AR-1 Flying Goose

A semi-variable light recon craft, the **AR-1 Flying Goose** was an early Mecha used by the UEDF.

## Background

The period between 1999 and 2009 was one of rapid technological growth as humanity raced to unlock the secrets of Robotechnology. This period saw the development of many technologies and concepts that we now take for granted, such as spacecraft, Veritech mecha and so on. However, it also was one of experimentation with many new ideas being developed as humanity struggled to devise weapons to use against a potential alien invasion. The AR-1 Flying Goose was one such system, one that was largely unique among mecha developments.

Unlike many of its other contemporaries such as the Hood, Daniel or Stoneman, the Flying Goose was not born out of efforts to devise 'giant killer' weapons systems. Rather it was an entirely original concept that had no real counterpart in previous conventional weapons. While the UEDF had put considerable effort into developing its new main battle systems, such as the Destroids, there was concerns among some parties that conventional scout vehicles, such as recon helicopters or the like, would be hopelessly outclassed on the battlefield by alien weapons (a fear that was ultimately born out by the performance of such systems during the battle of Macross Island). The idea then was to devise a completely new class of weapon that could be used to replace those systems.

The designers took their inspiration from the then in-development Veritech program and the idea of a semi-transformed VTOL mode that would eventually evolve into the Guardian configuration. The goal then became to apply that same technology to create a lightweight VTOL craft that would be able to act as a scout and observer, while having the mobility of a jet aircraft to allow it to escape enemy forces. The design would not be fully transformable, as a humanoid mode was seen as redundant for the intended role.

The result was the AR-1 Flying Goose, a compact (6.7 m wingspan) two-man light jet aircraft that could be reconfigured to give it VTOL capabilities. While the Flying Goose could not walk in VTOL mode, and completely lacked any sort of arms, these features were seen as being redundant for its intended role anyway. Instead, the Flying Goose could stop, hover and even take off and land vertically with ease to observe enemy forces, report on their positions and the like, but then also make high subsonic dashes to escape its opponents. While the Flying Goose was only lightly armed, the intent of the craft was not to engage with the enemy to begin with and the weapons being considered largely defensive in nature. With that being said, the designers had also offered the craft as a light counter-insurgency platform, which helped further generate interest.

While unusual, the Flying Goose impressed the UEDF enough to put the design into production as a scouting platform. Due to its unique abilities at the time, the craft was deployed with newly-raised units that were trained from the outset, rather than converting from existing platforms. The Flying Goose saw use against Anti-Unification League forces in several theatres, where its scouting abilities made it useful in locating and eliminating insurgent groups. The UEDF often paired it with the AH-72 Comanchero or the MiM-31 Karyovin, with the Flying Goose finding targets for strikes from those aircraft.

Early testing of the Flying Goose as a partner to the VA-1A Thunderstrike was underway during the outbreak of the First Robotech War. With the UEDF now gaining a full measure of the Zentraedi's abilities, the Thunderstrike program was cancelled, with production being instead allocated towards the VF-1 Veritech. Likewise, the Flying Goose was now seen as being redundant at best, and saw production curtailed in favour of diverting resources towards other assets. The Flying Goose did not see any action during the conflict, with most being destroyed in the Rain of Death.

The Flying Goose would find a new lease of life in the aftermath, as surviving examples were pressed into service with the emergent factions of the new world. To this end, it was often employed in the same manner as it had been before the war, hunting down and locating enemy forces for friendly units. While proving to be completely outclassed by Zentraedi Mecha, the Flying Goose was very effective in dealing with bandits and insurgents, including the less well-off Malcontent groups. It also saw a lot of action as a dedicated counter-insurgency platform, although it was less well suited to this role.

However, the Flying Goose was becoming increasingly technologically obsolete, having been built for a war that never happened. The Southern Cross retired their last examples by 2018, replacing them with the far more sophisticated AEH-15 Phantom III recon VTOL. However, surplus examples would filter down to the militaries of various local powers, including non UEG states. The Flying Goose continued to see action with local forces into the 2020s, being used in the brush wars of the period.

Most of those that remained were destroyed in the Invid Invasion. However, there are reports of some examples being used by Resistance fighters during the occupation. While the Flying Goose was hopelessly outclassed by any Invid Mecha, it still was a viable option for resistance fighters who could not afford to be choosy about their weapons.

## Capabilities

The Flying Goose was a two-mode VTOL craft that resembled nothing so much as a small jet fighter. 6.2 meters long with a 6.9 meter wingspan, the Flying Goose was a compact craft by design. Intended from the outset for VTOL use, its small size meant that it could take off and land from almost anywhere, and could take advantage of options that larger craft could not, such as clearings in among trees or even small spaces in urban areas. The combination of fusion turbines and a primitive Protoculture engine gave the craft an effectively unlimited range and loiter time.

Only transformable in the broadest sense of the term, the Flying Goose was capable of high subsonic speeds in its aircraft mode. Furthermore, due to its design, it possessed excellent low-speed and low-altitude handling, allowing it to use nap-of-the-earth flying to evade detection and mask its presence. However, its lack of speed and low acceleration also hindered its ability as a dogfigther. As such, if confronted, the Flying Goose's best option was to simply try to evade its opponent and use the terrain to its advantage. The VTOL configuration of the Flying Goose did resemble a Veritech in Guardian mode, with its engines also functioning as legs giving it a limited ability to walk. However, its ground mobility was limited. The Flying Goose was incapable of operating in space.

The Flying Goose had a crew of two, one pilot and one observer, seated in separate small cockpits. Despite the omission of the canopy covers from some illustrations, the Flying Goose's cockpit was fully pressurised and intended for use in atmospheric flight. The craft was equipped with a multimode radar in the nose using LPI technology to allow it to observe opponents while reducing its chance of being detected. Other sensors included FLIR cameras, a laser designator and thermal/low light optics, all operated by the observer. The communications fit was typical of aircraft of the time, but was quickly rendered obsolete by technological advances. However, changing needs prevented the systems from being appropriately updated.

The skin of the Flying Goose is composed of treated steel plate. The armored skin stops all small arms fire, provides good protection against heavier infantry weapons, such as a 12.7mm machinegun round, and fair resistance to light mecha-mounted weaponry, such as the Zentraedi 22.3mm HE autocannon round.

## Weapons and Equipment

* 2 **Six-Barreled 20mm Cannons:** Mounted under the wings. Fires 20mm Armour-Piercing Incendiary (API) or High-Explosive Incendiary (HEI) rounds. Approximate rate of fire 4000 rounds per minute; carries 500 rounds in a shared ammunition bin.

## Game Statistics

* **Required Rank:** 1

* **Designation:** AR-1

* **Stats**
	+ **Armour – Light:** 6
	+ **Structure – Light:** 8
	+ **Hardware Points**: Basic
	+ **Speed** – **Flight:** 750 kph / 1.2 km / 120 Ground Units
	+ **Speed** – **Running:** 50 kph / 80m / 8 Ground Units

### Weapons

* **20mm Vulcan Cannons:** The Flying Goose is armed with a pair of 20mm Vulcan Cannon under the wings. These weapons have a high rate of fire and are designed for use in air-to-air combat against other aircraft. They inflict x3 Light damage to targets and have a range of Long [L1][H]

* **No Melee:** The Flying Goose cannot engage in melee except to make Ramming attacks.

### Features

* **Hover:** As a VTOL craft, the Flying Goose is able to hover or travel at speeds that would stall fixed-wing aerial craft.

* **Crew:** The Flying Goose has a crew of 2: 1 pilot and 1 observer. If one crew is missing or injured, then it may still operate but will take penalties to maneuvering and sensor skill rolls.

* **Atmosphere Only:** The Flying Goose can only be used in an Earth-like atmosphere.

### Equipment Suites

* **Low-Level Flyer:** The Flying Goose is not designed for combat. If confronted, its best option is to fly low and use its agility and the terrain to mask its presence to avoid pursuit. Use this Equipment Suite when trying to Obscure, Evade or Escape an enemy.
	+ **Uses:** Unlimited
	+ **Skill:** 2