• This section is for roleplays only.
    ALL interest checks/recruiting threads must go in the Recruit Here section.

    Please remember to credit artists when using works not your own.

Dice Robotech - Tales of the UEEF (Mecha)

Main
Here
OOC
Here
Characters
Here
Veritech Fighters
M.D.C. by Location:
· Head – 75
· *Sensor Pod – 45
· Hands (2) – 45 each
· Forearms (2) – 120 each
· Upper Arms (2) – 90 each
· Shoulders (2) – 100 each
· Upper Legs (2) – 120 each
· Lower Legs (2) – 180 each
· **Wings (2) – 150 each
· ***Tail Stabilizers (2) – 100 each
· ****Main Body – 420
· Reinforced Pilot’s Compartment – 150
· EU-13 Gun Pod – 100
*Destroying the sensor pod will knock out most of the Alpha’s sensors in Battloid mode. Radar range is reduced to 10 miles (16km), and long range radio, laser communications, and the targeting system are disabled until it transforms into guardian or fighter mode. All of this leaves the Alpha at -3 to strike, parry and dodge.
**Destroying even one wing will send the Alpha immediately out of control and it will be unable to fly in fighter mode until the wing is repaired or replaced.
***Destroying one vertical stabilizer reduces all bonuses and speed by half and the Alpha is very unstable in fighter mode, but still flyable (-15% on all skill rolls involving stunts and evasive maneuvers). Destroying both stabilizers sends the Alpha out of control, much like losing a wing. The Alpha is unable to fly in fighter mode until the stabilizers are repaired or replaced. Note: The tail stabilizers are small targets to hit and requires a called shot with the following penalties: Shooting at a stationary target -4, moving target -6, and fast moving target -11 to strike.
****Depleting the M.D.C. of the main body destroys the mecha, rendering it totally useless.

Speed
Flying – Fighter mode:
Sea Level: 687.5 mph (1,100km)
32,808 feet (10,000m): 1,187.5mph (1,900km) or Mach 1.55
98,425 feet (30,000m) or higher: 1,875mph (3,000km) or Mach 2.4.

Guardian Mode
425mph (680km)

Battloid Mode
195mph (312km)
Running
75mph (120km)
Leaping
75 feet (22.8m) up or across unassisted by thrusters

Weapon Systems
1. EU-13 80mm Pulse Beam Cannon. The EU-13 is a high output, rapid-fire laser cannon designed as the main energy weapon for the Alpha.
Weight: 500 lbs
Range: 4,000 feet (1,219m)
Mega-Damage: 4d4 M.D. single shot, 1d4x10M.D. for a five round burst.
Rate of Fire: Each single shot or burst counts as one attack
Bonus: +3 to strike with the EU-13 Gun Pod
Payload: 100 single shots or 20 five shot bursts per ammo clip. Two spare magazines are located one in each leg. It takes two melee actions to switch to a new magazine.

2. LWS-12 Nose Lasers (2). Two light lasers weapons are located along the side of the Alpha’s nose in fighter mode. They are fixed forward and can be fired individually or as a pair.
Range: 2,000 feet (610m)
Mega-Damage: 2d4 M.D. for a single laser,4d4 M.D. when fired as a pair at the same target
Rate of Fire: Each shot counts as one of the pilot’s melee attacks.
Bonus: +2 to strike with nose laser.

3. MM-60 Missile Delivery System. Spread out along the surface of the Alpha area myriad of single-shot missile launchers.
Range: 3 to 5 miles depending on missile type
Mega-Damage: Usually 2d6x10 per missile.
Rate of Fire: One or in volleys of 2, 4, 8, 16, 32 or all. One volley, no matter how many missiles are in it, counts as one attack.
Payload: 60 missiles.

4. MMDS-8 Missile Delivery System. On each side of the head are two launch tubes(four in total) that hold two mini-missiles each for a total of eight missiles.
Range: One mile
Mega-Damage: Usually 1d4x10 per missile
Rate of Fire: One or in volleys of two or four.
Payload: Eight mini-missiles total.

5. Hand to Hand combat. The Alpha can engage in hand to hand combat.
Damage: Punch: 1d4 M.D. restrained punch,2d6 M.D. on a full strength punch, 4d6 M.D. on a power punch (counts as twoattacks).
Kick: 3d8 M.D.
Stomp Attack: 2d8 M.D., but the target must be less than 12 feet tall
Power Kick, Jump Kick, and Leap Kick: 5d8 M.D. but each of these counts as two attacks
Flying Leap Kick: 1d6x10 M.D., but counts as three melee attacks and has a 1-66% chance of knocking an opponent of roughly equal size or smaller off its feet or back 1d6x100 yards, plus the victim loses initiative and one melee attack.

Bonuses with Mecha Combat Training: +1 attack per melee round at levels 1, 3, 6, 9, 12, and 15. +2 on initiative, +2 to strike (applies to punches, stomps and kicks), +2 to parry, +2 to disarm, +3 to pull punch, +2 to dodge on the ground, +4 to dodge in flight (any mode), and +2 to roll with impact.

Super Alpha add on modules.
This armor attachment increases the speed and firepower of the Alpha. The flying speed in fighter mode is increased to a top speed of Mach 3.5, and in Guardian mode it is increased to 600 mph.

The armor pack adds ten more short range missiles, but its real firepower is in the miniaturized Synchro Cannon.
Range: 8,000 feet
Mega Damage: 3d6x10 MD per blast
Rate of Fire: Can be fired up to three times per melee round.
Payload: Effectively unlimited.

alphac.gif
M.D.C. by Location
· Head – 75
· *Back Mounted Sensor Pod – 100
· Hands (2) – 100 each
· Chest Retractable Missile Bays (2) – 180 each
· Shoulder Pop-up Missile Bays (2) – 160 each
· EU-14 80mm Pulse Beam Cannons (3) – 100 each
· **Forearm Shields (2) – 375 each
· Forearm Ion Blasters (6; three each arm) – 15
· Upper Arms (2) – 120 each
· Upper Legs (2) – 180 each
· ***Wings (2) – 170 each
· ****Main Body – 515
· Reinforced Pilot’s Compartment – 170
*Destroying the Sensor Pod knocks out most of the Beta’s sensors in Battloid mode. Radar range is reduced to 10 miles (16km), and long-range radio, laser communications, and the targeting system are disabled while in Battloid mode. All of this leaves the Beta at -3 to strike, parry, and dodge. Note: This is a difficult target to hit and requires a called shot with the following penalties: Shooting at a stationary target -4, moving target -6, and fast moving target -11. The same is true of the forearm guns.
**These heavy shields can be used to protect various parts of the Beta’s airframe. Attempting to block incoming missiles, projectiles and energy beams requires a successful parry roll. Depleting the M.D.C. of a shield will destroy the wing transformation mechanism and will render the Beta unable to transform into Guardian or Fighter mode.
***Destroying even one wing sends the Beta immediately out of control and it is unable to fly in fighter and guardian modes until the wing is repaired/replaced.
****Depleting the M.D.C. of the main body will destroy the mecha.

Speed
Flying: Fighter mode
Sea Level: 437 mph (700km)
59,055 feet (18,000m) 1,206 mph (1,930km)
147,636 feet (45,000m) 5,562.5 mph (8,900km) or Mach 7.2 in ballistic flight

Guardian Mode: 312.5 mph (500km) at all altitudes

Battloid Mode: 301 mph (482km)
Running: 80mph (128km)
Leaping: 80 feet (24.4m) up or across unassisted. 300 feet (91.5m) with rocket assist.

Weapon Systems
1. EU-14 80mm Pulse Beam Cannons (3). These are almost identical to the pod mounted EU-14 that the Alpha carries, except that they are mounted in the fuselage of the Beta and are forward firing only. Firing all three cannons at once is only possible in jet mode, and only the center cannon can fire in guardian mode. These cannons cannot be fired in Battloid mode. Also, when linked up to an Alpha, only the two side cannons can be fired.
Range: 4,000 feet (1,219m)
Mega-Damage: 1d4x10 for one burst, 3d4x10 for a blast from all three.
Rate of Fire: Each blast or triple blast counts as one melee attack
Bonus: +2 to strike with Gun Pod
Payload: Effectively unlimited.

2. Forearm Pulse Beam Cannons (2). These triple-barreled heavy hitters are mounted in the forearms above the hands and are considered the Beta’s primary energy weapon in Battloid mode.
Range: 1,500 feet (457.2m)
Mega-Damage: 6d6 M.D. per simultaneous triple burst from one arm, or 1d6x10 when both arms are aimed at the same target and fired at once.
Rate of Fire: Each blast counts as one attack
Bonus: +3 to strike

3. MM-20 Missile Delivery System (2). Two of the short range missile launchers are built into the Beta. They are on either side of the Beta’s cockpit in fighter and guardian modes, and in the chest in Battloid mode. They are available in all three modes. Each launcher holds 20 missiles, for a total of 40.
Mega-Damage: Varies by missile type, but typically 2d6x10
Range: 3 to 5 miles
Rate of Fire: one or in volleys of 5, 10, or 20.
Payload: 40 missiles

4. MM-16 Missile Delivery System (2). These pop-up launchers are located on the shoulders behind the MM-20 launchers. They hold eight missiles each, all of them ready to launch. The MM-16 can fire in any mode.
Mega-Damage: Varies by missile type, but typically 2d6x10
Range: 3 to 5 miles
Rate of Fire: One at a time or in volleys of 2, 4, 8, or all.
Payload: 16 missiles

5. Bomb Bay. This bay carries up to 4,000kg of ordinance, either laser guided or unguided gravity bombs. The bomb bay can only be utilized in fighter mode.
Mega-Damage: Light, Medium, and Heavy bombs are the equivalent of short-, medium- and long-range missiles without a propulsion system.
Rate of Fire: Dropping a volley of bombs can be 2, 4, 8, or the entire payload, and counts as two attacks. A “bombing run” is a special attack that takes one full melee round to accomplish.
Payload: 17 light bombs, 8 medium bombs, or four heavy bombs.

6. Wing Mounted Hardpoints (6). Each wing mounts three hardpoints to carry short- and medium-range missiles and light or medium bombs. The hardpoints can also mount rocket pods of mini-missiles. All ordinance must be launched or jettisoned before changing to Battloid mode.
Rate of Fire: Volleys of 2, 4, 6, or all count as one melee attack. Unleashing the entire payload at once counts as three melee attacks.
Payload: Each hardpoint can hold one medium-range missile, three short-range missiles, or a pod that carries six mini-missiles.

7. Hand to Hand Combat. The beta can engage in hand to hand combat.
Punch: 1d6 M.D. on a restrained punch, 3d6 on a full strength punch, and 1d6x10 on a power punch (counts as two attacks)
Kick: 5d8 M.D.
Stomp: 3d8 M.D. on targets less than 12 feet tall
Power Kick, Jump Kick, and Leap Kick: 2d4x10 M.D., but counts as two melee attacks.
Flying Leap Kick: 2d6x10 M.D., but counts as three melee attacks.

Bonuses for Mecha combat training: +1 attack per melee round at levels 2, 4, 8, and 12. +1 on initiative, +1 to strike (applies to melee attacks), +2 to parry, +2 pull punch, +1 dodge on the ground, +3 dodge in flight (any mode), and +1 to roll with impact.

Super Beta Add on Module
The armor and booster packs increase the top speed of the Beta to Mach 8.5 when engaged.

The Booster blocks the use of the MM-16 in Jet and Guardian modes, but not while in Battloid mode. In order to make up for this, the armor pack adds an additional 10 short range missiles that can be fired in any mode.

The real firepower of the Super Beta is the addition of the micro Synchro Cannon.
Range: 12,000 feet
Mega Damage: 4d6x10 MD per blast
Rate of Fire: Twice per melee round
Payload: Effectively unlimited.

shadow_beta_fighter_by_kevarin-d6q6jwe.jpg
MDC by Location
· *Sensor Head – 120
· Arms (2) – 150 each
· Hands (2) – 60 each
· Utility Arms (3 in right forearm) – 10 each
· Legs (2) – 180 each
· Feet/Vectored Thrust Nozzles (2) – 120 each
· **Wings (2) – 180 each
· ***Vertical Stabilizers (2) – 90 each
· Head Weapons (1A has 1, 1J has 2, 1R has 3, 1S has 4) – 60 each
· GU-11 Gun Pod – 150
· Wing Hardpoints (2 each) – 25 each
· Reinforced Pilot’s Compartment – 175
· ****Main Body – 420
*Destroying the sensor head will knock out most of the Valkyrie’s sensors. Radar range is reduced to ten miles, long range radio and laser communications are lost and the laser targeting system is destroyed. All of this leaves the Valkyrie at -3 to strike, parry and dodge. Destroying the sensor head will also destroy all point defense lasers.
**Destroying even one wing will send the Valkyrie immediately out of control and it will be unable to fly in fighter or Guardian mode until the wing is repaired/replaced.
***Destroying one stabilizer will reduce al bonuses and speed by half and the Valkyrie is very unstable in fighter mode, but still flyable. Destroying both stabilizers will send the Valkyrie out of control, much like losing a wing. The Valkyrie will be unable to fly in fighter mode until the stabilizers are repaired/replaced.
****Depleting the MDC of the main body will destroy the mecha, rendering it totally useless.

Speed
Flying:
Fighter Mode
Sea Level: 1,340 mph (just over Mach 2)
32,808 feet: 2,593 mph (Mach 3.9)
98,425 feet: 3,703 mph (Mach 5.6)

Guardian Mode
390 mph

Battloid Mode
151 mph
Running (Battloid mode): 100 mph
Leaping (Battloid mode): 50 feet up or across with no assist. 150 feet up or across with thruster assit.

Statistical Data
Fighter Mode
Height: 12.4 feet
Length: 46.5 feet
Wingspan: 27.2 feet full sweep, 48.5 feet full extension

Guardian Mode
Height: 28.5 feet
Length: 36 feet
Wingspan: 27.2 feet full sweep, 48.5 feet full extension

Battloid Mode
Height: 41.6 feet
Length: 13 feet
Width: 24 feet

Weight: 15 tons
Cargo: There is a small space big enough for a survival pack and a sidearm

Weapon Systems
1. LLW-20 CIWS Lasers (1, 2, or 4): Each Valkyrie carries a number of 20mm lasers mounted on the sensor head. These short range, low yield lasers are designed to give the Valkyrie point defense and anti-personnel capabilities.
Range: 2,000 feet
Mega Damage: 2D4 MD per laser per blast. Lasers can also be used as a cutting beam to burn through bulkheads and slice through hulls. Damage for cutting beam is 2D4 MD per melee attack spent burning or cutting.
Rate of Fire: Each blast uses one of the pilot’s melee attacks.

2. GU-11 55mm Triple barreled Rotary Cannon: The GU-11 is a hydraulically driven, triple barreled rotary cannon configured as a rifle. It fires 55mm High Explosive Armor Piercing (HEAP) rounds from an internal, stock mounted helical magazine at a rate of 750 rounds per minute. This weapon is durable, performs well in both atmosphere and vacuum, and has excellent range and penetration.
Range: 4,000 feet
Mega Damage: Ten round burst that inflicts 2d6x10 MD. Can only fire bursts.
Rate of Fire: Each burst counts as one melee attack.
Payload. 250 rounds of 55mm HEAP, giving the GU-11 25 bursts before needing to be reloaded.
Note: The GU-11 has a built-in laser targeting system, and is +1 to strike even in burst firing. This bonus stacks with other bonuses granted from WF skills or IFF computers.

3. LAC-20 Automated 20mm CIWS Auto-Cannon: The LAC-20 is a single barreled 20mm auto cannon mounted in the center of the VF-1R’s sensor head. This weapon is computer operated, and is designed to supplement the standard LLW-20 lasers in their CIWS mode
Range: 2,000 feet
Mega Damage: 1d4x10+2 MD for a five round burst.
Payload: 100 rounds of LEAP ammo, providing 20 bursts
NOTE: This weapon is autonomous and operates independently of the pilot. It has three attacks per round and is +1 to strike incoming missiles. The pilot can take manual control of the weapon.

4. MDS-M-4 Missile Delivery System: On each side of the head are two launch tubes that hold two 78mm mini-missiles each, for a total of eight missiles. These missiles are also part of the VF-1R’s Close In Weapon System and are useful against missiles.
Range: One mile
Mega Damage: Dependent on missile type, but the usual loadout is HEAP (High Explosive Armor Piercing) missiles that inflict 1d4x10 MD per missile.

5. Wing Mounted Articulated Hardpoints (4): Each wing caries two articulated hardpoints for the mounting of external ordnance.
Payload: Each hardpoint can carry three medium range missiles, two long range missiles, or one MLOP loaded with 15 mini missiles.

6. LPWS-12 Nose Lasers (2): Two LPS pulse lasers were mounted in the nose of all VF-1s belong to the SDF-1’s air wing.
Range: 2,000 feet
Mega Damage: 2D4 MD for a single laser blast, 4D4 MD when fired as a pair
Rate of fire: Each single or dual blast uses one of the pilot’s melee attacks.

7. Hand to Hand Combat: Designed to be able to go toe to toe with the giant Zentraedi, the Valkyrie is tough and agile, making it a very competent scrapper.
Restrained Punch: 1d4 MD
Full Strength Punch: 1d6 MD
Power Punch: 4d6 MD; counts as two attacks
Kick: 3d8 MD
Stomp: 3d6 MD against targets under 20 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 ok knockdown against targets up to 50% bigger. Victims knocked down lose initiative and two melee attacks.

Special Bonuses: Valkyries enjoy the following bonuses: +1 on initiative, +2 to strike, +3 to parry and dodge, +4 to auto-dodge while flying in fighter mode (the act of dodging does not use up a melee action), +3 to roll with punch. These bonuses are in addition to those granted by the MECT skill.
Bonuses with Elite Combat Training Only: +1 attack per melee round at levels 1, 3, 6, 9, 12, and 15. +2 on initiative, +2 to strike, +1 to parry, +2 to dodge, +1 to disarm, +2 to pull punch and +1 to roll with impact.
Armored Valkyrie
GBP-1S Modular Valkyrie Armor/Missile Pack: The GPB-1S consists of numerous bolt-on armor plates combined with a MDS-L-70 “Barrage” Missile Deployment System.
Additional MDC by Location:
· Forearms (2) – 100 each
· Shoulders (2) – 175 each
· Upper Legs (2) – 125 each
· Lower Legs (2) – 150 each
· Main Body – 200
Weight: 16.2 tons without missiles

Speed: reduce all Battloid mode speeds by 30%. Cannot transform unless all armor is jettisoned.

Weapon Systems
1. MDS-L-70 “Barrage” Missile Pack: the Missile Pack adds an additional 70 short range missiles to the Valkyrie.
Range: Dependent on missile type; usually 3 to 5 miles
Mega Damage: Dependent on missile type; usually 2d6x10 MD
Rate of Fire: Singly or in volleys of 2, 4, 8, 16, 32, or all.
Payload: Twelve in each shoulder, ten in the chest, three in each forearm, three on each hip, and 12 in each leg for a total of 70.

thNLN50X2J.jpg

Super Valkyrie
MVAS-1 FASTPack and Modular Armor System: The Super Valkyrie upgrade is a bolt-on modular armor and FASTPack system designed to increase the Valkyrie’s effectiveness and survivability in space.
MDC by Location:
· Forearms (2) – 100 each
· Lower Legs (2) – 125 each
· FASTPack Thrusters and Missile Packs (2) – 150 each
These numbers are in addition to the regular MDC of an unarmored Valkyrie.

Weight: 8 tons
Speed: The FASTPack increases all flying speeds by 50%, and can reach speeds capable of entering orbit.
Bonuses: +1 to parry and +4 to dodge in all modes while in space. This bonus is in addition to any skill bonuses.
Penalties: While designed for space, it can be used in the atmosphere. The Super Valkyrie is awkward, and due to the increased weight of the FASTPack and drag, it reduces all combat bonuses by 25%.

Weapon Systems

1. MDS-L-46 “Hailstorm” Missile Pack: The Hailstorm Missile Pack adds an additional 46 short range missiles to the Valkyrie.
Range: dependent on missile type; usually 3 to 5 miles
Mega Damage: Dependent on missile type; usually 2d6x10 MD
Rate of Fire: Singly or I volleys of 2, 4, 8, 16, 32, or all.
Payload: 46 missiles. Twenty in each thruster pack and three in each forearm.

2. Optional NP-BP-02 Beam Cannons: This replaces one of the missile launcher pods on the back of the Valkyrie with a pair of Particle Beam Cannons, reducing the overall missile payload of the Super Valkyrie to 26.
Range: 4,000 feet
Mega Damage: 4d10 per double blast
Rate of Fire: Equal to the combined hand to hand attacks of the pilot.
Payload: Effectively unlimited.


Recon Pack
The NR-BP-E2FAST recon packs are virtually identical to the NR-BP-T1 trainer packs. The critical difference is that sandwiched between the two engines and extra fuel tanks are a number of advanced sensor systems, including a large sensor radome mounted above the FAST units. The NR-BP-E2 packs carry no armament, but there are still the six short range missiles in the arm braces.
  • MDC VALUE:
  • Engine Pods (2): 150 each
  • Sensor Radome: 25
  • WEAPONRY: 12 short range missiles
  • SPECIAL: EXTERNAL SENSOR RADOME:
  • PRIMARY PURPOSE: Enhanced Reconnaissance
  • RANGE: 1,000 miles (1,600 km)
  • DETECTION CAPABILITIES: The radar of the radome can detect and track up to 500 targets simultaneously and can record position, speed, and direction of motion for all targets tracked. The VF's onboard computer can only track 150 of these contacts simultaneously, but the telemetry from the radome can be transmitted via laser communications to a command ship for further analysis. The radome also contains electromagnetic and visual spectrum sensors for detecting spatial disturbances in the immediate area, such as incoming or outgoing folds or cloaked ships (40% chance of detecting a ship protected by passive stealth, 10% chance with active stealth).
  • The radome can also perform powerful Electronic Warfare attacks. 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 Combat skill. A successful roll jams one system for 2d6 melees, and using the radome, a player can jam up to three different systems up to a range of 150 miles. 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 of jamming loses one melee attack 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 sees with his eyes; no combat bonuses.
radome valkyrie.jpg

macross-dyrl-vf-1s-strike-mmm.jpg
1. Radar: Both the Alpha and Beta model Veritech fighters are equipped with a powerful radar array with a 140 degree field of view for targeting and 360 degree warning coverage. This radar is designed for aerospace superiority and strike operations and features a low-observable, electronically-scanned array that can track multiple targets in all kinds of weather as well as outer space. The radar array can also focus its emissions to overload enemy sensors. This gives the Veritechs a limited electronic-attack capability and requires an Electronic Countermeasures skill roll to deploy it. If the character doesn’t have the skill, he can substitute the Sensory Equipment skill, but at a-15% penalty. The VF/A-61 and VF/A-6ZAlphas and the VF/B-9 Beta have a range of 150 miles and can track up to 50 targets at once. The VF/A-6H Recon Alpha has an upgraded radar array that has a range of 250 miles and can track 144 targets at a time.
2. Communications: Wide band and directional radio communication system with built-in scrambler that transmits both voice and cockpit video. Range is 600 miles, but can be boosted indefinitely via satellite relay. Secure laser communication with a range of 250,000 miles.
3. On-Board Computer System: All Veritechs have a powerful on-board computer that handles all targeting and combat control abilities. The combat computer collects data from all sensors and displays the information on the pilot’s HUD.
4. Motion Detector and Collision Warning System: Detects objects within 5,000 feet and alerts the pilot with an alarm and flashing light.
5. Sensor Pod/ Sensor Head: The sensor pod and sensor head have the following optical sensors:
Telescopic Optical Enhancement: 2,000 foot range and a 120 degree field of view.
Audio Pickup and Filtration: This system works both multi-directionally and as a shotgun mic. It can pick up sounds as quiet at a conversation at 500 feet.
Loudspeaker: Amplifies the pilot’s voice up to 100 decibels.
Spotlights: Two tiny, high intensity xenon spotlights with a 1,000 foot range
Infrared Spotlight: Emits an infrared beam that is invisible to the naked eye but can be seen by the right sensors. Range 2,000 feet, but is reduced by half in smoke or inclement weather.
Tactical Camera: This camera, called the “gun camera” by pilots, can record up to 180 minutes of footage into memory that can then be downloaded and watched.
Thermal Imager: Converts the heat signatures of warm objects into visible images. 2,000 foot range and allows the pilot to see through darkness, shadows, smoke, and inclement weather and even through walls up to one foot thick.
Nightvision: Passive light amplification that allows the pilot to see in the dark as long as there is at least some ambient light. 4,000 foot range but is completely useless in total darkness.
6. Ejection Seat: There are two separate ejection systems in the Alpha and Beta. The first is the Atmospheric Ejection System that has a traditional ejection seat that exits through the canopy in fighter or guardian modes or the back in Battloid mode. The second system is for use in space where the entire fuselage from the pilot’s compartment forward is jettisoned. This escape capsule retains the life support system and protects the pilot from both the vacuum of space and enemy fire while waiting to be recovered.
7. Distress Beacon: Broadcasts a distress beacon on an encrypted UEEF frequency. Range of250 miles.
8. Self Destruct: A last ditch system to prevent the capture of the mecha. The blast is largely contained and does 1d6x100 to a 25 foot radius for a mecha with little or no missiles left, and 2d6x100 to a 100 foot radius for a mecha with most or all of its missiles.
9. Smoke and Chaff/Flare Dispenser: All Veritechs carry both smoke and chaff dispensers to confound radar and confuse enemies. The smoke dispenser has four charges and can make a thick cloud of white smoke about 60 feet across. The chaff/flares dispensers have four charges each and have a 01-75% chance to confuse both radar guided and heat seeking missiles. The older Valkyrie model Veritechs have extra chaff/flares totaling 12, and a total of 24 smoke charges.
10. Tactical Life Support: All Veritechs have a pressurized pilot’s compartment with an internal oxygen supply good for 48 hours. This can be stretched to a week through the external oxygen intakes. The intakes are equipped with scrubbers to filter out chemical and biological agents. The pilot can hook the life support from his CVR-3 armor to the onboard system to extend his personal oxygen supply.

Cyclones

Cyclones.jpg
space cyclone.jpg
Space Cyclone Veritech
The V-021 Nova is specifically designed for combat in the vacuum of space and other hostile or airless environments. Its large, main thrusters are designed for speed and quick response to repel enemies trying to board as well as for boarding vessels themselves. The VR-021 Nova is also deployed to recover fighter pilots who have had their fighter shot out from under them or were forced to eject, as well as rescue people from shuttles and spaceships that have been damaged and set adrift. Their big thrusters and excellent speed in outer space make them ideal for rescue and all sorts of fast-response. Their small size and maneuverability is a plus, because it makes them good at dodging attacks and weaving their way through floating debris. Marines clad in Nova Cyclones are often the first dispatched to
board and investigate the wreckage of derelict alien spaceships, space stations, space ports, asteroid clusters and debris fields, with the VR-024 Comet usually covering their backs and exit route.
Both the Nova and Comet are excellent at search and destroy missions, search and rescue, reconnaissance and investigating and clearing derelict spacecraft and asteroid fields, precisely because they are so small, quiet, and fast. Both Space Cyclones can Prowl in space at slow speeds (under 30 mph/48 km), hiding and
moving among floating debris or asteroids and hovering down corridors and access tunnels inside abandoned ships and space stations.
In raids and combat assaults, squads and platoons of Marines clad in Nova and Comet Space Cyclones are among the first to punch through and enter the hull of an enemy vessel to board the ship and either engage in combat with enemy forces inside, or rocket down hallways toward a specific target. Such targets may be the capture or elimination of key personnel, alien technology, or locations designated for sabotage, destruction or capture (internal gravity control, communications, fold engines, key weapons, the bridge, etc.). Sometimes, being able to enter the enemy's spacecraft and taking the bridge or other strategic location from inside is easier and more expedient than trying to destroy the entire vessel, especially if it is massive, or if you are trying to preserve lives. The two Space Cyclones are also deployed in this manner on missions of rescue, freeing troops or allies from an enemy ship, or raids to secure supplies from the enemy.
(Note: Space pirates use similar tactics of boarding spacecraft and either raiding and taking what they need, or trying to capture the ship by getting the crew to surrender. If you can take the bridge and/or life support, you can often get the crew to stand down and surrender. This preserves the ship, the cargo and supplies
it carries, and it gives them an entire ship - even if it has some damage - to either sell for big profits or repair and add to their own fleet.)
The VR-021 Nova was originally conceived to go toe to toe with Bioroids on hover sleds in space combat, and do so quite well. They can also fight Invid, though the Invid always try to use the weight of their superior numbers in swarming attacks which may force Space Cyclones to retreat. The Nova can handle Invid Scouts and Fighter Scouts in one-on-one space combat admirably well, and have the speed to engage in limited dogfights with them, but against a swarm, the Cyclones may find themselves in trouble very quickly.
The Nova has a number of vernier nozzles in hovercycle mode that are distributed across the body in Battloid mode and enable the mecha to be piloted in deep space in either configuration. It is heavily armored to survive the rigors of space and space combat, and is the most armored Cyclone in service until the introduction
of the Battler.
The Nova, in particular, also functions very well in water, with excellent deep sea capabilities. This makes them excellent for underwater exploration, reconnaissance, work and combat.
Model Type: VR-021 Nova Space Cyclone.
Class: Extreme Environment Veritech Hovercycle.
Crew: One.
M.D.C. by Location:
Hovercycle Mode:
* Headlights (2) - 2 each
* Rear Thrusters (2) - 25 each
* Thruster Missile Launchers (2) - 30 each
* Front Hover Jet - 20
** Main Body - 170

Battloid/ Armor Mode:
Helmet/Head - 55
* Main Hover Jets (2; back) - 45 each
* Main Vectored Thruster (I, lower back) - 25
* Thruster Missile Launchers (2) - 30 each
Forearm Shields - 60 each
Beam Cannon (1, handheld) - 50
Armored Forearm Missile Launchers - 30 each (both on one
arm)
Legs (2) - 50 each
** Main Body - 170
* Destroying one hover jet reduces the maximum speed of the Cyclone by 33%, and the pilot must operate the vehicle in Battloid mode. Destroying two thrusters makes it impossible to fly in Earth-like gravity, and it can only be flown in space or underwater at 10% of its top speed. To shoot out a hover jet or any item marked by a single asterisk, the attacker must make a successful "Called Shot" with the following penalties: Shooting at a stationary target -4, moving target -6, and fast moving target -11 to strike. These penalties also apply to targeting the head and other small targets.
** Depleting the M.D.C. of the main body destroys the Cyclone, rendering it useless, but the CVR-3 body armor should keep the character alive for a while.
Speed:
Hovercycle Mode:
In Space: Mach 1 (761 mph/1,218 km) in space or hover at a fixed location.
On Earth/Atmosphere: Maximum speed is 140 mph (224 km) on Earth or in similar environments. Cruising speed is usually around 60 mph (96 km), and the mecha can also hover stationary.
Maximum ceiling is an altitude of 5,000 feet (1,524 m).
Like all Cyclones, the VR-021 Nova can exit from sub-orbital spacecraft and "drop" to locations on the ground. Its ability to actually fly enables it to adjust its trajectory and speed to hit its drop zone perfectly every time or to completely change flight plans, or engage the enemy in aerial combat.
Penalties in an Atmosphere: The Nova suffers a Piloting skill penalty of -30% when flying in the air, but only a -15% penalty when flying close to the ground (1-15 feet/0.3 to 4.6 m off the ground). No penalty underwater. Also reduce its combat bonuses by half in an atmosphere and -1 attack per melee. Note: The Nova Cyclone functions best in space or underwater, not in an atmosphere or as a ground combat unit.
Water: The VR-021 Nova can ride across the surface of water at a speed of 100 mph (160 km) or 50 mph (80 km) underwater. Maximum depth tolerance is 2 miles (3.2 km) and the mecha retains all of its usual combat bonuses and capabilities in water.

Speed in Battloid Mode:
Flying in Space: 400 mph (640 km) in space or hover at a fixed location.
Running in an Earth-like Setting: The size and bulk of the Space Cyclone makes running and leaping awkward in an atmosphere and gravity. The max running speed of the Nova Cyclone is 10% greater than the pilot's natural speed attribute. The Cyclone in Battloid can leap up to 10 feet (3 m) high and across unassisted by thrusters. Leaps of 100 feet (30.5 m) high or across can be made when assisted by the thrusters.
Flying in Battloid Mode: The main and secondary thrusters enable the pilot to hover up to 30 feet (9.1 m) high or skim along the ground or the surface of water, or up to 100 feet (30.5 m) at 60 mph (96 km).
Water: The VR-021 Nova in Battloid can ride across the surface of water at a speed of 60 mph (96 km) or 40 mph (64 km) underwater. It can also walk along the floor of a seabed. Maximum depth tolerance is 2 miles (3.2 km) and the mecha retains all of its usual combat bonuses and capabilities in water.

Statistical Data:
Hover Cycle Mode:
Height: 4 feet (1.2 m).
Length: 6 feet, 10 inches (2.1 m).
Width: 4 feet, 5 inches (1.3 m).

Battloid/ Armor Mode:
Height: 8 feet (2.4 m).
Length: 5 feet (1.5 m).
Width: 3 feet, 4 inches (1.0 m).
Weight: 420 pounds (189 kg).

Physical Strength: The 020 series Cyclone gives the wearer an Augmented Strength 6 points higher than his own P.S. attribute and increases P.P. by one point. (These attribute bonuses apply only when in Battloid mode.)
Cargo: None.
Power System: Environmentally Sealed Protoculture Mini-Reactor with a range of about 4,000 miles (6,400 km).
Note: Standard colors are black or dark blue, with grey and white highlights and markings.

Weapon Systems:
1. 80mm Beam Cannon: This large-bore laser rifle is the Nova's main weapon. It sits on top of the forearm and is powered by a Protoculture magazine that attaches to the back of the weapon. It was designed specifically for space combat, though it can be used underwater and in an atmosphere. This weapon is the precursor to the EP-37 pulse beam rifle. It fires single shots as well as three-shot bursts.
Primary Purpose: Assault.
Secondary Purpose: Defense.
Weight: 30 pounds (13.5 kg).
Range: 4,000 feet (1,219 m).
Mega-Damage: 3D6 M.D. for a single blast, 1D4x10+6 M.D. for a three round burst.
Rate of Fire: Each blast or burst uses one of the pilot's attacks.
Payload: 90 single shots or 30 three-round bursts per Protoculture magazine.
Bonus {for Cyclones): + 1 to strike for a single shot, no bonus for bursts.

2. GR-101 Mini-Missile Delivery System (2): These two missile pods hold four mini-missiles each and are located on the front of the rear thrusters. They can be fired in either mode and provide the VR-021 with good striking power. In hovercycle mode, they are located behind and to the sides of the rider.
Primary Purpose: Anti-Mecha/Anti-Armor.
Secondary Purpose: Anti-Missile and Anti-Aircraft.
Weight: Each missile weighs about five pounds (2.25 kg).
Range: One mile (1.6 km).
Mega-Damage: Per type of mini-missile, but usually loaded with HEAP (High Explosive Armor Piercing) missiles which inflict 1D4x10 M.D. per missile.
Rate of Fire: One or in volleys of 2, 4, 6 or all 8.
Payload: Eight mini-missiles total (four in each missile pod).

3. GR-95 Mini-Missile Delivery System: Located on either side of the off-hand forearm shield is a mini-missile pod containing two missiles. It is similar to the other cyclone forearm mini-missile launchers, except that it is more of an enclosed system to ensure that the missiles are not damaged by the rigors of combat in space or other hostile environments. Otherwise, they function exactly like the GR-97. Note: May replace these mini-missile launchers with any of the modular weapons
available to the Cyclone.
Primary Purpose: Anti-Mecha/Anti-Armor.
Secondary Purpose: Anti-Missile and Anti-Personnel.
Weight: Four pounds (1.8 kg) for each of the two launchers, and each missile weighs about five pounds (2.25 kg).
Range: One mile (1.6 km).
Mega-Damage: Per mini-missile, but usually loaded with HEAP (High Explosive Armor Piercing) missiles which inflict 1D4x10 M.D. per missile.
Rate of Fire: One at a time or in volleys of two, three or all four.
Payload: Four, two mini-missiles per launcher.

4. Hand to Hand Combat Bonuses: As indicated below. All Cyclones are fast, agile Veritechs suitable for all manner of infantry combat and ground operations. They are even able to dodge and engage Invid and other large mecha, though at considerable risk.
Attacks per Melee: See bonuses, below.
Augmented P.S.: 20-30 is the most common range.
Hand to Hand Damage:
Punch/Forearm Strike: 1D6 S.D.C. + P.S. damage bonus.
Power Punch: 1D4 M.D., but counts as two melee attacks.
Kick or Stomp Attack: 2D6 S.D.C.
Power Kick: 1D6 M.D., but counts as two melee attacks.
Jump Kick or Leap Kick: 3D6 S.D.C. + P .S. damage bonus.
A power leap is not possible. Counts as two melee attacks.
Flying Leap Kick: 5D6 S.D.C. + P.S. damage bonus, but counts as three melee attacks.
Body Block/Ram: 2D6 S.D.C. (P.S. damage bonus does NOT apply) on a body block/ram per 20 mph (32 km) up to 140 mph (224 km). There is a 01-65% chance of knocking down an opponent of equal size or up to 50% larger, or smaller, off their feet. In any case, the victim of knockdown loses initiative and two melee attacks. This attack counts as two of the Cyclone's melee attacks.

Bonuses with Mecha Elite Combat Training in Space Cyclone Only: In space and underwater, the VR-021 gets+ 1 attack per melee round at levels l, 4, 8 and 12; +2 on initiative, +1 to strike, +2 to parry, +1 to disarm, +1 to pull punch, +4 to roll with impact, and +4 to automatic dodge. (Special: The act of dodging, even leaping out of the way, does not use up a melee attack. In fact, the Cyclone is so fast and nimble, that the pilot can leap, hop and skip out of the way without penalty. No other dodge bonuses apply.)
REDUCE bonuses by half (round down) when in an atmosphere or on the ground.
Note: These bonuses ONLY apply in outer space and when the pilot has the Mecha Elite Combat Training skill in Cyclones. The pilot's own number of attacks and bonuses (if any) are combined with these when piloting the mecha. Do not add mecha bonuses to the pilot's Hand to Hand ability when he is outside the mecha. Outside of his mecha, the pilot possesses
only human fighting abilities.
Combat training bonuses for the Cyclone
+1 attack per melee round at levels 1, 4, 8, and 12. +1 on initiative, +1 to strike, +2 to parry,+2 to disarm, +1 to pull punch, +2 to roll with punch, +2 to automatic dodge

CVR-3 Body Armor. This standard pilot and infantry body armor is a necessary component ofthe Cyclone. Without the armor, thecycle cannot turn into Battloid mode.
M.D.C. for male armor:
Helmet – 50
Arms (2) – 35
Legs (2) – 50
Main Body – 120

M.D.C. for female armor:
Helmet – 50
Arms (2) – 30
Legs (2) – 40
Main Body – 90

MDC by Location – Cycle mode
Headlights (2) – 1 each
*Tires (2) – 6 each
Armored Pannier/Saddlebags (3) – 10 each
Vectored Thrust Nozzle (rear) – 25
Main Body – 125

Battloid/Armor mode
*Tires (2, back mounted) – 6 each
Main Vectored Thruster ( 1, lower back) – 25
Secondary Vectored Thrusters (2, in wheel hubs) – 10 each
Legs (2) – 55 each
Head – 50
**Main Body – 125
*Destroying either tire reduces all bonuses and speed in motorcycle mode by half. Destroying both tires renders the Cyclone unrideable. If the back tire is lost while moving in cycle mode, the pilot needs to make a Pilot: Veritech/Cyclone skill roll at -25% or lose control and crash. If the front tire is lost while moving, the pilot needs to make a Pilot: Veritech/Cyclone skill roll at -40% or lose control and crash. Losing both tires makes driving impossible.
**Depleting the M.D.C of the main body destroys the Cyclone, rendering it useless.

Speed
Lighter and faster than its general issue counterpart, maximum speed is 200mph (320kph). Cruising speed is usually around 80mph (128kph). Use of the rear thruster can increase the maximum speed by 60mph (96kph) for short periods of time (1d6 minutes), as well as allowing the Cyclone to jump up to 40 feet across (12.2m) or 20 feet high(6.1m).

Weapon Systems
This is an unarmed Cyclone, with the only weapons being a choice of hand-held weapons, usually a RL-6 or an H-260 Valiant.

Hand to Hand Bonuses: Training in this lightweight armor suit provides the standard bonuses listed at the top, along with the following additional bonuses: +1 attack per melee round, +1 to roll with punch and impact, and +4 to automatic dodge.

Available Hand-Held Weapons
Gallant H-90 Modular Energy Pistol
This weapon is standard issue for pilots, officers, and vehicle crews. It is a 10mm laser weapon that uses an ingenious modular design to fill the role of both sidearm and rifle. As a side arm, the Gallant is a compact, semi-automatic weapon with the ability to deliver both M.D. as well as S.D.C. damage with just the flick of a switch. With the rifle stock attached, the Gallant becomes a long-range, precision laser rifle.
Weight: 2lbs as a pistol; 7lbs as a rifle
Range: Pistol: 800ft Rifle: 1600ft
S.D.C. Damage: 2d6 S.D.C. for a single shot, 5d6 S.D.C. for a three round burst; same for pistol and rifle. Only the range is different.
Mega-Damage: Pistol 1d6 M.D. for a single blast, 3d6 M.D. for a three round burst. Rifle: 2d6 M.D. for a single blast, 6d6 M.D. for a three round burst.
Payload: 2500 S.D.C. blasts, 830 pistol M.D. rounds, 415 rifle M.D. rounds

H-260 Valiant Laser Assault Rifle
The H-260 is a man-sized, heavy laser assault rifle issued to Cyclone pilots and heavy infantry troops. It is accurate, durable and capable of burst firing.
Weight: 12lbs
Range: 2,000 feet
Mega-Damage: 2d6 M.D. singe shot, and 4d6 M.D. for a three shot burst
Payload: Energy clip provides 415 single M.D. blasts or 138bursts

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, 1d4x10S.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.

RL-6 60mm Light Repeating Rocket Cannon
The RL-6 is a light anti-armor weapon that fires 60mmmini-missiles. It is usually issued to the VR-38 Light Cyclone as its primary weapon, but it can be used by standard infantry or as the handheld weapon for any of the Cyclones.
Weight: The weapon weighs 16 pounds. A fully loaded magazine weighs around 8pounds.
Range: One mile
Mega-Damage: By mini-missile type. Standard load is HEAP rounds which deal1d4x10 per missile.
Rate of Fire: One missile per attack
Payload: Six mini-missiles. Reloading with a pre-loaded magazine takes one melee action
light cyclone.jpg
Combat training bonuses for the Cyclone
+1 attack per melee round at levels 1, 4, 8, and 12. +1 on initiative, +1 to strike, +2 to parry,+2 to disarm, +1 to pull punch, +2 to roll with punch, +2 to automatic dodge
CVR-3 Body Armor. This standard pilot and infantry body armor is a necessary component of the Cyclone. Without the armor, the cycle cannot turn into Battloid mode.

M.D.C. for male armor:
Helmet – 50
Arms (2) – 35
Legs (2) – 50
Main Body – 120

M.D.C. for female armor:
Helmet – 50
Arms (2) – 30
Legs (2) – 40
Main Body – 90

VR-041H Cyclone
M.D.C. by Location – Motorcycle mode
Headlights (2) – 1 each
*Tires (2) – 6 each
Armored Pannier/Saddlebags (3) – 10 each
Vectored Thrust Nozzle (rear) – 32
Main Body – 225

Battloid/Armor mode
*Tires (2, back mounted) – 6 each
Main Vectored Thruster ( 1, lower back) – 35
Secondary Vectored Thrusters (2, in wheel hubs) – 12 each
Forearm Shields/Weapon Hardpoints (2) – 65 each
Legs (2) – 75 each
Head – 50
**Main Body – 225
*Destroying either tire reduces all bonuses and speed in motorcycle mode by half. Destroying both tires renders the Cyclone unrideable. If the back tire is lost while moving in cycle mode, the pilot needs to make a Pilot: Veritech/Cyclone skill roll at -25% or lose control and crash. If the front tire is lost while moving, the pilot needs to make a Pilot: Veritech/Cyclone skill roll at -40% or lose control and crash. Losing both tires makes driving impossible.
**Depleting the M.D.C of the main body destroys the Cyclone, rendering it useless.

Speed
Cycle Mode: Maximum speed is 160mph (256kph). Cruising speed is usually around 80mph(128kph), and the mecha can also hover stationary. Use of the rear thruster can increase maximum speed by 60mph (96kph) for short periods of time (1d6 minutes), as well as allowing the Cyclone to jump up to 40 feet (12.2m) across or 20 feet (6.1m)high.

Battloid Mode
The Cyclone mecha enhances the pilot’s natural speed. The running speed of the Cyclone is the pilot’s running speed plus 25%. The vectored thrusters allow the pilot to hover up to 30 feet (9.1m) or skim along the ground or the surface of water, or up to 100 feet (30.5m) at 60mph(96kph). The Cyclone in battloid mode can leap up to 20 feet (6.1m) high and across unassisted by thrusters. Leaps of 100 feet (30.5m) high or across can be made when assisted by the thruster.

Physical Strength: The VR-040 series cyclone gives the wearer an Augmented Strength 8points higher than his own P.S. attribute, and increases P.P. by two points. (This only applies in Battloid mode.)

Cargo: Two lightly armored, hard-sided saddlebags can be mounted to the Cyclone, as well as a top box mounted behind the rider. Each saddlebag is 18 inches high, 20 inches wide and 18 inches deep and can carry 100 pounds. The top box is 14 inches in all dimensions and can carry 50 pounds. These boxes are watertight, lockable, and easily detachable. They automatically drop off when the Cyclone transforms and must be recovered afterward or are lost.

Weapon Systems
1. GR-103 Mini-Missile Delivery System. These two missile pods hold six mini-missiles each and help to give the Cyclone a needed long range punch.
Range: One mile
Mega-Damage: Varies upon missile type, but usually 1d4x10 M.D.
Rate of Fire: One or in volleys of two or four
Payload: 12 mini-missiles total

2. Close Assault and Defense System (CADS-1) (2). The CADS-1 system consists of two retractable blades made of steel laced ceramic mounted in the forearm shields of the VR-041(wheel covers in cycle mode). The blade sare 3.2m long and when active, are surrounded by a high-frequency energy field that makes the blades vibrate thousands of times a second. The blades can slice though just about anything.
Weight: 25 pounds
Mega-Damage: A slashing blow deals 2d6M.D., a punch deals 3d6 M.D., and a power punch does 6d6 M.D. and takes two attacks.

3. Handheld Weapons. The VR-041 is usually issued with a GallantH-90 Modular Side Arm, EP-37 Pulse Beam Rifle, or the H-260 Valiant.

4. Hand to Hand combat bonuses. As standard for Cyclones plus the following bonuses: +1 on initiative, +2 to parry, +1 to disarm, and +2 to pull punch.

Gallant H-90 Modular Energy Pistol
This weapon is standard issue for pilots, officers, and vehicle crews. It is a 10mm laser weapon that uses an ingenious modular design to fill the role of both sidearm and rifle. As a side arm, the Gallant is a compact, semi-automatic weapon with the ability to deliver both M.D. as well as S.D.C. damage with just the flick of a switch. With the rifle stock attached, the Gallant becomes a long-range, precision laser rifle.
Weight: 2lbs as a pistol; 7lbs as a rifle
Range: Pistol: 800ft Rifle: 1600ft
S.D.C. Damage: 2d6 S.D.C. for a single shot, 5d6 S.D.C. for a three round burst; same for pistol and rifle. Only the range is different.
Mega-Damage: Pistol 1d6 M.D. for a single blast, 3d6 M.D. for a three round burst. Rifle: 2d6 M.D. for a single blast, 6d6 M.D. for a three round burst.
Payload: 2500 S.D.C. blasts, 830 pistol M.D. rounds, 415rifle M.D. rounds

EP-37 60mm Pulse Beam Rifle.
This heavy laser rifle fires single shots and five round bursts. It is highly accurate and very durable, able to take all manner of abuse in the field and keep working. It is issued with the VR-052F as a standard assault rifle, and is stowed alongside the mecha while in cycle mode.
Weight: 22lbs
Range: 4,000 feet
Mega-Damage: 4d4 M.D. for a single shot. 1d4x10 M.D. for a five round burst.
Rate of Fire: Each blast or burst uses one melee attack
Payload: 100 single shots or 20 bursts
M.D.C. of the Weapon itself: 40 M.D.C.
Bonus: +2 to strike for single shots, +1 for burst firing.

H-260 Valiant Laser Assault Rifle
The H-260 is a man-sized, heavy laser assault rifle issued to Cyclone pilots and heavy infantry troops. It is accurate, durable and capable of burst firing.
Weight: 12lbs
Range: 2,000 feet
Mega-Damage: 2d6 M.D. singe shot, and 4d6 M.D. for a three shot burst
Payload: Energy clip provides 415 single M.D. blasts or 138bursts

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, 1d4x10S.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.

RL-6 60mm Light Repeating Rocket Cannon
The RL-6 is a light anti-armor weapon that fires 60mmmini-missiles. It is usually issued to the VR-38 Light Cyclone as its primary weapon, but it can be used by standard infantry or as the handheld weapon for any of the Cyclones.
Weight: The weapon weighs 16 pounds. A fully loaded magazine weighs around 8pounds.
Range: One mile
Mega-Damage: By mini-missile type. Standard load is HEAP rounds which deal1d4x10 per missile.
Rate of Fire: One missile per attack
Payload: Six mini-missiles. Reloading with a pre-loaded magazine takes one melee action

saber cyclone.jpg
Combat training bonuses for the Cyclone
+1 attack per melee round at levels 1, 4, 8, and 12. +1 on initiative, +1 to strike, +2 to parry,+2 to disarm, +1 to pull punch, +2 to roll with punch, +2 to automatic dodge.

CVR-3 Body Armor. This standard pilot and infantry body armor is a necessary component of the Cyclone. Without the armor, the cycle cannot turn into Battloid mode.
M.D.C. for male armor:
· Helmet – 50
· Arms (2) – 35
· Legs (2) – 50
· Main Body – 120

M.D.C. for female armor:
· Helmet – 50
· Arms (2) – 30
· Legs (2) – 40
· Main Body – 90

VR-052T Cyclone
M.D.C. by Location – Motorcycle mode
Headlights (2) – 1 each
*Tires (2) – 6 each
Armored Pannier/Saddlebags (3) – 10 each
Vectored Thrust Nozzle (rear) – 32
Main Body – 225

Battloid/Armor mode
*Tires (2, back mounted) – 6 each
Main Vectored Thruster ( 1, lower back) – 35
Secondary Vectored Thrusters (2, in wheel hubs) – 12 each
Forearm Shields/Weapon Hardpoints (2) – 65 each
Legs (2) – 75 each
Head – 50
**Main Body – 225
*Destroying either tire reduces all bonuses and speed in motorcycle mode by half. Destroying both tires renders the Cyclone unrideable. If the back tire is lost while moving in cycle mode, the pilot needs to make a Pilot: Veritech/Cyclone skill roll at -25% or lose control and crash. If the front tire is lost while moving, the pilot needs to make a Pilot: Veritech/Cyclone skill roll at -40% or lose control and crash. Losing both tires makes driving impossible.
**Depleting the M.D.C of the main body destroys the Cyclone, rendering it useless.

Speed
Cycle Mode: Maximum speed is 175mph (280kph). Cruising speed is usually around 80mph(128kph), and the mecha can also hover stationary. Use of the rear thruster can increase maximum speed by 60mph (96kph) for short periods of time (1d6 minutes), as well as allowing the Cyclone to jump up to 40 feet (12.2m) across or 20 feet (6.1m)high.

Battloid Mode
The Cyclone mecha enhances the pilot’s natural speed. The running speed of the Cyclone is the pilot’s running speed plus 25%. The vectored thrusters allow the pilot to hover up to 30 feet (9.1m) or skim along the ground or the surface of water, or up to 100 feet (30.5m) at 60mph(96kph). The Cyclone in battloid mode can leap up to 20 feet (6.1m) high and across unassisted by thrusters. Leaps of 100 feet (30.5m) high or across can be made when assisted by the thruster.

Physical Strength: The VR-050 series cyclone gives the wearer an Augmented Strength 10points higher than his own P.S. attribute. (This only applies in Battloid mode.)

Cargo: Two lightly armored, hard-sided saddlebags can be mounted to the Cyclone, as well as a top box mounted behind the rider. Each saddlebag is 18 inches high, 20 inches wide and 18 inches deep and can carry 100 pounds. The top box is 14 inches in all dimensions and can carry 50 pounds. These boxes are watertight, lockable, and easily detachable. They automatically drop off when the Cyclone transforms and must be recovered afterward or are lost.

Weapon Systems
1. EP-40 Ion Pulse Pistol. The EP-40 is a heavy ion pistol that dishes out respectable damage and is very accurate over short distances. It is mounted on one of the modular weapon hardpoints based on pilot preference. In cycle mode the weapon lays along the front wheel hub, and is fixed forward with a 45 degree arc of fire.
Weight: 8 lbs
Range: 1500 feet (457m)
Mega-Damage: 4d6 per blast. No burst capability.
Rate of Fire: Each blast counts as one melee attack.
Payload: 80 blasts
M.D.C. of the weapon: 35 M.D.
Bonus: +1 to strike at ranges under 750feet in addition to any bonuses of the pilot.

2. Hand to Hand combat bonuses. As standard for all Cyclones with the following additional bonuses: +1 attack at levels 6 and 15, +1 to initiative, +2 to pull punch, +1 to parry, and +3 automatic dodge.

battler cyclone.gif

VR-052F Heavy Assault Cyclone
1. GR-97 Mini-Missile Delivery System. The 052F variant is equipped with a mini-missile launcher on each forearm in Battloid mode and on the front wheel hardpoints in motorcycle mode. The missiles can be fired in both Battloid and in cycle mode.
Range: one mile
Mega-Damage: 1d6x10 per missile
Rate of Fire: One or in volleys of two or four
Payload: two per launcher for a total of four

2. EP-37 60mm Pulse Beam Rifle. This heavy laser rifle fires single shots and five round bursts. It is highly accurate and very durable, able to take all manner of abuse in the field and keep working. It is issued with the VR-052F as a standard assault rifle, and is stowed alongside the mecha while in cycle mode.
Weight: 22lbs
Range: 4,000 feet
Mega-Damage: 4d4 M.D. for a single shot. 1d4x10 M.D. for a five round burst.
Rate of Fire: Each blast or burst uses one melee attack
Payload: 100 single shots or 20 bursts
M.D.C. of the Weapon itself: 40 M.D.C.
Bonus: +2 to strike for single shots, +1 for burst firing.

3. Hand to Hand combat bonuses. As standard for Cyclones plus the following bonuses: +1 attack at levels 6 and 15, +2 on initiative, +1 to strike, +2 to pull punch, +1 to parry, and +4 to automatic dodge.

H-260 Valiant Laser Assault Rifle
The H-260 is a man-sized, heavy laser assault rifle issued to Cyclone pilots and heavy infantry troops. It is accurate, durable and capable of burst firing.
Weight: 12lbs
Range: 2,000 feet
Mega-Damage: 2d6 M.D. singe shot, and 4d6 M.D. for a three shot burst
Payload: Energy clip provides 415 single M.D. blasts or 138 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, 1d4x10S.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.

RL-6 60mm Light Repeating Rocket Cannon
The RL-6 is a light anti-armor weapon that fires 60mmmini-missiles. It is usually issued to the VR-38 Light Cyclone as its primary weapon, but it can be used by standard infantry or as the handheld weapon for any of the Cyclones.
Weight: The weapon weighs 16 pounds. A fully loaded magazine weighs around 8pounds.
Range: One mile
Mega-Damage: By mini-missile type. Standard load is HEAP rounds which deal1d4x10 per missile.
Rate of Fire: One missile per attack
Payload: Six mini-missiles. Reloading with a pre-loaded magazine takes one melee action
heavy cyclone.jpg
Combat training bonuses with MECT Cyclone only
+1 attack per melee round at levels 1, 4, 6, 8, 12 and 15. +2 on initiative, +1 to strike, +2 to parry, +2 to disarm, +1 to pull punch, +2 to roll with punch, +4 to automatic dodge

CVR-3 Body Armor. This standard pilot and infantry body armor is a necessary component of the Cyclone. Without the armor, the cycle cannot turn into Battloid mode.
M.D.C. for male armor:
· Helmet – 50
· Arms (2) – 35
· Legs (2) – 50
· Main Body – 120

M.D.C. for female armor:
· Helmet – 50
· Arms (2) – 30
· Legs (2) – 40
· Main Body – 90

VR-057A Super Cyclone
M.D.C. by Location – Motorcycle mode
· Headlights (2) – 1 each
· *Tires (2) – 6 each
· Armored Pannier/Saddlebags (3) – 10 each
· Vectored Thrust Nozzle (rear) – 32
· Main Body – 245
· Rail Gun – 75

Battloid/Armor mode
· *Tires (2, back mounted) – 6 each
· Main Vectored Thruster ( 1, lower back) – 35
· Secondary Vectored Thrusters (2, in wheel hubs) – 12 each
· Forearm Shields/Weapon Hardpoints (2) – 65 each
· Legs (2) – 75 each
· Head – 50
· **Main Body – 245
· Rail Gun – 75
*Destroying either tire reduces all bonuses and speed in motorcycle mode by half. Destroying both tires renders the Cyclone unrideable. If the back tire is lost while moving in cycle mode, the pilot needs to make a Pilot: Veritech/Cyclone skill roll at -25% or lose control and crash. If the front tire is lost while moving, the pilot needs to make a Pilot: Veritech/Cyclone skill roll at -40% or lose control and crash. Losing both tires makes driving impossible.
**Depleting the M.D.C of the main body destroys the Cyclone, rendering it useless.

Speed
Cycle Mode: Maximum speed is 175mph (280kph). Cruising speed is usually around 80mph (128kph), and the mecha can also hover stationary. Use of the rear thruster can increase maximum speed by 60mph (96kph) for short periods of time (1d6 minutes), as well as allowing the Cyclone to jump up to 40 feet (12.2m) across or 20 feet (6.1m) high.

Battloid Mode
The Cyclone mecha enhances the pilot’s natural speed. The running speed of the Cyclone is the pilot’s running speed plus 25%. The vectored thrusters allow the pilot to hover up to 30 feet (9.1m) or skim along the ground or the surface of water, or up to 100 feet (30.5m) at 60mph (96kph). The Cyclone in battloid mode can leap up to 20 feet (6.1m) high and across unassisted by thrusters. Leaps of 100 feet (30.5m) high or across can be made when assisted by the thruster.

Physical Strength: The VR-050 series cyclone gives the wearer an Augmented Strength 12 points higher than his own P.S. attribute. (This only applies in Battloid mode.)

Cargo: Two lightly armored, hard-sided saddlebags can be mounted to the Cyclone, as well as a top box mounted behind the rider. Each saddlebag is 18 inches high, 20 inches wide and 18 inches deep and can carry 100 pounds. The top box is 14 inches in all dimensions and can carry 50 pounds. These boxes are watertight, lockable, and easily detachable. They automatically drop off when the Cyclone transforms and must be recovered afterward or are lost.

Weapon Systems
1. GR-97 Mini Missile Delivery System – Mounted on either forearm/front wheel hub, each launcher consists of two single launch tubes loaded with mini-missiles. While rare to do so, these launchers may be replaced with an EP-40 Ion Pulse Pistol or two CADS-1 Sabers.
Range: 1 mile
Mega Damage: Per missile type, but usually loaded with HEAP missiles which inflict 1d4x10 MD per missile or Plasma/Napalm which inflict 1d6x10 per missile.
Payload: 2 missiles per arm

2. H-260 Valiant Laser Rifle – This is a large heavy assault laser rifle issued to Cyclone pilots and heavy infantry troops. It is accurate, durable and capable of burst firing.
Weight: 12 lbs
Range: 2000 feet
Mega Damage: 2d6 MD single shot and 4d6 MD for a three round burst
Payload: 415 single MD blasts or 138 MD bursts per E-clip.
MDC of the Weapon: 35 MD

3. HRG-70 Rapid-Fire Rail Gun – This is a high energy 20mm rail gun that fires high speed armor piercing sabots in 10 round bursts.
Range: 4000 feet
Mega Damage: 1d6 MD for a single round, and 1d4x10 + 10 MD for a 10 round burst
Payload: Each ammo canister contains 1,000 rounds, good for 100 bursts. Canister can be replaced by anyone with the Field Armorer, Weapons Engineer, or Biomechanical Maintenance skill.


Here is a reprint of the CADS-1 weapon system and the EP-40 Ion Pistol. Remember, these are not standard weapons for the Super Cyclone, and are available only upon request of the operator. They take the place of the GR-97 Mini-Missile launchers.

4. Close Assault and Defense System (CADS-1): The CADS system consists of two retractable blades made of steel laced ceramic mounted in the forearm shields of the Cyclone. The blades are 3.2 feet long when active.
Mega Damage: A slashing blow deals 2d6 MD, a punch deals 3d6 MD, and a power punch does 6d6 MD and takes two attacks.
The CADS-1 system operates as a paired weapon, and replaces both of the GR-97 Mini-Missile launchers.

5. EP-40 Ion Pulse Pistol: The EP-40 is a heavy ion pistol that dishes out respectable damage and is very accurate over short distances. It can be attached to either side of the Cyclone’s front wheel.
Range: 1500 feet
Mega Damage: 4d6 MD per blast
Payload: 80 blasts
Bonus: +1 to strike targets under 750 feet in addition to any bonuses of the pilot
MDC of the Weapon: 35 MD

super cyclone.jpgsuper cyclone2.jpg
 
Last edited:
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 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, 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 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

**Available as smart bombs, + 5 to strike.
Normal missiles are +3 to strike
Armor Piercing warheads (HEAP) do triple damage with a critical strike.
 
Last edited:
Other Vehicles of Note
Class: Unarmed Transatmospheric Shuttlecraft
Crew: 3; pilot, co-pilot, navigator, and twenty Electronic Attack specialists in the EC-32
MDC by Location
*Wings (2) - 135 each
Stabilizers (2) - 80 each
Ventral Cargo Doors (2) - 100 each
Reinforced Crew Compartment - 100
**Thruster Bank - 112
***Main Body - 250
*Destroying a wing in atmosphere renders the ship unflyable and it will crash. In space, destroying a wing has little effect on its performance
**Destroying the thruster bank either sets the ship adrift or causes it to crash, depending on the environment.
***Destroying the main body renders the ship useless.

Speed
Flying
Sea Level: 989 mph or Mach 1.3
30,000 feet: 1,903 mph or Mach 2.5
Space: 9,134 mph or Mach 12

Statistical Data
Height: 60 feet
Length: 263 feet
Wingspan: 83 feet
Weight: 230 tons
Cargo: The Roc can carry 200 tons of loose or palletized cargo in its cargo bay. The Raven's cargo bay is taken up by the numerous powerful sensor, communications and radar suites and controller stations.

Ship's Systems of Note
EC-32 Theater Advanced Warning and Control System (TAWACS): The Raven is packed with powerful radar, command and control equipment. The main component is the high output Active Electronically Scanned Array (AESA) radar mounted in a dorsal radar pod. The AESA has a 360 degree field of coverage and can track up to 700 targets at a maximum of 2,450 miles through dense, hostile 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 the theater via a direct data link, up to 2,800 miles, and can provide real time information on the movements of enemy aircraft, vehicles and ships.
EC-32's also fill the role of an orbital command and control center within the combat theater. Using their sensors, radar, and data links, EC-32's can transmit targeting information and sensor telemetry to friendly forces in theater up to a range of 800 miles. This grants combat bonuses to all ships, vehicles and aircraft within the group. All friendly military forces in theater are +1 melee attack, +2 to initiative, +2 to strike, and +3 to dodge when linked to the Raven's C3 computers.
The juggernaut of the UEEF is the MTA-Titan, an all-terrain mecha transport and assault weapon. This marvel of Robotechnology can function with equal ease on land, underwater, and in space. In space and underwater, its two rear thrusters rocket it along, while directional thrusters, found in the structures that line the center of the undercarriage, keep it stable and change direction.

On land, eight huge sphere-wheels enable it to ride over the most inhospitable terrain. However, the wheels are more than just wheels, they are actually six-man command modules. Inside each are six fully armored Cyclone riders seated at a console that floats freely inside the wheel. When the Titan stops, the Cyclone riders can safely exit to engage the enemy or investigate. The main body looks deceptively like a troop or cargo carrier. In reality, it is a massive rapid-fire laser cannon. The Titan can undergo an instant modular transformation in which the cannon slides up and forward into firing position while two protective shields rise into position and the engine thrusters flip sideways. The cannon is very similar to those incorporated into the defense systems of the SDF series battle cruisers. It is intended to be a heavy artillery support and assault field unit. On top of the cannon is a particle beam turret to defend it from aerial assault.

In addition to its formidable weapons, the Titan has a mecha bay containing 22 mecha, depending on the needs of the assignment and availability. Only the M.A.C. III and old-style mecha are too large to fit. When combined with its troops of mecha, the MTA-Titan becomes a rolling fortress of mind boggling power.

Crew: 26 minimum, 40 maximum, and can still accommodate 10 additional passengers. Note that the troops are separate from the crew.
Mecha Complement: 22 Hover Tanks, Alpha Fighters, or Destroids of various types

150 Cyclones
Troops: 218 to 230 total

M.D.C. by location
· Main Headlights ( 2 ) – 5 each
· Command Deck Defense Turret – 100
· Heavy Particle Beam Turret – 250
· Missile Launcher – 120
· Laser Cannon Shields ( 2 ) – 500 each
· Communications Array – 100
· Wheel Pods ( 8 ) – 300 each
· Thrusters ( 2 ) – 220 each
· Laser Cannon – 1,000
· Mecha Bay Section – 1,400
· Main Hatch ( 2, front) – 200 each
· Folding Ramp ( 2, front) – 200 each
· Emergency Hatches ( 12, scattered) – 100 each
· Command Section – 500
· Main Body – 2,400
*Depleting the M.D.C. of the main body will shut the vehicle down completely, rendering it useless. Destroying the Bridge/Command Section will seriously impair the vehicle, resulting in the loss of all sensors, long-range communications, crew and commander. The Titan can be piloted from any one of the eight wheels, but speed and attacks per melee are reduced by half.

Speed: Land speed varies with the terrain, but can reach speeds of up to 210mph (336kph)
Hover: The Titan can rise off the ground and hover by using its directional thrusters. Maximum height is about 500 feet (152.2m).
Flight is possible, but limited. Top speed is a slow 100mph (160kph) maximum altitude is about 500 feet.
Space propulsion maximum speed is nearly Mach one, 650mph (1040kph)
Underwater propulsion. Ride on the floor at speeds of about 40mph, and through the water like a submarine at speeds of up to 100mph. Maximum ocean depth is 2.2 miles.

Statistical Data:
Height: 114 feet (34.7 m), 315 feet (96 m) with laser cannon at maximum elevation.
Length: 336 feet (102.4 m), 403 feet (123 m) with laser cannon extended.
Width: 157 feet, 6 inches (48 m).
Weight: 5,175 tons dry.
Cargo: The mecha bay can carry a total of 1,100 tons of cargo, including the mecha it carries.

Weapon Systems
1. Rapid-Fire Laser Cannon. This is one of the most devastating weapons in the REF’s arsenal. It is fixed in a forward position, but can be raised along a 120 degree arc of fire.
Range: 20 miles in an atmosphere, 60 miles in space
Mega Damage: 1d6x100 per single blast
Rate of Fire: Four attacks per melee

2. Front, Small Particle Beam Turret (PBT-S1) is for the defense of the bridge/command section. It has a 360 degree rotation and a 180 degree arc of fire.
Range: 4,500ft
Mega-Damage: 2d6x10
Rate of Fire: Equal to the number of attacks of the gunner/operator

3. PBT-M2 Main Particle Beam Turret mounted on the top of the laser cannon can fire when the cannon is extended or retracted. It has a 360 degree rotation and a 180 degree arc of fire.
Range: 5,000ft
Mega-Damage: 2d6x10 per twin blast.
Rate of Fire: Six per melee

4. MTA-Missile Launcher. A missile launcher is built into the rear of the Titan.
Range: Varies with missile type, typically 40 to 80 miles
Mega-Damage: Varies with missile type, typically loaded with HEAP warheads doing 3d6x10 MD
Rate of Fire: One at a time or in volleysof 2, 4, 6, or 8
Payload: 36 in an internal magazine with up to 4 reloads are typically carried for a total of 144 missiles. Reloading the magazine takes a skilled crew one minute.

GMH_closed_fr_3quarters.jpg

Crew: 57

Troops: 450. 126 Cyclone Riders, 8 destroids, 9 Alpha and Beta Fighters. An additional four or five mecha or vehicles can be squeezed in with the carrier’s usual forces, but the hangar bay would be very crowded at that point. An additional 96 troops could be added in an emergency. Also can be used to transport one Titan from orbit to the ground and back.

M.D.C. by Location:
Forward Hull Section (1/3) – 900
Midships Hull Section (1/3) – 900
Aft Hull Section (1/3) – 900
Hull per 40 foot area – 150
Interior Bulkheads per 10 foot area – 150
Interior Hatches – 30
Exterior Hatches – 100
Modular Hangar Bay – 1,600
Retractable Point Defense Lasers ( 8 ) – 125 each
Triple Barrel Particle Cannon – 300
Missile Tubes ( 6 ) – 100 each
Main Thrusters ( 3 ) – 700 each
Maneuvering Thrusters ( 4 ) – 350 each
Pinpoint Barrier System (2) - 800 each

Speed: Hover stationary while positioning to land. Has VTOL capability.
Flying in an atmosphere is not what this vehicle is designed for. Flight should be limited to takeoff and landing. The Garfish can reach a speed of about Mach 8 to breech Earth’s atmosphere.
Space propulsion – Cruising speed is usually Mach 2 to 4,but it can reach a maximum of speed of Mach 14. A special drive system can be engaged to push the vehicle into the sublight range, about .20 light or 32,000 miles per second.
Underwater propulsion – Although not intended for underwater travel, the carrier can operate underwater. Maximum speed is 100mph (160kph).

Length: 400 feet
Height: 114 feet
Width: 251 feet

Weapon Systems
1. Tri-Laser Turret: A heavy-duty, long range weapon system usually operated from the command deck. It has a 190 degree rotation and a 45 degree arc of fire.
Range: 30 miles (48km) in an atmosphere 60 miles (96km) in space
Mega-Damage: 3d6x20 M.D.
Rate of Fire: Five per melee
Bonus for close combat (within 8000ft): +4 to strike

2. MLWS-40 Rapid Fire 40mm Point Defense Lasers ( 8):
Range: 4,000ft in an atmosphere, 8,000ft in space
Mega-Damage: 2d6x10 per blast
Rate of Fire: 6 per melee
Bonus for close combat: +2 to strike

3. Six Missile Launchers rim the base of the forward section directly above the tri-laser turret.
Missile Type: Long-range of any type
Range: varies with missile type; 500 to1800 miles
Payload: 36 total.

Mecha Complement
2 Gladiators
2 Tomahawks
1 Defender
3 Spartas Hovertanks
100 Cyclones
9 Alpha Fighters
9 Beta Fighters
1 MTA-Titan can be carried

katana.gif
Ship's Crew: 1,169
Troops: 6,256

Mecha Complement
Veritech Fighters
305 Alpha Fighters
161 Beta Fighters
30 Valkyrie Fighters

196 Non-Transformable Destroids
48 Tomahawks
48 Gladiators
24 Defenders
24 Phalanx
10 M.A.C. III
36 Z-1 Battloids
6 Z-2 Battloids

36 Hover Tanks

3,000 Cyclones

Other Vehicles of Note
4-6 MTA-Titans with their full complement of mecha
4 Horizon-T Transports
6 EC-32 Raven EW Shuttlecraft
12 Logistics and Utility Shuttles

MDC by Location
Forward Hull Section (1/3) - 20,000
Reinforced Ram Prow - 10,000
*Midships Hull Section (1/3) - 20,000
**Aft Hull Section (1/3) - 25,000
***Hull per 40 feet - 100
****Command Tower - 5,000
Interior Bulkheads per 10 feet - 40
Interior Hatches - 50
Exterior Hatches - 100
Alpha Launch Bays (6) - 1,200
Launch Bay Doors (6) - 500
Midships Recovery/Landing Hangar Doors (2) - 1,200
Thruster Shields - 4,500
Main Thrusters (4) - 6,000
Secondary Thrusters (2) - 2,500
Particle Cannons (16) - 300
Missile Bays (8) - 250
Point Defense Lasers (8) - 150
Pinpoint Barrier System (6) - 1,000 each
*Destroying the midships hull section will destroy the command deck and eliminate all weapon controls, rendering the ship flyable but unable to fight.
**Destroying the aft hull section will destroy the engines, setting the ship adrift.
***Punching holes in the hull will cause the damage control system to seal off whatever compartment that has been compromised and exposed to vacuum.
****Destroying the command tower destroys the bridge. With the bridge destroyed, the ship can still be commanded from the central command deck.

Speed
Hover: Ikazuchi-class carriers are not well-suited for atmospheric operations, and their atmospheric performance is mostly limited to takeoff and landing.
Flying - Space: Cruising speed of 3,044 mph or Mach 4. Max speed is 6,850 mph or Mach 9.

Statistical Data
Length: 3,303 feet
Beam: 555 feet
Height: 580 feet
Weight: 1,400,000 tons fueled and provisioned

Weapon Systems
1. HPC-SC240 Triple-Barreled 240mm Particle Cannon Turrets (16): These are the primary anti-ship weapons on the Ikazuchi. They are mounted in armored turrets, eight on the dorsal side of the hull, eight on the ventral, and have a 360 degree rotation and 65 degree elevation.
Mega Damage: 1d4x100 MD per single blast
Range: 30 miles in an atmosphere, 240 miles in space.
Rate of Fire: Twice per melee round
Payload: Effectively Unlimited

2. HM-6 Heavy Missile Launchers (8): These missile launchers are mounted forward and aft on both the dorsal and ventral sides.
Mega Damage: Per long range missile type.
Range: Per long range missile type.
Rate of Fire: One at a time or in volleys of two, four or six.
Payload: Six in each of the eight armored magazines, 48 total. The ship can carry another 960 missiles in its hold.

3. MLWS-40 Rapid-Fire 40mm Point Defense Lasers (8): Mounted four to a side along the centerline of he ship, these turrets are excellent anti-mecha weapons and do a reasonable job against fast and nimble targets.
Mega Damage: 2d6x10 MD per blast
Range: 4,500 feet
Rate of Fire: Each blast counts as one attack. Attacks per melee are equal to those of the 'gunner' assigned to the weapon position, typically 4-6 attacks per melee round. Each laser is used to attack its own, independent target(s), and seldom work in tandem with the other three laser positions to fire upon the same target.
Payload: Effectively unlimited.
Bonus: +1 to Strike small opponents from man-sized mecha, fighters and shuttle craft.

4. Ram Prow: the bow and keel of the ship is reinforced to allow the Ikazuchi to make ramming attacks against other capital ships or space stations. The front hangar doors can then open to allow onboard mecha to attack the enemy through the pierced hull.
Mega Damage: 1d8x1000 MD
Rate of Fire: Aligning and executing a ram takes all of the helm's attacks for 12 melee rounds (three minutes)

ikazuchi-1.gif
Ship's Crew: 17 total
Mecha Complement: Two - one docked Alpha Fighter with an attached Beta Fighter

MDC by Location
*Forward Section/Crew Compartment - 400
**Midships Section/Troop Compartment - 400
***Aft Section/Engines - 600
****Wings (2) - 300
Thrusters (3) - 200
Detachable Drop Pods (2) - 500
Drop Pod Hatches (2) - 100
Alpha/Beta Retractable Landing Dock - 125
*Destroying the forward section destroys the bridge and all flight controls. this kills the bridge crew instantly, but the embarked Marine squad is likely to survive. In space, this sets the ship adrift, and in atmosphere this will cause the ship to crash.
**Destroying the midships/neck section will kill the Marine squad and split the ship in two.
***Destroying the aft/engine section will destroy the engines, as well as quite possibly any attached drop pods.
****Destroying a wing in space will possibly cause (35% chance) the attached drop pod to be jettisoned and set adrift. In atmosphere there is the same chance, but the ship will be rendered unflyable and will crash.

Statistical Data
Ship
Length: 198 feet
Wingspan: 224 feet
Height: 60 feet
Weight: 2,200 tons

Drop Pods
Length: 130 feet
Width: 34 feet
Height: 33 feet
Weight: 60 tons empty. A drop pod can carry up to 300 tons.

Speed
Hover: The ship can hover in atmosphere and is capable of VTOL landing and launches.
Flying - Atmosphere: Maximum atmospheric cruising speed at any altitude is 1,340 mph or Mach 2. Can boost to escape velocity of near Mach 13 to break orbit.

Weapon Systems
None. Defensive firepower is provided by the attached Alpha and Beta Fighters.


horizont.gif
Model Type: Shimakaze-Class Battlecruiser.
Class: SDBC (Super Dimensional Battlecruiser)
Ship’s Complement:
Ship’s Crew: 138 total.
Bridge Crew: Ship’s Captain (1), Executive Officer (1), Helm (2) , Navigation (1), Communication/Sensors (2), Security (4) Security Corpsmen in CBR-5 armor and armed with M-25C Wolverine Carbines).
Combat Information Center: Operations Commander (1), Commander's Aides (2), Military Advisors (4), Ship’s Weapons (8), Comms (6), Security Team (6 Security Corpsmen in CBR-5 armor and armed with M-25C Wolverine Carbines).
Ship’s Operations Crew: Engineering (20), Medical Team (15), and General Enlisted (65).
Troops: 716
UEEF Naval/Marine Aviators: 24 Alpha pilots, 12 Beta pilots.
UEEF Fleet Personnel: 430 mainly technical and support M.O.S.
UEEF Marine Corps Detachment: 250
Mecha Complement:
Veritech Fighters: 36 total.
24 VF/A-6 Alpha Fighters
12 VFB-9 Beta Fighters
Cyclones: 315 - 050 Series Cyclones Standard.
Silverbacks: 65 - VM-9L Series Silverbacks Standard.

M.D.C. by Location:
Forward Hull Section (1/3) - 5,000
Synchro Cannon - 2,000
* Midships Hull Section (1/3) - 5,000
** Aft Hull Section (1/3) - 10,000
*** Hull per 40 foot (12.2 m) area - 200
**** Bridge Tower - 2,000
Interior Bulkheads per 10 foot (3 m) section - 50
Interior Hatches - 50 each
Exterior Hatches - 125 each
Alpha Launch Bays (2) - 1,200 each
Launch Bay Doors (2) - 500 each
Midships Recovery/Landing Hangar Bays (2) - 1,600 each
Main Thrusters (4) - 850 each
Anti-Ship Particle Beam Turret - 900
Missile Launchers (30) - 250 each
Point Defense Turrets (4) - 200 each
Pinpoint Barrier System (3) - 1,000 each
* Destroying the midships hull section takes out the Command Deck and eliminates all weapons controls, rendering the ship flyable but unable to fight.
** Destroying the aft section of the hull destroys the engines, setting the ship adrift.
*** Punching holes in the hull will cause the Damage Control System to automatically seal off whatever compartment has been exposed to vacuum. Ships are highly
compartmentalized to prevent easy decompression of the whole ship.
**** Destroying the Bridge Tower destroys the Bridge. With the Bridge gone, the ship can still be commanded from the Central Command Deck.

Speed:
Hover: The ship can hover in atmosphere and is capable of VTOL launches.
Flying:
Atmosphere: The Shimakaze is more capable in atmosphere than most UEEF space vessels. Maximum atmospheric cruising speed at any altitude is 1,340 mph (2,144 km) or Mach 2. It can reach a max of near Mach 13 to escape atmosphere.
Space: Cruising speed of 6,850 mph (10,960 km) or Mach 9. Maximum speed is 15,224 (24,358 km) or Mach 20. Maximum interplanetary speed of approximately 1,676,700 mph (2,682,720 km or l/400th the speed of light) can be attained within 12 days of sustained acceleration (without the use of Hyperspace Fold Drives).

Statistical Data:
Length: 1,797 feet (548 m).
Beam: 732 feet (223 m).
Height: 523 feet (159 m).
Weight: 750,000 tons fueled and provisioned.

Weapon Systems
1. Type I Capital Class Synchro Cannon: This was the first Synchro Cannon ever installed onto a capital class UEEF starship, providing the ship incredible firepower and finally giving a UEEF ship-of-the-line the same punching power as a Zentraedi battlecruiser. While the weapon packed a nearly irresistible punch, both rate of fire and range suffered due to the drain on the ship's Reflex Furnaces. This was later improved in future capital class Synchro Cannons.
Primary Purpose: Anti-Ship.
Secondary Purpose: Planetary Bombardment.
Weight: Not applicable. Part of the ship's hull.
Range: 75,000 miles (120,700 km) in space, but only 100 miles (160 km) in atmosphere.
Mega-Damage: Destroys EVERYTHING in its line of fire. A dodge and other evasive action is the only way to escape destruction.
Rate of Fire: Once every five minutes.
Payload: Effectively unlimited.
Note: These weapons have difficulty hitting small, fast targets like mecha and aerospace fighter craft, and even ships as large as Horizon class transports. Refer to the chart in the Robotech®: The Shadow Chronicles® Role-Playing Game Hardcover Edition, and reprinted in this sourcebook.

2. HPC-SC320 Twin-Barreled, 320mm Particle Cannon Turret: Before the ships were redesigned to house a Synchro Cannon, this weapon was intended to be the Shimakaze line’s main gun. While the ship's offensive power was to rely heavily on missiles, much like the old, seagoing Ticonderoga-class missile cruisers of the late 20th Century, this weapon provided combat flexibility, and by mounting it in a turret allowed the ship to maximize the use of its maneuverability without relying on a limited, forward-facing weapon.
Primary Purpose: Anti-Ship and Assault.
Secondary Purpose: Anti-Installation and Defense.
Weight: Not applicable. Part of the ship's hull.
Range: 120 miles (192 km) in atmosphere, 960 miles (1,536 km) in space.
Mega-Damage: 2D6xl00 M.D. per single blast, 4D6xl00 M.D. per simultaneous double blast.
Rate of Fire: Twice per melee round (15 seconds).
Payload: Effectively unlimited.
Note: These weapons have difficulty hitting small, fast targets like mecha and aerospace fighter craft, and even ships as large as Horizon-class transports. Refer to the charts in the Space Combat section of this book.

3. HM-1 Heavy Missile Launchers (30): These missile launchers line the midsection of the ship.
Primary Purpose: Anti-Ship.
Secondary Purpose: Anti-Installation and Siege Fire.
Range: Per long-range missile; typically 500 miles (800 km); see missile descriptions in the Robotech®: The Shadow Chronicles® Role-Playing Game.
Mega-Damage: Per warhead; varies with type.
Rate of Fire: Each launch tube fires one missile at a time, but can fire combined volleys of up to 30 missiles.
Payload: Twelve in each of the 30 armored magazines, 360 total. The ship can carry another 360 missiles in its hold.

4. MLWS-60 Rapid-Fire, 60mm Point Defense Lasers (4): An upgrade to the older MLWS-40s, four of these are mounted on either side of the bridge tower. These turrets are excellent anti-mecha weapons and do a reasonable job against the fast and nimble Invid Fighter Scouts.
Primary Purpose: Anti-Mecha, Anti-Space Fighter.
Secondary Purpose: General Defense.
Range: 6,000 feet (1,829 m).
Mega-Damage: 3D6x10 M.D. per single blast.
Rate of Fire: Each blast counts as one attack. Attacks per melee are equal to those of the “gunner” assigned to the weapon position, plus one (typically 4-6 attacks per melee round). Each laser is used to attack its own, independent target(s), and MLWS-60s seldom work in tandem with the other laser positions to fire upon the same target, as each gunner is typically given a “zone” to defend that optimizes his or her turret's firing arc.
Bonus: +2 to strike opponents from man-sized to mecha, fighters and shuttle craft.
Payload: Effectively unlimited.

5. Ship’s Systems of Note: Advanced avionics suite, IFF computer, tactical life support, escape pods for all crew and troops.

Shimakaze-class-Super-Dimensional-Battlecruiser-synchro-cannon-2.jpg
Ship Type: Long Distance Variable Fighter Command Carrier
Class: Ark Royal Class

Crew: 2,300 total
Command Tower: 62
Main Ship: 1,300
VF Pilots: 325 + 60 reserve
Troops: 1,500

MDC BY LOCATION:
(1) Main Body - 40,000
(2) Command Tower - 8,000
(2) Sensor Array (behind Command Tower) - 800
(3) Foredeck - 12,000
(3) Flight decks (2) - 8,000 each
(4) Main engines (2) - 8,000 each
(4) Secondary Engines (2) - 2,500 each
(4) Small Guidance thrusters (36) - 200 each
Main Anti-Warship Missile Launchers (6) - 400 each
Medium Range Missile Launchers (12) - 200 each
Retractable Laser Turrets (24) - 300 each
Small Airlocks/Access Hatches (100) - 250 each
Large Airlocks (20) - 500 each
Outer Hull (per 40ft area) - 120
Interior walls (per 20ft) - 20
Pinpoint Barrier System (6) - 1,000 each
NOTES:
  1. Depleting the MDC of the main body will put the Carrier out of commission. All internal systems will shut down, including life support and internal gravity. The ship itself will be an unsalvageable floating wreck.
  2. Destroying the command tower will instantly kill the command staff and deprive the ship of all forms of long range communications, radar and targeting. The range and targeting capabilities of the secondary systems are equal to that of an Alpha fighter. The ship can still operate, but is at -3 on initiative, -3 to strike, and number of attacks per melee of the weapon systems are reduced by half. Destroying the main sensory array behind the command tower will have the same effect, but the command staff will not be killed instantly.
  3. Destroying the foredeck or the flight decks will greatly impair the carrier's ability to deploy and recover aircraft. Under normal operations the carrier can launch or recover up to 12 VFs per turn. If the foredeck is destroyed this number drops to 6, and each flight deck destroyed reduces this number by 3. If both the foredeck and the flight decks are destroyed the carrier can only launch or recover one aircraft every other turn.
  4. Depleting the MDC of the main engines will force the ship to rely on its secondary engines. Depleting the MDC of the main engines AND secondary engines will leave the ship adrift in space. If in an atmosphere, the ship will crash (destruction of the main engines will render the antigravity system useless due to loss of power).
SPEEDS:

Speed (sublight): 0.20 speed of light (32,000 miles per second)
Speed (Auxiliary Drives): Mach 3
Space Fold: Range Unlimited (1 light year every 6 minutes)
Planet bound:
Can land if necessary but not designed to maneuver in an atmosphere.
Maximum Range: Unlimited (estimated 30 year life span)

STATISTICALDATA:
Length:
4,950 ft (1,500 m)
Length (command tower only): 726 ft (220 m)
Weight: 2,500,000 tons (empty) / 3,100,000 tons (standard)

WEAPON SYSTEMS:
HEAVY MISSILE LAUNCHERS (6):
Ark Royal Escort Carriers are not designed for heavy starship-to-starship combat, instead relying on their fighter wings for protection and attack. However if necessary the carriers are armed with six missile launcher tubes for launching ICBM-like missiles at enemy ships. Resembling torpedo launchers, they are mounted on the front of the ship facing forward. The launchers contain long-range nuclear missiles and are usually used only during assaults and heavy combat.
PRIMARY PURPOSE: Heavy Assault
SECONDARY PURPOSE: Anti-Warship
RANGE: 3,000 miles (4824 km)
SPEED: Mach 2+ (1340 mph/2140 kmph) in an atmosphere.
DAMAGE: 4D6x1000 M.D.
BLAST RADIUS: 3,000 feet (915 m)
RATE OF FIRE: Each launcher tube holds one missile and must be reloaded after firing. Reloading a launcher tube takes 1 minute (4 melee rounds). If loaded, all 6 tubes can fire at once for a volley of 6 nuclear missiles (!).
PAYLOAD: A typical battle carrier carries 30 missiles in storage that can be readied for firing in about 30 minutes. Additional missiles can be carried if deemed necessary, however.
NOTE: These missiles CANNOT be used by variable fighters. Each missile is approximately the same size as a combined Alpha/Beta Fighter. Variable fighters that require nuclear ordinance usually carry long range missiles.

MEDIUM MISSILE LAUNCHERS (12): In addition to the heavy missile launchers, the escort carriers are armed with twelve medium missile launchers which are primarily intended for anti-aircraft defense. Each launcher contains 8 missile tubes allowing volleys of up to 8 missiles to be fired at a single target per launcher. Once depleted, the missile launchers are reloaded by an automated loading system that takes 15 seconds (one melee round) to reload all 8 missiles. Armor-piercing smart missiles are usually used to avoid chances of friendly fighters being shot down by the missiles.
PRIMARY PURPOSE: Anti-Aircraft
SECONDARY PURPOSE: Anti-Warship
MISSILE TYPES: Any type of UN Spacy medium range missile can be used. Smart missiles are commonly used to avoid hitting friendly aircraft.
RANGE: Varies, typically 60 miles (80.4 km).
SPEED: Varies, typically 1600mph (2571kmph).
DAMAGE: Varies, typically 3d6x10 M.D.
BLAST RADIUS: Varies, typically 15 feet.
RATE OF FIRE: Volleys of 2, 4, 6, or 8 missiles per launcher.
PAYLOAD: Each launcher holds 8 missiles. Once the missiles are expended the launcher is reloaded within 1 round via an automated system. The reload system holds 40 missiles per launcher.

RETRACTABLE LASER TURRETS (24): As a final line of defense the escort carrier is armed with 24 automated laser turrets that retract into the ship's hull when not in use. These short-range lasers are intended primarily for anti-aircraft and anti-missile defense, but can do moderate damage against smaller enemy spacecraft if they get too close. The lasers are located at key points along the spacecraft's hull. At most 4 lasers can be directed against a single target at any time.
PRIMARY PURPOSE: Anti-Missile
SECONDARY PURPOSE: Anti-Aircraft
RANGE: 30 miles (48.2 km) in an atmosphere. Double in space.
DAMAGE: 1D6x20 M.D. per shot
RATE OF FIRE: Equal to the controller's number of hand-to-hand attacks. If set on automatic each laser turret can fire up to 4 shots per round.
PAYLOAD: Unlimited.
NOTE: The lasers can be set on automatic during combat, during which time they have a +3 to strike due to their advanced tracking systems. The lasers tracking systems will target incoming missiles first and attacking mecha/aircraft second.

MECHACOMPLEMENT (STANDARD):
  • Alpha Fighters: 200 on active status. An additional 30 Alphas are stored in holding bays and can be readied within 2D6 hours.
  • Beta Fighters: 100 on active status. An additional 30 Betas are stored in holding bays and can be readied within 2D6 hours.
  • VF-1 Valkyries: 25 on active status. An additional 5 Valkyries are stored in holding bays and can be readied within 1d6 hours.
  • Raven Shuttles: 4 EW aircraft.
  • Horizon Shuttles: 2 can be docked internally
  • Logistics and Auxiliary: One Logistics squadron of 6 cargo and service shuttles.
  • Destroids: While primarily operating with Veritech fighters, the Arc Royal does maintain a small complement of destroids, including 6 Tomahawks, 6 Gladiators, 6 Defenders, 6 Phalanx, and 6 Hover Tanks
  • Cyclones: 500 of various types, mostly for internal security
NOTE: The Ark Royal escort carriers have enough room to hold an additional 24 fighters if necessary, though the landing bays would be extremely cramped at that point.

uraga.gif
BACKGROUND

As the name implies the Three Star facilities are floating factories in space. The lower levels of the ship contain a complete refinery that can extract all necessary metals and raw materials from space debris suchas asteroids and comets. These materials are then raised to the core of the starship, which contains a complete manufacturing facility based on technology recovered from the Robotech Factory satellite captured by the RDF. The automated factory can manufacture almost any component, from miniaturized microchips to complete mecha. The factory can even manufacture from scratch capital starships such as an Arc Royal Class escort carrier or the Ikazuchi Class Command Cruiser. However this process can take months depending on the complexity of the starship. The Three Star facility is of course capable of conducting routine repair and maintenance on starships as well to prolong their active lifespan. A large beam is mounted from the rear of the ship which serves as a drydock for starship repair, refit, and construction.

The Three Star facilities are also capable of developing new products and weapons. The crew complement of the ship includes a trained engineering staff of over 1,000 along with the most advanced CADAM (computer-aided design and manufacturing) systems available to the UEEF.

The largest drawback to the Three Star platforms is their lack of defensive systems. Unlike other UEEF ships they can only mate with a single Northampton-class stealth cruiser for protection. For this reason Three Stars are always escorted by a small fleet of Northamptons to protect them against attack and they are kept in secure, rear areas only.

Ship Type: Long Distance Mobile Manufacturing Platform
Class: Three Star Class
Crew (not including Stealth Cruiser): 15,000 total
Military Crew: 5,000
Civilian Crew: 10,000

MDC BY LOCATION:
(1) Main Body - 80,000
Rear Boom/Drydock Section - 40,000
(2) Command Tower/Communications Center (middle) - 5,000
Connection Joint/Engineering Section - 4,000
Forward Refining Scoops (2) - 6,000 each
(3) Main Engines/Power Plant (2) - 20,000 each
(3) Auxiliary Engines (4) - 2,500 each
Small Airlocks/Access Hatches (150) - 250 each
Main Airlocks(4) - 800
Outer Hull (per40ft area) - 120
Interior walls(per 20ft) - 20
Pinpoint Barrier System (8) - 1,000 each

NOTES:
1. Depleting the MDC of the main body will essentially destroy the facility. All internal systems will shut down, including life support and internal gravity. The factory ship itself will be an unsalvageable floating wreck, and any surviving crew must be rescued quickly or will die from asphyxiation as the remaining atmosphere drains into space. In addition, there is a 60% chance that the entire Three Star will explode due to the volatile chemicals and materials within, doing 1D6x1000 MD to everything in a 3 mile(4.8 km) radius from the ship.
2. Depleting the MDC of the command tower will kill the bridge crew of the vessel and deprive it of long range/hyperspace communications, radar and subspace sensors. The vessel can be commanded either from an auxiliary bridge near the center of the ship or from the Northampton stealth frigate attached to the platform.
3. Depleting the MDC of the main engines will force the ship to rely on its auxiliary engines. Depleting the MDC of the main engines AND auxiliary engines will leave the factory ship adrift in space. If in an atmosphere, the colony will crash (destruction of the main engines will render the antigravity system useless due to loss of power).

SPEEDS:
Speed (sublight): 0.16 speed of light (25,600 miles per second)
Speed (Auxiliary Drives): Mach 3
Space Fold: Range Unlimited (1 light year every 6 minutes)
Planet bound: Designed to land in a planetary ocean when necessary but not designed to maneuver in an atmosphere. Three Star vessels are NOT designed to land on the ground. If they do so the landing will inflict 3D6x1000 MD damage to the main body of the spacecraft (the Northampton docked to the ship will also suffer 3D6x1000 MD damage unless it detaches prior to landing).

Maximum Range: Unlimited (estimated 30 year life span)

STATISTICAL DATA:
Length (main body, excluding boom): 6,560 ft (2,000 m)
Height (main body): 4,100 ft (1,250 m)
Length (rear boom/drydock): 18,700 ft (5,700 m) Length(overall, including Stealth Frigate): 26,080 ft (7,950 m)
Weight: Approximately 210,000,000 tons (empty)

CONSTRUCTION CAPABILITIES:
The main purpose of the Three Star manufacturing platforms is to produce all parts, supplies, and materials the mission needs to operate. In general it can be assumed that Three Star ships are constantly busy around the clock producing a wide range of standard products. However there are times when the GM will need to know approximately how long it takes a Three Star facility to manufacture critical pieces of equipment (usually military in nature, such as mecha and starships).

The numbers below are intended to give the GM a rough estimate of how fast construction takes place aboard the Three Star. For each entry two values are listed. The first is the amount of time it takes the automated factories aboard the vessel to produce the item from scratch, and the second lists how many can be produced in a given period of time. The factory aboard the Three Star operates in an assembly line fashion so that multiple items can be constructed at the same time. This data assumes that the Three Star has an ample supply of asteroids and space debris available to it for raw materials.

ITEM MANUFACTURING TIME PRODUCTION RATE

Standard UN Spacy Combat Gear (Flight Suit plus Sidearm) 4 hours / 2,500 per week
Standard Variable Fighter (e.g. Alpha or Beta) 3 days / 36 per week
Small Starship (e.g. Garfish Class Troopship) 3 months / 4 per year
Large Starship (e.g. Ark Royal Escort Carrier/Ikazuchi Class) 10 months / 1 per year

MECHA COMPLEMENT (STANDARD):
NONE! However, the landing bays in Three Star vessels have enough room and resources to adequately support up to 4 squadrons (48 fighters)of VFs if necessary.

threestarfront.gif

threestarside.gif
Ship Type: Long Distance Stealth Cruiser

Crew: 956 total
Command Tower: 30
Main Ship: 500
VF Pilots: 42
VF Support Crew: 84
Troops: 300

MDC BY LOCATION:
(1) Main Body 12,500
(2) Command Tower 2,500
(2) Sensor Array (on top of Command Tower) 300
(3) Main Engines/Power Plants (2) 4,000 each
(3) Secondary Engines (4) 1,250 each
(3) Small Guidance thrusters (20) 200 each
Main Cannons (2) 500 each
Heavy Missile Launchers (2) 400 each
Anti-Warship Cannons (8) 300 each
Anti-Aircraft Missile Launchers (6) 250 each
Small Airlocks/Access Hatches (25) 250 each
Flight Deck Airlock (1) 500
Outer Hull (per 40ft area) 120
Interior walls (per 20ft) 20
Pinpoint Barrier System (3) - 1,000 each

NOTES:
  1. Depleting the MDC of the main body will put the cruiser out of commission. All internal systems will shut down, including life support and internal gravity. The ship itself will be an unsalvageable floating wreck.
  2. Destroying the command tower will instantly kill the command staff and deprive the ship of all forms of long range communications, radar and targeting. The range and targeting capabilities of the secondary systems are equal to that of a VF-1 Valkyrie. The ship can still operate, but is at -3 on initiative, -3 to strike, and number of attacks per melee of the weapon systems are reduced by half. Destroying the main sensory array atop the command tower will have the same effect, but the command staff will not be killed instantly.
  3. Depleting the MDC of the main engines will force the ship to rely on its secondary engines. Depleting the MDC of the main engines AND secondary engines will leave the ship adrift in space. If in an atmosphere, the ship will crash (destruction of the main engines will render the antigravity system useless due to loss of power).
SPEEDS:
Speed (sublight):
0.20 speed of light (32,000 miles per second)
Speed (Auxiliary Drives): Mach 3
Space Fold: Range Unlimited (1 light year every 6 minutes)
Planet bound: Can land if necessary but not designed to maneuver in an atmosphere.

Maximum Range: Unlimited (estimated 20 year life span, which can be extended with regular maintenance and overhauls)
Note: the Northampton-class cruisers are extremely agile (in starship terms) and get an additional +2 to dodge (plus stealth bonuses) when avoiding fire from enemy starships.

STATISTICAL DATA:
Length:
820 ft (250 m)
Weight: 120,000 tons (empty) / 160,000 tons (standard)

WEAPON SYSTEMS:
1. MAIN LASER CANNONS (2):
The main weapon systems of the Northampton cruisers are two heavy laser cannons, mounted on either side of the ship near the command tower facing forward. Despite the ship's small size these cannons pack a punch equal to those used by larger Zentraedi vessels and make the Northampton a foe to be reckoned with. Each laser can fire separately or together, but can only fire at targets that are almost directly in front of the cruiser (lasers can aim 10 degrees off the ship's centerline).
PRIMARY PURPOSE: Heavy Assault
SECONDARY PURPOSE: Anti-Warship
RANGE: 50,000 miles
DAMAGE: 1D8x1000 M.D. per blast
RATE OF FIRE: Each cannon can fire once per melee round.
PAYLOAD: Effectively unlimited.

2. HEAVY MISSILE LAUNCHERS (2): To back up the heavy lasers the Northampton cruisers are also armed with two heavy missile launcher tubes that launch ICBM-like missiles at enemy ships. The missile tubes resemble torpedo launchers and are mounted alongside the main laser cannons on each side of the ship. The launchers contain long-range nuclear or reflex missiles and are usually used only during assaults and heavy combat.
PRIMARY PURPOSE: Assault
SECONDARY PURPOSE: Anti-Warship (Mecha Planetary Assault)
RANGE: 3,000 miles (4824 km)
SPEED: Mach 2+ (1340 mph/2140 kmph) in an atmosphere.
DAMAGE: 4D6x1000 M.D.
BLAST RADIUS: 3,000 feet (915 m)
RATE OF FIRE: The rapid reload system used on the missile launchers allows each tube to be loaded and fired once per melee round.
PAYLOAD: A typical battle load is 10 missiles at the ready with 20 missiles in storage that can be readied for firing in about 30 minutes. Additional missiles can be carried if deemed necessary, however.
NOTE: These missiles CANNOT be used by variable fighters. Each missile is approximately the same size as a VF-1 Valkyrie. Variable fighters that require nuclear ordinance usually carry long range missiles.

3. ANTI-WARSHIP CANNONS (8): Northampton cruisers are also armed with anti-warship cannons similar to Zentraedi concealed laser cannons. Six of these lasers are mounted facing forward while two are mounted to the rear to attack enemies behind the ship. Like the main laser cannons the anti-warship cannons have only a limited arc of fire (15 degrees off centerline) and thus can only be used against ships to the front or rear of the frigate.
PRIMARY PURPOSE: Assault
SECONDARY PURPOSE: Anti-Warship
RANGE: 50,000 miles
DAMAGE: 1D6x100 M.D. per shot
RATE OF FIRE: Each cannon can fire twice per melee. The cannons can fire individually or be combined with the heavy lasers to fire a single volley.
PAYLOAD: Unlimited.

4. MEDIUM MISSILE LAUNCHERS (6): For anti-aircraft defense the cruisers are armed with medium-range missile launchers set at key locations along the ship's hull. Each launcher contains 6 missile tubes allowing volleys of up to 6 missiles to be fired at a single target per launcher. Once depleted, the missile launchers are reloaded by an automated loading system that takes 15 seconds (one melee round) to reload all 8 missiles. Armor-piercing smart missiles are usually used to avoid chances of friendly fighters being shot down by the missiles.
PRIMARY PURPOSE: Anti-Aircraft
SECONDARY PURPOSE: Anti-Warship
MISSILE TYPES: Any type of UN Spacy medium range missile can be used. Smart missiles are commonly used to avoid hitting friendly aircraft.
RANGE: Varies, typically 50 to 80 miles.
SPEED: Varies, typically 1600mph (2571kmph).
DAMAGE: Varies, typically 3d6x10 M.D.
BLAST RADIUS: Varies, typically 15 feet.
RATE OF FIRE: Volleys of 2, 4 or 6 missiles per launcher.
PAYLOAD: Each launcher holds 6 missiles. Once the missiles are expended the launcher is reloaded within 1 round via an automated system. The reload system holds 36 missiles per launcher.

SYSTEMS OF NOTE:
  • ELECTRONIC COUNTERMEASURES (ECM) "STEALTH" SYSTEMS: The Northampton cruisers are the smallest UN Spacy capital ships to be equipped with advanced ECM packages commonly referred to as "Stealth Systems". These systems disrupt enemy radar and tracking systems, making it difficult for them to lock onto the cruisers with weapons and to detect them at long range. The stealth systems give the Northampton a +3 to dodge, +2 to strike and +1 on initiative in combat WITH OTHER STARSHIPS ONLY. VFs and other close-range combat mecha are not affected by these systems. The cruiser's stealth systems will fail if the main engines are destroyed.
MECHA COMPLEMENT (STANDARD):
Alpha Fighters: 24 on active status
Beta Fighters: 12 on active status
Cyclones: 100 Cyclones of various types mostly for internal security
Support Shuttles: 2 shuttles for ship-to-ship transport are standard

NOTE: The Northampton cruisers have enough room to hold an additional squadron (12 fighters) if necessary, though the landing bays would be extremely cramped at that point.

northampton class .jpg

Under the command of Admiral Laventri Kutzuzov, the 3rd Armored Expeditionary Division is currently composed of:
Three Ikazuchi Class Command Carriers
--MacArthur
--John Stenis
--Lenin

One Three Star Manufacturing ship
--Atlas
Three Arc Royal Class Escort Carriers
--Arc Royal
--Bata Revo
--Uraga

Two Northampton Class Cruisers
--Northampton
--Ryoga

One Shimikaze Class Battlecruiser
--Shimikaze
One Zentraedi Scout Ship
--Rhabwar
and Nine Garfish Class Troopships
--Foxhound
--Alexander
--Battleaxe
--Ajax
--Rodger Young
--Richard Harding
--Dagger
--Discovery
--Sultan
 
Last edited:
Some Personal Weapons
Gallant H-90 Modular Energy Pistol
This weapon is standard issue for pilots, officers, and vehicle crews. It is a 10mm laser weapon that uses an ingenious modular design to fill the role of both sidearm and rifle. As a side arm, the Gallant is a compact, semi-automatic weapon with the ability to deliver both M.D. as well as S.D.C. damage with just the flick of a switch. With the rifle stock attached, the Gallant becomes a long-range, precision laser rifle.
Weight: 2lbs as a pistol; 7lbs as a rifle
Range: Pistol: 800ft Rifle: 1600ft
S.D.C. Damage: 2d6 S.D.C. for a single shot, 5d6 S.D.C. for a three round burst; same for pistol and rifle. Only the range is different.
Mega-Damage: Pistol 1d6 M.D. for a single blast, 3d6 M.D. for a three round burst. Rifle: 2d6 M.D. for a single blast, 6d6 M.D. for a three round burst.
Payload: 2500 S.D.C. blasts, 830 pistol M.D. rounds, 415 rifle M.D. rounds

H-260 Valiant Laser Assault Rifle
The H-260 is a man-sized, heavy laser assault rifle issued to Cyclone pilots and heavy infantry troops. It is accurate, durable and capable of burst firing.
Weight: 12lbs
Range: 2,000 feet
Mega-Damage: 2d6 M.D. singe shot, and 4d6 M.D. for a three shot burst
Payload: Energy clip provides 415 single M.D. blasts or 138 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.

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 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.


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, making this a useful weapon for the Cyclone to use.

M440 60mm Mortar
This is an indirect fire weapon that lobs 60mm shells one mile (1.6 km) away. While a staple of infantry for more than a century, this weapon proved to have little actual use in warfare utilizing Reflex Weaponry until the Invid invaded. Its mobility, ease of use and the fact that it does not rely on Protoculture make it an excellent weapon for the resistance, particularly when ambushing fixed targets, like Protoculture Farms or Invid checkpoints in controlled cities. The typical Invid appears to have some difficulty determining the source of indirect fire from non-Protoculture powered sources, giving mortar teams time to fire off several rounds before needing to move again.
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;
Smoke Cartridge shells used for screening, signaling or marking targets
Standard Illumination shells which launch powerful flares that light up a night battlefield
Protoculture Illumination shells which launch Protoculture flares that can be used to distract and bait the Invid.
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.
Note: The M440 was designed to fire 60mm shells to capitalize on limited production capacity when the UEEF was being built. While it is not technically compatible with other 60mm rockets commonly used in the UEEF, a weapons engineer or field munitions expert can modify the rockets to work as mortar shells for the M440.

RL-6 60mm Light Repeating Rocket Cannon
The RL-6 is a light anti-armor weapon that fires 60mm mini-missiles. It is usually issued to the VR-38 Light Cyclone as its primary weapon, but it can be used by standard infantry or as the handheld weapon for any of the Cyclones.
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-40 Cobalt Limpet Mine
A high-explosive charge whose active ingredient is pressurized, powdered metal cobalt made for sabotage and demolition. 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

D-30 Cobalt Grenades
High explosive grenades that are essentially small, D-40 mines that can be tossed.
Weight: .5lbs
Mega Damage: 3d6 MD
Blast Radius: 15 feet
 
Last edited:
Zentraedi Mecha

The Tactical Battle Pod is the mainstay of the Zentraedi mecha forces. It is deployed as an attrition unit, using sheer force of numbers to overwhelm the enemy. It has a top speed on the ground of 175 miles per hour, making it much faster than any of the Earth mecha, and in space it has a flying speed of Mach 9. The Regult Battle Pod has a main body of only 125 points, but its firepower more than compensates for its weak armor. It comes in many varieties, including Light and Heavy Artillery models, and a Recon Pod to provide EWAR support.



The Glaug Officer Pod is the command unit of the Zentraedi forces. Its main body MDC is 225 points, and its heavy particle beam cannon on top has a range of over 4 miles.



The Nosjadeul-Ger Male Powered Armor is well armored by Zentraedi standards with 250 MDC, and it is flight capable in both an atmosphere and space, going from just over 400 mph to Mach 9. It is a rugged opponent.



Even more deadly than their male counterparts, the Queadluun-Rau Female Powered Armor is a missile carrier of no equal, packing a massive 124 mini missiles in four different launchers. With a MDC of 290 points, it is Mach 1 capable in an atmosphere and can hit over Mach 15 in space.



The Gnerl Aerospace Fighter is fast at Mach 18, and loaded with particle cannons a missiles, making it very deadly despite its thin armor of only 150 MDC.



Filling the role of an Command and Control asset, the Quel-Quallie 'Cyclops' is a large, three man ship capable of carrying a squad of Zentraedi foot soldiers into battle. With a main body MDC rating of 1,600 points, missiles and four heavy guns on the nose, it takes a lot to remove it from the fight.



The second largest ship of the Zentraedi fleet is the massive Nupetiet-Vergnitzs class flagship, eclipsed only by the moon sized Robotech Factories. The ship by itself possesses a massive amount of firepower, and a tremendous amount of troops. With 6,000 mechanized infantry, 2,500 Fighter Pods, 2,800 Regult Battle Pods, 120 Glaug Officer Pods, and 1,200 suits of Powered Armor, even one of these ships represent a major threat to the UEEF.
zentraedi flagship.jpg

Smaller but much more numerous, the Thuverl-Salan class Destroyer is the most common ship in the Zentraedi fleet. Packed with 1,500 mechanized infantry, 250 Fighter Pods, 1,000 Regult Battle Pods, 50 Glaug Officer Pods, and 300 suits of Powered Armor, these ships are a match for one of our Ikazuchi class Command Carriers.
zentraedi destroyer.jpg
 
Last edited:
Robotech Masters

The Bioroid is the primary military unit of the Robotech Masters. They come color coded; Blue, Green and Red. They are quick and deadly, only lacking in any built-in flight capability. To make up for it, they ride into battle on their Hover Sleds, giving them excellent mobility in both air and space fights. The most common is the Blue with only 125 MDC. One Green is deployed as a command unit usually with 6-8 Blues. They are faster and better armored, having 180 MDC. The Reds are more maneuverable than the other two kinds of Bioroid at the expense of armor, having only 155 MDC and are deployed on average of 1 Red for 12-15 Blues. When on the Hover Sled, they can fly at 270 mph in an atmosphere, quadruple in space.



In order to be deployed in large numbers, the Bioroid Assault Carrier is used. It can carry 30-40 Bioroids on their hover sleds into the fight. It can hit a top speed of Mach 18 in space, and is equipped with heavy armor (1,200 MDC) and a variety of blasters.



The Robotech Master Mothership is a 4.5 mile long monstrosity of Robotechnology. Both warship and colony ship, it has a military complement of 35,000 Bioroids and has space for 500,000 civilian colonists. Very deadly.

mothership.gifmothership2.jpg
 
Last edited:
The organic Invid come in four stages of development, with higher cognitive and combat ability in the upper stages. They meld with their mecha, able to spend weeks or even months bonded to their vehicles. All organic Invid mecha have a critical weakness that the Inorganics do not. An Aimed Shot into their eyepiece can destroy the relatively weak armor there and instantly kill the pilot. Missiles cannot be used to target such a small area; only a careful shot from a direct fire weapon will do the trick. The armor rating of the eyepiece is very low compared to the armor of the body, averaging 20 to 50 MDC total.

All Invid mecha are flight capable, being able to operate on land, in space, or even underwater with equal ease. Another thing that all Invid have, both organic and Inorganic, is the ability to detect active Protoculture power signatures. This applies not only to the larger power systems of Veritechs, Destroids and ships, but even to smaller power sources such as a Gallant laser pistol that is turned on. The range of this ability is 3,000 feet, making it very difficult for the UEEF mecha and infantry to be able to sneak up on any kind of Invid. Projectile weapons like the Wolverine do not use Protoculture, and so they will not be detectable by these sensors. So long as your mecha are powered down and are not running, they will not be detectable by the Protoculture sensor. They may still be visually detected by a Invid patrol, however.


The lowest level of Invid slug pilots the Scout. Small and fast, it can hit speeds of Mach one in an atmosphere and double that in space. Lacking any ranged weapon, it needs to close into melee combat in order to damage its opponent. Main body MDC is only 100 points.


Slightly larger and more robust, the Armored Scout keeps the speed of its smaller version but adds a pair of plasma cannons on its back. It has 125 MDC on its body.


The Trooper is a heavy duty worker inside the Invid hives. Large and strong, it has much more armor than the Scouts at 170, but it too lacks a ranged weapon.


The Shock Trooper is the main assault unit of the organic Invid. It comes equipped with a pair of nasty plasma cannons and has increased armor of 200 points.

The Invid Enforcer is considered to be a flying heavy artillery unit. With almost 400 MDC on its main body, it is a nasty opponent.


Even though it is only 7 feet tall, the Invid Soldier is still imposing and not to be taken lightly. It has only 100 MDC, but it is very intelligent.


This picture shows the various mecha in relation to one another.


To get the Invid war machine to and from orbit, they use the Carrier, also known as the Clam. It can carry between 250 to 450 Invid of various types at speeds of over Mach 6. With 2,000 MDC, it is pretty durable.


Another significant unit of the Invid is the Mobile Artillery Unit, AKA the Fury. It is capable of firing particle beam blasts from ground to orbit, and is used to protect high priority targets for the Invid. It is operated by a Soldier in its head, and does not suffer the same vulnerability to an eye shot that the other organic Invid do. It has a main body MDC of 2,100, and it will be a critical target for the fleet.


The Invid Scorpion is an assault carrier capable of holding hundreds of mecha of different kinds, and is equipped with anti-ship weapons equal to the heavy lasers of Zentraedi ships. They are heavily armored, having a Main Body of 40,000 MDC, making them a tough nut to crack. It is fortunate that there are relatively few of these assault ships in the Invid arsenal.



The Invid Hives come in two different varieties, generally labeled Dome Hive and Stilt Hive. The Stilt Hive has a smaller Inorganic population, relying upon the 'regular' flying Invid to patrol out. The Dome Hive has more ground forces associated with it, and, more importantly, a powerful force field that it can use to protect the entire structure. Numbering in the tens of thousands of MDC, this force field makes it very difficult to directly attack the Dome, being strong enough to even block a bombardment from orbital weapons. The Stilt Hive does not possess the full shield like the Dome hive, but both types have small force fields blocking the lower entrances to the Hive, keeping out intruders. These 'doors' are semi-opaque, and can be knocked out fairly easily.
 
Mecha in the Invid war machine come in two different and very distinct classes: Inorganics and piloted mecha. The Inorganics are drones, operated by some unknown property of the Protoculture fuel supply that feeds all the Invid. Do not hesitate to engage with extreme prejudice. With their heavy armor and lack of general weaknesses, engage at a distance with your missiles to quickly destroy the target.

First is the Cougar, also known as the Hellcat. It is about the size of a horse, and is more than capable of tearing a Destroid apart with its claws and teeth. With no ranged weapons, it relies upon its speed to close into melee range. Its main body MDC is rated at only 75 points, but it is rarely deployed alone.
cougar.gif

The Crann is a recon unit, equipped with multiple eyes that feed information straight to the nearest Invid Brain. It is regarded as a high priority target to be engaged quickly. With a main body MDC rating of 200 points, it is not an easy foe. The Crann is just under ten feet tall and can run at 100 mph. One odd thing about the Crann is that its arms can detach and scuttle about in near silence to use one of the many eyes on the mecha to spy on targets without their knowledge.
crann.gif

Much larger than the Crann is the heavy hitter of the Inorganic forces, the Odeon. It is a real tank of a mecha, 21 feet tall and has 500 MDC on its main body. It carries a hand-held blaster to give it a ranged weapon, and can make a top speed of only 40 mph.
odeon.gif

The Scrim is a thing out of someone's nightmares. It has five arms, two of which end in a wicked blade that can cut through MDC armor like butter. But that is not its most deadly weapon. It is also equipped with two nerve gas globes, one on each shoulder. This is used to hold civilian populations hostage, since the nerve gas is lethal to most organic life. It is to be considered a high priority target, and with 250 MDC it needs to be eliminated quickly to keep it from discharging its deadly gas.
scrim.gif

The Garn is the only Inorganic capable of independent flight. Also known as the Vampire, it has a rotating blaster turret in its waist, a top flight speed of 300 mph, and 200 MDC armor on its torso.
garn.jpg
 
Last edited:
Allied Alien Race Info
The Garudans are a humanoid race that outwardly resemble a mix of cat, fox and human. They have long fur covering parts of their bodies, a fox-like tail and unusual three-toed feet that look more like tripods. They are sleek, slender, and agile both in body and mind. Perhaps the most remarkable aspect of Garudan physiology, however, is their heightened mental awareness and their ability to enter a dream-like state known as the "Hin." The Hin is an altered mental state that appears to give the Garudans otherworldly insight and knowledge. And according to the aliens, they believe it even gives them glimpses of the future. Garudans are always partially in the Hin state, but can submerge themselves fully when the need arises, giving them nearly super-human capabilities.

This altered state is caused by their planet's atmosphere, which is a chemical blend unique to their world. In fact, the Garudans must breathe certain trace gases from their world constantly or they will die. All Garudans who leave their home world of Garuda must wear a specialized breathing apparatus that mixes these gases with the outside air.
The Garudans became involved with the war against the Invid when Zor tried to seed their world with the Invid Flower of Life. Zor hoped that whatever effects the atmosphere had on the Garudans was a sign that the Flower of Life could grow there. He hoped that the altered state of consciousness achieved by the Garudans had some link to Protoculture and the heightened state of awareness experienced by the Invid when they consumed the flower. He was wrong. He could get the flowers to grow and take
root, and could artificially pollinate them (a secret he took to his grave), but the flowers were a mutated strain that could not be used to create Protoculture.

The Invid swept down on the Garudans without mercy and the Garudans, whose technology was about equivalent to 1950s Earth, had no defense. Fortunately, this lack of an ability to fight spared their planet and population significant damage, but they have lived under the iron claw of the Invid Regent ever since. Being forced to work Flower of Life farms which, while unable to provide the Invid with Protoculture, can be used to create the vital nutrient fluids that the Invid need to survive.

The Garudans are a brave, honest, loyal and deeply religious people, seeing their visions and abilities from the Hin as a spiritual experience. They are by nature peaceful, and prefer to avoid violence unless absolutely necessary. However, once a Garudan has determined that he or she must fight to protect their friends and loved ones, they are fierce, dedicated combatants.

Garuda is a planet that appears to be covered perpetually in mist, but in actuality it is draped in gases that are toxic to most other species. The planet is mostly flat and covered in marshes and bogs. Humans and other aliens cannot breathe the atmosphere safely without some kind of filter to keep out the natural gases and spores that make the Garudan atmosphere so unique. Every melee round (15 seconds) that a human or other air-breathing alien species breathes unfiltered Garudan air they must make a save vs gases (14 or better) or take 1D4 points of damage directly to their Hit Points. A successful save means no damage. Roll again for every melee round of exposure. Moreover, anyone who breathes the air may begin to experience euphoria, wandering off as the air continues to kill them, with no sense of where they are or the danger they face. However, a successful save vs gases means that the person takes no damage (for that melee round) and there is a 10% cumulative chance for every successful save that they will experience the Hin. Once a non-Garudan enters the Hin, they no longer have to make a save to avoid damage until their duration in the Hin is over, and then they suffer double the penalties of a normal Garudan and are again in danger of taking damage from the toxins in the air (begin rolling again for each melee round).

Garudans. Slightly smaller than humans, the Garudans are dexterous, spiritual, quick and stealthy. They have a tribal society with no high technology. Their rebreathers were designed by the Robotech Masters, and sold to them at cutthroat prices when they wanted to explore other worlds. In combat they prefer stealth and subterfuge to striking their enemies directly. In their occasional battles against the Invid on their own world, their most successful tactic is destroying an Invid Hive airlock to let the native atmosphere
filter inside to affect the Invid not inside mecha. The Garudans are quick learners, curious about the universe around them, and fascinated by technology. Yet, they are content
in the tribal ways of their people and resist any effort to modernize Garuda once the Invid are driven off. Besides the occasional weapon or high-tech tool, they have little interest in bringing the high technology of the universe home, but they most certainly love to travel and see the wonders of worlds they never dreamed existed.

Garudans are extremely affable and get along well with virtually every other species, with the exceptions of the Invid and the Perytonians, the former because they are conquerors and have an extremely alien mindset, and the latter because they tend to be too arrogant and self-centered for the Garudans' tastes. However, they are polite to all as long as they feel that they themselves are respected and valued.
1530939490786.png
 
Praxian R.C.C.
Strikingly similar to ancient Earth legends of tribes of Amazon warrior women, the all-female population of Praxis appears to be an entire species bred for war and without the presence of men. This appears to be a fairly recent development, as Praxians (as they are known) seem almost genetically identical to human females and their natural reproductive systems would appear to require a male. However, they reproduce through ritualistic processes involving massive fertility clinics that disguise their highly technological reproductive systems with the trappings of religious ceremony.

Some human scientists suggest that the Praxians may have been the source of some of the Zentraedi DNA, but are still at a loss to understand how the Tirolians, Praxians and humanity could all be so strikingly similar. It is also unknown who set up the Praxians' unique means of reproduction and all-female population. It is clear that it was not the Praxians themselves. The average Praxian is a powerfully built human-looking female, usually dark-skinned with a variety of hair and eye colors. They are tall, muscular, athletic and almost all are skilled in some form of close combat. They can be strident, loud, and cocky, and love to challenge other warriors to feats of skill and daring. Even in the heart of pitched battle, the Praxian warriors compete to get the most kills and draw the most ire (and often fire) from their
enemies.

The Praxians have a strong code of honor and a Praxian would rather die before she breaks her word or betrays an oath. They admire these traits in others, regardless of species, and they show open contempt and disrespect to those who do not have these same virtues. For that reason, they tend to look upon the manipulative and arrogant Perytonians with some measure of distrust, while humans and many other races are more readily embraced. Praxian technology is anachronistic and often contradictory.
Their armor and weapons are styled in the fashion of the weapons of much more primitive cultures, like bows and arrows, swords and plate mail, but they are often made from advanced composite substances, use plasma or plastic explosive armaments and may employ hidden Robotechnology. The technology for which they are most well known is their gravity tech, which is most evident in Praxis' architecture, which can include floating Greco-Roman plinths and statues, temples that appear to be floating on clouds,
and even entire islands or small mountains held adrift - often used as fortresses or temples in strategic locations.

The Praxians, despite their fierce warrior ways and code of honor, were tricked into surrendering to the Invid without a fight due to the seizure of their fertility temples. An idea cooked up by the Regent and his scientists and advisers. It was one of their more inspired plans, in which the Praxians had to swear an oath not to combat or challenge the Invid, or have their genetic storehouses, and the future of their race, destroyed. Of course this was blackmail and the oath made under duress. Many thus believe it is not valid, but are at a loss of what to do to prevent the Invid from destroying their ability to reproduce if an uprising occurs. Securing their loyalty to the Expeditionary Force is entirely dependent upon rescuing and protecting the genetic storehouse in order to free the Praxians from this oath to the Invid. Being able to protect the sacred and vital fertility temples is a must and the only way to free the warrior women from their obligation to NOT oppose the Invid. Until this can be accomplished, the Praxians, as a united people/world can not join these heroes from another world. However, that has not stopped a few thousand Praxians who feel the oath is an atrocity and not binding, from joining the Expeditionary Force to free other worlds from the yoke of the Invid. However, those Praxian rebels must be branded as "rogues" by their own people to avoid Invid retribution on the fertility temples. As a result, many Praxians among the Expeditionary Force join in secret and try to keep a low profile. Such rogue Praxians gravitate toward the Expeditionary Force Marines and other front-line combat roles. They are excited about piloting Cyclones and other small, fast mecha, and enjoy using high-tech melee weapons of all kind. Praxian warriors avoid large, slow mecha like Destroids and Hover Tanks.

So far, the Invid do not seem to have noticed Praxians among their UEEF enemy. To be honest, there are so many troops within the Expeditionary Forces - human and nonhuman - that the Invid are not likely to notice if there are a few Praxian warriors among the troops. An when clad in Expeditionary Force armor, it is impossible for the Invid to tell what species is locked inside of it. Even though Praxians are a good head or more taller than the average human male, this is not a distinction most Invid are likely to make, especially if there are only a few tall Praxians among many other Marines or humans.

1530939813872.png
 
Spherian R.C.C.
The Spherians have perhaps the most unusual physiology of any known sentient species, as their bodies are sculpted out of pure crystal. They are the result of a virus that was brought to their world long ago by a meteor. That virus evolved and mutated over time within the planet Spheris, which is virtually all crystal and water. The virus inhabited the crystal of the planet, evolved to gain sentience, and gave the crystal life, resulting in the Spherian people.

Despite their unusual mineral composition and appearance, Spherians are very much like humans when it comes to mental capabilities, emotions, and personality, with a wide range of different views on life, the universe and morality. It is viewed by some as rather ironic that the species most akin to humanity is the one that is the most physically different. Though even as living stone statues made of crystal, they have a humanoid shape and appearance.

Spheris itself is an old planet that sits on the very outer edge of its solar system's "goldilocks" zone (the region in a solar system where a planet is close enough to its Sun to have liquid water) and surrounded on both sides by dense asteroid belts. This makes navigating the system treacherous, but also makes the star system rich in mineral resources, particularly heavy metals. The Robotech Masters first came here to mine the planet for these metals, which are used in the construction of their mecha and starships.

The semi-organic green and purple colors of the Zentraedi fleet are quickly recognizable among the debris of some of the larger asteroids in these belts. As one might expect, Spheris is regularly struck by small, rogue asteroids, giving it a pockmarked appearance, like some very flawed gem. Meteor showers are sometimes a threat to those on the surface, but the Spherians are able to quickly meld underground when such a threat is detected.

The Tirolian scientist Zor hoped that he could somehow coax the Flowers of Life into growing in the planet's shallow rivers and seas of rich crystal sediment. He created vast hydroponic gardens and covered large stretches of the planet with Flowers of Life stolen from Optera before its defoliation, in hopes of getting it to grow and reproduce again.
While artificial pollination covered large areas of the planet in the Flower of Life, those flowers failed to reproduce on their own or bear fruit. What they did not fail to do was draw the attention of the Invid. Spheris was doomed, and the Invid conquered the planet in a vicious invasion that killed many and drove those who could escape underground.

Over the years, the Invid have gathered up as many Spherians as they could and put them to work on Protoculture farms and mining operations on other worlds and among asteroid fields. The Spherian's ability to meld with and travel through the solid crystal of the planet Spheris, has made even counting the exact number of Spherians living on their home world impossible. Spherians can (and have) escaped the Invid by literally going underground, into the crystal that makes up most of their world. An ability that has helped them evade the invaders and enables them to attack, with little warning and considerable impunity. This has made the Regent worried about surprise attacks and insurrection by the Spherians. He does not trust his forces to be able to hold and keep the indigenous population of crystal beings in check. Thus, vast numbers have been obliterated or captured and carried away to far-off worlds and environments where most humanoids (and even Invid) can not easily survive. That makes the transplanted people of Spheris intergalactic refuges truly scattered across the stars.

The Regent's Invid bring other beings to work the fields of the Flowers of Life on Spheris. The Regent has determined that the Spherians do not kill innocent slaves and he can use them as human shields. Bringing in imported slave workers to tend the fields of Flowers of Life and work the Protoculture Factories has proven effective at stopping sabotage and attacks from the Spherians, who don't want to hurt the slave workers. Though the Robotech Masters were unsuccessful in using the impotent plants for Protoculture production, the Invid are able to derive very low amounts of Protoculture from the Spherian Flowers of Life, and the plants are also useful for making the nutrient baths that provide sustenance to the Invid. This has made Spheris a vital world in the Invid' s dominion, and one they will fiercely battle to hold and protect. Meanwhile, every time a Spherian shows himself, the Invid swoop in to destroy or capture and whisk him away to another planet.

Most of the surviving Spherians are hiding in crystal cities deep in the planet, where the Invid cannot go and are unaware of their existence or true numbers. The Spherians have engaged the invaders in battle, but the Invid forces outnumber them by at least 10 to 1 and quickly take to the air where the ground-based Spherians cannot follow, and attack from the sky. The Spherian people have considered a campaign of destroying the Flowers of Life, and often attack to destroy the Protoculture Factories (the facilities themselves). However, the Spherians ' high regard for life keeps them from destroying the Flower of Life en masse or taking the innocent lives of slaves brought in from other worlds to work the farms and factories. Though they are loath to admit it, the Spherians sense something special and unique in the Flower of Life which makes them hesitant to destroy the plants. They also fear what the Invid might do to the slaves or the planet Spheris in anger if the Flowers of Life were destroyed in great volumes. All of this has made the Invid an intractable foe the Spherians don't know how to battle.

Without high technology and the means to take their fight to the sky, the Spherians feel helpless. And because the Invid NEED Spheris so badly, the vigilance and quick response of the Invid Scouts and the savage attacks of the Fighter Scouts have been overwhelming. Almost every Spherian found and liberated by the Expeditionary
Force Marines on other planets is happy to join the UEEF to battle the Invid and free enslaved people on other worlds. Not a space-faring people themselves, Spherian refugees have no idea where their own home world is located, so while they long for the day that they and the Expeditionary Force Marines can find and liberate Spheris, they don't know how to get there. That doesn't quell their eagerness to fight the Invid and free other worlds. This applies to those who were taken to other worlds by the Robotech Masters years before the Invid found their planet and conquered it.

The typical Spherian is roughly human size, standing between 5 feet, 6 inches and 7 feet (1.6 m to 2.1 m) tall. However, because their bodies are made out of crystal, they weigh 400-700 pounds (180 to 315 kg). Their bodies are mostly smooth and sculpted, with few straight lines and facets until you get to the upper body, arms, shoulders and head. They are slightly translucent with typical colors including semi-transparent/clear, white, violet, light blue and dark blue. Their voices have a harmonic quality not unlike the alien echoing treble of the Tirolians. While Spherians typically choose a male or female identity with which they deal with most other species, they are actually asexual. A Spherian reproduces by forcing a new growth of crystal from their body. Then they shape and cut it into the shape of a small Spherian which, through processes not understood by other
species, becomes a living Spherian. They grow up very quickly in physical maturity, often corning out with an adult-sized body the first time they meld with crystal, though it takes 2D6+6 years before they reach full mental maturity (most recently born Spherians have the mentality of a young teenager).

1530940208755.png
 
Karbarran Bear People
Known officially as Karbarrans, these large, barrel-chested and fur-covered humanoids are a proud, industrious race who were one of the earliest client states of the Robotech Masters. Their talent for engineering and industry helped them rise into a highly valued position within the Robotech Masters' empire. They are respected for their engineering prowess, craftsmanship, strength and honor, and often worked for the Masters as arbiters between species in conflict with one another when the empire was flourishing.
Unfortunately, their strong alliance with the Robotech Masters, and their dependence on the Robotech Masters' technology and mercantile empire, blinded them to the Masters' cruel and manipulative nature. Thus, they were one of the first targets to suffer under the Invid's vicious assault on the Robotech Masters and the many worlds under their control.

It was not until the Zentraedi fleets arrived, not to liberate, but to destroy the Invid no matter where they stood, that the Karbarrans realized that they had been little more than pawns. The Zentraedi had been seen as saviors, sent by their "allies" the Robotech Masters. But the Zentraedi fleet attacked the Invid entrenched on Karbarra with a ferocity and viciousness that left little room for protecting the planet's already abused ecosystem. What's more, the Zentraedi were eventually ordered to pull back and let the Karbarran population's partisan militia forces continue to bleed the Invid while the Robotech Masters protected "more important assets." This has left the Bear Men at the Invid' s mercy and they have fought an asymmetrical war against their oppressors for so long that it has nearly become the whole of their history and culture.

When the Robotech Masters first defoliated Optera, they thought it would be easy to breed the Flower of Life on just about any planet that could sustain life. They found themselves woefully in error. The Flower of Life has only ever grown on Optera and Earth, and the latter would not be discovered until the Robotech Masters' empire lay in shambles and their last mighty fleet was broken over Earth. But, in the early, heady days, they seeded multiple worlds with the Flower of Life, and when they failed to flourish or mutated, they tried genetically engineering the plants. This resulted in numerous variants, some of which were not viable, and none of which created a plant that could be
used to harvest Protoculture.

On Karbarra, the first planet to be seeded, the fields of Flower of Life variants were vast. Using a significant number of real Flowers of Life as a starting point, the Masters covered huge wetland areas with the plants, genetically manipulating them to seed and grow. While those plants did not create a version that could be used for Protoculture, they were able to sustain the lnvid's need for food, dooming the planet to invasion. Besides their natural engineering skills, great strength and honor, the Karbarrans also possess a unique energy source called Sekitan. While it is not as powerful as Protoculture, Sekitan still enables them to construct interstellar vehicles and engage in high-tech combat. Sekitan is an energy-supplying ore, that when burned at high temperature, gives off an isotope of Ununpentium, more commonly known as Element 115. Element 115 lasts only nanoseconds in a reactor, but when it breaks down it releases small amounts of antimatter, which then reacts with other particles around them, causing an extremely high-powered form of combustion, about five times the output of a fusion reactor of similar mass and fuel requirements. This Sekitan does not allow space folding or some other miracles of Protoculture, but it does allow the Karbarrans to build spacecraft that travel much faster than the speed of light (about one light year per week) and can
be used to power advanced weaponry, but not reflex weaponry.

The Planet Karbarra
Karbarra is a large, terrestrial world in the Merak star system, about 80 light years away from Earth. The Bear Men are, in fact, Earth's closest known extraterrestrial neighbors. The star itself is more than twice as large as the Sun and about 60 times as bright. Because of the size and heat of Merak, Karbarra orbits at about the same distance from its primary star as Jupiter orbits from the Sun. Any closer and it would not support life. Merak has several asteroid belts, suggesting it is an overall young star system whose planets have not finished forming. The planet Karbarra has plenty of volcanoes and tectonic activity to suggest it is overall fairly young, and there is little fossil record. The other two planets include a "Hot Jupiter" orbiting just a few million miles from the star itself, and a cold, rocky world at the edge of the system. Everything else is in The Bands; rocky dust clouds that circle Merak like the rings of Saturn. Karbarra itself is a scarred, battered world. Still capable of supporting life, it is heavily polluted by the constant Sekitan mining operations and the burning of Sekitan, an ore. The air is filled with heavy, black smog clouds, and through them one can often see the glint of metal off an Invid patrol.

Every major city is dominated by a giant Invid hive, usually located at the center of the city. Residents, faces and eyes protected against the constant soot and acid rain, do not linger in the streets for long, hoping not to be noticed. Outside of the cities are the massive Sekitan mines, often strip-mined until all that remains is ugly, scarred earth. This process was started by the Robotech Masters and continues under the order of the Invid, who use the ore for auxiliary energy sources and side projects. (Sekitan is rumored to be a major component in the creation of the Regent's Inorganics.) All of the basic Inorganics are found here, and there are a large number of Invid Soldiers and Invid Scientists here as well. The Karbarran orbital shipyard has been melded with a hive-like lnvid space station, and it is here where the large Invid starships are constructed.

While it is obviously a goal of the Expeditionary Force to free the Karbarran people and liberate the planet from the grip of the Invid, capturing or destroying the shipyard is also a major priority and likely to be the subject of a special operation.

Karbarran Bear People
The average Karbarran stands 8 feet (2.4 m) tall and weighs between 500 and 800 pounds (225 to 360 kg). They are covered in thick fur ranging in color from tan to rust to black. They also have small, mushroom shaped horns that are a sort of sensory organ that allows them to detect motion and navigate through dark places, like caves and mines. They have extremely long life spans, living for more than 1,500 Earth years! They are also incredibly strong and resilient and favor heavy mecha, weaponry and armor. Note: Karbarran are often referred to as Bear "Men." The term Bear "Men" is a misnomer, as there are just as many females as males. Karbarrans do favor what some humans would say are old-fashioned gender roles, with females raising children and taking a large portion of care taking, teaching, science and healing professions, while the males lean more toward engineering, manufacturing, martial and physical professions.

1530940635909.png
 

Users who are viewing this thread

Back
Top