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Futuristic UEEF Marines - Lore and Equipment

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Sherwood

Luna's Concubine
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Info incoming.

Rolling all attributes will be done in the OOC thread. Standard die rolls are for you to use 4d6, taking the top 3 dice. If the total is a 16-18, add a fourth dice to the roll. If that roll is a six, add another 1d6 for a potential top score of 30. Reroll all 1's.

For alien races that have a 2d6+something, you still add the extra d6. If the total on the two dice is an 11 or 12, you add another d6 to the roll. If that roll is a 6, add another d6 to the roll. Reroll all 1's here, too.

As long as the attribute has the same number of dice to it, you can shuffle the numbers around in any order you'd like.

Anytime you have a skill that doubles up from your OCC and MOS packages, take the highest bonus and add +5 percent to it for the extra focus on training.

I will allow the purchase of the following specialized Martial Art Styles. The cost of upgrading to one of these styles is one (1) skill past HtH Martial Arts/Commando.
Credit for this version is due to Purr Purr

Character Bonuses

Add 2 to I.Q.
Add 3 to P.P.
Add 2 to P.S.
Add 2 to P.E.
Attacks per Melee: 3

Escape Moves: Roll, Maintain Balance, Breakfall.
Basic Defenses: Parry, Dodge, Automatic Parry.
Advanced Defenses: Combination Parry/Attack.
Hand Attacks: Strike (d6), Backhand (d6), Elbow (d6), Fingertip Attack (1 point), Forearm (d6), Palm Strike (d6), Power Punch (double-damage, counts as two attacks), Uppercut (d10).
Foot Attacks: Kick (d8), Crescent Kick (d10), Knee (d6), Reverse Turning Kick (Combination Dodge/Kick, 2d6 damage, 1/round), Roundhouse Kick (3d6), Side Kick (d10), Snap Kick (d6), Trip/Hook (no damage, causes knockdown, cannot be parried).
Jumping Attacks: Jump Kick (d8 + Critical Strike), Flying Jump Kick (d10 + Critical Strike).
Special Attacks: Body Flip/Throw, Choke, plus...
- Bite (grappling range only. 1-2 damage + 1/2 strength bonus [maximum +3]. Opponent must Save vs. Pain [14] or release hold/lock).
- Eye-flick (No damage. Opponent is -2 to Strike, Parry, and Dodge for one melee round).
- Head-butt (in-fighting and grappling range only, d8 damage).
- Self-knowledge (Special! The Jeet Kune Do may learn a martial art technique from any other system [subject to GM approval). Signature techniques [like Aikido's Knife-hand Knockout and Thai Kick Boxing's Lightning Form] cannot be learned. Techniques with a "prerequisite" must be learned in order. For example, to learn Automatic Elbow Hold, one must first learn Elbow Hold. "Take what is useful and develop from there." - Lee).
Holds/Locks: Arm Lock, Leg Hold, Wrist Lock.

Level Advancement Bonuses
1st - +1 to Perception, +2 to Parry, +2 to Dodge.
2nd - Eye-flick + Roundhouse combination (one Strike roll for both effects), +1 to Initiative, +1 to Strike, +1 to damage.
3rd - Self-knowledge, +1 Attack per Round, Critical Hit on a natural roll of 19 or higher.
4th - Way of the Intercepting Fist (Special! Once per round, upon his opponent's attack, the JKD artist may attempt to Simultaneously Attack the opponent. If successful, the JKD artist has the option to intercept before the opponent's strike connects. If the JKD artist's strike is successful, roll damage. The opponent must Save vs. Pain [14]. Failing the saving throw results in the opponent losing his attempted attack), +1 to Strike, +1 to Parry, +1 to Dodge.
5th - Flying Side Kick causes knockdown, +1 Attack per Round, Critical Hit on a natural roll of 18 or higher.
6th - Self-knowledge, One-Inch Punch (Special! May only be used once per melee, and must be the first attack used that round; does 2D6 damage + knockdown), +1 to Initiative, +1 to Strike, +1 to Damage.
7th - Flying Side Kick does 4d6 damage + knockdown, +1 Attack per Round, +1 to Perception, +2 to Body Flip/Throw.
8th - +1 to Initiative, +1 to Strike, +1 to Damage, Critical Hit on a natural roll of 17 or higher.
9th - Self-knowledge, +1 to Parry, +1 to Dodge, Knockout on a natural roll of 19 or higher.
10th - One-Inch Punch causes 4d6 damage + knockdown, +1 Attack per Round, +1 to Roll, +1 to Body Flip/Throw.
11th - Death Blow on a natural roll of 19 or higher. Critical Hit on a natural roll of 16 or higher.
12th - Self-knowledge, +1 to Initiative, +1 to Strike, +1 to Damage.
13th - +1 to Parry, +1 to Dodge, Knockout on a natural roll of 18 or higher.
14th - Death Blow on a natural roll of 18 or higher, +2 to Perception.
15th - Self-knowledge, +1 Attack per Round, Critical Hit on a natural roll of 15 or higher.
Entrance Requirements: No Attribute or Alignment restrictions.

This is the original version of Kung Fu (also called Gung Fu), and the martial art that spawned hundreds of derivative forms. It has shaped and influenced all the martial arts. It all started in the Shao-lin Temple in the Chiu Lien Mountains. For over a thousand years, students of the martial arts traveled there for training. This continued until the reign of the 17th Century Emperor K'ang Hsi, when the Shao-lin monks responded to a call to put down an insurrection. 128 of the monks responded and they managed to rout the enemy entirely. This was such an alarming display of power that the government eventually sent an army against the Shao-lin. Only five monks managed to survive the battle and burning of the temple.

CHARACTER BONUSES:
Add 2 to M.E.
Add 2 to P.S.
Add 1 to P.E.
Add 1 to P.P.
Add 10 to S.D.C.
Attacks per Melee: 3

Escape Moves: Roll With Punch/Fall/Impact, Back Flip.
Attack Moves: Leap, Back Flip.
Basic Defensive Moves: Dodge, Parry, Automatic Parry.
Advanced Defenses: Multiple Dodge, Combination Parry/Attack, Disarm.
Hand Attacks: Strike (Punch), Knife Hand, Double-Knuckle Fist, Backhand, Palm Strike.
Basic Foot Attacks: Kick Attack, Tripping/Leg Hooks, Snap Kick, Crescent Kick, Wheel Kick.
Jumping Foot Attacks: Jump Kick.
Special Attacks: Death Blow, Leap Attack, Forearm.
Holds/Locks: Arm Hold, Leg Hold, Body Hold, Neck Hold.
Modifiers to Attacks: Pull Punch, Knock-Out/Stun, Critical Strike, Critical Strike From Rear.

LEVEL ADVANCEMENT BONUSES
1st + 3 to Roll with Punch/Fall/Impact, + 2 to Strike, Critical Strike on Natural 19 or 20, Critical Strike from Behind.
2nd +1 to Back Flip/Leap, +1 to Parry/Dodge.
3rd +1 Attack per Melee.
4th +1 to Strike, +1 to Parry/Dodge
5th +1 to Roll with Punch/Fall/Impact, +1 to Damage.
6th +1 to Strike, Knock-Out/Stun on Natural 18 or better.
7th +1 Attack per Melee, Death Blow on roll of Natural 19 or 20.
8th +1 to Back Flip/Leap, +1 to Roll with Punch/Fall/Impact, +1 to Damage
9th +1 to Roll with Punch/Fall/Impact.
10th +1 Attack per Melee.
11th +1 to Strike, +1 to Parry/Dodge
12th Critical Strike on Natural 18 or better.
13th +1 to Back Flip/Leap, +1 to Damage.
14th +1 to Roll with Punch/Fall/Impact, +1 to Strike.
15th +1 Attack per Melee,
Entrance Requirements: No Attribute or Alignment restrictions.

Tae Kwon Do, loosely translated as the "way of hands and feet," is studied in many of the world's military organizations. The idea is to efficiently combine kicks and punches for the best possible attack form. Probably the most kick-oriented of all the martial arts. A master will attack quickly, preferably with some kind of flying jump kick. If the opponent is able to avoid or counter the kicks, then the second approach will be to move in with a volley of punches and short-range kicks.

CHARACTER BONUSES:
Add 1 to P.S.
Add 2 to P.E.
Add 1 to P.P.
Add 4 to Spd.
Add 15 to S.D.C.

COMBAT SKILLS:
Attacks per Melee: 4
Escape Moves: Roll With Punch/Fail/Impact, Maintain Balance.
Basic Defensive Moves: Dodge, Parry, Automatic Parry.
Advanced Defenses: Multiple Dodge, Power Block/Parry (does damage!), Automatic Roll, Breakfall.
Hand Attacks: Strike (Punch), Knife Hand, Backhand, Palm Strike, Duo-Fist Strike.
Basic Foot Attacks: Kick Attack, Snap Kick, Roundhouse Kick, Backward Sweep, Reverse Turning Kick (Combination Dodge/Kick), Drop Kick (Combination Fall/Dodge/Kick).
Jumping Foot Attacks: Jump Kick, Flying Jump Kick, Flying Reverse Turning Kick.
Special Attacks: Death Blow, Leap Attack, Combination Grab/Kick, Butjapgo Chagi (Special! One opponent is grabbed and another is kicked simultaneously. Only takes one melee action, but requires two successful Strike Rolls. Does 1D6 damage to the opponent grabbed and 2D6 damage to the opponent kicked).
Modifiers to Attacks: Pull Punch, Knock-Out/Stun, Critical Strike, Critical Strike From Rear.

LEVEL ADVANCEMENT BONUSES
1st +2 to Maintain Balance, Critical Strike from Behind, Death Blow on roll of Natural Twenty.
2nd + 2 to Roll with Punch/Fall/Impact, + 2 to Damage.
3rd +1 Attack per Melee.
4th +2 to Parry/Dodge, Critical Strike on Natural 18, 19 or 20.
5th + 2 to Maintain Balance, +1 to strike.
6th +2 to Roll with Punch/Fall/Impact, +1 to Damage.
7th +1 Attack per Melee.
8th +1 to Parry/Dodge, Knock-Out/Stun on Natural 18 or better.
9th +1 Attack per Melee, + 2 to Maintain Balance.
10th +2 to Roll with Punch/Fall/Impact, +1 to Strike, +1 to Parry/Dodge
11th +1 to Strike, +1 to Damage.
12th +1 to Parry/Dodge, Death Blow on roll of Natural 19 or 20.
13th +1 Attack per Melee, +1 to Maintain Balance.
14th +1 to Roll with Punch/Fail/Impact, + 1 to Damage.
15th +1 to Strike, +1 to Parry/Dodge
Developed recently in Israel as a self defense form, this is one brutal martial art. Before its slow release to public use in America, Krav Maga can trace its roots to the commando training of the elite MOSSAD special forces units.

Krav Maga's philosophy is simple: If it hurts your opponent, it can't be all that bad. Biting, gouging, elbowing, kneeing to the groin - it's all there. If it works, chuck it in for good measure. Yet Krav Maga is not at all complicated or underdeveloped. Quite the opposite. It is coldly efficient and altogether brutal.

Character Bonuses:
Add 1 to M.A.
Add 2 to P.S.
Add 2 to P.E.
Add 1 to P.P.
Add 10 to S.D.C.

Attacks per Melee: 3

Escape Moves: Roll, Breakfall.
Basic Defenses: Parry, Dodge, Automatic Parry.
Advanced Defenses: Combination Parry/Attack, Power Parry (does damage), Multiple Dodge.
Hand Attacks: Strike, Power Punch, Backhand, Double Knuckle Fist, Fingertip Attack, Claw Hand, Elbow, Forearm.
Foot Attacks: Kick, Roundhouse Kick, Trip/Hook, Snap Kicks, Knee, Drop Kick (Combination Dodge/Kick).
Special Attacks: Body Flip/Throw.
Holds/Locks: Wrist Lock, Elbow Lock, Head Lock.
Weapon Skills: W.P. Knife.

Level Advancement Bonuses
1st - Critical Strike on a natural roll of 19 or 20 or from behind. +1 to Strike, +1 to Damage.
2nd - +2 to Parry, +2 to Dodge.
3rd - +1 Attack per round, K.O. on a natural roll of 19 or 20.
4th - Circular Parry, +1 to Initiative, +1 Body Flip/Throw
5th - +2 to Pull Punch, +2 to Roll with Impact/Breakfall.
6th - +1 to Initiative, +2 to Strike, and +1 to Damage
7th - Critical Body Flip/Throw. Death Blow on a Natural 19 or 20.
8th - +1 Attack per round, K.O. on a natural roll of 18 or higher.
9th - Critical Strike on a natural roll of 18 or higher.
10th - +1 to Parry, +1 to Dodge, +2 to Damage, +1 to Roll/Breakfall
11th - Critical Strike on a natural roll of 17 or higher.
12th - Death Blow on a natural roll of 18 or higher.
13th - Automatic Body Flip/Throw. +1 to Strike
14th - Critical Strike on a natural roll of 16 or higher.
15th - K.O. on a natural roll of 17 or higher. Critical Strike on a natural roll of 15 or higher.

More to come
 
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Starting out with the playable alien races. Humans are, of course, allowed.

1677863903142.png
The Garudans are a humanoid race that outwardly resemble a mix of cat, fox and human. They have long fur covering parts of their bodies, a fox-like tail and unusual three-toed feet that look more like tripods. They are sleek, slender, and agile both in body and mind.

Perhaps the most remarkable aspect of Garudan physiology, however, is their heightened mental awareness and their ability to enter a dream-like state known as the “Hin”. The Hin is an altered mental state that appears to give the Garudans otherworldly insight and knowledge. According to the aliens, they believe it even gives them glimpses of the future. Garudans are always partially in the Hin state, but can submerge themselves fully when the need arises.

This altered state is caused by their planet’s atmosphere, which is a chemical blend unique to their world. In fact, the Garudans must breathe certain trace gasses from their world constantly or they will die. All Garudans who leave their home world must wear a specialized breathing apparatus that mixes these gases with the outside air.

The Hin

The Hin is an altered state of mind that all Garudans can enter by focusing their thoughts and inhaling deeply of the trace gases in their rebreathers. Normally, they breathe a mix of their home world’s air and that of the atmosphere around them. When they fully enter the Hin, they breathe only from the rebreather, meaning their time in the Hin state is limited until they can recharge their breathing apparatus.

Most of the time, Garudans are only partially in the Hin state, and the benefits are reflected in their normal attributes and bonuses. However, when they enter the Hin fully, they seem to lose contact with what we consider the normal, rational world. The very wind talks to them, they get glimpses of the past, present and future, they anticipate their enemies’ attacks, and paths to goals and knowledge not normally attainable become apparent.

It takes a full melee round for a Garudan to submerge into the Hin. When not on their home world and using a rebreather, they can remain in the Hin for 1d4 minutes per level of experience. When fully submerged in the Hin, the Garudans gain the following special abilities and bonuses. These abilities are always “on” as long as the Garudan is fully submerged in the Hin.

See the Path: The Garudan can focus on his or her objective, and the direction they need to go will appear to glow brightly. It takes two melee actions of concentration, and the ability lasts as long as they maintain their concentration. Provides the Garudan with a Land Navigation of 75%

Hin Combat: The Garudan calls on certain heroic ancestors by name, appearing to gain their fighting prowess. The Garudan receives an additional +1 on initiative, +1 to strike, parry and dodge, and the Hand to Hand: Commando skill while in Hin combat.

Ghostwalking: The most powerful ability granted by submersion in the Hin, this ability appears to allow a Garudan to temporarily pass through solid objects. This is not so much an ability to physically walk through a solid object, but more like a miniature space fold, with the Garudan unsure of where he will emerge, which can lead to its own risks.

The Garudan activates this ability by walking up to the structure he wishes to enter and touches it, concentrating for one melee round. The Garudan is disoriented for a moment before appearing inside the structure. There is a 30% +5%per level chance that the Garudan will appear precisely where he wanted to appear inside the structure or on the other side of the wall. A failed roll means that the Garudan was still in the structure, but appeared 1d4x100 feet off target. Regardless of whether the attempt was on target or not, the use of this ability takes the Garudan out of the Hin state and he suffers all of the usual penalties. This can be dangerous if he is attempting to penetrate an enemy stronghold, as he could find himself in the middle of an enemy garrison in a weakened state.

See Aura: While fully in the Hin, the Garudan can see an aura around everything. All things, organic and inorganic, have an aura. The aura has many distinctions and indicates thing to the Garudan normally invisible to the ordinary eye.

Seeing an aura indicates the following:

Estimate the general level of experience. Low (1-3), medium (4-7th), or high (8th and up)

The presence of magic.
The presence of psychic abilities
High or low base of Potential Psychic Energy (PPE)
The presence of an unusual aberration and/or indicates a serious illness, insanity, or that the individual is not what he or she appears to be, could be a mutant or supernatural, but does not specify which.

This ability has a range of 60 feet and the target must be visible.

Hidden Knowledge: While in the Hin state, the Garudan has a number of skills that are not available to them normally. The source of this knowledge is usually attributed to ancestral spirits who have taken a special interest in the Garudan. Each Garudan should choose three skills from the following list. Note: the Garudan has these three skills at 75% whenever he is fully in the Hin state. Out of the Hin, the Garudan does not have access to the knowledge, even if he was just using the skill minutes ago.

Skills (select three)
Anthropology
Cryptography
Holistic Medicine
Intelligence
Lore: Invid
Lore: Robotech Masters
Lore: Zentraedi
Military Tactics
Philosophy

Penalties: When Garudans submerge their psyche into the Hin, they are not fully cognizant of everything that is going on around them in reality. They have very little ability to operate technology beyond handheld weapons. As a result the Garudan cannot access skills from the categories of Electrical, Mechanical, Pilot, or Pilot Related.

Moreover, while in the Hin, the Garudan cannot read, operate computers or other technological devices. This is because they do not see the words from a book, just its aura. They cannot tell small details like a rank pin or watch video from a screen. Also, they cannot see colors and everything is sort of a vague, indistinct grey. They recognize individuals not from their features, but from their auras.

Coming out of the Hin: This leaves the Garudan slightly disoriented for 1d4 minutes. He or she is -2 to Perception Rolls and initiative, -1 attack per melee and -10% on all skills. The Garudan cannot reenter the Hin for at least 24 hours unless they are on their home world, in which they can enter the Hin at will without the penalties of coming out of it.


Garudan R.C.C.
Alignment: Any, but most tend to be Principled (20%}, Scrupulous (40%), Unprincipled (20%), and Anarchist (10%).
Attributes: 1.Q. 2d6+6, M.E. 2d6+ 10, M.A. 2d6+6, P.S. 2d6+4, P.P. 3d6+10, P.E.: 3d6, P.B. 306, Spd 1D4x10+10.
Hit Points: P.E. attribute number to start, +2d4 additional per each new level of experience, starting with level one.
S.D.C.: 20, plus any from their O.C.C. of choice.
M.D.C.: By armor only.
Height: 4 feet +3d6 inches (1.2 m to 1.7 m).
Weight: 80 +1D6x10 pounds (40.5 kg to 63 kg).

Natural Abilities: Nightvision 1,200 feet (366 m), exceptional hearing (about twice as good as a human's hearing) and retractable cat-like claws that do 2d4 S.D.C. damage. They also possess the skills Climbing, Detect Ambush and Prowl at+10%.

Bonuses: +3 on Perception Rolls, +2 on initiative, +1 to parry and dodge, +2 to roll with impact, +3 to pull punch, impervious to poisons and gases while wearing their rebreather, +2 to save vs insanity, +2 to save vs magic.

Combat: All Garudans possess Hand to Hand: Expert, regardless of O.C.C., but it improves to the equivalent of Commando when in Hin Combat. This can be upgraded with the expenditure of a skill.

Available O.C.C.s: Most Garudans who leave their home world are educated by others or join the United Earth Expeditionary Force, as there is no formal education system on Garuda and most Garudans are not educated beyond the tribal wilderness skills they learned from their parents and tribe members. Most who were off-world before the Invid invasion have been trained by Tirolians and can select the Tirolian Partisan O.C.C. The others are likely to join the Expeditionary Force Marines as infantry or mechanized infantry, where they make M.O.S. selections that put their natural talents to good use, like the Scout Sniper or STORM Team M.O.S. They also make excellent Veritech pilots, but have to wear modified armor that accommodates their feet, tails and breathing requirements.
1677864178605.png Known officially as Karbarrans, these large, barrel-chested and fur-covered humanoids are a proud, industrious race who were one of the earliest client states of the Robotech Masters. Their talent for engineering and industry helped them rise into a highly valued position within the Robotech Masters' empire. They are respected for their engineering prowess, craftsmanship, strength and honor, and often worked for the Masters as arbiters between species in conflict with one another when the empire was flourishing.
Unfortunately, their strong alliance with the Robotech Masters, and their dependence on the Robotech Masters' technology and mercantile empire, blinded them to the Masters' cruel and manipulative nature. Thus, they were one of the first targets to suffer under the Invid's vicious assault on the Robotech Masters and the many worlds under their control.
It was not until the Zentraedi fleets arrived, not to liberate, but to destroy the Invid no matter where they stood, that the Karbarrans realized that they had been little more than pawns. The Zentraedi had been seen as saviors, sent by their "allies" the Robotech Masters. But the Zentraedi fleet attacked the Invid entrenched on Karbarra with a ferocity and viciousness that left little room for protecting the planet's already abused ecosystem.
What's more, the Zentraedi were eventually ordered to pull back and let the Karbarran population's partisan militia forces continue
to bleed the Invid while the Robotech Masters protected "more important assets." This has left the Bear Men at the Invid's mercy and they have fought an asymmetrical war against their oppressors for so long that it has nearly become the whole of their history and culture.
When the Robotech Masters first defoliated Optera, they thought it would be easy to breed the Flower of Life on just about any planet that could sustain life. They found themselves woefully in error. The Flower of Life has only ever grown on Optera and Earth, and the latter would not be discovered until the Robotech Masters' empire lay in shambles and their last mighty fleet was broken over Earth. But, in the early, heady days, they seeded multiple worlds with the Flower of Life, and when they failed to flourish or mutated, they tried genetically engineering the plants. This resulted in numerous variants, some of which were not viable, and none of which created a plant that could be used to harvest Protoculture.
On Karbarra, the first planet to be seeded, the fields of Flower of Life variants were vast. Using a significant number of real Flowers of Life as a starting point, the Masters covered huge wetland areas with the plants, genetically manipulating them to seed and grow. While those plants did not create a version that could be used for Protoculture, they were able to sustain the lnvid's need for food, dooming the planet to invasion.
Besides their natural engineering skills, great strength and honor, the Karbarrans also possess a unique energy source called Sekitan. While it is not as powerful as Protoculture, Sekitan still enables them to construct interstellar vehicles and engage in high-tech combat. Sekitan is an energy-supplying ore, that when burned at high temperature, gives off an isotope of Ununpentium, more commonly known as Element 115. Element 115 lasts only nanoseconds in a reactor, but when it breaks down it releases small amounts of antimatter, which then reacts with other particles around them, causing an extremely high-powered form of combustion, about five times the output of a fusion reactor of similar mass and fuel requirements. This Sekitan does not allow space folding or some other miracles of Protoculture, but it does allow the Karbarrans to build spacecraft that travel much faster than the speed of light (about one light year per week) and can be used to power advanced weaponry, but not reflex weaponry.

The Planet Karbarra
Karbarra is a large, terrestrial world in the Merak star system, about 80 light years away from Earth. The Bear Men are, in fact, Earth's closest known extraterrestrial neighbors. The star itself is more than twice as large as the Sun and about 60 times as bright.
Because of the size and heat of Merak, Karbarra orbits at about the same distance from its primary star as Jupiter orbits from the
Sun. Any closer and it would not support life.
Merak has several asteroid belts, suggesting it is an overall young star system whose planets have not finished forming. The planet Karbarra has plenty of volcanoes and tectonic activity to suggest it is overall fairly young, and there is little fossil record. The other two planets include a "Hot Jupiter" orbiting just a few million miles from the star itself, and a cold, rocky world at the edge of the system. Everything else is in The Bands; rocky dust clouds that circle Merak like the rings of Saturn.
Karbarra itself is a scarred, battered world. Still capable of supporting life, it is heavily polluted by the constant Sekitan mining operations and the burning of Sekitan, an ore. The air is filled with heavy, black smog clouds, and through them one can often see the glint of metal off an Invid patrol. Every major city is dominated by a giant Invid hive, usually located at the center of the city. Residents, faces and eyes protected against the constant soot and acid rain, do not linger in the streets for long, hoping not to be noticed.
Outside of the cities are the massive Sekitan mines, often strip-mined until all that remains is ugly, scarred earth. This process was started by the Robotech Masters and continues under the order of the Invid, who use the ore for auxiliary energy sources and side projects. (Sekitan is rumored to be a major component in the creation of the Regent's Inorganics.) All of the basic Inorganics are found here, and there are a large number of Invid Soldiers and Invid Scientists here as well. The Karbarran orbital shipyard has been melded with a hive-like lnvid space station, and it is here where the large Invid starships are constructed.
While it is obviously a goal of the Expeditionary Force to free the Karbarran people and liberate the planet from the grip of the Invid, capturing or destroying the shipyard is also a major priority and likely to be the subject of a special operation.

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

Karbarran Bear Man R.C.C.
Alignment: Any, but most tend to be Principled (20%), Scrupulous (40%), Unprincipled (20%), and Anarchist (10%).
Attributes: I.Q. 2D6+5, M.E. 2D6+5, M.A. 2D6+9, P.S. 3D6+14 (Augmented), P.P. 2D6+3, P.E. 2D6+12, P.B. 2D6, Spd 2D6+3. Strength is considered Augmented.
Hit Points: P.E. attribute number, +2D6 additional Hit Points per each new level of experience, starting with level one.
S.D.C.: 3D4x10 to start, plus any bonuses from skills or O.C.C.s.
M.D.C.: By armor only.
Height: 7 feet +5D6 inches (2.2 to 3 m).
Weight: 400+1D4x100 pounds (225-360 kg).
Natural Abilities: Engineering Aptitude: All Karbarrans get a +10% to all mechanical and engineering skills, regardless of O.C.C. and gender. They can always pick the Mechanical Engineering and Electronic Engineering skills regardless of normal O.C.C. restrictions.
Motion Detection: The ears of the Karbarrans are covered in sensitive cells and hairs which detect minute changes in
wind and air pressure, working like natural motion sensors.
Penalties are half when blind or in the dark.
Bonuses: +1 to Perception Rolls, +2 to save vs poison, toxins and gases ( their breathing masks make them impervious to inhaled
toxins, gases and pathogens), +2 to roll with impact. These are in addition to bonuses from high attributes.
Combat: As per O.C.C., but remember that their strength is considered Augmented, allowing the stronger members of the species
to deliver low Mega-Damage power punches and kicks. This has led to a very polite society, since strong members can kill even a Karbarran with a single power punch.
Available O.C.C.s: Most males choose combat, engineering, manufacturing, piloting and physical professions, but their massive physique prevents them from using most humanmade mecha. Only Destroids or non-transformable shuttles and similar spacecraft have the room for Karbarrans to even board, let alone pilot. Note: Most will be the Karbarran Combat Laborer (see below).

Karbarran Combat Laborer R.C.C.
This is a racial character class specific to the Karbarran player characters. It is similar to a combat engineer with a heavier emphasis
on starship engineering and construction. The Karbarran Combat Laborer is just as proud of an engine that he built or repaired as he is of his prowess in combat, and sees very little difference between the two. In Karbarran culture, the bear man who keeps a war machine fine-tuned and running shares just as much glory as the warrior who pilots it into battle, and often the two are one and the same.
Rank: Combat Laborers who join the Expeditionary Force Fleet or Marines are generally given the rank of Warrant Officer, giving them the respect and latitude of a low-ranking officer, but they lack command authority except over lower-ranked combat laborers or when specifically assigned to command/lead a particular mission or engineering project.
Alignment: Mostly Principled, Scrupulous or Unprincipled. Karbarran society tends to be very social and empathetic, so the individual is expected to serve the betterment of the community, making selfish and evil alignments rare among these people. Anarchist and evil individuals are generally outcasts and extroverts who are shunned by Karbarran society as a whole, especially if their actions have shown them to be dishonorable or, just as bad, lazy.
Bonuses: + 1 to damage with physical attacks and melee weapons and +20 to S.D.C. These are in addition to the natural bonuses
possessed by the species as a whole.

O.C.C. Skills:
Language and Literacy: Karbarran at 98%.
Language: Tirolian (+20%)
Language: One of choice ( + 15% ).
Literacy: Tirolian (+15%)
Advanced Mathematics ( + 10%)
Astrophysics
Carpentry ( + 10%)
Computer Operation ( + 10%)
Damage Control & Disaster Response (+5%)
Electrical Engineer (+15%)
One Electrical skill of choice ( + 15% ).
Field Armorer & Munitions Expert ( + 10%)
Mechanical Engineering ( + 15%)
Radio: Basic ( + 10%)
Military Fortification ( + 15%)
Starship Engineering ( + 10%)
Wrestling
W.P. Axe or W.P. Blunt (pick one).
W.P. Energy Rifle
Hand to Hand: Expert

O.C.C. Related Skills: These are additional skill choices related to the character's training and background. Select one other skill at levels 1, 3, 6, 9 and 12.
Communications: Any.
Domestic: Any.
Electrical: Any ( + 10% ).
Espionage: Wilderness Survival only.
Mechanical: Any (+10%).
Medical: None.
Military: Any.
Physical: Any except Acrobatics, Gymnastics or Hand to
Hand.
Pilot: Any except Mecha piloting.
Pilot Related: Any (+5%).
Science: Any.
Technical: Any (+5%).
W.P.Any.
Wilderness: Any.

Secondary Skills: Select one skill from the Secondary Skill list in the Skills section of Robotech® The Shadow Chronicles ® RPG at levels 2, 8 and 12. These are additional areas of knowledge and do not get any bonuses other than possible bonuses for having a high 1.Q. All Secondary Skills start at the base skill level.
Standard Equipment: An extensive portable tool kit, Ursa Armor, Rebreather, Karbarran Ion Rifle with five additional Sekitan power clips, a powered war shovel (a unique multitool), one weapon of choice, goggles, and personal belongings. Karbarrans prefer to have little beyond what they can carry with them at any given time.
Equipment Available on Assignment: Depending on the Game Master, the mission and the character's skills, the character can be assigned any mission specific weapons, explosive ordnance, armor, vehicles and equipment necessary to complete their mission.
Monthly Wages: Karbarran Combat Laborers who join the UEEF receive a Warrant Officer's monthly wages of about 3,800 credits per month. Those who stay independent earn nothing beyond what they receive from doing engineering and repair jobs. Most just fight for the freedom of their people.
Experience Table: Use the Military Specialist & Technical Officer Experience Chart in the Robotech® The Shadow Chronicles
® RPG.
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Strikingly similar to ancient Earth legends of tribes of Amazon warrior women, the all-female population of Praxis appears to be an entire species bred for war and without the presence of men. This appears to be a fairly recent development, as Praxians (as they are known) seem almost genetically identical to human females and their natural reproductive systems would appear to require a male. However, they reproduce through ritualistic processes involving massive fertility clinics that disguise their highly technological reproductive systems with the trappings of religious ceremony.
Some human scientists suggest that the Praxians may have been the source of some of the Zentraedi DNA, but are still at a loss to understand how the Tirolians, Praxians and humanity could all be so strikingly similar. It is also unknown who set up the Praxians' unique means ofreproduction and all-female population. It is clear that it was not the Praxians themselves.
The average Praxian is a powerfully built human-looking female, usually dark-skinned with a variety of hair and eye colors. They are tall, muscular, athletic and almost all are skilled in some form of close combat. They can be strident, loud, and cocky, and love to challenge other warriors to feats of skill and daring. Even in the heart of pitched battle, the Praxian warriors compete to get the most kills and draw the most ire (and often fire) from their enemies.
The Praxians have a strong code of honor and a Praxian would rather die before she breaks her word or betrays an oath. They admire these traits in others, regardless of species, and they show open contempt and disrespect to those who do not have these
same virtues. For that reason, they tend to look upon the manipulative and arrogant Perytonians with some measure of distrust,
while humans and many other races are more readily embraced. Praxian technology is anachronistic and often contradictory.
Their armor and weapons are styled in the fashion of the weapons of much more primitive cultures, like bows and arrows, swords
and plate mail, but they are often made from advanced composite substances, use plasma or plastic explosive armaments and may
employ hidden Robotechnology. The technology for which they are most well known is their gravity tech, which is most evident
in Praxis' architecture, which can include floating Greco-Roman plinths and statues, temples that appear to be floating on clouds,
and even entire islands or small mountains held adrift - often used as fortresses or temples in strategic locations.
The Praxians, despite their fierce warrior ways and code of honor, were tricked into surrendering to the Invid without a fight due to the seizure of their fertility temples. An idea cooked up by the Regent and his scientists and advisers. It was one of their more inspired plans, in which the Praxians had to swear an oath not to combat or challenge the Invid, or have their genetic storehouses,
and the future of their race, destroyed. Of course this was blackmail and the oath made under duress. Many thus believe it is not valid, but are at a loss of what to do to prevent the Invid from destroying their ability to reproduce if an uprising occurs. Securing
their loyalty to the Expeditionary Force is entirely dependent upon rescuing and protecting the genetic storehouse in order to free the Praxians from this oath to the Invid. Being able to protect the sacred and vital fertility temples is a must and the only way to free the warrior women from their obligation to NOT oppose the Invid. Until this can be accomplished, the Praxians, as a united people/world can not join these heroes from another world. However, that has not stopped a few thousand Praxians who feel the
oath is an atrocity and not binding, from joining the Expeditionary Force to free other worlds from the yoke of the Invid. However,
those Praxian rebels must be branded as "rogues" by their own people to avoid Invid retribution on the fertility temples. As a result, many Praxians among the Expeditionary Force join in secret and try to keep a low profile. Such rogue Praxians gravitate toward the Expeditionary Force Marines and other front-line combat roles. They are excited about piloting Cyclones and other small, fast mecha, and enjoy using high-tech melee weapons of all kind. Praxian warriors avoid large, slow mecha like Destroids and Hover Tanks. So far, the Invid do not seem to have noticed Praxians among their UEEF enemy. To be honest, there are so many troops within the Expeditionary Forces - human and nonhuman - that the Invid are not likely to notice if there are a few Praxian warriors among the troops. An when clad in Expeditionary Force armor, it is impossible for the Invid to tell what species is locked inside of it. Even though Praxians are a good head or more taller than the average human male, this is not a distinction most Invid are likely to make, especially if there are only a few tall Praxians among many other Marines or humans.

Praxian R.C.C.
Alignment: Any honorable alignment, usually Principled (50% ), Scrupulous (30%), and Aberrant (10%) are most common, with the other alignments filling out the remaining 10%. Those who follow dishonorable lifestyles, especially Anarchist, Miscreant and Diabolic, are shunned outcasts and may even be challenged and killed in single combat for their transgressions, perceived or otherwise.
Gender: All female.
Attributes: I.Q. 3D6, M.E. 2D6+2, M.A. 2D6+4, P.S. 2D6+ 12, P.P. 3D6+4, P.E. 3D6+6, P.B. 2D6+ 10, Spd 2D6+ 12.
Hit Points: P.E. attribute number,+ 1D6 additional Hit Points per each new level of experience, starting with level one.
S.D.C.: 2D6+6 in addition to S.D.C. gained from an O.C.C. or physical skill bonuses.
Size: 6 feet +2D6 inches (1.9 to 2.1 m) tall and an additional 50 pounds (22.5 kg) compared to humans (all muscle).
Natural Abilities: Hawk-like vision, able to read a stop sign from two miles (3.2 km) away.
Average Experience Level: 1D4 Combat: Regardless of O.C.C., ALL Praxians start with Hand to Hand: Martial Arts and the skills W.P. Spear and W.P. Shield.
Bonuses: + 1 on Perception Rolls involving combat, weapons, strategies, tactics, ambush, military operations and observation/
intelligence gathering, + 1 on initiative, +2 to strike and parry, +1 to pull punch, +2 to roll with punch, fall or impact, +2 to save vs diseases, poisons, toxins and gases.
Available O.C.C.s: Praxians physically and mentally can be any O.C.C. a human character can play, HOWEVER, their culture and very nature is such that the majority of them prefer to be fighters and other combat based O.C.C.s who get in close with the enemy. Thus, many Praxians in the Expeditionary Force Marines select the UEEF Marine Infantry O.C.C. or STORM Teams, but the vast majority (70%) are the Praxian Warrior O.C.C., below.
Standard Equipment: As per the chosen O.C.C.
Equipment Available on Assignment: As per the chosen O.C.C.
Monthly Wages: Praxian Warriors do not fight for pay. They expect to be provided with Spartan but sufficient quarters, somewhat decent food and the right weapons to do the job. They fight for the freedom of their people and personal honor. The Expeditionary Force insists on paying them at least something, usually 800 credits per month, to provide them with some spending money and to show their appreciation. The Praxians spend it pretty much as soon as they get it on entertainment, weaponry and their more needy comrades-in-arms.
Experience Table: As per the chosen O.C.C.

Praxian Warrior O.C.C.
The Praxian Warrior class represents the elite soldiers who specialize in melee combat, utilizing advanced technology to create
powerful versions of traditional low-tech weaponry. The typical Praxian warrior is as comfortable with a bow and arrow armed
with explosive warheads as they are with an energy rifle. These warriors have a rigid code of honor on and off the battlefield and believe strongly in duty, loyalty and keeping one's word as well as fighting bravely and honorably. They despise underhanded
tactics and subterfuge, but are not opposed to stealth, ambushes and taking the enemy off guard or by surprise. However, they prefer to face their enemies directly on the open field of battle.
Alignment: Any honorable alignment, usually Principled (50% ), Scrupulous (30%), and Aberrant (10%) are most common, with the other alignments filling out the remaining 10%. Those who follow dishonorable lifestyles, especially Anarchist, Miscreant and Diabolic, are shunned outcasts and may even be challenged and killed in single combat for their transgressions, perceived or otherwise.
Gender: All female.
Attributes: 1.Q. 3D6, M.E. 2D6+2, M.A. 2D6+2, P.S. 2D6+14, P.P. 3D6+6, P.E. 3D6+10, P.B. 2D6+14, Spd 2D6+18.
Hit Points: P.E. attribute number,+ 1D6+3 additional Hit Points per each new level of experience, starting with level one.
S.D.C.: 3D6+22; this is in addition to S.D.C. that may be gained from physical skill bonuses.
Size: 6 feet +2D6 inches (1.9 to 2.1 m) tall and an additional 50 pounds (22.5 kg) compared to humans (all muscle).
Natural Abilities: Hawk-like vision, able to read a stop sign from two miles (3.2 km) away.
Average Experience Level: 1D4+2
Combat: Regardless of O.C.C., ALL Praxians start with Hand to Hand: Martial Arts and the skills W.P. Spear and W.P. Shield.
Bonuses: +2 on Perception Rolls involving combat, weapons, strategies, tactics, ambush, military operations and observation/
intelligence gathering, + 1 additional attack per melee, +3 on initiative, +2 to strike, parry, and dodge, +3 to pull punch, +3 to roll with punch, fall or impact, +2 to save vs diseases, poisons, toxins and gases.

O.C.C. Skills:
Language and Literacy: Praxian at 98%.
Language: Tirolian ( + 10%)
Animal Husbandry (+5%)
Basic Math ( + 10%)
Body Building & Weight Lifting
Climbing ( + l 0%)
Detect Ambush ( + 15%)
Forced March
Horsemanship: General
Hunting or Outdoorsmanship (pick one)
Military Etiquette
Military Sign Language ( + 15%)
Military Tactics ( + 10%)
Recognize Weapon Quality (+10%)
Running
Wilderness Survival ( + 15%)
W.P. Sword
W.P. Spear
W.P. Shield
W.P. Targeting
W.P.: One Modern of choice.
Hand to Hand: Martial Arts

O.C.C. Related Skills: These are additional skill choices related to the character's training and background. Select two other skills at level one, plus one additional skill at levels 2, 5, 9 and 13.
Communications: Any.
Domestic: Any ( + 10% ).
Electrical: Basic Electronics only.
Espionage: Any (+5%, but +15 to Tracking only).
Mechanical: Basic Mechanics only.
Medical: First Aid (+10%) or Holistic Medicine (+5%) only.
Military: Any ( + 10% ).
Physical: Any (+10% where applicable).
Pilot: Any except Jet Fighters, Pilot Veritechs and MECT
(they can learn Pilot Ground Veritech).
Pilot Related: Any.
Science: None.
Technical: Any ( +5% ).
W.P.Any.
Wilderness: Any (+10%).

Secondary Skills: Select one skill from the Secondary Skill list in the Skills section of Robotech® The Shadow Chronicles ® RPG at levels 3, 8 and 12. These are additional areas of knowledge and do not get any bonuses other than possible bonuses for having a high 1.Q. All Secondary Skills start at the base skill level.
Standard Equipment: Praxian plate armor, a blade staff, spike shield, war bow and 20 normal arrows and 20 explosive arrows (each in their own marked quivers), a backpack, rations, 50 feet (15.2 m) of 800 lb (360 kg) load capacity climbing cord, personal clothes and other personal items. Those who join the Expeditionary Force Marines tend to favor variable frequency blades, heavy weapons and fast vehicles.
Equipment Available on Assignment: Depending on the Game Master, the mission and the character's skills, the character can be assigned any mission specific weapons, explosive ordnance, armor, vehicles and equipment necessary to complete their mission.
Monthly Wages: Praxian Warriors do not fight for pay. They expect to be provided with Spartan but sufficient quarters, somewhat decent food and the right weapons to do the job. They fight for the freedom of their people and personal honor. The Expeditionary Force insists on paying them the salary of 1,200-1,600 credits per month, the equivalent to a junior non-commissioned officer. They spend it pretty much as soon as they get it on entertainment, weaponry and their more needy comrades-in-arms.
Experience Table: Use the Military Specialist & Technical Officer Experience Chart in the Robotech® The Shadow Chronicles ® RPG.
The Zentraedi R.C.C.
Any Zentraedi character is a survivor of the last climactic battle between Dolza' s armada and the defenders of Earth, including the fleet commanded by Breetai. The player character is assumed to have been a fairly new Zentraedi soldier, fresh from the cloning
chambers, and may not have even participated in that battle, but was onboard one of the millions of ships that surrounded the Earth. The character kept a low profile during the Malcontent Uprisings and signed up with hundreds of thousands of other Zentraedi when the call came for volunteers for the Pioneer Expedition.
All Zentraedi, once a race of 35 foot tall genetically engineered warriors, have been "micronized" down to human-size (5-6.6 feet/1.5 m to 1.9 m) and retrained for their new roles in the United Earth Expeditionary Force. Before the UEEF mission, the Zentraedi were separated into castes based on their genetic engineering. The Overlord caste was the highest, and led entire armadas, and the High Lords were their lieutenants. There are no known Overlords left, and the last known High Lord is Breetai.
Next in rank is the Warlord caste, who led squadrons of starships under a High Lord's command, and then are the Warrior Elite,
the Auxiliary Specialists and, at the bottom of the ladder, the Infantry Warrior.
While those ranks still affect the Zentraedi's attributes, they do NOT affect the rank of Zentraedi in the Expeditionary Force. Each Zentraedi's rank is based on his or her merits, just like the UEEF' s human soldiers. So it is not uncommon for someone who was genetically engineered to be a Warlord to serve under a gifted Warrior Elite or even an Infantry Warrior if that individual has
proven himself in combat and earned a higher rank in the Expeditionary Force Marines. The vast majority of Zentraedi are members of the Marine Corps as they were genetically engineered to be warriors and were indoctrinated to be fierce combatants.

Warrior Elite:
Male Attributes: I.Q. 1d8+9, M.E. 106+10, M.A. 1d4+7, P.S. 1d6+14, P.P. 1d6+16, P.E. 1d6+11, P.B. 1d6+8, Spd 1d8+12.
Female Attributes: I.Q. 1d8+ 11, M.E. 1d4+ 14, M.A. 1d6+9, P.S. 1d4+11, P.P. 1d6+19, P.E. 1d6+10, P.B. 1d6+12, Spd 1d6+14.
Hit Points: P.E. attribute number, +2D4 additional Hit Points per each new level of experience, starting with level one.
S.D.C.: 2D6+3 plus those gained from an O.C.C. and other bonuses.
Bonuses: +l melee attack and +1 on initiative.
Available O.C.C.s: Any Expeditionary Force Marine or UEEF Fleet Officer.

Auxiliary Specialist:
Male Attributes: I.Q. 1d8+14, M.E. 1d4+16, M.A. 1d8+12, P.S. 1d6+8, P.P. 1d4+12, P.E. 1d6+9, P.B. 1d4+10, Spd 1d6+10.
Female Attributes: I.Q. 1d8+16, M.E. 1d4+18, M.A. 1d6+11, P.S. 1d4+7, P.P. 1d4+14, P.E. 1d6+8, P.B. 1d6+12, Spd 1d8+12.
Hit Points: P.E. attribute number, +1D6+1 additional Hit Points per each new level of experience, starting with level one.
S.D.C.: 1D6 plus those gained from an O.C.C. and other bonuses.
Bonuses: + 1 to Perception Rolls, + 10% skill bonus to any two skills of choice.
Available O.C.C.s: Any Expeditionary Force Marine or UEEF Fleet Officer.
 
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A few of the UEEF Marine OOCs

The STORM Commando is a specially trained Expeditionary Force Marine Corps officer who is taught to think on his feet and make critical decisions without the support of a command structure and often light-years from any sort of assistance. They are taught to work with aliens of all kinds, use strange and experimental technologies and to lead their teams through any environment to meet just about any objective. The most important skill a STORM Commando has, however, is in maximizing the use of the varied talents of his fellow team members. In most cases, the STORM Commando is the commanding officer of the team. However, there are numerous instances where this is not the case and a more experienced Fleet officer or Marine officer is placed in charge. In these cases, the STORM Commando often works as an executive officer, making sure the commanding officer's orders are carried out with maximum efficiency.

STORM Commandos are tough, well-trained and flexible. They garner respect from everyone in the UEEF for their battlefield prowess, tactical knowledge and, most of all, their dedication to getting the job done by whatever means necessary.

Storm Commando O.C.C.
Rank: Starts at 2nd Lieutenant.
Alignment: Any, but most are idealists who pride themselves on their courage and fighting prowess. They follow in the footsteps of the heroes from the First Robotech War, and tend to be Principled, Scrupulous, Unprincipled or Anarchist. Most STORM Team personnel believe whole heartedly in the good they do, liberating entire worlds and fighting to keep Earth and the UEEF safe from all menaces.
Attribute Requirements: 1.Q. 12, P.S. 12, P.E. 14. A high M.E. and P.P. are helpful, but not required.
Starting S.D.C.: 1D4x10+10
Bonuses: +2 on initiative, +2 to disarm, +2 to pull punch, +3 to roll with impact.

The following skills are taught to every Marine, regardless of o.c.c.
Computer Operation ( +5%)
Math: Basic ( + 10%)
Radio: Basic
Language and Literacy: English: 98%.
W.P. Rifle
W .P. Energy Rifle
Every Marine has a rifleman bonus: All Expeditionary Force Marines receive a+ 1 to strike with any rifle or energy rifle, regardless of O.C.C.

O.C.C. Skills: All of the Universal skills, above, and the following.
Basic Electronics (+5%)
Boarding Spaceships (+10%)
Climbing (+15%)
Detect Ambush ( + 15%)
Intelligence ( + 15%)
Two Espionage skills of choice ( + 10% ).
MECT: One of choice.
Military Etiquette ( + 10%)
Military Sign Language (+15%)
Pilot: Ground Veritechs (+5%)
Pilot: One skill of choice.
Running
Surveillance ( + 10%)
Swimming ( + 10%)
Undercover Ops ( + 10%)
Wilderness Survival (10%)
W.P. Knife
W.P. Heavy Weapons
W.P. Heavy M.D. Weapons
W.P. Energy Pistol
W.P. Pistol
Hand to Hand: Commando

M.O.S. (Military Operational Specialty): Each M.O.S. represents the character's area of special training. Pick one of the following. A list of skills and bonuses appears under each M.O.S. description presented at the end of the O.C.C. section.

Read them all and select the one you feel best fits your character's personality and goals. Note: The Commando automatically gets the STORM Team Basic Training M.O.S. and those skill and bonuses are accounted for in the O.C.C. list above.

Basic Cyclone Piloting
Close Quarters Combat Expert
Extraterrestrial Environment Combat Specialist
Extraterrestrial Affairs Liaison
Intelligence Specialist
Scout Sniper

O.C.C. Related Skills: These are additional skill choices related to the character's military occupation and background. Select two other skills at level one, plus one additional skill at levels 3, 6, 9 and 12.
Communications: Any (+10%).
Domestic: Any.
Electrical: Electrical Engineer or Computer Repair only (+5%).
Espionage: Any (+10%).
Mechanical: Basic and Automotive Mechanics only.
Medical: First Aid or Paramedic only.
Military: Any (+10%).
Physical: Any except Hand to Hand (+10% where applicable).
Pilot: Any.
Pilot Related: Any (+5%).
Science: Mathematics: Advanced only.
Technical: Any (+5%).
W.P.Any.
Wilderness: Any.

Secondary Skills: Select one skill from the Secondary Skill list in the Skills section of Robotech® The Shadow Chronicles® RPG at levels 2, 5, 10 and 14. These are additional areas of knowledge and do not get any bonuses other than possible bonuses for having a high I.Q. All Secondary Skills start at the

base skill level.

Standard Equipment: CVR-1 body armor with the Command Helmet, M-30 "Wolf' or the FAL-2 Pulse Laser Rifle with four additional energy clips, SAL-9 laser pistol with two additional energy clips, survival knife, 2 flares, 2 smoke grenades, 4 Cobalt grenades, survival kit, a dress uniform, a combat utility uniform, canteen, personal clothing and personal effects.

Equipment Available Upon Assignment: Any Cyclone or Mecha that the Commando is trained to use is likely to be assigned, and STORM Commandos get a lot of latitude in requisitioning the equipment that they feel is necessary to complete their mission, including vehicles, explosives and other mecha.

Depending on the Game Master, the military mission, and the character's M.O.S., the character can be assigned any mission specific weapons, explosive ordnance, armor, ground Veritechs, vehicles, and equipment necessary to complete their mission. Infantry soldiers also have access to basic ship and base facilities, computers, recreation areas, mess hall, hospital, training facilities and assigned barracks.

Monthly Wages: STORM Commandos are well paid and make between 3,500 and 4,500 credits a month. Due to their security access and training, the commandos are all commissioned officers starting at 1st or 2nd Lieutenant.

Personal Savings: 6D6x100 credits.

Experience Advancement: Use the Military Specialist O.C.C. experience chart in the Robotech® The Shadow Chronicles

® RPG.
Infantry Medical Officer

Fleet Corpsmen are actually medically trained naval enlisted men and non-commissioned officers assigned to Expeditionary Force Marines and mechanized infantry units. All medical services required by the UEEF Marines are provided by the fleet. Fleet Corpsmen undergo marine infantry training in addition

to medical schooling, so they are not a liability to the marines they serve with in the field of battle. During combat, if there are no wounded being tended to, they are expected to pick up a rifle and fight the enemy just like everyone else in their unit, though they usually fill support roles rather than front-line infantry. A Fleet Corpsman must have nerves of steel and a compassionate heart, often working to save soldiers' lives even while under enemy fire. As the war progresses, they find themselves extending their knowledge to aid injured aliens as well, often with physiologies that confound what was once believed about biology and medicine.

While not full medical doctors, they are able to perform field surgery and attend to life-threatening wounds on the battlefield. Given the high lethality of battle involving Robotechnology and Reflex weaponry, often all the corpsman can do is stabilize the patient and get them ready for evacuation to a field hospital or other facility with advanced medical equipment and fully trained doctors.

Enlisted Fleet Corpsmen operate under their own ranking system. Typically, only those of Hospital Corpsman Third Class rank or higher (E-4) are assigned to infantry platoons, giving them the equivalent rank of a Marine Corporal. Lower ranks are typically assigned to bases, field hospitals, ships and clinics until they are experienced enough to work in the field. All Fleet Corpsman player characters should start at E-4 rank.

UEEF Fleet Corpsman Enlisted Ranks:

E-1: Hospitalman Recruit
E-2: Hospitalman Apprentice
E-3: Hospitalman
E-4: Hospital Corpsman Third Class
E-5: Hospital Corpsman Second Class
E-6: Hospital Corpsman First Class
E-7: Chief Hospital Corpsman
E-8: Senior Chief Hospital Corpsman
E-9: Master Chief Hospital Corpsman

Fleet Corpsman O.C.C.
Rank: E-4: Hospital Corpsman Third Class.
Alignment: Any, but most are idealists who follow in the footsteps of the veterans from the First Robotech War. More than even others in the UEEF, the fleet corpsmen typically go into their field due to compassionate hearts and a desire to preserve life even during the horrors of war. They tend to be Principled, Scrupulous, or Unprincipled and champion the causes of freedom and justice.

Attribute Requirements: 1.Q. 12. A high M.A. and P.E. are recommended, but not required.
Starting S.D.C.: 2D6+6
Bonuses: +1 to M.E., +1 to Perception Rolls, and +2 to roll with impact.
O.C.C. Skills: None of the Universal skills, above, but get the following, below. Note: Though they are part of Marine Corps units, Fleet Corpsmen/Medics are NOT Marines, and thus do NOT get the Universal Marine Skills listed at the beginning of this section. They also do not get the marine bonus to strike with rifles and energy rifles.

Language and Literacy: English: 98%.
Biology ( + 10%)
Chemistry ( + 10%)
Computer Operation ( + 10%)
Field Surgery (+15%)
First Aid (+15%)
Forced March
Mathematics: Advanced (+15%)
Mecha: Pilot Ground Veritechs
Military Etiquette ( + 10%)
Pilot Motorcycles ( + 10%)
Radio: Basic (+5%)
W.P. Energy Rifle
W.P. Handguns
Xenological Medicine (no specialization, + 15%)
Hand to Hand: Basic

M.O.S. (Military Operational Specialty): Each M.O.S. represents the character's area of special training. Pick one of the following. A list of skills and bonuses appears under each M.O.S. description presented at the end of the O.C.C. section.

Read them all and select the one you feel best fits your character's personality and goals.

Combat Shuttle Pilot
Search and Rescue
STORM Team Basic Training

O.C.C. Related Skills: These are additional skill choices related to the character's military occupation and background. Select three skills at level one, plus one additional skill at levels 4, 7, 10 and 13.

Communications: None.
Domestic: Any ( +5% ).
Electrical: Basic Electronics and Computer Repair only ( +5% ).
Espionage: None.
Mechanical: Basic and Automotive Mechanics only.
Medical: Any except Medical Doctor ( + 15% ).
Military: Any (+5%).
Physical: Any except Hand to Hand, Acrobatics or Gymnastics.
Pilot: Any except Pilot Veritechs, aircraft or spacecraft.
Pilot Related: Any.
Science: Any (+10%).
Technical: Any ( + 10% ).
W.P.Any.
Wilderness: Wilderness Survival only.

Secondary Skills: Select one skill from the Secondary Skill list in the Skills section of Robotech® The Shadow Chronicles® RPG at levels 1, 3, 7, 10 and 14. These are additional areas of knowledge and do not get any bonuses other than possible bonuses for having a high I.Q. All Secondary Skills start at the base skill level.

Standard Equipment: CVR-1 Body Armor with the Standard Infantry Helmet, field surgical kit, M-25 "Wolverine" Assault Rifle, six magazines of 7 .62mm SLAP ammunition, three magazines of standard 7.62mm ammunition, M-37 Weasel 10mm pistol and two additional magazines of ammunition, two flares, two smoke grenades, a dress uniform, combat utility uniform, survival knife, canteen, personal clothing and personal items.

Equipment Available on Assignment: Typically issued a VR-011 Rifleman Cyclone for combat duty or while in hostile or dangerous territory. Depending on the Game Master, the military mission, and the character's M.O.S., the character can be assigned any mission specific weapons, explosive ordinance, armor, ground Veritechs, vehicles, and equipment necessary to complete their mission. Infantry soldiers also have access to basic ship and base facilities, computers, recreation areas, mess hall, hospital, training facilities and assigned barracks.

Monthly Wages: Non-commissioned Officers, E-4 through E-9, start at 1,600 credits a month and can make as much as 3,500 credits a month, depending on their rating and any combat or hazardous duty pay.
The marine officers are the leaders of the Expeditionary Force Marine Corps, and are highly trained and educated soldiers. Marine Technical Officers either rise through the ranks of the enlisted or are graduates of Officer Candidate School. The latter should be the case with new player characters. The high amount of the front-line combat action seen by the Expeditionary Force Marines weeds out bad officers very quickly. They are either forced into a rear echelon position or quickly meet their end on the battlefield. The victims of their own poor decisions and strategies. And officers who uselessly or callously throw away the lives of the soldiers in their command tend to suffer a very high rate of dangerous and sometimes fatal accidents.

That said, most officers in the UEEF Marine Corps take their responsibilities and duties very seriously and care about the troops under their charge.

Marine Technical Officer O.C.C.
Rank: Starts at 2nd Lieutenant.
Alignment: Any, but most are pragmatic career soldiers whose strong sense of duty and idealism has them follow in the footsteps of the veterans from the First Robotech War. They tend to be Principled, Scrupulous, Unprincipled or Anarchist and many can be found in the trenches with the troops.
Attribute Requirements: I.Q. 9, M.A. 9, P.E. 10. A good P.S. and P.P. are helpful, but not required.
Starting S.D.C.: 4D6+8
Bonuses: +2 to Perception rolls, +1 to M.E., +1D4 to M.A.

O.C.C. Skills: The following skills are taught to every Marine, regardless of o.c.c.
Computer Operation ( +5%)
Math: Basic ( + 10%)
Radio: Basic
Language and Literacy: English: 98%.
W.P. Rifle
W .P. Energy Rifle
Every Marine has a rifleman bonus: All Expeditionary Force Marines receive a+ 1 to strike with any rifle or energy rifle, regardless of O.C.C.

Basic Electronics (+5%)
Climbing ( + 10%)
Forced March
Intelligence ( +6%)
One Piloting skill of choice (+10%).
Sensory Equipment (+15%)
Swimming ( + 10%)
W.P. Energy Pistol
W.P. Handguns
Mathematics: Advanced ( + 10%)
Military Etiquette (+20%)
Hand to Hand: Expert, which may be changed and improved by some M.O.S. The best Hand to Hand skill always applies.

M.O.S. (Military Operational Specialty): Each M.O.S. represents the character's area of special training. UEEF Marine Technical Officers get to pick two M.O.S. packages.

First select one of these M.O.S. categories:

Basic Cyclone Piloting
Combat Camera Specialist
STORM Team Basic Training

Second, select one additional M.O.S. from the following:
Combat Engineer
Communications Officer
Electronic Warfare Officer
Extraterrestrial Affairs Liaison
Intelligence Specialist
Mecha Engineering
Science Officer

O.C.C. Related Skills: These are additional skill choices related to the character's military occupation and background. Select three other skills at level one, plus one additional skill at levels 3, 6, 9 and 12.
Communications: Any ( + 10% ).
Domestic: Any.
Electrical: Any ( +5% ).
Espionage: Any (+5%).
Mechanical: Any (+5%).
Medical: First Aid or Paramedic only.
Military: Any ( + 10% ).
Physical: Any except Hand to Hand ( + 10% where applicable).
Pilot: Any.
Pilot Related: Any (+5%).
Science: Any ( +5% ).
Technical: Any ( + 10% ).
W.P.Any.
Wilderness: Land Navigation and Wilderness Survival only.

Secondary Skills: Select one skill from the Secondary Skill list in the Skills section of Robotech® The Shadow Chronicles® RPG at levels 2, 5, 10 and 15. These are additional areas of knowledge and do not get any bonuses other than possible bonuses for having a high I.Q. All Secondary Skills start at the base skill level.

Standard Equipment: CVR-1 Body Armor with the Command Helmet, M-30 "Wolf' Modular Weapon System, plus three additional energy clips, M-37 "Weasel" 10mm Semi-Automatic Pistol plus two additional clips, two flares, one smoke grenade, binoculars, two dress uniforms, one combat utility uniform, canteen, survival knife, personal clothing and personal effects.

Equipment Available Upon Assignment: Depending on the Game Master, the military mission, and the character's M.O.S., the character can be assigned any mission specific weapons, explosive ordnance, armor, mecha, vehicles, and equipment necessary to complete their mission. Technical Officers also have access to basic ship and base facilities, the motor pool, computers, recreation areas, mess hall, hospital, training facilities and assigned personal quarters.

Monthly Wages: Well trained and well paid, Marine Technical Officers make between 2,800 and 3,900 credits a month. Due to their special training, Technical Officers are all commissioned officers starting at 2nd Lieutenant.

Marine M.O.S. Descriptions
Generally reserved for non-front line troops, the widespread use of the Cyclone Veritech motorcycle has resulted in a need for at least basic training in its use even among non-infantry personnel, often referred to as "Personnel Other than Grunts" (POGs).

Land Navigation (+6%)
Mecha: Pilot Ground Veritechs (+5%)
MECT: One Cyclone class of choice.
Pilot Motorcycle ( + 10%)
Weapon Systems (+5%)
A soldier who has been trained in combat in urban environments and onboard starships. They excel at the proverbial "knife fight in a phone booth" theater of warfare.
Boxing
Hand to Hand: Commando or Assassin (pick one)
Military Sign Language ( + 10%)
Prowl (+20%)
Wrestling
W.P. Knife
W.P. Sword
Soldiers who have undergone this training are essential both for the collection of intelligence and for the archiving and recording of operations of importance. They are frequently assigned to reconnaissance units, science teams, diplomatic missions and to any unit that expects to see and do things that have never been done before. Someone with this skill package is almost always assigned to be among the first boots on the ground for operations on alien worlds.

Creative Writing ( + 10%)
Intelligence ( +8%)
Optic Systems (+15%)
Photography ( + 20%)
Tailing ( + 10%)
TV/Video (+25%)
This package means the soldier can perform construction and demolition missions during combat situations. They can blow enemy installations, clear areas of mines in front of advancing infantry units, and build bridges and fortifications. In the Expeditionary Force Marine Corps, Combat Engineers are trained more in the tradition of "sappers," and are meant to use their skills in front-line combat duty.

Electrical Engineer ( + 10%)
Excavation & Rescue (+15%)
Mechanical Engineer (+15%)
Demolitions (+12%)
Demolitions Disposal ( + 12%)
Military Fortification ( +20%)
Vehicle Armorer ( + 10%)
Trap & Mine Detection (+20%)
The eyes and ears of the Marine Corps, these soldiers not only coordinate internal and external communications within the Corps, but also operate sensors in larger vehicles and installations like the GMU.

Basic Electronics (+10%)
Computer Programming ( + 15%)
Cryptography or Barter (+5%; pick one)
Electronic Countermeasures (+15%)
Language: Other, one of choice (+15%).
Laser Communications ( + 10%)
T.V./Video (+15%)
Usually works with intelligence services, these soldiers are trained in cyber and electronic warfare and defense against attacks of the same kind. They also tend to be excellent code-breakers.

Advanced Math (+15%)
Basic Electronics ( + 10%)
Computer Hacking ( + 15%)
Computer Programming ( +20%)
Computer Repair ( +20%)
Cryptography (+15%)
Electronic Countermeasures ( +20%)
Surveillance ( + 10%)
This involves theoretical knowledge and practical training on how to wage war and survive in alien environments not found on Earth. These individuals are taught to be adaptable and inventive. Before the launch of the Pioneer mission they underwent training in some of the harshest known environments, including arctic terrain and deserts, and most had to survive a week on their own on the moon with minimal supplies.

Camouflage ( + 10%)
First Aid (+10%)
Outdoorsmanship
Recycle (+20%)
Space Survival (+20%)
Swimming (+20%)
Wilderness Survival (+20%)
Zero Gravity Combat
Also known as "first contact" specialists, these officers are trained in diplomacy and negotiations with alien beings. They try to quickly learn the motivations and personalities of any alien species and try to determine how to deal with them in a way that is most favorable for the

Expeditionary Force.
Anthropology (+20%)
Barter ( + 10%)
Biology ( + 10%)
Language: Other: One of choice ( + 10% ).
Literacy: Other: One of choice ( + 10% ).
Lore: Two of choice (+15%).
Psychology (+15%)
Public Speaking (+20%)
Xenobiology ( + 10%)
In the Expeditionary Force Marines, these are not so much spies as they are data collection and reconnaissance specialists. They also analyze enemy tactics and movements and interpret their intent and the best ways to counter them. However, they also have some espionage skills that may be used for the purpose of sabotage and undercover operations.

Basic Electronics ( + 10%)
Intelligence (+14%)
Interrogation ( + 15%)
Hand to Hand: Martial Arts
Military Sign Language (+ 10%)
Military Tactics ( + 15%)
Two Espionage skills of choice (+10%).
Surveillance ( + 15%)
Undercover Ops (+15%)
These are the men and women who keep the advanced war machines of the Expeditionary Force and its Marines in fighting order. They have been educated to the limits of human knowledge in Robotechnology, Reflex weaponry and Protoculture.

Computer Programming (+25%)
Electrical Engineer (+25%)
Mathematics: Advanced (+20%)
Mechanical Engineer (+25%)
Protoculture Engineer (+20%)
Reflex System Mechanics ( +20%)
Robot Electronics (+15%)
Robot Mechanics ( + 20%)
Vehicle Armorer (+20%)
Weapons Engineer (+15%)
Marine Science Officers specialize in field work, particularly dealing with the alien species and environments likely to be encountered by the Marine Corps. While much of the scientific duties of the Expeditionary Force are handled by the fleet's Science Division, the Marine Science Officers are often the first experts on-site when something new and worth studying is discovered.

Science Officers are rarely placed in command positions, but when matters of science arise, their decisions are typically given deference. The focus of their research and investigations almost always has an end goal of improving the survivability and chances of success of Marines on the battleground.

Computer Programming (+20%)
Sensory Equipment (+15%)
Two Medical skills of choice (+15%).
Three Science skills of choice (+15%).
Lore: One of choice ( + 10% ).
Research (+15%)
Xenobiology ( + 20%)
Zoology ( + 10%)
Quiet and deadly, these soldiers are trained in close reconnaissance and surveillance, as well as marksmanship. They provide support to infantry by putting long-range fire on strategic targets.

Camouflage (+25%)
Detect Ambush (+15%)
Optic Systems ( + 10%)
Prowl (+12%)
Surveillance ( + 15%)
Sniper
Tracking (+15%)
This is an enlisted or NCO trained to work on a STORM Team. They are the backbone of the Expeditionary Force Marine special forces.

Detect Ambush (+15%)
Hand to Hand: Commando
Intelligence ( + 10%)
Military Sign Language (+10%)
Prowl (+10%)
Two Piloting skills of choice (+10%, where applicable).
Wilderness Survival (+10%)
W.P. Knife
 
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Natural Aptitude Bonus - Pick One

Applicable to all species.
Sure Shot: +2 to strike with all types of projectile and energy weapons, from pistols and energy rifles to weapons used by mecha and spaceship cannons. Furthermore, the usual penalties for being off balance, moving, etc. are half. Does not apply to missiles.
Natural Veritech Ace: +5% to Pilot Veritech skill and + 7% to Veritech Piloting Specialty ( one specific Veritech which the character pilots better than any other, his or her favorite). Also +1 on Perception Rolls, +1 to dodge and +1 to roll with impact when piloting any type
High Perception and Solid Gut Instincts: +1d4 on Perception Rolls. Roll 1D4 once in front of the Game Master when the character is first created to determine what this bonus is from that time forward.
Quick Reaction Time: +1D4 on initiative. Roll 1d4 once in front of the Game Master when the character is first created to determine what this bonus is from that time forward.
Strongman: +1D6+3 to P.S. attribute and +1 to pull punch.
Fast Learner and Jack of Many Trades: Select one extra M.O.S., but without benefit of the usual bonuses for it.
Quick Reflexes: + 1 attack per melee and + 1 to dodge.
Fearless: +1D4+2 to save vs Horror Factor. However, as a result, the character may also be a hot shot who takes foolish risks and daring chances.
Charismatic Charmer: +1d4+2 to M.A., this character is especially likable and affable.
 
Cyclones of the UEEF
The CVR-3 is the latest incarnation of the CVR series environmental combat armor. The CVR-3 is fully environmental and consists of lightweight plates of steel and ceramic composite over a ballistic nylon unisuit. The unisuit acts as a pressure suit for atmospheric flight, and when sealed to gloves, boots and helmet, is appropriate for exposure to vacuum as well as radiological, biological and chemical agents. The CVR-3 is the standard issue infantry armor for the UEEF Marines, as well as being issued as a flight suit for aerospace pilots.

Standard CVR-3 Features
1. Computer Controlled Life Support System: A small computer is woven into the unisuit that monitors oxygen supply and consumption, internal and external temperature and environmental integrity. The computer runs on a power cell with a charge good for 48 hours.
2. High Temperature Resistant Shielding: Protects the wearer from heat and flames up to 200 degrees centigrade (360 Fahrenheit). Normal fires deal no damage.
3. Shielding: Resistant to radiological, chemical and biological agents.
4. Internal Oxygen Supply: Good for six hours.
5. Utility Belt and Holster: The standard issue sidearm is the H-90 Gallant.
6. Impact Resistant Helmet With Removable Visor
7. HUD: Polarized visor with Heads-Up Display projector.
8. Radio: Directional, short-range radio with a 10 mile range.

MDC By Location
CVR-3M Male Armor
Helmet - 50
Arms (2) - 35 each
Legs (2) - 50 each
Main Body - 120

CVR-3F Female Armor
Helmet - 50
Arms (2) - 30 each
Legs (2) - 40 each
Main Body - 90

CVR-3B Karbarran Armor (not the Ursa powered armor)
Head: 50
Arms (2): 50 each
Legs (2): 70 each
Main Body: 150

1. Radar: Cyclones utilize a miniaturized X-band, Phased Array, three-dimensional battlefield radar. This radar system tracks airborne targets to a range of 40 miles (64 km) and land targets up to 10 miles (16 km) depending on terrain. The radar allows the pilot to track up to 25 targets, and has limited IFF capabilities with a database of up to 25 known Expeditionary Force enemies.
2. Passive Nightvision: Cyclones have passive amplification nightvision that uses ambient light to form a visible image. The amplified image is shown on the pilot's HUD inside his helmet visor. Range is 500 feet (152.4 m).
3. Infrared Sensor: The Cyclone has an infrared sensor that allows it to see in the IR spectrum. The IR image is shown on the pilot's HUD inside his helmet visor. Range is 500 feet (152.4 m).
4. Combat Computer: The combat computer utilizes the IFF data from the radar as well as a laser targeting system to improve the combat performance of the mecha. The computer grants a +2 to strike with all integral weapon systems, and + 1 to any handheld
weapons.
5. Communications Suite: The Cyclone has a comm suite consisting of a powerful, military band radio. This radio is encrypted and broadcasts both wideband and directional. Range is 200 miles (320 km).
6. Motion/Collision Sensor: Detects objects within 150 feet (45.7) and alerts the pilot with an alarm and flashing red light.
7. Headlights: Cyclones are equipped with either one or two high-intensity headlights. Each light has a standard bulb, as well as an infrared emitter.
8. Instrumentation: The Cyclone has the following readouts in the instrument panel: Speedometer, Tachometer, Protoculture Level, Battery Charge, Engine Temperature, Thruster Temperature and Altitude.
9. Distress Beacon: Broadcasts a distress beacon on an encrypted Expeditionary Force frequency. Range is 250 miles ( 400 km).
10. Vectored Thrust Nozzles: The Cyclone is equipped with a vectored thrust system that allows for impressive jumps in both cycle and Battloid mode, and for hovering and limited flight in Battloid mode. Most of the VR-010 and VR-020 series Cyclones have two thrusters located in the wheel hubs that deploy when the Cyclone is in Battloid mode, but some vary in their configuration. None of them have the main thruster located in the tail of the cycle and the lower back in Battloid mode that appears in the VR-030 and later series cyclones.
11. Power System: The Cyclone uses a Protoculture fired, three-rotor engine displacing 1,190 cubic centimeters. This engine uses the principles of the old-fashioned hydrogen fuel cells to convert the energy in Protoculture cells into motive power. This engine is mated to a heavy-duty, six-speed transmission lubricated by low-grit graphite suspended in silicone oil for heat control and long life.
12. Protoculture Fuel Capacity: All Cyclones use small Protoculture fuel cells about the size of a can of motor oil. One fully charged Protoculture cell gives the mecha a reasonably active combat life of about one month. Frequent heavy activity and combat reduces the cell's fuel life by half. Note: Invid Protoculture cells are the same as those used by the UEEF and are interchangeable. Replacing spent cells and recharging empty Protoculture energy cells requires somebody with the Biomechanical Maintenance or Robotechnology Engineering skill.
The heavy weapons deployed by the VR-017 Crusader Cyclone burn through its fuel cells twice as fast even with light and moderate combat due to their high-power demands. If the Crusader sees frequent deployment and heavy combat, one Protoculture cell lasts only two weeks.
13. Hand to Hand Combat: Cyclones. All Cyclones are fast, agile Ground Veritechs suitable for all manner of infantry combat and ground operations. They are even able to dodge and engage Invid and other large or fast mecha, though at considerable risk.
Attacks per Melee: See bonuses, below.
Augmented P.S. of 18-30 is the most common range for the VR-010 and VR-020 series Cyclones.
Hand to Hand Damage:
Punch/Forearm Strike: ID6 S.D.C. + P.S. damage bonus.
Power Punch: ID4 M.D., but counts as two melee attacks.
Kick or Stomp Attack: 2D6 S.D.C.
Power Kick: ID6 M.D., but counts as two melee attacks.
Jump Kick or Leap Kick: 3D6 S.D.C. + P.S. damage bonus.
A power leap is not possible. Counts as two melee attacks.
Flying Leap Kick: 5D6 S.D.C. + P.S. damage bonus, but counts as three melee attacks.
Body Block/Ram: 2D6 S.D.C. (P.S. damage bonus does NOT apply) on a body block/ram per 20 mph (32 km) up to 140 mph (224 km). There is a 01-65% chance of knocking down an opponent of equal size or up to 30% larger, or smaller, off their feet. In any case, the victim of knockdown loses initiative and two melee attacks. This attack counts as two of the Cyclone's melee attacks.

Bonuses with Mecha Elite Combat Training Only: + 1 attack per melee round at levels 1, 4, 8, and 12. +1 on initiative, +I to strike, +2 to parry, +2 to disarm, +1 to pull punch, +2 to roll with impact, +2 to automatic dodge. (Special: The act of dodging, even leaping out of the way, does not use up a melee attack. In fact, the Cyclone is so fast and nimble, that the pilot can leap, hop and skip out of the way without penalty. No other dodge bonuses apply.) Note: These bonuses ONLY apply when the pilot has the Mecha Elite Combat Training skill in Cyclones. The pilot's own number of attacks and bonuses (if any) are combined with these when piloting the mecha. Do not add mecha bonuses to the pilot's Hand to Hand ability when he is outside the mecha. Outside of his mecha, the pilot possesses only human fighting abilities.
14. Passenger: One human-sized passenger can ride seated behind the driver.
15. Handheld Weapons: The design of the Cyclone enables its rider to carry, hold and use handheld weapons and tools, particularly
in Battloid mode. Any weapon that the infantry may have available to it, can be carried by the Cyclone Rider if allowed by his commanding officer.

1677966060126.png 1677966118554.png The V-021 Nova is specifically designed for combat in the vacuum of space and other hostile or airless environments. Its large, main thrusters are designed for speed and quick response to repel enemies trying to board as well as for boarding vessels themselves. The VR-021 Nova is also deployed to recover fighter pilots who have had their fighter shot out from under them or were forced to eject, as well as rescue people from shuttles and spaceships that have been damaged and set adrift. Their big thrusters and excellent speed in outer space make them ideal for rescue and all sorts of fast-response. Their small size and maneuverability is a plus, because it makes them good at dodging attacks and weaving their way through floating debris. Marines clad in Nova Cyclones are often the first dispatched to board and investigate the wreckage of derelict alien spaceships, space stations, space ports, asteroid clusters and debris fields, with the VR-024 Comet usually covering their backs and exit route.
Both the Nova and Comet are excellent at search and destroy missions, search and rescue, reconnaissance and investigating and clearing derelict spacecraft and asteroid fields, precisely because they are so small, quiet, and fast. Both Space Cyclones can Prowl in space at slow speeds (under 30 mph/48 km), hiding and moving among floating debris or asteroids and hovering down corridors and access tunnels inside abandoned ships and space stations.
In raids and combat assaults, squads and platoons of Marines clad in Nova and Comet Space Cyclones are among the first to punch through and enter the hull of an enemy vessel to board the ship and either engage in combat with enemy forces inside, or rocket down hallways toward a specific target. Such targets may be the capture or elimination of key personnel, alien technology, or locations designated for sabotage, destruction or capture (internal gravity control, communications, fold engines, key weapons,
the bridge, etc.). Sometimes, being able to enter the enemy's spacecraft and taking the bridge or other strategic location from inside is easier and more expedient than trying to destroy the entire vessel, especially if it is massive, or if you are trying to preserve lives. The two Space Cyclones are also deployed in this manner on missions of rescue, freeing troops or allies from an enemy ship, or raids to secure supplies from the enemy.
(Note: Space pirates use similar tactics of boarding spacecraft and either raiding and taking what they need, or trying to capture the ship by getting the crew to surrender. If you can take the bridge and/or life support, you can often get the crew to stand down and surrender. This preserves the ship, the cargo and supplies it carries, and it gives them an entire ship - even if it has some damage - to either sell for big profits or repair and add to their own fleet.)
The VR-021 Nova was originally conceived to go toe to toe with Bioroids on hover sleds in space combat, and do so quite well. They can also fight Invid, though the Invid always try to use the weight of their superior numbers in swarming attacks which may force Space Cyclones to retreat. The Nova can handle Invid Scouts and Fighter Scouts in one-on-one space combat admirably well, and have the speed to engage in limited dogfights with them, but against a swarm, the Cyclones may find themselves in trouble very quickly.
The Nova has a number of vernier nozzles in hovercycle mode that are distributed across the body in Battloid mode and enable the mecha to be piloted in deep space in either configuration. It is heavily armored to survive the rigors of space and space combat,
and is the most armored Cyclone in service until the introduction of the Battler.
The Nova, in particular, also functions very well in water, with excellent deep sea capabilities. This makes them excellent for underwater exploration, reconnaissance, work and combat.

Model Type: VR-021 Nova Space Cyclone.
Class: Extreme Environment Veritech Hovercycle.
Crew: One.
M.D.C. by Location:
Hovercycle Mode:
* Headlights (2) - 2 each
* Rear Thrusters (2) - 25 each
* Thruster Missile Launchers (2) - 30 each
* Front Hover Jet - 20
** Main Body - 170

Battloid/ Armor Mode:
Helmet/Head - 55
* Main Hover Jets (2; back) - 45 each
* Main Vectored Thruster (I, lower back) - 25
* Thruster Missile Launchers (2) - 30 each
Forearm Shields - 60 each
Beam Cannon (1, handheld) - 50
Armored Forearm Missile Launchers - 30 each (both on one arm)
Legs (2) - 50 each
** Main Body - 170
* Destroying one hover jet reduces the maximum speed of the Cyclone by 33%, and the pilot must operate the vehicle in Battloid mode. Destroying two thrusters makes it impossible to fly in Earth-like gravity, and it can only be flown in space or underwater at 10% of its top speed.
To shoot out a hover jet or any item marked by a single asterisk, the attacker must make a successful "Called Shot" with the following penalties: Shooting at a stationary target -4, moving target -6, and fast moving target -11 to strike. These penalties also apply to targeting the head and other small targets.
** Depleting the M.D.C. of the main body destroys the Cyclone, rendering it useless, but the CVR-2 body armor should keep the character alive for a while.

Speed:
Hovercycle Mode:
In Space: Mach 1 (761 mph/1,218 km) in space or hover at a fixed location.
On Earth/Atmosphere: Maximum speed is 140 mph (224 km) on Earth or in similar environments. Cruising speed is usually around 60 mph (96 km), and the mecha can also hover stationary. Maximum ceiling is an altitude of 5,000 feet (1,524 m). Like all Cyclones, the VR-021 Nova can exit from sub-orbital spacecraft and "drop" to locations on the ground. Its ability to actually fly enables it to adjust its trajectory and speed to hit its drop zone perfectly every time or to completely change flight plans, or engage the enemy in aerial combat.
Penalties in an Atmosphere: The Nova suffers a Piloting skill penalty of -30% when flying in the air, but only a -15% penalty when flying close to the ground (1-15 feet/0.3 to 4.6 m off the ground). No penalty underwater. Also reduce its combat bonuses by half in an atmosphere and -1 attack per melee. Note: The Nova Cyclone functions best in space or underwater, not in an atmosphere or as a ground combat unit.
Water: The VR-021 Nova can ride across the surface of water at a speed of 100 mph (160 km) or 50 mph (80 km) underwater. Maximum depth tolerance is 2 miles (3.2 km) and the mecha retains all of its usual combat bonuses and capabilities in water.

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

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

Battloid/ Armor Mode:
Height: 8 feet (2.4 m).
Length: 5 feet (1.5 m).
Width: 3 feet, 4 inches (1.0 m).
Weight: 420 pounds (189 kg).
Physical Strength: The 020 series Cyclone gives the wearer an Augmented Strength 6 points higher than his own P.S. attribute and increases P.P. by one point. (These attribute bonuses apply only when in Battloid mode.)
Cargo: None.
Power System: Environmentally Sealed Protoculture Mini-Reactor with a range of about 4,000 miles (6,400 km).
Note: Standard colors are black or dark blue, with grey and white highlights and markings.

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

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

3. GR-95 Mini-Missile Delivery System: Located on either side of the off-hand forearm shield is a mini-missile pod containing two missiles. It is similar to the other cyclone forearm mini-missile launchers, except that it is more of an enclosed system to ensure that the missiles are not damaged by the rigors of combat in space or other hostile environments. Otherwise, they function exactly like the GR-97. Note: May replace these mini-missile launchers with any of the modular weapons available to the VR-011 Rifleman. The plasma sword is a particular favorite for boarding parties anticipating close-quarters combat.
Primary Purpose: Anti-Mecha/Anti-Armor.
Secondary Purpose: Anti-Missile and Anti-Personnel.
Weight: Four pounds (1.8 kg) for each of the two launchers, and each missile weighs about five pounds (2.25 kg).
Range: One mile (1.6 km).
Mega-Damage: Per mini-missile, but usually loaded with HEAP (High Explosive Armor Piercing) missiles which inflict 1D4x10 M.D. per missile.
Rate of Fire: One at a time or in volleys of two, three or all four.
Payload: Four, two mini-missiles per launcher.

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

Bonuses with Mecha Elite Combat Training in Space Cyclone Only: In space and underwater, the VR-021 gets+ 1 attack per melee round at levels l, 4, 8 and 12; +2 on initiative, +1 to strike, +2 to parry, +1 to disarm, +1 to pull punch, +4 to roll with impact, and +4 to automatic dodge. (Special: The act of dodging, even leaping out of the way, does not use up a melee attack. In fact, the Cyclone is so fast and nimble, that the pilot can leap, hop and skip out of the way without penalty. No other dodge bonuses apply.)
REDUCE bonuses by half (round down) when in an atmosphere or on the ground.
Note: These bonuses ONLY apply in outer space and when the pilot has the Mecha Elite Combat Training skill in Cyclones. The pilot's own number of attacks and bonuses (if any) are combined with these when piloting the mecha. Do not add mecha bonuses to the pilot's Hand to Hand ability when he is outside the mecha. Outside of his mecha, the pilot possesses only human fighting abilities.
1677967015530.png 1677967181171.pngThe VR-024 Comet is slower in space, but faster in an atmosphere with flight capabilities superior to the Nova. It is designed for reconnaissance, courier missions, and sniper support. The body type is reminiscent the VR-041H Saber Cyclone and many of the parts are interchangeable. It is armed with six mini-missiles mounted on the outside of the rear hover jets, with an additional twelve mini-missiles in the chest (front in Cycle mode), and the rider usually carries the EU-5 energy rifle into combat.
One of the VR-024 Comet's most distinctive features are the auxiliary boosters on the forearms when it transforms from cycle to Battloid. These rather large boosters give it considerable control and movement in space. They are especially useful for snipers because the thrusters help to hold the Comet in place and rock-steady. When taking evasive action or dodging the claw attacks of the Invid, the arm thrusters give the Marine wearing them tremendous movement and agility to dodge attacks and reposition quickly. The boosters can also be turned on low to help push away melee attackers, giving the pilot a bonus to parry (see below).
The Comet fills all the same combat roles as the Nova, and the two mecha are often deployed in mixed combat squads of both.

Model Type: VR-024 Comet Space Cyclone.
Class: Extreme Environment Veritech Hovercycle.
Crew: One.
M.D.C. by Location:
Hovercycle Mode:
* Headlights (2) - 1 each
* Main Hover Jets (2) - 35 each
* Vectored Thrust Nozzles (rear, 4) - 10 each
* Missile Tubes (6)- 5 each
** Main Body-140

Battloid/ Armor Mode:
* Helmet/Head - 50
* Headlights (2, chest)- 1 each
* Mini-Missile Launchers (2, concealed in chest) - 20 each
* Main Hover Jets (2, back, behind shoulders)- 35 each
* Missile Tubes (6) - 5 each
* Forearm Auxiliary Boosters (2) - 22 each
Legs (2)- 45 each
** Main Body - 140
* Destroying one hover jet reduces the maximum speed of the Cyclone hovercycle by 33% and imposes a -10% piloting skill penalty, and the pilot must operate the vehicle in Battloid mode unless in space or underwater. Destroying two thrusters makes it impossible to fly in Earth-like gravity, and it can only be flown in space or underwater at 10% of its top speed. To shoot out a hover jet or any item marked by a single asterisk, the attacker must make a successful "Called Shot" with the following penalties: Shooting at a stationary target -4, moving target -6, and fast moving target -11 to strike. These penalties also apply to targeting the head and other small targets.
** Depleting the M.D.C. of the main body destroys the Cyclone, rendering it useless, but the CVR-2 body armor should keep the character alive for a while.

Speed:
Hovercycle Mode:
In Space: 500 mph (800 km) and it can hover stationary at a fixed location with secondary thrusters and arm thrusters holding it remarkably steady.
On Earth/Flying in an Atmosphere: Maximum speed is 260 mph (416 km). Maximum ceiling is an altitude of 10,000 feet (3,048 m).
On Earth/Flying over the Ground or Water: Maximum speed is 200 mph (320 km) on Earth and in similar environments. Cruising
speed is usually around 70 mph (112 km), and the mecha can also hover stationary. When hugging the ground, the Comet Cyclone
is seldom more than 12 feet (3.6 m) above the surface and may be even lower.
Like all Cyclones, the VR-024 Comet can exit from sub-orbital spacecraft and "drop" to locations on the ground. Its ability to actually
fly enables it to adjust its trajectory and speed to hit its drop zone perfectly every time or to completely change its flight plan and objective, and fly off anywhere or engage the enemy in aerial combat.
Penalties in an Atmosphere (apply to both modes): The VR-24 Comet suffers a Piloting skill penalty of -15% when flying in the air, and -10% penalty when flying close to the ground (1-20 feet/0.3 to 6.1 m off the ground). No penalty underwater. Also reduce its combat bonuses by half in an atmosphere. Note: The Comet Cyclone functions best in space or underwater and not in an atmosphere or as a ground combat unit; -10% Piloting skill penalty and -1 attack per melee round.
Water: The VR-024 Comet can ride across the surface of water at a speed of 130 mph (208 km) or 60 mph (96 km) underwater. Maximum depth tolerance is 1.2 miles (1.9 km) and the mecha retains all of its usual combat bonuses and capabilities in water.

Speed in Battloid Mode:
Flying in Space: 300 mph ( 480 km) in space or hover at a fixed location.
Running in an Earth-like Setting: The size and bulk of the Space Cyclone make running and leaping awkward in an atmosphere and gravity. The max running speed of the Comet Cyclone is 10% greater than the pilot's natural speed attribute.
The Comet Space Cyclone in Battloid can leap up to 10 feet (3 m) high and across unassisted by thrusters. Leaps of 150 feet ( 46 m) high or across can be made when assisted by the thrusters.
Flying in Battloid Mode: The main and secondary thrusters enable the pilot to hover up to 30 feet (9.1 m) high or skim along the ground or the surface of water, or up to 1,000 feet (305 m) at 80 mph (128 km).
Water: The VR-024 Comet in Battloid can ride across the surface of water at a speed of 60 mph (96 km) or 50 mph (80 km) underwater. It can also walk along the floor of a seabed. Maximum depth tolerance is 2 miles (3.2 km) and the mecha retains all of its
usual combat bonuses and capabilities in water.

Statistical Data:
Cycle Mode:
Height: 3 feet (0.9 m).
Length: 7 feet (2.1 m).
Width: 3 feet, 6 inches (1.1 m).
Battloid/Armor Mode:
Height: 7 feet, 4 inches (2.2 m).
Length: 5 feet, 6 inches ( 1. 7 m).
Width: 3 feet, 6 inches (1.1 m).
Weight: 320 pounds (144 kg) dry.
Physical Strength: The VR-024 Comet Cyclone gives the wearer an Augmented Strength 6 points higher than his own P.S. attribute
and increases P.P. by one point. (These attribute bonuses apply only when in Battloid mode.)
Power System: Environmentally Sealed Protoculture Mini-Reactor with a range of about 4,000 miles (6,400 km).
Note: Standard colors are black, dark blue, or medium blue with red and silver highlights and markings.

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

2. GR-103 Mini-Missile Delivery System: These two missile pods hold six mini-missiles each and give the VR-024 a needed punch. They are located together above the headlights in cycle mode, and in the chest sections when in Battloid mode.
Primary Purpose: Anti-Mecha/ Anti-Armor.
Secondary Purpose: Anti-Missile and Anti-Aircraft.
Weight: Each missile weighs about five pounds (2.25 kg).
Range: One mile (1.6 km).
Mega-Damage: Per type of mini-missile, but usually loaded with HEAP (High Explosive Armor Piercing) missiles which inflict 1D4x10 M.D. per missile.
Rate of Fire: One or in volleys of two or four.
Payload: Twelve mini-missiles total (six in each missile pod).

3. 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-024 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.

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

Bonuses with Mecha Elite Combat Training Space Cyclone Only: In space and underwater the VR-024 Comet gets+ 1 attack per melee round at levels 1, 4, 8 and 12; +1 on initiative, +2 to strike, +1 to disarm, +1 to pull punch, +4 to roll with impact, and +4 to automatic dodge. (Special: The act of dodging, even leaping out of the way, does not use up a melee attack. In fact, the Cyclone is so fast and nimble that the pilot can leap, hop and skip out of the way without penalty. No other dodge bonuses apply.)
REDUCE bonuses by half (round down) when in an atmosphere or on the ground.
Note: These bonuses ONLY apply in outer space and when the pilot has the Mecha Elite Combat Training skill in Cyclones. The pilot's own number of attacks and bonuses (if any) are combined with these when piloting the mecha. Do not add mecha bonuses to the pilot's Hand to Hand ability when he is outside the mecha. Outside of his mecha, the pilot possesses only human fighting abilities.

light cyclone.jpg VR-038 Light Cyclone

Initially designed in the late 2020’s as a quick strike mecha, the VR-030 series quickly gained favor with scouts, forward observers and messengers. Due to changing tactical considerations and the development of more powerful Cyclones, the production of the VR-030 series is minimal and slowly being phased out.

The scout Cyclones are used by reconnaissance, support and special forces teams where the mecha’s speed and specialized equipment let them shine. The current and final version, the 038, comes in three different variants. The VR-038A is unarmed and is a favorite of messengers and couriers. The VR-038L is an anti-armor variant armed with the RL-6 rocket launcher and often deployed with the VM-9 Silverback in Combined Anti-Armor Teams. The final variant, the VR-038R, is a reconnaissance version outfitted with a powerful sensor and EWAR suite.

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 for the VR-038 series:
VR-038A Speedster
1. Built For Speed:
This is an unarmed Cyclone souped up for top speed.
Cycle Mode: Maximum speed is 225 mph. Cruising speed is usually around 80 mph. Use of the rear thruster can increase the maximum speed by 60 mph for short periods of time, as well as allowing the Cyclone to jump up to 55 feet across or 30 feet high.
Battloid Mode: The Cyclone mecha enhances the pilot’s natural speed. The max running speed of the Cyclone is the pilot’s running speed plus 25%
The main (rear) and secondary (wheel hub) vectored thrusters allow the pilot to hover up to 30 feet or skim along the ground or surface of water; increase the hover height up to 100 feet at 80 mph.
The Cyclone in Battloid mode can leap up to 25 feet unassisted by jet thrusters. Leaps of 130 feet high and across can be made with thruster assistance.

2. Handheld Weapons: The VR-038A is usually issued with an H-90 Gallant Modular Side Arm, EP-37 Pulse Beam Rifle or H-260 Valiant. Any weapons usable by humans can be carried in a pinch.

3. Hand to Hand Combat Bonuses: As standard for Cyclones when the Mecha Elite Combat Training skill, plus the following additional bonuses: +1 to roll with impact and +1 to automatic dodge.

VR-038L Anti-Armor Variant
1. RL-6 60mm Light Repeating Rocket Cannon:
The RL-6 is a light anti-armor weapon that fires 60mm mini missiles and issued to take out lightly armored mecha and fortifications. It is usually mounted along the side of the Cyclone in a forward firing position, but can also be stowed along the rear of the Cyclone where the saddlebags attach.
In Battloid mode, the RL-6 is attached to the (right or left) forearm and fired like a rifle, point and shoot. The rockets are held in a six round magazine and are automatically loaded into the weapon. Magazines are issued full. When emptied, all the shooter has to do is eject the spent magazine and slap in a fresh one. Reloading with a pre-loaded magazine takes one melee action. Ina pinch the rocket can be loaded into the weapon one at a time, which takes one action per missile.

Primary Purpose: Anti-Armor/Anti-Mecha
Weight: The weapon weighs 16 pounds. A fully loaded magazine weighs around 8 pounds.
Range: One mile
Mega-Damage: By mini-missile type. Standard load is HEAP rounds which deal 1d4x10 per missile.
Rate of Fire: One missile per attack
Payload: Six mini-missiles. Reloading with a pre-loaded magazine takes one melee action

3. Hand to Hand Combat Bonuses: As standard for Cyclones when the Mecha Elite Combat Training skill, plus the following additional bonuses: +1 to roll with impact and +1 to automatic dodge.


VR-038R Scout/Reconnaissance Cyclone
In addition to the standard stats, MDC, sensors and features common to ALL Cyclones, the VR-038$ Cyclone has the following systems:

  • OSS-44 Scout/Reconnaissance Sensor Suite: The 038R is configured for scouting and reconnaissance missions. It has no weapons standard, and comes with a comprehensive sensor suite installed. The sensors are installed in the small pods that are above the headlight and data is projected on the pilot’s heads-up display inside the helmet.
  • 10x Optical Enhancement: The optical enhancement magnifies the pilot’s vision by ten, as well as digitally sharpening ad stabilizing the image.
  • Passive Nightvision: Ambient nightvision uses trace amounts of light to make the pilot see as if it were daytime. Range 500 feet.
  • Digital Video and Still Recorder: A digital still camera and video recorder. The camera can record 80 hours of video or thousands of images on removable digital media. These images can be broadcast to others with the ability to receive them, can be printed as still photos with its integrated photo printer, or can be projected as a hologram for playback. 10x optical magnification as well as digital sharpening and stabilization.
  • External Audio Pickup: This system works both multi-directionally and as a shotgun mic. It can pick up sounds as quiet as a whisper at 500 feet and can sift through ambient sound for specific noises.
  • Laser Distancer and Range Finder: Can estimate distance, altitude and rate of approach/trave as well as be used to paint a target for airborne and ground based ordnance delivery. Range is two miles
  • Encrypted Long Range Communications Array: A high-powered, long-range and encrypted radio. This system can also scramble enemy communications, and can be focused and used to temporarily overload enemy comm arrays for 1d6 melee rounds. This gives the Cyclone a limited electronic attack capability but requires a successful Electronic Countermeasures skill roll. If the character doesn’t have t hat skill, Radio: Basic can be attempted, but with a skill penalty of -30%
  • Enhanced Radar Suite: More robust radar antennas are installed on the 038R that allow the pilot to identify and track up to 64 different airborne targets to 75 miles and 24 land targets to 25 miles. The data from the radar can be broadcast to other mecha or installations. The radar can also be focused and used to temporarily burn out an enemy’s radar for 1d6 melee rounds. This gives the Cyclone a limited electronic attack capability and requires an Electronic Countermeasures roll. If the character doesn’t have the Countermeasures skill, Sensory Equipment can be used, but at a -15% skill penalty.
    2. Handheld Weapons:
    The VR-08 is usually issued with an H-90 Gallant Modular Sidearm, EP-37 Pulse Beam Rifle or H-260 Valiant. Any weapons can be carried in a pinch.
    3. Hand to Hand Combat bonuses:
    As standard for Cyclones when the Mecha Elite Combat Training skill is taken, plus the following additional bonuses: +1 to pull punch, +1 to roll with impact, and +1 to automatic dodge.
f27c754b1542fd432f3b942010620ac8.jpg 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 hold six mini-missiles each and help to give the Cyclone a needed long range punch. They are located together above the headlights in cycle mode, and in the chest sections when in Battloid mode.
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.

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.

RL-6 60mm Light Repeating Rocket Cannon
The RL-6 is a light anti-armor weapon that fires 60mm mini-missiles. It is usually issued to the VR-38 Light Cyclone as its primary weapon, but it can be used by standard infantry or as the handheld weapon for any of the Cyclones.
Weight: The weapon weighs 16 pounds. A fully loaded magazine weighs around 8 pounds.
Range: One mile
Mega-Damage: By mini-missile type. Standard load is HEAP rounds which deal 1d4x10 per missile.
Rate of Fire: One missile per attack
Payload: Six mini-missiles. Reloading with a pre-loaded magazine takes one melee action
battler cyclone.gif 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. 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
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Weapon Systems
1. GR-97 Mini-Missile Delivery System. The 052F variant is equipped with a mini-missile launcher on each forearm in Battloid mode and on the front wheel hardpoints in motorcycle mode. The missiles can be fired in both Battloid and in cycle mode.
Range: one mile
Mega-Damage: 1d6x10 per missile
Rate of Fire: One or in volleys of two or four
Payload: two per launcher for a total of four

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

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

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VM-9H Heavy Silverback
Class: Heavy, 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 (1; top) – 50
Headlights (4) – 3
Rail Guns (3) – 75 each
*Turret Housing (1, for dual rail guns) – 85
**Rear Modular Equipment Mount – 25
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 (1, for dual rail guns) – 85
Arms (2) – 45 each
*Hands (2) – 15 each
*Mini-Missile Launchers (2; one per arm) – 40 each
Sensor Drum – 15
*Sensor/Camera System (1; top/head) – 50
*Headlights (2) – 3 each
Legs (2) – 112 each
*Feet (2) – 50 each
Rear Thruster – 25
**Rear Modular Equipment Mount – 25
Reinforced Pilot Compartment – 95
***Main Body – 348
*A single asterisk indicates a small and/or difficult target to hit, requiring an attacker to make a successful “Called Shot” with he following penalties: Shooting at a stationary target -4, moving target -6, and fast moving target -11 to strike. These penalties also apply to targeting other small targets.

Destroying one wheel will reduce the Silverback’s speed in vehicle mode by 50%. Destroying two wheels will reduce speed by 75%, and destroying three wheels will make the Silverback undrivable.

Destroy one of the feet and reduce running speed and leaps by 30%. Destroy both and the mecha cannot stand and running speed is only 10%.

**Destroy the rear modular equipment mount also destroys or detaches anything mounted to it, and will prevent future use of the mounting until repaired.

***Depleting the MDC of the main body destroys the Silverback, rendering it useless.

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

Statistical Data
Vehicle Mode:
Height:
6 feet, 4 inches; 7 feet, 11 inches with a turret on the rear mount.
Length: 12 feet, 10 inches
Width: 6 feet, 11 inches; 7 feet, 11 inches with side mounted weapons

Battloid Mode:
Height:
13 feet, 10 inches; 20 feet, 8 inches with a turret on the rear mount
Length: 9 feet
Width: 11 feet, 2 inches
Weight: 3,023 pounds or 1.5 tons

Physical Strength: Robotic Ps of 34
Cargo: None, other than a small area behind the seats for a rifle, handgun and survival kit no room for a third passenger.
Power System: 3,200cc supercharged, high-output Protoculture fired rotary engine. All Silverbacks also have a backup power system comprised of an electric motor that is constantly charged by regenerative braking systems in the wheel hubs. The engine’s battery can store enough power for up to two hours of general riding. Use of the backup power system renders the Silverback unable to transform to Battloid mode and reduces speed by 25%.

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

A) HRG-140 Dual Rail Gun: Standard issue ordnance is the HRG-140 dual rail gun. In both modes of operation, 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 aerial or ground targets with equal ease. The rail gun can be fired by the pilot or from the passenger seat, as well as from a remote palm control unit.

Primary Purpose: Anti-Aircraft, Anti-Mecha
Weight 50 pounds
Range: 4,000 feet
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 melee attack.
Payload: Each ammo drum carries 2,000 rounds, good for 200 bursts
MDC of the Rail Gun: 75 points each

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.

Primary Purpose: Anti-Aircraft, Anti-Mecha
Weight: 150 pounds
Range: 6,000 feet
Mega Damage: One round does 3d6 MD, a ten round burst does 2d6x10 MD.
Rate of Fire: Each shot or bust counts as one melee attack. Bursts cannot make a Called Shot.
Payload: Each ammo drum carries 1,200 rounds, good for 120 bursts.
MDC of Flak Cannons: 100

C) Optional LMMDS-12 Missile Delivery System: A box launcher carrying 12 short range missiles can be mounted on the turret of the Silverback.

Primary Purpose: Anti-Armor, Anti-Mecha
Weight: Each missile weighs about 33 pounds
Range: Three to five miles
Mega Damage: By missile type. Typically loaded with HEAP missiles that do 2d6x10 MD per missile.
Rate of Fire: Singly or in volleys of 2, 4, or 6. One volley, no matter how many missiles are in it, counts as one attack.
Payload: 12 short range missiles.
MDC of the Launch System: 60

D) Optional MMMDS-6 Missile Delivery System: A box launcher carrying six medium range missiles can be mounted on the turret of the Silverback.

Primary Purpose: Anti-Armor, Anti-Mecha
Weight: Each missile weights about 80 pounds.
Range: Fifty to eighty miles.
Mega Damage: By missile type.
Rate of Fire: One or in volleys of two or four. One volley, no matter how many missiles are in it, counts as one attack.
Payload: Six medium range missiles
MDC of the Launch System: 50

E) Optional MMDS-48 Missile Delivery System: a box launcher carrying 48 mini missiles can be mounted on the turret of the Silverback.

Primary Purpose: Anti-Armor, Anti-Mecha
Weight: Each missile weighs about 5 pounds.
Range: One mile
Mega Damage: Varies by missile type.
Rate of Fire: Singly or in volleys of 2, 4, 6, 12, or 24.
Payload: 48 mini missiles

F) Optional OSS-88 Scout/Reconnaissance Sensor Suite: This is a powerful sensor suite. It is deployed in scouting/recon and forward observation roles, as well as a C3 (Communications, Command and Control) unit. It has all the standard sensor suite features, as well as an IFF/CC unit.

10x Optical Image Enhancement: The optical enhancement magnifies the pilot’s vision by ten, as well as digitally sharpening and stabilizing the image.
Passive Nightvision: Ambient nightvision uses trace amounts of light to make the pilot see as if it were daytime. Range 1,000 feet.
Thermal Imaging: Thermal imager that uses the heat signatures of people and objects to make a visible image. Allows the pilot to see in total darkness, through walls, inclement weather and smoke. Range 1,000 feet.
Digital Video and Still Recorder: A digital still camera and video recorder. The camera can record 36 hours of video or tens of thousands of images on digital media. These images can be broadcast to others with the ability to receive them, as well as be downloaded from the digital media back at base. 10x optical magnification as well as digital sharpening and stabilization.
External Audio Pickup: This system works both multi-directionally and as a shotgun mic. It can pick up sounds as quiet as a whisper at 500 feet and can sift through ambient sound for specific noises.
Laser Distancer and Range Finder: Can estimate distance, altitude and rate of approach/travel as well as be used to paint a target for airborne and ground based ordnance delivery. Range is two miles.
Encrypted Long-Range Communications Array: A high-powered, long-range and encrypted radio. This system can also scramble enemy communications, and can be focused and used to temporarily overload comm arrays for 1d6 rounds. This gives the Silverback a limited electronic attack capability and requires an Electronic Countermeasures roll. If the character doesn’t have the Electronic Countermeasures skill, Radio: Basic can be used at a -30%.
Enhanced Radar Suite: More robust radar antennas are installed on the Silverback that allow the pilot to identify and track up to 144 different airborne targets to 75 miles and 48 land targets to 25 miles. The data from the radar can be broadcast to other mecha or installations. The radar can also be focused and used to temporarily burnout an enemy’s radar for 1d6 rounds. This gives the Silverback a limited electronic attack capability and requires an Electronic Countermeasures roll. If the character doesn’t have the Electronic Countermeasures skill, Sensory Equipment can be used, but at a -15% penalty.
IFF/CC Computer System: The Silverback also has an integrated Identify Friend or Foe (IFF) system for increased command and control, with a database of up to 300 known enemies of the UEEF. This system can identify a target, assign it priority based on known abilities and threat level, and even anticipate known behaviors and tactics. The onboard computers can then connect to the computers of all other Silverbacks, Cyclones or other mecha in the squad (up to 18), and transmit the data to them. This grants all mecha that are linked the following bonuses: +2 to initiative, +2 strike and +3 to parry/dodge to all mecha. This require a roll on the Sensory Equipment skill at -10% due to the chaos of combat. The IFF system can “learn” new enemies by analyzing data from the targeting and combat computers, as well as gun camera footage.

2. HRG-70 Rail Gun (1): The HRG-70 is a high energy 20mm rail gun that fires high-speed, armor piercing sabots in 10 round bursts. It is mounted on the right wheel of the Heavy Silverback, providing even more devastating firepower. In Battloid mode, it serves as a handheld rail gun; point and shoot.

Primary Purpose: Anti-Armor, Anti-Mecha
Weight: 50 pounds
Range: 4,000 feet
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 actions/attacks.
Payload: 1,000 rounds, good for 100 bursts
MDC of the Rail Gun: 75

3. MM-12 Mini-Missile Launchers (2): The two cargo boxes normally found on each side of a Silverback are replaced with a pop-top mini-missile box launcher on each side/arm. Each contains 12 mini-missiles. To fire, up to three hatches on each unit are opened, the missiles are launched, and the hatches close again. One of the three hatches is only useable while in Battloid mode.

Primary Purpose: Anti-Missile, Anti-Personnel
Weight: Each missile weighs about five pounds.
Range: One mile
Mega Damage: Varies by missile type.
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 in each launcher.

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 and fired. The HRG-70 Rail Gun is usually mounted on the front right side, leaving three (3) wheel mounts available for other weapons. The available weapons that can be mounted are:

A) EP-40 Ion Pulse Pistol
B) GR-97 Mini-Missile Dual Launcher
C) EP-37 60mm Pulse Beam Rifle
D) RL-6 Light Repeating Rocket Cannon
E) Close Assault and Defense System Sonic Blades

5 Hand to Hand Combat: The Silverback can also engage in hand to hand combat as necessary.
Restrained Punch/Forearm Strike: 1d4 MD
Full Strength Punch: 2d4 MD
Power Punch: 4d4 MD; 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 counts as three attacks
Body Block/Ram: 2d8 MD on a body block/ram per 20 mph of speed. This counts as two of the mecha’s melee attacks.

Bonuses with 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 auto-dodge, +2 to pull punch and +2 to roll with impact.
 
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Some Personal Weapons. More to come.

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
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
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.
The auto shotgun is a sturdy weapon that can be handled by most people with reasonable effectiveness. This gun uses a pair of alternating side by side barrels to maintain a high rate of fire and give it that intimidating double barrel shotgun look. Its low recoil is achieved with “floating” barrels that partially retract into the gun when fired to absorb some of the impact.

Weight: 12 lbs
Range: 300 feet
Mega Damage: 2d4 MD per single shell/bullet, 4d4 per double barreled blast. When using SDC rounds, the damage changes to 4d6 SDC per single shell for buckshot and 5d6 SDC for a solid slug per barrel. Double the damage when firing both barrels at once.
Rate of Fire: Each single or double barreled shot counts as one attack.
Payload: 18 round drum magazine.
Note: A normal PS of 18 or better is required to shoot the Automatic Shotgun. Those with a lower PS shoot with a -3 penalty to strike.
This is a heavy support weapon meant to be used at point blank range for clearing out rooms, caves, trenches, and other close-quarters environments. The shotgun system has three rotating barrels and connects to an ammo belt that allows an unbelievable amount of firepower to be unleashed within a very small area.

Weight: 20 lbs, plus the ammo pack for an additional 42 lbs usually worn on the user’s back
Range: 200 feet
Mega Damage: 2d4 MD for a single shell, 4d6 MD for a short burst of three shells or 6d6 for a long burst of six shells. SDC damage is 4d6 SDC per single shell.
Rate of Fire: Each burst or single shot counts as one attack
Payload: Ammo pack carries 180 shells
Note: A PS of 24 or better is required to operate the Room Sweeper as a two handed weapon without the shooter suffering ill effects himself. Those with a lower PS shoot with a -4 penalty to strike, and are knocked down on their butts each time they fire the weapon. An Augmented PS of 26 or greater is required to fire it one handed, making this a useful weapon for the Cyclone to use.
This is an indirect fire weapon that lobs 60mm shells one mile (1.6 km) away. While a staple of infantry for more than a century, this weapon proved to have little actual use in warfare utilizing Reflex Weaponry until the Invid invaded. Its mobility, ease of use and the fact that it does not rely on Protoculture make it an excellent weapon for the resistance, particularly when ambushing fixed targets, like Protoculture Farms or Invid checkpoints in controlled cities. The typical Invid appears to have some difficulty determining the source of indirect fire from non-Protoculture powered sources, giving mortar teams time to fire off several rounds before needing to move again.

The M440 is unique for a mortar design in that it comes as one piece, with the tripod built into the sides of the cannon, nor does it require a base plate. This makes set up as quick as three actions (two to deploy and one to set the range), and breaking it down is as simple as picking it up off the ground and folding the legs back against the launch tube. While the M440 can be fired by one person, it is most effective when used by a two-man team. W.P. Heavy Military Weapons is required to operate this mortar with any accuracy. Characters without this W.P. skill are -6 to strike.

Purpose: Anti-Fortification and Anti-Personnel.
Weight: 15 pounds (6.8 kg).
Range: One mile (1.6 km).
M.D.C.: Varies by shell type. High Explosive (HE) shells: 1D6x10 M.D. to a 6 foot (1.8 m) blast radius; Plasma Gel (PG) shells do 4D6 M.D. to an 8 foot (2.4 m) blast radius on impact and continue to bum for 1D4+1 melee rounds, doing 2D6 M.D. each round; in addition, there are Smoke Cartridge shells used for screening, signaling or marking targets, Standard Illumination shells which launch powerful flares that light up a night battlefield, and Protoculture Illumination shells which launch Protoculture flares that can be used to distract and bait the Invid.
Rate of Fire: It takes a lone operator two melee attacks to fire each shell, however a two-man team can launch five shells per melee round.
Payload: Each shell is dropped into the mortar immediately before firing. The ammo-bearer can carry a backpack with up to 15 shells. The shells are also often stored in crates of 60, particularly when the mortar is fired from the back of a flatbed truck or other vehicle which can quickly drive away after firing several rounds.
Note: The M440 was designed to fire 60mm shells to capitalize on limited production capacity when the UEEF was being built. While it is not technically compatible with other 60mm rockets commonly used in the UEEF, a weapons engineer or field munitions expert can modify the rockets to work as mortar shells for the M440.
The RL-6 is a light anti-armor weapon that fires 60mm mini-missiles. It is usually issued to the VR-38 Light Cyclone as its primary weapon, but it can be used by standard infantry or as the handheld weapon for any of the Cyclones.

Weight: The weapon weighs 16 pounds. A fully loaded magazine weighs around 8 pounds.
Range: One mile
Mega-Damage: By mini-missile type. Standard load is HEAP rounds which deal 1d4x10 per missile.
Rate of Fire: One missile per attack
Payload: Six mini-missiles. Reloading with a pre-loaded magazine takes one melee action
A high-explosive charge whose active ingredient is pressurized, powdered metal cobalt made for sabotage and demolition. The whole package is very compact, less than a foot long, and includes the explosives, detonator and timer. The timer is digital and can be set from 30 seconds to 60 minutes and can be stopped up to five seconds before detonation. The back is coated in a high-powered adhesive with a peel-off cover and will pretty much stick to anything.

Weight: 5lbs
Mega Damage: 1d6x10 MD
Blast Radius: 20 feet
High explosive grenades that are essentially small, D-40 mines that can be tossed.

Weight: .5lbs
Mega Damage: 3d6 MD
Blast Radius: 15 feet
Experimental Protoculture-Powered Rail Gun
This is an experimental light anti-tank weapon (LAW) that utilizes miniaturized magnetic rail gun technology. It is only possible to make the rail gun as small and portable as it is due to the use of Protoculture as an energy source. It does impressive damage,
but the armor piercing tungsten darts it fires are hard to find. However, a competent weapons engineer can manufacture them
if he has a supply of tungsten and other more common metals, as long as they are ferrous (iron), but damage is half for substitute
metal. While this weapon is usually mounted on a vehicle or as part of a fortification, it can be used as a large, hand-held weapon
by Cyclones, ASC power armor and cyborgs. Only humans with a P.S. of 25 or greater can fire the weapon without penalty, but
even they feel the kick. Anyone with a P.S. less than 25 is -4 to strike unless it is braced on a hard surface like a brick wall, or used from a prone position (the weapon comes with a bipod), or mounted to a vehicle or fortified position like a machine-gun.

Primary Purpose: Anti-Armor/Anti-Mecha .
Weight: 25 pounds (11.3 kg).
Range: 4,000 feet (1,219 m) .
Mega-Damage: 1D4x10 M.D. for a single shot, 2D4x10 M.D. for a short, four round burst.
Rate of Fire: Each single shot or burst uses one of the gunner's melee attacks.
Payload: 18 rounds in a side-mounted magazine, or 60-round
belt. One Protoculture canister is good for 240 single shots or 60 bursts.
To just about any other species, these appear to be heavy weaponry bordering on artillery field pieces, but the Karbarrans wield these wide-bored ion cannons as rifles. They are standard issue to the Karbarran soldiers. As one might expect, they are heavy and cumbersome, and anyone without a physical strength of 25 or an augmented PS of 20 is at -3 to strike when firing one of these heavy weapons. Their major benefit is that they are powered by compressed Sekitan energy clips and not Protoculture, which often made the large Karbarran warriors surprisingly useful during covert operations in Invid controlled territory.
Weight: 45 pounds
Range: 2,000 feet
Mega-Damage: 3d6 MD or a single shot, 1d4x10+8 MD for a three round burst.
Rate of Fire: Single shots or three round bursts only. Each blast or burst count as one melee action/attack.
Payload: 30 rounds per compressed Sekitan energy clip.
Laboring in the Sekitan furnaces, shoveling massive amounts of the ore into the furnaces, is a job so ingrained in Karbarran culture
that it has achieved mythic proportions. Stories of adventuring and heroic Karbarran laborers read like a blend between the tales of great warriors and hard-working everyman folk heroes. If you can imagine what a tale of the legendary samurai Musashi mixed with legends of John Henry or Paul Bunyan would be like, then you have a good idea of a Karbarran hero myth.
Crucial to almost all of such tales is the Karbarran shovel, used mainly for shoveling Sekitan, but also often used in legend as a mighty weapon wielded with deadly accuracy and incredible strength. They are a blend between shovel and battle axe, with the
edge and sides honed to a deadly blade. They often have horns or spikes down the haft as well. But the real power comes from the weapon's weight. The heavier the war shovel the better, and ancient tales are full of Karbarran heroes who wielded war shovels of ridiculous weight as though they were feathers. Needless to say, most non-Karbarrans cannot even pick these weapons up, let alone wield them effectively in battle.
In recent centuries, the Karbarrans have added Protoculture batteries to the haft to cause the blades to be surrounded by a high-frequency vibration field, allowing them to easily cut through Mega-Damage alloys.

Weight: 140 pounds (63 kg).
Mega-Damage: 5D6 S.D.C. plus any strength bonus unpowered, 3D6 M.D. when powered up.
Rate of Fire: Melee weapon, equal to the hand to hand attacks of the wielder.
Note: For use by Karbarrans only. Not only the weight, but the shape and design are very alien to any other species, while the Karbarrans see them as common and as utilitarian as a human might see a hunting rifle. Any non-Karbarran trying to use one in
combat is at -6 to strike and parry (too heavy for automatic parry, so each parry would bum an attack) and each swing takes two
attacks. The Shovel, itself has 70 M.D.C.
 
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Missile Stats

Short-Range Missiles
  • High Explosive (light): 2d4x10 M.D. at a 5 mile range and 10 foot radius. 5 M.D.C. for the missile itself.
  • High Explosive (medium): 2d6x10 M.D. at a 5 mile range and 15 foot radius. 5 M.D.C.
  • Fragmentation (light): 2d4x10 M.D. at a 3 mile range and 20 foot radius. 5 M.D.C.
  • High-Explosive Armor Piercing/HEAP (medium)**: 2d6x10 at a 5 mile range and 5 foot radius. 5 M.D.C.
  • Plasma/Napalm (medium)**: 2d6x10 M.D., 3 mile range, 15 foot radius, 5 M.D.C.
  • Tear Gas: No damage, ½ mile, 10 foot radius, 5 M.D.C.
  • Knock-Out Gas: No damage, ½ mile, 10 foot radius, 5 M.D.C.
  • Smoke (colors available): No damage, 1 mile, 20 foot radius, 5 M.D.C.
Medium-Range Missiles
  • High-Explosive (light): 2d4x10 M.D., 50 miles, 20 foot radius, 10 M.D.C.
  • High-Explosive (medium): 2d6x10 M.D., 40 miles, 20 foot radius, 10 M.D.C.
  • High-Explosive (heavy): 3d6x10 M.D., 40 miles, 30 foot radius, 10 M.D.C.
  • HEAP (medium)**: 3d6x10 M.D., 40 miles, 20 foot radius, 10 M.D.C.
  • Fragmentation (light): 2d6x10 M.D., 40 miles, 40 foot radius, 10 M.D.C.
  • Plasma/Napalm (medium)**: 4d6x10 M.D., 40 miles, 40 foot radius, 10 M.D.C.
  • Multi-Warhead**: 5d6x10 M.D., 80 miles, 20 foot radius, 10 M.D.C.
  • Smoke (colors available): No damage, 40 miles, 40 foot radius, 10 M.D.C.
Long Range Missiles
  • High-Explosive (medium): 3d6x10 M.D., 500 miles, 30 foot radius, 20 M.D.C.
  • High-Explosive (heavy): 4d6x10 M.D., 500 miles, 40 foot radius, 20 M.D.C.
  • HEAP (medium): 3d6x10 M.D., 800 miles, 30 foot radius, 20 M.D.C.
  • Fragmentation (light): 2d6x10 M.D., 400 miles, 80 foot radius, 20 M.D.C.
  • Plasma/Heat (medium): 4d6x10 M.D., 500 miles, 40 foot radius, 20 M.D.C.
  • Plasma/Heat (heavy)**: 5d6x10 M.D., 500 miles, 50 foot radius, 20 M.D.C.
  • Proton Torpedo (heavy)**: 6d6x10 M.D., 1200 miles, 50 foot radius, 20 M.D.C.
  • Reflex (medium)**: 1d4x100 M.D., 1000 miles, 40 foot radius, 20 M.D.C. Rare
  • Reflex (heavy)**: 1d6x100 M.D., 1000 miles, 60 foot radius, 20 M.D.C. Rare
  • Reflex Multi-Warhead**: 2d4x100+60 M.D., 1800 miles, 100 foot radius, 20 M.D.C. Rare
Mini-Missiles
  • High-Explosive: 5d6 M.D., 1 mile, 5 foot radius, 1 M.D.C.
  • HEAP: 1d4x10 M.D., 1 mile, 3 foot radius, 2 M.D.C.
  • Fragmentation: 5d6 M.D., ½ mile, 20 foot radius, 1 M.D.C.
  • Plasma/Napalm (medium): 1d6x10 M.D., 1 mile, 15 foot radius, 1 M.D.C.
  • Smoke: No damage, ½ mile, 20 foot radius, 1 M.D.C.
**Available as smart bombs, + 5 to strike.

Normal missiles are +3 to strike

Armor Piercing warheads (HEAP) do triple damage with a critical strike.
 
The Invid War Machine

The Invid mecha fit into two different categories: mecha controlled by an actual organic pilot, and the Inorganics - automations that have no living components to them. The 'organic' Invid mecha have a very serious weakness to them that the Inorganics lack: The central sensor eye. It is very weak, and a solid hit with a Called Shot can kill the pilot with relatively little damage. It is a hard target to hit, so an eye shot may not always be a viable option to consider.

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The second smallest of the Invid organic units are the Scout and Armored Scout, only being larger than the Soldier. The two mecha are basically the same, but the Scout is lacking any sort of ranged attack capability, where the Armored Scout has a pair of plasma cannons on its back. The main body armor of the Scout is rated at 100 MDC, and the Armored Scout has 125 MD. The vulnerable Sensor Eye has a mere 20 points, but it is a small target and hard to hit.
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Next in the Invid mecha lineup is the Trooper and Shock Trooper. Just like the smaller Scout and Armored Scout, these two mecha are basically the same except for the lack of guns on the Trooper. They have a main body armor rated at 170 and 200 MD respectively, but they still share the weak central eye vulnerability.
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The Enforcer is a command unit for the Invid, and should be considered to be a high value target. It has a main body armor rating of 390 MD, but its sensor eye is only equipped with 50 points of armor.
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At just seven feet tall, the Soldier is one of the smallest of the Invid units. Frequently used as guards for their Hives, the Soldier is also seen as a point man for interacting with the indigenous population of the planets that the Invid have captured. The main body of the Soldier has 100 points of armor to it, and it also has an armored shield. Its sensor eye is still very vulnerable with only 30 MD points to it.
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The Invid employ artillery units that have been designated the Fury. It is capable of firing up to engage ships in orbit. It is piloted by a single Soldier in its 'head', and destroying its sensor eye does NOT kill the pilot inside. It is a very powerful opponent, and its armor has over 2,000 points of MD.
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The last of the organic Invid targets is the Brain. Located deep inside the Hive, these look like a human brain that is the size of a small car. It has an MDC rating of 200 points, and it is always very well defended.
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The Invid use a high speed troop transport that has been designated a Clam Dropship. It is capable of carrying over 450 Armored Scouts or 300 Shock Troopers. The only good thing about it is that it is not armed, relying on its mecha complement to attack a target.

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The Invid Inorganics

The Cougar, AKA Hellcat, is the smallest of the Inorganics, but it is still the size of a small horse or pony. A pack hunter, the Cougar is a nasty opponent that is rather cruel and seems to take delight in toying with its prey. They attack with razor sharp claws and teeth, lacking any kind of ranged weapons. They have 75 points of MDC.

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The Crann is next in the line of the Inorganic forces. It is 10 feet tall and has 200 points of MD armor.

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The Scrim is a terror weapon and looks like a thing out of nightmares. It has five arms, two of which end in a wicked blade that can cut through metal like butter. But what makes it especially dangerous is the twin globes located on the shoulders. These globes are filled with a deadly nerve gas, and these Inorganics are often placed in the middle of civilian populations to be used as a threat against insurgency. They have 250 MD on their main body.

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The Odeon is the mainstay of the Invid Inorganic forces. Twenty feet tall, it is massively armored with 500 points of armor on its main body. It is frequently deployed with a hand-held blaster to give it a ranged attack.

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The only flight-capable member of the Inorganic line is the Garn. It has a rotary blaster located in its belly, and has 200 points of MD armor on its main body.

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Ships of the Line

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The Horizon-T Troop Transport is the smallest of the ships of the UEEF. It is unarmed, relying upon fighter escort to keep it safe while trying to deploy its troop complement. It comes with two cargo pods, each one capable of holding up to 300 tons of cargo that can be detached and left behind at the landing site.

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Garfish class troop ships are the work horses of the UEEF fleet, carrying up to twelve mecha in its cargo bay and over five hundred foot soldiers and Cyclones. It is fast, Foldspace capable, and is armed with long range missiles, retractable point-defense guns and a heavy weapon turret.

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The Ikazuchi-class Command Carrier is a heavily armed and armored assault ship, carrying hundreds of Veritechs, Destroids and Cyclones.

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The Arc Royal-class Escort Carrier is lightly armed, but has hundreds of Veritechs to protect it from enemy threats.

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The Northampton-class Light Cruiser is designed for ship-to-ship combat and not as a Veritech carrier. It is also a rather 'stealthy' vessel, at least in capitol ship terms.

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The Three Star Repair and Construction ship is one of the largest vessels of the Fleet. It is completely unarmed, so it relies upon the strength of the ships around it to keep it safe. It can build any of the ships of the line in its massive construction bays.
 
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