Saturday 4 July 2020

VF-1 Veritech Fighters

As by far the most iconic, almost series defining mech of the Robotech franchise, it's well beyond time I sat down and had a first attempt at defining some Epic stats and rules for veritech fighters. So here we go...

Veritech Fighters



Modes  

The defining characteristic of all veritech mecha is the ability to transform, adopting different configurations with different capabilities. In the case of the VF-1 Valkyrie it has three possible modes;
  • Fighter
  • Guardian
  • Battloid
Each of these modes has a different game profile, and sometimes different rules. In particular the Fighter mode, being an aircraft, interacts with a lot of the standard Epic rules differently than the other two modes.

All veritechs are considered to always be in one of these three mode (there are no mid-transformation interactions). For gameplay simplicity, all units of the same type in a veritech formation must always be in the same mode. A veritech that changes mode is still the same unit, so in general anything that happened to the unit in one mode is still deemed to have happened to it if it transforms to another mode (although the applicable rules may be different). In particular;
  • Damage inflicted remains across mode changes. If a VF-1 in Guardian mode suffers 2 points of damage (leaving 1 remaining), it will still have taken 2 points of damage if it transforms to Battloid mode.
  • Blast markers remain across mode changes

Deployment

During deployment a player with veritech formations must declare which (if any) of them are in Fighter mode at the same time as reserve formations are set aside, i.e. after the Setup Spacecraft and Garrisons step but before the Setup Remaining Formations step. The Figher-mode veritechs are then set aside like other aircraft.

Any veritechs not declared to start the game in fighter mode are deployed in the same way as other non-aircraft formations. When the formation is placed on the table the player may choose whether they are in Guardian or Battloid mode (they are not required to make this decision in advance).

Changing Modes

Transforming between modes uses up one of the unit's moves. Leave the unit in the same location it started the "move", and replace the figure with the appropriate model for the new mode. Terrain effects caused by movement do not apply to a mode-change move. A formation on a Hold action may use their move to change mode if they wish.

Example:A veritech in Battloid mode declares a Double action and successfully activates. It could choose to move in Battloid mode and then transform, going to either Guardian or Fighter mode in its new location. Alternatively it could use its first move to transform, and then make a standard move in Guardian/Fighter mode. In either case at the end of its movement it would be able to shoot, using the profile of the mode it ended its movement in, and at the usual -1 for shooting during a Double Move.

In the case of transforming to Fighter mode, any enemy units able to do so may immediately make a Flak Attack against the formation before it fires. Only weapons with an AA value may be used for this attack. If the veritech formation made an Advance or Double action the Fighter-mode veritech may attack (at the usual -1 if on a Double action) using the Fighter-mode stat-line and from the location it transformed to Fighter-mode. If the veritech is in Fighter-mode during the End Phase it must make a disengagement move in the same way in other aircraft.

Unit Type Speed Armour CC FF Weapon Range Firepower Notes
VF-1 Valkyrie (Fighter Configuration) AC/WE Fighter-Bomber 4+ n/a n/a GAU-11 on center-line mount 30cm 4 x AP5+/AT4+/AA5+ DC3, Reinforced Armour
VF-1 Valkyrie (Guardian Configuration) WE 30cm 4+ 4+ 5+ GAU-11 fired one-handed 45cm 4 x AP4+/AT4+/AA6+ DC3, Reinforced Armour, Skimmer
VF-1 Valkyrie (Battloid Configuration) WE 15cm 4+ 4+ 3+ GAU-11 fired two-handed 75cm 4 x AP4+/AT3+ DC3, Reinforced Armour, Jump Packs

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