Contra Grey Alpha fighter
REEF VAF-8+ Contra Grav Alpha Fighter:vf_6h_battloid.jpgMEC_21_3_9268%281%29.gifThe Contra Grey Alpha fighter is most effective when it takes out many bunches of Invid and Inbit with its missiles.Alpha Integral missile system is how they are above the Invid and Inbit.The Invid block missiles with their claws.Vulnerable inside the claws.The alpha uses it speed to out monuver Invid troopers.Going to guns would have been smarter for all of the 2nd Mars Division on the Invid scouts.Its in space and they could have used the Beta fighter's missiles and split apart to attack.Alpha usually destroys Invid Inbit using missiles.Then the laser gun.Blunder they don't use their weapons and Invid and Inbit destroy them in space.Shooting down the Invid works in fighter mode.Guardian and Gerwalk mode releases missiles and laser gun.

This fighter is a redesigned version of the Alpha Fighter used by the Sentinels against the Invid. This design is physical identical to a standard alpha except the nose of the fighter is slightly longer and will often carry external ordnance. While this fighter design is not operated by REEF units in Florida, it is operated by other REEF units outside of Florida Base. Most are painted grey or camouflage. There are three models, a standard model, and ECM model that has jamming gear, and a stealth model that carries the same equipment as a shadow fighter.

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This fighter was designed by Lieutenant Kamako Kantako, an REF Field Scientist. Before having been rifted to Rifts Earth, Lieutenant Kamako Kantako had been one of the members of the design board that was working on more advanced versions of the various Veritech fighters. When the plans for the VAF-8+ were drawn up, many of the additions that had been planned for the next generation alpha fighter were added when possible. The most important item was to reduce the vehicle's dependency on protoculture. This was done by putting a high efficiency fusion reactor in the Alpha. The next most important item was adding nose lasers. The ones selected by Lt. Kantako were copied were those from the TX-41 Giant laser rifle. Also important but not as important was increasing the missile ordnance of the fighter. This was done by three separate modifications. This was by increasing the capacity of the standard launchers by 10 missiles, adding the GR-12 missile launchers that were designed for the original shadow fighters, and adding external ordnance pods and racks. Because rail guns designed in Rifts are far more powerful than the original auto cannons were, the auto cannons have been replaced by a heavy rail gun. The sensors have been vastly improved, using top of the line sensor designs found in fighters from Rifts. The flight system was totally redesigned after Lt. Kantako was able to study a purchased Naruni Crescent Moon's contra grav flight system. She designed a flight system for the new Alpha that works the same way but is different enough from the original one on the Crescent Moon to not have Naruni irritated yet still have the same performance.
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To be more accurate, this fighter follows theoretical information about starships operating non chemical propulsion in space. This has meant much greater speeds and accelerations. Listed is the formula to allow player and game masters to calculate the fighter's velocity.
Velocity = Acceleration x Time + Initial Velocity
Distance Traveled = Acceleration x ½ x Time ² + Initial Velocity x Time
1 G = 32 feet (9.8 m) per second ²

Model Type: VAF-8C+ (Combat Model), VAF-8ECM+ (ECM/Hurricane Model), VAF-8SF+ (Stealth/Shadow Model)
Class: Veritech Fighter VAF series
Crew: One pilot. A passenger can fit in the cockpit but must sit in the pilot's lap.

M.D.C. by Location:

Head:

75

[1] Head Sensor Unit:

50

Hands (2):

50 each

Forearm/ Missile Pods (2):

60 each

Shoulders/ Missile Pods (2):

100 each

Upper Legs(2):

150 each

Lower Legs/ Missile Pods(2):

200 each

Wings (2):

150 each

Tail Fins (2):

75 each

Gun Pods (Various)

100

Reinforced Pilots Compartment:

175

[2] Main Body:

500

MEC_19_1_312.gif

Notes:
[1] Depleting the M.D.C. of the head sensor will impair the pilots sensory and targeting equipment. Long-Range radar is greatly diminished, leaving an effective range of one mile(1.6 Km). Radio and laser communications are lost. Short range radio backup provides a 60 mile (96 Km) range. Laser targeting is destroyed causing a -1 to strike.
[2] Depleting the M.D.C. of the main body will shut the mecha down completely, rendering it useless. Note: Lasers do half damage due to armor being special laser resistant materials

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Speed:
All Modes, Space: The fighter does not have an effective top speed but is limited by acceleration. Fighter can reach a top acceleration of 6.0 Gs.
Jet Mode, atmosphere: Mach 5.5 ( 4,232.3 mph/ 6811.2 kph). Vehicle is trans-atmospheric due to Contra-Grav system and can hover in this mode.
Guardian Mode, atmosphere: Mach 2.5 (1,923.8 mph / 3096.1 kph). The vehicle is trans-atmospheric due to Contra-Grav system and can hover in this mode.
Battloid Mode Flying, atmosphere: Mach 1.0 (769.5 mph /1238.4 kph). The vehicle is trans-atmospheric due to Contra-Grav system and can hover in this mode.
Battloid Mode Running: 100 Mph (160.9 kph).
Battloid Mode Leaping: 100 feet (30.5 meters) up or across without using thrusters.
Underwater: It can walk along the bottom of the sea floor at 25% of maximum speed. The Alpha can also use its thrusters to travel up to a maximum speed of 50 mph (80 km)
Maximum Ocean Depth: 1 mile (1.6 km)
Maximum Effective Range: Unlimited, the Veritech Fighter has supplies for one person for seven days. Because the fighter is anti-gravitic in nature, they do not use reaction mass and can be sustained indefinitely in space as well.MEC_19_3_5540.gifMEC_20_5_7998.gifMEC_21_5_2297.gif
Statistical Data:
Height: 28 feet 7 inches (8.75 meters) in Battloid, 15 feet (4.6 meters) in Jet Mode
Width: 13 feet (4.3 meters) at the shoulders in Battloid, 22 ft (6.7 meters) in Jet and Guardian Mode
Length: 36 feet (11 meters) in Jet and Guardian Mode
Weight: 12 tons empty and 17 tons fully loaded
Physical Strength: Equal to a P.S. 50
Power System: Nuclear Fusion (15 Years). Uses four protoculture cells for special systems (100 Year Duration)
Cargo: None except for cyclone storage space (up to 500 lbs).
Black Market Cost: Not Sold, If found it would probably be worth 150 million for a new, undamaged, and fully operation fighter complete with weapons, able to transform, and having cloaking device
legioss-cockpits.jpgWEAPON SYSTEMS & EQUIPMENT:
1. MM-70B Multi-missile System:
1. Similar to the MM-60 missile launcher system used in the VAF-6 and VAF-7 Alpha Fighters, the MM-70B retains the same electronic systems but can include an additional 10 SRMs due to the designed body of the VAF-8+. A total of 70 short range missiles are included; Shoulders: 8 each, Forearms: 12 each (6 on both sides of the arm), Lower Legs: 15 each ( 3 launchers on each leg). Missiles are assumed to accelerate at 2 times normal mach speed in Gs greater than the starships speed when used in space. Missiles can be launched at non moving targets beyond the powered range of the missiles to hit targets without the chance of the launching ship being hit by missiles itself but penalties exist when launching missiles beyond normal missile range.
Maximum Effective Range: Varies with short range missile types, assume powered range is 8 x normal in space (Go to Revised bomb and missile table).
Mega Damage: Varies with short range missile types (Go to Revised bomb and missile table).
Rate of Fire: One at a time or in volleys of two, four, eight, sixteen, thirty or all (70). Counts as one attack.
Payload: A maximum capacity of 70 short-range missiles.
1. GR-12 Shoulder Launched Missile System:
2. Identical to a Shadow Fighters, carries an additional pair of missile launchers in the upper chest and adds an extra 24 short range missiles. Missiles are assumed to accelerate at 2 times normal mach speed in Gs greater than the starships speed when used in space. Missiles can be launched at non moving targets beyond the powered range of the missiles to hit targets without the chance of the launching ship being hit by missiles itself but penalties exist when launching missiles beyond normal missile range.
Maximum Effective Range: Varies with short range missile types, assume powered range is 8 x normal in space (Go to Revised bomb and missile table).
Mega Damage: Varies with short range missile types (Go to Revised bomb and missile table).
Rate of Fire: One at a time or in volleys of two, four, six, twelve or all (24). Counts as one attack.
Payload: A maximum capacity of 24 short-range missiles.
1. Wing Hardpoints:
3. The VAF-8+ has two hard points (1 per wing) which can be used to mount missiles and other ordnance for heavy assaults and bombardments. The fighter can various types of Pods and ordnance types on the hard points of the fighter. Towed Decoy pods are commonly carried. These missiles do NOT have to be dropped prior to transformation into battloid mode; however, the missiles cannot be fired in battloid mode because they are covered by the tail fins of the mecha. See standard R.E.E.F. Aircraft Hard point Pods & Ordnance Loads. If the hard points are carrying missiles, then missiles are assumed to accelerate at 2 times normal mach speed in Gs greater than the starships speed when used in space. Missiles can be launched at non moving targets beyond the powered range of the missiles to hit targets without the chance of the launching ship being hit by missiles itself but penalties exist when launching missiles beyond normal missile range.
1. Nose Mounted Variable Frequency High-Powered Lasers:
4. Mounted on either side of the cockpit. Similar to the Triax TX-41 Laser pulse rifle. The weapon has 13 different possible frequencies to counter laser resistant armor. Number 7 counters USA-10 Glitterboy, Setting Thirteen is blue green and has full range underwater, and all other setting are designed to counter other laser resistant materials.
Maximum Effective Range: 4,000 feet (1,200 m) in an atmosphere and 32,000 feet (9,600 m) in space.
Mega Damage: 3D6 for one cannon, 6D6 for both cannons, 1D6x10 for three round burst from one cannon, 2D6x10 for three round burst from both barrels (6 total shots)
Rate of Fire: Equal to the pilots combined hand to hand (usually 5 or 6).
Payload: Unlimited (Draws Power off the main engines).
1. FCRG-20C Gun Pod:
5. due to the fact that the REEF personnel run against targets that are impervious to energy weapons, The FCRG-20C Gun pod was designed. It is designed using a Shemarrian Rail gun and ammo and putting it into a special gun like the GU-XX casing. The Alpha can carry up to three gun pods.
Maximum Effective Range: 6,000 feet (1,828 m) and in an atmosphere and 48,000 feet (14,630 m) in space.
Mega-Damage: 2D6x10 M.D. per round
Rate of Fire: Equal to number of combined hand to hand attacks (usually 4-6) fired as aimed or Wild
Payload: 440 rounds (2 belts of 220 rounds)
Bonuses: +2 to Strike.
1. EU-20 Destablizer:
6. Powerful energy weapon for use on the Shadow Model. Carried on top normally in fighter mode and when mounted on the shoulders of an alpha, it draws additional energy from the alpha and can fire a special burst of energy that will disrupt force fields punching a hole 10 + 2D6 foot hole in the force field.
Maximum Effective Range: 4,000 feet (1,200 meters), eight times range in space.
Mega Damage: 1D4x10 MDC
Rate of Fire: Equal to the pilots combined hand to hand (usually 5 or 6)
Payload: Unlimited when connected to power supply (40 burst if not)
1. Anti-Missile Chaff Dispenser:
7. Located at the very tail of the fighter are two chaff dispensers. When tailed by a missile, a cloud of chaff and other obtrusive particles can be released to confuse or detonate the enemy's attack. Rifts Earth decoy systems are assumed to not operate against Phase World missiles due to technological difference. Reduce effects by 20% against smart missiles (Add +20% to rolls for smart missiles.)
Effect: 01-50 Enemy missile or missile volley detonates in chaff cloud - Missiles are all destroyed
51-75 An Enemy missile or missile volley loses track of real target and veers away in wrong direction (May lock onto another target)
76-00 No effect, missile is still on target Also note that the chaff cloud will also blind flying monsters that fly through cloud. They will suffer the following penalties: reduce melee attacks/actions, combat bonuses, and speed by half. Duration: 1D4 melee rounds.
Payload: Eight (8)
1. Optional Hand to Hand:
8. Treat as normal hand to hand combat except increase the damages as listed.
Restrained Punch: 1D6 M.D. in Battloid or Guardian Mode
Full Strength Punch: 3D6 M.D. in Battloid mode
2D6 M.D. in Guardian mode.
Power Punch: 1D6x10 M.D. in Battloid Mode
Kick: 4D6 M.D. in Battloid or Guardian Mode
Stomp: 1D4 M.D. in Battloid or Guardian Mode but limited to targets no more than 12 feet tall.
Body flip: 2D4 M.D.
gunpod.jpghammerhe.jpgSpecial Equipment: MEC_20_3_2750.gifMEC_24_1_3693.gif
The Alpha has all the standard features of a standard Robotech Recon Alpha Fighters, Rifts Robot, and Rifts Fighter plus these special features listed.
•Hurricane Jammer on VAF-8ECM+: It Creates a jamming field in a 30 mile (48.3 km) radius in all directions around the fighter. It jams all radars, radios, and all equipment that uses RF waves. Included in the jamming are all friendly forces and all equipment in fighter that is using it. It's original design was stolen off of a fighter disigned by an enemy race known as the Surikii. The alien fighter is known as the Screamer.
•Shadow Cloaking Device on VAF-8SF+: Cloaking device that makes the fighter invisible to most sensors. Usually strikes first on first round and thereafter gets +3 to initiative. See Robotech Sentinels for more details.
•Radar: Range 500 miles (805 km) in an atmosphere and 25,000 miles (40,250 km) in space, can identify and track up to 64 targets simultaneously. It is also capable of Terrain Following for low altitude flight. With Combat & Targeting Computer, the standard version can fire missiles at up to sixteen targets at the same time.
•V. A. S.: Visual magnification that multiplies all images by about 300 times which allows visual identification and tracking of fighter sized objects out to 30 to 40 miles.
•E.S.M.: Radar Detector, Passively detects other radars being operated.
•Laser Navigational System: Allow flight at low altitude without use of Radar. Gives a map of the Terrain
VAF-6 Alpha Fighter
Battloid Mode

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.
Jet Mode
Stats:
Guardian Mode
Fighter Guardian Battloid
Speed: 1541mph 670mph 120mph running, 300mph flying
Height: 15ft 20ft 28ft
Width: 22ft 22ft 13ft
Weight: 11 tons empty, 16.4 tons loaded
Range: ??

Weapons:

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

stick-fighter.gifstick-legioss.gifMEC_20_1_1175.gif

sive combat unit of the Mars Base forces, a multi-role three-form transformable mecha. Faced with the problem of defeating the mecha used by the Inbit, Mars Base scientists pondered various solutions before settling on developing humanoid shaped pilot mecha. To extend its abilities further the mecha was also designed to transform into jet for high-speed combat, thus taking the role of ground-based armor and air-support in one.

In Armo-Fighter mode, the Legioss visually resembles a small attack jet. The Armo-Fighter is equally suited to combat in both the vacuum of space and in the atmosphere of Earth, with superlative maneuverability, speed and weaponry. In Armo-Diver mode, the lower rear of the mecha swing out, forming backwards canted legs. This allows the Legioss to use its primary thrusters to help slow its dive through the atmosphere. In case of attack, the Legioss's arms can also extend in this mode to increase chances of survival during re-entry. Armo-Diver mode can also be used in low altitude attack runs. In Armo-Soldier mode, the Legioss is a giant heavily armored humanoid carrying a rifle in its hands. With human-like agility, the Legioss Armo-Soldier is more than a match for all known Inbit mecha.

Due to the Legioss's ability to switch between modes, normal racks and hard points for missiles could not be used. Instead it uses smaller missiles stored inside internal bays placed about the mecha's body. As a backup and to serve as the primary weapon in Armo-Soldier, the Legioss also carries a tri-barrel particle beam rifle. In Armo-Fighter it is stored under the wing and is hand carried in Armo-Soldier mode.

The AFC-01H model is reserved for use by officers or aces and is most commonly painted blue and white. It is rare and vastly outnumbered by the standard AFC-01I model and is equally uncommon with resistance groups on Earth.

Type:
AFC-01H Legioss Armo-Fighter:
Series one aerospace variable combat mecha.
Dimensions:
Armo-Fighter Armo-Diver Armo-Soldier
Total Length: 10.25m 8.00m 5.25m
Total Height: 4.60m 5.72m 8.75m
Total Width: - 4.84m 4.84m
Total Wingspan: 8.20m - -
Total Dry Weight: 16.70 tons (metric)

Propulsion:
Powerplant: 2 JG-97M liquid hydrogen-cell turbines
Fuel Capacity:
16 standard HBT cells(Four 4-paks)
1 dedicated canister for gun pod

Performance:
Armo-Fighter Mode:
Max level speed : 2465 kph at 18000m (Mach 2.3)
1100 kph at sea level (Mach 1.0)
Stall speed : 182 kph (VTOL rectification possible)
Initial climb rate : over 20000m per minute
Unboosted service ceiling: 26 km
Armo-Diver Mode:
Max level speed : 1200 kph at 12000m
Stall speed : None (VTOL)
Service ceiling : 15000m
Armo-Soldier Mode:
Max running speed : 110 kph
Max flying speed : 482 kph
Service ceiling : 3050m
General:
Combat radius (space) : total delta-v 1.8 kps, with internal reaction mass only.
(Earth) : until exhaustion of fuel, atmosphere or pilot endurance, whichever comes first.
HBT supply : 250 hours(10 days) operational use.

Weapon Systems:

EP-13 Tri-Barrel 80mm gatling beam gun
EP-13 is the Legioss's primary weapon system in Armo-Solider mode, firing 170 rounds per minute in full automatic mode, also capable of firing all three barrels simultaneously in semiautomatic mode at approximately one shot per second. , with its own dedicated HBT fuel cell and capacitor banks in the 'clip'. Weapon is stored under the wing in armo-fighter mode, and in the hand in armo-diver and armo-soldier modes. One is standard, but two can be stored and used.

MM-60 Multi-missile system
The primary weapon used in Armo-Fighter mode, 60 inboard variable warhead, short range homing missiles, provide the Legioss with almost unrivaled firepower.

Armo-Fighter Mode:
1 at shoulder (2), 8 each
1 on inside of leg(2), 4 each

Armo-diver Mode:
1 at shoulder(2), 8 each
2 on either side of forearm(2), 5 each
2 on outside of leg(2), 4 each
1 on inside of leg(2), 4 each

Armo-Soldier Mode:
1 at shoulder(2), 8 each
2 on either side of forearm(2), 5 each
2 on outside of leg(2), 4 each
1 on inside of leg(2), 4 each

Note: an additional 8 missiles can be stored in an optional pod on the left shoulder, and 6 more missiles can be stored under the intakes.)

Armor:
The armor on the Legioss is a good balance between maneourablity and protection. Aside from the respectable protection provided against projectiles, missiles, and other kinetic weapons, the armor can also resist two to four direct hits from Inbit annihilation discs.

Series Notes on AFC-01H
Stick Bernard crashlanded on Earth in his AFC-01H Legioss. When we next see a AFC-01H Legioss Armo-Fighter it was in the hands of Jim Austin, but how Jim got it has never been shown. Stick primarly flew this Legioss ever since Jim joined the group but was still unable to beat Batra in The Battle of Reflex Point and it suffered heavy damage. After the Inbit left Earth, Jim repaired it again and Stick returned to Mars Base in it.


Back to the Mecha page.01i-fighter.gif

The Legioss Armo-Fighter is the primary offensive combat unit of the Mars Base forces, a multi-role three-form transformable mecha. Faced with the problem of defeating the mecha used by the Inbit, Mars Base scientists pondered various solutions before settling on developing humanoid shaped pilot mecha. To extend its abilities further the mecha was also designed to transform into jet for high-speed combat, thus taking the role of ground-based armor and air-support in one.

In Armo-Fighter mode, the Legioss visually resembles a small attack jet. The Armo-Fighter is equally suited to combat in both the vacuum of space and in the atmosphere of Earth, with superlative maneuverability, speed and weaponry. In Armo-Diver mode, the lower rear of the mecha swing out, forming backwards canted legs. This allows the Legioss to use its primary thrusters to help slow its dive through the atmosphere. In case of attack, the Legioss's arms can also extend in this mode to increase chances of survival during re-entry. Armo-Diver mode can also be used in low altitude attack runs. In Armo-Soldier mode, the Legioss is a giant heavily armored humanoid carrying a rifle in its hands. With human-like agility, the Legioss Armo-Soldier is more than a match for all known Inbit mecha.

Due to the Legioss's ability to switch between modes, normal racks and hard points for missiles could not be used. Instead it uses smaller missiles stored inside internal bays placed about the mecha's body. As a backup and to serve as the primary weapon in Armo-Soldier, the Legioss also carries a tri-barrel particle beam rifle. In Armo-Fighter it is stored under the wing and is hand carried in Armo-Soldier mode.

The AFC-01Z Legioss is the Atmosphere Combat model of the successful Armo-Fighter. The AFC-01Z is virtually identical to the AFC-01I Legioss except the main JGM-97M engines were replaced with the slightly more powerful JGM-99s, it's auxiliary engines were also upgraded and it featured a re-designed head with a larger fin. While the AFC-01Z is rare among Mars Base forces (Only top pilots and aces) and is rarely seen in resistance groups.

Type:
AFC-01Z Legioss Armo-Fighter:
Series one aerospace variable combat mecha.
Dimensions:
Armo-Fighter Armo-Diver Armo-Soldier
Total Length: 10.25m 8.00m 5.25m
Total Height: 4.60m 5.72m 8.75m
Total Width: - 4.84m 4.84m
Total Wingspan: 8.20m - -
Total Dry Weight: 16.70 tons (metric)

Propulsion:
Primary Engines: 4x JG-99 liquid hydrogen-cell turbines, producing 2050shp each
Auxiliary Engines: 4x ATF-412, producing 5100kg of thrust each
Fuel Capacity:
16 standard HBT cells(Four 4-paks)
1 dedicated canister for gun pod
01i-diver.gif
Performance:
Armo-Fighter Mode:
Max level speed : Mach 2.5 (at 18000m)
1100 kph at sea level (Mach 1.0)
Stall speed : 182 kph (VTOL rectification possible)
Initial climb rate : over 20000m per minute
Unboosted service ceiling: 26 km
Armo-Diver Mode:
Max level speed : 368kph
Stall speed : None (VTOL)
Service ceiling : 15000m
Armo-Soldier Mode:
Max running speed : 90 kph
Max flying speed : 140 kph
Service ceiling : 300m
General:
HBT supply : 250 hours(10 days) operational use.

Weapon Systems:

EP-13 Tri-Barrel 80mm gatling beam gun
EP-13 is the Legioss's primary weapon system in Armo-Solider mode, firing 170 rounds per minute in full automatic mode, also capable of firing all three barrels simultaneously in semiautomatic mode at approximately one shot per second. The gun pod has with its own dedicated HBT fuel cell, generator and capacitor banks in the 'clip'. Weapon is stored under the wing in armo-fighter mode, and in the hand in armo-diver and armo-soldier modes. One is standard, but two can be stored and used.

MM-60 Multi-missile system
The primary weapon used in Armo-Fighter mode, 60 inboard variable warhead, short range homing missiles, provide the Legioss with almost unrivaled firepower.

Armo-Fighter Mode:
1 at shoulder (2), 8 each
1 on inside of leg(2), 4 each

Armo-diver Mode:
1 at shoulder(2), 8 each
2 on either side of forearm(2), 5 each
2 on outside of leg(2), 4 each
1 on inside of leg(2), 4 each

Armo-Soldier Mode:01i-soldier.gif
1 at shoulder(2), 8 each
2 on either side of forearm(2), 5 each
2 on outside of leg(2), 4 each
1 on inside of leg(2), 4 each

Note: an additional 8 missiles can be stored in an optional pod on the left shoulder, and 6 more missiles can be stored under the intakes.)

Armor:
The armor on the Legioss is a good balance between maneourablity and protection. Aside from the respectable protection provided against projectiles, missiles, and other kinetic weapons, the armor can also resist two to four direct hits from Inbit annihilation discs.

Special Notes on AFC-01Zfuke-fighter.gif
The freedom fighters found this fighter at the remains of Fall Back Point K While it was damaged when it was found, Jim was able to fix it up. Houquet piloted this Legioss and it surived even through the Battle of Reflex Point.
AFC-01I Legioss Armo-Fighter
Standard Combat Model
(Rey Type)The Legioss Armo-Fighter is the primary offensive combat unit of the Mars Base forces, a multi-role three-form transformable mecha. Faced with the problem of defeating the mecha used by the Inbit, Mars Base scientists pondered various solutions before settling on developing humanoid shaped pilot mecha. To extend its abilities further the mecha was also designed to transform into jet for high-speed combat, thus taking the role of ground-based armor and air-support in one.
01z-diver.giffuke-legioss.gif
In Armo-Fighter mode, the Legioss visually resembles a small attack jet. The Armo-Fighter is equally suited to combat in both the vacuum of space and in the atmosphere of Earth, with superlative maneuverability, speed and weaponry. In Armo-Diver mode, the lower rear of the mecha swing out, forming backwards canted legs. This allows the Legioss to use its primary thrusters to help slow its dive through the atmosphere. In case of attack, the Legioss's arms can also extend in this mode to increase chances of survival during re-entry. Armo-Diver mode can also be used in low altitude attack runs. In Armo-Soldier mode, the Legioss is a giant heavily armored humanoid carrying a rifle in its hands. With human-like agility, the Legioss Armo-Soldier is more than a match for all known Inbit mecha.

Due to the Legioss's ability to switch between modes, normal racks and hard points for missiles could not be used. Instead it uses smaller missiles stored inside internal bays placed about the mecha's body. As a backup and to serve as the primary weapon in Armo-Soldier, the Legioss also carries a tri-barrel particle beam rifle. In Armo-Fighter it is stored under the wing and is hand carried in Armo-Soldier mode.

The AFC-01I model is the standard combat model of the Legioss, given to almost all Mars Base troops. The AFC-01I model is the mainstay of the Mars and Resistance fighter forces, outnumbering the other available versions almost 20 to 1, and will remain in use for many decades to come.

kusoCartoon_13795457213995_.jpg
Type:
AFC-01I Legioss Armo-Fighter:
Series one aerospace variable combat mecha.
Dimensions:
Armo-Fighter Armo-Diver Armo-Soldier
Total Length: 10.25m 8.00m 5.25m
Total Height: 4.60m 5.72m 8.75m
Total Width: - 4.84m 4.84m
Total Wingspan: 8.20m - -
Total Dry Weight: 16.70 tons (metric)

Propulsion:
Powerplant: 2 JG-97M liquid hydrogen-cell turbines
Fuel Capacity:
16 standard HBT cells(Four 4-paks)
1 dedicated canister for gun pod

Performance:
Armo-Fighter Mode:
Max level speed : 2465 kph at 18000m (Mach 2.3)
1100 kph at sea level (Mach 1.0)
Stall speed : 182 kph (VTOL rectification possible)
Initial climb rate : over 20000m per minute
Unboosted service ceiling: 26 km
Armo-Diver Mode:
Max level speed : 1200 kph at 12000m
Stall speed : None (VTOL)
Service ceiling : 15000m
Armo-Soldier Mode:
Max running speed : 110 kph
Max flying speed : 482 kph
Service ceiling : 3050m
General:
Combat radius (space) : total delta-v 1.8 kps, with internal reaction mass only.
(Earth) : until exhaustion of fuel, atmosphere or pilot endurance, whichever comes first.
HBT supply : 250 hours(10 days) operational use.

Weapon Systems:

EP-13 Tri-Barrel 80mm gatling beam gun
EP-13 is the Legioss's primary weapon system in Armo-Solider mode, firing 170 rounds per minute in full automatic mode, also capable of firing all three barrels simultaneously in semiautomatic mode at approximately one shot per second, with its own dedicated HBT fuel cell and capacitor banks in the 'clip'. Weapon is stored under the wing in armo-fighter mode, and in the hand in armo-diver and armo-soldier modes. One is standard, but two can be stored and used.

MM-60 Multi-missile system
The primary weapon used in Armo-Fighter mode, 60 inboard variable warhead, short range homing missiles, provide the Legioss with almost unrivaled firepower.

Armo-Fighter Mode:
1 at shoulder (2), 8 each
1 on inside of leg(2), 4 each

Armo-diver Mode:
1 at shoulder(2), 8 each
2 on either side of forearm(2), 5 each
2 on outside of leg(2), 4 each
1 on inside of leg(2), 4 each

Armo-Soldier Mode:
1 at shoulder(2), 8 each
2 on either side of forearm(2), 5 each
2 on outside of leg(2), 4 each
1 on inside of leg(2), 4 each

Note: an additional 8 missiles can be stored in an optional pod on the left shoulder, and 6 more missiles can be stored under the intakes.)

Armor:
The armor on the Legioss is a good balance between maneourablity and protection. Aside from the respectable protection provided against projectiles, missiles, and other kinetic weapons, the armor can also resist two to four direct hits from Inbit annihilation discs.

Special Notes on AFC-011
The freedom fighters found this fighter at the remains of Fall Back Point K While it was damaged when it was found, Jim was able to fix it up. Rey commonly piloted this Legioss, but sometimes swapped with Yellow Belmont. Rey piloted the groups AFC-01I in the Battle of Reflex Point, where it suffered heavy damage at the hands of Batra.


Genesis Climber MOSPEADA (R) is the property of Tatsunoko Productions/Artmic Studios. Robotech (R) is the property of Harmony Gold. This document is in no way intended to infringe upon their rights.


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