard weapon of the VF-1x Series movement penalties. since inception. It can be utilized in Battloid and Guardian Mode as a rifle, but in Fighter Mode the GU-11 serves as a The Veritech has two more armored configurations — the fixed gun mounted on a hardpoint on the undercarriage Super Veritech MVAS-1 FASTpack adds 1 point of (the left forearm) of the aircraft. Armor at a speed hindrance of 1 step, and the Armored Veritech GBP-1 adds 2 points of Armor at a speed Payload: 200 rounds per magazine, delivered in 20 hindrance of 2 steps. Additionally, while the Super short bursts (2 MPP), 10 long bursts (4 MPP), and 5 Veritech remains fully transformable, the Armored full round bursts (6 MPP). Veritech is locked in Battloid Mode and must jettison its armor to transform.

The Super Veritech carries 24 additional standard missiles, and the Armored Veritech carries a whopping total of 48 standard missiles (yes, you read that right). Please note, however, that due to its configuration an Armored Veritech cannot carry missiles on its wings.

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このドキュメントは、史上最高のメカデザイナーである河森正治に愛を込めて捧げられています。