PRELIMINARY DRAFT:  This work is based off preliminary material posted on and is subject to change

Experimental Veritech Fighter XVF-15 "Gamma" 

(Version 0.11 - Last updated: 10/12/02)
Based off a drawing presented on
Background and RPG stats by Kenneth Olson
Background Information derived from


The XVF-15 was designed at the end of the Third Robotech War in a effort to produce a variable fighter which would combine the maneuverability of the VF-6 "Alpha" with the armor and firepower of the VF-12 "Beta".  One additional criteria placed on designers was that the new fighter must be able to drop from orbit, enter into combat, and then have the capability to rendezvous with orbiting REF starships in geosynchronous orbit.  Several designs were proposed; however, only the XVF-15 met all the necessary criteria.  The XVF-15 is physically similar in size and external appearance to the older 2nd generation variable fighter VF-4 "Lightning".  In order to speed the new fighter into production, the airframe of the VF-4 was upgraded with new crystal-composite Choblam armor provided by the Spherians.  The VF-4 airframe, like the VF-6, gave the fighter adequate atmospheric maneuverability while providing the internal space necessary to mount heavy armor, weapons, and internal reaction fuel and engines capable of propelling the fighter into orbit.

The XVF-15 mounts two GE-125-500 Fusion turbojet engines providing the highest thrust to weight ratio of any previously designed engine.  Each engine is capable of providing 500 kN of static thrust (600 kN augmented) in the atmosphere, giving the XVF-15 similar performance to the VF-6, or 400 kN using internal reaction mass in space, capable of propelling the fighter with up to 6.0 g of acceleration.  The XVF-15 has an internal D20 fuel supply of 6000 kg providing the XVF-15 with 15.4 kilometers per second delta-v. 

The Gamma  is armored with a 6th generation Choblam armor produced in collaboration with Spherian material scientists resulting in a armor with 50% greater resistance than that on late models VF-6 and VF-12 fighters.  As a result, the Gamma  is immune from all small arms fire up to 25mm in caliber and man personal missiles with warheads less than 4 kg in size.  Medium caliber mecha weaponry can penetrate if repeated strikes are made in a common area.  Only direct hits from heavy anti-mecha weaponry, 120 mm class projectiles inflecting 30 kJ in a single blow, have any real chance of penetrating in to the internal structure for a kill.

Although the XVF-15 was not mounted with arm shields, the Gamma was given a first generation mecha-pin point shield.  The shield is powered directly from the main protoculture generator of the mecha and is capable of absorbing 10 MJ (25 MDC) of damage before being overloaded and the remainder of the damage passes to the unit.  Every 15 seconds, the generators provide enough power to fully reenergize the shield.  The barrier can be manually placed by the pilot or can through voice command be placed automatically by the computer (one melee action for either), otherwise the computer places the barrier over the pilot's compartment in guardian and fighter and over the main body in battloid.  Although the early models suffered a number of spectacular failures, including several which destroyed the unit, once the first combat units were formed these malfunctions had generally been fixed.  Designers estimated that a malfunction will still occur one out of every 10,000 times the primary shield energziers were charged.  As a result of these early failures pilots are somewhat hesitant to use the new defensive system and will only power up the shields if heavy combat is expected.

The weapon systems placed on the XVF-15 are the most advanced to date mounting an impressive arsenal of 120 missiles, disruptor particle cannon, nose lasers, wing hard points, and head lasers. Similar to the VF-6, the XVF-15 mounts a MM-120 internal missile launcher with 30 hammerhead missile in each leg 12 in each shoulder and 18 in each lower arm.  Unlike previous veritech fighters, prior to the mission pilots can customize the number of missiles fired using ten pre-programmed missile volleys. 

The Gamma mounts two high power RRG Mark 10 high power lasers located in nose blisters on either side of the pilot's compartment.  Each laser can fire 10 MJ bursts out to an effective combat range of 5 kilometers; however, the lasers are only capable of firing while the mecha is in fighter mode.

The primary projectile weapon of the XVF-15 is a hand-held EP-15 Destablizer.  The design is similar to the earlier EP-12 found on the VF-2V Vindicator and EP-13 VF-6S; however, the EP-15 fires nearly double the amount of energy 20 MJ.  The EP-15 can fire 30 times per minute and is powered from its own dedicated protoculture cell; however, it can be fired from the main energizers albeit at half the standard rate of fire.

In addition to the the two hardpoints, one on each wing, the final onboard weapon is a head mounted LA-7 laser.  The LA-7 has three modes of operation:  manual, autonomous anti-missile, or autonomous anti-mecha.  The selection of the mode is manually controlled by the pilot; however, it takes 1 melee action to switch between modes.  Unfortunately, the artificial intelligence targeting is not without its faults and has been known to hit friendly units while engaging targets.  As a result, some pilots refuse to use anything other than manual targeting.

In addition to its impressive armor, weaponry, and engines, the Gamma possesses the latest in stealth technology.  The XVF-15 mounts a RRG MK3 Shadow device which is capable of downshifting and adsorbing  EM radiation, including emissions from protoculture use.  The protoculture emissions, and other EM radiation as well, is therefore suppressed and downshifted so that they now appear out of band from Invid protoculture sensors.  In addition, the entire unit is covered with a fourth generation radar absorbing material which is strongly absorbs electro-magnetic radiation and thereby providing a passive system if the RRG MK3 Shadow device should fail.  A new low observable AN/APG-95C X-band pulse Doppler radar was added to the unit.  The system consists of six conformal antenna on the nose, body, wings and tail thereby further reducing the passive radar cross section.

The first test flight of the XVF-15 occurred on March 23 2043.  Over the next year, the Gamma had numerous teething problems with failures in the pin-point barrier system and the automated LA-7 targeting system being the most spectacular in addition to the three units which were lost in accidents.  By 2045, the REF high command were eager to place the new units in combat to prove their value and as a result they ordered that the XVF-15 would join the REF Saturn Division during the reconquest of Earth scheduled for July of that same year.  Fourteen units organized into two squadrons were formed and placed on board the SS. Yamato.  Although, the REF high command ordered the units into battle the mission commanders did not wholly trust the new mecha.  As a result, they placed the XVF-15 into a reserve role protecting the SS Yamato from any Invid which might break through the defenses.  The units did suffer a number of malfunctions before the attack even commenced, reducing the effective combat strength down to nine units.  However, the remaining fighters did show themselves to be extremely effective fighters and many on board the SS. Yamato believe that these 9 fighters were directly responsible for bringing the ship through the battle.  However, as the large number of malfunctions showed the XVF-15 is not ready for mass employment and will likely remain as an experimental unit for a number of years to come.


Vehicle Type: XVF-15 "Gamma"
XVF-15:  Experimental single seat, all-weather, aerospace air superiority veritech fighter
Manufacturer: Robotech Expeditionary Forces
Crew: One pilot wearing Tactical Life Support System.
Service History:
XVF-15: Experimental veritech fighter undergoing testing and evaluation with the REF from 2043-2044.


Location XVF-15
1 Head 75
Head Laser 30
Hands (2) 40
Forearm / Missile Pods (2) 175
Shoulder / Missile Pods (2) 150
Upper Legs (2) 175
Lower Legs (2) 225
2 Main Body 450
Pilots Compartment 300
Wings (2) 150
Tails (2) 75
Pin-Point Shield (1) 25 per melee
EU-15 "Destablizer" 100


  1. Destroying the sensor head of the XVF-15 will knock out the mecha's optical systems (infrared, nightvision, thermal). Radar and communications will be unaffected.
  2. Depleting the MDC of the main body will destroy the mecha.


120 kph
50 ft (15 m) high or 70 ft (21 m) long without thrusters.
400 kph
1050 kph
FLYING, FIGHTER CONFIGURATION: At sea level / at 15 km
1550 kph / 2900 kph
Stall speed : 182 kph (VTOL rectification possible)
Initial climb rate : 30000 m/min
+12.0/-6.5 (Computer overrides at 9.5g)
6.64 g
15.7 kps with 6000 kg of D20
Drop Tanks will provide an additional delta v of:


13.8 m  in soldier configuration.
7.9 m in gerwalk configuration.
5.2 m in fighter configuration.
5.8 m at shoulders in soldier and gerwalk configuration.
13.1 m  with wings at maximum extension.
4.1 m in soldier configuration.
12.8 m in gerwalk configuration.
15.3 m in fighter configuration.
18,000 kg empty.
Equal to a P.S of 60
Small compartment behind pilot's seat for personal belongings in addition to the cyclone storage compartment
2 x RRX-5 miniaturized protoculture-cell energizers each providing a total of 950 MW of power. 
[MAIN] 2 x General Electric GE-125-500:  Fusion plasma-air/reaction turbines. Max thrust, 500 kN of static thrust (600 kN augmented) in the atmosphere or 400 kN using internal reaction mass in space (specific impulse of 6087 sec).
[Auxiliary] 4 x Turbo-Union ATF 510:. Miniaturized fusion plasma-air/reaction mass intermix ramjets.  Two are in each arm and pointed to the rear while in fighter mode.  Each engine is rated to 71.3 kN standard thrust, max overboost to 125.6 kN each.
24 standard canisters of protoculture
1 dedicated canister for each EP-13/EU-13 gun pod
6000 liters of D20 for reaction mass


  1. EU-15 DESTABLIZER: Sub-nuclear particle beam gun with output of 20 MJ, can fire up to 30 times/minute.  Draws power from its own dedicated protoculture canister, but can be fired using the veritech's own power (rate of fire reduced to 15 times per minute or 4 times per melee).  Particles have specific, disrupting effect on force fields, and will short out a low power field completely, while high power fields may temporarily and locally cease to function.



  2. RRG MK10 NOSE LASERS: Like the original VF-1 and the VF-6 "Alpha", the XVF-15 "Gamma" has two nose lasers on either side of the pilot's compartment.  Each RRG-10 fires 10 MJ bursts of energy up to 20 times per minute out to an effective combat range of 5000 meters.


  3. MM-120 MULTI-MISSILE SYSTEM: The Gamma mounts 120 short range hammerhead missiles or twice the number of short range missiles as a VF-6 "alpha".  Unlike previous veritech fighters, prior to the mission pilots can customize the number of missiles fired using ten pre-programmed missile volleys.


  4. LA-7 HEAD LASERS: A single LA-7 laser is mounted on top of the Gammas head.  The laser is capable of firing 8 MJ bursts every two seconds.  The LA-7 has three modes of operation:  manual, autonomous anti-missile, or autonomous anti-mecha.  The selection of the mode is manually controlled by the pilot; however, it takes 1 melee action to switch between modes.  Unfortunately, the artificial intelligence targeting is not without its faults and has been known to hit friendly units while engaging targets.  As a result, some pilots refuse to use anything other than manual targeting.


  5. BODY/WING HARD POINTS: Two fixed hard points are mounted on each wing.  Each hard point can carry a missiles, fuel tanks (for spaceborne operations), sensor or jamming pods.  Each hard point can carry up to 15 short range missiles, 5 medium range missiles or 2 long range missiles or jamming.

  7. HAND TO HAND COMBAT: If necessary, the Gamma can engage in melee combat rather than use a weapon. The XVF-15  is extremely agile and can execute most typical hand to hand combat moves, such as punches, jump kicks, leap attacks, rolling with impacts, etc.





Random Hit Locations

When there is an equal chance of hitting both sides from 1D6

When there is a preferred side, roll 1D10

Gamma Fighter






Head (Main Body) - - - - 01-02
Head Laser (Main Body) 01-02 01-02 01-02 - 03-05
Hands (Forearms) - - - - -
Forearms (Shoulders) 03-06 03-25 03-15 01-10 06-10
Shoulders (Main Body) 07-20 26-32 16-30 11-20 11-15
Upper Legs (Main Body) 21-35 33-40 31-40 21-26 16-25
Lower Legs (Upper Legs) 36-42 41-65 41-50 27-32 26-40
Wings (Main Body) 43-50 66-75 51-55 33-55 41-55
Tail (Main Body) 51-55 76-80 56-60 56-60 -
Main Body 56-80 81-90 61-80 61-80 56-80
Pilot's Compartment 81-97 91-95 81-95 81-95 81-95
EU-15  (Hands) 98-00 96-00 96-00 96-00 96-00


Gamma Guardian






Head (Main Body) - - - - -
Head Laser (Main Body) 01-02 01-02 01-02 - 01-03
Hands (Forearms) 03-06 03-06 03-06 01-03 04-06
Forearms (Shoulders) 07-15 07-20 07-15 04-15 07-15
Shoulders (Main Body) 16-25 21-35 16-27 16-25 16-25
Upper Legs (Main Body) 26-35 36-45 28-38 26-30 26-35
Lower Legs (Upper Legs) 36-50 46-65 39-50 31-40 36-50
Wings (Main Body) 51-55 66-70 51-60 41-45 51-55
Tail (Main Body) - - - - -
Main Body 56-75 71-89 61-75 46-70 56-80
Pilot's Compartment 76-95 90-95 76-95 71-95 81-95
EU-15  (Hands) 96-00 96-00 96-00 96-00 96-00


Gamma Battloid






Head (Main Body) 01-05 01-05 01-05 01-15 -
Head Laser (Main Body) 06-07 06-07 06-08 16-22 -
Hands (Forearms) 08-09 08-10 09-10 23-25 01-05
Forearms (Shoulders) 10-20 11-18 11-25 26-35 06-15
Shoulders (Main Body) 21-28 19-29 26-40 36-60 16-22
Upper Legs (Main Body) 29-40 30-40 41-46 61-65 23-28
Lower Legs (Upper Legs) 41-55 41-55 47-60 66-70 29-50
Wings (Main Body) 56-57 56-80 61-63 71-75 51-58
Tail (Main Body) - - - - -
Main Body 58-93 81-90 64-93 76-90 59-85
Pilot's Compartment 94-95 91-95 94-95 91-95 86-95
EU-15  (Hands) 96-00 96-00 96-00 96-00 96-00

Malfunction Table (Optional):   Roll each time a built-in weapon is used



01-40 Nothing, system functions normally
41-45 Lose 1 random sensor system (Radar, infra-red, optics) for 2D4 melees
46-50 Lose ejection system for 1D4 melees
51-55 Nothing, system functions normally
56-60 Lose Targeting Computer for 1 melee (-2 to strike)
61-68 Lose Radio and Laser communications for 2D4 minutes
69-75 Nothing system functions normally
76-80 Weapon jams for 1D4 melees
81-90 Nothing system functions normally
91-95 Transformation system out for 1 melee
96-00 All internal weapons jam for 1 melee

Malfunction Table (Optional):   Roll each time a transformation is executed



01-10 Short circuit, control panel catches fire, pilot's compartment fills with smoke until fire is put out (-4 to strike, parry, dodge and -2 attacks per melee).  Fire will take 15 seconds to extinguish
11-50 Nothing system functions normally
51-65 Transformation sluggish, loose one attack per melee for 1D4 melees
66-70 Nothing system functions normally
71-75 Lose Targeting Computer for 1 melee (-2 to strike)
76-80 Lose Radio and Laser communications for 2D4 minutes
81-85 Nothing system functions normally
86-90 Transformation complete, but one arm is immobilized for 1D4 melees
91-95 Transformation complete, but thrusters stall for 1 melee
96-00 Power failure, every goes dead for 1 melee


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