The VF-1 was the Robotech Design Team's solution to the question of how humans could fight 40-55 foot tall soldiers. It was fine to engage them with powerful weapons from the air, or tank like vehicles. But sooner or later, hand-to-hand combat would be required. And that was the purpose of the VF-1. The Veritech Fighter had the unique ability to transform from a jet fighter into a humanoid form, known as a Battloid. This actually arose from the human misunderstanding of Protoculture. The basic properties of this new power source seemed to encourage such modularity, although no other species, including the highly knowledgable Robotech Masters, ever used this in their combat mecha.
However, it produced a mecha of unparalleled maneuverability and funcionality. It could race over a ground target at Mach 3, strafing with missiles and machine guns, then convert to a ground unit and mop up, secure the area, etc.
It also has a third mode, Guardian, that was not part of the initial design. This is sort of a transitional phase between Fighter and Battloid. It was initially only planned to be used for landings and rapid deceleration. However, test pilots quickly learned to use this useful mode in combat, allowing instant changes of direction, height and speed. There are 4 models of the Valkyrie, the VF-1A, VF-1J, VF-1S and VF-1D. The A, J, and S are all single seat fighters, and identical in all aspects except number of head lasers. The VF-1D however, is a two-seat trainer, but still fully combat capable. Also, due to their protoculture-powered engines, Veritechs can operate at full capacity in space. One other point to note is that in Battloid mode, the mecha has agility beyond anything the average human is capable of. Any moves that the pilot can do, the mecha can easily copy.

While the VF-1 is capable of leaving the Earth and entering space on its own, this puts a considerable strain on both the airframe and the pilot, as well as taking a considerable amount of time. The Disposable Rocket Booster was developed to put a Veritech in orbit quickly and easily. The Veritech is attached to the booster in a hanger, then mounted on the carrying vehicle.
Once at the launch site, the Veritech is raised into position, and fired. The booster can only be used once, however. It can also be used in space to get a Veritech someplace in a very short time. The booster is not protoculture powered.
A trans-atmospheric unmanned fighter, it's called "Ghost" because it has no pilot. This all condition fighter utilizes reflex technology and power systems like the Lancer Space Cannon. Consequently, it is a robot fighter that can identify, persue, evade and attack enemy aircraft and missiles. Being trans-atmospheric means that it can operate equally well in space or atmosphere. It can take off from the ground, and with the aid of special booster jets, achieve orbit. Lifewise it can be launched from space and persue an enemy into the Earth's atmosphere without burning up upon reentry. The Ghost was primarily used by the Robotech Defense Force on the A.R.M.D. Space Platforms and on some aircraft carriers. Since the Zentraedi's devestating attack on Earth, the QF-3000 E Ghost has been mostly limited to the remaining A.R.M.D. Space Platforms and space patrols.

The first attempt at increasing the power of the standard VF-1, the Armored Veritech was a dismal failure. While giving the mecha massive amounts of armour and firepower, it reduced its agility to almost nil. In addition, if the mecha wanted to transform out of Battloid mode, the armour had to be jettisoned. Basically, it converted the expensive, versatile and agile Veritech into a slow, even more expensive version of a Spartan Destroid. After a few field tests, the unit was quickly dropped, particularly when the powerful Super Veritech was developed. The additional armour covered almost all of the mecha, front and back. It also included booster packs, similar but much less powerful than, the Super Veritech.
During the SDF-1's return from Pluto, the VF-1 Veritech Fighter was streatched to the limits. As they neared Earth, the months of combat had taken thier toll, and pilots were getting increasingly hard to come by. A way was needed to increase the effectiveness of the current units.

The first attempt at this was the failed Armored Veritech. While greatly increasing its armour and firepower, the extra weight left the mecha practically a sitting duck. The second attempt was far more successful, resulting is what came to be known as Super Veritechs.
Basically, a Super was just a standard Veritech with new armour and engine modules attached. While the armour was not as thick and protective as that on the armored Veritech, is was much lighter, and still protected key areas. In addition, two massive engines were attached to the back of the fighter, more than compensating for the addional weight of the armour. The end result is to give a single Veritech the firepower equal to an entire squadron of standard VF-1's. However, the extra armour cannot be used within an atmosphere, due to the bulky nature of the add-ons. The new armour is also covered in small thrusters, greatly increasing the VF's agility in space. Also, if neccessary, the armour can be instantly jetisoned, reverting the mecha back to a standard VF.

The most powerful and toughest of the new Mecha is the Hover Tank. Like all the Mecha of the Southern Cross, the Veritech Tank is much smaller than the Destroids and Veritech Fighters that came before it. However, only a fool would believe that this mighty little mecha was any less powerful. The super alloys which compose its armour and its protoculture based technology makes it as tough as the old Excalibur, and its transformable capabilities make it superior as a ground based assault unit.
The Veritech Tank's reduced size and transformable configurations give it a versatility of movement and range of capabilities unequalled by any of the earlier mecha, with the possible exception of the VF series of Veritech Fighters. The Veritech Hover Tank is designed specifically for ground/urban combat and civil defence. This means it can easily manoeuvre among the concrete canyons of a city. Unlike the larger mecha, the HT is more in scale with a city and can engage in combat without fear of tumbling buildings down with every wrong move. Likewise, the Hover Tank can engage in high speed pursuits, fit down any street (even alleyways) and modify its size, available weapon systems and mode of transportation by transforming into a different configuration.
The three modes of the Veritech Hover Tank are Transport, Tank and Battloid. In the transport mode the mecha is an armored transport vehicle, and easily traverses the most rocky and rugged terrain. A quick transition into tank mode (also referred to as "guardian" mode) sends the mecha into its most lethal configuration. The main cannon is now exposed and ready to unleash its devastating ion blasts. Its secondary, triple-barrelled, auto cannon is also ready to wreak havoc. The main disadvantage of the tank mode is that all movement is incredibly restricted. Battloid mode provides all the already known advantages of the humanoid form; all terrain capabilities, climbing, running, grasping, leaping, kicks etc. A new twist to combat is the feasibility of an ancient defensive weapon, the shield. The Veritech Hover Tank, and Logan Veritech Fighter, are equipped with especially tough shields built into the arms. In the case of the Logan it is in the wings; on the VHT it is the weapon housings of the main cannon and the tri-cannon that serve as shields. In battloid mode the two huge, housing units appear to be attached at the shoulder and can be manipulated by arm movement.

The Veritech Attack Copter is a versatile mecha designed specifically for space combat, but is also capable of land, or air combat. The basic frame and structure is taken directly from the Veritech Hover Tank. The difference arises from the AJAC'S modifications to enable the basic hovercraft to be space worthy.
As a deep space combat machine the AJACS has no peers. It is twice as agile in space as on land or in an atmosphere. In its element (space) the AJACS can easily out manoeuvre the standard space combat fighters, attaining a space speed of Mach 5 and displaying superior manoeuvrability made possible by the thruster/movement jets built into its feet, arms and helicopter blades. Add its weapon systems of lasers and missiles and some believe it is even superior to the old VF series Veritech Fighters. Weapons systems include a high powered laser built into the helicopter's nose (head, when in battloid mode), a heavy-duty pulse laser in the arm, and a complement of missiles. The lasers are perfect in an atmosphereless environment, while the medium range missiles give it even greater range and destructive potential.
Although the AJACS Attack Copter is a Veritech mecha, it has only two modes of transformation: Helicopter, with jet speed and flight capabilities, and Battloid, with space mobility. As previously stated, it is specifically designed as a space combat vehicle and functions well in both modes. The AJACS does not have any special arm shield. Thus, it can not parry or block energy or projectile attack without blowing its arm to ribbons.

The Logan Veritech Fighter, like the original VF series, is a transformable aircraft. However, there are several distinct differences between the Logan and its predecessor. The Logan is a much smaller, lighter vehicle being less than half the size of the original VF series. The reduced size is to provide greater speed and mobility, although these aspects are actually marginal improvements. The size reduction reflects improvements in the manufacture of Robotech circuitry.
The Logan's weapon systems are quite different from the earlier Veritechs. In jet mode the forward high-powered lasers are supplemented by a rapid-fire cannon built into the nose. The head lasers are completely gone, and the famous GU-11 gun pod is replaced with the more efficient E-20 energy pod, which resembles a giant pistol. The use of missiles is much more limited. Four short range missiles or two medium range missiles can be mounted on the wings. However, this is an optional mode of attack used only when extremely heavy combat is anticipated. The reason for this is simple: The Logan can not change to guardian mode until all missiles have been fired. This severely impairs the versatility of the otherwise transformable mecha unit.
In addition to the size configuration of the Logan, the single greatest difference from its predecessor is that it has only TWO modes: Jet and Guardian. Battloid mode is not a configuration available to the Logan design. However, this does not impair the smaller Veritech's combat abilities. First, the Logan is an assault and defence unit designed specifically for fast, aerial and battlefield combat, and not civil defence or urban combat. Second, its small size provides it the versatility to engage in close quarter or urban, ground combat if necessary. The guardian mode is quite satisfactory for ground combat. Third, the heavily armored Veritech Hover Tanks serve as the new ground infantry and civil defence units. It is important to point out that, unlike the original Veritech jet fighters, the Logan is primarily Earthbound and can not breach the atmosphere to enter space under its own power. Furthermore, the vehicle does not function particularly well in the vacuum of space. Consequently, the Logan Veritech is rarely used in space. It is the AJACS Attack Copter that is specifically designed for space combat.

The Royal Command Battloid is a new design developed by the Regis to accommodate the human-like Invid pilots (stage 5). This is the biggest, most agile and versatile of the Invid mecha and can be considered to be equal to Alpha and Beta, or any Veritech in battloid mode.
As if its manoeuvrability and size were not intimidating enough, the Command Battloid is equipped with a plasma cannon arm shield and a payload of missiles similar to the Alpha's. The missiles are fired from the back of the protruding jet thrusters. The Gosu is assigned to command troops, conduct sieges, go on search and destroy missions, direct operations at protoculture farms and processing plants, and can even be placed in charge of hive outposts. They might be best thought of as the generals of the Invid army. They are deadly, merciless combatants who seem to excel at war. Unlike most of the Invid mecha pilots, the Royal Command Battloid pilot is intelligent, observant and clever. They can assess information and act on their own volition.

The Pincer Command Unit is the equivalent of an invid lieutenant or captain leading and directing his troops of Scouts, Troopers and Shock Troopers. Unlike the Invid under its command, the Pincer command unit is intelligent and is capable of assimilating data and decision making. This makes it far more clever and treacherous than its counterparts. To make matters worse, the Pincer is heavily armored, manoeuvrable, and possess twin heat cannons of devastating power. The heat beam is so strong that it can melt down a Cyclone in a matter of minutes.
The Pincer Command Unit is rarely encountered alone. It is usually found leading a patrol of Scouts and Shock Troopers, directing Shock Troopers, overseeing work farms and slave camps, and protecting the hive. The command unit is answerable only to a Royal Command Battloid placed in command by an Invid Brain or the Regis, an Invid Brain or the Regis herself.

The Invid Enforcers are stage four Invid pilots encased in a powerful exoskeleton of armour (power armour). Unlike the lesser invid, the Enforcers are intelligent and capable of independent thought and decision making. They can command Invid Scouts, armored Scouts, Troopers, Shock Troopers and Inorganics. It is the Enforcers who serve and aid the Invid Brains and the Regent. Consequently, they are also known as "Royal Hive Units" or "Hive Guards". However, their duties are not limited to the hive. An Enforcer may lead a reconnaissance patrol or assault team, or direct operations at a protoculture farm or slave camp. The Enforcers are also the Invid's interrogators, surgeons (experimenting on humans) and technicians, handling all the more delicate and precision tasks. They act as direct contacts with Invid sympathizers and help coordinate traps to capture/kill freedom fighters. It is also the Enforcers who operate the Genesis Pits.