Robotech: UEEF Saga - Mecha and Ships

Sherwood

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Items for Robotech: UEEF Saga Please edit this post to suit your roleplay's needs. See Main Thread: <a href="<___base_url___>/threads/robotech-ueef-saga.231841/" rel="">Detailed - Robotech: UEEF Saga</a>


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Avionics


Standard Alpha and Beta Avionics and Other Features


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-6Z Alphas 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 of 250 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.


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

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

Guardian Mode 425mph (680km)

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

Weapon Systems
1. EU-13 80mm Pulse Beam Cannon. The EU-13 is a high output, rapid-fire laser cannon designed as the main energy weapon for the Alpha. Weight: 500 lbs
Range: 4,000 feet (1,219m)
Mega-Damage: 4d4 M.D. single shot, 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.

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

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

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

5. Hand to Hand combat. The Alpha can engage in hand to hand combat.
Damage: Punch: 1d4 M.D. restrained punch, 2d6 M.D. on a full strength punch, 4d6 M.D. on a power punch (counts as 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
Beta Fighter
VF-B9 Beta Fighter
M.D.C. by Location
· Head – 75
· *Back Mounted Sensor Pod – 100
· Hands (2) – 100 each
· Chest Retractable Missile Bays (2) – 180 each
· Shoulder Pop-up Missile Bays (2) – 160 each
· EU-14 80mm Pulse Beam Cannons (3) – 100 each
· **Forearm Shields (2) – 375 each
· Forearm Ion Blasters (6; three each arm) – 15
· Upper Arms (2) – 120 each
· Upper Legs (2) – 180 each
· ***Wings (2) – 170 each
· ****Main Body – 515
· Reinforced Pilot’s Compartment – 170
*Destroying the Sensor Pod knocks out most of the Beta’s sensors in Battloid mode. Radar range is reduced to 10 miles (16km), and long-range radio, laser communications, and the targeting system are disabled while in Battloid mode. All of this leaves the Beta at -3 to strike, parry, and dodge. Note: This is a difficult target to hit and requires a called shot with the following penalties: Shooting at a stationary target -4, moving target -6, and fast moving target -11. The same is true of the forearm guns.
**These heavy shields can be used to protect various parts of the Beta’s airframe. Attempting to block incoming missiles, projectiles and energy beams requires a successful parry roll. Depleting the M.D.C. of a shield will destroy the wing transformation mechanism and will render the Beta unable to transform into Guardian or Fighter mode.
***Destroying even one wing sends the Beta immediately out of control and it is unable to fly in fighter and guardian modes until the wing is repaired/replaced.
****Depleting the M.D.C. of the main body will destroy the mecha.

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

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

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

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

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

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

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

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

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

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

Bonuses for Mecha Elite 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.


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

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

Guardian Mode 390 mph

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

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

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

Battloid Mode
Height: 41.6 feet
Length: 13 feet
Width: 24 feet
Weight: 15 tons

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

Weapon Systems1. LLW-20 CIWS Lasers (1, 2, or 4): Each Valkyrie carries a number of 20mm lasers mounted on the sensor head. These short range, low yield lasers are designed to give the Valkyrie point defense and anti-personnel capabilities.
Range: 2,000 feet
Mega Damage: 2D4 MD per laser per blast. Lasers can also be used as a cutting beam to burn through bulkheads and slice through hulls. Damage for cutting beam is 2D4 MD per melee attack spent burning or cutting.
Rate of Fire: Each blast uses one of the pilot’s melee attacks.

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

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

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

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

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

7. Hand to Hand Combat: Designed to be able to go toe to toe with the giant Zentraedi, the Valkyrie is tough and agile, making it a very competent scrapper.
Restrained Punch: 1d4 MD
Full Strength Punch: 1d6 MD
Power Punch: 4d6 MD; counts as two attacks
Kick: 3d8 MD
Stomp: 3d6 MD against targets under 20 feet tall
Jump Kick: 5d8 MD; counts as two attacks Body Block/Ram: 2d8 MD per 20 mph of running speed. Uses two attacks and has a 60% chance ok knockdown against targets up to 50% bigger. Victims knocked down lose initiative and two melee attacks.

Special Bonuses: Valkyries enjoy the following bonuses: +1 on initiative, +2 to strike, +3 to parry and dodge, +4 to auto-dodge while flying in fighter mode (the act of dodging does not use up a melee action), +3 to roll with punch. These bonuses are in addition to those granted by the MECT skill.

Bonuses with Elite Combat Training Only: +1 attack per melee round at levels 1, 3, 6, 9, 12, and 15. +2 on initiative, +2 to strike, +1 to parry, +2 to dodge, +1 to disarm, +2 to pull punch and +1 to roll with impact.


Optional Special Equipment for all Valkyries

VF1JArmored_zps594c5eca.png


Armored Valkyrie GBP-1S Modular Valkyrie Armor/Missile Pack: The GPB-1S consists of numerous bolt-on armor plates combined with a MDS-L-70 “Barrage” Missile Deployment System.
Additional MDC by Location:
Forearms (2) – 100 each
Shoulders (2) – 175 each
Upper Legs (2) – 125 each
Lower Legs (2) – 150 each
Main Body – 200
Weight: 16.2 tons without missiles

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

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


Macross-06.jpg


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

Weight: 8 tons

Speed: The FASTPack increases all flying speeds by 50%, and can reach speeds capable of entering orbit.

Bonuses: +1 to parry and +4 to dodge in all modes while in space. This bonus is in addition to any skill bonuses.

Penalties: While designed for space, it can be used in the atmosphere. The Super Valkyrie is awkward, and due to the increased weight of the FASTPack and drag, it reduces all combat bonuses by 2.

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

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


View attachment 214280


VEF-1 Sensor Recon Pack
Instead of the added weapon systems, the Valkyrie can be equipped with a powerful sensor suite, giving the pilot nearly the same EW capability of a dedicated recon aircraft. The radar dome provides 360 degree coverage of the target area with a sensor range of 400 miles. Not quite as far as the Cat's Eye recon, but close. It can electronically link up to 24 fighters at once, and can track and identify up to 144 targets at once, providing them all with the following bonuses:
+1 to Perception Rolls,
+2 to Initiative,
+1 to Strike,
+3 to Parry,
+3 to Dodge.
In order to get the effect of these bonuses, it requires the pilot to make a Sensory Equipment roll at -10% due to the chaos of combat.


Missile Chart
Missile Stats
Short-Range Missiles
· High Explosive (light): 2d4x10 M.D. at a 5 mile range and 10 foot radius. 5 M.D.C. for the missile itself.
· High Explosive (medium): 2d6x10 M.D. at a 5 mile range and 15 foot radius. 5 M.D.C.
· Fragmentation (light): 2d4x10 M.D. at a 3 mile range and 20 foot radius. 5 M.D.C.
· High-Explosive Armor Piercing/HEAP (medium)**: 2d6x10 at a 5 mile range and 5 foot radius. 5 M.D.C.
· Plasma/Napalm (medium)**: 2d6x10 M.D., 3 mile range, 15 foot radius, 5 M.D.C.
· Tear Gas: No damage, ½ mile, 10 foot radius, 5 M.D.C.
· Knock-Out Gas: No damage, ½ mile, 10 foot radius, 5 M.D.C.
· Smoke (colors available): No damage, 1 mile, 20 foot radius, 5 M.D.C.

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

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

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

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



Cyclones

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

CVR-3 Body Armor.
This standard pilot and infantry body armor is a necessary component of the Cyclone. Without the armor, the cycle cannot turn into Battloid mode.

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

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

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VR-038 Model
MDC by Location – Cycle mode
Headlights (2) – 1 each
*Tires (2) – 6 each
Armored Pannier/Saddlebags (3) – 10 each
Vectored Thrust Nozzle (rear) – 25
Main Body – 125

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

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

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

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

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.



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VR-041 Cyclone
Combat training bonuses for the Cyclone +1 attack per melee round at levels 1, 4, 8, and 12. +1 on initiative, +1 to strike, +2 to parry, +2 to disarm, +1 to pull punch, +2 to roll with punch, +2 to automatic dodge

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

Other Vehicles


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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 consul 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 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 12 mecha, depending on the needs of the assignment and availability, along with 4 Golems and 4 Daniel Support Battloids. 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: 20 - 12 Hover Tanks, Alpha Fighters, or Destroids of various types, 4 Golem Infantry Support Battloids 4 Daniel Fire Support Battloids 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.

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 volleys of 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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The VM-9H Silverback is the new REF all purpose, fast attack Veritech ground vehicle. It is a light, quick, durable four-wheel drive combat vehicle that can handle rough terrain off-road, and handles well in most environments. to add to its versatility, the Silverback is actually a Veritech that can go from four-wheeled vehicle to battloid in a matter of seconds. Battloid mode enables the Silverback to walk across shallow rivers and streams, climb over walls of debris or up the side of mountains, and deal with a number of environmental conditions. The Silverback is powered by a larger, supercharged version of the Cyclone's rotary engine and is mated to a heavy-duty transmission and transfer case. If the Silverback looks a bit like it was put together from extra pieces from a Cyclone weapon systems and parts bin, that's because it was. The Silverback shares many of the same components, such as transformation gear, sensors and weapon systems as its two wheeled cousins, making it look like two Cyclones lashed together.
Class: Light, High Mobility Veritech Strike Vehicle
Crew: One, pilot, but there is a second seat for one passenger or gunner
MDC by Location - Vehicle Mode
Mini-Missile Launchers ( 2 ) - 40 each
Slit Windshield - 25
Wheels ( 4 ) - 5 each
Modular Wheel Cover Hardpoints ( 4 ) - 25 each
Sensor Drum - 15
Sensor/Camera System - 50
Headlights ( 4 ) - 3 each
Rail Guns ( 3 ) - 75 each
Turret Housing - 85
Reinforced Pilot Compartment - 95
Main Body - 348

Battloid Mode
Slit Windshield - 25
Wheels ( 4 ) - 5 each
Modular Wheel Cover Hardpoints ( 4 ) - 25 each
Rail Guns ( 3 ) - 75 each
Turret Housing - 85
Arms ( 2 ) - 45 each
Hands ( 2 ) - 15 each
Mini-Missile Launchers ( 2; one per arm ) - 40 each
Sensor Drum - 15
Sensor/Camera System - 50
Headlights ( 2 ) - 3 each
Legs ( 2 ) - 112 each
Feet ( 2 ) - 50 each
Rear Thruster - 25
Reinforced Pilot Compartment - 95
Main Body - 348

Speed
Vehicle Mode: 120 mph maximum on a flat, clear road. A more cautious 45 mph off road is standard
Battloid Mode: 60 mph

Weapons and Sensor Systems
1. Modular Rear Equipment Mount: The rear turret can mount various types of anti-armor or anti-aircraft weapons. Only one piece of equipment can be mounted on this turret at a time.

A) HRG-140 Dual Rail Gun: Standard issue ordinance is the HRG-140, which is two of the HRG-70 rail guns mated together in a turret that is mounted on the top of the Silverback in vehicle mode and battloid mode. In both modes, the turret can rotate 360 degrees to fire at enemies from all sides, even behind, and has a 90 degree arc of fire, up and down to engage air or ground targets. The rail gun can be fired by the pilot or from the passenger seat. Ammo is the same armor piercing sabot as used by the HRG-70 of the Super Cyclone, and is fed from a pair of mounted ammo drums.
Range: 4,000 ft
Mega-Damage: 2d6 MD for a single round from each weapon, and 2d4x10+14 MD for a 20 round burst (10 per gun)
Rate of Fire: Each shot or burst counts as one of the pilot or gunner's melee attacks
Payload: Each ammo drum carries 2,000 rounds, good for 200 bursts. One full reload/ammo drum can be carried by the Silverback.

B) Optional AAC-11 Flak Cannon: The AAC-11 is a double-barreled cannon that loosely resembles the HRG-70 rail gun but is slightly larger and has a greater range.
Range: 6,000 ft
Mega-Damage: One round does 3d6 MD, a ten round burst does 2d6x10 MD
Rate of Fire: Each single shot or ten round burst counts as one melee attack, but the bursts only get half the usual strike bonus and cannot be used for making a Called Shot
Payload: Each ammo drum carries 1,200 rounds, good for 120 bursts.

C) Optional LMMDS-12 Missile Delivery System: A box launcher carrying 12 short range missiles can be mounted on the turret of the Silverback.
Range: Typically 3 to 5 miles
Mega-Damage: Usually loaded with HEAP rounds which inflict 2d6x10 per missile
Rate of Fire: singly or in volleys of 2, 4, or 6.
Payload: 12 short range missiles

D) Optional MMMDS-6 Missile Delivery System: A box launcher carrying six medium range missiles can be mounted on the turret of the Silverback.
Range: Typically 50 to 80 miles
Rate of Fire: One or in volleys of 2 or 4
Payload: 6 medium range missiles

E) Optional MMDS-48 Missile Delivery System: A box launcher carrying 48 mini-missiles can be mounted on the turret of the Silverback.
Range: 1 mile
Mega Damage: Armor Piercing rounds do 1d4x10 MD per missile
Rate of Fire: One or in volleys of 2, 4, 6, 12, or 24.
Payload: 48 mini-missiles

2: HRG-70 Rail Gun ( 1 ): The HRG-70 is a 20mm rail gun that fires high-speed, armor piercing sabots in 10 round bursts. It is mounted on the right front wheel of the Silverback, and in Battloid mode, it serves as a handheld rail gun.
Range: 4,000 ft
Mega-Damage: 1d6 MD for a single round, and 1d4x10+10 MD for a 10 round burst
Rate of Fire: Each shot or burst counts as one melee attack
Payload: Each ammo canister holds 1000 rounds, good for 100 bursts

3: MM-12 Mini-Missile Launchers ( 2 ): The box launchers on either side of the Silverback contain 12 mini-missiles, mounted on the arms in Battloid mode.
Range: 1 mile
Mega-Damage: Armor Piercing rounds do 1d4x10 MD per missile
Rate of Fire: One or in volleys of 2, 4, 8, or 16 in vehicle mode. May also fire all 24 in one volley when in Battloid mode. Payload: 24 total, 12 mini-missiles per each of the two box launchers

4: Modular Weapon Systems for Wheel Hardpoints ( 4 ): Each wheel cover has a modular hardpoint similar to the Cyclone on which a modular weapon system can be mounted. The HRG-70 rail gun is always mounted in the right front wheel mount, but any of the following weapons can be mounted in the remaining three.
EP-40 Ion Pulse Pistol (See VR-052 Cyclone)
GR-97 Plasma Mini-Missile Launcher (See VR-052 Cyclone)
EP-37 60mm Pulse Beam Rifle (See VR-052 Cyclone)
HRG-70 Rapid Fire Rail Gun (See VR-057 Super Cyclone)
H-260 Valiant Laser Assault Rifle (See VR-057 Super Cyclone)

5: Hand to Hand Combat: The Silverback can also engage in hand to hand combat as is necessary
Restrained Punch/Forearm Strike: 1d4 MD
Full Strength Punch: 2d6 MD
Power Punch: 4d4 MD, but counts as two attacks
Kick Attack: 2d8 MD
Stomp: 2d8 MD, but the target must be 6 feet tall or smaller
Jump Kick and Leap Kick: 4d8 MD, but each of these attacks counts as two attacks
Body Block/Ram: 2d8 MD on a body block/ram per 20 mph of speed.

Bonuses for Mecha Elite Combat Training: +1 attack per melee round at levels 2, 4, 8, and 12. +1 to strike in hand to hand combat, +1 to strike with long-range weapons, +1 to Parry, +1 to Dodge, +2 to pull punch, and +2 to Roll With Impact.



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

Speed:
Transport Mode: 100 mph (161 kph)

Tank/Guardian Mode: 8 mph (13 kph)

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

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

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

Battloid Mode
Height: 20.3 feet (6.2m)
Length: 6.5 feet (2m)
Width: 14.4 feet (4.4m)
Weight: 26.4 tons dry

Physical Strength: Robotic P.S. of 42
Cargo: Just enough for a rifle and survival pack

Weapon Systems
1. MCR-68A1 105mm Cannon Mounted in a retractable housing in the right arm shield, the 68A1 served well as the main weapon of the Hover Tank for years. While it is recommended that this weapon only be deployed in Tank/Guardian mode, it can also fire in Battloid mode. Using the cannon in Battloid mode is awkward (no bonuses to strike) and requires the Battloid to be braced against the recoil It was eventually replaced by the HPW-125A1 Particle Cannon on the VHT-1A1 variant.
Range: varies by ammunition as described below.
Mega-Damage: varies by ammunition. The cannon can fire the following kinds of rounds:
Armor-Piercing Fin-Stabilized Discarding Sabot (APFSDS). A round that uses a dart made of depleted uranium or tungsten to pierce enemy armor.
Range: 4 miles (6.4km)
Mega-Damage: 3d6x10 M.D.
High Explosive Anti-Tank (HEAT). A shell with a shaped charge warhead.
Range: 2.2 miles (3.52km)
Mega-Damage: 2d6x10 M.D.
Multi-Purpose Anti-Tank (MPAT). A HEAT round with an added proximity fuse to allow it to engage slow, low flying aircraft such as helicopters and for air bursts over targets.
Range: 2.2 miles (3.52km)
Mega-Damage: 2d6x10 to a 50 foot (15.2m) radius
Canister. A shell filled with tungsten shot that acts like a giant shotgun shell for use against building, dug-in infantry, and thin-skinned vehicles.
Range: 2,500 feet (762m)
Mega-Damage: 1d8x10 M.D. to everything within a 25 foot (7.62m) area up to half range, 1d4x10 to everything within 50 feet (15.24m) area at full range.
High Yield Incendiary (Plasma). An extremely lethal anti-personnel round filled with super heated plasma.
Range: 1.5 miles (2.4km)
Mega-Damage: 2d8x10 M.D. to everything in a 25 foot (7.6m) area from the initial blast. Sets all combustible substances ablaze and continues to burn, doing an additional 4d8 M.D. per minute for 1d6+1 minutes.
Smoke. These shells emit billowing clouds of thick smoke and are used primarily for cover and to mark target zones. They come in black, white, red, green, and yellow, and make a cloud big enough to obscure an area 100 feet (30.5m) across.
Range: 4,000 feet (1,219m)
Damage: none
Rate of Fire: Twice per melee round
Payload: 48 rounds

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

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

4. EU-11 Gun Pod. The EU-11 is a 30mm high-intensity, selective fire laser gun pod capable of firing a single shot or five round burst. It has an integral laser targeting system and a collapsible stock and is powered by an internal capacitor that is charged by the Spartas’ engine. This weapon is accurate at very long ranges. The weapon is fixed forward in transport mode and carried in Battloid mode.
Weight: 250 pounds (112.5kg)
Range: 4,000 feet (1,219m)
Mega-Damage: 1d8 M.D. per single blast, 1d4x10 M.D. for a five round burst
Rate of Fire: Each single blast or five round burst counts as one attack
Note: the EU-11 enjoys a +2 bonus to strike (in addition to other bonuses) thanks to its laser targeting system.

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

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

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


arc royal.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: 500
MDC BY LOCATION
Main Body 40,000
Command Tower 8,000
Sensor Array (behind Command Tower) 800
Foredeck 12,000
Flight decks (2) 8,000 each
Main engines (2) 8,000 each
Secondary Engines (2) 2,500 each
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: 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.
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.
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.
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)

STATISTICAL DATA
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)
Fold System: ORTEC/Shinnakasu/General Galaxy Advanced Fold System Cluster
Sublight Drive: ORTEC/Sentinel Impulse Drive Cluster
Gravity Control System: Internal
Auxiliary Engine: Shinnakasu/Shinsei Industries/Agar Nuclear Pulse Rocket Motor Cluster
Radar System: Hyperspace Sensor Pod

WEAPON SYSTEMS:
1. 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.

2. 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.

3. 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.
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.

SYSTEMS OF NOTE:
ANTIGRAVITY PROPULSION SYSTEM: The Ark Royal escort carriers are equipped with an anti-gravity propulsion system used for planetary landings and liftoffs. The system is good for vertical ascent/descent only and can lift the ship at speeds of up to 1,320 feet (400 m) per minute. The system will function so long as the main engines can supply energy to it.
HYPERSPACE COMMUNICATIONS: Based on the same technology as the space fold system, the hyperspace communications relay allows faster-than-light communication between the New Macross ships and other vessels or planetary bases. Hyperspace communications are still not instantaneous, however. Audio/video communication travels through hyperspace at a rate of about 5 seconds per light year, so messages communicated over vast distances can still take days, weeks, or months to arrive.
LIFE SUPPORT SYSTEMS: The escort carriers have sufficient life support to provide breathable air and comfortable temperatures for 2,500 people for up to 30 years (air is recycled). In an emergency the life support system can support up to 4,000 people at one time, though living conditions onboard will get extremely cramped at that point. The carrier also holds sufficient food and water to support 2,500 people for up to 6 months.
LONG-RANGE LASER/SATELLITE RELAY COMMUNICATIONS: The impressive communications array of the escort carrier can communicate with up to 1,000 craft simultaneously at ranges of up to 900 miles (1,440 km). This range can be boosted indefinitely by using satellites or other spacecraft as to relay communications.
LONG-RANGE RADAR: The radar array of the escort carrier is equally as impressive as the communication system, and can track and identify up to 2,000 craft simultaneously. The radar system has a 2,000 mile/3,200 km range.
SPACE FOLD SYSTEM: For FTL propulsion, the escort carrier is equipped with an ORTEC/Shinnakasu/General Galaxy Advanced Fold System Cluster, capable of propelling the carrier through hyperspace at speeds up to 3.28x10^10 mps (5.25x10^10 kmps), or 1 light year per 6 minutes. The range of the fold drive is theoretically unlimited except by the life expectancy of the spacecraft.
SUBLIGHT ENGINES: As a backup to the Fold System, the escort carrier is equipped with ORTEC/Sentinel Impulse Drive Cluster engines that can propel the craft at speeds up to 0.20 speed of light (32,000 miles per second) in space. Note that these engines are mainly intended for rapid movement inside a planetary system and are not suited for long voyages between star systems. In a planetary atmosphere the carrier is limited to speeds of Mach 3 maximum due to hull stress.
SUBSPACE MASS SENSORS: The Ark Royal escort carriers are equipped with subspace sensors, which are based on the same principles as the hyperspace communications array. These sensors can essentially instantly detect mass readings and movement of objects up to 1 AU (93 million miles) distant from the carrier, and the readings are used both for early warning and for navigation when travelling at sublight speeds. Readings taken with the subspace sensors are not very detailed (-25% penalty when trying to identify a detected object) and cannot detect objects of less than 60,000 kg (this includes most variable fighters).

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.
Horizont Shuttles: 2 can be docked internally
Logistics and Auxiliary: One Logistics squadron of 18 cargo and service shuttles.
Destroids: While primarily operating with Veritech fighters, the Arc Royal does maintain a small complement of destroids, including 12 Tomahawks, 6 Gladiators, 6 Defenders, 6 Phalanx, 4 M.A.C. II or III Monsters, and 12 Hover Tanks
Cyclones: 500 of various types
Other vehicles of note: 2 MTA-Titans with full complement of mecha.

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.



stealthfrigateside.gif

Ship Type: Long Distance Stealth Frigate
Class: Northampton Class
Manufacturer: ORTEC Company/UN Spacy
Crew: 956 total Command Tower: 30 Main Ship: 500 VF Pilots: 42 VF Support Crew: 84 Troops: 300

MDC BY LOCATION:
Main Body 12,500
Command Tower 2,500
Sensor Array (on top of Command Tower) 300
Main Engines/Power Plants (2) 4,000 each
Secondary Engines (4) 1,250 each
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
(4) Pin Point Barriers (4) 2,500 each
NOTES: Depleting the MDC of the main body will put the frigate out of commission. All internal systems will shut down, including life support and internal gravity. The ship itself will be an unsalvageable floating wreck.
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.
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).
The Pinpoint Barriers regenerate at a rate of 200 MD per second (2,500 MD per melee round). If destroyed, a barrier will completely regenerate within 15 seconds (1 melee rounds). See the Pinpoint Barrier entry for details.

Speed (sublight): 0.20 speed of light (32,000 miles per second)
Speed (Auxiliary Drives):</strong> 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 frigates 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)
Power System: ORTEC/General Galaxy Main reactor
Fold System: ORTEC/Shinnakasu/General Galaxy Advanced Fold Cluster
Sublight Drive: ORTEC/Sentinel Impulse Drive Cluster
Gravity Control System: Internal
Auxiliary Engine: Shinnakasu/Shinsei Industries/Agar Nuclear Pulse Rocket Motor Cluster
Sensor System: Standard & Subspace Mass Detector

WEAPON SYSTEMS:
MAIN LASER CANNONS (2): The main weapon systems of the Northampton Frigates 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 frigate (lasers can aim 10 degrees off the ship's centerline).
PRIMARY PURPOSE: Heavy Assault
SECONDARY PURPOSE: Anti-Warship
RANGE: 100,000 miles (160,000 km)
DAMAGE: 1D8x1000 M.D. per blast
RATE OF FIRE: Each cannon can fire once per melee round.
PAYLOAD Effectively unlimited.

HEAVY MISSILE LAUNCHERS (2): To back up the heavy lasers the Northampton frigates 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.

ANTI-WARSHIP CANNONS (8): Northampton frigates 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: 100,000 miles (160,000 km)
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.

MEDIUM MISSILE LAUNCHERS (6): For anti-aircraft defense the frigates 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.

PINPOINT BARRIER DEFENSE SYSTEM: Originally developed by researchers onboard the SDF-01 Macross during Space War One, the Pinpoint Barrier System is a standard defense system on board the Northampton frigates. The system generates four small disc-shaped force fields that can be positioned anywhere along the ship to deflect missiles, energy beams or projectiles. Each pinpoint barrier is about 200 ft (61 m) in length and can absorb up to 2,500 MD in damage, which then regenerates within fifteen seconds (1 melee round). The barriers can also be layered on top of each other to generate a field which provides 10,000 MDC and can even deflect heavy particle beams (sometimes)
The four barriers are controlled by operators in the command tower of the carrier. These operators are instructed to defend (1) the command tower, bridge, and sensor array, (2) main engines, (3) hangar bays, and (4) weapon systems, in that order. The operators primarily concentrate on defending the ship against larger spacecraft and leave defense against mecha attacking the carrier to the VF pilots.
PRIMARY PURPOSE: Defense (the pinpoint barrier system cannot be used as a weapon)
RANGE: Up to 300 feet (91.5 m) from the surface of the vessel.
DAMAGE CAPACITY: Can sustain up to 2,500 MD per round. Regenerates at a rate of 2,500 MD per melee round.
RADIUS: 200 ft (61 m)
DEFENSIVE MOVEMENT: Can move from one end of the carrier to the other in less than a single round. Trained operators can attempt to block attacks up to 8 times per melee (counts as a parry) and are at +7 to block. Untrained characters can parry up to their number of hand-to-hand attacks with their normal parry bonuses only.
PAYLOAD Nearly inexhaustible. Will work as long as system is functional (see below) and engines are intact. If main engines are destroyed, the barrier will lose power and not function.
NOTE: If all four barriers are grouped in a single spot they can deflect a heavy particle beam attack, such as the one generated by the Macross Cannon. However, the beam will completely destroy all four barriers and put incredible strain on the pinpoint barrier system, to the point where it may short out. After deflecting an energy beam, roll percentile dice on the table below to determine additional effects/damage.
01-05: Lucked out, system will be operational in 1D6 hours.
06-20: Minor damage, system will require 4D6 hours to repair
21-35: Major damage, system will require 2D6x10 hours to repair (yes, DAYS of work).
36-64: Completely destroyed! System can be rebuilt, but will require new parts and 2D6 DAYS of work to replace.
65-79: Major damage, system will require 2D6x10 hours to repair.
80-94: Minor damage, system will require 4D6 hours to repair.
95-99: Lucked out, system will be operational in 1D6 hours.
00: It's a miracle! Trivial damage only, system will be operational again in only 4D6 melee rounds!

SYSTEMS OF NOTE
ANTIGRAVITY PROPULSION SYSTEM: The Northampton frigates are equipped with an anti-gravity propulsion system used for planetary landings and liftoffs. The system is good for vertical ascent/descent only and can lift the ship at speeds of up to 1,320 feet (400 m) per minute. The system will function so long as the main engines can supply energy to it.
ELECTRONIC COUNTERMEASURES (ECM) "STEALTH" SYSTEMS: The Northampton frigates 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 frigates with weapons. 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 frigate's stealth systems will fail if the main engines are destroyed.
HYPERSPACE COMMUNICATIONS: Based on the same technology as the space fold system, the hyperspace communications relay allows faster-than-light communication between UN Spacy starships and other vessels or planetary bases. Hyperspace communications are still not instantaneous, however. Audio/video communication travels through hyperspace at a rate of about 5 seconds per light year, so messages communicated over vast distances can still take days, weeks, or months to arrive.
LIFE SUPPORT SYSTEMS: The stealth frigates have sufficient life support to provide breathable air and comfortable temperatures for 750 people for up to 20 years (air is recycled). In an emergency the life support system can support up to 1,000 people at one time, though living conditions onboard will get extremely cramped at that point. The carrier also holds sufficient food and water to support 750 people for up to 6 months.
LONG-RANGE LASER/SATELLITE RELAY COMMUNICATIONS: The impressive communications array of the stealth frigate can communicate with up to 1,000 craft simultaneously at ranges of up to 900 miles (1,440 km). This range can be boosted indefinitely by using satellites or other spacecraft as to relay communications.
LONG-RANGE RADAR: The radar array of the stealth frigate is equally as impressive as the communication system, and can track and identify up to 2,000 craft simultaneously. The radar system has a 2,000 mile/3,200 km range.
SPACE FOLD SYSTEM: For FTL propulsion, the stealth frigate is equipped with an ORTEC/Shinnakasu/General Galaxy Advanced Fold System Cluster, capable of propelling the carrier through hyperspace at speeds up to 3.28x10^10 mps (5.25x10^10 kmps), or 1 light year per 6 minutes. The range of the fold drive is theoretically unlimited except by the life expectancy of the spacecraft.
SUBLIGHT ENGINES: As a backup to the Fold System, the stealth frigate is equipped with ORTEC/Sentinel Impulse Drive Cluster engines that can propel the craft at speeds up to 0.20 speed of light (32,000 miles per second) in space. Note that these engines are mainly intended for rapid movement inside a planetary system and are not suited for long voyages between star systems. In a planetary atmosphere the carrier is limited to speeds of Mach 3 maximum due to hull stress.
SUBSPACE MASS SENSORS: The Northampton frigates are equipped with subspace sensors, which are based on the same principles as the hyperspace communications array. These sensors can essentially instantly detect mass readings and movement of objects up to 1 AU (93 million miles) distant from the carrier, and the readings are used both for early warning and for navigation when travelling at sublight speeds. Readings taken with the subspace sensors are not very detailed (-25% penalty when trying to identify a detected object) and cannot detect objects of less than 60,000 kg (this includes most variable fighters).

MECHA COMPLEMENT (STANDARD):
Alpha Fighters: 24 on active status.
Beta Fighters: 12 on active status
Valkyrie Fighters: 6 on active status
Cyclones:100 Cyclones of various types
Support Shuttles:2 shuttles for ship-to-ship transport are standard
NOTE: The Northampton frigates have enough room to hold an additional squadron (12 fighters) if necessary, though the landing bays would be extremely cramped at that point.





katana.gif

Garfish HSTC-27 Troop Carrier
Crew: 57
Troops: 450. 126 Cyclone Riders, 8 to 10 destroids, 9 to 12 Alpha and Beta Fighters. An additional 4 or five mecha or vehicles can be squeezed in with the carrier’s usual forces. An additional 96 troops could be added in an emergency. Also can be used to transport one Titan.

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 take off 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 to 1800 miles
Payload: 36 total.

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



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Ikazuchi Class Command Carrier
Ships Crew: 1117 + 4000 additional troops of varying OCC
Ships Air Group: 600
Mecha Complement Veritech Fighters: 502 variable fighters of various classes. Usual complement is 305 Alpha fighters, 161 Betas, and 36 Valkyries. Logistics and Auxiliary: One logistics squadron of two dozen cargo and service shuttles, including 6 Cats Eye recon ships.
Ground Forces
Current composition is 48 Tomahawks, 48 Gladiators, 24 Defenders, 24 Hover Tanks, 12 Spartans, and 6 MAC IIIs. Future deployment will vary. 2000 VR-52 Battler Cyclones 200 VR-41 Saber Cyclones 800 VR-38-LT Light Cyclones
Vehicles of Note: 4-6 MTA Titans, 4 Horizont Carriers, 10-24 AAT-40 Assault Transports, 10-30 AAT-30 Assault Transports, 2-6 AMR-10 Mecha Retrieval Vehicles, 6-12 ARRAV Rocket Launchers, 50 TCH Tractor Haulers and 100+ ML-3 Forklifts.

MDC by Location:
Interior Bulkheads per 10 foot section - 100
Interior Hatches - 45 each
Exterior Hatches - 100 each
Laser Turrets (16 - 8top and 8 bottom) - 150 each
Missile Bays (8 Hatches) - 100 each
Forward Mega-Laser (nose) - 800
Alpha Launch Bays (6) - 1,200 each
Hanger Doors (1 - 500 each
Main HAngers Sliding Shield (2) - 3,000 each
Command Tower - 4,500
Forward Hull Section (1/3 of the ship) - 20,000
Midships Hull Section (1/3 of the ship) - 20,000
Aft Hull Section (1/3 of the ship) - 25,000
Main Thrusters (4) - 6,000 each
Secondary Thrusters (2) - 2,500 each
Hull per 40 foot area - 100

Length: 2,832 feet
Beam: 480 feet
Height: 766 feet
Weight: 20,000,000 tons armed and provisioned

Weapon Systems
1. The Main Laser Cannon (a.k.a. Mega-Laser) is built into the nose of the carrier, with no apparent appendage, nozzle or opening to give away its location.
Primary Purpose: Anti-spacecraft/Assault Range: 100,000 miles through atmosphere, 200,000 miles in space


Mega-Damage: 1D4x1000 M.D.
Rate of Fire: Once every other melee
2. Sixteen (16) Zentraedi -style laser turrets line the top and bottom of the Ikazuchi. The turrets are operated by the weapons operators in the command tower. Each turret can rotate 360 degrees and a 180 degree arc of fire.
Primary Purpose: Anti-spacecraft Range: 100,000 miles through atmosphere, 200,000 miles in space
Mega-Damage: 1D4x 100 M.D.
Rate of Fire: each turret can fire twice (2) per melee

3. Eight Missile Bays are strategically placed in the carrier along its sides. They are undetectable by casual inspection until their hatches slide open.
Primary Purpose: Defense
Secondary Purpose: Anti-Missile and anti-spacecraft
Missile Type: Long-range Reflex multi-warhead or proton torpedo only! Of course, any long-range missile could be substituted if necessary. Range: Proton - 1,200 miles, Multi-warhead - 1,800
Mega-Damage: Proton Torpedoes inflict 6d6x10, and the Multi-Warhead does 2d4x100+60.
Rate of Fire: Two (2) times per melee, but can fire missiles one at a time or in volleys of 2 or 4.
Payload: Each missile bay has 100 missiles (800 total)

4. Mecha Troops are deployed for defense or assault, see Mecha Complement and Ground Troops, above.




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The Horizont is the smallest vessel in the REF fleet. Unlike the larger combat spacecraft, the Horizont is a troop carrier. Its purpose is to transport troops, mecha, and supplies to and from the battlefield. To accomplish these tasks, the shuttle carries two armoured supply bunkers which can be "dropped", detached, at landing. Troops and supplies can be unloaded while the Horizont flies into space to get another load/bunkers. The troop bunkers do not have to be detached for the troops to disembark; however, a "hot" landing zone (LZ) seldom offers the luxury of time to land, wait for the unloading and fly off without the shuttle taking damage. The detachable bunkers enable the Horizont to quickly land/hover, drop its two bunkers and fly to safety before the enemy has time to focus an attack. In many respects, the Horizont can be thought of as the space-age equivalent to the helicopter in the Vietnam War (Earth, circa 1964-70). The transport shuttle is operated by a pilot, copilot, two communications engineers and an Alpha and a Beta pilot. The crew is located in the nose of the spacecraft. If necessary, the nose can detach from the rest of the vessel, functioning as an emergency escape pod. The escape pod can function only in space (drops like a rock in atmosphere) and can accommodate only 5 or 6 additional human-size passengers. Inside the neck of the Horizont is a troop compartment which can hold 12 Cyclone riders (in armour) with the Cyclone mecha folded and stowed in compartments above each soldier. The rear section is all engine except for the passageway that connects to the Veritech Fighters attached to the belly of the Horizont. The two Veritechs represent the only defense and assault weapons at the shuttle's disposal. They are especially important when delivering troops or rescuing wounded in a "hot LZ," a landing area under heavy attack. As the shuttle makes its final landing approach, the Alpha and Beta (connected together) detach to lay down suppressing fire and distract the enemy. If the situation requires it, the Alpha and Beta act as two "combat" Huey helicopters engaging the enemy while a transport chopper picks up the wounded or drops off troops. Once the Horizon's job is done it leaves, with the two Veritechs flying escort. The Alpha and Beta can connect and reattach to the shuttle at any time.

Ships Crew: 17
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 each
Thrusters (3) - 200 each
Detachable Drop Pods (2) - 500 each
Alpha/Beta retractable docking lock - 125

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

Drop Pods
Length: 130 feet
Width: 34 feet
Height: 33 feet

Weight: 60 tons empty. A Drop Pod can carry up to 300 tons
 
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The Regult Tactical Battlepod has been the workhorse of the Zentradi military for centuries. Light on armor, it makes up for it with heavy firepower and the fact that the Zentradi use the Battlepod as a attrition unit. Several variants of the Pod have been made, including two different Artillery models that replace the rear autocannons with short or medium range missiles, and a reconnaissance Pod that removes all of its weapons to make room for its advanced sensors. In space, the Pods are capable of extreme speeds in excess of Mach 9. On a planet, their top speed is only 175mph. All the models of the Tactical Battlepod have only 125 total MDC for their main body.


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


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


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


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The Aerospace Fighter Pod is the Zentraedi's main, ship based aerospace force projection fighter. Fast and rugged, it was produced by the tens of thousands by the Zentradi and it makes up the bulk of their air wings. With a space flight speed of over Mach 18, and its armament of cannon and 18 short range missiles, it would be a fearsome foe if its armor was stronger than the 150 MDC that it has.


The Quel-Quallie Recon Pod (aka Theater Scout) is the Zentraedi version of the human's AWACS aircraft. Capable of spaceflight (at a staggering speed of Mach 35), atmospheric operation (top speed of just over Mach 2), underwater (30 mph and is very noisy) and land operation on the four 'legs' (at a wobbly 40 mph), it represents a sizable threat. With a Main Body armor rating of 1,600 points, the Theater Scout is able to take a hit, and with its particle cannons and payload of 12 short range missiles, it is not a opponent to take lightly.


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The Frandlar-Tiluvo Class Reentry Pod is a saucer shaped, heavy duty, trans-atmospheric troop carrier. Lightly armored with just 350 MDC, it makes up for it with its high speed (Mach 14) and its payload of up to 160 full sized Zentraedi in light or heavy combat armor, 90 mechanized troops (male or female powered armor), or 80 mixed Battle Pods.


View attachment 67391


Thuverl-Salan Class Destroyer is the most common ship of the Zentraedi fleet. Produced by the millions, these vessels represent a sizable threat to the safety and security of the UEDF. Report any and all sightings of these vessels to High Command immediately!


At over 7,000 feet long, the standard mecha complement of the Destroyer includes:


250 Fighter Pods,


1000 Battle Pods,


50 Officer Pods,


300 Powered Armor,


1500 Mechanized Infantry,


2 Recon Pods,


and 10 Reentry Pods.


View attachment 67395
 
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The Alpha and Beta fighters are able to link together to form one larger, faster fighter. This makes the pair trans-atmospheric, and gives the pilots the ability to share control of flight and weapon systems. While linked, the Alpha can still transform into its Battloid mode, giving it the benefit of the Beta's speed and the ability to aim its gun pod off to one side. 


beta1.jpgAlphaBetaKitClouds_bc9.jpg


The Veritechs also come standard with a Cyclone mobile ride armor in a emergency storage bin as a emergency vehicle if the larger mecha is shot down or the pilot needs to dismount from the Veritech for a while.  It takes less than a minute to unload the Cyclone from storage and configure it for riding.


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UEEF Destroids


UEEF Tomahawk
Crew: One or Two
MDC by Location:
*Head – 100
*Head Lasers (3) – 40 each
Upper Arms (2) – 150 each
Particle Beam Forearm (left) – 200
Right Forearm – 175
*Hands (2) – 75 each
Legs (2) – 300 each
Feet (2) – 125 each
Mini-Missile Launchers (2) – 100 each
Multiple Launch Missile Pods (2) – 200 each
Reinforced Pilot Compartment – 200
**Main Body – 530
*A single asterisk indicates a small or difficult target to hit. The attacker must make a Called Shot at a -3 penalty.
**Depleting the MDC of the main body destroys the mecha, rendering it useless

Speed
Running: 75 mph
Leaping: Tomahawk Mk.X can execute thruster-assisted leaps of 20 feet high or 50 feet across.
Flight: Planetside, the thrusters are used solely for jumps and balance; it cannot fly. In space, the Tomahawk has maneuvering jets that enables it to perform limited EVA flight operations with a maximum speed of 350 mph.
Underwater: Airtight, a Destroid can walk along the bottom of a lake or sea floor up to a depth of 2,000 feet, but cannot swim or propel itself through the water. Speed is a maximum of 25 mph.

Statistical Data
Height: 26 feet
Width: 18 feet 6 inches
Length: 11 feet 2 inches
Weight: 21 tons dry
Cargo: Just enough space for a rifle, spare suit of armor and survival pack for each crew member

Weapon Systems
1. HPC-120 Heavy Particle Acceleration Cannon: Mounted on the left forearm is a long range, 120mm, liquid cooled heavy particle cannon that draws its power directly from the mecha’s reactor. Despite its smaller size, the weapon is more powerful than it’s predecessors’ cannons, but at the cost of slightly reduced range.
Range: 18 miles
Mega Damage: 2d4x10+12 MD per single blast
Rate of Fire: four shots per melee maximum
Payload: Effectively unlimited.

2. LLW-20 CIWS Lasers (3): Each Tomahawk Mk.X has three 20mm lasers mounted on the sensor head. These are short range, low yield lasers designed for point defense and anti-personnel operation.
Range: 2,000 feet
Mega Damage: 2d4 MD per individual laser blast; 4d6 MD when all three are fired at a target. Usually fired in triple blasts.
Rate of Fire: Each blast counts as one melee attack

3. MDS-M-9 Short Range Missile Launcher Pods (2): Mounted behind each shoulder is a short range missile launcher designed for anti-mecha/anti-armor operations. Typical loadout is HEAP (High Explosive Armor Piercing) but any warhead can be used.
Range: 3 to 5 miles
Mega Damage: Varies by missile type, but HEAP missiles that inflict 2d6x10 MD are the standard payload.
Payload: 18; nine in each launcher
Rate of Fire: 1, 2, or 3 can be fired per launcher, that’s six total when three are fired from each at the same target.

4. RDS-18 Mini Missile Launchers (2): Located between the shoulders and chest are a pair of launchers that can fire volleys of mini missiles fed from an internal magazine.
Range: 1 mile
Mega Damage: Varies by missile type, but HEAP missiles that inflict 1d4x10 are the standard payload.
Rate of Fire: singly or in volleys of 2, 4, 6, or all 9 from a single launcher, or a “full dump” of 18
Payload: 36 total, 18 mini missiles per each launcher.

5. VRB-1 Variable Frequency Blade (1, right arm): A large blade slides out of the forearm plating of the right arm to enable the Tomahawk Mk.X to fight the enemy in close combat.
Mega Damage: A slashing blow inflicts 3d6 MD, a punch/impaling impact does 4d6 MD, and a power punch does 6d6+6 MD, but counts as two attacks

6. Hand to Hand Combat
Sword Strike: see #5 above
Punch/Forearm Strike: 1d4 MD on a restrained punch, 2d6 MD on a full strength punch, and 4d6 MD on a power punch (uses two attacks)
Kick: 3d8 MD
Stomp: 2d8 MD to targets under 10 feet tall
Power Kick/Jump Kick: 5d8 MD, but uses two melee attacks
Body Block/Ram: 2d6 MD. There is a 40% chance of knocking down an opponent of equal size, up to 50% larger. The victim loses initiative and two melee attacks. This must be done at a full run and uses up two of the Tomahawks attacks

Bonuses for MECT: +1 attack per melee at levels 1, 3, 6, 10 and 15. +2 to strike, +3 to parry, +3 to pull punch, and +1 to roll with impact.






UEEF Defender

MDC by Location:
Head Secondary Sensor Array – 95
*Main Sensor Array (midsection) – 100
Tri Barrel 60mm Laser Cannon Arms (2) – 155 each
Legs (2) – 270 each
Feet (2) – 120 each
Rocket Launchers (2) – 100 each
Reinforced Pilot Compartment – 200
**Main Body – 325
*Destroying the sensor array in the chest destroys both the radar and the LADAR system, reducing its accuracy. The Defender MK.XIV has back-up communications and radar with a 10 mile range in the head.
**Depleting the MDC of the main body destroys the mecha, leaving it useless.

Speed
Running: 75 mph
Leaping: The Defender Mk.XIV can execute thruster assisted leaps of 20 feet high or 50 feet across.
Flight: Planetside, a Defender’s thrusters are used solely for jumps and balance, it cannot fly. In space, the Defender has low powered maneuvering jets that enables it to perform limited EVA flight operations with a maximum speed of 359 mph; no combat bonuses to dodge or parry.
Underwater: Airtight, a Destroid can walk along the bottom of a lake or sea floor up to a depth of 2,000 feet, but cannot swim. Speed underwater is 25 mph.

Statistical Data
Height: 24 feet 9 inches
Width: 18 feet
Length: 11 feet 7 inches
Weight: 14.5 tons dry
Cargo: Just enough space for a rifle and survival pack

Weapon Systems
1. M-1300 60mm Anti-Aircraft Laser Batteries (2): Each arm of the Defender is equipped with a triple barreled, 60mm laser cannon. Each anon arm is independent of the other and can engage separate targets or be fire-linked to concentrate fire on a single target.
Range: 10 miles
Mega Damage: A blast from each barrel does 1d4x10 MD, and each arm can fire either a single shot or a triple blast doing 3d4x10 MD. Both arms can also concentrate fire on a target for 4d6x10 MD.
Rate of Fire: Each blast counts as one attack
Bonuses: +3 to strike slow moving (under 50 mph) targets, +1 to strike fast moving targets, as long as the main sensor array is functioning on ANY Defender within 20 miles and networked to the rest.

2. RDS-3 Rocket launcher Boxes (2): Located above and behind each of the shoulders is a box style rocket launcher that can fire up to three 70mm rockets each per volley and are fed from an internal magazine.
Range: 1 mile
Mega Damage: per mini missile type, but typically 1d4x10 MD
Rate of Fire: Singly, or in volleys of 2, 4, or 6.
Bonuses: +2 to strike slow moving (under 50 mph) targets, +1 to strike fast moving targets, as long as the main sensor array is functioning on ANY Defender within 20 miles networked together.

3. Hand to Hand Combat:
Bash/Clothesline with Laser Cannons: 2d6 MD
Kick: 3d6 MD
Stomp: 2d8 MD on targets under 12 feet tall
Jump Kick: 4d6 MD; counts as two attacks
Body Block/Ram: 2d6 MD per 20 mph of running speed. Uses two attacks and has a 60% chance of knocking down targets up to 50% larger. Victims of a successful knockdown lose initiative and two melee attacks.

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






UEEF Spartan

MDC by Location:
Sensor Head – 95
M-1255 120mm Laser Cannons (2) – 170 each
*20mm Pulse Laser Turret – 100
Rocket Launchers (2) – 125 each
Upper Arms (2) – 120 each
Forearms (2) – 200 each
*Hands (2) – 100 each
Legs (2) – 250 each
Feet (2) – 120 each
Reinforced Pilot Compartment – 200
**Main Body – 475
*A single asterisk indicates a small or difficult target to hit. The attacker must make a Called Shot and even then he suffers a penalty of-3 to strike.
**Depleting the MDC of the main body destroys the mecha, rendering it useless.

Speed
Running: 120 mph
Leaping: The Spartan can execute thruster assisted leaps of 20 feet high or 50 feet across.
Flight: Planetside, a Spartans thrusters are used solely for jumps and balance. In space the Spartan has low powered maneuvering jets that allow it to perform limited EVA flight with a maximum speed of 350 mph.
Underwater: Airtight, a Destroid can walk along the bottom of a lake or sea floor up to a depth of 2,000 feet, but cannot swim. Speed underwater is 30 mph.

Statistical Data
Height: 27 feet
Width: 13 feet 9 inches
Length: 11 feet 4 inches
Weight: 16 tons dry
Cargo: just large enough for a rifle and survival pack.

Weapon Systems
1. M-1255 120mm Laser Cannons (2): The primary energy weapon, and the most obvious design addition, are the Spartan’s two heavy, shoulder mounted laser cannons.
Range: 5 miles
Mega Damage: 1d6x10 MD per cannon; both together causes 2d6x10 MD
Rate of Fire: Each cannon can only be fired twice per melee round. Each single or dual blast uses one of the pilot’s melee attacks.

2. 20mm Pulse Laser Turret: A chest mounted laser turret gives the Spartan more close in fighting capabilities, and serves as an anti-personnel weapon. Its high rate of fire allows it so saturate small targets with laser fire.
Range: 2,000 feet
Mega Damage: Each laser does 2d6 MD for a total of 4d6 MD on a dual blast. The turret can fire dual pulse blasts of 1d4x10 MD, which also counts as one attack. The pilot may also choose to spray the area immediately in front of the mecha, out to 1,000 feet, with laser fire, doing 1d6 MD to anyone, friend or foe, that fails to dodge. This laser suppression fire counts as two melee attacks.
Rate of Fire: Each single, dual or pulse blast counts as one melee attack. Laser suppression fire counts as two attacks.

3. RDS-6 Rocket Launchers (2): Located in the chest, below the laser cannons, these rocket launchers are revealed by a cover plate that swings down when firing. Each launcher can fire up to six 70mm rockets each per volley and are fed from an internal magazine.
Range: 1 mile
Mega Damage: Per mini missile type, usually 1d4x10 MD
Rate of Fire: Singly or in volleys of 2, 4, or 6.
Payload: 24 total, 12 mini missiles per each launcher

4. Gun Pod (optional): Just about any gun pod used by any mecha of comparable size can be assigned for use with a Spartan.

5. Hand to Hand Combat
Punch/Forearm Strike: 1d6 MD from a restrained punch. 4d6 MD on a full strength punch, and 1d6x10 MD on a power punch using two attacks
Kick: 3d8 MD
Stomp Attack: 3d6 MD to targets under 10 feet tall
Power Kick and Jump Kick: 1d4x10 MD, but each of these attacks counts as two melee actions
Body Block/Ram: 3d6 MD, and there is a 60% chance of knocking down an opponent up to 50% larger off their feet. The victim loses initiative and two melee attacks. This attack must be done at a full run and takes up two of the Destroid’s melee attacks.

Bonuses from MECT: +1 attack per melee round at level 1, 4, 8, 12 and 15. +2 to strike, +3 to parry, +3 to pull punch, +2 to roll with impact and +2 to disarm.






UEEF Phalanx

MDC by Location
MDS-H-20 Ballista Long Range Missile Launchers (2) – 200 each
MDS-L-24 Multiple Launch Missile Pod (Nose/jaw-like structure on main body) – 250
Legs (2) – 275 each
Feet (2) – 120 each
*Servo Hands and Arms (2; retractable) – 55 each
*Floodlights (6) – 50 for the unit
Reinforced Pilot Compartment – 200
**Main Body – 325
*A single asterisk indicates a small or difficult to hit target that requires a “Called Shot” to be made at -3 to strike
**Depleting the MDC of the main body destroys the mecha, rendering it useless

Speed
Running: 75 mph
Leaping: The Phalanx can execute thruster assisted leaps of 20 feet high and 50 feet across
Flight: Planetside, the thrusters are used solely for jumps and balance; they cannot allow the mecha to fly. In space, the Phalanx has low powered maneuvering jets that enables it to perform limited EVA flight at a maximum speed of 350 mph.
Underwater: Maximum depth of 2,000 feet at a speed of 25 mph.

Statistical Data
Height: 28 feet, 3 inches
Width: 20 feet
Length: 16 feet 4 inches
Weight: 16 tons dry
Cargo: Just enough room for a rifle and a survival pack

Weapon Systems
1. MDS-H-20 Ballista Long Range Missile Launchers (2): These are slimmed down versions of the original Derringer LRM system. The loss of significant weight, some armor and two missiles has allowed the Phalanx to nearly double its speed, and helped allow for the addition of the short range missile launcher system. Each Ballista launcher carries 10 long range missiles at the ready and ten more in the auto loading magazine.
Range: By long range missile type, typically 500 to 1000 miles
Mega Damage: by long range missile type
Rate of Fire: Singly or in volleys of 2, 4, 5, 10 or 20.
Payload: 40 total; 20 LRMs in each launcher
Note: The missiles used by the Ballista are radar-guided smart missiles that enjoy a +4 to strike. If the Phalanx is using targeting information from a Defender, GMU, or a reconnaissance vehicle, the pilot enjoys an additional +6 to strike.

2. MDS-L-24 Multiple Launch Missile Pod: Housed in the lower jaw of the main body/lower section, the cover on this launcher drops open to reveal a large capacity, short range missile launcher equipped with 24 missiles. Typical loadout is High Explosive Armor Piercing (HEAP), but any warhead can be used depending on mission requirements.
Range: 3-5 miles
Mega Damage: Varies by missile type, but typically using HEAP that cause 2d6x10 MD per missile
Rate of Fire: Singly or in volleys of 2, 4, 6, 8 or 12.
Payload: 24 short range missiles.

3. Hand to Hand Combat
Kick: 3d6 MD
Stomp: 2d8 MD against targets under 10 feet tall
Jump Kick: 4d6 MD; counts as two attacks
Shoulder Block: 2d6 MD
Ram: 2d6 MD per 20 mph of running speed. Uses up two attacks and has a 60% chance of knocking down targets up to 50% bigger. Victims of knockdown lose initiative and two melee attacks.

Bonuses from MECT: +1 attack at levels 2, 6, 9, and 12. +1 to strike, +2 to dodge, and +3 to roll with impact






UEEF Monster
Crew: 3, one commander, one pilot, and one gunner
MDC by Location:
*Sensor Head – 125
*Upper Arm Joints (2) – 120
Forearms/40cm Particle Beam Cannons (2) – 250 each
Legs (2) – 350 each
Feet (2) – 200 each
Cannons (3) – 150 each
*Drum Bombs (2) – 100 each
Missile Launcher – 150
Reinforced Pilot Compartment – 200
**Main Body – 550
*A single asterisk indicates a small target that is difficult to hit. The attacker must make a “Called Shot” and even then is at -3 to hit the target.
**Depleting the MDC of the main body destroys the mecha, rendering it useless.

Speed
Running: 50 mph
Leaping: Not possible
Flight: Not possible. The Monster has maneuvering jets that allow it to move very slowly in space (1 mph) or hold it relatively stable.

Statistical Data
Height: 48 feet 6 inches
Width: 30 feet
Length: 38 feet
Weight: 180 tons dry
Cargo: A large space enough for rifles, survival gear and armor for all three crew members

Weapon Systems
1. M-500 40cm Artillery Cannons (3): While everything about the Monster is smaller, this Destroid remains a massive piece of equipment. Its original auto-cannons have been replaced by three giant gauss cannons that use magnetic rings to accelerate the 40cm shells to incredible speed, and are often confused for energy cannons by those who see them fire. The cannons are auto-loaded from an internal magazine in the main body and can reach an elevation of 45 degrees without the pilot tilting the Monster’s hull. Maneuvering the Hull increases the maximum elevation to 70 degrees.
Range: 100 miles
Mega Damage: Varies according to load. The cannons fire the following kinds of rounds. Damage is listed for a single round; multiply by three if all cannons fire the same ordnance at the same target simultaneously.
Armor Piercing Discarding Sabot (APDS): Similar to the APFSDS rounds used in the original Monster, except there is no need for the stabilizing fins due to the incredible speed at which the round is fired.
Mega Damage: 4d6x10+6 MD
High Explosive Tungsten Jacketed (HETJACK): The tungsten shell on these rounds allow the weapon to fire explosive payloads for softer targets that are less vulnerable to kinetic penetrators.
Mega Damage: 3d6x10 MD to a 40 foot radius. Add 50% to the radius with each additional round fired, for a maximum of 80 foot radius when all three cannons are fired at the same target with these rounds.
High Explosive Airburst Rounds (HEAR): These are similar to HETJACKS, except that they are detonated by proximity fuses or are set to explode at a certain altitude, creating a deadly cloud of flak for se against flying targets.
Mega Damage: 3d6x10 MD to a 100 foot radius. Bonus: +1 to strike with these rounds; direct hits are not necessary making it easier to hit with these rounds.
Depleted Uranium Ferrous-Coated Incendiary Plasma (DUFCIP): These rounds have an explosive plasma core wrapped in depleted uranium. The plasma turns the depleted uranium, which is self-sharpening when it explodes, into deadly high speed shrapnel. These rounds are reserved for anti-personnel, since they have such low penetration but are highly destructive to lightly armored targets.
Mega Damage: 2d6x10 MD to everything within a 100 foot radius. Everything within 100 and 200 feet takes 1d6x10 MD. Flammable targets within the initial 100 feet burn, taking an additional 6d6 MD for 1d6 rounds.

Ammo Note: the new Monster uses no smoke rounds. Any need for smoke cover is supplied by missiles loaded for that purpose.
Rate of Fire: Each cannon can fire only twice per melee round.
Payload: The smaller, lighter rounds have dramatically increased the payload. The internal magazine holds a total of 90 rounds.
Bonus: +3 to strike ground targets, +1 to strike airborne targets.

2. HPC-50 Heavy Particle Beam Cannons (2): Replacing the missile launchers in the forearms are a pair of 50cm particle beam cannons that are incredibly powerful. Though they lack the range of the main cannons and missiles, they have a much higher rate of fire and are designed for attacking mid-range targets.
Range: 6 miles
Mega Damage: A single blast does 2d6x10 MD. A dual blast does 4d6x10 MD
Rate of Fire: Each blast takes up one melee attack

3. MMDS-12 Missile Launcher: Located in the center of the chest in the main body is a medium range missile launcher. Like its predecessor, it is typically loaded with surface to surface anti-armor missiles, but can load any missile depending on the mission.
Range: 50 to 80 miles, depending on missile type
Mega Damage: By medium range missile type, typically 3d6x10 MD
Rate of Fire: singly or in volleys of 2, 3, 4, or 6.
Payload: 16 total

4. DB2 Drum Bombs (2): Located in the forward section of the Monster are a pair of concealed drum bombs. One or both can be released to drop to the ground and left where they fall, or rolled over to a specified strategic location. Each drum bomb has a timing mechanism that can be set to detonate in moments, minutes or hours later or upon being moved or jostled after being set. Such bombs may be used to destroy enemy installations, punch holes into fortifications, take down bridges, destroy generators, or left behind as a booby-trap to destroy enemy troops or to make a diversion.
Weight: Each drum bomb weighs two tons.
Mega Damage: 3d4x100+100 MD to everything in a 500 foot diameter. This is ground zero. An additional 2d6x10 MD is unleashed upon everything within a 500 foot blast radius beyond the blast center.
Payload: two total

5. Hand to Hand Combat
Restrained Punch/Forearm Swat: 2d6 MD
Full Strength Punch: 5d6 MD
Power Punch: Not possible
Kick: 6d6 MD
Stomp: 1d6x10 MD to targets under 12 feet tall
Body Block/Ram: 1d6x10 MD

Bonuses from MECT: +1 attack per round at levels 2, 7, and 12. +1 to strike, +1 to parry, and +1 to pull punch.
 
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MCR-68A1 105mm Cannon.  This is the same weapon that the first generation of Hover Tank used to great effectiveness.  Taken from that venerable design, the 105mm cannon can be used to replace the Alpha's Eu-13 hand held rifle, and on the Beta, it is underslung using a special housing located in the bomb bay.  This housing replaces the normal bomb load of the Beta, but leaves enough room for two more preloaded magazines for the heavy gun.  It does require the Beta to change into its Battloid mode to reload or switch magazines.


Range: varies by ammunition as described below.


Mega-Damage: varies by ammunition. The cannon can fire the following kinds of rounds:


Armor-Piercing Fin-Stabilized Discarding Sabot (APFSDS). A round that uses a dart made of depleted uranium or tungsten to pierce enemy armor.


Range: 4 miles (6.4km)


Mega-Damage: 3d6x10 M.D.


High Explosive Anti-Tank (HEAT). A shell with a shaped charge warhead.


Range: 2.2 miles (3.52km)


Mega-Damage: 2d6x10 M.D.


Multi-Purpose Anti-Tank (MPAT). A HEAT round with an added proximity fuse to allow it to engage slow, low flying aircraft such as helicopters and for air bursts over targets.


Range: 2.2 miles (3.52km)


Mega-Damage: 2d6x10 to a 50 foot (15.2m) radius


Canister. A shell filled with tungsten shot that acts like a giant shotgun shell for use against building, dug-in infantry, and thin-skinned vehicles.


Range: 2,500 feet (762m)


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


High Yield Incendiary (Plasma). An extremely lethal anti-personnel round filled with super heated plasma.


Range: 1.5 miles (2.4km)


Mega-Damage: 2d8x10 M.D. to everything in a 25 foot (7.6m) area from the initial blast. Sets all combustible substances ablaze and continues to burn, doing an additional 4d8 M.D. per minute for 1d6+1 minutes.


Smoke. These shells emit billowing clouds of thick smoke and are used primarily for cover and to mark target zones. They come in black, white, red, green, and yellow, and make a cloud big enough to obscure an area 100 feet (30.5m) across.


Range: 4,000 feet (1,219m)


Damage: none


Rate of Fire: Twice per melee round


Payload: 10 rounds, but the Beta has room in its modified bomb bay for another two (2) magazines
 
Shimakaze Battlecruiser
Model Type: Shimakaze-Class Battlecruiser.
Class: SDBC (Super Dimensional Battlecruiser)
Ship’s Complement:
Ship’s Crew: 138 total.
Bridge Crew: Ship’s Captain (1), Executive Officer (1), Helm (2) , Navigation (1), Communication/Sensors (2), Security (4 Security Corpsmen in CBR-5 armor and armed with M-25C Wolverine Carbines).
Combat Information Center: Operations Commander (1), Commander's Aides (2), Military Advisors (4), Ship’s Weapons (8), Comms (6), Security Team (6 Security Corpsmen in CBR-5 armor and armed with M-25C Wolverine Carbines).
Ship’s Operations Crew: Engineering (20), Medical Team (15), and General Enlisted (65).
Troops: 716
UEEF Naval/Marine Aviators: 24 Alpha pilots, 12 Beta pilots.
UEEF Fleet Personnel: 430 mainly technical and support M.O.S.
UEEF Marine Corps Detachment: 250

Mecha Complement:
Veritech Fighters: 36 total.
24 VF/A-6X Shadow Fighters
12 VFB-9 Beta Fighters
Cyclones: 315 - 050 Series Cyclones Standard.
Silverbacks: 65 - VM-9L Series Silverbacks Standard.

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

Speed:
Hover: The ship can hover in atmosphere and is capable of VTOL launches.
Flying:
Atmosphere: The Shimakaze is more capable in atmosphere than most UEEF space vessels. Maximum atmospheric cruising speed at any altitude is 1,340 mph (2,144 km) or Mach 2. It can reach a max of near Mach 13 to escape atmosphere.
Space: Cruising speed of 6,850 mph (10,960 km) or Mach 9. Maximum speed is 15,224 (24,358 km) or Mach 20. Maximum interplanetary speed of approximately 1,676,700 mph (2,682,720 km or l/400th the speed of light) can be attained within 12 days of sustained acceleration (without the use of Hyperspace Fold Drives).
Maximum Range: Limited only by supplies. The Reflex Furnaces can carry enough Protoculture for up to ten years of standard operation, although shipboard expendable stores are only good for one year of constant deployment with a standard crew and troop complement. However, Protoculture fuel supplies can be quickly depleted through the use of Hyperspace Fold Drives. The drives generate a fold bubble up to one mile (1,609 km) across that can also carry other ships within range of the sphere. The amount of Protoculture expended with each fold depends on the diameter of the fold bubble generated and the distance traveled, up to a limit of 150 parsecs in a single jump. Trips longer than that require multiple folds.

Statistical Data:
Length: 1,797 feet (548 m).
Beam: 732 feet (223 m).
Height: 523 feet (159 m).
Weight: 750,000 tons fueled and provisioned.
Power Source: Three Reflex Furnaces powering four capital plasma thruster arrays and one Mk.IV Capital Space Fold Generator.

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

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

3. HM-1 Heavy Missile Launchers (30): These missile launchers line the midsection of the ship.
Primary Purpose: Anti-Ship.
Secondary Purpose: Anti-Installation and Siege Fire.
Weight: Not applicable, part of the ship's hull.
Range: Per long-range missile; typically 500 miles (800 km); see missile descriptions in the Robotech®: The Shadow Chronicles® Role-Playing Game.
Mega-Damage: Per warhead; varies with type.
Rate of Fire: Each launch tube fires one missile at a time, but can fire combined volleys of up to 30 missiles.
Payload: Twelve in each of the 30 armored magazines, 360 total. The ship can carry another 360 missiles in its hold.

4. MLWS-60 Rapid-Fire, 60mm Point Defense Lasers (4):
An upgrade to the older MLWS-40s, four of these are mounted on either side of the bridge tower. These turrets are excellent anti-mecha weapons and do a reasonable job against the fast and
nimble Invid Fighter Scouts.
Primary Purpose: Anti-Mecha, Anti-Space Fighter.
Secondary Purpose: General Defense.
Weight: Not applicable, part of the ship’s hull.
Range: 6,000 feet (1,829 m).
Mega-Damage: 3D6x10 M.D. per single blast.
Rate of Fire: Each blast counts as one attack. Attacks per melee are equal to those of the “gunner” assigned to the weapon position, plus one (typically 4-6 attacks per melee round). Each laser is used to attack its own, independent target(s), and MLWS-60s seldom work in tandem with the other laser positions to fire upon the same target, as each gunner is typically given a “zone” to defend that optimizes his or her turret's firing arc.
Bonus: +2 to strike opponents from man-sized to mecha, fighters and shuttle craft.
Payload: Effectively unlimited.

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