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Dice Robotech - Southern Cross Adventure - Equipment

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Spartas_Hovertank_24_large.jpg

VHT-1.png

Spartas Hover Tank
M.D.C. 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.

****Unavailable on VHT-A1 version.

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

Weapon Systems
1. MCR-68A1 105mm Cannon
Mounted in a retractable housing in the right arm shield, the 68A1 served well as the main weapon of the Hover Tank for years. While it is recommended that this weapon only be deployed in Tank/Guardian mode, it can also fire in Battloid mode. Using the cannon in Battloid mode is awkward (no bonuses to strike) and requires the Battloid to be braced against the recoil. It was eventually replaced by the HPW-125A1 Particle Cannon on the VHT-1A1 variant.

Range: varies by ammunition as described below.
Mega-Damage: varies by ammunition. The cannon can fire the following kinds of rounds:
Armor-Piercing Fin-Stabilized Discarding Sabot (APFSDS). A round that uses a dart made of depleted uranium or tungsten to pierce enemy armor.
Range: 4 miles (6.4km)
Mega-Damage: 3d6x10 M.D.

High Explosive Anti-Tank (HEAT). A shell with a shaped charge warhead.
Range: 2.2 miles (3.52km)
Mega-Damage: 2d6x10 M.D.

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 (3.52km)
Mega-Damage: 2d6x10 to a 50 foot (15.2m) 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 (762m)
Mega-Damage: 1d8x10 M.D. to everything within a 25 foot (7.62m) area up to half range, 1d4x10 to everything within 50 feet (15.24m) area at full range.

High Yield Incendiary (Plasma). An extremely lethal anti-personnel round filled with super heated plasma.
Range: 1.5 miles (2.4km)
Mega-Damage: 2d8x10 M.D. to everything in a 25 foot (7.6m) area from the initial blast. Sets all combustible substances ablaze and continues to burn, doing an additional 4d8 M.D. per minute for 1d6+1 minutes.

Smoke. These shells emit billowing clouds of thick smoke and are 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 (30.5m) across.
Range: 4,000 feet (1,219m)
Damage: none

Rate of Fire: Twice per melee round
Payload: 48 rounds
Note: Typical loadout for the Hover Tank is nine shells of each kind except for the smoke rounds. Those have three rounds, unless something different is required for the mission.

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, 1d4x10 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.

There are two variants available for the Eu-11 rifle. The first version adds a large rechargeable power pack to the exterior of the rifle. If everything is plugged in and working correctly, the upgraded rifle will now have two operational modes: Its standard single shot/burst fire that reaches out to 4,000 feet doing the 1d4x10 damage with high accuracy, and a shorter ranged burst that does more damage of 1d6x10 +10 MD, but only out to a range of 1,500 feet that doesn't have the same bonuses to hit that the standard modes do.

The capacitor has enough juice in it for twenty of the higher powered bursts before it needs to be recharged.

Option two of the modified weapon replaces the Tri-Laser that is used in Tank/Guardian modes with the extra power pack, giving the weapon a larger power generator. This refit will give the Eu-11 the same two modes to fire in, but with the extra power, it increases the range of the standard mode to 6,000 feet, and the high-powered burst is now usable out to 2,500 feet, and its doesn't have the limited number of shots that the rifle-only upgrade does.



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 Elite Combat Training (MECT): +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.

Sensors and Abilities
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.
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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.

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 and abilities
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.
vfh_10__ajax_by_kevarin-d69ybu4.jpg
M.D.C. 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.

Special Equipment of Note: Sensor Cluster. The VFH-10A flown by the Tactical Corps for close ground support uses a different RADAR system than the B version flown by the TASC. The A variant uses an X-band pulse-doppler radar with a 360-degree field of view optimized for ground attack and infantry support missions. This radar can look down without being confused by ground clutter and can pick out specific targets such as buildings, giant mecha and installations. This radar also allows nap of the earth navigation which gives the Ajax the ability to fly and fight at extremely low altitudes and even hide behind trees and buildings. While being optimized for air-to-ground attack, this radar is also well suited for air-to-air combat and has a range of 125 miles and can track up to 80 targets. The radar can also be focused and used to overload enemy radar. This gives the VFH-10A a limited electronic attack capability. It requires an Electronic Countermeasures roll. If the character doesn't have that skill, he can roll on the Sensory Equipment skill with a -15% penalty.
Crew: Two
MDC By Location:
*Engines (4) - 50 each
Wings (2) - 75 each
**Rotor Hub - 65
***Rotor Blades (5) - 75 each
Mast Mounted Sensor Pod - 35
Nose Mounted TADS Pod - 35
Wing Ordnance Hardpoints (6) - 30 each
GshG-762D Rotary Cannon - 100
Gsh-30-4A Cannon - 100
Reinforced Pilot's Compartments (2) - 50 each
****Main Body - 250

*Destroying two or more engines cuts the gunship's speed and bonuses by half. Destroying all the engines will cause the helicopter to crash.
**Destroying the rotor hub will cause the gunship to immediately crash to the ground.
***Destroying one or two blades will reduce speed by half, eliminates all combat bonuses and the pilot is -25% to keep control of the aircraft. Destroying three or more blades will cause the helicopter to crash.

Speed:
Flying: Sea Level: 182 mph
20,000 feet: 227 mph
VTOL capable, can hover in place and is highly maneuverable at low altitudes and all environments.

Statistical Data:
Height: 18 feet
Length: 55.8 feet
Wingspan: 49.2 feet
Weight: 6 tons dry
Cargo: There is a small space big enough for a survival pack, assault rifle and a side arm for each crew member.
Combat Bonuses: +2 on initiative, +4 to strike, +4 to dodge and +2 to roll with impact. These bonuses are halved when engaged in air-to-air combat.
Combat Radius: 640 miles.
Ferry Range: 1,725 miles with external fuel tanks.

Weapon Systems:
1. Gsh-30-4A1 30mm Auto-Cannon
Range: 4,000 feet
Mega Damage: 1d8 MD for a single round, 1d6x10 MD for a 10 round burst.
Rate of Fire: A single round or 10 round burst counts as one of the pilot's melee attacks.
Payload: 600 rounds of 30mm HEAP

2. GshG-762D Rotary Cannon
Range: 3,000 feet
Mega Damage: 1d4x10 MD to everything in a 6 feet radius for a 20 round burst. Rotary cannons can only fire bursts.
Rate of Fire: Each burst counts as one attack.
Payload: 600 rounds of 7.62 SLAP.

3. Ordnance Hardpoints (6)
Range: By missile type.
Mega Damage: By missile type.
Payload: Each hardpoint can carry two short range missiles, or one medium- or long-range missile, or a Multiple Launch Ordnance Pod (MLOP) with each pod containing fifteen 70mm mini-missiles.
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Crew: Twenty. Two pilots and eighteen mission crew.
MDC by Location:
*Wings (2) - 120 each
**Engine Nacelles (2) - 85 each
***Tail - 110
Radome - 100
****Main Body - 190

*Destroying a wing will cause the aircraft to crash.
**Destroying one engine will reduce flight speed and maximum ceiling by half. Destroying both will cause the aircraft to crash.
***Destroying the tail will cause the aircraft to lose control and crash
****Destroying the main body will destroy the aircraft.

Speed:
Flying:
Sea Level: 530 mph
40,100 feet: 568 mph

Statistical Data:
Height: 31 feet
Length: 153 feet
Wingspan: 118 feet
Weight: 51 tons
Cargo: The Tiger's Eye has about 3,000 cubic feet of cargo space for stores and emergency equipment.
Combat Bonuses: +1 to dodge, +15% to all Sensory Equipment, Electronic Countermeasures, and Advanced Electronic Warfare skills.

Sensors of Note:
Theater Advanced Warning and Control System (TAWACS): The Tiger's Eye is paced with powerful radar and command and control equipment. The main component is the high output Active Electronically Scanned Array (AESA) radar mounted in the radome. The AESA has a 360 field of coverage and can track up to 700 targets at a maximum of 650 miles through dense EWAR environments, heavy radar clutter and even at low altitudes. The computers and operators on board can transmit this data to all friendly military forces operating in theater via a direct data link, up to 800 miles, and can provide real time information on the movements of enemy aircraft, vehicles and ships.
Bonuses Provided: All friendly military forces in theater are +1 attack per melee round, +2 on initiative, +2 to strike and +3 to dodge w hen linked to the Tiger's Eye C3 computers.

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567548
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 laser gun. 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.

Personnel of Note
7ca5ea546f2c17b17d49e68446fa58ff.jpg Captain Dale Shumer is the commander of Anton-17. A old hand that has served in the RDF from its inception, he is a fair minded and easy going man. His battlefield experience has been as a infantry commander, and has not yet managed to kick the dust off of his boots from the days of marching into combat with his troops. He is well respected by all the solders at Anton-17.


7b8a20c0367ff9a3ffbc750c7a047e98.jpg First Lieutenant Elaine Hulsizer is the executive officer of Anton-17 and the second in command. A former Valkyrie pilot, Elaine has lost her flight status after being injured in the epic battle between High Lord Dolza's fleet and the SDF-1. She now uses her perspective as a fighter pilot to try and coordinate the air and ground assets of Anton-17 to be able to work together in a cohesive unit.


78d613d96424cbd0ad143bafaa8d9359.jpg Second Lieutenant Maxwell Danfield is the man in charge of making sure your mecha are always ready to be deployed. A master scrounger, Max knows enough people in the right places to be able to keep the machines under his control in working order. He leads a team of six other technicians that are kept busy by the rigors of combat in the Control Zone.


7abaf542bacec29256f0bb95dc726d18.jpg Second Lieutenant Kevin Renner is in charge of the infantry company that is stationed at Anton-17. A very strict man, he takes the safety of his troops very seriously.


19dcbbfefee5bc7719523c7f9a1591ae.jpg First Sergeant Antonia is one of the few Zentraedi that call Anton-17 their duty station. Formerly a pilot of the famous Female Powered Armor, Antonia is the Chief of Operations of Anton-17, and is responsible for making things happen for the officers at the base.


1352058842255.jpg First Lieutenant Doctor Amanda Lawrence is the chief medical officer of the base. She leads a small staff of four other medical professionals of two nurses and two paramedics. Amanda is very compassionate, and does her best to keep everyone at Anton-17 in top shape.
 
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Army of Southern Cross personal armaments list

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 M.D.
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 M.D.
Payload: 16 blasts per rechargeable energy magazine

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 MD 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 M.D. 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 feet
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.

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 under-barrel 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.

BigBore Automatic Shotgun
The auto shotgun is a sturdy weapon that can be handled by most people with reasonable effectiveness. This gun uses a pair of alternating side by side barrels to maintain a high rate of fire and give it that intimidating double barrel shotgun look. Its low recoil is achieved with “floating” barrels that partially retract into the gun when fired to absorb some of the impact.
Weight: 12 lbs
Range: 300 feet
Mega Damage: 2d4 MD per single shell/bullet, 4d4 MD per double barreled blast. When using SDC rounds, the damage changes to 4d6 SDC per single shell for buckshot and 5d6 SDC for a solid slug per barrel. Double the damage when firing both barrels at once.
Rate of Fire: Each single or double barreled shot counts as one attack.
Payload: 18 round drum magazine.
Note: A normal PS of 18 or better is required to shoot the Automatic Shotgun. Those with a lower PS shoot with a -3 penalty to strike.


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 Heay 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, but can be loaded with Plasma that does 1d6x10 MD per missile.
Rate of Fire: One missile per attack
Payload: 6 mini-missiles

BigBore “Room Sweeper” Belt-Fed Shotgun
This is a heavy support weapon meant to be used at point blank range for clearing out rooms, caves, trenches, and other close-quarters environments. The shotgun system has three rotating barrels and connects to an ammo belt that allows an unbelievable amount of firepower to be unleashed within a very small area.
Weight: 20 lbs, plus the ammo pack for an additional 42 lbs usually worn on the user’s back
Range: 200 feet
Mega Damage: 2d4 MD for a single shell, 4d6 MD for a short burst of three shells or 6d6 for a long burst of six shells. SDC damage is 4d6 SDC per single shell.
Rate of Fire: Each burst or single shot counts as one attack
Payload: Ammo pack carries 180 shells
Note: A PS of 24 or better is required to operate the Room Sweeper as a two handed weapon without the shooter suffering ill effects himself. Those with a lower PS shoot with a -4 penalty to strike, and are knocked down on their butts each time they fire the weapon. An Augmented PS of 26 or greater is required to fire it one handed.

D-30 Cobalt Grenades
Weight: 0.5 lbs
Mega Damage: 3d6 MD
Blast Area: 15 feet

D-40 Cobalt Limpet Mine
This explosive mine 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 5 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: 5 lbs
Mega Damage: 1d6x10 MD
Blast Radius: 20 feet

Mk.25 Automatic 40mm Grenade Launcher
This is a heavy weapon that can normally be mounted on combat jeeps and trucks as a gunner operated assault weapon.
Weight: 54 lbs for the launcher; add 25 lbs for a 48 round belt, or 50 lbs for a 96 round belt
Range: 1,700 feet
Mega Damage: By grenade type, typical loadouts include:
AP/F (Antipersonnel/Fragmentation) - 4D6 MD to a 12 foot radius for a single shot, 2d6x10 to a 24 foot radius with a six grenade burst
HEAP (High Explosive Armor Piercing) - 6d6 MD to a three foot radius for a single shot, 3d6x10 to an 8 foot radius with a six shot burst
Payload: 48 or 96 round 4omm grenades in a disintegrating link belt.
Note: Solders need a P.S. of at least 17 or must have the W.P. Heay M.D. Weapons skill. All others are -3 to strike.
CBR Mk. 2E Combat Armor Environmental Hardsuit
CBR environmental hardsuits are descended from the UEDF's CHR-1 Hazardous Environment suit. Advances in materials as well as environmental systems have allowed the ASC to capitalize on the fully sealed armor idea, providing a sturdy, relatively lightweight suit that fully protects the wearer from hostile environments. Worn by aerospace pilots, combat divers, and TSC naval infantry, these suits consist of a fully articulated, positively pressurized hardsuit that is worn much like a spacesuit or hard diving suit. The suits are made primarily of ceramic composite plates that lock together with flexible joints that provide the wearer with both flexibility and protection. Environmental suits do not utilize a unisuit, but instead have all the standard features integrated into a built-in lining. Mk. 2E environmental hardsuits come in light and heavy varieties and vary in style and color depending on service branch.

Features of All CBR Environmental Armor:
1. Full Environmental Shielding: CBR full environmental hardsuits are positively pressurized and proofed against radiation, chemical and biological agents. These suits have an internal computer that runs the life support systems and a built-in oxygen tank good for two hours of use fully buttoned up. The oxygen supply can be extended indefinitely by drawing in outside air and filtering it through the integral scrubbers, or with external oxygen packs.
2. Heat and Fire Resistance. CBR hardsuits are nearly impervious to extremes of temperature up to 2,000 degrees F (1,093 degrees C) and down to -300 degrees F (-184.4 degrees C). These suits are also fireproof and take no damage from normal fires (campfires, bonfires, house fires, vehicle fires, etc.). Nuclear fires, napalm and plasma fires all deal normal damage.

CBR Mk. 2E Light Armor
M.D.C. by Location:
Helmet - 45
Arms (2) - 22 each
Legs (2) - 35 each
Main Body - 75
Weight: 18 pounds (8.1 kg).
Movement Penalties: -10% penalty on skills requiring flexibility and mobility such as Swimming, Climbing, Acrobatics, Escape Artist, etc., and reduces running speed by 5%.
Service: Used primarily by the ASC Tactical Air Force, Tactical Armored Space Corps and the Civil Defense Flying Corps.

CBR Mk. 2E Heavy Armor
M.D.C. by Location:
Helmet - 45
Arms (2) - 30 each
Legs (2) - 50 each
Main Body - 105
Weight: 25 pounds (11.25 kg).
Movement Penalties: -15% penalty on skills requiring flexibility and mobility such as Swimming, Climbing, Acrobatics, Escape Artist, etc., and reduces running speed by 10%.
Service: Used primarily by the ASC Tactical Space Corps, Global Military Police and Navy Division.

CB-S Tactical Shields
Made of the same ceramic alloys as the CBR body armors, the CB-S shields give a soldier an extra level of protection against both melee and ranged attacks. Used by a number of branches within the ASC, these shields come in light, medium and heavy types, and vary in color and style to match the armor they come with. CB-S Tactical Shields are used by most of the ASC, with the exception of the Navy Division, Tactical Air Force, Civil Defense Flying Corps, and the Tactical Corps Mountain Division.
Light Shields: 25 M.D.C. Weight: 5 pounds (2.25 kg). +1 to parry.
Medium Shields: 40 M.D.C. Weight: 10 pounds (4.5 kg), -5% to skills that require manual dexterity (Pick Locks, Demolitions, Field Surgery, etc.) +1 to parry.
Heavy Shields: 55 M.D.C. Weight: 15 pounds (6.75 kg), -10% to skills that require manual dexterity (Pick Locks, Demolitions, Field Surgery, etc.) +2 to parry.

Special Features of Shields:
Spotlights: Shields worn by the TSC, TASC, TCDD, TCCD, and TCFD contain tiny, high intensity xenon floodlights with a 300 foot (91.4 m) range. These lights are powered by a rechargeable power cell with a six hour life-span.
Integral Weapon Sheath: The Heavy shield worn by the GMP has an integral sheath to carry the S-11 Stun Baton. The sheath locks the baton in place so that it can't slip out during vigorous activity.
GMP Officer's Weapon Sheath: The shields of GMP officers carry a short sword (2D4 S.D.C. damage) in place of the Stun Baton.
 
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The Regult Tactical Battlepod has been the workhorse of the Zentraedi military for centuries. Light on armor, it makes up for it with heavy firepower and the fact that the Zentraedi use the Battlepod as a attrition unit. Several variants of the Pod have been made, including two different Artillery models that replace the rear autocannons with short or medium range missiles, and a reconnaissance Pod that removes all of its weapons to make room for its advanced sensors. In space, the Pods are capable of extreme speeds in excess of Mach 9. On a planet, their top speed is only 175mph. All the models of the Tactical Battlepod have only 125 total MDC for their main body.



regault.gif
567766567767



Next up is the Glaug Officers Pod used by the male Zentraedi officers. While slower than the Regult, it can still run circles around the RDF and ASC mecha on the ground with its running speed of 175mph. Flying in space, the Officers Pod is very slow, but it has a rocket booster sled that takes its slow flight speed of 150mph to over Mach 12, and makes it capable of atmospheric flight with speeds comparable to the Valkyrie and Logan Veritechs. The Glaug has a main body MDC of 225.



glaug.gif




The Female Power Armor is, thankfully, a rare opponent on the battlefield. Armed with particle cannons and over 126 short range missiles, only the Zentraedi female aces get to operate this deadly weapon. Its in atmosphere flight speed is just over Mach 1, but in space this vehicle can race at over Mach 15, and with its main body MDC rated at 290 points, this is a serious threat to anyone going up against it.



zentraedifemalepoweramor.jpeg




The Male Power Armor is second only to the Tactical Battlepod in its ubiquity. Heavily armored by Zentraedi standards, it is still much weaker than any of the REF mecha in the field with its main body MDC of 250 points. It can fly in atmosphere at a speed of 400mph, but in space, the speed jumps up to Mach 9. Armed with a particle cannon and a grenade launcher, it is a lethal mecha, not to be underestimated by ASC troops.



male.gif


The Quel-Quallie Theater Scout AKA Cyclops fills the role of both scout ship and AWACs for the Zentraedi. It is large, with a three man crew of trained electronic warfare specialists. The Cyclops is a powerful all terrain combat support ship used by the giant aliens. With its four long, stilt-like legs, it can walk at a wobbly 40 mph both on the ground and under water, or it can fly in the atmosphere at a speed of Mach 2.5, and in space at a stunning Mach 35. It is armed with a quartet of particle cannons and dual missile launchers, and is protected by 1,600 points of armor.

569370
 
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568018

THE SECTORS
1. The North American Sector
Includes Canada and the U.S.A. Scattered communities with major industrial clusters.
2. The South American Sector
Mostly jungle with pockets of civilization. It is believed to have the greatest concentration of Zentraedi in the world.
3. Northern Euro Sector
Includes the Scandinavian countries and the E.B.S.I.S. The white areas on the map represent habitable areas, the black is wasteland.
4. Africa Sector
Most unpopulated, a combination of desert and jungle.
5. The Far East Sector
This is the most populated and technologically advanced sector in the world. The Robotech Research Center is located in the Japan
Quadrant.
6. The Eastern Sector
Includes India, China, Indonesia and Australia.

THE MAJOR QUADRANTS AND HIGHLIGHTS
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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Copied with permission from Sherwood's Rifts game.

For those that have not been in a Palladium game before, here is a quick rundown of the rules for combat and how I run things in the PbP system.

Everyone gets a number of attack actions that are listed on your sheet. As we go through the combat, I will keep track of how many actions you have used in the fight in a running chart that I will post with each person's action. It will look like this, and will count down the Initiative count for who is next up in the fight:

21 - Mark <====
18 - bad guy 1
15 - bad guy 2
12 - Steve
8 - Mary
7 - bad guy 3

In the example above, Mark has a initiative of 21 and goes first, and the arrow indicates that it is his turn. He declares his first action, and makes a to-hit roll. For sake of saving time, you can also post your damage at this point, and if you hit, I'll mark whichever target you hit with the damage. If you miss, I just disregard the damage to the enemy.

The to-hit roll is a d20. A natural 1-4 is a automatic miss, no matter how many bonuses you have, and a '1' is a fumble of some sort, and it can result in you having to clear a jammed weapon or some other effect that is appropriate for the scene and what you are using. On the flipside, a natural 20 is a Critical Strike, and will always hit and do double damage. Some martial arts and combat styles have an extended Critical Strike ranges of 19-20, or even an 18-20. I will do my best to remember which character has this available, but I am juggling a bunch of players here, and in the end, it falls upon you to keep track of what your character can do.

As everyone attacks, I mark off their actions:

21 - Mark [2]
18 - bad guy 1 [2]
15 - bad guy 2 [2]
12 - Steve [1] <====
8 - Mary [1]
7 - bad guy 3 [1]

This shows that everyone has had their first actions, and Mark and bad guys 1 and 2 have used their second attacks, and now Steve is up.

When you are attacked with a ranged weapon, you have the option to dodge the attack. The downside to this is that it uses one of your actions. It can burn through your actions quickly and if you don't watch out, you'll run out of available actions.

In melee combat and you are attacked, you have the added option to parry. The advantage to this is that it doesn't use an action, but Steve with his sword can't quite block a bullet or energy blast, so there are times when the only options are to dodge or let yourself get hit.

21 - Mark [2] <====
18 - bad guy 1 [2]
15 - bad guy 2 [2]
12 - Steve [3]
8 - Mary [2]
7 - bad guy 3 [2]

See how Steve has used up three of his actions and everyone else has only used two? He used one to dodge.

When everyone has used up all of their actions, that round is over and a new one begins.
 
Other NPCs of note:

0df188657a3098bfd53da18925804a34.jpg First Lieutenant Maria "Boomer" Combs is the leader of the Black Cats Squadron, a team of four of the ASCs Logan Veritech fighters. She is a ambitious pilot, and is very protective of the other pilots under her command.
 
Missile Stats

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.

Short Range
· 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, 5M.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
· 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
· 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

**Available as smart bombs, + 5 to strike.
Normal missiles are +3 to strike
Armor Piercing warheads (HEAP) do triple damage with a critical strike.
 
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Captain Maxwell Edison is the company commander that the Third Heavy Recon is assigned to. He is a hard man to please, and is not thrilled to have a 'celebrity' team under his command, and is frequently harder on the Third Herd than he would be on another squad under his command because of it.


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Chief Warrant Officer Leslie Hobbs is responsible for the mechanical welfare of the squad's mecha. With her five man maintenance crew, she puts in long hours to keep your mecha in the field and working perfectly.
 
The Robotech Masters

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The workhorse of the Robotech Master army is the Blue Bioroid. In size, it is comparable to the Spartas hover tank at 21 feet tall, is very maneuverable, but lightly armored compared to human mecha with only 125 MDC. It has no internal weapons, and relies upon a hand-held weapon drum for its main attack. On the ground, the Blue Bioroid is very fast, hitting a top speed of 100mph.

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Next up, is the Green Bioroid. It is less common than the Blue, with one in every six Blues being a Green. Unlike the Blue Bioroid, the Green does have a lightweight antipersonnel laser weapon mounted on the head, but its main weapon is still the hand-held weapon drum. It is a bit heavier armored with 180 MDC, and as a result it is a little slower on the ground with a running speed of only 80mph.

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Designated the Red Bioroid, this is a command and control unit for the Robotech Masters, with only one in every twelve Bioroids being a Red. While it does not have as much armor as a Green Bioroid with only 155 MDC, it is very maneuverable and quite deadly. It should be considered a priority target whenever it is seen. It has a top land speed of 100mph.

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While the Bioroid is not in itself flight capable, they make up for it with the Hover Sled. Capable of both atmospheric and space flight, the Hover Sled makes the Bioroid a fast flying vehicle with an airspeed of 260 mph, quadruple in space. The Hover Sled is able to be flown by remote control, allowing the Sled to drop off a Bioroid on the ground to do whatever mischief it need to do, then fly back and pick it up upon completion of the mission.

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The Bioroid Assault Dropship is capable of carrying upwards of 40 Bioroids on Hover Sleds, or 70 Bioroids on foot into battle. It is heavily armed and armored in its own right, capable of a top speed of Mach 18 in space.
 
The Invid War Machine

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The Scout is smaller than the Alpha Fighter, and is very fast and lightly armored. It lacks any ranged weapons, but do not underestimate them. They can swarm over a target and destroy it with their razor sharp claws.

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The Armored Scout is a little larger than the Scout, and it does come with twin ion cannons on its back. It does have a little more armor than the Scout but not my much.

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The Trooper is the general worker of the Invid. It also lacks ranged weapons, but is more armored than the Scout or Armored Scout.

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The Shock Trooper is the workhorse of the Invid Organic mecha. It is armed with dual cannons on its back, and has a good amount of armor to it, but it does not compare to the Alpha Fighter.

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The Enforcer is a flying artillery platform, and can be considered a command unit for the Invid forces.

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The Soldier is much smaller than any of the other Invid, being almost human sized. It carries out the tasks of guard duty of prisoners, and general light work in the Invid Hive.

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A size comparison of the Invid Organics to the Cyclone, Alpha and Beta.

The Organic Invid have one weakness across the board: The central sensor eye is very lightly armored compared to the main body of the mecha. A Called Shot to the eye can penetrate the pilot's compartment with relatively light damage done (20 to 50 MDC, depending on the mecha type)




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The Invid Fury is a artillery unit, capable of ground-to-orbit cannon fire. It is piloted by a Soldier like a standard mecha in a cockpit, making it hard to disable in the same way that the other 'Organic' mecha can be.

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The Clam is the Invid's primary ground-to-orbit transport, capable of lifting upwards of 400 Shock Troopers or Armored Scouts into space to engage incoming targets.

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The Invid live in 'hives' that come in two varieties: Dome and Stilt. Both are roughly spherical, but the Dome hive has half of its structure located underground, and the Stilt hive is held up by four to six large pylons, making ground approach very difficult. Another difference between the two designs is that the Dome hive is capable of erecting a powerful force field that is able to protect it from orbital bombardment and ground assault. Housing upwards of two to three thousand Invid, they represent a real threat to the region that they are in.

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The Invid Brain is an organic computer that is housed in the heart of each hive, controlling and monitoring the Invid around it. Roughly the size of a Volkswagen car, it is a top priority target if ever encountered.
 

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