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Dice Army of the Southern Cross - Extras

Sherwood

Luna's Concubine
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RDF Surveillance Border Post Anton-17
The Area. The Zentraedi Control Zone border in the military Sector denoted as "Hotel Sector" of The Highlands region is guarded by three Border Surveillance Posts (BSURPs). Anton-17 is one such border station. It is named after the long-abandoned village of Antonopolis on a nearby hill. It is a small but well-fortified outpost that guards a bridge across the Parana River. The bridge is intact and is used by the RDF when vehicles need to be advanced into Zentraedi territory. The river marks the border of the Zentraedi Control Zone in this region. The next closest BSURPs are Ruiz-14 and Fuente-16, 35 miles (56 km) to the northeast and southwest respectively. Troops stationed at Anton-17 sometimes go to the village of La Fuente for rest and recreation.
The Terrain. The countryside here is rolling hills and ridges around the Parana River valley. Grasslands are broken up with shrubs and light forest in the valley bottoms and groves of yerba mate, a tree whose leaves and bark are made into a popular tea. The land around Anton-17 contains this kind of wooded grassland and a few hills and ridges. The countryside is pocked with relatively few bombardment craters, though patches of grass and many hillsides are cratered and burned with the scars of recent border skirmishes.
Two hundred feet (61 m) to the west of the Anton-17 outpost is the Parana River winding its way southward. The river here is swift and full of rapids, running between steep banks with a sharp thirty-foot drop down to water level. Boulder fields serve as narrow shelves of dry land bordering the river in its channel. In the wet season the river is navigable at this point, otherwise the rapids are too rough and dangerous to permit much boat traffic.
Bridge. A small bridge of steel girder construction lies 500 feet (152 m) northeast of Anton-17. On the Zentraedi side of the bridge, its entrance is blocked with three large barricades of titanium steel. These are of the classic anti-tank design, like gigantic spiked jacks, and are intended to be an immovable obstacle to most conventional vehicles that might attempt to cross the bridge. The barricade can only be moved by Destroids or heavy-lifting equipment. The old roadway on the human side of the river is filled with anti-mecha mines for a length of 300 feet (91.5 m). Of course, military personnel are aware of the mined areas and avoid them. These mines are deactivated if and when the RDF needs to move equipment over this route, but that occasion is not frequent, so the mines are usually activated. The mine field is also a deterrent to hijackers
and Zentraedi supply-runners who might attempt to use the bridge. The roadway leading from the bridge to Anton-17 is not mined.
Bridge Statistics: A conventional steel reinforced structure. It has 1000 S.D.C. (10 M.D.C.) and can support 100,000 tons without straining.
Bridge Barricades: Three, each weighs 10 tons each, has 10 M.D.C. each and can be moved only by a combined strength of 40 or greater.
AM-1 Anti-Mecha Mine: 1D6X10M.D. each 40 foot (12.2 m) blast radius
A weight of 15 tons or greater must be placed on one of these mines to detonate it. A Zentraedi foot soldier or male power armor may not set the AM-1 off, but battle pods, tanks, concentrated troop movement and most mecha will.
Sensors: A scattering of spy-eye cameras are set up in the hills west of Anton-17. These send their data back to the surveillance post by a series of relay antennas. A continuous line of "Fingers" motion detection sensors parallel the border (i.e., the Parana River), approximately four miles (6 km) west of the outpost. This is the primary line of detection against unexpected movement towards the perimeter. A microwave fence line is roughly a half mile (0.8 km) west of the border and runs parallel with the river. Both ground motion systems are hardwired into Anton-17's monitoring system. Radar atop the communication tower monitors air activity within a 100 mile (160 km) radius.
Immediately north of and adjoining the station, the microwave fence is interrupted with a guarded gate. Armored vehicles use this passage to enter and leave the western patrol zone without triggering perimeter alarms every time they cross the fence line. Just south of Anton-17, a stretch of the microwave fence is also mined with AM-1 anti-mecha mines. This is actually a deterrent to hinder attackers from encircling the outpost hill.
Fortifications: Anton-17 is made of standard Kepalloy construction, with buildings and defensive walls placed atop a network of underground chambers dug into a 200 foot (61 m) high hill near the river. Fortress walls are a prefab reinforced Kepalloy, with the mega-damage-resistant alloy facing the exterior. The blast gate faces the river and offers the only entrance into the compound. Hydraulics allow the double-locking reinforced portal to open and close quickly, cycling rapidly for swift combat sallies. As long as the tower at the south end of the gate is intact, the hydraulics are functional, and the gate can open or close in one melee round. If the hydraulics are damaged, mecha or giant Zentraedi with a PS 30 can force the gates open within 1D4 melee rounds. If none of these are available, only demolitions or a heavy vehicle can force the gate to open.
Guard towers connect the outer wall segments. They serve as lookout posts and elevated firing positions for marksmen and laser gun operators.
Seven of the eight towers are armed with the AA autocannon gun, similar in design as the primary weapon on the Defender. One is equipped with a Porcupine launch array capable of firing short-range missiles.
Gun Slits in the walls are large enough to launch a grenade from and the infantry inside these ramparts can fire assault weapons from protected positions. Twenty-five soldiers can man one wall segment and an additional six marksmen are inside each tower battlement. Buildings inside are also covered with the mega-damage Kepalloy material. The Post Command Center (which is mostly underground) is bolstered with concussion packs and earth for additional blast protection. The underground section includes a storage area, command center, secondary barrack, and power plant/generator. Note: The post also includes a small sick bay, recreation hall and mess hall as part of the large, surface barracks. The Mecha Storage building is shown in the cross-section diagram as an example.
Anton-17 M.D.C. by Location:
Wall Segment (between towers) - 500
Guard Towers (8) - 300 each
Blast Gate - 500
AA Autocannon Guns (7) — 50 each
Short-Range Missile Launcher (1) — 100
Buildings Inside The Compound (4):
Mecha Storage (1) - 1800
Vehicle Garage & Motor Pool (1) - 1200
Barracks Area (1; over com. center) — 1200
*Command Center (1; underground) — 2500
Communication Tower (1) — 25
10 foot radius of wall — 50 each
10 foot radius of floor — 100 each
Interior Doors (many) — 25 each
Concealed Elevator to Command Center (1) — 150
*Note: The underground post command center is protected by tons of earth and concussion packs so it takes only half damage from area effect blasts and random missile strikes. Direct blasts focused on its secret location will do full damage after the dirt and padding have been blasted away. Secret human-sized tunnels connect each building with the Post's Command Center; plus there are two secret exit tunnels, one upping near the west wall inside the compound and one south, outside the compound. The tunnels can typically sustain about 200 M.D.C. surface damage before 10 foot (3 m) sections begin to collapse. However, 40 M.D.C. of explosives detonated inside the tunnel will collapse a 10 foot (3 m) section. Concealed tunnel hatches have 50 M.D.C. and lock automatically.
Troop Complement
Only one half of an infantry company (80 soldiers) and a third of a media squad are present (can accommodate one full company, 160 soldiers, if necessary). Recent encounters with the enemy have put the post's normal complement of 10 Destroids out of commission. Consequently, there are only two active Destroids (a Tomahawk and a Spartan) and one VF-1S Veritech Fighter on duty.
Command Staff (3): CO - Major Dennis Maxwell, XO - Captain Maria Cruz, Operations Officer - Lieutenant Kim Park
RDF Mecha Pilots (3): Presently short-staffed. One VF-1J Veritech, one Tomahawk and one Spartan (plus player characters as temporary mecha squad).
RDF Infantry Soldiers: 80. This half company is divided into two platoons of 40 each. All are part of the 312th Infantry Brigade, headquartered in Ascendance City. Average level of experience is 4th and includes
Four Mecha repair specialists, Three intelligence specialists (each 6th level), One IntelSec Lieutenant in charge of intelligence (7th level) - Richard Belkin; he will brief player characters and pass on important background info for an
assignment.
Special Additional Southern Cross Troops: Five Jungle/Reconnaissance specialists (all 5th level). They perform long-range investigations and special missions, as well as lead RDF infantry teams on same.
One sergeant (5th level) and four troopers (2nd level) from the Southern Cross Second REP Corps are also based here (each has hover cycle, jet pack and Southern Cross M.D. body armor).
Vehicles on hand include two dozen RDF motorcycles, 12 hovercycles and a handful of jeeps and trucks.

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Notable Figures
Major Dennis Maxwell is a career Destroid pilot that has a near total lack of a sense of humor. He has recently taken over the role of commander of Anton-17, and is working to get his command ready for the inevitable attacks by the Zentraedi Malcontents.

Captain Maria Cruz is a former Valkyrie pilot that has been grounded due to vision problems. But, despite the fact that she can't fly anymore, her skills as an administrator have not taken a hit, and now she works to help coordinate both ground and air forces in the region as Anton-17's second in command.

1st Lieutenant Kim Park is a ground pounder in charge of the infantry forces of Anton-17. She has been a tireless champion of 'her' ground forces, fighting to keep the infantrymen and women well equipped and cared for.

1st Lieutenant Richard Belkin is the chief intel specialist of the post. While not a field operative, he does his best to maintain good relations with the locals, trying to keep a step ahead of the various insurgents and Malcontent movements in the area.

1st Sergeant Edward Wilcher is a former Army artilleryman that has transferred into the newly formed Army of the Southern Cross.
 
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Mecha Information

Spartas Hover Tank
MDC by location:
Sensor Head – 85
Arms (2) – 150 each
Hands (2) – 50 each
*Arm Shields (2) – 500 each
Legs (2) – 260 each
Main Vectored Thruster – 120
**Outboard Thrusters (2) – 75 each
Main Cannon – 150
Triple Barreled Ion Cannon – 100
EU-11 Gun Pod – 100
Reinforced Pilot’s Compartment – 150
***Main Body – 475
*Destroying an arm shield renders the weapon housed inside it inactive and exposes the arm to damage.
**The outboard thrusters are only deployed in Transport mode. Destroying one reduces speed and bonuses to dodge in transport mode by one third. Destroying both reduces speed by 66% leaves the Hover Tank uncontrollable (-70% to piloting skill), and the vehicle cannot be operated in transport mode until the outboard thrusters are repaired or replaced.
***Destroying the main body renders the mecha completely inoperable.

Speed:
Transport Mode: 100 mph (161 kph)
Tank/Guardian Mode: 8 mph (13 kph)
Battloid Mode: 70 mph (112 kph)
Leaping: 80 feet (24.4 m) straight up in all modes. 100 feet (30.5 m) lengthwise in Battloid and Guardian modes.
Flight: Can hover in the air up to 20 feet (6.1 m) high in Battloid and Tank/Guardian modes, and lands on its feet without damage when dropped from a height up to 500 feet (152 m). Typical altitude in Transport mode is 2-15 feet (0.6 to 4.6 m) off the ground, with thruster assisted “leap” up to 80 feet (24.4 m) high.

Statistical Data
Transport Mode
Height: 7.3 feet (2.25m)
Length: 19.6 feet (6m)
Width: 9 feet (2.7m)

Tank/Guardian Mode
Height: 14.7 feet (4.5m)
Length: 25.4 feet (7.75m)
Width: 7.3 feet (2.25m)

Battloid Mode
Height: 20.3 feet (6.2m)
Length: 6.5 feet (2m)
Width: 14.4 feet (4.4m)
Weight: 26.4 tons dry
Physical Strength: Robotic P.S. of 42
Cargo: Just enough for a rifle and survival pack

1. MCR-68A1 105mm Cannon. The MCR is the latest evolution of a tried and true European tank cannon dating back to the mid-twentieth century. It is a smooth bore, auto-loading weapon with a sliding, horizontal breech lock. Capable of accurately lobbing a 105mm shell over great distances, this weapon performs well in both anti-armor and anti-personnel roles.
Armor-Piercing Fin-Sabilized Discarding Sabot (APFSDS): A round that uses a dart made of depleted uranium or tungsten to pierce enemy armor using kinetic energy.
Range: 4 miles
Mega Damage: 3d6x10
High-Explosive Anti-Tank (HEAT): A shell with a shaped charge warhead. Used against medium-armored vehicles and fortifications.
Range: 2.2 miles
Mega Damage: 2d6x10
Multi-Purpose Anti-Tank (MPAT): A HEAT round with an added proximity fuse to allow it to engage slow, low-flying aircraft such as helicopters and for air bursts over targets.
Range: 2.2 miles
Mega Damage: 2d6x10 to a 50 foot radius
Canister: A shell filled with tungsten shot that acts like a giant shotgun shell for use against building, dug-in infantry, and thin-skinned vehicles.
Range: 2,500 feet
Mega Damage: 1d8x10 to everything within a 25 foot area at half range, 1d4x10 to everything within a 50 foot area at full range.
High Yield Incendiary (Plasma): An extremely lethal anti-personnel round filled with super-heated plasma.
Range: 1.5 miles
Mega Damage: 2d8x10 to everything in a 25 foot area from the initial blast. Sets all combustible substances ablaze and continues to burn, doing an additional 4d8 MD per minute for 1d6+1 minutes.
Smoke: These shells emit billowing clouds of thick and used primarily for cover and to mark target zones. They come in black, white, red, green and yellow, and make a cloud big enough to obscure an area 100 feet across.
Range: 4,000 feet
Rate of Fire: Twice per melee round
Payload: 48 rounds. Typical loadout is to have 9 shells of each type with 3 smoke rounds, but the pilot can switch out the load as they wish.

1a. HPW-125A1 Particle Cannon (VHT-1A1, VHT-1A3 variants). This is the 125mm particle cannon that replaced the 105mm cannon in later model Hover Tanks. It fires a stream of charged particles over long distances and delivers a massive amount of kinetic, armor piercing damage. While not as versatile as the old cannon, the 125A1 performs extremely well against armored opponents. It also has the added advantage of not needing to carry ammunition, which reduces the operating weight of the Hover Tank. The main drawback of the weapon is that it is an energy hog, and reduces the Hover Tank’s speed by ten percent when active due to massive energy consumption.
Range: 8,000 feet (2,438.4m)
Mega-Damage: 2d10x10+20 M.D. per blast
Rate of Fire: Three times per melee round.
Payload: Effectively unlimited.
Note: The Plasma Cannon delivers a massive stream of particles. The gun hits like a wrecking ball, and any mecha under 50 tons hit by a blast has a chance of being knocked down. When hit, the pilot must make a roll on the appropriate mecha piloting skill to keep his footing. Mecha that are knocked down lose initiative and one attack while they return to their feet.

2. MIW-20 Triple Barreled Ion Pulse Cannon. The MIW-20 is a 20mm, rapid fire ion pulse cannon. It is hard hitting and very accurate over short distances. This weapon is used as a close defense weapon to keep infantry and other mecha at bay, and can only be deployed in Tank/Guardian mode.
Range: 1,800 feet (548.6m)
Mega-Damage: 1d6x10 M.D. per three blast pulse.
Rate of Fire: Each pulse blast counts as one attack
Payload: Effectively unlimited.

3. EU-11 Gun Pod. The EU-11 is a 30mm high-intensity, selective fire laser gun pod capable of firing a single shot or five round burst. It has an integral laser targeting system and a collapsible stock and is powered by an internal capacitor that is charged by the Spartas’ engine. This weapon is accurate at very long ranges. The weapon is fixed forward in transport mode and carried in Battloid mode.
Weight: 250 pounds (112.5kg)
Range: 4,000 feet (1,219m)
Mega-Damage: 1d8 M.D. per single blast, 1d6x10 M.D. for a five round burst
Rate of Fire: Each single blast or five round burst counts as one attack
Note: the EU-11 enjoys a +2 bonus to strike (in addition to other bonuses) thanks to its laser targeting system.
Payload: A fully charged capacitor is good for 140 single shots or 28 five round bursts. The capacitor charges at the rate of one blast every two minutes in its housing, and an empty capacitor takes over three hours to charge in full.

4. Hand to Hand Combat.
Restrained Punch/Forearm Shield: 1d6 M.D.
Full-Strength Punch or Shield Strike: 3d6 M.D.
Power Punch: 1d6x10 M.D. Counts as two attacks.
Tear/Pry/Crush with Hands: 1d8 M.D.
Stomp: 2d6 M.D. against targets less than 10 feet (3m) tall
Kick: 5d8 M.D.
Leap Kick: 1d8x10. Counts as two attacks.
Body Block/Ram: 2d6 M.D. per 20 mph (32km) of speed. Uses two attacks and has a 60% chance of knockdown against targets up to 50% bigger. Victims of a successful knockdown lose initiative and two melee attacks.

Bonuses from Mecha Combat Training: +1 attack per melee round at levels 1, 3, 6, 10, and 14, +2 on initiative, +2 to strike with cannon and long-range weapons, +3 to strike (applies to punches and kicks), +4 to parry, +3 to dodge, +3 to disarm, +4 to pull punch, and +3 to roll with impact. The pilot’s own number of hand to hand attacks and bonuses (if any) are combined with these when piloting the mecha.

VHT-1S Command Variant
Enhanced sensors in this model of tank provide the following additional bonuses to the squadron:
+1 to initiative, +2 to strike, and +1 to parry and dodge for all members of the squadron within one mile (1.6km). This roll requires a roll on the Sensory Equipment skill at a -10% penalty due to the chaos of combat.

1. Radar that can track airborne targets to a range of 40 miles and ground targets out to 10 miles depending on terrain. The radar can track up to 25 targets at once.
2. Combat computer
3. Communications suite with a powerful encrypted military band radio. Has both wide band and directional signals with a range up to 200 miles.
4. Passive nightvision with a range up to 1,200 feet
5. Thermal imager with a range of 800 feet
6. Infrared sensor that allows the mecha to see in the IR spectrum. Range is 500 feet.
7. Tactical camera that can record up to 180 minutes of video
8. Motion sensor detects objects within 1500 feet.
9. Headlights that works in the visible light band.
10. Distress beacon with a range of 250 miles
11. Smoke dispenser that has six charges and make a cloud of thick, white smoke 60 feet across.
12. Chaff/Flare dispenser with six charges. Has a 75% chance to confuse both heat seeking and radar guided missiles.

HWR-00-Mk.II Monster
Crew: 3
MDC by Location:
· Upper Arms (2) – 175 each
· Legs (2) – 250 each
· Feet (2) – 200 each
· Cannon Magazine/turret – 350
· Cannon Barrels (4) – 130
· Reinforced Crew Compartment – 350
· Main Body – 450


Speed
Running: 25 mph
Leaping: The Monster is too heavy and awkward to jump.
Underwater: Airtight, a Destroid can walk along the bottom of a lake or sea floor up to a depth of 2,000 feet. Speed underwater is half.
Height: 74 feet
Width: 78.7 feet
Length: 72.5 feet. The cannon barrels add an additional 62 feet.
Weight: 370 tons dry
Cargo: Enough for two carbines and survival packs for each crew member

Weapon Systems
1. M-400 40cm Artillery Cannons (4): These massive, air-cooled cannons fire 40cm precision-guided artillery rounds at a rate of four per minute. The rounds are auto-loaded from an armored magazine, and the cannons can be raise up to 20 degrees without moving the Monster’s hull and have a total elevation of 45 degrees. They can fire singly or in volleys, and allow the Monster to apply massive amounts of firepower at long ranges.
Range: 100 miles
Mega Damage: Varies according to ammo type. Damage is listed for a single round. Multiply by four if all cannons fire the same ammo at the same target.
Armor-Piercing Fin-Stabilized Discarding Sabot (APFSDS): 4d6x10 MD
High-Explosive Anti-Tank (HEAT): 3d6x10 MD
Multi-Purpose Anti-Tank (MPAT): A HEAT round with an added proximity fuse to allow it to engage slow, low-flying aircraft and to air burst over targets. 2d6x10 MD to a 100 foot radius
High Yield Incendiary (Plasma): 3d8x10 MD to everything in a 100 foot diameter and sets nearly any substance on fire. Will continue to burn and inflict 1d6x10 MD for an additional 2d6 melee rounds.
Smoke: These shells emit billowing clouds of thick smoke and are used primarily for cover or to mark target zones. They come in black, white, red, green and yellow and make a cloud big enough to obscure an area 500 feet in diameter.
Rate of Fire: The cannons can be fired singly or in volleys of two or four. One single shot or volley counts as one attack. Each cannon can only fire once per melee round.
Payload: The magazine holds 32 rounds.
Note: Due to advanced target guidance systems, the rounds are +4 to hit ground based targets.

2. MMDS-12 Missile Launchers (2): Along with the main guns, the Monster also has 2 three tube medium range missile launchers.
Range: By medium range missile type, typically 50 to 80 miles
Mega Damage: By medium range missile type
Rate of Fire: Singly or in volleys of three or six.
Payload: Six missiles in each arm for a total of 12

3. Hand to Hand Combat:
Restrained Punch: 2d6 MD
Full Strength Punch: 6d6 MD
Kick: 6d8 MD
Stomp: 1d8x10+20 MD to targets under 24 feet tall
Body Block/Ram: 1d8x10

Bonuses for Elite Combat Training: +1 attack at levels 2, 6, and 12. +1 to strike, +1 to parry, and +2 to pull punch
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VHR-2 Myrmidon Scout Tank
Born of the same project that developed the Spartas Hover Tank, the Myrmidon is a reconnaissance platform that is frequently fielded next to its larger brother to provide electronic warfare support. Designed along the same lines, the Scout Tank has three modes of operation; transport, tank, and Battloid. It shares many of the same systems as the Spartas, including power plants, engines and even transformation gear.

Never designed to be a heavy fighting vehicle, the Myrmidon was fitted with only one integral weapon system. Mounted in the arm shields are a pair of triple barreled ion cannons like those found on the Spartas. These are mainly for defense and to add covering fire for any reconnaissance troopers who might be operating alongside the mecha. An optional EU-11 gun pod can be lashed to the hull of the Myrmidon, but the large weapon is awkward in the smaller hands of the mecha and it is rare for a pilot to use one.

M.D.C. by location
Sensor Head – 35
Arms – 95 each
Hands – 40 each
*Arm Shields – 350 each
Legs – 125 each
Main Vectored Thrusters – 85 each
Triple-Barreled Ion Cannons – 100 each
EU-11 Gun Pod (optional) – 100
**Reinforced Pilot’s Compartment – 125
***Main Body – 255
*Destroying an arm shield renders the weapon housed within it inactive and exposes the arm to damage.
**Only available on the -1A2 and up-armored variants.
***Destroying the main body renders the mecha completely inoperable.

Speed
Transport Mode: 150 mph
Tank/Guardian Mode: 15 mph
Battloid Mode: 55 mph
Leaping: 80 feet straight up in all modes. 90 feet lengthwise in Battloid and tank/guardian modes.
Flight: Can hover in the air up to 20 feet high in Battloid and tank/guardian modes. Typical altitude in transport mode is 1-15 feet off the ground.

Statistical Data
Transport Mode
Height: 3.5 feet
Length: 15 feet
Width: 5.7 feet

Tank/Guardian Mode
Height: 12 feet
Length: 18 feet
Width: 6 feet

Battloid Mode
Height: 16 feet
Length: 6.5 feet
Width: 9 feet

Weight: 14 tons
Cargo: Just enough for a rifle, survival pack, and a pair of binoculars.


Weapon Systems
1. MIW-20 Triple Barreled Ion Pulse Cannons: These are the same weapons mounted on the VHT Spartas as a secondary weapon. These cannons are the Myrmidon’s primary weapons, and can only be deployed and fired in tank/guardian mode.
Range: 1,800 feet
Mega Damage: 1d6x10 MD per single pulse. 2d6x10 MD when fired simultaneously at the same target.
Rate of Fire: Each single or double pulse counts as one melee attack.
Payload: Effectively unlimited.

2. EU-11 Gun Pod: This is not standard issue to the Myrmidon, but can be added on when the extra firepower is needed. This weapon can only be used in Battloid mode.
Weight: 250 lbs
Range: 4,000
Mega Damage: 1d8 MD per singe blast, 1d4x10 MD for a five round burst
Rate of Fire: Each single blast or five round burst counts as one melee attack.
Payload: A fully charged capacitor is good for 140 single shots or 28 five round bursts. The capacitor charges at the rate of one blast every two minutes in its housing, and an empty capacitor takes over three hours to charge in full.

3. Hand to Hand Combat
Restrained Punch: 1d4 MD
Full Strength Punch: 1d6 MD
Power Punch: 2d6 MD
Tear/Pry/Crush with Hands: 1d4 MD
Stomp: 1d6 MD against targets under 6 feet tall
Kick: 2d4 MD
Leap Kick: 2d8 MD. Counts as two attacks.

4. Special Equipment of Note: Sensor Spoofers. These integrated spoofers and heat shields, along with radar absorbing materials that coat the Myrmidons, make this mecha extremely hard to find with instruments. Anyone trying to find one by radar or enhanced optics is -20% to their Sensory Equipment skill roll; those using acoustic sensors are at a -10% to the same roll.

5. ECM Jamming Pods (2). Making full use of electronic attack capabilities requires the Advanced Electronic Warfare (AEW) skill. Players can operate these systems without the AEW skill, but are at a disadvantage. Players with only the Electronic Countermeasures skill will be at -15% to operate the EWAR systems, and those with only the Sensory Equipment skill will be at -40%.

In game terms, electronic warfare is debilitating to enemies and players alike. To disrupt radar, communications and targeting systems, the player first declares what he's jamming, then rolls his Advanced Electronic Warfare skill. A successful roll jams one system (comms, radar, targeting, etc.) for 2D6 melees, and a player can jam as many systems as he has jamming pods up to his number of attacks with a range of 100 miles (160 km). A mecha or ship that is the victim of a EWAR attack sees its combat bonuses reduced more and more with each system jammed. One system jammed reduces all combat bonuses by 25% and the target loses one attack and (as) they scramble to compensate for the jamming. Two systems jammed reduces combat bonuses by 50% and the target loses two attacks. Three or more systems jammed eliminates all combat bonuses, reduces the target's attacks by half and the pilot is reduced to visual aiming of all weapons and can only fight what he can see with his eyes.


Bonuses with Mecha Elite Combat Training: +1 attack per melee round at levels 2, 4, 8, and 12. +2 on initiative, +2 to strike, +2 to parry, +4 to dodge, +1 to disarm, +2 to pull punch, and +2 to roll with impact.


Myrmidon Sensors

1. Radar that can track airborne targets to a range of 80 miles and ground targets out to 20 miles depending on terrain. The radar can track up to 50 targets at once.
2. Combat computer
3. Communications suite with a powerful encrypted military band radio. Has both wide band and directional signals with a range up to 200 miles.
4. Passive nightvision with a range up to 1,200 feet
5. Thermal imager with a range of 800 feet
6. Infrared sensor that allows the mecha to see in the IR spectrum. Range is 500 feet.
7. Tactical camera that can record up to 180 minutes of video
8. Motion sensor detects objects within 1500 feet.
9. Headlights that works in the visible light band.
10. Distress beacon with a range of 250 miles
11. Smoke dispenser that has six charges and make a cloud of thick, white smoke 60 feet across.
12. Chaff/Flare dispenser with six charges. Has a 75% chance to confuse both heat seeking and radar guided missiles.
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MBR-04-Mk.VI Tomahawk

Crew: One or Two

MDC by Location:
· Upper Arms (2) – 150 each
· Particle Cannons (2) – 150 each
· Legs (2) – 250 each
· Feet (2) – 125 each
· MDS-L-12 Missile Launchers (2; shoulders) – 125 each
· MDS-M-6 Rocket Launcher (1; over right shoulder) – 75
· RDS—2 Rocket Launcher Boxes (4) – 40 each
· *Floodlight – 35
· *TZ-VI Gun Cluster (2) – 100 each
· *GAU-20AI Machine-Guns (2) – 35 each
· Reinforced Pilot Compartment – 200
· **Main Body – 475

*A single asterisk indicates a small or difficult to hit target. The attacker must make a Called Shot, and even then suffers a -3 to strike.
**Depleting the MDC of the main body destroys the mecha, rendering it useless. However, the reinforced pilot’s compartment should protect the crew and enable them to evacuate the Destroid on foot.

Running: 55 mph (88 kph)
Leaping: Tomahawks can execute thruster assisted leaps of 20 feet high or 50 feet across.
Underwater: Airtight, a Destroid can walk along the bottom of a lake or sea floor up to a depth of 2,000 feet, but cannot swim or propel itself through the water. Speed is reduced by half.

Height: 41.6 feet (12.7 m)
Width: 26 feet (7.9 m)
Length: 16.7 feet (5.1 m)
Weight: 28 tons dry

Cargo: Just enough space for a carbine an RL-1 and a survival pack for each crew member.

Weapon Systems
1. HPC-155 Heavy Particle Acceleration Cannons (2): Mounted in the forearms of the Tomahawk are a pair of long range, 155mm, liquid cooled heavy particle cannons. These weapons draw their power from the Tomahawk’s reactor and give the Destroid the ability to direct fire at incredible distances.
Range: 20 miles
Mega Damage: 1d6x10+10 for one blast. 2d6x10+20 MD when both cannons are fired simultaneously at the same target.
Rate of Fire: The 155s use a massive amount of energy, and each cannon can only be fired twice per melee.
Payload: Effectively unlimited.

2. TZ-IV Gun Cluster (2): The TZ-IV is a multi-weapon gun pod mounted in a modular weapons rack. The rack is self-contained and houses ammunition and fire control/power sources for the following weapons: one 25mm recoil operated auto-cannon firing Light Explosive Armor Piercing (LEAP) rounds, one rapid-fire 14.5mm anti-vehicle laser, one 180mm direct-fire mortar and one high-intensity flamethrower.
Range: Autocannon – 2,000 feet, Laser – 4,200 feet, Flamethrower – 600 feet, Mortar Launcher 1,500 feet
Mega Damage by Weapon Type:
--25mm Autocannon: 4d8 MD for a single round, 1d8x10 MD for a five round burst. Multiply the damage by two for a fire-linked attack with both gun clusters firing on the same target.
--14.5mm Laser: 2d4 MD for a single blast, 4d6 for a five pulse burst. Multiply the damage by two for a fire-linked attack with both gun clusters firing on the same target.
--Flamethrower: 3d6 MD per blast to a 15 foot area. Multiply the damage by two for a fire-linked attack with both gun clusters firing on the same target.
--180mm Mortar: Varies by Warhead. Treat as mini-missiles for damage purposes. Multiply the damage by two for a fire-linked attack with both gun clusters firing on the same target.
Rate of Fire: One single weapon in the cluster can be fired individually or fire-linked with its twin in the other cluster per melee attack.
Payload – Autocannon: 100 rounds of LEAP each cluster. Laser: Unlimited. Flamethrower: 10 blasts each cluster. Mortar Launcher: 15 mortars in each cluster.

3. MDS-L-12 Multiple Launch Missile Pods (2): Each shoulder carries a twelve-shot missile launcher loaded with 190mm short-range anti-mecha missiles. Typical loadout is High Explosive Armor Piercing (HEAP), but any warhead can be used depending on the mission parameters.
Range: By short range missile type, usually around 5 miles
Mega Damage: Varies by type of warhead, but HEAP missiles that inflict 2d6x10 MD per missile are typical.
Rate of Fire: Singly or in volleys of 2, 4, 8, 12 or all. One volley, no matter how many missiles are in it, counts as one attack.
Payload: 12 short range missiles per launcher for a total of 24.

4. MDS-M-6 “Six Pack” Air Defense Missile Launcher: Mounted on the right shoulder is a six shot, 178mm surface-to-air missile launcher. The six-pack gives the Destroid the ability to engage airborne targets at ranges up to 5 miles.
Range: By short range missile type, usually around 5 miles
Mega Damage: Varies by missile type
Rate of Fire: Singly or in volleys of 2, 4, or 6.
Payload: six 178mm short range missiles
Note: These missiles are +3 to strike airborne targets. These bonuses stack with any and all other bonuses applied to the weapon from skills and guidance systems.

5. RDS-2 Rocket Launcher Boxes (4): Mounted on the Tomahawk’s hips are four box style launchers carrying two folding fin, free fire 70mm rockets each.
Range: One mile
Mega Damage: Per mini-missile type, but usually loaded with HEAP missiles which inflict 1d4x10 MD each
Rate of Fire: Singly or in volleys of two or four.
Payload: Eight mini-missiles total

6. GAU-20A1 .50 Caliber Machine Guns (2): These fire-linked, belt fed, recoil operated machine-guns are mounted above the armored canopy.
Range: 3,200 feet
Mega Damage: 1d4x10 MD for a 10 round, fire-linked burst, double when both machine guns are fired at the same target simultaneously.
Rate of Fire: Each burst uses one of the pilot’s melee attacks
Payload: 800 rounds

7. Hand to Hand Combat: While incredibly strong, the lack of conventional forearms and hands makes the Tomahawk ill-suited to melee combat.
Punch/Swat: 2d6 MD
Clothesline: 1d6 MD
Kick: 3d8 MD
Stop: 3d6 MD against targets under 15 feet tall
Jump Kick: 5d8 MD. Counts as two attacks
Body Block/Ram: 2d8 MD per 20 mph of running speed. Uses two attacks and has a 60% chance of knockdown against targets up to 50% bigger. Victims of a knockdown lose initiative and two melee attacks to get up.

Bonuses with Elite Combat Training only: +1 attack per melee round at levels 1, 5, 10, and 15. +1 on Initiative, +2 to strike, +2 to parry and disarm, +1 to pull punch, and +2 to roll with impact.
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MBR-07-Mk.II Spartan

Crew: one
MDC by Location:
· Upper Arms (2) – 100 each
· Forearms (2) – 175 each
· Hands (2) – 125 each
· Legs (2) – 200 each
· Feet (2) – 125 each
· *Floodlights (2) – 25 each
· *Sensor Barrel – 55
· MDS-L-12 Missile Launchers (2) – 175 each
· *TZ-IV Gun Cluster – 100
· TZ-IV Hatch Cover – 150
· LWS-20 Point Defense Laser Turret – 55
· *Shock Baton – 150
· GU-11 Gun Pod (optional) – 150
· Reinforced Pilot’s Compartment – 200
· **Main Body – 400
*A single asterisk indicates a small or difficult target to hit. The attacker must make a Called Shot and even then he suffers a penalty of -3 to strike.
**Depleting the MDC of the main body destroys the mecha, rendering it totally useless. However, the reinforced pilot’s compartment should protect the pilot and enable him to evacuate the Destroid on foot.

Speed
Running: 65 mph
Leaping: Spartans can execute a thruster assisted leaps of 35 feet high or 50 feet across
Underwater: Airtight, a Destroid can walk along the bottom of a lake or sea floor up to a depth of 2,000 feet, but cannot swim. Speed underwater is half.

Height: 37 feet
Width: 26 feet
Length: 20 feet
Weight: 29.4 tons dry
Cargo: Just enough for a rifle and a survival pack

Weapon Systems
1. MDS-L-12 Multiple Launch Missile Pod (2): Each shoulder carries a twelve shot missile launcher loaded with 190mm short-range missiles. Typical loadout is High Explosive Armor Piercing (HEAP) or Fragmentation, but any warhead can be used.
Range: By short range missile type, usually three to five miles
Mega Damage: Varies by missile type. Usually loaded with HEAP which inflict 2d6x10 MD per missile
Rate of Fire: Singly or in volleys of 2, 4, 8, 12, or all. One volley, no matter how many missiles are in it, counts as one attack.
Payload: Twelve short range missiles in each launcher for a total of 24.

2. TZ-IV Gun Cluster: The TZ-IV is a multi-weapon gun pod mounted in a modular weapons rack. The rack is self-contained and houses ammunition and fire control/power sources for the following weapons: one 25mm recoil operated auto-cannon firing Light Explosive Armor Piercing (LEAP) rounds, one rapid-fire 14.5mm anti-vehicle laser, one 180mm direct-fire mortar and one high-intensity flamethrower.
Range: Autocannon – 2,000 feet, Laser – 4,200 feet, Flamethrower – 600 feet, Mortar Launcher 1,500 feet
Mega Damage by Weapon Type:
--25mm Autocannon: 4d8 MD for a single round, 1d8x10 MD for a five round burst. Multiply the damage by two for a fire-linked attack with both gun clusters firing on the same target.
--14.5mm Laser: 2d4 MD for a single blast, 4d6 for a five pulse burst. Multiply the damage by two for a fire-linked attack with both gun clusters firing on the same target.
--Flamethrower: 3d6 MD per blast to a 15 foot area. Multiply the damage by two for a fire-linked attack with both gun clusters firing on the same target.
--180mm Mortar: Varies by Warhead. Treat as mini-missiles for damage purposes. Multiply the damage by two for a fire-linked attack with both gun clusters firing on the same target.
Rate of Fire: One single weapon in the cluster can be fired individually or fire-linked with its twin in the other cluster per melee attack.
Payload – Autocannon: 100 rounds of LEAP each cluster. Laser: Unlimited. Flamethrower: 10 blasts each cluster. Mortar Launcher: 15 mortars in each cluster.

3. LWS-20 Point Defense Laser Turret: This turret houses a double barreled 20mm rapid-fire laser. Mounted behind the pilot’s hatch, the turret has a 360 degree rotation and an overhead firing arc of 180 degrees
Range: 2,000 feet
Mega Damage: 2d4 MD for a single laser blast, 4d4 MD when fired as a pair
Rate of Fire: Each blast counts as one melee attack
Payload: Effectively unlimited

4. Shock Baton: These heavy, mecha sized batons were issued to Spartan civil defense units during the reconstruction. Designed to maintain order among rebellious, full-sized Zentraedi, a well-placed blow with a baton can easily incapacitate the aliens by delivering a non-lethal electrical charge.
Mega Damage: 2d6 MD plus Stun. A victim who is stunned is -8 to strike, parry, and dodge plus reduce the characters speed and number of attacks per melee round by half. The accumulative effect on the nervous system of the body being struck and stunned may knock the victim unconscious, even if he has previously saved. After being struck more than four times, the unprotected character may be stunned into unconsciousness for 2d4 melee rounds. When he recovers, he suffers the stun penalties for 1d4 minutes. Roll to save, a failed roll means there is a 01-42% chance of being rendered unconscious.
Duration of Stun Effects: 2d4 melee rounds. The duration of the impairment is increased 2d4 melee rounds for every hit by the Shock Baton for which the character does not save.
Save vs Shock Baton: 16 or higher; the save as saving against non-lethal poison. A successful save means the character loses the initiative and one melee attack/action that round, but otherwise is ok.
Bonus: +1 to parry and +2 to disarm when using the Shock Baton
Payload: Internal, rechargeable battery good for 20 shocks. Requires six hours to reach a full charge and can hold a charge up to a week.

5. GU-11 55mm Triple Barreled Rotary Cannon (optional): A GU-11 gun pod can be issued when expecting heavy resistance.
Range: 4,000 feet
Mega Damage: Ten round bursts inflicts 2d6x10 MD
Rate of Fire: Each burst counts as one attack
Payload. 250 rounds in an internal magazine
Note: the GU-11 has a built-in laser targeting system, and is +1 to strike.


6. Hand to Hand Combat
Restrained Punch: 1d6 MD
Full Strength Punch: 3d6 MD
Power Punch: 1d6x10 MD
Tear/Pry/Crush with Hands: 6d6 MD
Kick: 3d8 MD
Stomp: 3d6 MD to targets under 15 feet tall
Jump Kick: 5d8 MD, counts as two attacks
Body Bock/Ram: 2d8 MD per 20 mph of running speed. Uses two attacks and has a 60% chance of knockdown against targets up to 50% bigger. Victims of knockdown lose initiative and two melee attacks.

Bonuses with Elite Combat Training: +1 attack at levels 1, 3, 6, 10, and 14. +2 on initiative, +3 to strike, +3 to parry, +2 to disarm, +3 to roll with punch, and +2 to dodge.
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ADR-04-Mk.X Defender

Crew: One
MDC by Location
· *Radome – 120
· M-996 78mm Anti-Aircraft Cannon (2) – 135 each
· Legs (2) – 250 each
· Feet (2) – 125 each
· Floodlights (2) – 25 each
· Sensor Window – 35
· Reinforced Pilots Compartment – 200
· **Main Body – 275
*Destroying the radome destroys the Sentinel SHORAD system, leaving the Defender with a backup radar system with a range of five miles.
**Depleting the MDC of the main body destroys the mecha, rendering it totally useless. However, the reinforced pilot’s compartment should protect the pilot and enable him to evacuate the Destroid on foot.

Speed: 61.2 mph
Leaping: Defenders can execute thruster assisted leaps of 20 feet high or 50 feet across.
Underwater: airtight, a Destroid can walk along the bottom of a lake or sea floor up to a depth of 2,000 feet but cannot swim or propel itself through the water. Speed underwater is half.

Height: 35.4 feet
Width: 28.2 feet
Length: 14.1 feet
Weight: 21.7 tons dry
Cargo: Just enough room for a rifle and survival pack

Weapon Systems
1. M-996 78mm Anti-Aircraft Autocannons (2): Mounted in place of arms, the Defender carries a pair of double barreled, liquid-cooled, recoil operated 78mm anti-aircraft cannons. These massive autocannons operate on the Gast principle, where the recoil from one barrel loads and charges the other, and fire 400 rounds per minute. Each arm is independent of each other, and they can be fired at separate targets, or the two arms can be fire-linked to concentrate fire from both on large targets.

The standard ammunition loadout is a 78mm tungsten penetrator in a discarding sabot (APDS), although special airburst rounds (ABM) can be substituted. While the M-996 cannons are officially anti-aircraft, they have proven to be lethal against ground armor and infantry, leading Defender crews to call it the “anti-everything” cannon.
Range: APDS 10 miles, Air Burst 4 miles
Mega Damage: APDS rounds – 2d8x10 MD for a twenty round burst, 4d8x10 for a fire-linked burst from both gun/arms (40 rounds) fired simultaneously at the same target.
Air Burst rounds – 2d4x10 MD to a 40 foot area for a twenty round burst, 4d4x10 for a fire-linked burst from both gun/arms (40 rounds) fired at the same target. Also increase the damage radius by 20 feet for a fire-linked burst of ABM.
Rate of Fire: Each burst counts as one attack
Payload: 1,500 rounds of either APDS or ABM per arm

2. Hand to Hand Combat: The Defender is ill-suited to hand to hand combat.
Bash/Clothesline with Autocannon Barrels: 2d6 MD
Kick: 3d8 MD
Stomp: 3d6 MD against targets under 15 feet tall
Jump Kick: 5d8 MD, counts as two attacks
Body Block/Ram: 2d8 MD per 20 mph of running speed. Uses two attacks and has a 60% chance of knockdown against targets up to 50% bigger. Targets of knockdown lose initiative and two melee attacks.

3. Sensors of Note: Mk.IV “Sentinel” Short-Range Air Defense (SHORAD) Radar: The Sentinel SHORAD system is a three dimensional, pulse-doppler X-band radar designed specifically for the ADR-04 Defender. The radar uses phase-frequency electronic scanning technology to automatically acquire, track, identify and report on targets, and can track up to 50 airborne targets at a range of 150 miles and an altitude of 8 miles. The Sentinel system grants a +3 strike bonus to the Defender’s air defense cannons.

Bonuses with Elite Combat Training Only: +1 attack per melee round at levels 2, 6, and 12. +1 on initiative, +1 to strike, +2 to parry, +1 to disarm, +3 to dodge, and +1 to roll with impact.
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VFA-8 Logan
The Logan, nicknamed the “Flying Cat” by her pilots and crew, is a variable, two mode light variable attack aerospace aircraft designed to fill ground attack and close air support roles within the TASC. The Logan is a small, compact package that can be deployed quickly and fight equally well in atmosphere and in space.

M.D.C. By Location
Upper Arms – 40 each
Forearms – 65 each
Hands – 25 each
Legs – 120 each
Feet – 75 each
*Wings – 110 each
**Rear Stabilizers – 50 each
**Engines – 100 each
Vernier Thrusters – 15 each
Triple Barrel Plasma Cannon – 65
E-20 Gun Pod – 80
Reinforced Pilot’s Compartment – 100
****Main Body – 220
*Destroying a wing makes the Logan unflyable in fighter mode. In battloid mode, destruction of a wing means the loss of a shield and exposes that forearm to direct damage.
**Destroying one rear stabilizer makes the Logan terribly hard to control and imposes a -40% penalty to Pilot: Veritech skill rolls. Destroying both stabilizers makes the Logan unflyable.
***Destroying one engine reduces the Logan’s speed and combat bonuses by 50%. Destroying both makes the Logan unflyable.
Note: Items marked by 1-3 asterisks are difficult targets to hit, requiring the attacker to make a “Called Shot” with a penalty of -3 to strike.
****Depleting the main body of the Logan completely destroys the mecha.

Speed
Flying
33,000 feet: 937 mph or Mach 1.21
Space: 1,903 mph or Mach 2.5
Battloid Mode: 219 mph
Running: 40 mph
Leaping: the Logan’s battloid mode is not well suited to jumping, and the best it can manage is 15 feet up across unassisted, or a jet assisted jump of 40 feet up or lengthwise.

Statistical Data
Fighter Mode
Height: 13.3 feet
Length: 35 feet
Wingspan: 26.7 feet

Battloid Mode
Height: 17.6 feet
Length: 14.9 feet
Width: 10 feet
Weight: 6.5 tons dry

Cargo: A small space big enough for a survival pack and a side arm.

1. LPW-20 Triple Barreled 20mm Plasma Nose Gun: This is the main air-to-air weapon of the Logan. It is a medium output, rapid-fire weapon with excellent reliability but inflicts light damage.
Range: 3000 feet
Mega-Damage: 6d6 MD for a six round burst.
Rate of Fire: Each shot uses one of the pilot’s melee attacks.
Payload: Effectively unlimited.

2. EP-20 20mm Laser Gun Pod: The 20mm EP-20 is a high-output, single-barreled laser gun pod configured as a pistol. This compact weapon has excellent penetration and stopping power, and is well suited to urban warfare and Close Quarters Battle. Like all other mecha-portable gun pods fielded by the ASC, the EP-20 is powered by an internal, rechargeable capacitor. The capacitor is charged by the Logan’s reactor while the weapon is mounted to its airframe coupling. NOTE: the EP-20 cannot be fired in fighter mode due to its mounting position.
Range: 4000 feet
Mega-Damage: 1d4x10 per blast
Rate of Fire: Each blast uses one of the pilot’s melee attacks.
Payload: A fully charged capacitor is good for 60 blasts. The capacitor charges at one blast every one minute in its coupling, and an empty capacitor takes one full hour to recharge.

3. Fuselage Mounted Hardpoints ( 2 ) : These hardpoints can carry short- or medium range missiles, as well as multiple launch ordnance pods loaded with mini-missiles. Due to the mounting positions of the hardpoints, any ordnance must be fired or ejected before the Logan can transform into a Battloid.
Range: By missile type.
Mega-Damage: By missile type.
Payload: Each of its two hardpoints can carry 2 medium-range missiles, 4 short-range missiles, 8 mini-missile/rocket MLOP or (if available) an ECM Jamming Pod (see spoiler). Unlike the missiles that prevent a Logan mech from safely transforming to guardian mode, the ECM is both light and flat enough to remain on its wing(s)

ECM Jamming Pods
Making full use of electronic attack capabilities requires the Advanced Electronic Warfare (AEW) skill. Players can operate these systems without the AEW skill, but are at a disadvantage. Players with only the Electronic Countermeasures skill will be at -15% to operate the EWAR systems, and those with only the Sensory Equipment skill will be at -40%.

In game terms, electronic warfare is debilitating to enemies and players alike. To disrupt radar, communications and targeting systems, the player first declares what he's jamming, then rolls his Advanced Electronic Warfare skill. A successful roll jams one system (comms, radar, targeting, etc.) for 2D6 melees, and a player can jam as many systems as he has jamming pods up to his number of attacks with a range of 100 miles (160 km). A mecha or ship that is the victim of an EWAR attack sees its combat bonuses reduced more and more with each system jammed. One system jammed reduces all combat bonuses by 25% and the target loses one attack and (as) they scramble to compensate for the jamming. Two systems jammed reduces combat bonuses by 50% and the target loses two attacks. Three or more systems jammed eliminates all combat bonuses, reduces the target's attacks by half and the pilot is reduced to visual aiming of all weapons and can only fight what he can see with his eyes.

4. Hand to Hand Combat: The Logan is only fair at hand to hand combat.
Restrained Punch: 1d4 MD
Full Strength Punch: 1d6 MD
Power Punch: 2d6 MD; counts as two attacks
Kick: 2d4 MD
Stomp: 2d4 MD against targets under 11 feet tall
Jump Kick: 2d8 MD; counts as two attacks

Special Bonuses: +2 on initiative, +2 to strike, +1 to parry and dodge, +3 to auto-dodge in jet mode (the act of dodging does not use up a melee attack), +2 to roll with punch. These bonuses are in addition to any bonuses from the Mecha Elite Combat Training Skill

Bonuses from Mecha Elite Combat Training (MECT) only: +1 attack per melee round at levels 1, 3, 6, 9, 12 and 15. +2 on initiative, +1 to strike, +2 to dodge, +3 to auto-dodge while flying, +1 to disarm +1 to pull punch, and +1 to roll with impact.
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VFH-10A Ajax

MDC By Location
*Sensor Head – 95
*Mast Mounted Radar Pod – 50
Arms – 100 each
Hands – 35 each
Arm Thrusters – 55 each
Legs – 125 each
**Tail Section – 150
**Tail Fins – 45 each
**NOTAR Thrusters – 55 each
***Rotor Blades – 65 each
***Rotor Mast – 70
****Wings – 125 each
Main Engines – 140 each
Arm Mounted Pulse Laser – 50
Forward/Head Laser – 70
Reinforced Pilot’s Compartment – 150
*****Main Body – 400
*Destroying the Sensor Head or mast mounted radar pod will knock out most of the mecha’s sensors. Radar range is reduced to 10 miles, long range radio and laser communications are lost and the laser targeting system is destroyed. All of this leaves the mecha with no initiative bonuses and it fights at -3 to strike, parry, dodge, disarm and pull punch.
**Destroying the tail section, the NOTAR thrusters or two or more tail fins sends the mecha out of control and unable to fly in fighter or helicopter mode until repaired.
***Destroying two or more rotor blades or the rotor mast itself will send the mecha out of control and unable to fly in helicopter mode until the mast/blades are repaired or replaced.
****Destroying one wing reduces all bonuses and speed by half in helicopter mode and the mecha is very unstable in jet mode, but still flyable. Destroying both stabilizers sends the mecha out of control. The mecha is unable to fly until the wings are repaired or replaced.
NOTE: Items marked by 1-4 asterisks are difficult targets to hit, requiring a “Called Shot” with a penalty of -2 to strike.
*****Depleting the MDC of the main body destroys the aircraft, rendering it totally useless.

Speed
Fighter Mode
Sea Level: 625 mph
33,000 feet: 1,037 mph or Mach 1.3
Space: 2,450 or Mach 3.1

Helicopter Mode: 241 mph

Battloid Mode
Flying: 188 mph
Running: 35 mph
Leaping: 75 feet up or across unassisted. 300 feet with jet assistance.

Statistical Data
Fighter Mode
Height: 9.8 feet
Length: 29.5 feet
Width: 22.6 feet

Helicopter Mode
Height: 10.5 feet
Length: 29.5 feet
Width: 22.6 feet
Rotor Span: 23.3 feet

Battloid Mode
Height: 29.2 feet
Length: 8.2 feet
Width: 9.2 feet
Rotor Span: 23.3 feet

Weight: 16.8 tons dry.
Cargo: There is a small space big enough for a survival pack and a side arm.

Weapon Systems
1. LLW-20 20mm Pulse Laser: This weapon is mounted beneath the nose in fighter and helicopter mode, and in the head in Battloid mode. It can only be fired in helicopter mode.
Range: 2000 feet
Mega Damage: 2d4 MD for a single shot, 4d4 MD for a burst
Rate of Fire: Each blast uses one of the pilot’s melee attacks
Payload: Effectively unlimited.

2. IWS-40 40mm Ion Pulse Weapon Pod: The Ajax uses this heavy duty, 40mm Ion gun pod as its primary weapon in Battloid mode. It can be attached to either arm per the pilot’s preference, has decent range, and the weapon packs a wallop that gives the Ajax a punch equal to its Bioroid opponents. Two weapons, one on each arm, can be mounted in special circumstances.
Range: 1,800 feet
Mega Damage: 1d6x10+10 MD per pulse. Double if two weapons are used and fired at the same target.
Rate of Fire: Each pulse uses one of the pilot’s melee attacks.

3. Wing Mounted Hardpoints ( 4 ) : Each wing has two hardpoints to carry short- and medium-range missiles, or the multiple launch rocket pods loaded with mini-missiles. Weapons mounted on these points can be fired in any mode.
Range: By missile type.
Mega Damage: By missile type.
Payload: Each hardpoint can carry 3 medium range missile, 5 short range missiles, or 15 mini missiles at a time.

4. Hand to Hand Combat
Restrained Punch: 1d4 MD
Full Strength Punch: 1d6 MD
Power Punch: 4d6 MD; counts as two attacks
Kick: 3d8 MD
Leap Kick: 5d8 MD; counts as two attacks
Stomp: 2d4 MD against targets under 11 feet tall

Special Bonuses: +1 on initiative, +2 to strike, +2 to parry and dodge, +2 to auto-dodge while flying (the act of dodging does not use up a melee attack), +1 to roll with punch. These bonuses are in addition to those granted by MECT skill.

Bonuses from Mecha Elite Combat Training (MECT) +1 attack per melee at levels 1, 3, 6, 10, and 15. +1 on initiative, +1 to strike, +2 to dodge, +1 to auto-dodge while flying, +2 to disarm, +2 to pull punch, and +1 to roll with punch.
 
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The Zentraedi War Machine
The Regult is the workhorse of the Zentraedi military. The Battle Pod is a formidable opponent, with firepower that far outweighs its armor. Compared to Earth mecha, it has paper thin armor, rated at only 125 MDC. But the Regult is like a cockroach; when you see one, there are usually a dozen more waiting for the chance to strike. One advantage that the Battle Pod has over the Earth defenders is its speed; capable of hitting running speeds of over 175mph.
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The Regult Battle Pod comes in several variants, the most notable is the two Artillery Pods that replaces the rear firing turret with a missile launcher. There is a Light and Heavy Artillery models available.

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The final variant of note is the Recon Pod. Completely unarmed, it is never deployed alone. Designed for electronic warfare, its sensor capabilities are formidable.

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A rare sight on the battlefield, the Glaug Officer's Battle Pod has more armor than its lighter cousins and has a sizable amount of firepower. Its armor is rated at 225 MDC, and its top mounted particle cannon has an effective range of four miles.

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The Nousjadeul-Ger power armor is second in frequency only to the Glaug Battle Pod. It is flight capable in the atmosphere, and its armor is rated at 250 MDC.

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The Queadluun-Rau Female Power Armor is probably the most formidable opponent of the Zentraedi military. Capable of speeds of over Mach one in the atmosphere and armed with over 120 mini missiles, it is also (comparatively) heavily armored with 290 MDC points on the main body.

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Used as a orbit to ground vessel to transport ground troops, a Reentry Pod is an unarmed but very fast ship capable of carrying approximately 100 Battle Pods at one time.
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The Gnerl is the predominant air superiority fighter of the Zentraedi military. In an atmosphere, it can reach top speeds of Mach 4, but in space that jumps to over Mach 18. With only 150 points of armor, it is lightly defended but armed with a load of missiles and a powerful autocannon.

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Operating in the same role as the Earth AWACs and Sentry aircraft, this three man recon ship is a powerful battlefield control unit, and should be considered a high value target. Capable of both ground and aerospace operation, the Theater Scout is very versatile and well armored with over 1,600 MDC on its body.



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Dubbed the Thuverl-Salan, the fleet destroyer is the primary vessel of the Zentraedi fleet. When fully armed, it comes loaded with over 1,000 Battle Pods, 250 Fighter Pods, 50 Officer Pods, and 300 suits of Powered Armor and 1,500 heavy infantry. Any contact with one of these ships is to be reported to High Command immediately!

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The Nupetiet-Vergnitzs flagship is, thankfully, a rare ship in the Zentraedi navy. At over two and a half miles long and a crew of nearly 3,000, it brings a tremendous amount of firepower to the battle. Its standard complement of mecha includes 3,000 Battle Pods, 2,500 Fighter Pods, 120 Officer Pods, 1,200 Powered Armor, and 6,000 heavy infantry. Report any sightings of these vessels to High Command ASAP.

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The Quiltra-Queleual landing ship sacrifices direct ship-to-ship firepower for additional mecha and fighters. Carrying nearly 5,000 Battle Pods of various types, 3,000 suits of Powered Armor, 3,000 Fighter Pods, it can bring a tremendous amount of ground forces into play in a very short amount of time.
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Bridging the gap between the Flagship and Destroyer, the Queadol-Magdomilla carries a sizable amount of direct firepower and troops, numbering over 2,000 Battle Pods, 1,000 suits of Powered Armor, 1,000 Fighter Pods, and 100 Officer Pods, it represents a significant threat.

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Weapons of the ASC
Pistols

LP-09 9mm Laser Pistol
The newly designed LP-09 is becoming the standard energy side arm of the ASC. Made of lightweight polymers and ceramics, this weapon is accurate, reliable, and easy to care for.
Weight: 2lbs
Range: 1,000 feet
Mega Damage: 2d4+1
Payload: 24 blasts per rechargeable energy magazine

LP-10H Heavy Laser Pistol
The 10H is a heavier yield version of the LP-09. The barrel is a bit shorter than the standard barrel, but is wider and more heavily insulated.
Weight: 2lbs
Range: 950 feet
Mega Damage: 2d6+2
Payload: 16 blasts per rechargeable energy magazine
Bonus: +1 to Strike

IPP-5 10mm Ion Pistol
This large frame, 10mm ion weapon is more submachine gun than pistol. The IPP-5 is rugged, heavy and sealed against sand and dust to better survive in harsh environments.
Weight: 7lbs
Range: 700 feet
Mega Damage: 1d8 for a single blast, 3d8 MD for a three pulse burst
Payload: 30 single shots or 10 bursts per magazine

IPP-5H Heavy Ion Pulse Pistol
With a wider barrel and higher capacity energy regulator than the standard IPP-5, the IPP-5H has nearly twice the penetration and stopping power of its smaller sibling.
Weight: 7lbs
Range: 600 feet
Mega Damage: 2d6 MD for a single blast, 6d6 MD for a three round burst
Payload: 21 single shots or 7 bursts.

LPP-2H Plasma Pistol
The LPP-2H fires a wide, flat beam from the weapon. It does damage to everything within three feet of its blast.
Weight: 5lbs
Range: 400 feet
Mega Damage: 3d8 MD
Payload: 10 shots per energy magazine
Rifles and Carbines

LAR-10 7.62mm Laser Assault Rifle
The LAR-10 is the infantry standard battle rifle of the ASC ground and aerospace forces. It comes standard with a built-in 4x magnification scope with integrated red-dot sight, a telescoping butt stock and a high strength tactical sling.
Weight: 9lbs
Range: 2,000 feet
Mega Damage: 3d6 MD for a single blast, 1d4x10+6 for a three round burst
Payload: 40 single blasts or 14 pulse bursts per magazine

LAR-10C Laser Carbine
This is a carbine version of the LAR-10, with a short barrel and optics calibrated specifically for Close Quarters Battle (CQB). It is issued mainly to vehicle crews, non-combat infantry and special forces teams.
Weight: 5.25lbs
Range: 1,400 feet
Mega Damage: 4d6+2 per single blast
Payload: 33 blasts
Bonuses: +1 to strike on an aimed shot at any range. At distances under 500 feet, this bonus is increased to +2.

LAR-10L 7.62 Laser Sniper Rifle
This is a “Long Rifle” version of the LAR-10. It fires single shots only, and is not well suited for combat at ranges closer than 2,000 feet.
Weight: 7lbs
Range: 3,200 feet
Mega Damage: 4d6 MD for a single shot.
Payload: 16 shots per energy clip
Note: The optics of the LAR-10L give it a +1 to strike at ranges over 2,000 feet.

LAR-12 5.56mm Light Laser Assault Weapon
It is a selective fire, 5.56mm laser rifle that is very accurate but has slightly shorter range and a bit lower yield than the LAR-10.
Weight: 7lbs
Range: 1,900 feet
Mega Damage: 4d4 MD for a single shot, 6d6+3 for a three round burst
Payload: 36 single shots or 12 bursts
Bonus: +1 to strike

LAR-12S Sharpshooter Sniper Rifle
The Sharpshooter variant of the LAR-12 is a dedicated sniper rifle.
Weight: 7lbs
Range: 3,000
Mega Damage: 4d6 MD
Payload: 14 blasts
Note: The optics have an integrated 20x magnification with an illuminated reticle and give the weapon a +1 to strike at ranges over 2,000 feet.

LLC-8 5.56 Laser Carbine
The LLC-8 is a medium yield 5.56mm laser carbine bade with the special forces member in mind. Sized more like a submachine gun than a traditional rifle or carbine, this weapon is just the thing for CQB and command work.
Weight: 4lbs
Range: 1,200 feet
Mega Damage: 2d6 MD for a single shot, or 6d6+3 MD from a triple rapid fire pulse.
Payload: 44 single shots or 11 pulse blasts per energy magazine.
Note: the LLC-8 is +1 to Strike with an aimed, single shot. No bonus for pulse blasts.

LLR-8 5.56mm Medium Laser Rifle
A full-barreled, long-range version of the LLC-8, this medium yield laser assault rifle is still smaller and lighter than the LAR-10.
Weight: 4.4lbs
Range: 2,000 feet
Mega Damage: 3d6 MD for a single blast or 1d4x10 MD for a rapid-fire pulse.
Payload: 42 single shots or 14 pulse blasts per energy magazine.

XLLC-8A 5.56mm Heavy Laser Carbine
A double-barreled version of the LLC-8, this weapon is an attempt to pack more killing power into a small frame weapon.
Weight: 4.8lbs
Range: 1,600 feet
Mega Damage: 4d6 MD for a dual blast and 1d4x10+4 for a rapid-fire, four shot pulse.
Payload: 20 dual blasts or 10 heavy bursts per magazine.
Bonus: +1 to strike at any range for a double blast. +1 to strike on a four shot laser pulse at ranges under 600 feet only.

IPC-12 5.56mm Ion Pulse Carbine
This 5.56mm selective fire ion weapon is small enough to use in the tight spaces and corridors of ships and space stations, as well as sized perfectly to be used as a survival weapon for aerospace pilots.
Weight: 5.6lbs
Range: 1,500 feet
Mega Damage: 3d6+2 MD for a single blast, 1dx10 MD for a three pulse burst.
Payload: 30 single shots or 10 bursts.

M-55 Wolverine Assault Rifle
The Wolverine is a select fire assault rifle issued as the main infantry weapon to Marine platoons. The weapon fires either 5.56mm caseless ammunition or 5.56mm HEAP rounds. It also has an optional underbarrel 25mm grenade launcher.
Weight: 10lbs
Range: Rifle 2,000ft, Grenade Launcher 1,200 feet
S.D.C. Damage: 4d6 S.D.C. for a single rifle round, 1d4x10 S.D.C. for a three round burst
Mega-Damage: 2d4 M.D. for a single HEAP round or 4d4 M.D. for a three round burst of HEAP rounds
25mm Grenades do 4d6 M.D. to a 10 foot area
Payload: 96 round box magazine capable of 32 bursts of S.D.C. or HEAP rounds. The grenade launcher attachment carries 4 grenades. It takes 1 melee round to reload all four grenades.
Heavy Weapons

HLW-6 Heavy Laser Squad Support Weapon
The first successful energy Squad Assault Weapon (SAW) built by the ASC designers.
Weight: 37lbs
Range: 4,000 feet
Mega Damage: 1d4x10+5 MD for a rapid fire burst
Payload: six bursts per magazine. A wearable power pack can also be connected to the HLW-6 to extend its capacity. The power pack is a rechargeable, high output capacitor that connects to the rear of a trooper’s utility belt or beneath a standard daypack or combat patrol pack. It holds enough energy for an additional 20 bursts.
Note: A PS of at least 17 is needed or must have the WP Heavy MD Weapons skill to use this weapon without penalty. All others are -3 to strike.

HPW-6 Heavy Plasma Squad Support Weapon
Another heavy, rapid-fire weapon based on the HW-6 frame, the HPW is a three-barreled rotary cannon that fires searing bolts of plasma energy. This weapon packs a heavier punch than the HLW-6, but uses more energy and is less accurate.
Weight: 30lbs
Range: 1,650 feet
Mega Damage: 1d8x10+6 for a rapid-fire energy burst
Payload: Three bursts per energy magazine. A wearable power pack, the same as the HLW-6, can also be connected to the HPW-6 to extend its energy capacity and provide an additional 10 bursts.
Note: Soldiers need a PS of at least 17 or must have the WP Heavy MD Weapons skill. All others are -2 to strike.

XHCPW-6 Heavy Particle Squad Support Weapon
Taking a page from the Zentraedi playbook, this experimental support weapon is the ASC’s first man portable charged particle weapon. It’s unwieldy, high maintenance and uses an incredible amount of energy, but has an incredibly high damage yield for a single shot weapon and has the added bonus being able to knock targets flat. Relatively rare.
Weight: 34.3lbs
Range: 1,200 feet
Mega Damage: 1d6x10+12 for a single blast. When striking a humanoid target under ten feet tall or 1,500 lbs, there is a 40% chance that the target is knocked off its feet. Victims knocked down lose initiative and one attack as they struggle to their feet.
Payload: Three blasts per energy magazine. A wearable power pack, same as the HLW-6, adds an additional 9 blasts.
Note: Solders need a PS of at least 17 or must have the WP Heavy MD Weapons skill. All others are -3 to strike.

RL-6 60mm Light Repeating Rocket Cannon
The RL-6 is a light anti-armor weapon that fires 60mm mini-missiles.
Weight: The weapon weighs 16 pounds. A fully loaded magazine weighs around 8 pounds.
Range: One mile
Mega-Damage: By mini-missile type. Standard load is HEAP rounds which deal 1d4x10 per missile.
Rate of Fire: One missile per attack
Payload: Six mini-missiles. Reloading with a pre-loaded magazine takes one melee action

D-30 Cobalt Grenades
Weight: .5 lbs
Mega Damage: 3d6 MD
Blast Radius: 15 feet

D-40 Cobalt Limpet Mine
The whole package is very compact, less than a foot long, and includes the explosives, detonator and timer. The timer is digital and can be set from 30 seconds to 60 minutes and can be stopped up to five seconds before detonation. The back is coated in a high-powered adhesive with a peel off cover and will pretty much stick to anything.
Weight: 5lbs
Mega Damage: 1d6x10 MD
Blast Radius: 20 feet

M440 60mm Mortar
This is an indirect fire weapon that lobs 60mm shells one mile (1.6 km) away. The M440 is unique for a mortar design in that it comes as one piece, with the tripod built into the sides of the cannon, nor does it require a base plate. This makes set up as quick as three actions (two to deploy and one to set the range), and breaking it down is as simple as picking it up off the ground and folding the legs back against the launch tube. While the M440 can be fired by one person, it is most effective when used by a two-man team. W.P. Heavy Military Weapons is required to operate this mortar with any accuracy. Characters without this W.P. skill are -6 to strike.
Purpose: Anti-Fortification and Anti-Personnel.
Weight: 15 pounds (6.8 kg).
Range: One mile (1.6 km).
M.D.C.: Varies by shell type. High Explosive (HE) shells: 1D6x10 M.D. to a 6 foot (1.8 m) blast radius; Plasma Gel (PG) shells do 4D6 M.D. to an 8 foot (2.4 m) blast radius on impact and continue to bum for 1D4+1 melee rounds, doing 2D6 M.D. each round; in addition, there are Smoke Cartridge shells used for screening, signaling or marking targets, and Standard Illumination shells which launch powerful flares that light up a night battlefield.
Rate of Fire: It takes a lone operator two melee attacks to fire each shell, however a two-man team can launch five shells per melee round.
Payload: Each shell is dropped into the mortar immediately before firing. The ammo-bearer can carry a backpack with up to 15 shells. The shells are also often stored in crates of 60, particularly when the mortar is fired from the back of a flatbed truck or other vehicle which can quickly drive away after firing several rounds.
Missile Stats
Short-Range Missiles
· High Explosive (light): 2d4x10 M.D. at a 5 mile range and 10 foot radius. 5 M.D.C. for the missile itself.
· High Explosive (medium): 2d6x10 M.D. at a 5 mile range and 15 foot radius. 5 M.D.C.
· Fragmentation (light): 2d4x10 M.D. at a 3 mile range and 20 foot radius. 5 M.D.C.
· High-Explosive Armor Piercing/HEAP (medium)**: 2d6x10 at a 5 mile range and 5 foot radius. 5 M.D.C.
· Plasma/Napalm (medium)**: 2d6x10 M.D., 3 mile range, 15 foot radius, 5 M.D.C.
· Tear Gas: No damage, ½ mile, 10 foot radius, 5 M.D.C.
· Knock-Out Gas: No damage, ½ mile, 10 foot radius, 5 M.D.C.
· Smoke (colors available): No damage, 1 mile, 20 foot radius, 5 M.D.C.

Medium-Range Missiles
· High-Explosive (light): 2d4x10 M.D., 50 miles, 20 foot radius, 10 M.D.C.
· High-Explosive (medium): 2d6x10 M.D., 40 miles, 20 foot radius, 10 M.D.C.
· High-Explosive (heavy): 3d6x10 M.D., 40 miles, 30 foot radius, 10 M.D.C.
· HEAP (medium)**: 3d6x10 M.D., 40 miles, 20 foot radius, 10 M.D.C.
· Fragmentation (light): 2d6x10 M.D., 40 miles, 40 foot radius, 10 M.D.C.
· Plasma/Napalm (medium)**: 4d6x10 M.D., 40 miles, 40 foot radius, 10 M.D.C.
· Multi-Warhead**: 5d6x10 M.D., 80 miles, 20 foot radius, 10 M.D.C.
· Smoke (colors available): No damage, 40 miles, 40 foot radius, 10 M.D.C.

Long Range Missiles
· High-Explosive (medium): 3d6x10 M.D., 500 miles, 30 foot radius, 20 M.D.C.
· High-Explosive (heavy): 4d6x10 M.D., 500 miles, 40 foot radius, 20 M.D.C.
· HEAP (medium): 3d6x10 M.D., 800 miles, 30 foot radius, 20 M.D.C.
· Fragmentation (light): 2d6x10 M.D., 400 miles, 80 foot radius, 20 M.D.C.
· Plasma/Heat (medium): 4d6x10 M.D., 500 miles, 40 foot radius, 20 M.D.C.
· Plasma/Heat (heavy)**: 5d6x10 M.D., 500 miles, 50 foot radius, 20 M.D.C.
· Proton Torpedo (heavy)**: 6d6x10 M.D., 1200 miles, 50 foot radius, 20 M.D.C.
· Reflex (medium)**: 1d4x100 M.D., 1000 miles, 40 foot radius, 20 M.D.C. Rare
· Reflex (heavy)**: 1d6x100 M.D., 1000 miles, 60 foot radius, 20 M.D.C. Rare
· Reflex Multi-Warhead**: 2d4x100+60 M.D., 1800 miles, 100 foot radius, 20 M.D.C. Rare

Mini-Missiles
· High-Explosive: 5d6 M.D., 1 mile, 5 foot radius, 1 M.D.C.
· HEAP: 1d4x10 M.D., 1 mile, 3 foot radius, 2 M.D.C.
· Fragmentation: 5d6 M.D., ½ mile, 20 foot radius, 1 M.D.C.
· Plasma/Napalm (medium): 1d6x10 M.D., 1 mile, 15 foot radius, 1 M.D.C.
· Smoke: No damage, ½ mile, 20 foot radius, 1 M.D.C.

**Available as smart bombs, + 5 to strike.
Normal missiles are +3 to strike
Armor Piercing warheads (HEAP) do triple damage with a critical strike.

The CBR Mk. 2e Combat Armor Hardsuits are the latest in environmental body armor. This lightweight armor fully protects the wearer from hostile conditions. Worn by all branches of the Army of the Southern Cross, these suits are fully articulated and positively pressurized making them useful both in deep water and in outer space.

MDC By Location:
Helmet - 45
Arms - 30 each
Legs - 50 each
Main Body - 105

Weight: 25lbs
Movement Penalties: -15% penalty on skills requiring flexibility and mobility such as Swimming, Climbing, Acrobatics, etc., and reduces running speed by 10%.

CB-S Tactical Shields
Made of the same ceramic alloys as the CBR body armor, the shields give a soldier an extra level of protection against both melee and ranged attacks. These shields come in light, medium, and heavy varieties.

Light Shield: 25 MDC
Weight: 5lbs, +1 to Parry

Medium Shield: 40 MDC
Weight: 10lbs, +1 to Parry

Heavy Shield: 55 MDC
Weight: 15lbs, +2 to Parry
 
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A. Site of the SDF and Southern Cross headquarters.

B. Quebec Quadrant: An independent nation.

C. Arkansas Protectorate: Zentraedi dominated.

D. Mexico Quadrant: Widely populated.

E. Venezuela Quadrant: Modest population.

F. Zentraedi Control Zone: Widely populated by hostile Zentraedi and criminal activity. Dense jungle terrain.

G. Brazilia Quadrant: Scattered population with some major industrial facilities and RDF bases.

H. The Argentine Quadrant: Widely populated, it is the hub of Zentraedi control operations with several RDF and Southern Cross bases, as well as international embassies, support and mercenaries.

I. Scandinavia Quadrant: Includes Norway, Sweden, Finland and Denmark. Widely populated (almost overcrowded). This Quadrant was remarkably untouched by the Zentraedi attack. Industry and technology levels are high. Norway is the site of a major Southern Cross base.

J. The E.B.S.I.S., a.k.a Eastern Bloc Soviet Independent State: Includes what is left of Germany, Poland and the U.S.S.R. Black areas represent wastelands.

K. Congo Quadrant: The site of much, recent, Zentraedi activity. Mostly jungle.

L. India Quadrant: Much poverty; the site of recent Zentraedi activity.

M. Manchurian Quadrant: A feudal, independent kingdom. A mix of high and low technology. Scattered communities; mostly grassland.

N. China Quadrant: Modestly populated, and has a low technology level. Site of increasing Zentraedi activity.

O. Indochina Quadrant: Includes Burma, Thailand, Laos, Cambodia, Vietnam and Malaya. Mostly jungle which harbors large numbers of Zentraedi.

P. Indonesia Quadrant: Includes Sumatra, Philippines and New Guinea.

Q. Australia Quadrant; a major industrial center.

Note: Black areas on the map represent vast wastelands resulting from the Zentraedi planetary attack. White areas represent habitable areas.


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Lt. Diane Esparza of the Black Cat Squadron. Her team of three pilots (Tina Willis, Barbara Hallbrook, and Rachel Massey) make up one of the first Logan squadrons deployed in the Zentraedi Control Zone.

 
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Captain Derick Cullen is the company commander of the 15th Tactical Armor Corps. He is relatively new to his position, and it remains to be seen just how well he will be able to lead the men and women under his command of such a large amount of troops.


Lieutenant Zyorna is the 15ths TAC second in command. A former Queadluun-Rau Female Power Armor pilot, she has left the Zentraedi military life behind her and has moved up the ranks in the ATAC as a hover tank pilot of some renown.


Chief Warrant Officer Clyde Maxwell is the head of the 15ths maintenance corps.


Lieutenant Karla Edison is the chief intel operator and is the official go-between with the ATAC and the GMP. She is also in charge of keeping the company area secure.

 
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The Robotech Master Mothership is a massive construct. Over four miles long, three miles wide, and nearly 4,000 feet tall, it is packed with tens of thousands of Bioroids of all classes.

Moving the Bioroids from orbit to planetside action is the role of the Bioroid Transport. It can carry 40-50 Bioroids on their hover sleds.

The most common Bioroid is the Blue. It is about the same size as the Hover Tank in its Battloid mode, but has much lighter armor.

About one of every 10 Blue Bioroids is replaced with a Green sub-commander. It packs slightly better armor, but still nowhere near as tough as the Spartas.

As a command unit, the Red is quite nasty. It is fast and tough, and about one of every 20 Bioroids will be a Red.

In order to provide additional maneuverability both in an atmosphere and in space, the Bioroids use a hover sled. Its top speed in an atmosphere is about 260 mph.
 

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