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Dice Robotech - The Invid War - Lore

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alphar.gif

VAF-6I Alpha Fighter
Crew: 1
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
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, 1d4x10 M.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.

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.

MM-60 Missile Delivery System. Spread out along the surface of the Alpha are a 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.

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.

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 two attacks).
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.
shadow_beta_fighter_by_kevarin-d6q6jwe.jpg

VF-B9 Beta Fighter
Crew: 1, but has enough room for one passenger/weapon systems engineer
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
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.

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

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


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

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.

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.

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.
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.jpg

VR-010 Series Cyclone
Model Type: VR-011 AKA The Rifleman
MDC by Location
Cycle Mode:
*Headlights (2) – 1 each
*Tires (2) – 4 each
**Main Body – 150
Battloid/Armor Mode
*Tires (2, back mounted) – 4 each
*Wheel Thruster Jets (2, one in each wheel hub) – 10 each
Legs (2) – 55 each
Forearm Shields/Weapon Hardpoints (2) – 60 each
*Head – 40
**Main Body – 150
*Destroying either tire makes piloting the Cyclone in motorcycle mode impossible and the pilot must switch to Battloid mode to continue operating the vehicle. 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.
Destroying one of the tires in Battloid mode, when they are linked to the jump jets, reduces the height and length of jet-assisted jumps and leaps by half. Destroying both tires in Battloid mode makes jet-assisted leaps impossible.
Note: The tires are small, low profile and difficult targets, often obscured by dust. To shoot out a tire (or the thruster in a wheel housing), 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 MDC of the main body destroys the Cyclone, rendering it useless.

Speed
Cycle Mode: Maximum Speed is 150 mph. Cruising speed is usually around 60 mph. The Cyclone can perform jumps in cyclone mode of up to 50 feet across or 15 feet high.
Battloid Mode: The Cyclone mecha enhances the pilot’s natural speed. The max running speed of the Cyclone is the pilot’s running speed plus 25%.
The Rifleman Cyclone in Battloid mode can also leap up to 20 feet high and across unassisted by thrusters. Leaps of 40 feet high or across can be made when assisted by the thrusters. It can also hover above the ground up to 20 feet after a leap upwards, but only for 1d4 melee rounds before the hovering becomes too wobbly to be sustained. Hovering up off the ground as high as 4 feet can be maintained for two hours before the thrusters begin to overheat. Maximum hover speed is only a walking speed of 4 mph.
The vectored thrusters in each wheel hub are primarily designed to slow the descent of the VR-011 Rifleman from high altitude drops, falls and leaps off buildings and enable the mecha to and on its feet like a cat or with a quick tumble before leaping onto its feet or transforming into cycle mode to attack or evade the enemy.

Weapons and Equipment
EU-5 Pulse Beam Rifle:
This is the standard infantry weapon issued to marines using the VR-011 Rifleman and the VR-015 Spider Cyclones. It is capable of single shots and bursts and is carried like a rifle by the Cyclone rider in Battloid mode, allowing two other weapon systems on the forearm shields. In cycle mode the weapon is stowed alongside the mecha. This weapon can be used by un-armored humans with a penalty of -2 to strike, and they must have a PS of 22 or higher.
Weight: 12 lbs
Range 2,000 feet
Mega Damage: 2d4 MD for a single shot; 5d6 MD for a five round burst.
Payload: 50 single shots or 10 five round bursts per Protoculture magazine.

The Shield Vambrace Modular Weapon System: The VR-010 and VR-015 are equipped with two interchangeable forearm weapons systems that can be easily removed and swapped with a different system in a matter of seconds (takes three melee actions). Standard deployment is a pair of the VMWS mini-missile deliver systems, but any combination is possible, dependent upon the mission and what is available.
Weight: 10 lbs
Range: Hand to Hand melee combat
Mega Damage: None, but it adds an additional 50 MDC to the forearm to which it is attached. Can be used as often as the pilot can parry and is useable even with the automatic parry.
Bonus: +1 to parry when used by anyone operating the Cyclone, +2 to parry with MECT Cyclone.

VMWS-25 Mini-Missile Delivery System: The only real difference between this and the later GR-97 is that the VMWS-25 is modular. It can be replaced in three melee actions by a trained Cyclone rider or mechanic.
Weight: Seven lbs for the launcher, and each missile weighs about five lbs
Range: One mile
Mega Damage: Per mini-missile type, but typically loaded with HEAP that do 1d4x10 MD per missile.
Payload: Two missiles in each launcher
MDC of the Weapon: 35 MDC

VMWS-90 Plasma Blade: The precursor to the CADS-1 system used in the later VR-041H “Saber” Cyclones, these weapons are considered innovative and revolutionary when they are first introduced. The system consists of a retractable blade that, when activated, is wrapped in a magnetic field and covered in plasma. It is hot enough to slice through the toughest super alloys.
Weight: 15 lbs for the entire assembly
Range: Hand to Hand melee combat
Mega Damage: 2d6 MD per slash or punch. A power punch inflicts 4d6 MD, but counts as two attacks. Useable as a traditional bladed weapon when not activated, doing 2d6 SDC damage.
Payload: The bade can be active for a total of 10 minutes (40 melee rounds) before running out of the hydrogen gas needed to generate the plasma field.
MDC of the Weapon: 30 MDC for the housing, 45 MDC for the blade itself, but while the plasma field is active, it is virtually indestructible.
Bonus: +2 to parry with MECT Cyclone in addition to other MECT bonuses

VMWS-50 Power Claw: Primarily designed for search and rescue operations, this is a Protoculture powered robotic hand that mimics the movements of the human hand.
Weight: 15 lbs for the entire assembly
Range: Hand to Hand melee combat
Mega Damage: Tear/pry: 2d4 MD, Punch 4d4 MD, Power Punch 5d6 MD and takes two attacks. The weapon provides the Cyclone rider with a Robotic PS of 35.

Hand to Hand Combat
Punch/Forearm Strike: 1d6 SDC + PS damage bonus
Power Punch: 1d4 MD, counts as two attacks
Kick or Stomp: 2d6 SDC
Power Kick: 1d6 MD, counts as two attacks
Jump Kick or Leap Kick: 3d6 SDC + PS damage bonus, counts as two attacks
Flying Leap Kick: 5d6 SDC + PS damage bonus, but counts as three melee attacks

Bonuses with MECT 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, and +2 automatic dodge
1583383869493.png 1583384597248.png One of the most unique Cyclone designs ever constructed, the VR-015 in Cycle mode, at.first glance looks very similar to the Rifleman, except that it appears to have a double-wheel configuration with two tires side-by-side in the front and back. It isn't until the wheels split and the motorcycle becomes a hovercycle or flying Battloid that the true reason for its design is seen. .
The VR-015 Spider is so named because in Battloid mode, with its four retractable hover jets, it looks as if it has eight limbs (two legs, two arms and four hover limbs). The fan -jet hover systems of the Spider are built into the wheels and can be deployed in both motorcycle and Battloid modes. They are meant to provide full flight capabilities to the VR-015. Intended as a main battle infantry mecha to be dropped from high altitudes and from sub- orbital spacecraft, the VR-015 Spider was originally designed with the purpose of fighting Bioroids on hover sleds, and was produced in fairly large numbers. At one point, there was even talk of it possibly replacing the VR-011. However, its battlefield performance against the swarming Invid (instead of Bioroids) and the expense to make a flying Cyclone would quickly kill any thoughts of the Spider design ever being a reliable infantry combat unit.

Model Type: VR-015
Class: Armored Infantry Veritech Motorcycle.
Crew: One.
M.D.C. by Location:
Motorcycle Mode:
* Headlights (2) - 1 each
* Tires (4) - 4 each
* Wheel Thruster Jets (4, one in each wheel; concealed) - 25 each
** Main Body - 150

Battloid/Armor Mode:
* Tires (4)- 4 each
* Wheel Thruster Jets (4, one in each wheel hub) - 25 each
Legs (2) - 55 each
Forearm Shields/Weapon Hardpoints (2) - 60 each
* Head Varies with Helmet Type - 40 is standard
** Main Body - 150
A single asterisk indicates a small and difficult target to hit. Note: The tires/fan-jets are relatively small, low profile and difficult targets to hit in cycle mode, often obscured by dust.
To shoot out a tire (or the thruster in a wheel housing), 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. However, when spread out in Battloid mode, the wheels/fan-jets are a bit easier to strike and the attacker has a penalty of -3 to strike, a moving target is -5, and fast moving target 70 mph (112 km) or faster is -7 to strike. Reduce these penalties by half for opponents like Invid swooping in for close combat (round down).
Destroying both tires in the front or back makes piloting the Cyclone in motorcycle mode impossible and the pilot must switch to Battloid mode to continue operating the vehicle. If the back tires are 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 tires are lost while moving, the pilot needs to make a Pilot: Veritech/Cyclone skill roll at -40% or lose control and crash.
When the Spider is in flight and loses a thruster, reduce speed by 25% and impose a -15% skill penalty to fly for each fan-jet destroyed; penalties are cumulative. When three jets are destroyed the mecha is no longer capable of flight or thruster-assisted leaps.
** Depleting the M.D.C. of the main body destroys the Cyclone, rendering it useless.

Speed:
Cycle Mode: With its double tire configuration in the front and back, the Spider is a bit less maneuverable (-10% piloting penalty) and has a maximum ground speed of 120 mph (192 km). Cruising speed is usually around 60 mph (96 km).
Hovercycle Mode and Flight: The VR-015 Spider can fly by changing to "hover" cycle mode. This is done by deploying its four wheels out to the sides. It has a top speed of 100 mph ( 160 km) and a maximum height of 600 feet (183 m) off the ground. To fly in hover mode without penalty, the pilot must have the Pilot Hovercycles skill. (Note: If the driver only has the Motorcycle skill he can try to fly the Spider, but does so at HALF his usual skill level and penalties for evasive maneuvers and dodging are doubled.) When dropped from an aircraft, spacecraft or flying off the roof of a building, the Spider engages in a controlled drop until 600 feet from the ground, at which point it can fly away or land on the ground. To return to driving on its tires, the flying vehicle must get low to the ground and transition back to wheeled locomotion. Also see flight in Battloid Mode, below.
Battloid Mode: The Cyclone mecha enhances the pilot's natural speed. The max running speed of the Cyclone is the pilot's running speed plus 20%. The Cyclone in Battloid mode can leap up to 15 feet (4.6 m) high and across unassisted by fan-jets. The fan-jet hover system enables the Spider Cyclone to leap 80 feet (24.4 m) high or across in Battloid mode without achieving actual flight. They also allow soft landings from high-altitude and sub-orbital drops, enabling the pilot to be dropped nearly from space and land safely on the ground, but this uses up 30% of the Cyclone's fuel, reducing its range accordingly.
The Spider can also hover and fly in Battloid mode with a maximum speed of 80 mph (128 km) and a maximum ceiling of 600 feet (183 m). Reduce the ceiling by 150 feet (46 m) for each loss of a fan-jet. Cannot hover, fly or engage in jet assisted leaps when three wheels/jets are lost.

Statistical Data:
Cycle Mode:
Height: 3 feet, 6 inches (1.1 m).
Length: 6 feet, 9 inches (2.1 m).
Width: 1 foot, 6 inches (0.5 m).

Battloid/ Armor Mode:
Height: 6 feet, 11 inches (2.1 m).
Length: 4 feet, 6 inches (1.4 m); 6 feet (1.8 kg) with wheels deployed for hovering.
Width: 4 feet, 4 inches (1.3 m) with wheels folded in; 7 feet (2.1 kg) with wheels deployed for hovering.
Weight: 426 pounds (192 kg) dry.
Physical Strength: The VR-010 series Cyclone gives the wearer an Augmented Strength 6 points higher than his own P.S. attribute and + 1 to the P.P. attribute. These attribute bonuses apply only when in Battloid mode.
Cargo: Unlike later models, the VR-010 series does not come equipped with the armored saddlebags. However, the contents of a standard UEEF Military Survival Pack are located in a small compartment under the seat of the Cyclone in motorcycle mode.
Power System: 1,190 cc, High-Output Protoculture Fired Rotary Engine with a range of about 400 miles (640 km). All Cyclones also have a backup power system comprised of an electric motor that is constantly charged by regenerative braking systems in the wheel hubs. The engine's battery can store enough power for two hours of general riding. Use of the backup power system renders the Cyclone unable to transform, makes the jump jets unavailable, and reduces speed by 25%.

Weapons and Equipment for the VR-015 Cyclone: Despite the difference in the type and number of wheels, the weapon systems for the VR-011 and VR-015 are identical. Both mecha come in olive green with brown and black highlights and markings. Weapons descriptions can be found under the VR-011, presented prior to the Spider.
robotech_nova_cyclone_battloid_by_chuckwalton-d95lj0d.jpg 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-2 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 VR-011 Rifleman. The plasma sword is a particular favorite for boarding parties anticipating close-quarters combat.
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 1, 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.
75f76997f2f6fd6677b6b8e9c8533d32.jpg VR--024 Comet Space Cyclone Veritech
The VR-024 Comet is slower in space, but faster in an atmosphere with flight capabilities superior to the Nova. It is designed for reconnaissance, courier missions, and sniper support. The body type is reminiscent the VR-041H Saber Cyclone and many of the parts are interchangeable. It is armed with six mini-missiles mounted on the outside of the rear hover jets, with an additional twelve mini-missiles in the chest (front in Cycle mode), and the
rider usually carries the EU-5 energy rifle into combat. One of the VR-024 Comet's most distinctive features are the auxiliary boosters on the forearms when it transforms from cycle to Battloid. These rather large boosters give it considerable control and movement in space. They are especially useful for snipers because the thrusters help to hold the Comet in place and rock-steady. When taking evasive action or dodging the claw attacks of the Invid,
the arm thrusters give the Marine wearing them tremendous movement and agility to dodge attacks and reposition quickly. The boosters can also be turned on low to help push away melee attackers, giving the pilot a bonus to parry (see below).

The Comet fills all the same combat roles as the Nova, and the two mecha are often deployed in mixed combat squads of both.
Model Type: VR-024 Comet Space Cyclone.
Class: Extreme Environment Veritech Hovercycle.
Crew: One.
M.D.C. by Location:
Hovercycle Mode:
* Headlights (2) - 1 each
* Main Hover Jets (2) - 35 each
* Vectored Thrust Nozzles (rear, 4) - 10 each
* Missile Tubes (6)- 5 each
** Main Body-140

Battloid/ Armor Mode:
* Helmet/Head - 50
* Headlights (2, chest)- 1 each
* Mini-Missile Launchers (2, concealed in chest) - 20 each
* Main Hover Jets (2, back, behind shoulders)- 35 each
* Missile Tubes (6) - 5 each
* Forearm Auxiliary Boosters (2) - 22 each
Legs (2)- 45 each
** Main Body - 140
* Destroying one hover jet reduces the maximum speed of the Cyclone hovercycle by 33% and imposes a -10% piloting skill penalty, and the pilot must operate the vehicle in Battloid mode unless in space or underwater. 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-2 body armor should keep the character alive for a while.

Speed:
Hovercycle Mode:
In Space: 500 mph (800 km) and it can hover stationary at a fixed location with secondary thrusters and arm thrusters holding it remarkably steady.
On Earth/Flying in an Atmosphere: Maximum speed is 260 mph (416 km). Maximum ceiling is an altitude of 10,000 feet (3,048 m).
On Earth/Flying over the Ground or Water: Maximum speed is 200 mph (320 km) on Earth and in similar environments. Cruising speed is usually around 70 mph (112 km), and the mecha can also hover stationary. When hugging the ground, the Comet Cyclone is seldom more than 12 feet (3.6 m) above the surface and may be even lower.
Like all Cyclones, the VR-024 Comet 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 its flight plan and objective, and fly off anywhere or engage the enemy in aerial combat.
Penalties in an Atmosphere (apply to both modes): The VR-24 Comet suffers a Piloting skill penalty of -15% when flying in the air, and -10% penalty when flying close to the ground (1-20 feet/0.3 to 6.1 m off the ground). No penalty underwater.

Also reduce its combat bonuses by half in an atmosphere. Note: The Comet Cyclone functions best in space or underwater and not in an atmosphere or as a ground combat unit; -10% Piloting skill penalty and -1 attack per melee round.
Water: The VR-024 Comet can ride across the surface of water at a speed of 130 mph (208 km) or 60 mph (96 km) underwater. Maximum depth tolerance is 1.2 miles (1.9 km) and the mecha retains all of its usual combat bonuses and capabilities in water.
Speed in Battloid Mode:
Flying in Space: 300 mph ( 480 km) in space or hover at a fixed location.
Running in an Earth-like Setting: The size and bulk of the Space Cyclone make running and leaping awkward in an atmosphere and gravity. The max running speed of the Comet Cyclone is 10% greater than the pilot's natural speed attribute.
The Comet Space Cyclone in Battloid can leap up to 10 feet (3 m) high and across unassisted by thrusters. Leaps of 150 feet ( 46 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 1,000 feet (305 m) at 80 mph (128 km).
Water: The VR-024 Comet in Battloid can ride across the surface of water at a speed of 60 mph (96 km) or 50 mph (80 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:
Cycle Mode:
Height: 3 feet (0.9 m).
Length: 7 feet (2.1 m).
Width: 3 feet, 6 inches (1.1 m).

Battloid/Armor Mode:
Height: 7 feet, 4 inches (2.2 m).
Length: 5 feet, 6 inches ( 1. 7 m).
Width: 3 feet, 6 inches (1.1 m).
Weight: 320 pounds (144 kg) dry.
Physical Strength: The VR-024 Comet 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.)
Power System: Environmentally Sealed Protoculture Mini-Reactor with a range of about 4,000 miles (6,400 km).
Note: Standard colors are black, dark blue, or medium blue with red and silver highlights and markings.

Weapons and Equipment for the VR-024:
1. Single 60mm Mini-Missile Launch Tubes (6): On either side of the rear of the bike, and on either hover jet mounted on the back when in Battloid mode, are three individual tubes loaded with one 60mm mini-missile each, for a total of six. These are primarily defensive weapons used to shake pursuers and slow down enemy mecha while the VR-024 completes its mission.
Primary Purpose: Defense and Anti-Personnel.
Secondary Purpose: Anti-Mecha and Anti-Missile.
Weight: Each missile weighs five pounds (2.25 kg).
Range: One mile (1.6 km).
Mega-Damage: By mini-missile type. Standard load is High Explosive Armor Piercing (HEAP) which inflict 1D4x10 M.D. per missile, and two smoke mini-missiles which do no damage but create billowing, obscuring clouds of smoke that can help the Comet evade an enemy or mark a target for an air strike or artillery or missile barrage.
Rate of Fire: Individually or in volleys of 2, 3, 4 or all six.
Payload: Six missiles total, one in each tube.

2. GR-103 Mini-Missile Delivery System: These two missile pods hold six mini-missiles each and give the VR-024 a needed punch. They are located together above the headlights in cycle mode, and in the chest sections when in Battloid mode.
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 two or four.
Payload: Twelve mini-missiles total (six in each missile pod).

3. EU-5 Pulse Beam Rifle: This is the same weapon issued to Marines using the VR-010 Series Cyclones. It is capable of single shots and bursts and is carried like a rifle by the Cyclone Rider in Battloid mode. In hovercycle mode the weapon is stowed alongside the mecha. This weapon can be used by unarmored humans with a penalty of -2 to strike, and they must have a P.S. of 22 or higher.
Primary Purpose: Assault.
Secondary Purpose: Defense.
Weight: 12 pounds (5.4 kg).
Range: 2,000 feet (610 m).
Mega-Damage: 2D4 M.D. for a single shot, 5D6 M.D. for a five pulse burst.
Rate of Fire: Each shot or burst counts as one melee attack.
Payload: 50 single shots or 10 five-pulse bursts per Protoculture magazine.
M.D.C. of the Weapon: 25 M.D.C.
Bonus (for Cyclones in Battloid Mode): + 1 to strike for a single shot, no bonus for bursts.

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: lD6 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 Space Cyclone Only: In space and underwater the VR-024 Comet gets+ 1 attack per melee round at levels 1, 4, 8 and 12; +1 on initiative, +2 to strike, +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.


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


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; in addition, there are Smoke Cartridge shells used for screening, signaling or marking targets, Standard Illumination shells which launch powerful flares that light up a night battlefield, and 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
 
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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, 5 M.D.C.
Knock-Out Gas: No damage, ½ mile, 10 foot radius, 5 M.D.C.
Smoke (colors available): No damage, 1 mile, 20 foot radius, 5 M.D.C.

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

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


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

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
*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 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

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.

MECHA COMPLEMENT (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.

arcroyal-escortbattlecarrier.jpg
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

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
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.

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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 palatalized 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.

Ships of the 4th Heavy Assault Division
Command Cruisers:
Bunker Hill
New Jersey
Rhrabwar


Escort Carriers
Atlantis
Aurora
Arc Royal


Northampton Class Frigates
Cyclops
Northampton
Ajax
Clancy
Leonid
Sparta


Three Star Class Mobile Repair and Construction ship
Pegasus

Garfish Class Troopships
Foxhound
Arwyn
Dagger
Hatchet
Rodger Young
Erica Hill
Solis
Discovery
Asgard
 
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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.

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Copied with permission from Sherwood's Rifts game.

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

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

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

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

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

As everyone attacks, I mark off their actions:

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

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

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

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

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

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

When everyone has used up all of their actions, that round is over and a new one begins.
 
The Invid War Host

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The smallest of the Invid units is the Scout. Fast and maneuverable, it does have the drawback of having no ranged weapons on it at all, but it is still deadly with its vicious claws. Its top speed is Mach 1 in an atmosphere, double that in space.

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The Armored Scout is slightly larger than the Scout, but the biggest change is that it does pack twin plasma cannons on its back.

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The Trooper is another unarmed mecha, but it makes up for it with its nasty claws. Its top flight speed is 300 mph, double in space. It is usually used as a worker and lightweight guard.

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Like the Armored Scout, the Shock Trooper is armed with twin heavy plasma cannons, and is the workhorse of the Invid military forces.

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The Enforcer is the Invid version of a command unit and artillery piece. It is a high priority target. Top flight speed is 450 mph, double in space.

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The Soldier is a human-sized unit, equipped with a heavy shield and a plasma cannon.


The Invid forces listed here have one very nasty weakness: the central eyepiece is lightly armored, and a solid hit with a direct fire weapon there will kill the pilot inside the mecha. Missiles cannot be used to target such a small location.
 
The Invid Inorgaincs

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The Cougar stands four feet tall at the shoulder, and frequently operates as a pack. They lack any ranged weapons, but are fast enough to close in on their targets and rip them apart with their claws.

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The Scrim is a thing out of a nightmare. It has five arms, two of which end in a nasty claw capable of ripping mecha apart. It is also equipped with two globes on its back that are filled with deadly nerve gas that is capable of wiping out unprotected populations. This is a frequent tactic of the Invid, to use the Scrim as a terror weapon and keep a captured population under control.

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The Odeon is a walking tank, packing more armor than any of the UEEF mecha.

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The Garn is the only flight-capable Inorganic.

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The Crann is a walking eyepiece for the Invid, used to recon an area and report to the rest of its brethren.
 
Other Invid Units

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The Fury is a mobile artillery platform capable of firing up into orbit. It is heavily armored, and is used to protect high priority targets for the Invid.

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The Invid use this Carrier, AKA the Clam, as a high speed troop transport. Unarmed, it is capable of holding 300 Shock Troopers or 450 Armored Scouts.

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The Invid Assault Ship, AKA the Scorpion, is a nasty piece of work. Capable of carrying hundreds of mecha into battle, it is also heavily armed and is able to hold its own against capitol ships.
 

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