TEXT: ByKevi
  LONG-
  
  PALLADIUM BOOKS'" PRESENTS . ..
  ROBOTECH"II:~THE ROLE-PLAYING GAME
  The SENTINELS'
  Compatible with the Robotech@ RPG, Invid Invasion,
  and all the other Robotech@ RPG source books.
  I
  
  Dedicated to the T6n.
  WARNING
  This book contains new and original works of art that are protected by Federal Copyright Law. NO
  artwork may be printed or published in any form, for any reason, without written permission from the
  Publisher of Palladium Books4'l. The use of this artwork, in any product not produced by Palladium Books4'l
  is a Federal crime! Offenders will be pursued in Federal Court.
  Seventh Printing -
  January 1995
  Copyright (\) 1983, 1984, 1985, 1986, 1987, 1988 Kevin Siemhieda. All rights reserved.
  Characters copyright (\) 1985, 1987 by Harmony Gold U.S.A., Incffatsunoko Production Co. Ltd. All rights
  Reserved.
  Copyright C 1987 by Harmony Gold U.S.A., Inc. All rights reserved.
  Copyright () 1987 by Kevin Siembieda. All rights reserved under the Universal Copyright Convention. No part
  of this book may be reproduced in part or whole, in any form or by any means, without permission from the
  publisher, except for briefquotes for usein reviews. All incidents, situations, institutions, governments and people
  are fictional and any similarity, without satiric intent, of characters or persons living or dead is strictly
  coincidental.
  ROBOTECH is a registered trademark owned and licensed by Harmony Gold U.S.A., Inc.
  ROBOTECH II: The Sentinels is a trademark owned and licensed by Harmony Gold U.S.A., Inc.
  Palladium Books and Megaverse are registered trademarks owned and licensed by Kevin Siembieda.
  ROBOTECH II: The Sentinels is published by Palladium Books Inc., 12455 Universal Drive, Taylor, M148180.
  Printed in the United States of America.
  2
  
  PALLADIUM BOOKS~ PRESENTS . ..
  ROBOTECH~II: THE ROLE-PLAYING GAME
  The SENTINELS'
  Written By:
  Kevin Siembieda
  Editors:
  Alex Marciniszyn
  Randi Cartier
  Cover Artist:
  Kevin Long
  Interior Artist:
  Kevin Long
  Additional Art:
  Kevin Siembieda
  Thomas J. Gould
  Titan Technical Renderings:
  Larry Nelson
  Japanese Translations:
  Koichiro Tanaka
  Typography:
  Maryann Siembieda
  Keylining:
  Kevin Siembieda
  Special thanks to:
  Tony, Alex, Maryann, Tom, Pin, Rick, and Carl Macek. A very special thanks to Jeff
  Gomez for his excellent advice.
  3
  
  107
  107
  III
  113.-
  118
  121
  126
  126
  126
  126
  128
  128
  129
  129
  131
  131
  132
  134
  134
  136
  138
  139
  141
  142
  142
  145
  145
  147
  150
  113
  122
  125
  126
  126
  134
  ......... 5
  14-
  15
  16
  18
  24
  27
  29
  33
  34
  36
  37
  39
  40
  42
  44
  46
  46
  47
  48
  52
  54
  55
  60
  80
  82
  85
  91
  94
  100
  106
  QUICK FIND TABLE
  Vehicles
  .
  REF Vehicles
  .
  Alien Vehicles . . . . . . . . . . . . . . . . . . . . . . . . . .
  Titan Mecha/Assault Transport ........••
  0
  ••••
  Weapons
  .
  The [nvid (history)
  0
  0
  •
  0
  •
  0
  0
  •
  0
  •••••
  Invid Mecha
  .
  Sensors and Equipment
  .
  Invid Scout . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  Invid Annored Scout .. . . . . . . . . . . . . . . . • . . . . . .
  Space Booster
  .
  Invid Trooper . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  Invid Shock Trooper .....•..................
  Invid Enforcer
  . . . . . . . . . . . . . . . . . . . . . .
  Red Enforcer . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  Invid Vehicles
  .
  All-Terrain lnvid Assault Carrier
  .
  The [norganics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  Cougar
  0
  •••••••••••••••••••••••
  Odeon
  ..
  Scrim ........•.....................
  Crann .............•....•............
  Hive Notes
  .
  Sentinel Adventures . . . . . . . . . . . . . . . . . . . . . . .
  Blue Team ....•..
  0
  ••••••••••••••••
  Hide & Seek
  ..
  Free-For-All ...•....••.........•......
  Sentinel Characters .........•....•..........
  SDF-3
  .
  .
  REF Time Line (Lines of Reality) . . . . . . . . . .
  Experience Levels for REF O.C.C.s ....
  Occupational Character Classes (D.C. C.) Begins
  .
  Destroid Pilot (NEW) .
  0
  ••••••••••••••
  0
  ••••••
  Zentraedi Warrior (NEW)
  .
  The Sentinel Aliens Begin . . . . . . . . . . . . . . . . . . . . . . . .
  Praxian RAT·] Pegasus Mecha .........• _ ....
  Cat People (Guardans) Psi Powers .......••
  0
  0
  ••••
  Stone Men (Spherians) Lasers & Powers ...••.
  0
  0
  •••
  Perytonian's Mystic Powers
  .
  Skills Listed by Category
  0
  ••
  0
  ••••••••••
  0
  ••••
  0
  ••
  Espionage Skills . . . . .
  0
  0
  •
  •
  •
  •
  •
  •
  •
  •
  •
  •
  •
  •
  •
  •
  •
  •
  •
  •
  •
  Physical Skills ..............•...
  0
  •••••••
  Pilot Skills ......•....•....•...........
  Rogue Skills
  .
  Combat Rules Begin
  .
  Physical S.D.C. for REF O.CoC.s
  .
  Hand to Hand Combat
  .
  .
  Modem Weapon Proficiencies
  .
  Mecha Combat Rules Begin . . . . . . . . . . . . . . . . . . . . . . .
  Destroid Space Propulsion System
  .
  Missile Chan
  .
  Mecha Hand to Hand Combat
  .
  New Mecha Descriptions Begin
  .
  CVR-3 Body Armor
  0
  ••••••••••
  0
  ••
  0
  ••••••••
  Shadow Fighter Cloaking Device . . . . . . . . . . . . . . . .
  EU- I3 Destabilizer .............•...
  0
  •
  •
  •
  •
  •
  •
  EU-12 Destabilizer ..................••
  0
  •
  REF Spaceships Begin
  o
  0
  •••
  Pinpoint Barrier Defense System . . . . . . . . . . . . .
  Comparative Scale of Spacecraft .....•.........
  Titan Transport (GMU)
  0
  0
  •••••
  Invid Regent
  .
  .
  lnvid Brain
  .
  Invid Sensors and Equipment
  .
  Invid Perception Factor (see NOTES)
  0
  •••••••
  0
  •••••••
  Inorganics Begin . . . . . . . . . . . . . . . . . . . .
  4
  CONTENTS
  Page
  Lines of Reality (REF History) . . . . . . . . . . . • . . . . . . . ..
  5
  Playing Robotech U: The Sentinels~ ....•........
  6
  Creating a Character
  6
  Step One:
  The Eight Attributes . . . . . . . . . . .. . . . . . . ..
  6
  Attributes Bonus Chart . . . . . . . • . . . . • • . . . . • . ..
  7
  Step Two:
  Hit Points & S.D.C.
  . .........•....
  0
  ••
  0
  7
  Optional Damage Rules
  0
  8
  Mega-Slructwe and M.D.C
  0
  0
  •
  •
  •
  •
  ••
  9
  Step Three:
  Selecting an Occupation & Skills
  0
  0
  •
  0
  ••••••
  0
  10
  Step Four:
  Equipment & Money ...
  0
  0
  0
  •
  0
  ••
  0
  0
  ••
  0
  •••
  0
  10
  Step Five:
  Rounding Out One's Character
  10
  Alignments ....
  0
  ••
  0
  ••
  0
  ••
  0
  0
  ••
  0
  •••
  0
  •
  0
  0
  •••
  0
  10
  Experience System
  0
  ••
  0
  •••
  0
  ••
  0
  •••
  0
  12
  Detennining Experience
  13
  Experience Levels Per D.C.C. .............•...
  14
  REF Occupational Character Classes (O.C.C.s) .......•...
  15
  REF Veritech Pilot ....................•...
  16
  REF Destroid Pilot ....................•...
  16
  REF Cyclone Rider . . . . . . . . . • . . . . . _ . . . . • . ..
  17
  Zentraedi REF Warrior
  0
  •••••••••••••••••••
  "
  18
  REF Military Speeialist . . . . . . . . . . . . • • . . . . • . ..
  19
  REF Bio-Maintenance Engineer
  20
  REF Communications Engineer . . . . . . . . . . . . . . . .. 22
  REF Field Scientist .. . . . . . . . . . . . . • • . . . . • . . . 23
  The Sentinel Aliens . . . . . . . . . . . . . . . . . . . . . . . . . . ..
  24
  Beannen of Carbonara .......•....••....•... 24
  Amazons of Praxis
  25
  Cat People of Garuda . . . . . . . . . . . . . . • . . . . • . . . 28
  Stone Men of Spheris . . .
  .
  0
  •
  •
  •
  •
  •
  •
  •
  •
  •
  •
  •
  •
  ••
  3I
  Mystics of Peryton ....•...••....••........ 33
  An Alien Game Note
  . • . . . . . . . . . . . . . . . . . .. 35
  Skills Listed by Category ....•.....•...
  0
  ••••••••
  0
  36
  Skill Descriptions .........••....•............. 37
  Combat
  44
  Combat Terms
  0
  0
  0
  •••
  0
  0
  0
  •••
  0
  •
  0
  •
  •
  •
  •
  44
  S.D.C. for Characters
  0
  0
  •
  0
  ••
  0
  0
  0
  •••••
  0
  •••• 46
  Hand to Hand Combat ..............•.......
  46
  Modem Weapon Proficiencies
  47
  Mecha Combat Rules
  0
  •••
  0
  0
  •••
  0
  0
  0
  •••
  0
  48
  Mini·Missiles . . . . . . . . . . . . . . . . . . . . . . . . . . .. 52
  Mecha in Space
  52
  Missile Chart
  0
  ••
  0
  0
  •
  0
  ••
  0
  0
  •
  0
  0
  •
  •
  •
  •
  •
  •
  •
  •
  •
  •
  •
  •
  ••
  54
  Mecha Hand to Hand Combat ...••....•..
  0
  •
  •
  •
  ••
  55
  New Mecha Descriptions . . . . . . . . . . . . . . . . . . . . . . . . .
  60
  Destroids
  0
  _
  .. ..
  •
  .. ..
  .. ..
  •
  ..
  60
  Excaliber MK VII ....•.
  0
  0
  ••••••••••••••
  0
  ••
  61
  Gladiator MK ill ..........•.....•........ 63
  MAC. ill
  65
  Raidar X (REF)
  66
  Spartan MK XIIJ ..........••....••...•... 68
  REF Tactical Banle Pod
  .. •
  70
  REF Officer's Pod .......•
  0
  •
  •
  •
  •
  •
  •
  •
  •
  •
  •
  •
  •
  •
  •
  ••
  72
  REF Cyclops
  0
  •
  •
  0
  •
  •
  0
  •
  •
  •
  •
  •
  0
  •
  •
  •
  •
  •
  •
  •
  •
  •
  •
  •
  •
  •
  ••
  73
  Cyclones
  0
  ••••
  0
  •
  •
  •
  •
  •
  •
  •
  •
  •
  •
  •
  •
  •
  •
  ••
  75
  VR-052 Banler
  0
  •
  0
  0
  •
  0
  0
  •
  0
  0
  •
  0
  0
  0
  ••••
  0
  0
  •
  •
  ••
  76
  VR-041 Saber .......................•...
  77
  VR·038 Light
  0
  •••••••
  0
  •
  •
  ••
  79
  Cyclone Special Equipment . . . . • • . . . . . . . . . . . ..
  80
  Veritech Fighters
  0
  •••••
  0
  ••••••••••••••••••••••
  81
  Alpha Fighter . . . . . . . . . . . . . . • . . . . • . .
  0
  •
  •
  • o.
  82
  Shadow Fighter .....••....••....••.......
  85
  Beta Fighter
  87
  Vindicator VF-l V . . . . • . . . . . • . . . . . • . . . . . . . . 91
  Hover Tank . . . . . . . . . . . . . . • . . . . . • . . .
  93
  REF Spacecraft
  94
  Horizont Troop ShunIe
  0
  •••••
  0
  •
  •
  •
  •
  •
  •
  •
  ••
  94
  Garfish Troop Carrier . . . . . . . .
  0
  •
  •
  •
  •
  •
  •
  •
  •
  •
  •
  •
  •
  •
  •
  97
  Ikazuchi Command Carrier ....••....•...
  99
  Ikazuchi Floor Plans ........•....
  0
  •
  •
  •
  •
  •
  0 o.
  10 I
  
  LINES OF REALITY
  From the journal of historian Jeffrey Gomez the third, GPI, circa
  __ 2098, Mars Base.
  "History is a strangely malleable substance that can be shaped and
  molded by the view of rhe historian. OJ course, lack of accurate
  documentation and the ravages of war afe often the two villains thot
  corrupt ourperception about the past. Such is the case with humankind's
  most brilliant and desperate episode in modern history, the legendary
  Robotech Wars.
  "Whatever accurate records ofevents that may have existed perished
  in the devastating onslaught of the Invid's Invasion, circa 2035. Al-
  though names, places, events and eve" photographs are known to us.
  they are mere/ragments ofan intergalacticpuzzle. Details are muddled.
  Even Ihe population of the Earth at the time of the SDF-3's departure
  is hotly debated. Some believe that less than 50,000 had survived the
  first Robotech War, and ofthose, a quarter comprised the members of
  the Robotech ExpeditionQry Force.
  "In reality, the world population must have numbered into the 350
  million range. A horrifyingly tiny number when one realizes that the
  global population was well over 10 billion in 2009.
  "Data is especially sketchy regarding the Robotech Expeditionary
  Force (REF). Existing documentationjocilses on the SDF-3, little else.
  We know that the SDF-3 was manned by a 'crew' of10,000, and while
  many have taken this to' reflect the entire REF operation, this seems
  incomprehensible. The 'crew' ofthe SDF-3 does not necessarily include
  the fighting troops. The smaller SDF-/ had a 'crew of800' plus 1200
  military personnel. Yet it would ultimately hold an additional 70,000
  civilians. Furthermore, an army troop of 10,000 pitting themselves
  against the might ofthe Robotech Master's intergalactic empire (or so
  ,....... they believed) sounds more like an act of suicide rather than heroics.
  Nor a likely prospect with the greatest military and scientific minds of
  the cemury working together.
  "It is likely that the SDF·3 was the flagship and ultimate weapon of
  an armada of REF warships. The new wave historians have been so
  bold as to suggest that the REF 'fleet' may have contained 30,000
  spacecraft with troops ofat least one million. Remember, approximtltely
  four million Zenrraedi warships were sent against the Earth during the
  First Robotech War.
  "To support this speculation, historians quickly point 10 the decade
  of preparation spem on board the Robotech Factory captured by the
  RDF.lfexisting data CWl be believed, the giant automated spacefaetory
  could build 60 of the mile long Zentraedi landing ships (Quiltra
  Queleual) and a full complement of 40,000 medIa for each within a
  year's time. It could repair/restore twice as many damaged vessels or
  buildfive times as many smaller vessels within the same time span (the
  REF vessels that liberated Reflex Poim were half to o~e third the size
  of the landing ship).
  "The most convincing evidence in support ofthe REF armada theory
  is th~ number ofREF vessels that returned to Earth to combat the invid
  invaders. Although exact numbers do not exist, it is acknowledged by
  all scholars that several hundred spacecraft were part of each of the
  two smaller REF assaults and several thousand warships (of which
  ruins are plentiful) and countless mecha were engaged in the famous
  battle of Reflex Point, circa 2038. All known data indicates that this
  armada was exclusively the REF and entirely human, spoiling the
  hypothesis that it may have been a combined force of humans and the
  ,-... 'alien' Sentinels. If aliens were among that particular REF armada,
  there is no evidence to allest to their presence.
  "The argument that the REF could build an armada ofships in space
  also fails to hold water. Certainly, new vessels were created in the
  long years of the expeditionary force's campaign. But to suggest that
  the SDF-3 and a crew of 10,000 could do so seems ludicrous. Who
  5
  built the vessels and more importantly, who crewed them? Certainly
  not the /0.000 humans of the SDF-3. That would mean one pilot per
  ship and excavations of crashed REF spacecraft clearly revealed that
  they accommodated a large crew, troops and meeha. Human troops.
  "Specific dates are alsofoggy. We know that the First Robotech War
  began in July 2009, on the day ofthe SDF-l's christening, and ended
  in December 2013. We a/so know that the Robotech Masters appeared
  in 2030 or 203J, setting into motion the Second Roboteeh War. That
  war lasted approximately 16 months. Conflicting data indicates that
  the invid invaded three,five or eight years later. The invid's devastating
  assault nearly succeeded in obliterating humankind. Civilization was
  laid to waste, plunging mankind into a new dark age. The exact time
  of the battle at Reflex Point ;s another date that seems to float within
  a five year span and has been the target of intense controversy.
  "1 believe that the following dates are closer to the real evems than
  those previouslypublished. However, the truth behinda legend is always
  a difficult thing to prove."
  A Robotech Timeline; Earth.
  August 2022
  • Preparations for the departure of the SDF-3 and the Robotech Ex-
  peditionary Force are completed.
  • Doctor Emil Lang is placed in charge of REF operations.
  Late August 2022
  • Commander Rick Hunter and Admiral Lisa Hayes are wed.
  • The SDF-3 (and the REF) departs for the Robotech Master's home-
  world. Among them are Commander in Chief Rick Hunter; Captain
  of the SDF-3. (Admiral) Lisa Hayes; Colonel T.R. Edwards (Head
  of Military Strategy), Captain Max Sterling (Leader of the famous
  Skull Squadron), Lieutenant Commander Miriya Sterling (Second in
  Command of the Skull Squadron), Lt. Commander Vince Grant
  (Special Operations and Ground based Mobile Unit Pilot), Field
  Commander Breetai (Second in Command only to Rick and Lisa),
  Ambassador Exedore (ZentraedilRobotech Master historian and milit-
  ary advisor), Colonel Johnathan Wolfe, famed Doctor Emile Lang,
  Doctor R. Burke, and young freedom fighters Lancer and Scott
  Bernard.
  • The SDF-3 and the REF arrive at the Master's homeworld, Tirol.
  • Tirol is under siege by the invid. War begins.
  September 2022
  • Lynn Minmei, celebrity pop singer and hero of the first Robotech
  War, is confirmed missing and is believed to have been accidentally
  taken along on the SDF-3. (Survivors of the assault on Reflex. Point
  would confinn this rumor). Ms. Minmei and her companion, singer
  "Janice," are never again seen on Earth.
  Late September 2022
  • The Robotech Factory space folds to rendezvous with the REF at
  Tirol. It is never heard from again. Its disappearance remains a
  mystery to this day,
  January 2031
  • The Robotech Masters arrive on Earth. The Second Robotech War
  begins.
  April 2032
  • The last of the Robotech Master's main force is destroyed above the
  old SDF-I memorial site.
  • Unknown to mankind, spores from the Invid Flower of Life had been
  unleashed upon the fertile Earth. The flowers would thrive and ulti-
  mately draw the invid to our planet.
  July 2032
  • The world government collapses completely. Anarchy reigns.
  
  -
  November 2032
  • The E.8.S.I.S. emerges as the new world power.
  February 2033
  • The last remnants of the Annies of the Southern Cross formally
  disband. North America is locked in civil unrest, while South America
  prospers under the guidance of the E.B.S.I.S.
  December 2035
  • The Invid appear without warning. The Earth is decimated. The
  Third Robolech War has begun.
  • Occupying lnvid troops establish hive bases and begin the cultivation
  of the Invid Hower of Life (the source of protoculturc). Earth is to
  become a farm colony.
  May 2036
  • The Invid dominate the Earth. Hundreds of Invid hives, protoculture
  farms and factories dOl the occupied Earth. Still humankind struggles
  out of the ashes to rebuild.
  • Organized freedom fighters begin their guerilla warfare against the
  alien invaders.
  • The first REF fleer returns 10 Earth and is swiftly destroyed by the
  [ovid. Colonel J. Wolfe survives and establishes a secret military
  base to combat the Iovid. Renowned freedom fighter "Lancer" also
  survives.
  March 2037
  • The second REF fleet (estimated 400 warships) mounts an assault
  that faces annihilation before they can penetrate Earth's atmosphere.
  • Famed freedom fighter, Scott Bernard, is reportedly the sale survivor.
  Fall 2037 or 2038
  • Col. 10hnathan Wolfe is slain, leading a rescue mission.
  • Organized resistance is at its height.
  Summer 2038 or 2039
  • The Battle at Reflex Point. The (entire?) REF fleet returns to confront
  the minions of the lnvid Regis.
  • The SDF-3 and its famous crew have not made the space jump.
  Whereabouts unknown.
  • The lnvid are routed and flee Earth, but the cost is heavy. An estimated
  98% of the REF fleet (Ihousands of vessels) are destroyed.
  • The lnvid are believed to have left the Earth forever.
  • Scott Bernard leaves Earth to lead a search party to frod the SDF-3.
  He is never seen again.
  Summer 2039 or 2040
  • The Invid return with a smaller occupying force (estimated 2.5 mil-
  lion) to cultivate the lnvid Flower of Life.
  • Resistance begins anew. Spirits are high.
  • The SDF-3 remains lost.
  • The whereabouts of the "Sentinels" is unknown.
  • The fight for a free Earth continues.
  PLAYING ROBOTECH II:
  THE SENTINELS
  Readers will find that this book's focus is on details and facts such
  as the hard data on the new mecha, spacecraft and alien races. There
  are a lot of great new devices that seem to have been ignored by other
  sources. These items are developed from animation drawings, model
  sheets, and film production notes. Some of the spaceships are actually
  from the REP assault forces seen in the Invid Invasion. As always,.l
  have tried to be as accurate and loyal to the original animation, story,
  and concepts as possible.
  6
  The lack of focus on specific characters and events is intentional.
  Players should feel free to play Rick, Max, Lisa, Breetai and all the
  other famous Robotech heroes, if that's what they want to do. The Del
  Rey novels or the Eternity comic books can supply dozens of ide
  and
  battles to re-create. However, I think that the pest approach to pIa ing ",-.
  Robotec:h D: The Sentinels is to focus on the details, the untold stOrles,
  of the war. T.V. characters and newly created player characters alike
  can be sent on mission after mission which are small but crucial frag-
  ments of the larger story. Don't worry about re.creating an epic battle
  with thousands ofcombatants. Instead, zoom in and focus on the actions
  of those special few heroes (your characters) and their role in these
  events.
  Sentinels, more so than the other episodes of Robotech, is a "classic"
  war story. Almost World War II in space. Mindless hack and slash
  adventures will always be a temptation, so it wiD be a challenge to
  game masters and players to keep the adventures fresh and exciting.
  There can be all types of reconnaissance and spy missions; or sabotage
  and rescue. The characters will not always be close to the REF when
  they need to secure ammunition and repairs. Often they will be sent
  on faraway assignments with limited availability of supplies and man-
  power. Or they may become cut off from the main force and must
  utilize guerilla tactics to survive or reach a !':ue haven. Remember, the
  REF and the Sentinels are not just killin~ machines, but liberators.
  Honorable, peace loving individuals who fight for freedom and who
  fight to free other worlds dominated by the evil lnvid and Robotech
  Masters.
  All the REF/Sentinels adventures take place in a distant galaxy.
  Ironically, while they fight to free other worlds from the tyranny of the
  Invid Regent, Earth is attacked by both the Robotech Masters and the
  lnvid (the invid forces are divided: one led by the Regent and the other
  by the Regis on Earth). The wars on Earth do not become known to
  the REF until years later, (approximately 3036), when the fml recon-
  naissance/assault wave arrives on Earth.
  CREATING A 'CHARACTER
  The creation ofa character is relatively simple, requiring five main steps:
  Step I:
  The Eight Attributes (and boouses)
  Step 2:
  Hit Points and S.D.C.
  Step 3:
  Occupational Character Class
  Step 4:
  Equipment and Money
  Step 5:
  Alignments
  STEP 1: THE EIGHT ATTRIBUTES
  and ATTRIBUTE BONUSES
  The first step in creating a character is to roll-Up the eight attributes:
  I.Q., M.E., P.S., P.P., P.E., P.B., and Spd.
  Three, six·sided dice are rolled to determine each attribute. The
  higher the number, the greater the ability. Ifan attribute is "exceptional,"
  16, 17, or 18, then an additional six-sided die is rolled and the result
  is added to the total for that attribute.
  Intelligence Quotient (I,Q,):
  Indicates the intelligence of the charac-
  ter. The exact I.Q. is equal 10 the I.Q. attribute multiplied by ten.
  Characters with an I.Q. of 17 or be"er, will receive a one time
  bonus added to all of the character's skill percentages.
  Mental Endurance (M.E.):
  Measures the amount of mental and emo-
  tional stress the character can withstand.
  Mental Affinity (M.A.):
  Shows the character's personai charm and
  charisma. Natural leaders, with a M.A. of 17 or higher, have a
  bonus to invoke trust or intimidation in others.
  
  ATIRIBUTE BONUS CHART
  I7
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
  l.Q. add to all skills. One lime bonus. +3%
  +4%
  +5%
  +6%
  +7%
  +8%
  +9%
  +10%
  +11% +12% +13%
  +14%
  +15%
  +16%
  M.E. save vs. psionic attack/insanity + 1
  +2
  +2
  +3
  +3
  +4
  +4
  +5
  +5
  +6
  +6
  +7
  +7
  +8
  -- M.A. trust/intimidate
  45%
  50%
  55%
  60%
  65%
  70%
  75%
  80%
  84%
  88%
  92%
  94%
  96%
  97%
  P.S. Hand.o Hand Combal: Damage +2
  +3
  +4
  +5
  +6
  +7
  +8
  +9
  +10
  +11
  +12
  +13
  +14
  +15
  P.P. parry, dodge and sbike bonus
  +1
  +2
  +2
  +3
  +3
  +4
  +4
  +5
  +5
  +6
  +6
  +7
  +7
  +8
  P.E. save YS. coma/death
  +5%
  +6%
  +8%
  +10% +12%
  +14% +16%
  +18% +20%
  +22% +24%
  +26%
  +28% +30%
  save vs. poison
  +1
  +2
  +2
  +3
  +3
  +4
  +4
  +5
  +5
  +6
  +6
  +7
  +7
  +8
  P.B. channlimpress
  35%
  40%
  45%
  50%
  55%
  60%
  65%
  70%
  75%
  80%
  83%
  86%
  90%
  92%
  Spd:
  No special bonuses other than the raw. natural ability to run.
  SURVIVING COMA AND DEATH
  When a character's hit points are reduced to zero (or less) he/she
  collapses, lapsing into a coma. This character is near death, and will
  die in a matter of hours unless he/she receives immediate medical
  treatment.
  How much damage below zero a character can undergo is indicated
  by the physical endurance (P.E.) attribute. A character can take one
  DETERMINING HIT POINTS
  Now that you have some idea of what hit points are about, let us
  get into the technical aspects of their determination and use.
  1.
  Base Hit Points:
  Having rolled up your 8 attributes, you will
  recall that one is physiCAl endurance (p.E.). The physical endur-
  ance score indicates your character's base/starting amount of hit
  points. This Dumber means that he/she can lose that many hit points
  before dying.
  Some of you will have a character with many hit points .
  don't gel too cocky; a laser in the right hands can whittle you down
  to size in one melee round. Others will find themselves with a
  character who has only a handful of hit poi."ts (as little as 3), ...
  don't despair or feel cheated; you'll just have to use cleverness
  and cunning in avoiding direct confrontations until you've built up
  your hit points.
  2.
  BUilding Hit Points:
  After detennining your base hit points, pick
  up one six-sided die, roll it and add the number rolled to your hit
  point base. Only roll one six-sided die one time.
  As your character grows in knowledge and experience he will
  gain more skill and expertise in his chosen profession (see: Occu-
  pational Character Classes). At the same time he will also mature
  physically, increasing his hit points. Thus, each time a character
  attains a new experience level, roll one six-sided die and add it to
  the existing hit points.
  RECOVERY OF HIT POINTS
  After a battle, characters who have sustained physical damage must
  tend to their wounds. The attending of wounds can be administered by
  fellow characters, trained medical personnel or by oneself, if the charac-
  te, has first-aid skills and is no' physically impaired.
  Fi.rst-aid-type skills include basic and immediate medical treatment,
  such as bandaging and cleaning of wounds. stopping of bleeding and
  so on, until the character can receive better medical care.
  Recovery:
  NODaprofessional treatment. This is basic, ftrst-aid-
  type treatment performed by oneself, or non-medically trained people.
  This type of treatment may be used if the character is not able to seek
  professional treatment immediately. It is not necessarily inferior treat-
  ment, especially for not too serious an ailment, but just lacks the full
  facilities and experience of a major medical institution. Rate of Recov·
  ery:
  Two hit points per day (24 hours).
  Recovery:
  Professional treatment. This is medical treatment from
  a doctor, clinic or hospital. Rate of Recovery: Two hit points per day
  for the first two days, and four hit points per day for each following
  day, until the character has regaincd all of hislher original hit points.
  HIT POINTS & S.D.C.
  STEP 2:
  HIT POINTS
  Hit points might best be thought of as life points because they
  indicate how much physical damage (cuts, bruises, etc.) a character
  can withstand before he/she dies. These are the points that are ob-
  served during a battle (or melee) to determine how much damage
  is inflicted on friend or foe. Each time a character is struck by a
  weapon he takes physical damage. The individual players keep score
  of how many hit points their character has remaining by subtracting
  the damage from hislhercharacter's hit points each time that character
  is hit by a weapon. Likewise, the game master keeps score of how
  much damage the player inflicts upon his opponent. When a character
  has zero hit points, he is in a coma and will soon die unless extensive
  medical aid is applied. When a character's hit points have been
  knocked far below zero. he is dead and beyond saving.
  Physical Prowess (P,P,):
  Shows the degree of dexterity and agility
  of the character. A P.P. of J7 or higher is rewarded with bonuses
  to dodge, parry and sbike.
  Physical Endurance (P.E.):
  lndicates the character's stamina and
  durability. The amount of physical punishment, and resistance to
  fatigue and disease, are detennined by P.E. A character can carry
  the maximum weight load (see P.S.) for the P.E. times 4 minutes.
  Carrying the maximum weight while running or fighting can only
  be done for the P.E. times 2 minutes. Ifacharacter lifts the maximum
  weight (see P.S.), then it can only be held for as many melee rounds
  (15 seconds each) as the character has points of P.E. A character
  can run at maximum speed for one minute for each point of P.E.
  Characters with a P. E. of 17 or better receive bonuses to save vs.
  coma, death and toxins.
  Physical Reauty (p.R.):
  Is an indication of the physical attractiveness
  of the character. A P.B. of 17 or better will be rewarded with a
  bonus to charm or impress.
  PhysiCAl Strength (P.S.):
  This is the raw physical power of a charac-
  ter. The P.S. times 10 indicates how heavy an object (in pounds)
  the character can carry. A character can lift 30 times the P.S. excep-
  tionally strong characters, having a P.S. of 15-19, can carry 20
  times their P.S. and lift 40 times their P.S. Someone with a P.S.
  of 20-23 can carry 30 times their P.S. and lift 60 times their P.S.
  Anyone with a P.S. of 24 or higher can carry 50 times their P.S.
  and lift 100 times their P.S. Any character with a P.S. of I7 or
  better receives a bonus to damage in hand to hand combat.
  Speed (Spd):
  Specifically. this is the character's maximum running
  speed. The Spd. times 20 is the number of yards or meters that the
  character can run in one minute.
  v-"~
  ~
  -
  ",....
  7
  
  OPTIONAL DAMAGE RULES
  blood loss/damage. Without medical aid the person will continue to
  lose blood and take one point (hit point) of damage every minutel4
  melee rounds.
  Optional Recovery Side-Effects
  from Severe DamagelNear Death (Hit Points)
  Roll on this table when a character has lost all of hislher hit points
  and has been near death (coma). Impairment is permanent as a result
  of the grave physical damage. NOTE:
  This is not a mandatory table,
  but is left up to the game master's discretion.
  1-10
  No pennanent damage.
  11-20
  Major stiffness in joints; reduce P.P. by 2.
  21-39
  Minor stiffness in joints; reduce P.P. by 1.
  40-55
  Legs impaired; walk with a limp reduce Spd by 2.
  56-70
  Major scarring; reduce P.B. by 2.
  71-82
  Chronic pain; reduce P.E. by I.
  83-92
  Minor braio damage; reduce I.Q. by I.
  93-00
  Major brain damage; reduce I.Q. by 2 and M.E. by I.
  Roll
  Percentile
  Damage
  Minuses
  1-10
  Severely battered and bruised
  Spd -2
  - 3to dodge
  11-20
  Torn arm muscle
  P.P. -3
  P.S. -2
  21-29
  Tom leg muscle
  Spd is V,
  -2 10 dodge
  30-39
  Fractured..,bone: ann
  P.P. -2
  P.S. -3
  40-49
  Fractured bone: leg
  Spd is V,
  -4 10 dodge
  SO-59
  Fractured bone: ribsorpelvis
  P.E. -2
  Spdis 'h
  60-69
  Broken bone: ann
  P.P.is 'h
  P.S. is 1/2
  70-79
  Broken bone: leg
  Spdis V,
  -6tododge
  80-89
  Broken bone: ribs
  P.E. -3
  P.P. -I
  Spd -3
  90-00
  Severe Concussion
  -80nall
  skills, Spd - 3 -
  Side·Effects from Physical Damage (Hit Points) (Optional)
  Roll on this table wheo 75% to 99% (almost all) hit poinlS are
  depleted. Impairment is temporary, lasting 1-4 weeks (roll one four-
  sided die).
  NOTE:
  None of these effects are permanent nor life threatening,
  although painful and debilitating. Minuses apply to that one particular
  limb. Speed minuses affect the whole body. Remember, effects are
  cumulative.
  P.P. -1
  P.S. -2
  P.P. -3
  Spd is 'I,
  -210dodge
  -5%onall
  skills; Spd - 2
  P.P. -I
  Spd -3
  Minuses
  Spd -2
  -llododge
  Damaged hand andior wrist
  Damaged legor hip.
  Damaged (sprain, pulled, CUI, etc.)
  arm or shoulder.
  Head Injury
  Damage
  Minor bruises and lacerations.
  Severely bruised and battered muscles
  ]·14
  75-89
  15-29
  30-44
  45-59
  6Q..74
  A character receives serious physical damage when he loses a great
  amount of hit points. The following is a list of side effects from physical
  damage. The effects of the damage are generally temporary and cumula-
  tive. Thus, if a character suffers the loss of a great deal of hit points
  within a short time he will suffer the multiple affects of physical damage.
  Roll each time severe damage is endured.
  Roll
  Percentile
  point of damage below zero (negative I, - 2, - 3, etc.) for each P.E.
  point. Example:
  A character with a P.E. of9 wiJllapse into a coma
  at zero hit points, but still lives up to a negative 9. However, if the
  character receives more damage (which is very possible) than the P.E.,
  he is dead with no hope of recovery. Thus, if a character with a P.E.
  of 9 takes 10 points or more below zero, exceeding his P.E., he is
  beyond medical help and dies.
  Coma Length
  The length of time a character in a coma will survive witham treatment
  is again indicated by the P.E. Add one hour far each P.E. point. Exam-
  ple:
  P.E. 9=9 hours, P.E. 10= 10 hours, and so on.
  Recovery From a Coma
  Whether a character survives the coma and is stabilized (brought
  back to, at least, one hit point above zero) is determined by the roll of
  percentile dice. If the player rolls two successful recovery rolls out of
  three tries, the character breaks out of the coma and is no longer in
  danger of dying. This also means that he is brought up to one hit point
  above zero. Recovery of hit points from that time on is standard; see
  Recovery of Hit Points. Note:
  This can be attempted every hour.
  Recovery Rallo (roll 2 out of 3)
  • Treatment from non-professional, medical individual, but with med-
  ical skills: 1-18%.
  • Treatment from an intern or nurse (R.N.): 1-32%.
  • Treatment from a doctor without proper facilities: 1-46%.
  • Treatment from a doctor at a clinic (fair facilities): 1-56%
  • Treatment from a hospital: 1-66%.
  • Treatment from a major, large hospital: 1-70%.
  NOTE:
  None of these effects are permanent nor life threatening.
  Minuses apply to that one limb. Speed minuses affect the whole body.
  Remember effects are cumulative; roll each time the character is badly
  hurt.
  About blood loss. When a character is severely hurt, down to only
  15% of his hit points and is bleeding; he will soon die of blood loss
  unless he or she receives immediate medical attention. Even a basic
  first aid and no or little movement can bind wounds and prevent further
  90-00
  Damaged back or pelvis.
  P.E. -I
  P.P. -2
  Spd -3
  -.
  KeVIN SIEMSIEOA
  I"S8
  8
  
  ..
  STRUCTURALDAMAGE CAPACITY,
  MEGA·STRUCTURES
  AND MEGA·DAMAGE
  In this game there are three types of physical measures of damage
  or endurance.
  Hit Point
  S.D.C.
  M.D.C.
  HIT POINTS
  Hit points might
  be~t be thought of as life points. because they
  indicate how much physical damage (cuts, bruises. wounds, etc.) a
  character can withstand before he or she dies. ALL living creatures
  have hit points. Also set Creating A Character: Step 2 for details.
  S.D.C. or STRUCTURAL DAMAGE CAPACITY
  There are two types of S.D.C. The first applies to living creatures
  and is asort ofsupplement to hit points. The second applies to inanimate,
  non-living structures such as chairs, locks, doors, buildings, vehicles
  and so on.
  Structural Damage Capacity (S.D.C.) points are similar to hit points,
  but represent physical toughne~s or endurance rather than life. Most
  living creatures, including Humans and Zentraedi, have S.D.C. points.
  S.D.C. in people is a sort of reserve stamina that enables them to suffer
  physical abuse, strain or pain, but keep on going. A perfect example
  is a boxer. A boxer has built up his body, toughening muscles and
  increasing his body's resistance to fatigue and pain, through intense
  physical training. Now. if YOU (yes. you, the reader) and this boxer
  engaged in hand to hand combat, you could deliver several punches to
  the boxer and he would barely feel it. One or two counter punches
  from the boxer wilt knock you to the ground. The point of this example
  is that the boxer has a much greater S.D.C. than a nonnal person.
  Consequently, he can take much greater physical punishment before
  he will begin to suffer from it.
  Inan;mate objects. such as buildings, vehicles, furniture and so on,
  a/so have S.D.C. In this case, the S.D.C. indicates the total amount
  of damage that the object can withstand. These S.D.C. function exactly
  like hit point except that they apply to non-living things. Any damage
  sustained is subtracted from the S.D.C. When the S.D.C. is reduced
  to zero it is broken or smashed beyond repair. A NOTE TO THE
  GAMEMASTER: The S.D.C. sysremjust described is a standard rule
  in most Palladium Books. games. From time to time I hear the com-
  plaint, for example: How can somebody be bashing or shooting into a
  door and the door is in perlect condition until all of its S.D.C. are
  depleted? My answer is: It's not in perfect condition. Using the example
  of the door. the G.M. should explain exactly what's happening: "You
  bash into the door with your shoulder. It's a very solid door and you
  inflict minimal damage (give S.D.C. damage). You realize that it will
  take quite a while to gain entry this way and you may hurt yourself."
  Or: "You can feel the door give a little under your great strength (give
  S.D.C. damage). Another bash and the door frame cracks and moans.
  but it still holds (as the door's S.D.C. dwindles), hut it's definitely
  giving." Or: "Your sub-machinegun riddles the wood door with a dozen
  holes (something the player can look through), but the door is still
  locked and holding strong." Obviously. attacks on normal objects will
  scrape, dent, crack, splinter, crumble and so on, even if the object is
  not destroyed. To smash or destroy something may require multiple
  auacks. and in some cases, like being locked behind an iron door or
  bulkhead without a weapon or proper tools, it will be impossible to
  damage the item at all.
  9
  M.D.C. or MEGA·STRUCTURES
  and MEGA·DAMAGE
  Mega·Damage Capacity (M.D.C.) is a damage sysrem that will be
  new to most of you. it is a structural damage capacity that reflects
  staggering advancements in science and technology. A technology that
  has created new super-tough alloys. micronized energy sources. galaxy
  spanning vehicles, and weapons with more power. precision and range
  than any 20th century weapon.
  In effect, M.D.C. is a super~structuraJ damage capacity that far
  outstrips the normal S.D.C. In the context of this specific book,
  M.D.C. applies to •.•
  • ALL Earth Mecha, such as the Veritech and Gladiator.
  • ALL Alien Mecha, such as the Battle Pods.
  • ALL Alien spacecraft.
  • ALL Human spacecraft.
  • Most vehicles and objects of war.
  All of those listed are built to withstand incredible punishment ...
  mega-damage. As such, they are in a class of their own.
  M.D.C. vs S.D.C.
  I)
  Generally, 100 S.D.C. (or hit points) equals about ONE M.D.C.
  point.
  2)
  This also means that One Mega-Damage point does approximately
  100 S.D.C point's worth of damage.
  3)
  Most conventional weapons do absolutely no damage to a mega-
  structure, even when combined.
  4)
  Example:
  The old RDF Gladiatordefense mccha engages a group
  of thirty rebel bandits. The bandits are armed with conventional
  arms cinsisting of sub machineguns, grenades, and flamethrowers.
  Suppose they stay to fight this one mecha and ALL begin to shoot
  at him. The Gladiator, being 37ft (11.3 meters) tall, is an easy
  target, so everybody hits at least three times. The combined damage
  inflicred is 400 S.D.C.• but the Gladiator walks out of the hail nf
  bullets and explosives with only a few scratches and smudges on
  its paint job. It took NO damage.
  The pilot sees a half dozen bandits running toward a car to make
  a getaway. There's no need for excessive gun play. so the Gladiator
  fires one laser blast from its gun cluster (lD4 M.D.); it strikes (the
  roll to strike is 16) and does a mere 3. mega-damage points (M.D.).
  The car is blown in half because the 3 M.D. points are equal to
  about 300 S.D.C.• the FULL S.D.C. of the vehicle.
  A full size Zentraedi sreps out from behind a building firing a
  standard alien gun pod (it does mega-damage). The alien has initia-
  tive and fires four shots. Two miss entirely. Two are solid hits,
  doing full damage to the Gladiator; 106 mega-damage per each
  hit. In this case the damage rolled is low; 7 M.D. is inflicted (that's
  about 700 S.D.C.). A mere scratch to the Gladiator. Combat con·
  tinues.
  Mega-Damage (M.D.) and
  Mega-Slrnclural Capacity (M.S.C.) Summary
  I.
  One Mega-Damage Point (M.D. point) is about equal to 100 S.D.C.
  Always round S.D.C. down when assessing damage; for example,
  an ohject that has 219 S.D.C. is hit by 2 M.D. points of damage.
  the item is totaled (all 219 S.D.C.).
  2.
  One Mega-Damage Point is also equal to 100 hit points.
  3.
  Conventional weapons, nonnal grenades, automatic weapons,
  flamethrowers, even rams from an automobile, DO NOT harm
  mega-structures such as Veritech Fighters, Starships, and all Human
  and Alien mccha.
  
  MULTIPLE O.C.Co's
  Considering the war tom conditions, it's unlikely that a character
  would really get an opportunity to study more than one area ofexpertise.
  Consequently, a multiple O.C.C. could be more of a hindrance than a
  help. However, for those of you who still desire a split character class,
  here are the rules and conditions.
  I.
  The character must meet the physical and/or mental attribute reo
  qulrements.
  2.
  Must fIrSt reach thlrd level or higherin his or herori~inalO.C.C.
  SKILL BONUSES
  The base proficiency or skill level is denoted in each skill description.
  Also, you'U notice that many of the skills, under every O.C.C., will
  have a skill bonus indicated. The skill bonus will be shown as a plus
  (+) symbol followed by a number. All skill bonuses are one time
  bonuses, applicable immediately. As the character grows in experience
  (via experience levels), the skill proficiency also grows. NOTE:
  Maximum skill ability is 98% because there is always some margin
  of error.
  H NO skill bonus is indicated then this means there is no bonus
  available from thaI O.C.C. ONLY the unmodified base skill proficiency
  is used.
  Seeskill descriptionsfor specific explanations and proficiencies.
  For the sake of simplicity, each player chooses ONE Occupational
  Character Class (O.C.C.), with its small selection of O.C.C. skills,
  and additional training/s1dlls. Each D.C.C. indicates a major area of
  study and knowledge that is pertinent to the character's occupation.
  Unlike Heroes Unlimited or the Palladium Role·Playlng Game, the
  skill selection is very limited and does not include secondary skills.
  However, players will find their characters to be capable, as well as
  different, from every other D.C.C. This quick character generation
  system will enable players to build characters quickly and completely.
  The scope of the establishing scenario setting is, in itself, limiting, so
  playing characters have been designed to tit snugly into that environment
  with maximum playability_
  Each D.C.C. has skills or skill bonuses in areas not available to the
  other D.C.C.s. Consequently, players may want to consider what
  O.C.C.s their fellow players are selecting, in order to build a well
  rounded team or group of characters. Of course, this does not mean
  that every player should select a different O.C.C.; it simply means to
  consider the desired scope and versatility of your team when selecting
  an O.C.c. The same is true when selecting individual skills. The team
  with the most versatility and combined strengths is most likely to perse-
  vere (and this is a team oriented game). The cast of characters and their
  respective O.C.C.s will depend on the number of players and personal
  preferences. I would recommend that players go with what they feet
  most comfortable playing and their instincts above all else.
  O.C.C. REQUIREMENTS
  The selection ofan O.C,C. is limited only by the minimum attribute(s)
  requirement needed to play. The eight attributes should have already
  been detennined by tile roll of three, six-sided dice (see Crealing a
  Character: Step I). Generally, a player will be able to choose from
  two or three possibilities.
  O.C.C. SKILLS
  Each O.C.C. has two skill categories:
  O.C.C. Skills and Other
  Skills. O.C.C. skills are skills that everyone in that chosen occupation
  have trained in. They are basic and crucial skills to that occupation.
  The Other Skills are other areas of training and knowledge possessed
  by the character. They may augment the occupational skills or simply
  reflect other interests.
  ALIGNMENTS
  ROUNDING OUT
  ONE'S CHARACTER
  EQUIPMENT AND MONEY
  NEUTRAL
  First of alt. there is no such thing as an absolute or bUe neutral. All
  people tend toward good, evil or self-gratification. An absolute bUe
  neutral could not make a decision, go on an adventure, kill, or take
  any action of any kind without leaning toward good, evil or self-gratifi-
  cation. I.t is humanly impossible and is, therefore, eliminated in the
  context of this game. (I realize that some of the philosophers out there
  may disagree with this, but that's a topic for philosophical debate and
  not a factor of this game. Sorry. no neutrals).
  3.
  Begins the New O.C.C. at zero experience and at "field training
  level," which means the usual O.C.C. skills are selected, but NO
  BONUSES APPLY.
  4.
  Players must score 2000 experience points before attaining first
  level. At first level, all the usual bonus points are added to each -
  skill and regular experience point accumulation begins at zero.
  5.
  The previous/original O.C.C. skill knowledge and proficiency, and
  experience points, are pennanently frozen at the point when the
  new O.C.C. was selected. This means that while the character
  retains his previous O.C.C.'s skill knowledge and abilities, those
  skills are NOT increasing because he/she spends the bulk of the
  time in perfecting the new O.C.C. skills.
  However, if the same skill is chosen in both O.C.C.s, that skill will
  continue to improve, but ONLY beginning after it has reached the
  previous skill level. Example:
  If the skill is frozen at level three, it
  remains so until the skill level of the new O.C.C. reaches level three.
  At that point, the experience points/level can again apply to that skill
  and the character's skill proficiency in that particular area will continue
  to increase at the same level as hislher current O.C.C.
  Good:
  Principled and Scrupulous
  SelfISh:
  Unprincipled and Anarchist
  Evil:
  Miscreant, Aberrant and Diabolic
  Alignments are an important factor in developing a characler, hislher
  attitudes and moral principles. ALL players must choose an alignment
  for their character.
  STEP 4:
  All characters are issued a set of standard equipment, as well as
  equipmeot available in the field or under special conditions. Also assume
  each character has a number of "common" personal items such as a
  modest wardrobe, stereo, videoffV, artwork, knickknacks, booze, and
  so on. Each character also has his own small, one bedroom, studio-type
  apartment.
  Money is referred to as credits. Each specific Occupational Character
  Class (O.C.C.) indicates the monthly salary in credits and the fonnula
  for detennining the character's available savings in credits. Players may
  use their character's savings/credits as they deem appropriate.
  STEP 5:
  GOOD ALIGNMENTS
  Principled, Serupulous
  Because a character is of a good alignment, it does not make himlher _
  a saint. Good characters can be just as irritating, obnoxious, arrogant,
  even prejudiced and full of quirks. However, life and freedom are of
  the highest priority. Such a person can always be ttusted in a life and
  death situation. Ben Dixon is a good example of a lovable. but irritating,
  good guy.
  SELECTING AN
  OCCUPATION & SKILLS
  STEP 3:
  10
  
  PrIncipled (Good)
  Principled characters are, generally, the strong, moral characters.
  Rick Hunter and Lisa Hayes are of a principled alignment, with the
  highest regard for other's lives and well-being, b1Ith and honor.
  - PrIncipled characters will , , ,
  I.
  Always keep his word.
  2.
  Avoid lies.
  3.
  Never kiU or attack an unarmed foe.
  4.
  Never harm an innocent.
  S.
  Never torture for any reason.
  6.
  Never kill for pleasure.
  7.
  Always help others.
  8.
  Work well in a group.
  9.
  Respect authority. law. self-discipline and honor.
  10. Never betray a friend.
  11. Never break the law unless conditions are desperate. This means
  no breaking and entry I theft, torture, unprovoked assaults, etc.
  -
  Scrupulous (Good)
  Scrupulous characters value life and freedom above all else, and
  despise those who would deprive others of them. This type of hero is
  typically portrayed in many Clint Eastwood and Charles Bronson films;
  the person who is forced to work beyond the law, yet for the law, and
  the greater good of the people. They are not vicious or vindictive men,
  but are men driven to right injustice. I must pointoutthat these characters
  will always attempt to work with or within the law whenever possible.
  Roy Fokker would fall into this alignment.
  Scrupulous Characters Will •..
  1.
  Keep his word to any other good person.
  2.
  Lie only to people of selfish or evil alignments.
  3.
  Never attack or kill an unarmed foe.
  4.
  Never harm an innocent.
  5.
  Never torture for pleasure, but may use muscle to extract infonna-
  tion from criminals or evil characters.
  6.
  Never kill for pleasure; will always attempt to bring the villain to
  justice alive, no matter how vile he may be.
  7.
  Always help others.
  8.
  Attempt to work within the law whenever possible.
  9.
  Bend and, occasionally, break the law when deemed necessary.
  This means they may use strong-arm techniques, harass, break. and
  enter, theft, and so on.
  10. Distrust authority.
  I I. Work with groups, but dislike confining laws and bureaucracy (red
  lape).
  12. Never betray a friend.
  SELFISH ALIGNMENTS (But Not Necessarily Evil)
  Unprincipled (Selfish)
  This, basically. good person tends to be selfish and greedy, and
  holds hislher personal freedom and welfare above almost everything
  else. He/she dislikes confining laws and self-discipline, and distrusts
  authority. This is the Han Solo, Star Wars, character. The guy who is
  always looking for the best deal, associates with good and evil charac-
  ters, is continually tempted to lie and cheat. and hates himself for being
  loyal and helping others. The beautiful, but self-absorbed, Lynn Minmei
  would be unprincipled.
  Unprincipled Characters Will •..
  i.
  Have a high regard for life and freedom.
  2.
  Keep his word of honor.
  3.
  Lie and cheat if necessary (especially to those of anarchist and evil
  alignments).
  4.
  Will not kill an unarmed foe (hut will take advantage of one).
  5.
  Help those in need.
  6,
  Not use torture unless absolutely necessary.
  11
  7.
  Work with a group, especially if profitable.
  8.
  Never harm an innocent.
  9.
  Never kill for pleasure.
  10. Dislike authority.
  II. Never betray a friend.
  Anarchist (Selfish)
  This type of character likes to indulge himself in everything. He is
  the insurgent, con man, gambler and high roller; the uncormnitted
  freebooter seeking nothing more than self-gratification. This character
  will at least consider doing anything if the price is right. These people
  are intrigued by power, glory and wealth. Life has meaning, but his
  has the greatest meaning. Laws and rules infringe on personal freedom
  and were meant to be broken. An anarchist aligned person is always
  looking for the best deal, and will work with good, selfish or evil 10
  get it, as long as he comes out of the situation on top. The anarchist
  is continually teetering between good and evil, rebelling, and bending
  the law to fit his needs.
  Anarchist Characters Will •••
  I.
  May keep his word.
  2.
  Lie and cheat if he feels it necessary.
  3.
  Not likely to kill an unarmed foe. but will certainly knockout,
  attack. or beat up an unarmed foe.
  4.
  Never kill an innocent (but may harm or kidnap).
  5.
  Not likely to help someone without some ulterior motive (even if
  it's only to show off).
  6.
  Seldom kill for pieasure.
  7.
  Use torture to extract infonnation (not likely to torture for pleasure).
  8.
  Not work well in a group (this is the cocky, loudmouth who is
  likely to do as he damn well pleases).
  9.
  Have little respect for self-discipline or aul.hority.
  10. May betray a friend.
  EVIL ALIGNMENTS
  Miscreant
  Aberrant
  Diabolic
  All evil characters are not bent on universal genocide or domination
  over all living creatures. They are not maniacal people actively seeking
  to harm innocent people. Nor are all evil characters sadistic and un-
  trustworthy. Many evil characters may actually seem kind or likable.
  There is nOthing wrong with playing an evil character, although he
  may not survive too long if he betrays or harms too many people. This
  is fantasy role-playing, not reality. You can play any type of character
  you desire, just continue to play in character.
  Evil alignments are a step beyond the self~gratification of the selfish
  alignments. Evil characters are ruthless individuals who are willing to
  say or do anything to achieve their goal. Human life has little meaning
  to them, and friends tend to be (but not always) people to use and
  discard when they are no longer of value. Evil aligned people do not
  automatically slay any good aligned person because of different ethics
  and philosophy. All the better to use good to achieve their own goals,
  for the end always justifies the means.
  Miscreant (Evil)
  This self-serving, unscrupulous character is out only for himself.
  Power, glory, wealth, position, and anything that will make his life
  more comfortable is his goal. It matters not who gees caught in the
  middle, as long as he comes out smelling like a rose. This person will
  lie to, cheat and kill anyone to attain his personal goals. Khyron is a
  perfect example of miscreant.
  Miscreant Characters Will •••
  I.
  Not necessarily keep his word 10 anyone.
  2.
  Lie to and cheat anyone, good or evil.
  
  3.
  Most definitely attack an unanned foe (those are the best kind).
  4.
  Use or harm an innocent.
  5.
  Use torture for extracting information and for pleasure.
  6.
  May kill for sheer pleasure.
  7.
  Feel no compulsion to help wilhout SOmesort oftangibleceward.
  8.
  Work with others if it will help him attain his personal goal.
  9.
  Kill an unanned foe as readily as he would a potential threat or
  competitor.
  10. Has no deference for laws or authority. but will work wilhin lhe
  law if he must.
  II. Will betray a friend if it serves his needs.
  Aherrant (Evil)
  The cliche that there is "No honor among thieves," is false when
  dealing with the aberrant character. This is a person who is driven to
  attain his goals through force, power, and intimidation. Yet the aberrant
  person stands apart from the norm with his own personal code of ethics
  (although twisted ethics by the standards of good). He expects loyalty
  from his minions, punishing disloyalty and treachery with a swift,
  merciful death. An aberrant person will always keep his word of honor
  and uphold any bargains. He will define his terms and live by them,
  whetheranyone else likes it ornot. Breetai and Exedore fit this category.
  Aberrant Characters Will •••
  I.
  Always keep his word of honor (he is honorable).
  2.
  Lie to and cheat those not worthy of his respect.
  3.
  Mayor may not kill an unarmed foe.
  4.
  Not kill (may harm, kidnap) an innocent, particularly a child.
  5.
  Never kills for pleasure.
  6.
  Not resort to inhumane treatment of prisoners, but tonure, although
  distasteful, is a necessary means of extracling information.
  7.
  Never torture for pleasure.
  8.
  Mayor may not help someone in need.
  9.
  Work with others to attain his goals.
  10. Respect honor and self-discipline.
  II. Never betray a friend.
  Diabolic (Evil)
  This is the category where the megalomaniac, violent, and most
  despicable characters faJ!. This is the cruel, brutal killer who trusts no
  one and has no value for anyone or anything that gets in his way.
  Aberrant aligned characters find these unhonorable people just as revolt-
  ing as a good aligned character. General Dolza fits this description.
  Diabolic Characters Will •••
  I.
  Rarely keep his word (and have no honor).
  2.
  Lie to and cheat anyone.
  3.
  Most certainly attack and kill an unarmed foe.
  4.
  Use, hurt and kill an innocent without a second thought or for
  pleasure.
  5.
  Use torture for pleasure and infonnation.
  6.
  Kill for sheer pleasure.
  7.
  Likely to help someone only to kill or rob him.
  8.
  Not work well within a group (consistently disregarding orders to
  do as he pleases).
  9.
  Despise honor, authority, and self-discipline.
  10. Associate mostly with other evil alignments.
  II. Betray friends (after all, you can always find friends).
  EXPERIENCE
  An Experience Level System is used for two reasons: I) To fit in
  with the other Palladium Books games and 2) because I've found it to
  be a fun and realistic system. After all, nothing can substitute for real
  experience, especially in a combat situation.
  Readers will also notice that each Occupational Character Class
  (O.C.C.) has its own experience level tables. The varying levels of -
  experience needed for each O.C.C. reflect the difficulty ofcertain skills
  or areas of study, as well as game balance.
  EXPERIENCE POINTS
  Except in specially devised scenarios and tournaments, there is no
  winner in a role-playing game. The accumulation of heroic deeds,
  friends, prestige. weapons, equipment, knowledge and skills, can be
  construed to be the results of winning. If a chardcter survives and meets
  with success in his endeavors, that is winning. However, there are
  rewards besides the acquisition of material goods and reputations, and
  that's developing your character's skills, knowledge and abilities. This
  is accomplished through the gathering of experience points.
  Why An Experience Point System?
  The reason I use an experience point system is because I find it
  extremely realistic and practical. Training is useful, but there is no
  substitute for experience. I don't know how many times I've read a
  comic book with the main character thinking to himself something like
  -
  "Only my years of experience enabled me to beat him." or, "He's
  good, but lacked the years of experience and training to handle the
  situation". Practical experience in the field is an important and real
  factor in the development of a character.
  The experience system is specifically designed so that characters will
  mature fairly rapidly, tapering off as they reach higher levels of experi-
  ence (around fifth or sixth level).
  Why do the experience levels only go to level 15? Because characters
  are not likely to ever reach that level, even after years of regular play.
  In my original Palladium Role-Playing Game play-test campaign, -
  after two years of weekly, long (average 9 hours) playing sessions; the
  characters averaged 7th to 9th level and were progressing, ever so
  slowly, toward tenth level. Realistically, a high level character is not
  necessarily all that fun to play unless the campaign maintains a high
  level of challenge and adventure.
  12
  
  Experience and Hit Points
  Each time a character reaches a new level of experience, the player
  gets to roll one, six-sided die and add the number rolled to the character's
  hit points. This indicates the physical development and maturity of the
  character as he develops.
  Per Level of Experience
  Per level of experience, or per each level of experience. or per level
  of the (and O.C.C.), indicates that the person can perform a skitt or
  ability at his highest level ofexperience. This often indicates the amount
  of damage that can be inflicted or a duration.
  Experience Points and Their Application
  It's difficult to devise a point system by which a game master can
  judge and reward his players fairly. The ultimate purpose ofexperience
  points and experience levels is to provide a means in which the player's
  -. character can grow and develop. Many fantasy role-playing games have
  their own unique system, charts, equations and computations, for dis-
  tributing experience points. You may want to adapt one ofthese systems
  to this game if that's what you're comfortable with.
  On the other hand, I use a very subjective method of observation
  and logic. I feel that any twit can chop or blast a creature that has just
  pounced out from around the comer. Most experience points systems
  concentrate on the "kill factor," but what about the thought process?
  What about the decisions, plans, or motives for a particular action?
  Doesn't cleverness and a cool head count? Aren't these the true ingre-
  dients of good role-playing? It seems unfair to me that the person who
  devises a clever plan should get much less experience points than the
  players who carry out the plan because they are better skilled to do so.
  And what about role-playing? Shouldn't the brilliant medical student
  playing a character wilh an I.Q. of 3 (and staying firmly in character,
  saying and doing things as the character, even though he realizes the
  stupidity as a player) get experience for playing in character? Hell yes!
  Considering how flexible and subjective most of the other role-playing
  conditions and rules are, I don't see the logic in having a strict, and
  limited experience point system. So, here is my chaotic, and subjective
  experience system.
  Each player's character, involved in a given situation/confrontation,
  should receive the appropriate experience points. The game master
  (OM) should make a list of his players at the beginning of the garne
  and jot down each player's experience points as they gather them
  throughout the course of the game. At the end of the game, the GM
  totals each player's points and gives them each totals, so that they can
  -. keep track of their growing experience and skills.
  The difficulty with this system of determining experience points is
  the subjectivity. The GM must utilize the preceding experience outline
  with some thought. Example: Eight third level characters anned to the
  teeth and in heavy armor kill an average opponent. The eight players
  should receive experience points for kiJling a minor menace. After all,
  the creature didn't have a chance and presented no real threat to the
  characters. However, if one or two first or second level characters killed
  or subdued the same opponent, they should receive experience points
  for killing a major or even a great menace, because the threat and the
  ingenuity involved is much greater.
  I've found this method stimulates imaginative playing instead of
  promoting slash and kill. OMs, don't play Santa Claus, heaping on
  wonderful amounts of experience points; be fair and tolerant. Let your
  players truly earn their experience points, growing in skill and k:nowl~
  edge. If you have a group of players rising rapidly in experience levels,
  you will know it's because they are clever and imaginative players.
  And that's what this game is all about.
  Character (O.C.C.) Experience Levels
  Each Occupalional Characler Class (O.C.C.) has a listing for Levels
  of Experience. A character involved in an adventure gains experience
  points for his thoughts, actions and deeds. As these experience points
  accumulate, the character will reach new plateaus, indicating his con-
  tinual development and mastery of his chosen a.c.c.; and the skills.
  knowledge and abilities involved. Each time a player's character ac·
  cumulates enough experience in a particular D.C.C., his skills increase
  accordingly. This is why the skills are listed by levels.
  .-.
  A clever plan, a quick attack, all eam experience points. The more
  experience a character receives, the higher the level he attains in that
  occupation, the grealer his skills. Players: Be cenain to keep a careful
  record of the experience given to you at the end of each game. When
  a character attains a new level, be cenain to tell the GM so that your
  skills and hit poinls can be increased accordingly.
  fm!!!
  25
  25
  100
  100
  200
  400-1000
  100-300
  500-700
  100
  100·200
  50
  50
  50-100
  25-50
  75-100
  150-300
  The Action
  Performing a critical skill.
  Clever, but futile idea.
  Clever, useful idea or action.
  Quick thinking idea or action.
  A critical plan or action that saves the character's life
  and/or a few comrades.
  A critical plan or action that saves the entire group or
  many people.
  Endangering the character's own life to help others.
  Self-sacrifice (or potential self-sacrifice) in a life and
  death situation (like leaping in front of a blast meant for
  someone else to save that person, even though likely to
  die; or offering own life to save the group or another).
  Avoiding unnecessary violence.
  Deductive reasoning and/or insight.
  Oood judgment.
  Playing in character bonus.
  Daring (clever or not).
  Killing or subduing a minor menace.
  Killing or subduing a major menace.
  Killing or subduing a great menace.
  
  EXPERIENCE LEVELS FOR REF O.C.C.
  Note:
  These Experience Tables include the lnvid Invasion a.c.c.s
  Veritecb Pilot
  Destroid Pilot
  Cyclone Rider
  Zentraedi
  I
  0,000-2,100
  I
  0,000-2,050
  I
  0,000-2,000
  I
  0,000-1,950
  2
  2,101-4,200
  2
  2,051-4,100
  2
  2,001-4,000
  2
  1,951-3,900
  3
  4,201-8,400
  3
  4,101-8,250
  3
  4,001-8,200
  3
  3,901-8,800
  4
  8,401-17,200
  4
  8,251-16,500
  4
  8,20J-16,400
  4
  8,801-17,600
  5
  17,201-25,400
  5
  16,501-24,600
  5
  16,401-24,500
  5
  17,601-25,600
  6
  25,401-35,800
  6
  24,601-34,700
  6
  24,501-34,600
  6
  25,601-35,600
  7
  35,801-51,000
  7
  34,701-49,800
  7
  34,601-49,700
  7
  35,601-50,600
  8
  51,001-71,200
  8
  49,801-69,900
  8
  49,701-69,800
  8
  50,601-70,600
  9
  71,201-96,400
  9
  69,901-95,000
  9
  69,801-94,900
  9
  70,601-95,600
  10
  96,401-131,600
  10
  95,001-130,100
  10
  94,901-129,000
  10
  95,601-125,600
  11
  131,601-181,800
  II
  130,101-180,200
  II
  129,OOi-179,100
  11
  125,601-175,600
  12
  181,801-232,000
  12
  180,201-230,300
  12
  179,101-229,200
  12
  175,601-225,600
  13
  232,001-282,200
  13
  230,301-280,400
  13
  229,201-279,300
  13
  225,601-275,600
  14
  282,201-342,400
  14
  280,401-340,500
  14
  279,301-329,400
  14
  275,601-325,600
  15
  342,401-402,600
  15
  340,501-400,600
  15
  329,401-389,500
  15
  325,601-375,600
  Bi~Maintenance Engineer
  Military Specialist
  Communications
  Field Scientist
  Nomad Scout
  I
  0,000-2,120
  1
  0,000-1,925
  1
  0,000-2,140
  I
  0,000-1 ,900
  2
  2,121-4,240
  2
  1,926-3,850
  2
  2,141-4,280
  2
  1,901-3,800
  3
  4,241-8,480
  3
  3,851-7,450
  3
  4,281-8,560
  3
  3,801-7,300
  4
  8,481-16,960
  4
  7,451-14,900
  4
  8,561-17,520
  4
  7,301-14,300
  5
  16,961-24,960
  5
  14,901-21,000
  5
  17,521-25,520
  5
  14,301-21,000
  6
  24,961-34,960
  6
  21,001-31,000
  6
  25,521-35,520
  6
  21,00 1-30,000
  7
  34,961-49,960
  7
  31,001-41,600
  7
  35,521-50,520
  7
  30,001-40,000
  8
  49,961-69,960
  8
  41,601-53,000
  8
  50,521-71,000
  8
  40,00 1-53,000
  9
  69,961-94,960
  9
  53,001-73,000
  9
  71,001-96,100
  9
  53,001-73,000
  10
  94,961-129,960
  10
  73,001-103,500
  10
  96,101-131,200
  10
  73,001-103,000
  11
  129,961-179,960
  II
  103,501-139,000
  11
  131,201-181,300
  II
  103,001-138,000
  12
  179,961-229,960
  12
  139,001-189,000
  12
  181,301-231,400
  12
  138,001-188,000
  13
  229,961-279,960
  13
  189,001-239,000
  13
  231,401-281,500
  13
  188,001-238,000
  14
  279,961-329,960
  14
  239,001-289,000
  14
  281,501-341,600
  14
  238,001-288,000
  15
  329,961-389,961
  15
  289,00 1-339,000
  15
  341,601-401,700
  15
  288,001-328,000
  Non-Military
  I
  0,000-1,875
  2
  1,876-3,750
  3
  3,751-7,250
  4
  7,251-14,100
  5
  14,101-21,200
  6
  21,201-31,200
  7
  31,201-41,200
  8
  41,201-51,200
  9
  51,201-71,200
  10
  71,201-101,500
  II
  101,501-136,500
  12
  136,501-186,500
  13
  186,501-236,500
  14
  236,501-286,500
  15
  286,501-326,500
  Pery.oRia" Wizard
  1
  0,000-2,240
  2
  2,241-4,480
  3
  4,481-8,960
  4
  8,961-17,920
  5
  17,921-25,920
  6
  25,921-35,920
  7
  35,921-50,920
  8
  50,921-70,920
  9
  70,921-95,920
  10
  95,921-135,920
  II
  135,921-185,920
  12
  185,921-225,920
  13
  225,921-275,920
  14
  275,921-335,920
  15
  335,921-395,920
  Note:
  Freedom Fighter O.C.C. (see lnvid Invasion) uses the Cyclone Rider table.
  Praxian Warriors use the Zentraedi table. Carbonara Warriors use the Cyclone
  Rider table, Garudan Warriors use the Military Specialist table, Spherian Adven·
  lurers use the Field Scientist table and PerylOnian Energy Wizards have their own
  table.
  14
  
  OCCUPATIONAL CHARACTER
  CLASSES (O.C.C.)
  When selecting an O.C.C. it is important to bear in mind the type
  of scenarios or campaign your game master intends to run. Presumably.
  adventures will be mostly combat oriented, but may include rescue,
  reconnaissance, sabotage, spying, et cetera, in space, on land, in alien
  cities and who knows where else. It is probably wise to create a group
  of soldiers with a variety of mecha, skills, and special abilities.
  Game maslers, let players have as much control in designing their
  characters as possible. The allocation of mecha, ammunition and equip-
  ment will vary with the type of assignment and the commanding officer.
  This is where you, the OM, can get creative by providing or limiting
  the equipment and the assignments. Is the commanding officer stingy?
  Stupid? Psycho-gung ho? volunteering the group for aU the most dangerM
  ous assignments (and perhaps limiting their equipment)? That's up to
  the OM. Remember, these are highMpowered mecha, but 60 missiles
  only go so far if the character(s) is on a mission without access to
  additional ammunition and/or no REF support. GMs remember, these
  mecha were made tough so that they could survive rough situations.
  The REF is fighting an intergalactic war. Resources must be limited.
  ,-....
  Think. big! Both players and OMs should think big. This is an epic
  war adventure of intergalactic proportions. The characters are larger
  than life heroes whose actions, no matter how trivial they may sometimes
  seem, will make a difference! They are the new Rick Hunters, Lisa
  Hayes's, Max Sterlings, Breetais and all the rest who must vanquish a
  horribly evil foe with awesome power. Have Fun!! Save a galaxy today!
  REFO.C.C.
  Veritech Pilot
  Destroid Pilot
  Cyclone Rider
  Zentraedi Warrior
  Military Specialist
  Bio-Maintenance Engineer
  Communications
  Field Scientist
  Alien O.C.c.
  Carbonarian WarriOT
  Praxian Warrior
  Garudan Warrior
  Spherian Adventurer
  Perytonian Wizard Warrior
  SELECTING AN O.C.C.
  Requirements
  I.Q. 9. P.P. 9
  I.Q. 7
  I.Q. 8. P.P. 8
  Zentraedi Race
  I.Q. to. M.A. to
  I.Q. 8. P.S. to
  I.Q. to
  I.Q. 12
  Requirements
  Must be Carbonarian
  Must be Praxisn
  Must be Garudan
  Must be Spherian
  Must be Perytonian
  15
  THE REF
  VERITECH FIGHTER
  PILOT O.C.C.
  The Veritech Fighter pilot is still the very elite of the Robotech
  Defense Force (RDF) and the Robotech Expeditionary Force (REF).
  The smaner and more agile Alpha and Beta Fighters make these mecha
  pilots deadlier than ever.
  As Robotechnology improves the trend is to make simpler and simpler
  mecha so that minimal tr~iningis necessary. But do not think this makes
  for a less capable veriteeh pilot. On the contrary, these men and women
  are the most skilled mecha pilots in the galaxy. The simpler operation
  of the mecha enables the veritech pilot to add a whole complement of
  mecha to his list of skills. Thus. the REF veritech pilot can fly the
  alpha fighter, beta fighter, shadow fighter (alpha). VF-IV vindicator.
  the old Macross VF series veritech and the Southern Cross logan and
  AJACS.
  The veriteeh pilot of the REF is also trained in the use of the sensa-
  tional cyclone, the allMpurpose personal combat mecha.
  The piloting of Destroids, old and new, is no longer an optional part
  of the veritech pilot's training. The emphasis of the veritech pilot's
  training is on the mastery of the many types of transformable "veritech"
  mecha. Destroid piloting is now a completely distinct and separate
  occupational character class (O.C.C.).
  The cyclone combat training is specifically limited to the VR-052
  Cyclone Battler and the standard Battler weapon systems only.
  In addition to the O.C.C. skills listed, with bonuses in parentheses,
  the player can select "other" skill areas. These additional skills are
  limited as stated.
  Attribute Req'uirements:
  I.Q. 9, P.P. 9 or higher is preferred.
  O.C.C. Skills:
  Pilot let ( + 20%)
  Pilot Veritech Fighters (all) (+ 20%)
  Mecha Combat: Veritech Fighter (select two*)
  Mecha Combat: Cyclone"
  Weapon Systems (+20%)
  Read Sensory lnsb1lments (+ 15%)
  Navigation (air, land, water) (+ 15%)
  Hand to Hand: Expert*"'·
  ·Select two specific types of Veritech mecha combat from Alpha,
  Beta, and Vindicator. ALL types of veritechs can be operated by the
  veritech fighter pilot, but at the basic training level. To increase one's
  skill, the character must select the specific mecha combat training. Use
  the Beta Basic training abilities if the veritech pilot has no formal mecha
  combat training in the Logan and/or AJACS Southern Cross mecha.
  The Macross and Southern Cross Veritech Fighter O.C.C.s can pilot
  the VF-l V Vindicator with the usual VF veritech bonuses, but all new
  mecha are piloted at the basic training level.
  ·*Does not include the special bonuses for the VRM038-LT, nor the
  Cyclone Rider a.c.c. special strike bonus from the W.P. Cyclone
  Weapon System.
  ""*Hand to Hand: Expert can be changed to Manial Arts, but costs
  one "other" skill.
  Other Skills:
  Select 14 other skills. Plus one additional at level three,
  two at level six and one at level eleven. All new skills start at level
  one proficiency.
  Communications: Any
  Domestic: Any
  Electrical: Basic Electronics only
  Espionage: None
  Mechanical: Basic. auto. aircraft and veritech mechanics only. (+5%)
  
  Medical: First Aid only
  Physical: Any
  Pilot: Any except destroid. (+ 10% on all aircraft)
  Pilot Related: Any (+ 10%)
  Science; Math only
  Technical: Any
  Rogue: None
  W.P.: Any. except Cyclone Weapon Systems.
  Wilderness: None
  Standard Equipment:
  Alpha fighter or beta fighter of choice. Note:
  The shadow fighters are given only to experienced pilots (4th level
  and higher) who have proven themselves in combat. The veritech
  fighter will be in top condition, with full armaments. A VR...Q52
  Battler cyclone is stored in both the alpha and beta for use in ground
  combat and as a survival suit should the fighter crash land. The
  pilot wears CVR-3 body armOT. Other items include the Gallant
  H-90 as the standard sidearm (no choice) with the additional Tifle
  stock extension optional, 4 extra H-90 energy clips, canteen (4
  pints), food rations for two weeks, first-aid kit, extra uniform, 3
  signal flares. a survival knife, binoculars, and flashlight.
  Authorized Clearance Upon Assignment:
  Any veritech fighter, in- -
  eluding the VF series veritech (Macross), the vindicator, or shadow
  fighter. These are authorized only by the commanding officer for
  special missions (which could be frequent depending on the charac-
  ters and the campaign). Land vehicles, aircraft, and other vehicles
  may also be made available. Other items include special weapons,
  explosives, optical enhancements, special equipment, and access to
  computers and special facilities.
  Monthly Wages:
  2400 credits per month for enlisted pilots at levels
  1-5, 3000 credits per month for 6th level and higher, while high
  ranking officers (captain and up) make 3800 to 4900 credits per
  month.
  Personal Savings:
  4D6 x 100
  REF DESTROID
  PILOT O.C.C.
  The Destroid Pilot is, as always, the elite grunt of the Robotech
  forces. These are the characters who operate the giant non-transfonnable
  mecha into the jaws ofdeath, fighting tooth and nail against an inhuman
  enemy. Whether they be the lumbering giants of the RDF or the smaller,
  faster REF models, Destroids represent some of the most powerfUl
  weapons of war ever created by man. Each individual destroid packs
  more firepower than a 20th century tank division.
  J6
  The new REF destroids are even more powerful than the amazing
  RDF juggernauts. Generally, the REF destroids can endure greater
  damage, move twice as quick, have more versatility in size and limb,
  and possess eveD more powerful weapons. The ground mecha, cyclones,
  and the awesome power of the various transformable veritech fighters
  provides the REF troops with a full range of mechanized warriors. It
  is this great variety of mecha and specialization that has created a
  sharply defmed line between each of the military O.C.C.s and the type
  of mecha available to that O.C.C.
  The REF destroid pilot is much more a specialist than his RDF
  brother. Only the destroid pilot is trained in the operation all destroids.
  
  Although a few other D,C,C.s can learn to pilot one or two particular
  destroids, none have the range of mecha piloting skills nor experience
  of the destroid pilot,
  After initial training (includes "Basic" destroid combat), the character
  .--.. receives mecha combat training in three specific destroids (Note: Cyc-
  lones and veritechs are not considered to be destroids. Choose 3 de-
  stroids.) This specialized training instills in the pilot the maximum
  knowledge and combat abilities of those three specific destroids. Addi-
  tional mecha combat training can be selected as "other" skills. Note
  that each type of destroid is different, including the old RDF models.
  This means combat training in a new REF Gladiator MK ill does not
  automatically include the RDF Gladiator MK ll. The pilot can operate
  the ROF MK II Gladiatot (the destroid O.C.C. training enables the
  pilot to operate ALL destroids), but combat will be at the basic level
  (See Hand to Hand Bonuses from Destroid Basic Combat Training).
  Although the rudimentaries in piloting any destroid are similar, the
  specific operating details, movement and response time, and weapon
  systems do vary with each individual type and model of mecha. See
  Robotech the Role-Playing Game (Book One) for RDF Mecha and
  Combat bonuses.
  In addition to the D.C.C. skills listed, with bonuses in parenthesis,
  the player can select "other" skill areas. These additional skills are
  limited as stated.
  Attribute Requirements:
  I.Q. 7. A high P.P. is pteferred, but not
  a necessity.
  O.C.C. Skills:
  Pilot Oeslroids (all) (+ 20%)'
  Mecha Combat: Destroid (select 3)**
  Weapon Systems (+ 15%)
  Read Sensory Instruments (+ 10%)
  Pilot Automobile (+ 10%)
  _
  W.P. Energy Rifle
  W.P. Enetgy Pistol
  Hand to Hand: Basic***
  *Can operate all Destroids and Southern Cross Battloids, but combat
  skills may be at the basic level.
  USclect three specific types and models of Destroids from any of
  the RDF or REF Destroids, except Zentraedi types. The latter can be
  selected, but as an "other" skill selection. The character can pilot those
  three specific Destroids with maximum efficiency and maximum combat
  bonuses. All others are automatically at the basic combat level.
  ***Hand to Hand: Basic can be changed to Expert, hut costs one
  "other" skill.
  Other Skills:
  Select 16 other skills. Plus two additional at level three,
  two at level six, and one at level eleven. All new skills start at level
  one proficiency.
  Communications: Radio skills only
  Domestic: Any
  Electrical: Basic Electronics only
  Espionage: None
  Mechanical: Basic; automobile, aircraft, and mecha mechanics only
  (+5%)
  Medical: First aid (or paramedic, but costs two skills)
  Pbysical: Any
  Pilot Any except veritech, and cyclone is limited to basic combalo
  (+ 10% on any destroid, + 10% on any ground vehicle, +5% on
  any air or space craft)
  Pilot Related: Any (+ 10%)
  Rogue: None
  Science: Math only
  Technical: Any
  W.P.: Any except Cyclone Weapon Systems
  Wilderness: None
  17
  Standard Equipment:
  Destroid of choice with weapon systems fully
  loaded. Choice of energy rifle, choice of sidearm (usually a Sal-9),
  6 to 12 extra energy clips for each (stored inside the mecha), and
  a CVR-3 body annor. Other items include: binoculars, oxygen tank
  and gas mask. first·aid kit, personal canteen, 2 gallons of water
  stored inside the mecha, tool kit, work overalls, extra uniform,
  flashlight, 12 signal flares, 6 to 12 cobalt limpet mines and 200ft
  (61m) of nylon cord. There is enough room in a destroid to stow
  additional weapons, ammunition, equipment andJorpersonal items.
  Authorized Clearance Upon Assignment: Additional or special energy
  weapons, grenades, explosives, equipment. land vehicle. aircraft
  and mecha.
  Monthly Wages:
  2000 credits per month for enlisted men at levels
  1-5, 2800 credits per month for 6th level and higher, while high
  ranking officers (captain and up) make 3400 to 4200 credits per
  month.
  Personal Savings:
  306 x 100
  THE REF CYCLONE
  RIDER O.C.C.
  The cyclone rider is a new breed of mccha warrior, a combination
  of destroid pilot and military specialist. The cyclone riders could be
  considered to be the elite special forces of the REF/RDF, It is the
  cyclone rider who is usually involved in coven operations, reconnais-
  sance, rescue missions, demolition, and intelligence. Armed with the
  human-size power annor of the cyclone, its wearer becomes a pint size
  juggernaut, faster, stronger, capable of limited flight and anned with
  mini-missiles and energy weapons. The small size insures stealth and
  a mobility that no other mecha enjoys.
  The cyclone rider is trained in the use of all three cyclone types and
  all cyclone weapon systems including the CADS-l system of the VR-041
  Saber cyclone. Each of the three cyclone models have their own unique
  characteristics.
  The VR·052 BoUler Cyclone is the heavy-duty combat unit and is
  the most common.
  The VR·041 Saber Cyclone is a special unit designed for CADS-I
  hand to hand combat and espionage.
  The VR·038·LT Light Combat Cyclone is often thought of as being
  simply a lightweight model for female warriors. While it is true that
  the VR-038·LT was designed with women soldiers in mind, it has
  proven to be a superior unit for stealth and, consequently, is used for
  clandestine operations. The light combat cyclone has an even quicker
  reaction time than its heavier predecessors and enjoys severa] combat
  bonuses the others do not. As a result, the light combat cyclone can
  be used by men and women, and is often the mecha of choice for
  clandestine operations where hand to hand combat and precision timing
  are required.
  The cyclone rider can also learn to operate the new REF destroids
  (see Sentinels) and may request alpha fighter training, but must have
  the pilot jet skill and uses the mecha combat table Hand to Hand Bonuses
  from Alpha Basic Training. The basic training table means the character
  lacks the fuU skills and abilities of a veritech pilot whose a.c.c. has
  provided in depth and lengthy fonnal training.
  Destroid piloting skills are limited to the RDF andlor REF Gladiator,
  Excaliber, or Raidar X. Training will focus on one specific destroid
  model, rather than the full range of destroids. The character is also
  restricted to Hand to Hand Bonuses from Deslroid Basic Combat Train·
  ing. The basic training table illustrates the secondary nature of destroid
  piloting skills to this O.c.c. The skill is so limited that the character
  
  will have great difficulty piloting any other type of destroid (unlike the
  Destroid Pilot a.c.c.). The best he or she can hope for is to be able
  to start a different mecha and get if to move at half speed; no bonuses,
  and only one attack (tolal) per melee. Note: To pilar a destroid, the
  character must spend two "other" skill selections; one on pilot desuoid
  (specific mooel) and one on basic destroid combat for that specific
  model. The character can elect to pilot additional specific desuoids at
  a cost ofone "other" skill each (includes additional operating knowledge
  and basic combat for each type/model).
  In addition to the O.C.C. skills listed, with bonuses in parentheses,
  the player can select "other" skill areas. These additional skills arc
  limited as stated.
  Attribute Requirements:
  I.Q. 8, P.P. 8 or higher is preferred.
  O.C.C. Skills:
  Pilot Motorcycle (+20%)
  Pilot Mecha: Cyclone (all) (+ 20%)
  Mecha Combat: Cyclone (aU types)
  Weapon Systems (+ 15%)
  W.P. Cyclone Weapon Systems'"
  W.P. Gallant
  W.P. Heavy
  Hand to Hand: Expert"
  ·W.P. Cyclone Weapon Systems is
  t!Xclusiv~ to the cyclone rider
  and adds a bonus of + J to strike when using the GR-97 forearm missile
  launcher. Gallant H-90. CADS-I saber system, EP-40 pulse beam can-
  non, EP-37 60mm beam cannon, and RL-6 heavy rocket cannon.
  "Upgrade to Martial Arts costs one extra "other" skill.
  Other Skills:
  Select 14 other skills. Plus two additional at level three.
  one at level six and one at level eleven. All new skills start at level
  one proficiency.
  Communication: Any (+ 5% on all radio)
  Domestic: Any
  Electrical: Basic electronics only
  Espionage: Detect Ambush. Detect Concealment, Escape Artist. Intel-
  ligence, Land Navigation, and Wilderness Survival only (+5%).
  Mechanical: Basic and Automotive (includes motorcycle) only (+ 10%).
  Medical: First Aid only.
  Physical: Any
  Pilot: Any (+ 10% on all ground vehic1eslmecha. Must have pilot jet
  skill to select Alpha, Beta, or other flying mecha and, even then,
  hand to hand mecha combat is limited to "Basic" training).
  Science: Math only.
  Technical: Any (+ 10% on both demolition skills).
  Rogue: Any (+ 15%)
  W.P.: Any
  Wilderness: None (May select any as a future additional skill).
  Standard Equipment:
  Choice of cyclone model (may change from
  assignment to assignment) and choice of cyclone weapon system,
  and CYR-3 cyclone body armor. Sidearm is the Gallant H-90 with
  rifle stock attachment apd six additional energy clips. An additional
  energy or conventional rifle may be selected plus four ammo clips,
  as well as an additional sideann (not a Gallant H-90). Other items
  include 204 cobalt limpet mines, ID6 cobalt grenades, binoculars,
  two canteens, food rations for two weeks, an extra uniform,
  flashlight. survival knife, 3 signal flares. 100ft (30m) of light nylon
  cord and detachable storage boxes for the cyclone. Note: The CYR-3
  armor has a radio built into the helmet.
  Authnrlzed Clearance Upon Assignment:
  Additional or special
  weapons, equipment, land vehicle, aircraft, mecha (if applicable),
  additional missiles and explosives.
  Monthly Wages:
  2000 credits per month for enlisted men at levels
  1-5, 2800 credits per month for 6th level and higher, while high
  ranking officers (captain and up) make 3400 to 4200 credits per
  month.
  Personal Savings:
  3D6 x 100
  18
  Breetai In hlll new ra« plate and REF unlfonn.
  ZENTRAEDIREF
  WARRIOR O.C.C.
  All Zentraedi have been micronized by the time the SDF-3 makes
  its flight to the Robotech Masters' homeworJd. Among the crew and
  troops is the majority of the surviving Zentraedi population. At least
  30% of the REF troops are comprised of"loyal" Zentraedi. Their loyalty
  may stem from a variety of sources. Many have grown to love their
  adopted planet and the micronians who would dare to embrace an
  enemy. Others do like the humans. but their true loyalty lies with their
  charismatic leader, Breetai. They will follow Breetai anywhere without
  question. Even micronization is acceptable now that Breelai has, him-
  self, been micronized. Still others see this as a means to exact revenge
  against the Robotech Masters, or long for the thrill of battle. Whatever
  the reason, they represent the REF as fearless warriors willing to die
  to protect the Earth.
  The greatest'Change for the Zentraedi is being reduced ("micronized")
  from 50 foot giants to nonnal size humans. This caused an immediate
  problem in that the Zentraedi's psychological indoctrination by the
  Masters and their ignorance of simple science and lechnology seriously
  impaired their ability to adapt to the complex human mecha. The solution
  -
  -
  
  -
  -
  was to create new human size mecha based on the designs of the old
  Zentraedi battle pods. Ironically. the smallerbattle pods are even tougher
  and more powerful than the old 50 foot pods. This has pleased the
  Zentraedi to noend. See the newREFBanle Pods in the Desrroidsec/ion.
  Human destroid pilOts can learn to operate the Zentraedi sl)'le mecha,
  but the pods are generally considered to be exclusive to the Zentraedi
  warriors. Battle Pod mecha training counts as a separate skill choice
  for the destroid pilot and is not part of his/her fannal training.
  The creation of a Zentraedi character is a little different than that of
  a human being. Even the number of dice rolled for the eight attributes
  are different. Roll on the following tables to create your Zentraedi
  Wanior.
  Gender
  01-75
  Male
  76-00
  Female (always an officer, add 106 to the I.Q.)
  Alignment:
  Any
  Micronized Height:
  5f! plus 306 inches
  Weight:
  130lbs (45kg) plus 204 x IOlbs
  The Eight Att.rlbutes:
  I.Q. 306
  M.E.206
  M.A.2D6
  P.S.406
  P.P.306
  P.E.406
  P.B.206
  Spd.306
  As usual, a roll of 16. 17, or 18 provides a bonus roll of ID6 and
  bonuses on abilities. Likewise, a roll of II or 12 on 2D6 also gets a
  bonus roll of I D6.
  Physical S.D.C,:
  20+306
  Reason for Joining tbe REF
  Roll Percentil~ Dice
  OI~15
  Hate humans, but will follow Breetai anywhere and obey him
  without question.
  16-37
  Feel betrayed by the Robotech Masters and fellow Zentraedi.
  You crave revenge. Humans are generally seen as friends.
  38-59
  Fiercely loyal! Earth is your new home and micronians your
  adopted race; anyone who threatens them must be deslroyed.
  6O~80
  A born warrior! Loyal, but stil1 suspicious of humans. You are
  a warrior, combat is a part of you, and this should be a glorious
  war that will rock a galaxy.
  81-90
  The humans seem to be honorable and trustworthy, but you
  have your doubts. You feel superior to humans and tend to be
  arrogant. Breetai's leadership and the opportunity to prove yourself
  in a fight means more than any sense of gratitude or loyalty to
  humans.
  91-00
  Hate the Robotech Masters and Invid more than humans, so
  why not join the REF and extract some revenge. Will seriously
  consider betraying humans if the opportunity arises.
  Attribute Requirements:
  Soldier: None. Officer: LQ. 12 or higher.
  a,c.c. Skills:
  (All a.c.c. skills start at second level proficiency)
  Pilot Zentraedi Style Mecha
  Mecha Combat: All Zentraedi style mecha
  Weapon Systems (+ 10%)
  Radio: Basic (+5%)
  Navigation: Air, Land, Water (+ 10%)
  Navigation: Space (+ 10%)
  W.P. Energy Rifle
  W.P. Energy Pistol
  Hand to Hand: Basic·
  19
  *Hand to Hand: Basic can be upgraded to Expert at the cost of one
  "other" skill. Officer> automatically start with Hand to Hand: Expert,
  which can be changed to Martial Arts at the cost of one "other" skill
  selection (available only to the officers).
  Other Skills:
  Select 8 if a soldier, 10 if an officer, plus two additional
  skills at level three, one at level six and one at level twelve. All "other"
  skills start at level one proficiency.
  Communications: Radio: Scramblers, and T.V.IVideo only.
  Domestic: Any
  Electrical: None
  Espionage: Soldier: None; Officer -
  Any (+ 10%)
  Mechanical: None
  Medical: Fint Aid only
  Physical: Any ( + 3% when applicable)
  Pilot: Zentraedi mecha, spacecraft, shuttles, automobiles and small
  trucks only (+ 10%) (officer> can also pilot aircraft).
  Pilot Related: Any (+ 10%)
  Rogue Skills: Any (+ 10%)
  Science: Math only
  Technical: Any (Officers are + 5%)
  W.P.: Any. except Cyclone Weapon Systems
  Wilderness: None
  Speeial Equipment:
  ZI-BanJe Pod (only officer> get the Z2-0fficer's
  Pod), CVR-3 body armor, FaI-2 laser rifle, panther pulse laser, six
  extra energy clips for each, six cobalt grenades, survival knife, two
  canteens, food rations for two weeks, flashlight, binoculars, 3 signal
  flares, 100ft (30m) of light rope and grappling hook, and an extra
  uniform. Officers can choose the types of weapons they use.
  Authorized Clearance Upon Assignment:
  Additional or special
  weapons, equipment, land vehicle, Z3-Recon Pod, and aircraft if
  applicable.
  Monthly Wages:
  2000 credits per month for warriors at levels 1-5,
  2500 credits per month for 6th level and higher, while high ranking
  officer> (captain and up) make 3500 to 4500 credits per month.
  Personal Savings:
  206 x 100 for soldier>. 406 x 100 for officers.
  REF MILITARY
  SPECIALIST D.C.C.
  The Robotech Expeditionary Force (REF) Military Specialist is a
  jack.-of-all-trades. He or she is trained in the use of the VR-041 Saber
  Cyclone and is a fair Alpha pilot, but the main emphasis of training is
  on espionage. It is the military specialist who usually leads a group of
  cyclone riders on covert missions, for the REF military specialist is a
  master at infonnation gathering and subterfuge.
  Cyclone combat training is specifically limited to the VR-041 Saber
  cyclone and the CADS-l saber system.
  The alpha assigned to a REF military specialist will usually be the
  VAF-6R reconnaissance alpha.
  In addition to the D.C.C. skills listed, with bonuses indicated in
  parentheses, the player can select "other" skill areas. These additional
  skills are limited as stated.
  Attribute Requirements:
  l.Q. 10, M.A. 10 or higher is preferred,
  as well as a high P.P., but neither is mandatory.
  a.c.c. Skills:
  Pilot Jet (+ 10%)
  Pilot Cyclone (+ 10% to pilot the VR-041 Saber specifically, but can
  pilot any cyclone).
  Mecha Combat: Cyclone (VR-041 only)·
  Intelligence ( + 20%)
  
  Interrogation (+ 15%)
  Disguise (+ 15%)
  W.P. Energy Rifle
  W. P. Gallant
  Hand to Hand: Martial Arts.
  *Mecha Combat: Cyclone is specifically limited to the VR-Q41 Saber
  cyclone, with full bonuses. The pilot cyclone skill enables the character
  to pilot any of the three cyclones, but the VR-052 and VR-Q38-LT
  cannot be used at fuJI proficiency; use Hand to Hand Combat Bonuses
  Basic Training.
  The pilot jet skill allows the character to select a veritech piloting
  skill (alpha and beta are usually encouraged) and mecha combat skills,
  but will always be at the "Basic" training level.
  Other Skills:
  Select 16 other skills, but at least two must be communi-
  cations and two espionage. Plus two additional skills at level three, one
  at level six, one at level nine and one at level twelve. All new skills
  start at level one proficiency.
  Communication: All at + 10%; but Cryptograpby at + 15%.
  Domestic: Any
  Electronics: Any
  Espionage: Any (+ 15%)
  Mechanical:
  Basic,
  Automotive.
  Aircraft,
  Computer Repair and
  Locksmith only (+ 5%)
  Medical: Paramedic only (+ 5%)
  Physical: Any ( + 10% when applicable)
  Pilot: Any except destroids ( + 5% on motorcycle, alpha, beta, and all
  aircraft; aU mecha combat is limited to "Basic").
  Science: Any
  Technical: Any (+5%; both demolition skills are + 10%)
  R08ue: Any (+ 10% on streetwise only).
  W.P.: Any except cyclone weapon systems.
  Wilderness: None (may select any as future additional skills).
  Standard Equipment:
  VR-041 Saber cyclone with a pair ofCADS-l
  and full missile load. CVR-3 cyclone body armor, Gallant H-90
  with attachable rifle stock and six extra energy c1ips, sideann of
  choice, 4 cobalt limpet mines, and 6 cobalt grenades. Other items
  inc1ude 2 survival knifes, an additional hand-held weapon ofchoice,
  3 signal flares, binoculars, two canteens, food rations for two weeks,
  flashlight, an extra uniform, a camouflage uniforro, 100ft (30m) of
  nylon cord with grappling hook, and a personal land vehicle other
  lhan the cyclone (usually a land rover, jeep, automobile or hover
  cycle).
  Authorized Clearance Upon Assignment:
  VAF-6R reconnaissance
  alpha
  with
  full
  armaments,
  explosives,
  additional
  or special
  weapons, surveillance equipment, special radio equipment, optical
  enhancements, video and photo equipment, personal computer, as-
  sault vehicle, aircraft and access to laboratory and computer
  facilities.
  Monthly Wages:
  2100 credits per month at levels 1-5,2800 credits
  per month for 6th level and higher, while high ranking officers make
  3600 to 4600 credits per month.
  Personal Savings:
  4D6x 100
  20
  REF BIO-MAINTENANCE
  ENGINEER O.C.C.
  A new breed of mechanic is the Bio-Maintenance Engineer, an expert
  in mecha and protoculture powered devices. It is the duty of the Bio-
  Maintenance Engineer (BM.E) to service, repair, mexlify and maintain
  mecha in perfect working order. The 8ME has an in depth knowledge
  of protoculture and can adapt the invid and zentraedi energy cells for
  human use. He or she can also recharge energy clips for weapons,
  repair conventional vehicles and may have a numberofother mechanical
  and/or electrical skills.
  Although the character can fix and maintain mecha with astounding
  skill, he/she can .!!2!. pilot mecha. If he or she has the pilot motorcycle
  skill, he/she can pilot the cyclone only in motorcycle mexle. Likewise,
  the alpha and beta can be piloted in jet mexle if the character has the
  pilot jet skill. No mecha combat skills are available (not even the "basic"
  training category). This is not some exld oversight on the pan of the
  military, but is intentional. It was feared that knowledge of mecha
  mechanics and protoculture combined with the knowledge of piloting
  mecha would make the Bio-Maintenance Engineer a security threat. A
  disgruntled BME soldier or spy could, theoretically, have easy access
  to mecha, steal one, and sell the mecha and his services on the black
  market. To help curb this, the RDF brass made the decision to prohibit
  a BME from learning mecha piloting and mecha combat skills.
  In addition to the O.C.C. skills and "other" skills available, the
  Bio-Maintenance Engineer has a number of special skills.
  SPECIAL SKILLS (Exclusive to the BME)
  I.
  Repairing Mecha
  Base Skill:
  55% +5% per level of experience.
  This special skill enables the character to build, repair, custom mexlify
  and maintain all types of mecha. This means the bio-maintenance en-
  gineer can restore M.D.C. annor, replace damaged limbs, replace/repair
  damaged weapons and pans, replace energy cells and adapt alien pro-
  toculture energy cells to human mecha.
  Repair Penalties
  The following penalties apply whenever the character tries to build,
  repair or mexlify a mecha. The penalties generally reflect the complexity
  and difficulty of the job. AU penalties are accumulative. For example:
  Working on replacing the arm of an alpha fighter, the character is
  - 25% to replace tbe limb, but also - 10% because he does nol have
  the electrical engineer skill and then add a - 5% aircraft construction
  penalty because the alpha is also an aircraft. Total penalty is - 40%.
  Another - 20% would apply if it were a rush job or - 10% if improper
  tools were being used.
  Mecha Repair Penalties
  - 30% if the character does not have mecha electronics.
  -10% if the character does not have the electrical engineer skill.
  Electrical skill is important for all repairs.
  -25% replacing a limb (hand, arm, leg, etc.) A failed roll means a
  frozen, and non-transforming body pan. An impaired leg will
  reduce running speed by half and - 2 to dodge. An impaired
  ann means (minus) - I melee attack and - I to parry.
  -10% replacing or repairing sensory equipment like radar. optics. etc.
  A failed roll means the sensor is not working.
  - 5%
  aircraft constnlction; any type of aircraft work other than
  -
  maintenance.
  -20% V.T.O.L. capabilities; tricky work.
  - 25% propulsion systems, hover jet(s), etc. A failed roll means a
  fault in tbe system; best speed and altitude are half normal.
  Also, - 2 to dodge.
  
  -20% weapon systems repair, replacement or
  ins~allation. A failed
  roll means the weapon does not function. No penalty if the
  person bas the armorer skill.
  - 5%
  electrical wiring. A failed roll means nol connected properly.
  ,,- - 5%
  adapting invid or zentraedi energy cells for human mecha. A
  failed roll means try again.
  -15% protoc:ulru.re energy system repair or replacement. A failed roll
  means improper connection and mecha is without power. Try
  again.
  -20% adding M.D.C. by replacing or patching the annor. Difficult
  and time consuming work. Must have replacement annor avail-
  able (salvaged from another mecha or factory material). A
  failed roll means the weight and design are awkward. Reduce
  maximum speed by 20% and -10% to all piloting rolls. You
  can tear it down and try again.
  - 10% own original design modification.
  - 20% rush job; takes half the usual time. but may be flawed (a failed
  roll).
  - 10% for every 20 hours ofcontinuous work without at least six hours
  of sleep.
  - 10% improper tools. Takes twice as long as nonnal and quality may
  be inferior (a failed roll).
  Time Restrictions
  The amount of time needed to work on a mecha varies with the
  complexity of the task. The player and game master will have to work
  together on deciding how much time will be needed to do the work
  properly. Also the hours of work required may be interrupted with
  breaks for food, rest, sleep and combat. Precision work requires an
  alert mind and hand not dulled by fatigue. Some estimates for work
  time are:
  I.
  Simple maintenance such as oil change, cleaning, lubrication, and
  changing protoculture cells will take 10 to 20 minutes, even in the
  middle of a forest.
  2.
  Adapting alien protoculture storage cells for use in human mecha
  will take an hour or two.
  3.
  Equipment repairs of separate units like radar, radio, targeting
  computer and so on can get complicated taking anywhere from one
  hour to six or eight hours. Use of RDF repair facilities will reduce
  the time by half.
  4.
  Add On another 204 hours to completely replace the equipment
  mentioned in #3.
  5.
  Major engine work; 8 to 48 hOUTS.
  6.
  Replacing or repairing a weapon system; 2 to 16 hours.
  7.
  Replacing M.D.C. annor requires about two (2) hours for every
  10 M.D.C. points restored. Replacement annor must be salvaged
  from other mecha. RDF and Southern Cross bases used to keep
  replacement annor at the base mecha maintenance and repair facil-
  ity, but a11 such bases (and Cactories) are believed to have been
  destroyed. Heavy equipment and mecha welding and bonding tools
  are required. Field repairs are difficult, even with the bonding
  equipment and at least one battloid to assist with the heavy work
  for the full duration takes three times longer (six hours per every
  10 M.D.C.).
  8.
  Replacing a mecha limb is also difficult and is best done at a
  mechanics facility. Under the best conditions, an entire appendage
  can be replaced in 10 or 12 hours. In the field. a battloid will be
  needed to assist in the heavy work (an alpha ann weighs nearly
  two tons) and will take twice as long.
  2.
  RECOGNIZE MECHA QUALITY
  Base Skill:
  50% + 5% per each additional level of experience from
  the firsthand examination.
  20% +5% per each additional level when observing from a distance.
  Bio-Maintenance Engineer is so adept at hislher trade that the charac-
  ter can size up the quality, condition andlor damage of any mecha,
  21
  veritech or battloid, by looking at it (of course, first hand inspection
  is best). Their expert eye can estimate the vehicle's capabilities, approx-
  imate M.D.C., speed, maneuverability, weapons, etc.
  Attribute Requirements:
  I.Q. 8. P.S. 10. A high P.P. is preferred
  too, but is not a prerequisite.
  O.C.C. Skills:
  Mechanical Engineer ( +20%)
  Veriteeh Mechanics (+20%)
  Mecha Mechanics (+ 15%)
  Mecha Electronics ( + 15%)
  Weapon Systems (+ 10%)
  Computer Operation (+ 10%)
  W.P. Energy Pistol
  W.P. Energy Rifle
  Hand to Hand: Basic'"
  ·Hand to Hand: Basic can be changed to Hand to Hand: Expert at
  the cost of one "other" skill or to Martial Arts at the cost of two "other"
  skills.
  Other Skills:
  Select 16 other skills, but at least two must be selected
  from mechanical. Plus two additional skills at level three, one at level
  six and one at level eleven. All new skills slart at level one proficiency.
  Communications: Any
  Domestic: Any
  Electronics: Any (+5%)
  Espionage: None
  Mechanical: Any (+ 15%)
  Medical: First Aid or Paramedic. but the latter counts as two ski11
  choices.
  Physical: Any
  Pilot: Any, except Mecha and Mecha Combat ( + 10% on any ground
  vehicle skills. +5% aircraft).
  Pilot Related: Any (+ 5% on all ground vehicles).
  Science: Math only
  Technical: Any
  Rogue: None
  W.P.: Any, except Cyclone Weapon Systems.
  Wilderness: None
  ""'~---
  J( • .5JE~JEOA '98
  /
  ./
  ....
  Authorized Clearance Upon Assignment:
  Assault vehicle, other
  land vehicle, aircraft, jet pack, special weapons, explosives, special
  equipment,
  spacesuit,
  and
  access
  to
  full
  garage/repair/factory
  facilities.
  Monthly Wages:
  2300 credits per month for enlisted men a[ levels
  1-5. 3000 credits per month for 6th level and higher. while high
  ranking officers receive 3600 to 4800 credits per month.
  Personal Savings:
  606 x 100
  
  REF COMMUNICATIONS
  ENGINEER O.C.C.
  The communications engineer is the high·tech wizard who can link
  an entire world with sight and sound. This character has an in depth
  knowledge of state of the art communication systems. including satellite
  relays, laser transmissions, video telecasts and surveillance. It is his or
  her job to establish and maintain communications on the battlefield and
  into space. The character can be a vitallinlc to survival whether he/she
  is a field operator, a member ofa reconnaissance team, or a deck officer
  on the bridge of a spaceship.
  The emphasis of this O.C.C. training is on communications and
  related
  skills~ however, this is war, and the character is a soldier.
  Consequently. the communications engineer is also taught combat skills,
  and it is strongly suggested that helearn to pilot some fann ofmecba.
  The engineer can learn to pilot anyone or two of the following
  mecha: VAF-6R Reconnaissance Alpha, VR-038 Light Cyclone or YR-
  052 Battler Cyclone, and/or the RDF or REF Gladiator, Excaliber,
  Raidar X or Spartan. Unfortunately, the best possible mecha combat
  training is BASIC. For Example: If Cyclone Mecha Combat is selected,
  only the Hand to Hand Bonuses from Cyclone Basic Training apply.
  22
  Each mecha type selected will cost two "other" skills; one to pilot and
  one for basic mecha combat of that one specific type and model of
  mecha. Ofcourse. these two mecha skiUs may be the difference between
  life and death in combat.
  In addition to the O.C.C. skills listed, with bonuses in parenthesis,
  the player can select "other" skill areas. These additional skills are
  limited as stated.
  Attribute Requirements:
  I.Q. 10
  O.C.C. Skills:
  Laser Communlcatlons (+ 15%)
  Radio: Basic (+30%)
  Radio: Scrambler (+ 15%)
  Radio: Satellite Relay (+ 30%)
  Surveillance Systems (+ 10%)
  Read Sensory InsbUments (+ 10%)
  Computer Operation (+ 15%)
  W.P. Energy Rifle
  Hand to Hand: Basic·
  ·Hand to Hand: Basic can be upgraded to Expert, but costs one
  "other" skill. Upgrading from basic to martial arts will cost two "other"
  skill selections.
  Other Skills:
  Select 16 other skills. Plus two additional at level three,
  two at level six, and one at level eleven.
  Communications: Any (+ 10%)
  _
  Domestic: Any
  Electrical: Basic electronics (or electrical engineer, but cost three other
  skill selections). (+ 5%)
  Espionage: None
  Mechanical: Basic; automobile, aircraft. and computer repair only.
  Medical: First Aid only
  Physical: Any
  Pilot: Any conventional or military vehicle; mecha is restricted as pre-
  viously explained.
  Pilot Related: Any (+ 10%)
  Rogue Skills: None
  Science: Math only
  Technical: Any (+ 5%)
  W.P.: Any except Cyclone Weapon Systems
  Wilderness: None
  Standard Equipment:
  Choice of AAT-30 or hover cycle or conven-
  tional vehicle like a jeep, land rover or dune buggy. Choice of
  energy rifle (usually a Wolverine assault rifle), choice of sideann
  (usually a SaI-9 laser pistol or "Wolf' auto pistol) and 4 to 6 extra
  ammo clips for each. Other items include: CVR-3 body armor for
  combat, extra unifonn, protective goggles. wrist radio, binoculars,
  canteen, flashlight, utility belt, mini-tool pack, and 3 signal flares.
  Authorized Clearance Upon Assignment:Long-range radio back-pack
  unit (700 milel1l20km range), special radio equipment/boosters/re-
  lays/scramblers, sensory scanning equipment, surveillance devices,
  optical enhancements, video and photo equipment, additional
  weapons, explosives, assault vehicles. aircraft and mecha (if war- _
  ranted).
  Monthly Wages:
  2000 credits per month for enlisted men at levels
  1-5, 2800 credits per month for 6th level and higher, while high
  ranking officers make 3500 to 4300 credits per month.
  Personal Savings:
  406 x 100
  
  REF FIELD
  SCIENTIST O.C.C.
  -
  The REF field scientist is very much an extension of the RDF field
  scientist. The character is an intelligent, inquisitive person who craves
  both knowledge and adventure. A "jack-of-all-trades," the scientist uses
  his varied skills for analysis. investigation, identifying and cataloging
  alien specimens, and for developing new concepts and applications for
  robotechnology.
  The intergalactic Robotech expedition and encountering of alien life
  and cultures has made the necessity of having scientists among the REF
  troops critical. A field scientist will be amember of most REF outpOsts,
  expeditions. and reconnaissance patrols. As with the communications
  engineer, it is wise for the scientist to master at least one mecha.
  However. the character also suffers similar restrictions. He can only
  learn to pilot a VAF-6R Reconnaissance Alpha, VR-{)38 Light Cyclone,
  and/or RDF or REF Gladiator, Excaliber or Raidar X. The best possible
  mecha combat training is BASIC. Each mecha typeImodel selected will
  cost two "other" skill selections; one to learn to pilot that specific mecha
  and one for basic mecha combat (the player must spend the two skill
  selections to provide the characterwith any proficiency with amecha).
  In addition to the D.C.C. skills listed, the character also gets avariety
  of "other" skills and a few special ones too.
  SPECIAL SKll..LS (Exclusive to the Scientist)
  I.
  Recognizing Alien Artifacts
  Base Skill:
  50%+4% per level of experience.
  This special skill enables the scientist to recognize an item not of
  Earth/human origin and sunnise its probable purpose/use. Furthennore,
  ~ the field scientist can recognize Roboteeh Master, Zentraedi, and Invid
  technology/items.
  2.
  Use Alien Tecbnology
  Base Skill:
  22%+5% per level of experience.
  The scientist can analyze and try to use devices of alien design. This
  may require building it into a human made device, modifying it, or
  using it as is, such as perfectly good alien weapon, vehicle, etc.
  Analysis time will vary with the complexity of the item, its purpose,
  and level of technological sophistication. Likewise, something that is
  completely new, that is to say, super bizarre/unlike anything created
  by humans, will be even more difficult to figure out.
  Time Restrictions:
  • Low technology, humanoid design: ID4 hours+ 10% to base skill.
  • Medium technology, humanoid design: 2D6 hours.
  • High technology, humanoid design: I D4 x 10 hours.
  • Super technology, humanoid design: 4D6x 10 bours.
  Penalties (all penalties are accumulative):
  • Non-humannid design: -15% and add 100x 10 days.
  • Mentally activated/operated: - 10% and add 406 hours.
  • Mystical properties: - 12% and add 304 x 10 days.
  • Completely alien technology: - 30% and add 406 x 10 days.
  • Each failed attempt: - 5%
  Note:
  Add a bonus of + 10% when dealing with Robotech Master,
  Zentraedi and Invid technology/devices.
  _
  A failed roll means the item remains a mystery and can not be used
  despite the hours, days or weeks of analysis. Of course, the scientist
  can try again, rerunning the old tests or performing a battery of new
  ones. The field scientist can try as many times as he may need to figure
  it out, but each time there is more confusion and frustration (a - 5%
  skill penalty is added for eacb new try).
  23
  Attribute Requiremettts:
  I.Q. 12. A high M.E. is helpful, but not
  required.
  O.C.C. Skills:
  Computer Operation (+ 15%)
  Computer Programming (+ 10%)
  Medical: Paramedic' (+ 10%)
  Mathematics: Basic & Advanced (+ 10%)
  Pilot Automobile (+ 5%)
  W. P. Energy Rifle
  Hand to Hand: Basic··
  ·Medica1: Paramedic can be changed to Medical Doctor, but counts
  as two "other" skill selections.
  "Hand to Hand: Basic can be upgraded to Hand to Hand: Expert,
  but costs one "other" skill selection, or to martial arts at a cost of two
  "other" skills.
  Other Skills:
  Select 18 other skills. Plus two at level three, two at
  level six, and two at level twelve. All new skills start at level one
  proficiency.
  Communications: Any (+5%)
  Domestic: Any
  Electrical: Any (+ 5%)
  Espionage: Land Navigation and Wilderness Survival only.
  Mecbanical: Any (+ 5%)
  Medical: Any (+ 10%)
  Physical: Any
  Pilot: Any conventional or military vehicles; mecha are restricted as
  previously described.
  Pilot Related: Any
  Rogue Skills: Any
  Science: Any (+15%)
  Technical: Any (+ 10%)
  W.P.: Any, except W.P. Gallant and Cyclone Weapon Systems.
  Wilderness: Any (+ 3%)
  Standard Equipment:
  Mini-tool pack, specimen pack, portable com-
  puter, ponable microscope, surgical instruments and gloves, oxygen
  mask, first-aid kit, wrist radio, extra uniform, overalls, surgical
  gown, and basic military equipment which includes a Wolverine
  assault rifle, SaI-9 laser pistol, four extra ammo clips for each,
  survival knife, flashlight and six signal flares.
  Authorized Clearance Upon Assignment:
  Special sensol)' and lab
  equipment, portable laboratory, surveillance equipment, video and
  photo equipment, optical enhancements, and access to full laboratory
  and medical facilities. Military items include additional weapons,
  explosives, CVR-3 body armor, land vehicles, aircraft and mecha.
  Monthly Wages:
  2200 credits per month for the enlisted men at levels
  1-5, 3000 credits per month for 6tb level and higher, while high
  ranking officers make 3400 to 4600 credits per month.
  Personal Savings:
  406 x 100
  
  The Eight Attributes:
  I.Q.206
  M.E.306
  M.A. 206
  P.S.506
  P.P.306
  P.E.406
  P.B.2D6
  Spd.3D6
  As usual, a roll of 16, 17 or 18 provides a bonus roll of 1D6 (a roll
  above 18 does nol provide a bonus roll). Likewise, a roll of liar 12
  on a 2D6 also gets a bonus 106 roll.
  Carbonarites wear a fonn fitting, fur covered helmet which completely
  covers their mushroom like horns and face. The dark.l.y tinted goggles
  protect their light sensitive eyes, and tilter the air. A short-range radio
  is also built into the helmet. The pan of this strange headgear that
  covers the bearmen's huge canine teeth creates an almost canoon cari-
  cature of a giant, friendly teddy bear with a huge exaggerated smile
  that belies their true ferocity.
  To Create A Carbonarlte Alien, Roll on the Following Tables
  Gender
  01-65
  Male
  66-00
  Female
  Or use the gender of choice.
  Alignment:
  Any, but tend toward good alignments.
  Height:
  7ft plus 406 inches
  Weight:
  200lbs (90kg) plus 306 x 100bs (I01bs=4.5kg)
  Physical S,D.C.:
  40 plus 104 x 10
  The Carbonarite people are hulking masses of fur, fangs, muscles,
  and claws. Despite their animal, bear-like, appearance they are not ".IIIii"~Jb.....
  related to bears at all, and are a fairly intelJigent and gentle, caring
  people. They lived a peaceful existence in a semi-industrial society that
  possessed an odd mix of low and high technology. Low technology
  can be seen by their simple machines and musket-like weapons, and
  high-tech as in their achievement in interplanetary communications and
  space travel, albeit extremely crude by Earth standards.
  The planet, Carbonara, was rich with an ore that could be used as a
  source of energy. Unfortunately. the Carbonarites became dependent
  on the ore as their sole fonn ofenergy and main commercial commodity.
  The tragedy came in that using the ore produces an immense amount
  of pollution. Filth and soot that still clogs the skies of Carbonara. This
  polluting aspect made the ore unattractive to otherworldly consumers
  who were, one by one discovering cleaner alternative forms of energy.
  Sales of the ore plummeted and the Carbonarite society stagnated. It
  was near this time that the Robotech Masters arrived with the promise
  of new technology and a new, totally "clean" energy (protoculture);
  the Carbonarites accepted it all with open anns. Little did they realize
  that they would be trading one dependency for another. Nor did they
  ever dream that the presence of protoculture would one day enslave
  their planet to invaders from a distant star.
  The planet Carbonara was just one of many worlds that fell 10 the
  [nvid as they made their way across the myriad galaxies reclaiming the
  precious proloculturellnvid Flower of Life. Those Carbonarites who
  were not killed or who fled were enslaved. Those who fled joined 'he
  Sentinels and now fight for the freedom oftheir world and others like it.
  The Carbonarites as Playing Characters
  The beannen are powerfully built and courageous warriors. They
  fight with a dedication wrought by a passion to see no life fonn subju-
  gated to slavery and evil. They tend to prefer hand to hand combat and
  hand held weapons. They do nOI personally care for the confines of
  mecha, bUI do enjoy fast moving vehicles and space travel. Thus, they
  make excellent pilots of space and aircraft. Their favorite REF land
  vehicles are the speedy hover cycle and the roomy MTA Titan.
  THEBEARMEN
  OF CARBONARA
  THE SENTINEL ALIENS
  AS PLAYER CHARACTERS
  The Federation of Aliens which calls itself The Sentinels are com·
  posed of heroes, freedom fighters, and refugees from across the univer-
  se. Their one cornman bond is that their homeworlds have been de-
  slTOyed or invaded by the lnvid. Their joint goal: to free their planets
  and all other slave worlds from the maniacal [nvid. To do this, they
  believe they must ultimately destroy the Invid Regent (and perhaps the
  Regis as well). It is a desperale plan for the [nvid forces number into
  the billions, but a plan that the Sentinels valiantly cling to.
  II is a special delegation of Sentinel ambassadors and elite troops
  which encounter the REF at the Robolech Masters' homeworld. The
  two groups of heroes quickly form an alliance to rid the universe of
  the Invid threat.
  The following are the mosl nOlable alien races who join the REF in
  their campaign against the Invid.
  THE SENTINELS
  24
  
  Note:
  Eyes are extremely sensitive to light from centuries of living
  in a dark, polluted world. Vision in light is a mere 30ft (9.lm) without
  goggles (normal human vision with goggles). Nigbtvision is 80ft
  (24.4m); can see in the dark like a cal. Clawed Hands: Inflict 206
  -
  S.D.C. plus P.S. bonuses.
  AvaUable REF O.C.C.s are limited to Communications Engineer or
  Military Specialist. Otherwise, the character is a . .
  CARBONARITE WARRIOR
  Attribute Requirements:
  None
  O.C.C. Skills:
  Radio: Basic (+ 10%)
  Land Navigation (+ 5%)
  Pilot Space Shuttle ( + 10%)
  W.P. Blunt
  W.P. Rifle
  W.P. Energy Rille
  W.P. Energy Pistol
  Hand to Hand: Basic·
  "'Hand to Hand: Basic can be changed to Expert at a cost of one
  "other" skill selection.
  Other Skills:
  Select 12 other skills, plus two additional at level three,
  one at level six and one at level twelve. All new skiUs start at level
  one proficiency. The Carbonarite's thick fingers and claws make delicate
  work very difficult.
  Communications: Radio: Scramblers and T. V.IVideo only
  Domestic: Any (+ 10%)
  Electrical: Basic Electronics only
  Espionage: None
  Mechanical: Basic Mechanics only
  -
  Medical: Finit Aid only (+5%)
  Physical: Any
  Pilot: Any. except Mecha skills (+ 10%)
  Pilot Related: Any (+ 10%)
  Rogue Skills: None
  Science: Math only
  Technical: Computer Operation and Photography (+ 5%) and Computer
  Programming (but - 5%) only.
  W.P.: Any except Gallant H-90 and Cyclone Weapon Systems.
  Wilderness: Any
  Standard Equipment:
  Protective body armor,
  includes helmet,
  shoulder and ann plates, chest, back and leg plates; energy rifle of
  choice, energy pistol of choice, 8-10 extra energy clips for each,
  blunt weapon of choice (staff, club, mace, etc.), 8 to 12 cobalt
  grenades (loves them), 2 to 6 cobalt limpel mines, 3 signal flares,
  binoculars, canteen and food rations for two weeks.
  Note:
  The Carbonarite's body armor has a general main body
  M.D.C. 75, but the large ann plates are made of a tough, laser
  resistant alloy, enabling the giant aliens to parry laser blasts (no
  damage from lasers successfully parried). They can also be used to
  parry/block other energy blasts, but will take full damage. Each arm
  shield has 40 M.D.C. The annor is incredibly heavy (200 + Ibs) and
  even aZentraedi ofBreetai's size would have great difficulty using it.
  Authorized Clearance Upon Assignment:
  As allies, the REF will
  make available additional weapons (the beannen love grenade and
  missile launchers), ammunition, explosives, vehicles and their assist-
  ance.
  Monthly Wages:
  Sentinels arc on a moral crusade and do not accumu-
  late wealth. Those who may join the REF will receive the same
  payment as the Cyclone Rider.
  25
  THE AMAZONS
  OF PRAXIS
  The people from Praxis very much fit the description of Earth's
  mythical Amazons. Beautiful, athletic, human looking women who
  tower nearly seven feet tall and who are skilled in combat from an early
  age. One must wonder if some distant ancestor of the Praxian women
  could have traveled through space to visit Earth during its prehistoric
  days, and hence created the Amazonian myth. This is a possibility
  because the Praxians were once a great civilization, with a super science
  that easily equaled the Robotech Masters'. A race that had captured
  gravity and dared to toy with the very building blocks of man. It is
  clear that they had mastered genetics, cloning and the likes. The perfect
  women of Praxis and a handful of artifacts attest to this. But then
  something went seriously awry. Perhaps war. or more likely a genetic
  mishap or super virus created in a genetics lab. Nobody knows. ALL
  records of that time are gone and even the myths and legends offer no
  hint to the cataclysm that destroyed a civilization.
  Now, no one knows why many eons later, there are only women on
  Praxis. The women themselves are genetic anomalies, the obvious result
  of genetic manipulation. Physically, they are perfect in every way,
  including the capability for child birth. However, they possess dominant
  genes, Doctor Lang called them super genes, that tend to crush all other
  genes with different traits, including the male gender. Consequently,
  even though a human or Zentraedi male can mate with them and produce
  natural offspring, the child would almost certainly be female. Only one
  in every 1000 children born from natural parent couplings will be male.
  On Praxis, males have been absent for thousands of years. The
  women were able to continue to propagate their race by artificial insemi-
  nation. The sacred "Place of Life" is apparently one of the few remnant
  of the previous super civilization and it continues to function with
  automated bliss all these centuries later. It was probably some sort of
  genetics complex designed to keep the race pure and perfect. Presum-
  ably, it never had the capability for producing male infants or that
  supply was contaminated or destroyed.
  It is little wonder then, that the Praxians are very taken by human
  males. A mixed male and female environment is a new and exciting
  experience for the Praxians, However, although the women warriors
  are discovering their sexuality, they also find men to be rather alien.
  The Praxians are bold, cocky, and selfreliant. They observe none of
  the formalities of Earth's ("alien") customs and are the furthest thing
  from prissy, helpless handmaidens. They are extremely aggressive,
  outspoken and arrogant. Like the Amazons of myth, they strive to be
  the very best in everything, especially the arts of combat. This is
  extremely disturbing to the Zentraedi, especially the male Zentraedi,
  who seem to feel threatened by these powerful warnor women. The
  two races seem to be eternally competing with each other and constantly
  impugn the abilities of the other. Sarcasm, jokes, barbs and intolerance
  fly when these two get together. Since both partake in these affronts
  as much as the other, onc can only believe it is the macho way two
  rival warrior races regard each other. To have one acknowledge the
  other in a more pleasant way might be construed as weakness and/or
  recognizing them as being superior. Or at least that's Lisa Hayes's
  theory.
  The Praxians wear very little clothing or battle armor, usually a
  helmet, some chest protection, arm bands and leggings. A shield, dag-
  ger, gauntlets, naginata style pole ann and/or crossbow completes the
  traditional warrior garb. The Praxian society of today is a low technol-
  ogy, hunting/warrior civilization not unlike Earth's ancient Greeks or
  Romans. The planet's hospitable subtropical environment greatly re-
  duced the need to protect oneself from the environment. Buildings are
  a mix of ancient ruins, open buildings and monuments to feats of
  physical excellence and war.
  
  Warriors, in the ancient sense of hand to hand combat, the Praxians
  admire the power of mocha and the marvels of high technology, but
  still prefer to engage the enemy face to face and hand to hand. Con-
  sequently, they have remained resistant to the use of mecha, energy
  weapons, and assault vehicles. Much of this is a sense of heritage and
  values passed down for hundreds of generations.
  However, the Praxians are not techno-phobic and have expressed
  great excitement over the VR.Q41 Saber Cyclone (specifically in battloid
  mode with CADS-I) and love to use the mecha Pegasus developed by
  Doctor Lang especially for them. The Praxians have also adopted the
  Wolverine assault rifle as the high-tech weapon of choice. Cobalt gre-
  nades and cobalt limpet mines have also won a place in their hearts.
  The REF has found that the Praxians make superb scouts and it now
  uses them for reconnaissance, spying, sabotage, inftltration and other
  covert operations. They can be especially effective against the invid
  26
  when infiltrating a Hive base. Their skill at stealth and resistance to
  using protoculture powered devices makes them almost invisible to the
  invid, enabling them to carry out sabotage and lead guerilla combat-style
  assaults.
  To Create a Pr-axian Alien Roll on the Following Tables . ..
  Gender:
  Female only!
  Alignment:
  Any
  Height:
  6ft + 404 inches
  Weight:
  1l0lbs+ 1D6x IOlbs
  Physical S.D.C.:
  4O+4D6
  The Eight Attrihutes:
  I.Q. 3D6
  M.E.306
  M.A. 206
  P.S.406
  P.P.4D6
  P.E. 406
  P.B.506
  Sp<!.406
  As usual. a roll of 16, 17 or 18 provides a bonus roll of 106. A roll
  above 18 from 406 or 5D6 does not provide a bonus roll.
  Availahle R.E.F. O.C.C.s are limited to Cyclone Rider or Military
  Specialist (butcan not fly an Alpha). Otherwise, thecharacteris a. . .
  PRAXlAN WARRIOR
  _
  Attribute Requirements:
  None
  O.C.C. Skills:
  Escape Artist) + 15%)
  Detect Ambush (+ 5%)
  Detect Concealment (+ 5%)
  
  Tracking (+ 10%)
  Wilderness Survival (+20%)
  Prowl (+ 15%)
  Climbing (+ I(i%)
  -Swimming (+20%)
  Horsemanship (+ 12%)
  W.P. Knife
  W.P. Staff
  Hand to Hand: Martial Arts
  Other Skills:
  Select 12 other skills, plus two additional at level three,
  one at level five, one at level seven and one at level eleven.
  Communications: Radio: Basic only
  Domestic: Any (+ 5%)
  Electrical: Basic electronics only
  Espionage: Any (+ 10%)
  Mechanical: Basic Mechanics only
  Medical: First Aid or Paramedic
  Physical: Any
  Pilot: Conventional land vehicles (although it's not likely that a Praxian
  would learn to pilot more than one vehicle) and cyclone/cyclone
  combat (VR-041 Saber Cyclone) only.
  Pilot Related Skills: None
  Rogue Skills: Any (+ 10%)
  Science: Math only
  Technical: Computer operation and the two demolition skills only.
  W.P.: Any, but tend toward ancient and rifles.
  Wilderness: Any (15%)
  Standard Equipment:
  Praxian body armor (15 M.D.C.), naginara
  style pole arm (does !D8 S.D.C.), crossbow with explosive ar-
  rowheads (types include: light explosive -
  11)<1 M.D.. high explo-
  sive -
  204 M.D., or smoke, or conventional -
  206 S.D.C.),
  ,,-.
  shield (15 M.D.C.), canteen, food rations for two weeks, and 2
  dagger arm bands (conceal a retractable blade; inflicts !D6 S.D.C.).
  Allies working with the REF may also have a Wolverine assault
  rifle with 6 extra arlUno clips, and 24 grenades (for the Wolverine),
  ID6 cobalt grenades, 204 cobalt limpet mines, binoculars, optical
  enhancement for the rifle. grappling hook and 100ft of rope,
  flashlight, a wrist radio and a Pegasus mecha unit.
  RAT-\ PEGASUS
  -
  27
  Authorized Clearauce Upon Assignment:
  As allies, the REF will
  make available additional weapons, explosives, ammunition, radio
  equipment, vehicles, the VR-041 SaberCyclone and theirassistance.
  Monthly Wages:
  The Sentinels are on a moral crusade and do not
  accumulate wealth. The Praxians desire only fame and glory and to
  free their homeworld from Invid oppression. Those who may join
  the REF will be considered military specialist D.C.C. and receive
  the same amount of pay.
  RAT·1PEGASUS RECONNAISSANCE
  ALL-TERRAIN MECHA UNIT
  The RAT-l Pegasus is an all-terrain reconnaissance mecha developed
  by DoctorEmile Lang specifically for the Praxians. The warriors seemed
  so enamored with the concept of a flying horse and so resistant to
  conventional mecha that Dr. Lang decided to create a mecha unit that
  resembled a horse, a flying horse. His ploy worked because the Praxians
  went wild for it!
  The horse incorporates one of the Praxians' only other existing ar·
  tifacts from their past, antigravity modules. The mechanism is really
  quite simple, a mechanical horse that moves like a real horse. A simple
  computer intelligence enables the rider to give simple verbal commands
  like: stop, go, run, faster, turn left, turn right, fly, et cetera. The most
  difficult element was incorporating the alien antigravity modules to
  give it flight capabilities. Once that was accomplished, the rest just fell
  into place.
  The antigravity unit is also a separate spy device that can rise up,
  out of the horse's back, wings and all, and fly ahead to reconnoiter.
  The spy unit has two roving eye cameras that can record what they see
  andlor transmit the images to a hand held monitor or communications
  
  network. Range of the camera eye, with telescopic and infrared optics,
  is l600ft (488m). Range of the transmission is 10 miles (16km). It can
  also record and transmit sound 10 miles.
  Its other sensory abilities include the deteetion and measuring of
  radiation, and temperature and it monitors its speed, altitude, direction,
  and the number of miles it has travelled.
  RAT-I PEGASUS
  Class:
  Destroid; experimental robot unit
  Crew:
  One rider, but a second person can also be accommodated.
  M.D.C. by Location:
  'Head -75
  Legs (4) -
  50 each
  Wings (2) -
  50 each
  Spy Unit (I) -
  50
  "Main Body -
  200
  'Depleting the M.D.C. of the head will destroy the robot's optics;
  all bonuses are lost and speed is reduced by 10%.
  **Depleting the M.D.C. of the main body will completely destroy
  the mechanical horse. but the spy unit may continue to function.
  Speed:
  Running:
  60mph (96kmph)
  Leaping:
  50ft (15.2m) across or 30ft (9.lm) high.
  Aying:
  Aight is by antigravity and hidden directional air jets.
  Speed is a comparatively slow 40mph (64kmph). However, the
  device can hover completely stationary and there is no limit to its
  - operating altitude.
  Space Propulsion:
  The Pegasus functions equally well in space,
  but can still only muster a maximum speed of about 70mph
  (112kroph). Of COUN>e, the rider must wear a spacesuit or protective
  armor.
  Note:
  The wings have absolutely nothing to do with flight. They
  are for show and for the prateclion of the rider (they fold up to
  'box' the rider in on both sides when under attack). The RAT-I
  Pegasus will fly perfectlyeven if the wings are completely destroyed.
  However. if one leg is destroyed, running speed is reduced by
  20%. If two or more legs are destroyed the mecha can travel only
  via antigravity night.
  Heigbt:
  6ft (l.8m) at shoulders
  Width:
  4ft (1.2m) at shoulders
  Length:
  8ft (204m)
  Weight:
  J.8 tons
  Cargo:
  Can carry up to 1.5 tons.
  Weapon Systems:
  Hand to Hand only.
  1.
  Hand to Hand Combat is limited to kicks and stomps, in addition
  to the rider's attacks.
  Damage:
  Kick with front legs -
  ID4 M. D.
  Kick with rear legs -
  2D4 M. D.
  Stomp with foot -
  1D4 x 10 S.D.C.
  Ram -
  ID4x 10 S.D.C.
  Bonuses:
  +2 to strike, +3 to dodge.
  Note:
  The horse is powered by four protoculture cells with an approx-
  imate life of one year. The flight capabilities and the spy unit do not
  use protoculture, just the Praxian antigravity device and conventional
  mechanics. Consequently, the spy unil can not be deteelcd by protocul-
  lUre sensors, nor can the whole horse unil if shut down while flying
  (propelled by the antigravity device).
  The pegasus and spy unit can communicate vocally and via radio,
  but they can not formulate ideas or make suggestions, only report. data
  and respond to commands.
  Any character with horsemanship skill can ride the RAT-l Pegasus,
  although it is usually reserved for Praxians.
  28
  THE CAT PEOPLE
  OFGARUDA
  The Garudans have been described as cat-like or fox-like. Either
  description fits these sleek, fur covered aliens with long. fluffy lails
  and quick movements. Unlike the bulky Carbonarites, the Garudans
  are human size, slender and move with the speed and agility of a
  panther. However, they are not natural predators, but a sleepy, relaxed
  people who have special rapport with their environment. They attribute
  this to what they call "Hint" their dream state; a sort of psychic or
  mystical union with nature and psychic forces which seems to be analog-
  ous to the "Dream Time" of the Australian aborigines of old Earth.
  Whatever the cause of this "Hin" dream state, whether it be an innate
  psi-ability or a result of chemicals in the atmosphere of Garuda. the
  cat people are definitely gifted with phenomenal inSight. They can
  "feel" danger and glimpse the "possible future," in addition to other
  psychic sensitive abilities.
  -
  -
  
  Unfortunately, the Garudans need to breathe their own air, and must
  live in a specially prepared environment if off-planet or wear air tanks.
  The Garudans have developed a special air tank system that can purify
  and mix the air of many worlds (especially oxygen, nitrogen and carbon
  dioxide based atmospheres) with elements of their own air to create a
  breathable air. The air of the Garudans can be breathed by humans,
  but will cause a heavy, labored breathing and some discomfort. Pro-
  longed exposure will cause death.
  The cat people come from a medium technology level world about
  equal 10 Earth 1950s, but have quickly adapted to high technology.
  Unlike the Praxians, the Garudans are anxious to use mecha, energy
  weapons, spacecraft and most marvels of technology. They are ex-
  tremely intelligent and learn quickly. Likewise, the peaceful. idle cat
  people have adapted to combat with equal ease. Although they loathe
  war and aggression, they realize that they face an enemy who knows
  no compassion. If the enemy must be destroyed completely, so be it.
  And the Garudans will go forth to do so as efficiently as possible and
  with firm resolve.
  THE GARUDANS' PSI POWERS
  Every time a psionic power is used it draws upon the astral body or
  inner strength of the individual. Each specific psionic power will indi-
  cale exactly how many Inner Strength Points (I.S.P.) are required to
  perform that ability. When a Garudan has exhausted all of his I.S.P.
  he is unable to perform any more psionic feats until he bas had sufficient
  rest.
  Determining I.S.P. issimple. A Garudan's base I.S.P. is his Mental
  Endurance (M.E.) x 2, plus the roll of one eight-sided die. As the
  character grows in experience his/her LS.P. increases at a rate of 10
  per each additional level of experience.
  The recovery of I.S.P. can be done in ODe of two ways: I) Total
  relaxation and/or sleep at a rate of2 I.S.P. for every hour. 2) Meditation
  is an automatic skill ability in which the psionic places himself in a
  simple trance. providing superior relaxation and a peaceful joining of
  the "dream state." Meditation recovers 4 I.S.P. per hour.
  Saving throws against psionic attacks: Psionic combat works simi-
  larly to hand to hand combat. The intended victim must roll a twenty-
  sided die to make a mental parry against the mind assault or probe. A
  human or non-psionic must roll a 15 or higher. but Garudans need only
  to roll a 12 or higher. Superior psionic beings need to roll a mere 10
  or higher. The regent and regis are superior psi beings. A high roll will
  successfully save against the mental assault, meaning the attack is foiled
  (no damage nor effeclS). Attacks Per melee: Psionics can be used up
  to three times per melee unless there is a time resrriction.
  Garudan males have no psionic attacks. Their psi-abilities fall into
  the category of psychic sensitive: power that instills an unnatural aware-
  ness and sensitivity about their environment and the beings around
  them. The/emale Garudans possess completely different psionic pow-
  ers. Powers that can be used as a means of attack and manipulation.
  Fortunately, most Garudans are normally passive and make it a policy
  to not use their powers against friends and allies. Of course, enemies
  are a completely different story.
  The exception to this rule is a/emate rogue! Garudans have a natural
  compulsion to mate. Once mated the couple will stay together for life
  and a strange psychic bond is established between the two. If one should
  die the other will know it, even if separated by light years. The death
  ofa female mate will cause the male to become somewhat more lethargic
  and melancholy. He will tend to become a loner and will often immerse
  himself in study and exploration.
  The change in the female is much more dramatic. She will become
  aggressive and domineering, turning into the predatory animal they so
  resemble. On Garuda, a rogue female is said· to be "imbalanced" and
  is cast from the tribe. She will instinctively become a tough hunter,
  completely self-reliant and deadly. Hot-tempered and competitive, the
  29
  rogue will use her pSi-powers without hesitation against friend, foe, or
  momentary antagonist. They are not irrational or cruel, just terribly
  aggressive, bold, and action oriented (very daring, almost to the point
  of recklessness). Note: Characters of a good alignment must change
  their alignment to unprincipled or anarchist.
  MALE GARUDAN PSI POWERS
  Clairvoyance -
  Cost: 10 I.S.P.
  Mind Block -
  Cost: 4 I.S.P.
  Presence Sense -
  Cnst: 5 I.S.P.
  Sixth Sense -
  Cost: 2I.S.P.
  Speed Reading -
  Cost: 5 I.S.P.
  Clairvoyance
  Range:
  Self, although the image could pertain to people or places
  thousands of miles away.
  Duration:
  606 Melees
  I.S.P.:
  10
  Base Skill:
  58%+2% per level of experience.
  This allows the psychic to see or feel glimpses of the possible future.
  This is achieved through meditation or intense concentration in which
  the clairvoyant thinks about a particular person, event or place. Add
  + 5% to the base skill if the person involved is a friend or loved one.
  Clairvoyance is unpredictable and can not be turned on and off like a
  light bulb. Sometimes it works (if the roll is under the base skill) and
  sometimes it does not (when the roll is above the base skill). A failed
  rolt means the psychic received no insight to the future.
  A clairvoyant trance can be attempted as often as twice every day.
  The message can be a sudden feeling that somebody is in need ("...
  something's wrong. It's ... it's.
  . Janet! r've got to see her!") or,
  more often, a sudden flash of insight, a sudden image that races through
  the mind. The image is like a snippet of film from a movie or a dream.
  Often all the details are not clear, but the potential danger is. For
  example, "The psychic character is in a trance or meditation, thinking
  about his/her friend Janet. Suddenly, the mind is flooded with an image
  of Janet rushing down a crowded street. It's dusky, like morning,
  twilight or evening. She seems very upset. The traffic light changes to
  amber, Janet races into the street, ignoring the light. It turns red. There's
  a car, squeal of tires, Janet screams. The image ends. Is Janet hurt?
  Killed? Unknown, but the danger is clear. There are also other hints
  of infonnation: the time of day, Janet seeming upset. rushing, etc. The
  glimpse into the future could be twenty minutes, eight hOUrs, 24 hours,
  or a week. The psychic has no way of knowing. Of course. he has the
  advantage of recognizing the potential danger as it begins to unfold and
  may be able to avoid it, stop it or change the outcome. The image may
  last a few minutes or be a sudden flash lasting but a few seconds. The
  flash could be a peculiar noise, a face, or a specific image, like a
  particular door or object.
  It is important to note that sometimes a clairvoyant image will occur
  unintentionally, without the psychic trying to do so. These most often
  manifest themselves as dreams or nightmares during sleep. The clair-
  voyantdream is exactly like the image from a meditative trance described
  previously. The precognitive flash of the future may also occur unbec-
  koned while awake, but this is extremely rare. These brief glimpses of
  the possible future happen because the clairvoyant is acutely attuned
  to his world. Anything that might hurt or change that world (including
  people and places) will often be foretold in a flash of insight.
  Game Masters: Be careful of reveaJing too much. Use the examples
  provided as a guide. Remember, these are briefglimpses of the possible
  future, not a motion picture. The psychic can NOT engage in any
  actions, combat or otherwise, during a moment of clairvoyance or the
  image will instantly stop. It usually requires 204 melees ofconcentration
  or meditalion before the image occurs. Remember, a failed base skill
  roll means absolutely nOthing happens, but still burns up the 4 I.S.P.
  and time.
  
  Mind Block
  Range:
  Self
  Duration:
  10 minutes per level of experience.
  I.S.P.:
  4 (per each duration period)
  This is the ability to completely close or block oneself from all
  psychic/mental emanations. When intentionally closed to the psionic
  forces the character can not sense anything, can not use psychic abilities,
  nor be influenced by others. A mind block wiJJ prevent penetration of
  telepathy, empathy, hypnotic suggestion, and empathic transfer. It can
  be an invaluable protective mask when dealing with malevolent psychic
  forces. Adds a bonus of + 1to save vs all psychic and mental attacks.
  Presence Sense
  Range:
  120ft/36m area
  Duration:
  2 minutes (8 melees) per level of experience.
  I.S.P.:
  5
  Saving Throw:
  None
  Presence sense is a sixth sense which will alert the character to the
  presence of other creatures in the area. The ability can not pinpoint the
  location of the presence, but will give the character the impression of
  wbether it is near (within 50fUI5.2m) or far (beyond 9OfU27Am). It
  will also give the character a vague idea of how many presences there
  are; Doe (I or 2). a few (3 to 6). several (7 to 14). or many (15 or more).
  Sixth Sense
  Range:
  9Oft/27 Am
  Duration:
  Until the danger passes or happens.
  I.S.P.:
  2
  Savings Throw:
  None
  The sixth sense is a power that gives the psionic character a precog-
  nitive flash of imminent danger to himself or somebody near him (within
  90ft). The character will not know what the danger is or where it will
  come from, nor who it will be directed at when in a group. All he will
  know is that something life threatening will happen within the next 60
  seconds (4 melees)! The sixth sense is triggered automatically, without
  the consent of the psychic, whenever his life is in great peril or the life
  of somebody he greatly cares about (friend, loved one, etc.). The sixth
  sense is only triggered by an unexpected, life threatening event which
  is already set into motion and will happen any second. The power can
  not be called upon at will to sense for traps or ambush. Instead, it
  works like an automatic reflex. If the character has used all his I.S.P.,
  the sixth sense is temporarily rendered inoperative.
  Bonuses:
  The sudden flash of insight provides the following bonuses. All
  bonuses apply only to the initial melee when the attack occurs.
  + 6 on initiative roll
  +2 to pony
  + 3 to dodge
  The character can not be surprised by a sneak attack from behind.
  Speed Reading
  Range:
  Self
  Duration:
  3 minutes per level of experience.
  I.S.P.:
  5
  This is the ability to read and comprehend the written word extremely
  quickly. Speed of reading is 30 pages per minute/4 melees. The psychic
  wiH retain the information as he would normally. Highly technical texts
  will reduce the speed reading by half (15 pages per minute) and may
  require two readings.
  FEMALE GARUDAN PSI POWERS
  Empathic Transmission -
  Cost: 8 I.S.P.
  Mind Bolt -
  Cost: 4 or 30 I.S.P.
  See the Invisible -
  Cost: 4 I.S.P.
  Suggestion -
  Cost: 4I.S.P.
  30
  Empathic Transmission
  Range:
  60ft (18.2m)
  Duration:
  2D6 minutes (2 to 12 minutes)
  I.S.P.:
  8
  Attacks Per Melee:
  Two maximum
  SaVing Throw:
  Standard
  This incredible ability enables the Garudan to instill a powerfUl emo-
  tion into another living creature; person, animal or supernatural being.
  Each psychic attack/transmission can only affect one creature at a time.
  Despair or Sorrow:
  Invokes great emotional upheaval, deep sorrow
  and a sense of loss. There is a 50% chance of the victim surrendering
  or leaving without a battle; furthermore. victims are - 2 to parry
  and dodge.
  Confusion:
  Disorients the person so badly that he has no sense of
  direction, time. or of what is exactly going on. Victims are - 3 to
  strike, pany and dodge, and lose initiative in any combat.
  Fear:
  Invokes unreasoning terror in all those affected. Victims are
  - 3 to strike. pony and dodge. plus there is a 66% chance that those
  affected will tum and run.
  Hate or Anger:
  Will prompt those affected to act rashly, charge,
  attack. argue violently, etc. Victims are likely (60% chance) to
  attack, kill, hann, or betray those they dislike; + I (yes, that's plus)
  to strike. - I to pony and dodge.
  Love or Peacefulness:
  Will induce a deep feeling of serenity, dispel-
  ling anger, hatred, sorrow, and so on. Hostile opponents are likely
  (60% chance) to reconsider their actions, deciding not to attack,
  show mercy, leave without being overtly cruel or destruc-tive, halt
  a rampage, and so on. It does NOT make its victims docile sheep,
  but curbs hostility.
  Mind Bolt
  Range:
  90ft (27 Am)
  Duration:
  Instant
  I.S.P.:
  4 or 30
  Attacks Per Melee:
  Two
  Saving Throw:
  Dodge only
  The psionic is able to tap into electromagnetic forces and hurl an
  energy bolt. The target must be within the character's line of vision.
  Damage:
  2D6 S.D.C. (costs 4 I.S.P.)
  2D6 M.D. (costs 30 r.S.P.)
  Strike Bonus:
  +4
  See The Invisible
  Range:
  120fU36m, line of vision.
  Duration:
  I minute per each level of experience.
  I.S.P.:
  4
  Saving Throw:
  None
  The character can see forces, objects and creatures which can tum
  invisible or are naturally invisible. Even if the creatures have no fonn
  per se. the psychic will be able to discern the vaporous image or energy
  sphere which is the being. This includes ghosts, entities and the astral
  body.
  Suggestion (Hypnosis)
  Range:
  12ft/3.6m. with eye contact.
  Duration:
  Varies with each circumstance and subject; rarely more
  than a few hours maximum.
  I.S.P.:
  4 per idea or attempt to implant an idea.
  Saving Throw:
  Standard
  The power is limited to relaxing/calming somebody down, putting a
  person or animal in a light sleep, helping a person to relax and focus
  on a particular thought (good for helping someone to remember things)
  -
  -
  -
  
  and implanting subtle ideas. The implanting or "suggestion" of an idea
  must be subtly wbrked into a comment. The suggestion must be kept
  simple and clear, such as "You kno.w you can trust me" or "You feel
  like you have a/ever. Yes, you do have afever. You're burning up
  -.. (with fever). You should lie down." or "You don't want to go there."
  The power of suggestion can also be used to make the victim imagine
  sounds and images. "Did you hear that? Listen! Footsteps! You hear
  thefao/steps . .. yes, you do!" Or. "At midn.ightthe spectre appears.
  Everybody who is ever present sees the spectre at midnight." The poor
  individual who fails his saving throw will indeed imagine he sees some-
  thing at midnight.
  The power of suggestion can not make a person think he's a chicken,
  nor does it tum a person into the psionic's channed zombie slave that
  obeys his every command. It simply soothes or implants a notion into
  someone's thoughts. Sometimes that little bit can be an importantedge.
  Note:
  A successful save against a suggestion means the idea is not
  implanted. The psychic may try agaln (at the cost ofanother 2I.S.P.).
  To Create a Garudan Alien Roll on the Following Tables •••
  Gender:
  01-50
  Male
  51-00
  Female
  Alignment:
  Any, but usually good or selfish.
  Heigbt:
  6ft +106 inches
  Weight:
  1I00bs+ 106 x JOlbs
  Physical S.D.C.:
  20+3D6
  The Eight Attributes:
  I.Q.406
  M.E.406
  M.A. 306
  PS.3D6
  P.P.306
  _
  P.E.306
  P.B.306
  Spd.4D6
  As usual, a roll of 16, 17 or 18 provides a bonus roll of 1D6. A roll
  above 18 from 4D6 does not provide a bonus roll.
  Available REF O.C.C.s include Veritech Pilot. Destroid Pilot, Cyclone
  Rider, Military Specialist or Communications.
  Otherwise, the character is a ..
  GARUDAN WARRIOR
  Attribute Requirements:
  None
  O.C.C. Skills:
  Paramedic (+ 10%)
  Radio: Basic ( + 10%)
  Climbing (+ 10%)
  W.P. Energy Rifle
  W.P. Energy Pistol
  Hand to Hand: Basic'"
  "'Hand to Hand: Basic can be upgraded to Expert, but costs (wo
  "other" skill selections.
  Other Skills:
  Select 18 other skills, plus two at level three, two at
  level six and two at level ten.
  Communications: Any (+ 5%)
  Domestic: Any (+ 15%)
  .- Electrical: Basic Electronics or Electrical Engineer (+ 5%, but counts
  as two skill selections).
  Espionage: Forgery, Intelligence, Interrogation, Land Navigation, and
  Wilderness Survival only (+ 10%).
  Mechanical: Basic, automotive or locksmith only or Mechanical En-
  gineer (+ 5%, but counts as three skill selections).
  31
  Medical: Criminal Sciences and Pathology (+ 5%) or Medical Doctor
  (+5%, but counts as three skill selections).
  Physical:
  Any except Martiai Arts and Boxing.
  Pilot:
  Any, except mecha which is restricted to REF O.C.C.s. ( + 5%)
  Pilot Related: Any
  Rogue Skills:
  None for males and mated females; however, rogue
  females may select any (+ 10%).
  Science:
  Any except Astrophysics
  Technical: Any
  W.P.: Any except Cyclone Weapon Systems and the Gallant H-90.
  Wilderness Skills: Any
  Standard Equipment:
  Air tank and filler, Garudan body armor (chest
  plate. shoulder guards and thigh plates: 30 M.O.C. total), energy
  rifle ofChoice, sidearm (pistol) ofchoice, utility belt, and back-pack.
  Allies working with the REF may also have 4 to 6 cobalt grenades,
  2 to 6 cobalt limpet mines. additional energy weapon and ammun-
  ition, a CVR-3 body armor, wrist radio, a conventional vehicle
  (usually a dune buggy, land rover, motorcycle or hover cycle; the
  latter is a Garudan favorite) and other common combat items.
  Authorized Clearance UpOn Assignment:
  As allies, the REF will
  make available additional weapons, explosives, ammunition, tools,
  communication equipment, optical enhancements, vehicles and their
  assistance.
  Monthly Wages:
  The Sentinels are on a moral crusade and do not
  accumulate wealth (a rogue female may hoard valuables). Those
  who join the REF will receive the same amount of credits as their
  human counterparts in that a.c.c. A Garudan warrior receives the
  same as a Cyclone Rider.
  THE STONE MEN
  OF SPHERIS
  Perhaps the most unusual aliens encountered by the crew of the
  SDF-3 are the crystal/stone Spherians. These strange beings are actually
  creatures of energy and crystal formed out of their homeworld. At birth
  a roughly human size humanoid is pushed out of the planet's rocky
  surface like a child from its mother's womb. The newborn Spherian is
  immediately conscious and fully matured. Knowledge of Spherian cul-
  ture. science, and life is already instilled, making the being ready to
  begin its life among others of its kind.
  Although asexual (the Spherians have no apparent means of reproduc-
  tion), the Spherians assume male and female shapes when they sculpt
  their craggy crystal bodies into the smooth, glassy bodies familiar to
  most off-worlders. The sculpting occurs immediately after birth. The
  shaping, whether male or female, seems to come instinctively, without
  any conscious thought on the part of the Spherian newborn. How or
  why this occurs is as much a mystery as the Spherians themselves.
  Despite their racial memory, instilled knowledge and intelligence, they
  know virtually nothing about themselves or their planet. Nor are they
  curious about it. The stonemen's philosophy of life is: "We exist, what
  matter how it is we come into being?" They simply do not question
  their origins, nor any other aspect of their existence.
  Although their appearance is that of a solid, crystalline humanoid,
  they are actually energy beings who Jive inside such bodies. As energy
  beings they draw their sale nourishment from light energy. They can
  also repair and regenerate the limbs of their crystal bodies. Remember,
  the bodies are physical encasements that contain the true energy essence
  inside them. The humanoid body functions as a means of movement,
  protection, and to work with other humanoid life fonns (Dr. Lang has
  suggested that the Spherians may have evolved from humanoid life and
  the crystalline human shape is an aspect of that distant pasl.) Con-
  
  sequently, Spherians can have a limb or limbs blown off and feel no
  pain. Even the head can be decapitated without the slightest discomfort,
  because it is only a cosmetic ornamentation, like a hat. A Spherian can
  suffer only from lack of nourishment (light) or if its entire body is
  destroyed.
  When a body part is destroyed, the energy being can completely
  regenerate a new one in just a few hours. To do this, the Spherian must
  slip into a deep trance and be bathed in a full specoum of light for the
  entire regeneration period. The regeneration period is also used to repair
  minor damage to the body's trunk and limbs. If the trunk of the body
  is destroyed (that's tbe cbest and torso), the energy being can be de-
  stroyed! Its only chance to survive is to flee its body by merging with
  natural crystal stone, such as quartz. As long as there is crystal of some
  kind within 1200ft (366m), the Spherian can live (even underground)
  and regenerate an entirely new body. However, without crystal to con-
  tain it, the Spherian energy is disrupted and dies.
  32
  Lack of light will slowly kill a Spherian by starvation. A starving
  Spherian will become sluggish, less alert and easily disoriented. Its
  physical body will become visibly brittle and parts, like ears and fingers,
  will break off. A malnourished Spherian loses all regenerative powers.
  Like a living solar battery, the Spherian must have light! Artificiallighr'-
  is satisfactory and will keep the energy being alive and healthy for
  months. However, narurallight is the most healthy.
  A Spherian will never fatigue as long as it is exposed (0 light. Only
  being deprived of light can affect it. No or insufficient light (too dim,
  very cloudy/overcast day) for more than three days will cause an obvious
  weakness; reduce speed by 10%. - 1 on initiative, - 5% on all skills.
  No light for another three days will see the speed reduced to half, - 2
  on initiative, and - 10% on all skills. Two weeks (14 days) of light
  deprivation will reduce speed to 20%, - 5 on initiative, - 3 to strike,
  parry, and dodge, and - 40% on all skills; the body is brinle, small
  parts begin to falloff and all regenerative powers are gone. An additional
  4 weeks (28 days) of no light will kill the alien. Exposure to intense
  natural light will restore the Spherian to full strength within 204
  hours. (lD4 days of continuous exposure to artificial light will have
  the same effect).
  The Spherian people, as a whole. avoid prolonged contact with other
  races and rarely involve themselves in the affairs of others. Those who
  have joined the Sentinels are rare exceptions. These few hundred cre-
  atures can no longer ignore the [nvid threat to their world and surround-
  ing galaxies. Over the years they have grown to enjoy the company of
  mammals and the thrill of advenrure. The aloofness common among
  the Spherians has been replaced with sharp emotions, desires, and
  self-identity. These stone men are destined to be the restless explorers
  and adventurers of their race. Their place now belongs in the light of
  the stars.
  To Create a Spherian Alien, Roll on the Following Tables ...
  Gender Appearance:
  01·50 Male
  51·00 Female
  Alignment:
  Any, but often unprinCipled, anarchist or miscreant.
  Height:
  5ft + 406 inches
  Weight:
  200lbs +404 x IOlbs
  Pbyslcal S.D.C.:
  Special M.D.C. crystal body.
  M.D.C. by Location:
  Head -50
  Arms (2) -
  50 each
  Legs (2) -
  100 each
  Main Body -
  220
  Note:
  All Spherians are impervious to lasers.
  The Eight Attributes:
  (Physical and Mental equivalents to humans)
  I.Q. 306+ I
  M.E.406
  M.A. 206
  P.S.406
  P.P. 306+ I
  P.E. nol applicable
  P.B.206
  Spd.3D6+2
  Do not roll bonus dice as nonnally done.
  Available REF O.C.C.s:
  Destroid Pilot, Cyclone Rideror Communi·
  cations Engineer.
  Otherwise, the Character is a .•.
  SPHERIAN ADVENTURER
  Attribute Requirements:
  None
  O.C.C. SkiDs:
  Math: Basic & Advanced (+ 5%)
  Computer Operation (+ 5%)
  Radio: Basic (+ 10%)
  
  -
  Laser Communications (+ 15%)
  Electrical Engineer (+ 15%)
  Navigation: Air, Land, Water (+ 15%)
  _
  Navigation: Space (+ 15%)
  Hand to Hand: Basic·
  W.P. Energy Pistol
  -Hand to Hand: Basic can be upgraded to Expert, but costs two
  "other" skill selections.
  Otber Skills:
  Select 10 other skills, plus one at level three, two at
  level six, and one at level eleven.
  Communications: Any
  Domestic: None
  Electrical: Any (+ 5%)
  Espionage: None
  Mechanical: Any, but is -10% on each.
  Medical: Any, but is - 10% on each.
  Physical: Oimbing, Fencing, Gymnastics, and Prowl only.
  Pilot: Any except Mecha skills (mecha skills are restricted to REF
  O.C.C.s).
  Pilot Related: Any
  Rogue Skills: Any, but is - 5%.
  Science: Any. but is - 5%.
  Technical: Any (+ 5%)
  W.P.: Any, except Cyclone Weapon Systems.
  Wilderness: Any. but is - 5%.
  Note:
  The Spherians have many skills with penalties because they
  are not human, nor flesh and blood. and have difficulty understanding
  certain concepts. Their rock bodies also lack the degree of sensitivity
  that mammals possess and this also affects their skin abilities. These
  penalties should be reflected in REF O.C.C.s as well. Spherians have
  ~ a natural affinity when working with lasers, electricity and other fonns
  of energy.
  Standard Equipment:
  Spherian laser rod, energy pistol of choice,
  energy rifle is an optional choice, short-range radio, flashlight, and
  a bag, pouch, or back-pack for specimens collected on adventures.
  (Spherians are very curious about other life forms,)
  Allies working with the REF may also have addWonal or special
  weapons, ammunition, explosives (most Spherians dislike and avoid
  the use of explosives), CVR-3 body armor, and vehicles.
  Authorized Clearance Upon Assignment:
  Additional equipment,
  military vehicles and the REFs assistance.
  Monthly Wages:
  The Sentinels are 00 a mora] crusade and do not
  accumulate wealth, However, the Spherian adventurer will have
  encrusted its entire personal living quaners (walls & ceiling) with
  crystal rocks it has gathered on its journeys. Among them will be
  a variety of gem stones (diamonds, sapphires, emeraJds, etc.) worth
  406 x 10,000 credits in human markets. The Spherian will also have
  its crystal laser rod and a variety of specimeos and artifacts collected
  from numerous adventures.
  Spherians hired by the REF wiJJ receive the usual amount in
  credits for that particular O.C.C. A Spherian adventurer receives
  the same as a Cyclone Rider,
  SPECIAL NOTES ABOUT SPHERIANS
  1.
  The Spherian Laser Rod is an innocuous looking weapon that
  resembles a foot long (0.3m) jagged icicle. It has no trigger, no
  apparent power source or energy clip. The device enables the Sphe-
  rian to focus energy through it, intensifying that energy and releas-
  ing it as a laser boll.
  Range:
  2000ft (609m)
  Me~a.Dama~e:
  2\)4 M.D. or 6D6 S.D.C.
  -
  !". . \1n\\'4\ tne S~nerial\'~ 'nand to band attacKS.
  \l.ate 0 rite.
  I:J,j
  .' on' I·.ht 30 charges in darkness.
  -:",
  1.
  0
  Note:
  No other crearure can operate a Spherian laser rod. Doctor
  Lang says it is an extension of the aliens.
  2.
  Spherians can discorporate themselves. temporarily transfonning
  their stone bodies into energy and travel through solid rock and
  earth. The beings call it "crystal hopping" and explain that they
  can transmit their energy self through solid earth by bouncing from
  one natural crystal to another, not unlike bouncing radio signals
  from one sateUite to another.
  Range:
  About 1200 to 2000ft (366 to 609m) from one crystal to
  another. They can instinctively sense the presence and location of
  any crystal based stone.
  Speed of Travel:
  .08 the speed of light
  Maximum Depth:
  Unlimited as long as there is crystal stone to
  transmit to. However, to reach the surface the crystal relay must
  be less than 1200ft (366m) from the surface.
  Destination:
  Unlimited
  Notes:
  Can not communicate while in energy fonn underground.
  Nor can it carry along any physical possessions other than its laser
  rod. Nor can it know what is happening on the surface. The trans-
  formation is unnerving, as the Spherian appears to melt into or out
  of the ground. The actual transfonnation only requires a few sec-
  onds, about one third of a melee (3-5 seconds). Failure to find a
  crystal relay network will prevent traveling underground. Likewise,
  a Spherian could find itself temporarily trapped or forced to make
  a detour if the intended destination does not have crystal near the
  surface. The crystal must be at least the size of a shoe box to act
  as a relay transmitter. The Spherian can not hide itself in a gem
  unless the gem is the size of a football. Of course, it can meld into
  the crystal walls of its room.
  3.
  Their Crystalline bodies are super lough (see M.D.C.) and laser
  resistant (lasers do no damage to Spherians).
  THE MYSTICS
  OF PERYTON
  The history of Peryton seems to be locked in fanciful myth about
  dueling wizards and an age of magic. How much is real and how much
  is fantasy is unknown.
  The present day Perytonians claim to be the mutant survivors of a
  cataclysmic war. This, they say, explains the odd physical differences
  among their race, such as horns, extra fingers, no hair, et cetera.
  They also claim their original secrets of magic have been lost. If this
  is true, then the Perytonians were once a powerful race, for their present-
  day magic is quite impressive. Doctor Lang believes that the Peryto-
  nian's "magic" is actually an ability to store and manipulate energy and
  radiation, creating what appear to be feats of magic, Lang always
  chuckles and adds, "Of course, how they can do this is beyond our
  present comprehension and it might as well be called magic."
  The Perytonian civilization is fairly developed, with technology
  roughly equivalent to Earth's (2020). Of course, magic and mysticism
  playa large part in their lives and sciences.
  To Create a Perytonian Alien, Roll on the Following Tables ...
  Gender:
  01-64 Male
  65-00 Female
  Alignment:
  Any
  Height:
  Sfl+3D6 inches
  Weight:
  t301bs+'204x 100bs
  l'h~s\ca\ S.D.C,:
  '20+1D6
  
  The Eight Allributes:
  I.Q.306
  M.E.306
  M.A. 306
  P.S.306
  P.P.306
  P.E.306
  P.B.2D6
  Spd.306
  Bonus dice rolls same as human characters.
  Available REF O.C.C.s:
  None. Perytonian Warriors consider them-
  selves to be wizards and will not select any other O.C.C.
  THE PERYTONIAN WARRIOR WIZARD
  Also Known as Energy Wizards
  Attribute Requirements:
  None
  MUTATION TABLE
  Roll for Two Mutant Traits
  01·10
  Odd oolor skin
  01·25
  Pale, almost while
  26·50
  Reddish-ran
  51·75
  Greenish tinl
  76-00
  Grey skin
  11·20
  Large Round Ears
  21·35
  Large Pointy Ears
  36-50
  Unusual Eyes
  01·25
  Glow white yellow
  26·50
  Glow red
  51-00
  White, no apparent pupil or iris.
  51·60
  Extra Thumb and Sixth Finger
  61·80
  Large, 12 to 20 inch, Horns
  81·90
  Retractable Claws (inflict 106 S.D.C. damage in combal)
  91·00
  Small Horns; 3 to 6 inches.
  Note:
  All Perytonians nonnally have small pointed ears, no body hair,
  elongated cone shaped heads, and caucasian skin tones.
  MAGIC POWERS
  A Perytonian can cast as many as two magic spells per melee, plus
  one additional at level five and another at level twelve. All characters
  should start at level one.
  The 10101 number ofspells a wizard can cast per day (per 24 houn)
  is limited because of the physical and mental strain magic places on
  the body. At first level the Perytonian wizard can cast only six spells
  per day. At third level he/sbe can add four more spells (10 total), plus
  two additional at fourth level (12 total). Each additional level (5 and
  so on) on~ more spell can be cast.
  MAGIC POWERS known to most Perytonian Wizards
  I.
  Call Lightning
  Range:
  600ft (183m)
  Duration:
  Instant
  Damage:
  206 M.D. plus 106for each additional level ofexperience.
  The wizard amplifies, controls and directs electrical energy into a
  massive energy bolt. Special Bonus: Automatically hits its target (must
  be visible to the wizard). Intended victim can attempt to dodge, but is
  -12 to do.so.
  2.
  Energy Bolt
  Range:
  200ft (61m)
  Duration:
  Instant
  Damage:
  106 M.D., plus add 106 at levels 3, 6, 9 and 12.
  The Perytonian can hurl an energy bolt from his fingertips or eyes.
  This is a less powerful blast than the ligbtning bolt. As usual, the target
  must be within the wizard's line of vision. Special Bonus:
  +5 to
  strike.
  3.
  Field of Invisibility
  Rangc:
  Self or area up to 100ft away (30.5m).
  Area ofInOuenee:
  Selfor6ft (1.8m)area pereach level ofexperience.
  Duration:
  8 minutes plus 4 minutes per each additional level of ex·
  perience.
  Damage:
  None
  An energy field that reflects light is created to make everything wilhin
  the field, or bubble, invisible to the human eye.
  34
  -
  .......
  
  4.
  Globe of Daylight
  Range:
  Within 30ft (9.lm). but can be controlled by the wizard to
  follow bim or fly witbin 30f, of bim.
  Duration:
  10 minutes per level of experience.
  -..1)amage:
  None
  The basketball size sphere of light can illuminate a 50ft area as bright
  as day.
  S.
  Impervious to Electricity
  Range:
  Self
  Duration:
  to minutes per level of experience.
  The wizard creates an electrical damper field around himself which
  makes him impervious to electricity.
  Electricity does no damage.
  Energy blasts do half damage.
  Lasers do full damage.
  6.
  Invisible Armor
  Range:
  Self
  Duration:
  10 minutes plus 5 minutes per each additional level of
  experience.
  M.D.C. of Armor:
  100 plus 10 per each additional level of experi-
  ence.
  The energy wizard creates an invisible energy field around himself
  that blocks all energy attacks, as well as physical. Gas'is not blocked.
  7.
  Levitation
  Range:
  Self up to lOooft (305m)
  Duration:
  3 minutes per level of experience.
  By manipulating different forces the Perytonian can levitate into the
  air. Movement is restricted to up, down, and hover stationary.
  8.
  Magic Barrier
  Range:
  100ft (30.5m)
  Duration:
  2 minutes per level of experience.
  M.D.C.ofBarrier:
  60 plus 10per each additional level ofexperience.
  Like the invisible armor. the wizard creates a temporary energy field
  that can be erected to block an area like a wall. The size of the magic
  barrier is limited 'a 30ft long by 30ft tall (9.1m) and can be curved.
  Unlike the annor, the barrier can be erected up to 100ft (30.5m) away
  and left behind. The barrier disappears when all its M.D.C. has been
  depleted or the duration time elapses.
  9.
  Stun Blast
  Range:
  100ft (30.5m)
  Duration:
  204 melees
  Damage:
  ID6 S.D.C.. and a 1-55% chance of 'emporarily stunning
  one's opponent.
  A victim of a stun blast will remain conscious, but loses control of
  his body. The victim remains dazed for 2D4 melees and is - 10 to
  strike, parry, and dodge, and has only one attack per melee. The stun
  blast can not be used against persons inside vehicles, mecha, or environ-
  mental body armor like CVR-3; the blast simply can not penetrate the
  armor. Bonus:
  + 3 to strike.
  10. Swirling Lights
  Range:
  10ft radius cast up to 40ft away
  Duration:
  2 minutes per level of experience.
  Damage:
  Blinds victim.
  .-.
  The wizard can create a wall of swirling, dazzling light that will
  olind and confuse all who look at it. The wall is a combination of
  brilliant swirling lights, blinding strobe lights, high intensity flashes
  and sparks. Victims will be temporarily blinded for 2D6 melees every
  time they look at the' lights. Running through the lights will cause 406
  S.D.C. damage and has a 75% likelihood of s,unning all who run
  through it.
  35
  Note:
  Humans or other aliens can not learn magic from a Perytonian.
  The so-called magic is a natural ability of Perytonians.
  O.C.C. Skills:
  Radio: Basic (+ 10%)
  Compu'er Operations (+ 10%)
  Computer Programmiog (+ 10%)
  Concealmen' (+ 15%)
  Palming (+ 15%)
  Pick Locks (+ 10%)
  Pick Pockets (+ 10%)
  W.P. Energy Pistol
  Hand to Hand: Basic·
  *Hand to Hand: Basic can be upgraded to Expert, but costs one
  "other" skill selection.
  Other Skills:
  Select 12 other skills. plus two at fourth level, 'wo at
  eight level and two at twelfth level.
  Communications: Any (+ 5%)
  Domestic: Any
  Electrical: Any except mecha (+ 5%; Electrical Engineer costs two skill
  selections).
  Espionage: Disguise, Escape Artist, Impersonation and Sniper only.
  (+5%)
  Mechanical: Basic Mechanics, Automotive, Computer Repair and
  Locksmith only. (+ 5%)
  Medical: Any (Medical Doctor counts as three skill selections)
  Physical: Any excep' Wrestling and Martial Arts
  Pilot: Any. except mecha
  Pilot Related: Any
  Rogue Skills: Any (+ 10%)
  Science: Any (+ 5%)
  Technical: Any
  W.P.: Any
  Wilderness: None
  Standard Equipment:
  Robe with many secret pockets sewn into the
  lining, energy pistol of choice, 2 to 6 extra energy clips, I or 2
  -knives, lock picking tools, wrist radio, mini-personal computer
  (about the size of ao old Earth hand calculator), flashlight, food
  rations, canteen and personal items.
  Allies working with the REF may also have 106 cobalt grenades.
  106 limpet mines, energy rifle of choice and ammunition. CVR-3
  body armor, and a conventional vehicle (usually a hover cycle or
  land rover).
  Authorized Clearance Upon Assignment:
  As allies. the REF will
  make available additional weapons and ammunition, explosives,
  optical enhancements, surveillance items, communications equip-
  ment, computer, military vehicles and their assistance,
  Monthly Wages:
  The Sentinels are on a moral crusade and do not
  accumulate wealth. However, the Perytonians may have a secret
  stash of valuable items, including gems (204 x 1000 credits) and
  weapons and ammunition, A Perytonian warrior wizard who joins
  the REF will receive the same pay as a Military Specialist.
  AN ALIEN GAME NOTE
  The aliens from Haydon have been intentionally left out. Mr. Macek's
  notes clearly imply that Sarna and Veidt were "one of a kind," highly
  advanced robots/androids.
  
  WEAPON PROFICIENCIES (W.P.)
  -
  -
  Archery
  Boat Building
  Carpentry
  Identify Plants and Fruits
  Horsemanship
  Hunting
  Skin & Prepare Animal Hides
  Track Animals
  Spacecraft
  Space Shuttle
  Boats: Sail Type
  Boats: Motor Type
  WILDERNESS SKILLS
  Astrophysics
  Biology
  Botany
  Cbemistry
  Chemistry: Analytical
  Mathematics: Basic
  Mathematics: Advanced
  Note:
  Computer is found under Technical.
  SCIENCE
  Concealment
  Palming
  Pick Locks
  Pick Pockets
  Prowl
  Safe·Cracking
  Streetwise
  W.P. Sword
  W.P. Staff
  TECHNICAL
  Computer Operation
  Computer Programming
  Demolitions
  Demolitions: DisposaJ
  Photography
  Note:
  Instrument Reading; see Pilot Related Skills.
  Navigation (Air, Land, Water)
  Navigation: Space
  Read Sensory Instruments
  Weapon Systems (missiles, lasers, etc.)
  PILOT (Ground, Air, and Water)
  Automobile
  Mecha Battloid (Southern Cross)
  Mecha: E.B.S.I.S. Battloid (Southern Cross)
  Mecha: Cyclone
  Mechll: Destroids
  Mechll: Zentraedi Battle Pods
  Mecha: Veritech
  Mecha: Combat
  Mechll: Combat Basic
  Military Hover Cycle (Southern Cross)
  Military Hover Vehicles (Southern Cross)
  Motorcycle
  Jet Pack (Southern Cross)
  Truck: Small
  Truck: Large
  Titan Transport
  Tank
  Airplane; old style, single or twin engine
  Helicopter
  Jet
  Lancer Space Fighter
  ROGUE SKILLS
  PILOT RELATED SKILLS
  Ancitnt Weapons
  W.P. Blunt
  W.P. Chain
  W.P. Knife
  Also see Fencing under Physical Skills.
  Modern Weapons:
  W.P. Revolver
  W.P. Automatic Pistol
  W.P. Semi & Fully Automatic Rifle
  W.P. Rifle
  W.P. Sub-Machinegun
  W.P. Heavy
  W. P. Energy Pistol
  W.P. Energy Rifle
  W.P. Gallant H·90
  W.P. Cyclone Weapon Systems
  Note:
  Weapon Systems; see Pilot Related Skills.
  Interrogation
  Land Navigation
  Pick Locks
  Pick Pockets
  Sniper
  Tracking
  Wilderness Survival
  Detect Ambush
  De~ect Concealment
  Disguise
  Escape Artist
  Forgery
  Intelligence
  Impersonation
  Hand to Hand Basic
  Hand to Hand Expert
  Hand to Hand Manial Arts
  Body Building
  Boxing
  Prowl
  Climbing
  Swimming
  Fencing
  Swimming: S.C.U.B.A.
  Gymnastics
  Wrestling
  Note:
  Mecha Combat is found under Pilot Skills.
  Automotive Mechanics
  Aircraft Mechanics
  Armorer
  Basic Mechanics
  Computer Repair
  Locksmith
  Mecha Mechanics
  Mechanical Engineer
  Veritech Mechanics: The same skill, but it now includes the new
  Alpha. Beta. and Vinclicator.
  ESPIONAGE/MILITARY
  Basic Electronics
  Electrical Engineer
  Mecha Electronics.. Same as RPG skill, but includes new mecha.
  DOMESTIC
  Cook
  Dance
  Fish
  Sew
  Sing
  ELECTRICAL
  Criminal ScienceIForensics
  First Aid
  Medical Doctor
  Paramedic
  Pathology
  PHYSICAL
  MEDICAL
  SKILLS LISTED BY CATEGORY
  Note:
  New Skills are in Italic
  COMMUNICATIONS
  Cryptography
  Laser
  Optic Systems
  Radio: Basic
  Radio: Scramblers
  Radio: Satellite
  Surveillance
  T.V./Video
  Note; Read Sensory Instruments is found under Pilot Related
  Skills.
  MECHANICAL
  36
  
  SKILL DESCRIPTIONS
  NOTE:
  For your convenience, we have reprinted
  ........ the old skill descriptions with the new. This way you
  don't have to continually flip through TWO different
  books.
  COMMUNICATIONS
  Cryptography:
  Skill in recognizing, designing, and cracking secret
  codes and messages. After ten minutes of studying a code the charac-
  ter can attempt to decipher it, but at a - 10% chance. Otherwise,
  the character must study for two hours before every additional roll.
  Base Skill:
  30% + 5% per level of experience.
  Laser:
  This skill provides the character with an in depth knowledge
  of laser communication systems. Base Skill is 40% +5% per level
  of experience.
  Optic Systems:
  Training covers a wide variety ofoptic systems, from
  video to optical enhancements devices, to laser optics. The character
  will understand the meaning ofoptical readings, recording. transmis-
  sion, and use of special equipment like thenno-imagers, passive
  light intensifiers, infrared, ultraviolet, etc. Base Skill: 50% + 5%
  per level of experience.
  Radio Communications:
  All these skills enable the character to effec-
  tively use various communications equipment and techniques.
  Radio: Basic:
  This is the knowledge of the operation and mainte-
  nance of field radios and walkie-talkies, wire laying. installation,
  radio procedure, communication security and visual signs/communi-
  cations, as well as knowing Morse code. Base Skill: 50% + 5% per
  level of experience.
  Radio: Scramblers:
  This is training in the use of electronic masking
  ,.....
  and scrambling (unscramabling) equipment, and codes, for increased
  security. Base Skill: 40%+5% per level of experience.
  Radio: Satellite Relay:
  This is an understanding of the methods and
  operation ofsatellite transmissions. Base Skill: 25%+5% per level.
  Surveillance Systems:
  This is the study and understanding of the
  operation, methods, and techniques involved in the use of surveil-
  lance systems. Includes motion detectors, simple alann systems,
  complex alann systems, video and camera equipment, amplified
  sound systems, miniature listening devices (bugs, telephone tap-
  ping), recording methods, and some optical enhancement systems
  (specifically as they relate to camera lenses). Requires: Electronics
  (basic) or electrical engineering. Photography skills, prowl, and
  investigative skills may also be useful, but not required. Base Skill:
  40% +5% per level of experience.
  Tailing. or following someone without their knowledge, is another
  form of surveillance. This also includes stake·out procedures. A
  failed surveillance roll indicates that the tail was spotted and the
  subject is aware ofbcing observed/followed. A failed roll in the use
  ofequipment indicates a ruined or garbled recording/film (not usable)
  or malfunction. Bugging equipment can be easily located or noticed
  during the course of casual activity if a character fails his surveillance
  roll while planting it.
  T.V.Nideo:
  This is the understanding of the techniques involved in
  video and audio, filming, editing, special effects transmissions and
  equipment. Base Skill: 40% +5% per level ofexperience. Spending
  two skills on this one skill area makes the character of professional
  film quality/abilities. A one time bonus of 10% applies in this case.
  --DOMESTIC
  Cook:
  Skill in selecting, planning and preparing meals. A cooking
  roll failure means that the cooked food is either inedible (burnt!) or
  distasteful. Base Skill: 50% + 8% per level ofexperience. Spending
  two skill selections on this one skill area makes the character of
  professional quality. One time bonusof 10% applies in [his case only.
  37
  Dance:
  A practiced skill in the art ofdancing. Base Skill:
  40%+ 6%
  per level ofexperience. Spending two skills will produce professional
  quality dancing skill. One time bonus of 15% if this is the case.
  Fish:
  These are the fundamental methods (and enjoyment) of the
  relaxing sport of fishing. Areas of knowledge include the use of
  lures, baits, poles, line, and the cleaning and preparation of fish for
  eating. Base Skill: 60% + 5% per level of experience.
  Sew:
  The practiced skill with the needle and thread, to mend, layout,
  cut and sew simple patterns, and do minor alterations. This is not
  a tailoring ability unless the player spends two skills. Base Skill:
  40%+5% per level of experience.
  Sing:
  The simple ability to read music and carry a pleasant tune. Base
  Skill:
  40% + 5% per level of experience. The character's singing
  ability is nice, but not of professional quality, unless two skills are
  spent. Add 20% bonus if this is done. Minmei watch out!
  ELECTRICAL
  Basic Electronics:
  This is a rudimentary understanding of the princi-
  ples of electricity, simple circuits, wiring, and so on. This person
  can do basic wiring. repair appliances and read schematics. Base
  Skill: 40% + 5% per level of experience.
  Electrical Engineer:
  Knowledge of electricity. Characters can diag-
  nose and locate electrical problems. It is also possible to put together
  electrical equipment. The character can attempt to bypass security
  systems and burglar alarms at a - 25%; if Surveillance Systems is
  also taken, then there is a + 10% bonus instead. Base Skill:
  45%+5% per level of experience. Note: Characters who are not
  electrical engineers must have Basic and Advanced Mathematics to
  select this skill.
  Mecha Electronics:
  First hand knowledge of the electrical systems
  built into RDF and REF mecha. The character knows exactly how
  they interact with protocu.lture and the intricacies of Robotechnology.
  Other skills in electrical systems do not apply to mecha, making
  this an invaluable skill for repairing the famous war machines. Base
  Skill:
  35% + 5% per level of experience. Nole: There is a - 15%
  penalty when working on the old RDF destroids and the mecha of
  the Southern Cross due to a lack of experience with these more
  primative and overly complicated protoculture and fusion generator
  systems.
  ESPIONAGE/MILITARY
  Detect Ambushes:
  Training which develops an eye for spotting loca-
  tions and terrain suitable for ambushes and being ambushed. It also
  provides a rudimentary knowledge of guerrilla tactics used by the
  enemy. Base Skill: 50% + 5% per level of experience.
  Detect Concealment:
  This is a skill which enables the individual [0
  spot and recognize camouflage, tricks, concealed huts, buildings
  and vehicles, as well as the ability to construct unobtrusive shelters
  that blend into the environment. Base Skill: 40% + 5% per level of
  experience.
  Disguise:
  The character knows how to apply make-up, wigs, skin
  putty, and other special effects, in order to alter his own appearance
  or the appearance of somebody else. Base Skill: 40% + 3% per
  level of experience.
  Escape Artist:
  The character will know the methods, principles, and
  tricks of escape artists. By tensing and relaxing muscles, flexing
  and popping joints, the character can try slipping out of handcuffs,
  straightjackets, ctc. Also includes a knowledge of knots and the
  ability to conceal small objects on the person. Picking Locks is a
  separate skill. Base Skill: 30% + 5% per level of experience.
  Forgery:
  The techniques for making false copies of official docu-
  ments, signatures, pa.ssports, 1.0., and other printed material. The
  character must have an original or photocopy to work from in order
  to make an accurate copy. Skilled forgers can recognize other coun-
  terfeits at -6%. Base Skill: 30%+5% per level of experience.
  
  Intelligence:
  This is the specific training in the practices and principles
  of recognizing and analyzing sources of information about the
  enemy, observation techniques, counter intelligence measures and
  proper procedure. This includes the practical assessment of sights
  and sounds, estimation of ranges, what to report, handling prisoners
  of war, and handling captured documents and equipment (tagging,
  and reponing to group leader or proper authority).
  This means the character will be able to accurately estimate ranges;
  the number of enemies/troops, direction, purpose; and assess the
  importance of specific information, documents and prisoners.
  Funher intelligence training includes a working knowledge of
  indigenous guerrilla warfare practices, concealment techniques, ap-
  pearance, and current activities. This will enable the intelligence
  officer to recognize suspicious activity as guerrilla actions and iden-
  tify guerrilla operatives. For Example: A particular booby trap, or
  weapon, or mode ofoperation, may be indicative of guerrilla activity
  in that area. It may be up to the character to confinn the existence
  of guerrillas, and their strengths and numbers in a particular area.
  Another area of training made available to intelligence is the
  identification of enemy troops, officers and foreign advisors. This
  means the person learns the many distinguishing ranks and marks
  that identify specific military units, special forces, and officers of
  the enemy. Such identification can pinpoint and confirm enemy
  operations. goals and movement, as well as confinn outside interven-
  tion/aid. Note: A failed roll in any of the intelligence skills means
  that evidence is inconclusive. or the character has incorrectly asses-
  sed the information/situation and is uncel1ain. A failed roll involving
  individual clues may mean the intel officer has dismissed it entirely
  as being meaningless. (GMs, use your discretion). Base Skill:
  45%+ 5% per level of experience.
  Impersonation:
  This skill enables a person to impersonate another
  person or type of soldier (in general). This means the person must
  have a rudimentary (if not comprehensive) knowledge of the person
  or general type of personnel that he is impersonating. This is likely
  to include a knowledge of enemy/subject of impersonation, military
  procedure, dress, command, and rank, and will usually require
  speaking the language fluently. This means the character can con-
  vincingly impersonate a general type of person/soldier/advisor by
  accurate disguise, proper action, and language.
  The Base Skill is 40% to impersonate general personnel and 20%
  to impersonate a specific individual (which may require weeks of
  study and special disguise), + 4% per level of experience.
  The success of one's impersonation/disguise can only be detcr·
  mined after exposing oneself to those whom you wish to trick. A
  successful impersonation requires the player to roll under his skill
  for each of his first THREE encounters. Afterward, the character
  must roll under his skill for each encounter with an officer. If
  interrogated/questioned, he must successfully roll for every other
  question or be revealed as an impostor. A failed roll means his
  impersonation has failed and he is recognized as an impostor and
  is in immediate danger.
  Interrogation:
  This skill includes training in the questioning of pris-
  oners, captives and informers, and the assessment of that infonna-
  tion. Base Skill:
  40% + 5% per level of experience.
  Land Navigation:
  This skill allows the person to stay on course while
  traveling over land by means of observation. This includes mentally
  marking/recognizing geographic landmarks, estimating distance and
  movement,
  recognizing
  sounds,
  and
  other
  navigation
  tricks.
  Techniques include night travel. The player should roll once for
  approximately every three miles traveled. A failed roll means the
  character is drifting off course by 200-2000 yards (roll 2010 x 100
  yards). Do not roll again unlil the next three miles. A successful
  roll at that time will allow the character to recognize his error and
  correct ir. Of course, errors mean lost time and traveling through
  38
  unknown or potentially dangerous areas. A second (and third) failed
  roll means the character continues to travel 2D lOx 100 yards further
  off course. All failed rolls are cumulative unless corrected.
  Note:
  A group of average men can cover approximately 5 miles .-
  an hour at a brisk, but relaxed pace, through grassland, along dirt
  roads or paved streets. Travel through dense forest or jungle at a
  cautious pace, with eyes open for danger, is about one mile per
  hour. At this pace, one can easily watch for booby traps, snipers,
  ambushes, wild animals, tracks, and clues, make other observations,
  without fear of traveling too fast (and missing them). Only at a
  faster pace will one begin to miss details and court death. Base
  Skill: 45% + 5% per level of experience.
  Picking Locks:
  The character knows the methods, techniques and
  tools for picking/opening, key, and basic, tumbler Iype locks.
  It takes ID6 melee rounds for each auempt to piek a lock. A
  failed roll means the lock holds; try again. Base Skill: 35%+5%
  per level of experience.
  Pick Pockets:
  An ability to remove items from a person without their
  being aware of it. If a pick pocket attempt fails, the item has NOT
  been removed and there is a 67% likelihood of the intended victim
  recognizing the intent of the action. Base Skill: 30% +5% per level
  of experience.
  Sniper:
  This skill represents special training in long-range rine firing,
  and marksmanship. The character must first have a semiautomatic
  rifle or bolt-action rifle skill to which the sniper skill bonus of + 2
  to strike can be applied.
  Tracking:
  Visual tracking consists of the identification of tracks, and
  following the paths of men or animals by the signs they leave on
  the ground and vegetation. Tracking is a precise al1, requiring much
  practice. The skill includes the evaluation of tracks, which may
  indicate whether the person being tracked is loaded down with equip- _
  ment, running, moving slowly (by measuring the space between
  steps), male, female, walking backwards, injured (staggered foot-
  prints), and so on. By these means, the tracker can estimate the
  person's rate of movement, apparent direction, the numberof persons
  in the party. and whether the person knows he's being followed.
  Other methods of tracking require recognizing other telltale signs,
  such as blood and other stains, broken and displaced vegetation,
  overturned rocks; litter, such as cigarette butts, ration cans, candy
  wrappers, soiled bandages and remains of campfires, and even odors
  carried by the wind.
  Tracking also includes the recognizing of dangerous anjmals by
  their tracks, habits and feces. Likewise, tire tracks of vehicles can
  reveal much, such as size and type of vehicle, weight ofload, etc.
  Counter-Tracking techniques are also known, such as covering
  one's trail; avoiding obvious pitfalls, such as littering, misdirection,
  parallel trails, and others.
  A failed roll means that the signs are inconclusive, vague or
  misleading. Additional signs must be found to verify or clarify (roll
  again). Three consecutive failed rolls means the tracker has com-
  pletely lost the trail. RoLL once every 40 yards when FOLLOWING
  a trail. Persons attempting to follow a skilled tracker are - 20% to
  follow his trail if he is deliberately trying to conceal that trail (how-
  ever, his rate of travel is reduced by half). Base Skill:
  35% +5%
  per level of experience.
  Wilderness Survival:
  Techniques for getting water, food, shelter,
  and help when stranded in wild forests, desel1s or mountains. Charac-
  ters without this skill will not be able to Slay healthy for more than
  a few days out in a wilderness area. Base Skill:
  40%+ 5% per'-
  level of experience.
  
  -.
  -.
  MECHANICAL
  Automoti¥e Mechanics:
  Ability to repair, rebuild, modify. and rede-
  sign conventional vehicles with inter;nal combustion (gas) engines.
  Includes body work, turbine engines, and diesel truck engines. Base
  Skill:
  50% + 5% per level of experience.
  Aircraft Mechanics:
  The understanding, ability to repair, rebuild,
  modify and redesign conventional aircraft, including single and twin
  engine airplanes, ran-jets, jets, fighter jets, helicopters and shuttle
  craft. The Veriteeh Fighter is not a conventional aircraft and does
  nor apply. Base Skill:
  45%+5% per level of experience.
  Armorer (NEW):
  This is the military version of a weapon's engineer.
  The character can maintain. fix, modify, mount and figure out most
  military weapons. This ranges from repairing assault rifles and re-
  charging energy clips to installing a MM-60 Multi-Missile system
  into an Alpha. Base Skill: 35%+5% per level of experience.
  Basic Mechanics (NEW):
  This is a rudimentary understanding of
  how machinery operates. This person can repair and maintain simple
  mechanisms and common motorcycles, automobiles and similar veh~
  ides. Special modifications, souping-up vehicles. and working on
  aircraft and mecha are out of the question! Base Skill:
  30%+4%
  per level of experience.
  Computer Repair:
  Knowledge of the internal electronics of com-
  puters and related devices (tenninals, printers, etc....). The charac-
  ter can attempt to repair, sabotage, or fix computers. Note that
  figuring out a repair problem requires one roll; the character must
  roll again to actually fix it. No computer operation or programming
  skills are included; many computer repair personnel don't even know
  how to tum the machines on! Base Skill:
  40%+ 5% per level of
  experience.
  Locksmith:
  The practiced study of lock designs, and the ability to
  repair, build, modify and "open" locks. The methods, techniques,
  and tools of lock picking include the old-Slyle key and tumbler,
  combination, and modem electronic locking systems. Time Re-
  quirements: 1-4 melees to open an antiquated key type lock; 1-6
  minutes to open an elaborate tumbler type; 2-16 minutes to open a
  simple electronic lock (usually by patching in a bypass system); and
  1-6 hours to break a complex, state-of-the-art electronic lock system,
  such as those used in high security and restricted areas.
  If an unsuccessful skill roll is made, the lock is not opened and
  the process must be repeated. If an attempt to open an electronic
  lock fails, roll to see if the lock has been irreparably damaged; 32%
  chance. If damaged, the lock CANNOT be opened. Base SkiD:
  25% + 5% per level of experience. Special Bonus: Add a one time
  bonus of 5% if th'c Electronics Skill is also taken.
  Mecha Mechanics:
  A comprehensive knowledge and ability to repair,
  build, and modify Mecha, including the Logan, AlAGS, Bolt/oids
  and the old and new destroids, alphas, betas, vindicators, cyclones,
  and Southern Cross mecha. A lack of familiarity with Southern
  Cross and Zentraedi mecha makes working on them more difficult,
  - 10% penally, but hardly impossible. Base SkiD: 40% + 5% per
  level of experience.
  Mechanical Engineer:
  A training, understanding and knowledge of
  how machinery is designed, operated, built, and maintained. Charac-
  ters can attempt to redesign, modify, sabotage, repair, or construct
  mechanical devices. The first percentage is for how to operate!
  analyze/design machinery; the second is for how to repair, construct
  or sabotage. Base Skill:
  45% + 5% per level ofexperience. Special
  Bonus: + 5% to Locksmith skill and +5% to Surveillance Systems
  skill.
  Veritech Mechanics:
  A very specialized skill dealing with the repair,
  building and maintainance of the transformilb/e mecha. Without this
  skUI, a character with mecha mechanics could effect structural repairs
  and limb replacement. hut the delicate transformation system would
  be out of whack and prevent the veritech from changing into different
  39
  configurations. This includes all veriteeh mecha, including the cyc-
  lones, alphas, betas, VF series veritechs and vindicator. The some-
  what different Southern Cross mocha, logan, AJACS and hover
  tank, imposes a -5% penalty. Base Skill: 30%+5% per level of
  experience.
  MEDICAL
  Criminal Sciences & Forensics:
  Basic knowledge of police skills.
  Includes simple criminal law, fingerprinting. ballistics (matching
  bullets to weapons and angles of impact), and general investigative
  techniques. Forensic medicine is also included, enabling the charac-
  ter to find evidence of time of death, cause of death, and other
  details when examining a corpse.
  Note: Biology, Chemistry,
  Chemistry: Analytical and some Mathematics are all required before
  taking Criminal Sciences & Forensics. Base Skill:
  35%+5% per
  level of experience.
  First Aid:
  Rudimentary medical treatment which includes how to
  bandage wounds, stop bleeding, administer CPR/artificial respira-
  tion, and use antiseptics, and common anti-inflammatory drugs and
  painkillers. Base Skill: 50% + 6% per level of experience. A failed
  roll means the patient has not responded to treatment or that treatment
  was improperly applied.
  Paramedic:
  An advanced fonn ofemergency medical treatment which
  includes all fITSt aid techniques, the setting of broken bones, suturing
  of wounds, use of oxygen and emergency equipment, use of drugs,
  knowledge of how to move a critically injured person, and other
  lifesaving techniques. A failed roll means the patient has not re·
  sponded to treatment or that the treatment has been improperly
  administered. Note:
  For serious injury or coma, roll three times,
  consecutively, on percentile dice. A roll of two successful out of
  three means the wound has been properly treated or the patient's
  condition has been stabilized. Failure means the patient's condition
  is unchanged. Another character can immediately attempt to apply
  medical aid or the same player can try again, but only after he or
  she has spent six minutes for examination and/or concentration.
  Base Skill: 50% + 6% per level of experience.
  Medical Doctor:
  The character has a Ph.D. (doctorate degree), with
  a Master's of Science, to be a practicing doctor.
  Areas oftraining/study include: clinical skills, medical discipline,
  code of ethics. laboratory skills, techniques, methods of data collec-
  tion, physiology (muscles, respiratory. blood, body fluids); funda-
  mentals, principles and procedures of pathology (diseases, their
  structure and function), rudimentary phannacology (use, reaction,
  and interaction of drugs). The medical doctor (M.D.) is also trained
  in surgical procedures (he is a surgeon). Note: the first percentile
  number indicates the ability to diagnose a problem and the second
  is the ability to successfully treat it. Base Skill: 70/60% + 5% per
  level of experience.
  Pathology:
  This is that branch of medjcine that deals with the nature
  of diseases, their causes and symptoms, and the functional and
  structural changes caused by disease. Training includes anatomy,
  physiology, cell biology, manifestation of disease, tissue injury and
  repair, abnonnal cell structure, metabolism, diagnosis of human
  disease, tissue culture methods and applications, analysis of drugs
  in biological samples and laboratory research, investigative methods.
  and use of the instruments tools and equipment. Requirements:
  Chemistry. Base Skill: 45%+5% per level of experience.
  PHYSICAL
  Hand to Hand Combat:
  There are three major kinds of fighting
  techniques available to all characters:
  Hand to Hand: Basic:
  This provides the fighting techniques taught
  in military basic training or in self-defense classes. Students learn
  elementary methods of attack and self-defense. Counts as one skill.
  See the combat section for listing of specific abilities.
  
  Haod to Haod: Expert:
  An advanced form of self-defense and un-
  armed combat usually taught to commandos. Counts as two skills.
  See the combat section/or listing ofspecific abilities.
  Hand to Haod: Martial Arts:
  This is some fonn of oriental fighting
  skill (karate, kung-fu, etc.) that teaches advanced hand to hand
  combat. Counts as three skills (except for the Military Specialist
  and special conditions for upgrading Hand to Hand Combat). See
  the combat section for listing 0/ specific abilities.
  Body Building & Weight Lifting:
  By working out with weights and
  body building machines the character increases body strength and
  muscle.
  +2 to P.S.
  + 10 on S.D.C.
  Boxing:
  Classic an of fighting with fists. Training helps build the
  body and develop reflexes. Skilled boxe" will Automatically Knock-
  out opponent's on a natural twenty for 1D6 melees rounds. Unlike
  nonnal KnOCkout/Stun, this does NOT have to be declared before
  the strike roll.
  One additional anack per melee.
  + I to Parry/Dodge
  + 1 to Roll with Punch/Fall
  +2 to P.S.
  +306 on S.D.C.
  Climbing:
  Knowledge of the tools and techniques for climbing up
  sheer surfaces. Players should roll once for every 20ft (6m) of a
  vertical climb. Every "skilled" climber gets a second roll to recover
  hislhcr hold. Base Skill: 50%+ 8% per level of experience.
  Rappe/ling is a specialized rope climbing skill used in descending
  from helicopters, scaling walls and cliff facings. For game purposes,
  rappelling will include ascending and descending climbs. Minimum
  base effectiveness is 30% + 5% per level of experience. A failed
  roll means a slip or fumble; roll again to regain hold or fall.
  Fencing:
  The ancient arts of Hand to Hand Weapons are learned from
  fencing teachers. This includes not only Olympic-style fencing with
  foil, epee or saber, but also Kendo (use of the Samurai sword) and
  other weapons. Adds a bonus of + I to strike and parry when
  combined with W.P. Sword. Note: Paired Weapons is a separate
  skill. See the W.P. Tables in the Combat Section for details.
  Gymnastics:
  Learning to do falls, rolls, tumbles, cartwheels, and to
  work on rings and parallel bars. Characters with Gymnastics can
  leap 4ft up or 4ft across. with an additional 2ft per level. Note:
  Characters with Leap Attack can use these distances in a strike.
  Provides the following abilities:
  60%+ 5% per level Sense of Balance.
  70% + 4% per level Climb Rope.
  20% + 6% per level Climbing (or adds a bonus of + 10% to a climb
  skill).
  70% + 8% per level Back Aip.
  30%+ 5% per level Prowl.
  + I to Roll with PunchIFail.
  + I to P.S.
  + I to P.P.
  Prowl:
  This skill helps the character to move with stealth; quietly,
  slowly and carefully. Techniques include balance and footing, shon
  steps and pacing, rifle positioning, prone positions for low visibility,
  and crawling. A failed Prowl roll means that the character has been
  seen or heard. If the Prowl is successful, then the character is not
  seen and may make a Sneak Attack. Base Skill: 40% +5% per
  level of experience.
  Swimming:
  The rudimentary skill of keeping afloat, diving, lifesav-
  ing, and swimming techniques. Base skin: 50% + 8% per level of
  experience. The percentile number indicates the overall quality of
  fonn as 'skill of execution. A special bonus of + 1 to parry and
  dodge while in water applies. Note: A character can swim a distance
  40
  equal to 3 x his P.S./Strength in yards/meters per melee. This pace
  can be maintained for a length of time equal to his P.E./Endurance
  in melees.
  S_C.U.B_A:
  The lette" S.C.U.B.A. stand for Self-Contained Under-
  water Breathing Apparatus. Characte" learn the methods of skin
  diving, and underwater swimming; and the use of oxygen tanks/ap-
  paratus, mask and f1ippe". Base Skill: 50% + 5% per level of ex-
  perience and renects the degree of skill and expertise at S.C.U.B.A.
  Note: A charactercan swim a distance equal to 2 x his P.S.lStrength
  in yards/meters per melee. This pace can be maintained for a length
  oftime equal (0 the characler's P.E./Physical Endurance in melees.
  WrestUng:
  As taught in High Schools and Colleges, wrestling is more
  of a spon than a combat skill, but it does provide useful combat
  lraining.
  Pin/Incapacitate on a roll of 18, 19 or 20.
  Crush/Squeeze does ID4 damage.
  Body BlocklTackle does ID4 damage and opponent must Dodge or
  Parry to avoid being knocked down.
  + I to Roll with PunchIFail
  + I to P.S.
  + I to P.E.
  +406 on S.D.C.
  PILOT SKILLS (Ground, Air, Water)
  Automobile:
  Manual & Automatic transmission, includes dune bug-
  gies and jeeps. Base Skill: 80%+4% per level of experience.
  Mecha (Battloid only):
  (NEW): Characte" with this skill are taught
  the fundamentals of maneuvering giant BattJoids. All Southern Cros~
  battloids are designed very similarly, so a trained pilot can operate
  any of them. However, the E. B.S.I.S. battJoids and the old Destroids
  operate differently and require separate training (each is a separate
  skill). The training program focuses on piloning, nol combat. Thus,
  mecha combat for battloids must be taken, but it does include all
  Southern Cross non-transfonnable battJoids. Base Skill:
  60% + 5%
  per level of experience.
  Mecha (E.B.S.I.S.)
  (NEW):
  This skill is identical to the one before
  it, but applies to Soviet Battloids only. Base Skill:
  55% + 5% per
  level of experience.
  Mecha Cyclone (NEW):
  This is a separate mecha pilot skill beeause
  of the many unique capabilities and the different "power armor"
  type operation of this man-sized mecha unit. Training focuses on
  transfonnation and piloting, not combat. Thus, Mecha Combat:
  Cyclone must be taken to enjoy the full combat bonuses available.
  Base Skill:
  50% + 5% per level of experience.
  M""ha Destroids (NEW):
  Characters are taught the fundamentals of
  piloting destroids. Usually one specific model and type is learned
  per each skill selection. Only the Deslroid O.C.C. learns to pilot
  all desttoids (with at least three specific types selected as areas of
  expertise). Base Skill:
  50%+5% per level of experience.
  -
  -
  
  ~ Titan Transport (NEW):
  The very special aspects of piloting the
  all-terrain mecha assault unit (a.k.a. GMU) are learned. Base
  Skill:
  40% + 5% per level of experience.
  --
  Mecba Verltecb (NEW):
  The piloting skills required to fly the big
  transformable mecha. Training focuses on the transformation process
  and the strengths and weaknesses of each mode of operation Get,
  guardian and battloid). This skill is generally reserved for the Ver-
  itech Pilot O.C.C. exclusively.
  Base SkDl:
  REF Veriteehs:
  50% +5% per level of experience. RDF Veritechs (VF): 40%+ 5%
  per level of experience. Southern Cross Veritechs: 35% +5% per
  level of experience.
  Mecha: Zentraedi Style Battle Pods (NEW):
  This skill is needed
  to pilot the REF Battle Pods. The operation of these new mecha is
  fairly simple, but very different from the Earth mocha. Only the
  Zentraedi Warriors and Destt'oid Pilota.c.c.s are allowed to select
  this skill. Base Skill:
  50% + 5% per level of experience.
  Mecha Combat:
  Each mecha, the alpha, beta, cyclone, vindicator
  and all the others, has a different weapon system, hand to hand
  aptitude, and personality quirks that make each specific mecha
  unique. Because each handles differently. the pilot must select a
  separate mecha combat skill for each specific mecha type (cyclone,
  alpha, beta, etc.) to enjoy its maximum combat effectiveness
  (bonuses).
  The Hand to Hand Bonuses from Mecha Combat Training list the
  exact combat abilities, damage and bonuses for each mecha. They
  are found at the end ofthis section. MechaCombat is usually reserved
  for mecha pilots. Each specific mecha type, new and old, counts
  as a separate skill selection. Note: [n addition to the specific mecha,
  the veritech pilot can operate all other aircraft style mecha, but only
  at the basic level. The cyclone rider can use all cyclones with equal
  skill.
  Mecha Combat BASIC (NEW):
  Readers will also see a stat block
  for basic mecha combat. These abilities apply to general training in
  mecha combat available to many O.C.C.s. The basic combattraining
  enables the character to use the mecha well, but not quite at peak
  efficiency.
  MiUtary Hover Cycle:
  The practiced skill ofriding the speedy South-
  em Cross hover cycle. Surprisingly, the hover cycle is still fairly
  common on the war tom American continents. Base Skill:
  50% +4% per level of experience.
  Military Hover Vehicle::
  Include a variety of UlIcks and armored
  vehicles that were once the equipment of the Southern Cross. How-
  ever, few ofthese vehicles seem to have survived the invid invasion.
  Base SkiD:
  54% + 4% per level of experience.
  Jet Pack and Space Booster Pack:
  : These are two special items
  that were used by the Annies of the Southem Cross. Both are fairly
  uncommon and require Southern Cross body annor to use. Base
  Skill:
  45% + 5% per level of experience.
  Motorcycle: The practiced skill of riding a motorcycle. Base Skill:
  60% + 4% per level of experience.
  Truck (Small) (NEW):
  Manual or automatic transmission; includes
  pickup trucks, small cargo trucks, vans and trailers. Base Skill:
  60% +4% per level of experience.
  Truck (Large) (NEW):
  These are the manual transmission, eight to
  sixteen-wheeler transport trucks. The biggest of these trucks can
  easily haul mecha (weight capacity -
  60 tons). Base Skill:
  42% +4% per level of experience.
  Tank:
  The piloting of annored assault vehicles; includes annored all
  terrain vehicles, amphibious recon, and other annored heavy vehicles
  and construction vehicles.
  Airplane:
  Includes the old propeller, single and twin engine types.
  Base Skill: 70% +4% per level of experience.
  41
  HeUcopter:
  Includes the small, two- seater observation types; large
  lransponand assault. Base SklU: 60% + 4% perlevel ofexperience.
  Jet:
  Includes the fan-jet. commercial jet and jet fighter. Base SkiD:
  60% +4% per level of experience.
  Lancer Space Fighter:
  Base Skill: 60% + 4% per level of experi-
  ence.
  Space Shuttle:
  Base SklU: 60% + 4% per level of experience.
  Spacecraft (NEW):
  This piloting skill is applicable to all large Earth
  spacecraft, including the Garfish and Ikazuchi carriers. Note: The
  Horizont is considered a space shuttle. Base Skill:
  50% + 5% per
  level of experience. Also adds a + 5% bonus to the Navigation:
  Space skill.
  Boats: Sail Type:
  Base Skill: 80% + 4% per level of experience.
  Boats: Motor Type:
  Large and small (not ships). Base Skill:
  70%+4% per level of experience.
  SPECIAL NOTE:
  The following rules apply to all types of au-
  tomobiles, trucks, vans, motorcyc1esandeven annored vehicles/tanks.
  Special Maneuvers: Conditions and Penalties: Evasive Action:
  Fleeing or dodging another vehicle, obstacle, missile or some other
  attack by moving out of the way. Evasive action often involves
  weaving, zigzagging and sudden turns at high speeds. A successful
  roll means the pilot has successfully dodged out of the way. Skill
  Penally: -15%; pilot/driver can not attack, passengers are - 6 to
  strike in an attack. A failed roll means an ineffective evasive man-
  euver which, in tum, means the vehicle has been struck, blasted,
  and/or the attacker is still hot on his tracks. THREE CONSECU-
  TIVE, successful evasion rolls means the pilot has completely lost
  the pursuer.
  Reverse Driving:
  This is simply driving in reverselbackward. Skill
  Penalty:
  -25% if driving over 65mph, and roll for each tum,
  swerve or evasive action. Pilot can not attack, but passengers are
  only -2 to strike. A faDed roll means a minor collision.
  Stunts:
  Includes sharp turns at high speeds, sudden on-the-dime-
  stops, sudden U-turns at high speeds, propelled leap (such as riding
  up over an incline or Object, sailing 20ft in the air. land and keep
  on going) and similar maneuvers. Skill Penalty: - 25%; lose all
  anacks that melee. A failed roll means the stunt is incomplete and
  serious difficulties encountered. Roll on the following table:
  Loss of Control (Stunt and Sideswipe)
  1·38
  Minor collision; momentarily stopped. Reduce vehicle's S.D.C.
  by v.. Occupants shaken, but okay.
  39-59
  Stunt maneuver botched; reduce speed by half.
  60-80
  Engine or structural problems develop, requiring pilot to pull
  over and stop. Vehicle needs 2-12 hour's worth of repairs.
  81-97
  Collision. Vehicle is totalled; pilot and occupants receive 3D6
  points of damage (subtract from hit points).
  98-00
  Collision/crash; all killed.
  Sharp Curves:
  90 degrees, high speed. Skill Penally: - 10%.
  Sideswipe:
  This maneuver can be used against a stationary object,
  moving vehicle or person. The purpose of a sideswipe is to strike
  another vehicle, object or person with a glancing blow from the
  body of your vehicle. To strike, the swiping player rolls under his
  Pilot skill minus the 20% skill penalty in attempting this dangerous
  maneuver. Note: The target, if controlled by another person, can
  attempt to dodge via "evasive action" or "stunt" driving. Skill Pen-
  alty: - 20%; no other attack possible. A failed roll to sideswipe
  means an automatic miss, and the player must roll under his Pilot
  skill, -20%, to maintain control of the vehicle. If control is lost,
  roll on the Loss of Control Table under stunts. namage from a
  sideswipe is 2D6 for every 20 miles of speed. The sideswipe also
  damages the vehicle, which is equal to '/, the damage inflicted to
  
  the target. Thus, if the sideswipe inflicted 24 points of damage to
  the targel, it would also do 8 points of damage to the vehicle.
  NOle: GM may substitute rules from Road Hogs, the TMNT supple-
  ment.
  SPECIAL NOTE:
  The following rules apply to AU aircraft. Roll
  under your pilot skill for each maneuver:
  Special Maneuvers: Conditions and Penalties: Evasive Action:
  Fleeing or dodging another aircraft, obstacle, missile or other attack
  by moving out of the way, All attacks are lost while engaged in
  evasive action; unless something suddenly flies directly in front of
  the vehicle, and even then the pilot is -4 to strike. Note: This
  tactic will lose any attacker(s), meaning they cannot attack unless
  the altacker(s) engage in a "dog tail" chase. Skill Penalty: -12%
  (no attack possible) Maneuver consumes one full melee. A failed
  roll means an ineffective evasive maneuver, attacker(s} still in strike
  position and/or have struck. The player's attacks are still forfeit even
  though the evasive action failed.
  Tilt Dodge:
  This is a difficult maneuver in which the pilot attempts
  to avoid an attack by quickly tilting or jerking out of the way at the
  last minute. In this way, the pilot can stay on course and continue
  his own attacks (if any). Skill Penally: - 35%; - 2 to strike. A
  failed roll means no dodge, aircraft is hit and takes full damage.
  A tilt dodge can be used to anempt to avoid each individual attack,
  A tilt dodge can not avoid more than one blast from a multiple/simul-
  taneous assault; evasive action is necessary,
  Stunts:
  These are sudden, severe or highly difficult maneuvers, in-
  cluding dives, sharp turns, dead- man's drops (nearly straight down,
  high speed drop), tumbles, summersaults and similar actions. Skill
  Penally:
  - 30%; lose all attacks that melee. A failed roll means
  the stunt is incomplete and serious difficulties encountered. Roll
  percentile dice on the following table:
  1-40
  Engine chokes; stalled out and descending. Must make an
  emergency landing unless the vehicle can be restarted (Pilot
  skill - 25%; can try once every melee). AU attacks are defensive
  only, - 4 to strike.
  41-70
  Stunt maneuver botched; speed and altitude reduced by Ill.
  71·88
  Engine difficulties; forced to make an emergency landing. Re-
  pairs will require 4-24 hours.
  89·00
  Engine and/or vehicle damaged beyond repair; crash inevitable.
  Character must parachute to safety. Optional: Can direct vehicle
  on a suicide crash into an immediate target. Pilot skill, - 20%,
  to strike,
  Emergency Landing:
  Executed when the vehicle or pilot is damaged
  and flight can not be maintained. Skill Penally: - 30%; loses all
  attacks. A failed roll will result in a crash landing, Roll on the
  following table for Crash Landing:
  1-31
  Pilot and/or passengers survive; minor injury.
  32-57
  Crash; pilot and passengers take 5D6 damage.
  58-80
  Pilot and passengers in critical condition/coma, require im-
  mediate, extensive medical treatment. Treat as surviving death
  and coma.
  81-83
  No survivors; vehicle exploded.
  84-00
  Passengers
  survive
  with
  minor
  injury.
  pilot
  dead.
  Op-
  tional: Pilot can opt to parachute to safety rather than attempting
  a landing.
  Shadow:
  Is a maneuver in which the air vehicle pursues another
  vehicle without detection. This is usually done by flying above and
  behind the pursued, using clouds as cover. The pursuer will mimic
  the vehicle pursued in every way, so that they will be thought to
  be a radar shadow or aberration. Skill Penally:
  - 20%; no attacks
  possible without revealing true position and nature. While imitating
  the evasive actions, stunts, and so on of the craft being shadowed,
  roll for each maneuver being copied.
  42
  Dog Tail:
  This is an offensive maneuver in which the pilot closely
  pursues an enemy air vehicle while locked in combat. This is the
  only maneuver that can pursue a vehicle taking evasive action. By
  hanging on the enemy's tail, or "dog tailing:' the attacker can usually
  strike with little or no fear of a counter-strike. Skill Penalty: - 15%; -
  no strike penalty.
  A failed roll means the target has momentarily slipped out of the
  striking range/area. Roll once every other melee to maintain dog
  tail position, or for every evasive or stunt action,
  PILOT RELATED SKILLS
  Navigation:
  Skills in map reading, star charts, course computation,
  following landmarks, and use of navigational equipment. Includes
  air, land and water navigation, as well as piloting by instruments
  alone. Note: Basic mathematics and read sensory equipment are
  required to navigate. BaseSkill:
  60% + 5% per level ofexperience.
  A faHed roll means the pilot is offcourse. Roll 2D6 x 100 for aircraft,
  4D6 x 100 for Veritech Fighters, and 106 x 100 for land vehicles
  to detennine how many milesfk.ilometers they are off course by.
  Roll for every hour that one is off course.
  Navigation -
  Space:
  Basically the same as
  normal
  navigation
  techniques. The only difference is the use of stars, and some of the
  sensory equipment. Base Skill: 60% +5% per level ofexperience.
  Read Sensory Instruments:
  Individuals with this training can main·
  tain, understand, operate, and "read" or interpret sensory data from
  all types ofconventional sensor devices. These devices include radar,
  sonar, motion detectors, surveillance equipment, optical enhance·
  ments, instrument panels and so on. Base Skill:
  40% + 5% per
  level ofexperience, Note:
  Characters without a sensory skillcannot
  understand nor operate air vehicles, radar or detection/surveillance
  equipment.
  Weapon Systems:
  This is the complete understanding of weapor-
  units and systems incorporated in vehicles and Mecha. It include~
  the Battloids, and a vast variety of weapons, lasers, particle beams,
  auto cannons, missile launchers, and so on. Special Bonus:
  + 2
  to strike. This does not include hand-held weapons which require
  individual W.P. training, Note:
  Characters without the weapon
  systems skill will be able to operate them only if skilled in piloting
  that vehicle (like Pilot Mecha or Helicopter, etc.), but they will
  have no bonus to strike and never have the initiative. Base Skill:
  70%+5% per level of experience.
  ROGUE SKILLS (NEW!)
  Concealment:
  Is the practiced ability to hide something on one's
  body or in hand. usually by continually moving it around from hand
  to hand or place to place unnoticed. Objects must be no larger than
  14 inches in height and length and 6 inches in width, and weigh
  10ibs or less. The smaller amI/or lighter the item, such as a knife,
  gem, small sack, scroll, etc., the easier it is to conceal. Larger items
  such as a book, club, statue or other similarly larger and heavier
  objects are more difficult to conceal on one's person for obvious
  reasons. A penalty of - 5% applies to items over 7 inches (remember,
  14 inches maximum) because they are of a marc difficult size, Items
  larger than 14 inches are impossible to conceal. Base Skill:
  20% +5% per level of experience.
  Palming:
  Simply the ability to pick up and seemingly make a small
  object such as a coin, key, playing card, knife, etc., disappear by
  concealing it in one's hand. Adds a bonus of + 5% to pick pockets
  skill. Base Skill:
  25% +5% per level of experience.
  Pick Locks:
  The character knows the methods, techniques and toch
  for picking/opening key, and basic, lumbler type locks. It takes 106
  melee rounds for each attempt to pick a lock. A failed roll means
  the lock holds; try again. Base Skill:
  35% + 5% per level ofexperi-
  ence,
  
  -
  -
  Pick Pockets:
  An ability to remove items from a person without their
  being aware of it. If a pick pocket attempt fails, the item has NOT
  been removed and there is a 67% likelihood of the intended victim
  recognizing the intent of the action. Base Skill:
  30% + 5% per
  level of experience.
  Safe-Cracking:
  Knowledge of various safes, lock boxes and security
  rooms, along with the methods for illegal entry. The character knows
  the methods, techniques and tools for opening ('cracking') tumbler
  and combination type locks.
  It takes one melee round to open a simple combination lock and
  five melee rounds for a complicated safe lock. To open a safe/com-
  plicated tumbler lock, the player must successfully make a skill roll
  (roll under) two out of three times. Failing the roll means that the
  lock holds, but this can be attempted again. Base SkUl:
  50% + 2%
  per level of experience.
  Blowing a safe with explosives requires sophisticated knowledge,
  as well as the following tools: Electric drill, blowtorch, (or laser
  drill), plastic explosives, etc, .. , Roll just once. Failure means the
  safe has been blown shut and cannot be opened without heavy
  machinery. Base Sklll: 60% + 3% per level of experience. Note:
  Must also roll under the Demolitions skill to successfully use and
  detonate the explosives.
  Prowl:
  Same as the physical skill.
  Streetwise (NEW):
  This skill instills an understanding of the darker
  side of city streets and the low-life who roam those streets. The
  character who is streetwise will be able to recognize gang members
  by their dress, symbols and mannerisms; guess at whether they are
  low level gang members or upper eschelon, recognize a brawl situ-
  arion (impending attack), and know some of the more typical gang
  rituals and codes of ethics, as well as likely hangouts.
  Similarly, the streetwise skill will help the character to recognize
  and communicate with fences, criminal arms dealers, bandits and
  other criminal types. These skill abilities are used to avoid trouble
  and dangerous situations more than anything else. Base Skill:
  30% + 5% per level of experience.
  SCIENCE
  Astrophysics:
  Knowledge of stellar astronomy and how it relates to
  nuclear physics, quantum mechanics, relativity, and other explana-
  tions for the creation of deep space phenomena, like quasars and
  black holes. Note: Basic and advanced Mathematics are required
  before taking Astrophysics. Base Skill:
  30% + 5% per level of
  experience.
  Biology:
  Basic understanding of cells, anatomy, physiology, evolu-
  tion and genetics. The character will know the basic use of a micro-
  scope, how to cultivate bacteria and how to classify new organisms.
  Base Skill:
  40% + 5% per level of experience.
  Botany:
  Plants, their catagories and functions, are studied exten-
  sively. Characters will know the basics of cross-fertilization, ger-
  minating and growing experimental plants. Base Skill:
  40% +5%
  per level of experience.
  Chemistry:
  Basic understanding of chemical principles and fonnulae.
  Characters know enough chemical laboratory procedures for analyz-
  ing and synthesizing chemical compounds to be competent assistants.
  Base Skill:
  60% + 5% per level of experience.
  Chemistry - Analytical:
  Chemical engineering theory, useful in the
  analysis of compounds and their practical applications. Characters
  will be highly skilled in the use of laboratory equipment, and can
  analyze and synthesize chemicals. Note;
  Basic and advanced
  mathematics are prerequisites. Base Skill:
  50% + 5% per level of
  experience.
  Mathematics - Basic:
  Includes basic addition, subtraction, multipli-
  cation, division, fractions and algebra. Base Skill:
  80%+4% per
  level of experience.
  Mathematics - Advanced:
  Includes geometry, trigonometry, cal-
  culus and techniques for advanced mathematics. Base Skill:
  64% + 4% per level of experience.
  TECHNICAL
  Computer Operation:
  A knowledge of how computers work, along
  with the skills to operate peripherals like keyboard., printers and
  modems. Characters can follow computer directions, enter and re-
  trieve information, and similar basic computer operations. However,
  this does NOT include programming. Base Skill:
  60% + 5% per
  level of experience.
  Computer Programming:
  Designing, programming, debugging, and
  testing computer programs/software. Note: Computer Operation is
  required
  before
  taking
  computer programming.
  Base Skill:
  40% + 5% per level of experience.
  Demolitions:
  Demolitions provides the person with an advanced
  knowledge in the use and workings of explosives and detonation
  devices for the purpose of blowing up bridges, buildings and sabot-
  age. This includes all types of explosives, such as mines, dynamite,
  plastics, nitro, blasting caps, etc. It also includes a basic understand-
  ing of the strategic placement of mines and booby traps. This will
  increase a character's awareness of suspicious rope, string and wire.
  Base Skill:
  60%+ 5% per level ofexperience. A failed roll means
  a dud; no explosion.
  Demolitions: Disposal (or Explosive Ordnance Disposal):
  This skill
  enables the character to safely defuse unexploded mines, bombs,
  explosive booby traps, dud artillery rounds, dud explosive charges,
  or any other explosive devices. Base SkiD: 60% +5% per level of
  experience. Afailed roll means the item has exploded without warning.
  Photography:
  Taking black and white or color still pictures. Charac-
  ters will know how to load, develop and enlarge film. Base Skill:
  50% + 5% per level of experience.
  WEAPON PROFICIENCIES
  There are two categories of weapon proficiencies (W.P.): Ancient
  and Modem.
  Ancient Weapon Proficiencies:
  Each skill area provides combat
  training with a particular type of weapon. The result is hand to hand
  combat bonuses to strike and parry, but only when that weapon is
  used. Each W.P. counts as one skill. The character may select
  several W.P.s Note:
  Characters without a W.P, CAN use any
  weapon, but without bonuses.
  W.P. Blunt:
  A skill with any type of blunt weapon, including maces,
  hammers, cudgels, pipes, staffs and clubs. Bonuses: + I to strike
  and parry at level one, add another + I to strike and parry at level
  four and + I to parry at level eight.
  W.P. Chain:
  Includes ordinary lengths of chain, mace and chain,
  flail, nunchaku, etc. Bonuses: + 1 to strike at level one, add another
  + I to strike and parry at level four 1 and + I to parry at level eight.
  W.P. Knife:
  Combat skill with all types of knives. Bonuses:
  + I
  to~strike when thrown, level one; + I to strike and parry at level
  two, + l to parry at level five, + 1 to strike at level six and again
  at level nine.
  W.P. Sword:
  Combat skill with large and small swords. Bonuses:
  + I to strike and parry at level oue; an additional + I to strike and
  parry at level four, and again at level eight..
  Modern Weapon Proficiencies:
  These are areas oftraining and prac-
  ticed skill with a particular type of modem weapon. Each W.P.
  counts as one skill. Characters may have several W.P.s Each provides
  a bonus to strike. See the Combat Section for details,
  43
  
  COMBAT TERMS
  COMBAT
  A.R.:
  This is a character's Armor Rating. The A.R. indicates what
  an attacker must roll in order to do damage to the character. Any
  roll of 5 or better will strike a character with no body annor. Charac-
  ters with Artificial Body Armor, metal annar, bullet-proof vests,
  etc., can easily be successfully attacked by rolls falling under the
  artificial armor's A.R., doing damage to the S.D.C. of the body
  armor. but not to the S.D.C. of the defender. Or, by striking above
  the armor's A.R., damage the character's personal S.D.C. and/or -.
  hit points. Example: A defender has a natural A.R. of 5 and is
  wearing body armor with an A.R. of 8. If the attacker rolls 9 or
  better, then damage is done directly to the defender. A roll of 5,6,
  7, or 8, would only hurt the body annor, not the wearer. A roll of
  I. 2. 3, or 4, would totally miss.
  automatic) and a skill bonus of + 2% for prowl, +5% for track
  animals, + 5% to skin animals, and +5% to cook the catch. No
  base skill.
  Skin and Prepare Animal Hides:
  This is the ability to carefully skin
  an animal, large and small, and be able to prepare/preserve/tan its -
  hide for leather or fur. This ability also adds a +5% bonus to the
  sewing skill. Base Skill: 40% + 5% per level of experience.
  Track Animals:
  This skill enables the character to identify an animal's
  tracks, scent, spore and likely habitat. The character can also follow
  the animal's tracks and other signs. This also means he/she can
  estimate how old the lracks are and what direction it headed.
  Tracking humans with this skill is possible, but is done with a
  penalty of - 20%. Base Skill:
  30%+5% perlevel ofexperience.
  t04
  1000r 108
  106
  108
  104
  106 per 10ft
  108 per IOmph
  104
  108 per lOOlbs
  108 per 40ft, and 104 per4mph
  Death Blow:
  An automatic kill. The defender can try to roll with
  death blow by rolling over the attacker's strike. If the defender is
  not kiUed, then the current S.D.C. and hit points are reduced to
  half. This attack is available only under certain conditions.
  Dodge:
  A character dodges by moving out of the way of the attack.
  Dodging always takes up one attack/action per melee round. To
  Dodge, the defender must roll higher than the attacker's strike roll
  on a twenty-sided die.
  Entangle:
  A defender can attempt to trap the weapon or arm of an
  attacker. This is done instead of parrying or dodging, and takes up -.
  one attack per melee. An entangle is successful if the defender rolls
  above the attacker's strike roll. It takes one attack and a roll to
  entangle to keep an opponent's ann or weapon entangled every
  melee round. In order to get free, the entangled opponent must roll
  a dodge against the entangle roll.
  Damage Table (Basic)
  Human Fist
  Human Kick
  Blackjack
  BullWhip
  Thrown SmaIl Objects
  Falling
  CoUision
  Smashingthrough Glass
  Dropped orThrown
  LargeObjects
  WILDERNESS SKILLS (NEW!)
  Archery:
  The practiced use of the bow and arrow and crossbow. The
  archery skill is effectively a weapon proficiency with bow weapons.
  Bonus to strike with bow and arrow/crossbow: + 1 at ftrst level plus
  + I to strike for each additional TWO levels of experience. For
  Example: Level one, + 1; level three, +2; level five, + 3 and so on.
  Role ofFire: Two at level one and ONE for each additional TWO
  levels of experience. For example: Level one, 2 shots per melee;
  level three, 3 shots; level five, 4 shots and so on.
  Bow Trpes and Ranges
  S.D.C. Damage Per Arrow
  Short Bow -
  420ft
  106
  Large Bow (Ionghow) -
  700ft
  1D8
  Compound Bow -
  800ft
  206
  Crosshow -
  700ft
  1D8
  The skill also includes the ability to select the proper wood and
  make a quality how. Base Skill to make a how is 40%+5% per
  level of experience. A failed roll means the bow is poorly crafted,
  is - 1to strike and has a50% chanceofcracking every time it is fired.
  Boat Building:
  Is a great skill that enables the character to build a
  variety of rafts, small rowboats and large flatbed boats and even a
  canoe. A small raft can be made within 106+ I hours if the lumber
  or other suitable materials are available -
  a large raft within 406
  hour.;. A canoe will take 206 days, rowhoats -
  404 days, large
  flatbed hoat -
  104 x 10 days. Time is douhled or even tripled if
  trees must be cut down and wood prepared. Of course, the amount
  of time can also be reduced with several people working on the
  project. Base Skill: 25% + 5% per level of experience. A failed roll
  means the boat has leaks. Try patching it up for 404 hours and try
  again (this time, with a + 10% bonus).
  Carpentry:
  This is a fundamental knowledge of working with wood.
  The character can build chairs, tables, chests, stairs, repair wood
  items and so on. Base Skill:
  30%+5% per level of experience.
  Identify Plants/Fruits:
  This is a skill to recognize the many different
  types of plants and fruits. This is a particularly handy skill when
  gathering herbs, edible mushrooms, and edible fruits and berries.
  Base Skill:
  25% + 5% per level of experience.
  Horsemanship:
  A familiarity with horses, how to ride them and take
  care of them.
  Riding/care/feeding: A fundamental knowledge in the care and
  grooming of horses.
  Recognize quality/breed: The percentile number indicates the suc-
  cess ratio of recognizing the quality (age, speed, health, etc.) and
  breed (race horse, way, riding, etc.) of horses in general.
  Jump:
  The percentile number indicates the success ratio of NOT
  being thrown from the horse when jumping (or backing). Character
  must roll under the percentage to remain in the saddle and in control.
  (+) Plus to parry and dodge: Applies to the rider, not horse. The
  rider gains a combat advantage from height and speed of being
  mounted.
  Charge Attack: Adds + 3 to damage with any ancient weapon,
  - 2 to strike with guns or bow and arrow.
  Horse Attack: Having the horse kick and _rear. Two attacks per
  melee; front legs do 206 damage, rear do 406 damage (S.D.C.).
  Bonuses:
  Attacking while mounted on a horse gives the character
  the advantages of height and speed. Plus + I to parry and dodge,
  +2 to damage (S.D.C.).
  RaiselBreeding Horses:
  This is a fundamental knowledge in the
  raising, training and breeding/mating horses.
  Base Skill:
  40%+ 4% per level of experience. A failed roll means
  the character fails at what he was attempting. Make control rolls
  for difficult moves like charge attacks, leaps, and other sudden
  movements. A failed roll means the rider falls off his mount.
  Hunting:
  A practiced skill at hunting, killing and preparing a variety
  of animals for food or sport. Includes a W.P, Rifle (bolt-action, not
  44
  
  parry two different opponents at the same time. In other words,
  warriors skilled in paired weapons often can do two actions for every
  one of their melee attacks. BUT, every time they use twin actions
  they LOSE their automatic parry.
  Parry:
  A defender can attempt to parry most physical attacks. This
  is done by blocking the attacker's blow with a weapon or hand.
  Characters trained in hand to hand combat can parry without losing
  melee attacks. Bullets and energy attacks cannot be parried!
  Pull Punch:
  The ability to control the force of a hand to hand attack.
  Usually used to reduce the blow to less than killing force. The
  character can choose to half damage, quarter damage, a single point
  or no damage at all. A character must declare a pulled punch. The
  player must roll lIar better on a twenty-sided die; failure means
  full damage is inflicted.
  Roll with Puncb/Fall:
  Hand to Hand combat fighte", can reduce the
  damage from blows and falls by rolling. Ifthe defender is successful,
  then only half damage is taken. Roll with punch/fall does not work
  against energy blasts, bullets, fire, bladed weapons. psionics or
  radiation. Victims must roll higher than the attacker's roll. Falling
  characters must roll a 14 or higher, on a twenty-sided die, to roll
  with the fall.
  Saving Throws:
  Occasionally, characters must roll to save against
  exotic attacks like poison, gas. insanity, psionics, ele.
  Lethal Poison
  J4 or better
  Non-lethal Poison
  16 or better
  Harmful Drugs
  15 or better
  Acids
  No savepossible-Dodge!
  Insanity
  12 or better
  Psionics
  15 or better for non-psionics
  10 or better for psionic
  S.D.C.:
  This stands for Structural Damage Capacity, which is the
  amount of damage an object can absorb before breaking. Living
  creatures also have S.D.C.; it represents their physical resistance to
  damage. All the S.D.C. of a living thing must be reduced to zero
  before the hit points can be affected. Note:
  A cousin to S.D.C. is
  M.D.C. or Mega-Damage Capacity. M.D.C. applies tb Mecha, and
  is explained in the Mecha Combat section which follows shortly.
  S.D.C. Table (Basic)
  Below are the S.D.C. values for a variety of objects. When an
  object's S.D.C. is reduced to zero, it is considered broken. Game
  masters should exercise common sense in applying these values. For
  example, a nonnal human cannot break: through a vault door with bare
  fists, no matter how many times natural twenties are rolled.
  The S.D.C. ofdifferent weapons is applied onlyifsomeone is actually
  attempting to break the weapon. A properly wielded sword can inflict
  or parry many times its S.D.C. On the other hand, using the sword to
  wedge open a door could easily snap it off.
  It is also important to note that the S.D.C. applies to the entire object.
  A bullet can penetrate many objects with only a small fraction (about
  2%) of S.D.C. loss. For example, if a bullet punching through an
  exterior brick wall hit a target, it would inflict normal damage minus
  the 4 points of S.D.C. it wasted getting through the wall.
  Hand to Hand Combat:
  Fighting skills that provide the charactc",
  with attacks per melee. bonuses, and techniques. Characters without
  combat training haveonly one attack per melee and havenoautomatic
  chance to parry.
  -
  Hit Points:
  This is the number of points of damage a character can
  take before dying. Characte", don't lose hit points until their S.D.C.
  is down to zero. A charncter's base hit points is the P.E. plus ID6.
  Another 1D6 ofhit points is gained every time the character advances
  an experience level. Lost hit points are not recovered without medical
  attention.
  Initiative:
  Whoever gets to attack first is considered to have the Initia-
  tive. Initiative is automatic in sneak attacks and long range attacks.
  In most other cases, each opponent rolls a twenty-sided. highest roD
  gets the initiative. Rolling for initiative takes place at the beginning
  of each melee round of combat.
  Kick Attack:
  This is a karate-style kick. It is a normal attack that
  does 1D4 damage for the untrained. or higher with band to hand
  skills. Anyone trained in hand to hand combat can do a kick attack.
  Knockout/Stun:
  Anyone hit by a knockout or stun attack will be
  temporarily incapacitated. The victim is not necessarily unconscious,
  just dazed.
  Jump Kick:
  A Jump Kick is performed by leaping completely off
  the ground and attempting to land foot-first on an opponent. Jump
  Kick can be used only by those skilled in hand to hand martial arts.
  The advantage of a jump kick is that it works as a critical strike
  and doubles the nonnal damage inflicted. The disadvantage of a
  jump kick is that no other attack may be performed in that melee
  round (all attacks for that melee are used up in the kick). The jump
  kick must be the character's first attack of that melee round. For
  the rest of the melee round, the character can only parry, dodge or
  move into position.
  -. Leap Attack:
  An airborne assault where the weapons or fists are
  wielded in mid-leap. A leap attack must be made only at the begin-
  ning of a melee round and, like the jump kick, uses up all attacks
  for that melee. Usually, only a single strike can be made during a
  leap attack. However, if two opponents are close together, the at-
  tacker can leap between them and strike both of them at the same
  time; roll to strike for each character. After the leap, the character
  may not attack again until the next melee round, but can parry or
  dodge or move into position. Automatic parries work in mid-leap,
  but dodges are impossible. A successful leap attack is a critical
  strike and does double damage.
  Long-Range Attack:
  By using a long-range weapon from a distance,
  an attacker can perfonn an undetected first strike. Provided the
  attacker is not seen, the defender automatically loses initiative and
  may not dodge the flIst attack that melee round.
  Melee or Melee Round:
  Exactly 15 seconds. The segment of time
  combatants have to strike, counter and/or return strike. Generally,
  playing characters have two or more attacks per melee.
  Multiple Attackers:
  Takes place when an opponent is faced by more
  than one attacker. Characters with hand to hand combat skills can
  attempt to parry any attacks within their line of sight. The defender
  from multiple attackers can strike at only one target at a time (see
  leap attack for a rare exception).
  Natural Twenty:
  This is the result of 20 when rolling a twenty-sided
  die. A strike with a natural twenty will always be a critical strike.
  If someone with a strike bonus of +2 rolls an 18, then they have
  an attack roll of 18 plus unnatural bonus modification; NOT a natural
  -.
  twenty. and it is not a critical strike. A natural twenty beats all other
  rolls and can only be parried or dodged by another natural twenty.
  Paired Weapons:
  Certain kinds of weapons. such as Sais, Nunchaku.
  knives, clubs and swords, can be used as paired weapons. Users of
  paired weapons can strike and parry simultaneously, can do twin
  strikes against a single target or against a pair of targets, and can
  45
  Box, Cardboard
  Box, Wood Shipping Crate
  Box, Metal Shipping Crate
  Car, Compact
  Car, Luxury
  Car, DoorOnly
  Car, Windshield Only
  Door, Interior Wood
  Door, ExteriorWood
  Door. Metal Grill
  Door, Solid Metal
  2S.D.C.
  12S.D.C.
  48S.D.C.
  250S.D.C.
  450S.D.C.
  150S.D.C.
  looS.D.C.
  100S.D.C.
  170S.D.C.
  350S.D.C.
  6OOS.D.C.
  
  Door, Metal Safe
  Door, Bank Vault
  Handcuffs, Regular
  Handcuffs, Heavy
  Lock, Common Latch
  Lock, Dead Bolt
  Lock, Heavy Padlock
  Motorcycle
  Truck, Medium Sized Pick-up
  Truck, Half-Ton Pick-up
  Truck, Freight Hauler
  Wall, Interior Plaster
  Wall, Exterior Wood
  Wall, Exterior Brick
  Wall, CinderBlock
  Wall, Reinforced Concrete
  Weapon, Hard Wood
  Weapon, Metal Sword
  Weapon, Small Pistol
  Weapon, Assault Rifle
  Weapon, Artillery Piece
  Window, Ordinary Glass
  Window, Plexiglass
  8ooS.D.C.
  5000 S.D.C.
  60S.D.C.
  120S.D.C.
  4OS.D.C.
  looS.D.C.
  75S.D.C.
  looS.D.C.
  450S.D.C.
  550S.D.C.
  650S.D.C.
  120S.D.C.
  150S.D.C.
  2ooS.D.C.
  3OOS.D.C.
  4OOS.D.C.
  4OS.D.C.
  looS.D.C.
  35S.D.C.
  75S.D.C.
  15OOS.D.C.
  20S.D.C.
  35S.D.C.
  HAND TO HAND: BASIC
  Level
  J
  Two attacks per melee;
  +2 to pulUroll
  with punch,
  fall or impact.
  2
  + 2 to parry and dodge.
  3
  Kick attack does ID6 points damage.
  4
  One additional attack per melee.
  5
  + I to strike.
  6
  Critical strike on an unmodified roll of 19 or 20.
  7
  +2 to damage.
  8
  Judo-style
  body
  throw/flip;
  does
  ID6
  damage,
  and
  victim loses initiative and one attack per melee.
  9
  One additional attack per melee.
  JO An
  additional
  +2
  to
  pull/roll
  with
  punch,
  faU
  or
  impact.
  II An additional + I to parry and dodge.
  12 An additional + 1 to strike.
  13 Critical strike or knockout from behind.
  14 An additional +2 to damage.
  15 An additional attack per melee.
  HAND TO HAND: EXPERT
  Simultaneous Attack:
  Instead of defending with a parry, dodge or
  entangle, a character can choose to do a simultaneous attack. In this
  case, the character does not defend ("Go ahead, hit me; I can take
  it!") and simply attacks in response. The advantage ofasimultaneous
  attack is that neither opponent can parry. dodge or entangle. In all
  probability, both will take damage. Exception:
  An opponent with
  paired weapons can engage in simultaneous attack (with one weapon)
  AND parry (with the other), OR, both the paired weapons can be
  used to strike with NO parry.
  Sneak Attack:
  An attacker may lie in wait (ambush), attack from
  behind, or sneak up (prowl) on an opponent. If the foe does not
  discover the attacker, then the sneak attack is-successful. The sneak
  attacker always has initiative, and the defender is not able to parry
  or dodge the sneak attack.
  Strike:
  Anyone attempting to hit an opponent must roll to strike. As
  with all combat rolls, aroll to strike is made with a twenty-sided die.
  Throw:
  Simply, this means throwing a weapon. Rolling to throw is
  exactly the same as rolling to strike, except that there are different
  bonuses per weapon type. See Weapon Proficiency.
  NOTE:
  A character may use ANY type of weapon, but gets no combat
  bonuses, such as strike or parry, unless he has a Weapon Proficiency
  (W.P.) in that panicular weapon. This applies to modem and ancient
  weapons.
  DETERMINING PHYSICAL
  S.D.C. FOR CHARACTERS
  Each a.c.c. provides a base physical S.D.C. from training. They
  are as follows:
  Veritech Pilot: 20
  Cyclone Rider: 40
  Military Specialist: 25
  Bio-Maintenance Engineer: 20
  Destroid Pilot: 25
  Field Scientist: 30
  Communications Engineer: 20
  Additional physical S.D.C. can be gained from physical skills such
  as Boxing. All S.D.C. points are accumulative.
  46
  Level I
  Two attacks per melee;
  +2 to
  pull/roll
  with punch,
  fall or impact.
  2
  +3 to parry and dodge.
  3
  + 2 to strike.
  4
  One additional attack per melee.
  5
  Kick attack does 1D6 damage.
  6
  Critical strike on an unmodified roll of 18, 19 or 20.
  7
  Paired weapons.
  _
  8
  Judo-style
  bo<jy
  throw/flip;
  does
  1D6
  damage,
  and
  victim loses initiative ~nd one attack.
  9
  One additional attack per melee.
  10 +3 to damage.
  11 Knockout/stun on an unmodified roU of 18. 19 or 20.
  12 An additional + I to parry and dodge.
  13 Critical strike or knockout from behind (triple
  damage).
  14 An additional attack per melee.
  15 Death blow on a~roll of natural 20.
  HAND TO HAND:
  MARTIAL ARTS
  Level 1
  Two
  attacks per melee; + 3
  to
  pull/roll
  with punch,
  fall or impact.
  2
  + 3 to parry and dodge; + 2 to strike.
  3
  Karate-style kick does 1D8 damage.
  4
  One additional attack per melee.
  5
  Jump kick (critical strike).
  6
  Critical strike on an unmodified roll of 18, 19 or 20.
  7
  Paired weapons.
  8
  Leap attack (critical strike).
  9
  One additional attack per melee.
  10 JUdo-style body throw/flip; does
  ID6 damage,
  victim
  loses initiative and one attack.
  ...-...
  II An additional +4 to damage.
  12 An additional +2 to parry and dodge.
  13 Knock-ouUstun on an unmodified roll of 18, 19 or 20.
  14 An additional attack per melee.
  15 Death blow on a roll of a natural 20.
  
  MODERN
  WEAPON PROFICIENCIES
  The original system for modem weapons presented in Heroes Unli-
  -
  mlted and Teenage Mutant Ninja Turtles & Other Strangeness con-
  sist of fairly accurate and effective rules. However, they tend to bog
  down the speed of play with numerous dice rolls for damage and time
  detennining how many rounds fired actually strike. I've since developed
  a quick playing, alternative set of rules, which appears for the first time
  in a formal, large press publication. (The same rules saw print earlier
  this year in a special, promotional pamphlet). Game masters should
  feel free to substitute these rules, if they prefer, with those from the
  previously mentioned game books or even those from the Revised
  RECON. All are modem weapon rules that would work just as well
  in ROBOTECH~.
  Weapon Proficiencies (W.P.) are areas of training and practiced
  skill with a particular type of weapon, such as revolver orsub-machine-
  gun, This skill provides special bonuses to strike. when using that
  weapon. Do nol add this strike bonus to your character's hand to hand
  or Mecha combat skill bonuses to strike.
  Weapon Proficiencies provide the following bonuses:
  Aimed:
  + 3 10 strike.
  Burst:
  + 1 to strike.
  Wild:
  N.o bonus or penaltv.
  Training also enables the character to easily reload, disassemble,
  unjam, clean and otherwise maintain the weapon. Recognizes
  weapon quality -
  30% at level one and +6% per each additional
  level of experience. Add a bonus of + I to strike for every THREE
  levels of experience beyond level one. When firing a weapon, there
  are three main modes orcategories ofattack: aimed. burstor wild.
  -AIMED
  An aimed shot means a person takes the time to carefully aim and
  squeeze off one well placed shot. Each individual shot takes one full
  attack. Thus, if a character has four attacks per melee he/she can shoot
  FOUR aimed shots. This applies to all weapons. Roll to strike for each
  shot.
  Bonus to Strike is +4 with a revolver or +3 for all others.
  BURST
  A burst is the shooting of several rounds, one immediately after
  another. Aim is more hasty and the recoil moves the weapon with each
  shot,
  reducing
  the
  accuracy.
  Semiautomatic/automatic
  weapons,
  machineguns and sub-machineguns are designed for burst firing. The
  concept is that, while accuracy is reduced, the odds of hitting one's
  target with multiple rounds is increased because more shots are fired.
  Bonus to Strike is + J with all weapons.
  Note: Roll to strike once to see if the entire burst hits. Do not roll for
  each individual bullet. If the burst misses its target, then all the rounds
  in that burst miss.
  Short bursts fire 20% of the entire round magazine; i.e., 30 round
  magazine -
  6 rounds/bullets are fired. Damage:
  Roll the nonnal
  damage dice for ONE round x 2. Uses up one attack. Can be fired at
  only one target.
  Long bursts fire 50% of the entire round magazine; i.e., 30 round
  magazine -
  15 rounds/bullets are fired. Damage:
  RoB the nonnal
  damage dice for ONE round x 5. Uses up one attack. Can be fired at
  only one target.
  ,.,.......,
  Entire magazine:
  Shooting off the entire clip/magazine within a
  melee round is possible. 100% of the rounds are fired. Damage:
  Roll
  the normal damage dice for ONE round x 10. Uses up two attacks that
  melee. Can be fired at only one target. Machineguns are the only
  exception to this rule.
  47
  Spray:
  Shooting a burst at several targets at once is possible, but
  is the same as shooting wild. You must fire a long burst or an entire
  magazine in order to spray. See shooting wild.
  SHOOTING WILD
  Shooting wild occurs when a trained character shoots without taking
  time to aim. This usually applies when the person is blinded, angry,
  running, rolling, leaping, shooting from a moving vehicle, etc.
  Bonus to Strike:
  With a W.P., there is no bonus or penalty; with no
  W.P., the person strikes at -6. Long bursts or the entire magazine
  must be fired. Counts as two attacks. Can be fired at one target or in
  a spray. Damage for shooting wild at one target:
  Roll normal damage
  dice for ONE round X 2. Roll once to strike with the wild burst. Hitting
  an innocent bystander is a real possibility when shooting wild; 20%
  chance. Roll for each wild burst ftred. Damage is the normal damage
  from one round (a wild shot).
  Spraying an area with bullets can be dangerous and is considered
  to be shooting wild. The object of a spray is to hit several targets
  simultaneously. First, roll once to determine if you strike the target
  area; 1020; 5 or higher strikes as usual. Then roll 104 to detennine
  how many individual targets are struck within the target area. However,
  each target gets a roll to dodge to avoid getting shot. Damage is the
  nonnal damage from one round. Hitting an innocent bystander is even
  more likely; 50% chance. Damage is from one round (a wild shot.)
  Bursts or Sprays from a machinegun are different only in the
  number of rounds fired, targets struck, and chance of hitting a bystander.
  Machineguns have a much greater ammunition capacity, so they do not
  have to empty the same percentage of their entire clips.
  Short burst/one target:
  10% of TOunds/magazincj inflicts normal
  round damage x 2. Counts as one attack.
  Short burst spray:
  10% ofrounds/magazine; inflicts nonnal damage
  from ONE round, hits 104 targets.
  Long burst/Doe target:
  30% of rounds/magazine; inflicts normal
  damage x 5. Counts as one attack.
  Long burst spray:
  30% of rounds/magazine; inflicts normal damage
  from ONE round, hits 108 targets. Counts as one anack.
  Empty the entire magazine/one target:
  All rounds fired; inflicts
  normal round damage x 20. Counts as all melee attacks/one full melee.
  Empty the entire magazine in a spray:
  All rounds fired; inflicts
  nonnal round damage x 2, hits 208 targets. Counts as ALL melee
  attacks/one fun melee. Chance of hitting innocent bystanders is 70%.
  A Special Note About Shotguns:
  Shotguns can fire once or twice per melee (double- barreled). It can
  fire both rounds simultaneously or one at a time. Buckshot scatters,
  and will strike the specific target plus ID4 others within its blast area
  (approximately a 15ftJ4.6m area).
  Note:
  Conventional Weapons will do absolutely NO DAMAGE to
  Mecha or mega-structures (M.D.C.), even if the combined damage
  from a burst is over 100 S.D.C. Only weapons that inflict mega-damage
  (M.D.) can damage a mega·structure.
  No Weapon Proficiency means the characler shoots without bonuses
  to strike.
  W.P. Gallant H~90:
  This is a separate weapon proficiency because
  of its unique multi-configurations, and damage capabilities.
  W.P. Cyclone Weapon Systems:
  This skill is exclusive to the cyclone
  rider O.C.C. and gives the character a + I bonus to strike when
  using any oftbe standard cyclone weapons. They include the CADS-
  t Saber system, EP-37 60mm beam cannon, EP-40 rocket cannon,
  RL-6 rocket cannon, GR-97 forearm missile launcher, GR-l03 mini-
  missile launcher and missile launcher sidecar.
  W.P. Heavy:
  Includes the use ofgrenade launchers, rocket launchers,
  the RL-6 rocket cannon, and other bazooka-like weapons.
  
  - .
  --..
  MECHA COMBAT RULES
  The following are the rules that are used when playing mecha. You
  will find that the basic rules are only minor modifications afthe standard,
  Palladium Books' combat rules just described. The use of giant war
  machines requires some special considerations, modifications and
  clarification.
  WHAT IS MECHA?
  Mecha is the term used to describe the giant, robot, battle annor.
  and machines used by the humans and Zentraedi aliens. Generally.
  Mecha are giant. robot-like constructions or annored battle suits. that
  respond to the pilot's every movement as if the construction was an
  extension of his or her own body. Weapon systems, such as lasers,
  auto cannons and missile launchers, are built directly into tbe Mecha,
  providing the pilot with more firepower than a dozen tanks.
  Examples of Mecha include: The Veritech Fighter. which can trans-
  form~ DestroidsIBanloid,s and Zentraedi Battle Pods and Power Annor.
  For game purposes, the giant sized Zentraedi, 40 to 60 feet tall, will
  be regarded the same as Mecha in combat.
  RESOLVING COMBAT
  The basic stepsofresolving combat are essentially unchanged. Players
  must still determine initiative, roll to strike, defender may parry or
  dodge, damage is detennined, defender may attempt to roll with the
  48
  punch or impact. These are always the basic combat actions. See the
  previous combat descriptions for details. What follows are modifica-
  tions, additional details. and conditions as they apply to Mecha.
  MEGA-DAMAGE, S.D.C. & M.D.C.
  It is crucial that players clearly understand the concept of Mega-Dam-
  age and Mega·Damage Capacity (M.D.C.). Basically, M.D.C. indicates
  a super tough armor or physical structure. A structure so tough, that
  nonnal weapons will not damage it. To damage Mega-Damage Capacity
  (M.D.C.) structure you must use something that jnflicts Mega-Damage
  (M.D.).
  Consider this example with a contemporary M.D.C. structure we all
  recognize, a tank. There you are, sitting inside a tank:; a powerful,
  heavily armored (M.D.C.) weapon. A kid walks up to your tank and
  begins to bounce a hard rubber ball against the hull of the lank. He
  can do this all day long without damaging the tank in the tiniest way.
  The kid picks up a rock and throws it, hard, against the tank. Again, __
  no damage is done other than a tiny nick in the paint. Now, poundin~
  with all his might against the hull with a baseball bat, the kid is scuffing
  the daylights oul of the paint job, but still does no damage. Yel, all of
  these items could affect and damage most items with a normal Structural
  Damage Capacity (S.D.C.).
  
  All Meeha possess a design element, protoculture, which creates a
  ".....
  symbiotic link between the pilot and the machine. This symbiotic re·
  lationship enables the Mecha to respond with almost human reflexes,
  agility, dexterity and mobility. No, the Mecha does not have an I.Q.
  or will of its own, but the piLofs physical abilities to strike, parry,
  dodge, roll and attack, do combine with the Mecha which can effectively
  double all hand to hand combat abilities.
  -
  You're still sitting in your tank when somebody waltzes up and lets
  go with a .357 Magoum at point-blank range. The bullets bounce off
  the tank's armored huH, leaving only large gouges in the paint and
  scratched armor. No damage is done. His two buddies whip out an Uzi
  sub-machinegun and an M~16 assault rifle, and spray the tank with a
  hail of bullets. The combined attack must number into the hundreds of
  S.D.C. damage. But the tank's hull is undamaged because it is super
  tough ... M.D.C.! Normal weapons, even when combined, can not
  damage a mega-structure. Only a weapon that intlicts mega-damage
  (M.D.) can harm the tank.
  A car skreeches to a halt 60ft away. Two men with a heavy duty
  bazooka take cover behind their compact car. Now the tank is in trouble!
  Why? Because the bazooka is a mega-damage weapon. You think:
  "Who are all these lunatics in this example and why are they beating
  on my tank?!?" COMBAT:
  Playerofthe tank pilot rolls a twenty-sided
  die (1020), the pLayer of the bazooka team does likewise, to determine
  initiative. The high roll goes to the bazooka team; they have initiative,
  which means they strike first. Again, a 1D20 is rolled, this time to
  strike. A seyen is rolled. Since the tank is too large and too slow to
  dodge the bazooka team shoots and successfully strike and do damage.
  If the tank is lucky. it will take minimal damage (8 low damage roll).
  lfunlucky, the shell will inflict severe damage (a high roll ofdamage).
  The tank is damaged, but can still operate because the total M.D.C.
  has not been depleted. As the bazooka team gets ready to fife another
  shell, it's the tank's turn to strike/counterattack.. It aims, and the cannon
  is fired at the compact car the two men are hiding behind. The car has
  a Structural Damage Capacity (S.D.C.) of 300 and an Armor Rating
  (A.R.) of 6. However, the tank's cannon inflicts mega-damnge, so the
  Annar Rating does not apply. A successful roll to strike is quickly
  followed by a damage roll. The roll is low. A measly 4 M.D. points.
  The car is a burning mass of twisted metal. Why? Because the 4 M.D.
  points of damagc are equal to 400 S.D.C. The car is destroyed.
  Quick Mega-Damage and M_D.C- Reference Chart
  •
  I M.D. Point equals approximately 100 S.D.C. points.
  •
  I M.D. Point equals 100 Hit Points.
  •
  Annor Ratings do not apply when up against a weapon that inflicts
  mega-damage. This is always true!
  •
  Normal weapons do absolutely no damage to mega-structures
  (M.D.C.), even if the total damage is over 100 S,D.C.
  •
  Only weapons that do M.D. can damage M.D.C.
  Also See Mega-Damage and M.D.C. explainatiofl in the beginning of
  tile book.
  ARMOR RATING
  Armor Ratings do not apply to Meeha or Mega-Damage Capacity
  (M.D.C.). Either you strike and do damage, or you miss.
  Annor Ratings apply only to conventional combat and S.D.C. AnnOT
  ratings do not apply when struck/attacked by a weapon that inflicts
  mega-damage. Of course, one can always attempt to dodge or roll with
  an attack to avoid or minimize damage.
  DETERMINING THE NUMBER OF
  ATTACKS PER MELEE AND
  COMBAT BONUSES
  49
  This is how it works. Players will find two skills that exclusively
  determine the Mecha's numberofattacks:
  I) The pilot's normal, hand
  to hand combat skill, and 2) The pilot's Mocha Combat skill. Simply
  combine the number of attacks gained from each skill. The total number
  indicates the total attacks per melee possible. Most first level pilots,
  with both skills, will have a total of FOUR attacks per melee.
  The same is done to delermine lhe piloJ'slMecha combal bonuses to
  strike, parry, dodge, elc. This means, if the pilot has a +2 bonus to
  dodge in Hand to Hand Combat and a + 1 bonus to dodge in Mecha
  Combat, the two are added together for a total of + 3 to dodge. Note:
  Attribute bonuses are also applicable and are added to the total bonus
  to strike, parry or dodge.
  The combining of number of atlJlcks and combat bonuses apply
  ONLY when piloting Mecha! When outside of the massive battle
  armor, the pilot must rely exclusively on his or her Hand to Hand skills
  and not the combined abilities of the two skills. Why? Because the
  Mecha Combat skill is not a physkal training, but a mechanical profi-
  ciency which relies on eyeJhand coordination, reflex and dexterity as
  they relate directly to the Mecha. The Mecha Combat skill does not
  build physical strength, endurance or combat techniques.
  Unskilled Characters and Mocha
  If the pilot has only the normal, hand to hand combat skill, Ihose
  are the exact abilities that apply to the Mecha in combat. There are NO
  additional bonuses added. A first level character will usually have two
  attacks per melee.
  If the pilot does
  ~ot have normal hand to hand combat, but does
  have Mecha combat, then heJshe possess all of those combat skills and
  bonuses. Nothing more. A first level character will usually have two
  attacks per melee.
  If the pilot does not have hand to hand combat training nor Mecha
  combat, he or she is limited to one auack per melee and no special
  bonuses. Note:
  If the character has any physical attribute bonuses
  they are transferred to the Mecha.
  WEAPON SELECTION
  The Mecha pilot usually has several modes of auack available to
  him. These may include lasers, machineguns, grenade launchers, mis-
  siles and hand to hand combat. Weapons or modes of auack, can be
  used in any combination. You are limited only by the number ofattacks
  per melee and possible, payload and rate of fire restrictions. For exam-
  ple: a character piloting a Gladiator has five attacks per melee. The
  character fires a volley of four missiles (attack # I), fires its top laser
  turret (attack #2), fires a long burst from its auto cannon (attack #3),
  followed by another long burst from its auto cannon (attack #4), and
  punches the zentraedi Battle Pod which has just lunged out from around
  the corner (attack #5). All this in one melee round or 15 seconds.
  Wait a minute, you say. This character has FIVE 3uacks, but, in the
  example he fires a volley of four missiles and then continues to attack
  four more limes. Isn't that EIGHT attacks. NOj and here's why.
  VOLLEYS & BURSTS
  One volley or one burst counts as O'le (lNack, even if a dozen, yes
  12, missiles are launched. How? Because it requires only one attack/ac·
  tion to fire several missiles or rounds, simultaneously. at one specific
  target. Roll to strike and dodge as usual.
  Disadvantages
  l.
  The entire volley or burst must be directed at ONE specific
  target. The character can not divide a volley or burst between
  several targets. To auack more than one target the pilot must take
  time to aim and fire at each, which means each is a separate attack
  that melee. For Example: A Veritech Fighter is up against four
  Zentraedi Battle Pods. The pilot decides to launCh four of his 12
  
  missiles at olle Battle Pod. That's one attack, leaving three more
  that melee. He can not fire the four missiles simultaneously at all
  four of the Pods. To strike all four Pods, the pilot must fire at
  each, individual Pod separately. However, this will take up all
  four of the pilofs attacks that melee.
  2.
  Must roll to strike for the entire volley or burst, as if it were
  one unit. This generally means that the entire volley or burst,
  either strikes and does multiple damage (roll for each missile in
  the volley) or the entire volley misses, doing no damage at all. Do
  not roU to strike for each, individual missile or round. Also see
  Missiles for related combat data.
  3.
  Continuous nre of bursts can often be maintained for the entire
  melee. While the fuJI melee burst counts as one attack and does
  significant damage, that panicular weapon can not be used against
  any other targets for that full melee.
  4.
  Payload:
  Volleys and bursts usually deplete a limited number of
  missiles or rounds quickly. Once the payload is expended, the
  weapon is temporarily useless.
  Note:
  Unless limited by volleys, bursts or other, listed restrictions,
  the same weapon can be fired repeatedly in the same melee or in tandem
  with others.
  HOW TO STRIKE
  The procedure for ascertaining a strike is unchanged. The attacker
  rolls a 20 sided die (1020). A roll of I, 2, 3, or 4, is an automatic
  miss. A roll of 6 or higher is a strike/hit.
  The only way a target can avoid being struck is by dodging out of
  the way or parrying the attack. if possible.
  Remember, Annor Ratings (A.R.) do not apply to Mecha, or when
  up against weapons that inflict mega.damage (M.D.).
  .
  STRIKE BONUSES
  Bonuses to strike can be gained by skills, such as hand to hand
  combat and/or Mecha combat and/or from a high Physical Prowess
  (P.P.) attribute. All bonuses are accumulative. Remember, bonuses
  from Mecha combat apply only when Mecha is being piloted.
  CRITICAL STRIKE
  A critical strike occurs when a player with hand to hand combat skill
  makes an extremely high die roJl to strike without the aid of bonus
  modifiers. An unmodified "natural" 20 is always a critical hil, regardless
  of hand to hand training.
  Critical strikes do double damage. Optional damage tables have been
  provided for additional side effects from critical strikes. Their inclusion
  in the game is up to the OM and/or players.
  CLOSE PROXIMITY
  STRIKE BONUSES
  Technological advances have made war a long- range affair, with
  soldiers ftring missiles at opponents 20 miles away, who appear, as
  tiny blips on a radar screen. However, the creation of battle armor,
  such as the Veritech Fighter, Destroids and Battle Pods, has restored
  the strength of the infantry, making close range combat possible. Thus,
  if opponents are within close proximity of one another (within 500ftJ
  152m), they gain a bonus of + 1 to strike. This bonus applies to all
  combatants, skilled and unskilled, using weaponry or hand to hand
  combal with Mecha. It does not apply to normal hand to hand combat
  among humans.
  50
  CALLED SHOTS
  A character may attempt to shoot a specific target or area. This is
  done by clearly stating what the exact target is before the roll to strike
  is made. Once the shot is "called", the player rolls the usual 1020 to ..-..
  strike. A successful roll, above a 12, hits exactly whatever the intended
  target was, unless the opponent dodges.
  Called shots can be an important strategy enabling characters to
  disable Mecha rather than destroy the whole unit. This means a character
  can destroy specific targets on Mecha and vehicles, such as radar anten-
  nas, weapon barrels, sensors, mechanical legs, arms, etc.
  Note:
  Any shot which is not called will strike what is identified as
  the main body of the Mecha or vehicle. The main body is the largest,
  bulldest pan of the target and most likely to be hit. If a player calis
  his shot, but misses by rolling under 12, but above 4, he/she still strikes,
  but hits the main body instead of the specific, "called" target.
  I avoid random hit location tables because r feel the randomness is
  too flukey and unrealistic.
  TO ROLL WITH A PUNCH,
  FALL, OR IMPACT
  This is a saving throw of sorts, or a second dodge, to minimize
  damage. Players of Heroes Unlimited will already be familiar with this
  rule. It is much like the hand to hand combat rule. In this case, if the
  player fails his dodge to roll and is about to be hit by a missile(s), he
  has a sort of second dodge or saving throw, where Ihe character tries
  not to resist the explosive impact and rolls with it. A successful roll
  with impact works like a dodge. The player must roll 1020 and match
  or better the roll (0 strike. A success means the character suffers only
  half damage. A failed roll means a direct hit doing full damage. In
  ROBOTECH nI
  , a character can roll with the impact from explosive ,,-
  missiles, punches, body blocks. falls. and similar impact damage.
  You can not roll with the impact of attacks from auto cannons,
  machineguns, energy weapons, or plasma/napalm missiles.
  THE DODGE
  The dodge for Mecha is identical to its hand to hand counterpart.
  The defender must roB a twenty-sided die (I 020), and match or better
  his attacker's roll to strike. A successful roll means he has moved out
  of the way and takes no damage. A failed roll means the dodge was
  not a success and the character is hit, taking full damage.
  As Mecha pilots, there are some new situations that effect one's
  ability to dodge. They are as foilows:
  DODGING THE BIG GUNS
  Pilots of fast moving vehicles, like jets, and Mecha, like Veritech
  Fighters and Zentraedi Battle Pods, can dodge the massive energy beams
  and cannon blasts from starships. Since these weapons are designed to
  strike and destroy large targets, such as massive starships, space stations.
  and even planets; small, mobile vehicles can avoid them with relative
  ease.
  Veritech Fighters, Jets and Zentraedi Pods are +6.
  All other Mecha and Helicopters are + 2 to dodge.
  MISSILES
  -
  In translating Japanese text about the Macross T.V. Series, we un·
  earthed a wealth of specific names and numbers for missiles, like the
  OH·30 or GA-95. It seems the Japanese love 10 name everything.
  Unfortunately, hard data regarding range and type of warhead was
  limited to short, medium, long, and nuclear or "many". Meanwhile,
  
  the producers of the English language,
  ROBOTECH~ T.V. series
  (adapted from the Japanese Macross). have added specific labels to the
  missiles, such as reflex, proton torpedo, plasma torpedo, and so on.
  To avoid mass confusion, I have broken the missiles into basic, generic
  -
  types and ranges. This method maintains the integrity of both versions
  of the animated series and satisfies all game requirements.
  The descriptions of war machines in !.his game, such as the Veritech
  Fighters, Deslroids, Zentraedi Pods and war vehicles, will specifically
  state if they can launch missiles. It will also denote the type of missile
  as short, medium, or long range. In some cases, a Mecha or vehicle
  can fire two types of missiles, such as medium and long range. Under
  each range category you will find a selection of specific types of
  warheads, such as high explosive. fragmentation, plasma, reflex, and
  so on. Not all missile warheads are of a destructive nature and can be
  smoke, tear gas or chemical (i.e. fire retardent. and knockout gas).
  Mecha and vehicles can fire one warhead type, or any combination of
  missile types, as long as they are listed under the appropriate range
  category.
  STRIKES: GUIDED MISSILES
  DAMAGE FROM MISSILE STRIKES
  Direct hits do full damage. A volley of missiles inflicts full damage
  from each and every missile in the volley.
  Near misses do half damage. There are two ways one can take
  damage from a near miss. The First is by being within the blast radius
  of the target struck by a direct hit. For example: Your companion,
  standing 10ft away, is hit by a high explosive missile with a 30ft blast
  area. He takes full damage from a direct hit, but you are also caught
  in the blast because you were standing too close together. Fortunately,
  your character takes half damage since he was not caught directly in
  the blast. Damage can be reduced by half again if the player makes a
  successful die roll to "roll with punch, faU or impact".
  The Second way one takes half damage from a near miss is by
  successfully "rolling with the punch, fall or impact" of the attack. In
  this case, the player fails his dcxlge roll and is about to be hit by a
  missile(s). However, he has a sort of second dcxlge or saving throw,
  where the character tries not to resist the explosive impact and rolls
  with the impact. A successful roll with impact works just like a dodge.
  The player must roll ID20 and match or bener the roU to strike. A
  successful roll means the character suffers half damage. A failed roU
  means a direct hit doing full damage.
  DODGING GUIDED MISSILES
  ALL the missiles used by the Zentraedi Mecha, and most other
  military forces, are self-guided missiles. Generally, most are preprog-
  rammed to respond to specific images (video camera/sensor mounted
  in the nose of the warhead), or specific heat or radiation levels which
  clearly identify the enemy.
  Reflex Warheads are smart bombs that can identify the enemy and
  chase it down. Reflex missiles will keep going until they find a target,
  or are destroyed. They can actually dcxlge attacks directed at them, and
  turn around to attempt to hit a target if it misses, or if the target dcxlges
  the first attack.
  Conventional Guided Missiles:
  +3 to strike.
  Reflex Missiles:
  + 5 to sLrike, +4 to dcxlge; Two attacks per melee
  (until it hits). All missiles always strike the main body.
  Contrary to what one might think, you can dodge one, two and even
  three, guided missiles. It happens in the T. V. series all the time. The
  dodge rules are the same as always. However, it is impossible to dodgc
  a voUey of four or more missiles launched simultaneously. A volley
  of four or more missiles will strike every time, with each and every
  missile in the volley hitting and innicting damage. The character has
  two options to avoid or minimize the damage of a massive missile
  volley; try to roll with the impact, taking half the normal damage; or
  shoot the missiles down before they strike.
  SHOOTING MISSILES
  -
  Missiles do not cnjoy thc pilot's combined bonuses to strike. Since
  they are all self-guided, missiles are launched as separate units with
  their own bonus of + 3 to strike. Reflex missiles, which are smart
  bombs, are +5 to strike.
  Rolls to strikc are made on the usual, twenry.sided die. Missiles can
  be launched one at a time (roll to strike for each), or in volleys of two
  or more (roll once to detennine whether the entire volley strikes its
  target).
  It is possible to dodge one, two, or even three missiles. However,
  it is impossible to dodge a volley of four or more missiles. It is also
  possible to shoot a missile(s) down before it hits you. See Volleys alld
  Bursts, and Dodging Missiles for more details about missile combat.
  51
  Shooting and depleting the M.D.C. of a missile can detonate and
  destroy it. However, there are restrictions.
  I.
  The character must have an anack(s) available to himlher that melee
  to assail the missile. If all the attacks for that melee have already
  been used up, the character can not shoot at the missile(s).
  2.
  Can only shoot at ofle missile, within the VOlley, at a time. A
  volley of six missiles would require six anacks, which is impossible
  at the speed missiles travel. This means the player has only one
  or two anacks (OM's discretion) to shoot at one or two missiles
  within the volley. However. if one missile is detonated, there is a
  45% chance (1-45%) that its explosion will detonate the other
  missiles in the entire volley.
  The player can also use his own missiles, if available, to shoot
  down a missile volley. Under this circumstance, there is a 75%
  
  (1-75%) likelihood of detonating the entire volley of missiles.
  3.
  If the M.D.C. of the missile is not completely depleted, it is
  damaged. but does not detonate and will still strike its target,
  inflicting fuU damage.
  4.
  Attacks on a missile count as a nonnal attack.
  SPECIAL MISSILE
  DEFENSE TACTIC
  If a missile can not be dodged, the Mecha can sacrifice its arms by
  covering its main body with them, thus allowing the arms to take the
  damage instead of the body. The disadvantage of this tactic is that the
  anns are likely to be blown to smithereens. Ifthc arms are not destroyed,
  I strongly suggest the OM, or player. rolls on the Optional Critical
  Damage Tables under "arms", to delennine specific damage and side
  effects.
  OTHER COMBAT TERMS
  Payload:
  Indicates the finite number of missiles or rounds. Energy
  weapons are generally considered to have unlimited payload.
  Range:
  The maximum effective range or distance a weapon can fire;
  or a missile or vehicle can travel.
  Rate of Fire:
  This will indicate any limitations as to how many times
  a weapon can be fired pre melee, and/or the number of rounds or
  mi~siles in a burst or volley.
  Generally, a weapon, especially energy weapons, can be fired
  repeatedly, equal to the pilot's combined, hand to hand and Mecha
  combat skills. Any combination ofweapons can be used per melee.
  MISSILE NOTES
  1.
  The terms, light, med. or medium and heavy, found in parenthesis
  after the warhead type, refers to the destructive force ofthe warhead.
  2.
  All missiles are self-guided; + 3 to strike.
  3.
  Reflex missiles are self-guided smart bombs which can be program-
  med to seek out and attack a specific target. It can change course,
  adjust speed to conserve fuel, dodge attacks aimed at it, and tum
  around to try to strike a target again if it misses the first time. + 5
  to strike (instead of +3), +4 to dodge; 2 attacks per melee. Radar
  100 mile range.
  4.
  MultiMwarhead missiles are usually a cluster of medium range
  missiles housed inside the casing of a large, long range missile.
  When the body casing runs out of fuel or reaches its target, it fires
  the four medium range missiles.
  5.
  Plasma is anew, concentrated, liquid heat, ten times hotter than
  nonnal napalm.
  6.
  Fragmentation missiles are missiles that send out fragments, or
  shards of metal, upon impact, affecting a larger area.
  7.
  Fire Retardent missiles explode, releasing a chemical foam that
  puts out fires.
  8.
  Smoke missiles release large, billowing clouds of smoke, filling
  the blast radius. They are used to provide coverorto mark an area.
  9.
  A Proton Torpedo is a longer range, more powerful, explosive,
  energy missile.
  10. The maximum range is the maximum effective range ofthe missile.
  11. Missiles have been assigned a M.D.C.; depletion of the M.D.C.
  from attack will detonate the missile.
  12. The speed is provided to give players an idea of how fast the
  missiles travel.
  13. The blast radius is the foil area damaged by the missile impact.
  The specific target of the missile takes FULL DAMAGE, while
  all else in the blaSf radius takes half damage.
  52
  MINI-MISSILES
  The only real difference is the indusion of mini-missiles. The
  cyclones and some special REF heavy weapons and vehicles utilize
  mini-missiles; small, powerful bazooka type rockets that inflict .....--...
  mega-damage. Range is generally half as great as the standard RDF
  short-range missiles, but the mega-damage is comparable.
  Unlike its larger predecessors, the mini-missile is not self-guided
  and has no special bonuses to strike. Strike bonuses are the same
  as modern weapon proficiencies; aimed (fLring no more than (Wo
  missiles, +3), bursts (firing a voHey of missiles in any quantity,
  3 to 60) and wild (firing a missile or volley of missiles without
  taking time to stop and aim). A character can also add in any strike
  bonus from a high Physical Prowess (P.P.) attribute.
  MECHA IN SPACE
  A good number of conflicts are likely to occur in space. Con-
  sequently, the following rules and modifications apply.
  ..-.
  Veritechs, Missiles, and Laser Beams
  Without an atmosphere to slow them down, veritech fighters,
  missiles, invid, and other jet propelled vehicles can travel about
  75% faster than they can in an atmosphere. Most of the space
  wonhy vehicles found in Sentinels will present a "space propulsion"
  dara block. For the RDF veritechs and those without this infonna-
  tion, its safe to assume the item rockets 75% faster. This does not
  apply to running speeds. The weightlessness of space will make
  running impossible. And while leaps can be 10 times Longer, they
  are done in slow motion.
  Lasers, amplified light energy, will have its nonnal range dou-
  bled; 4000ft range is increased to 8000ft (2438m) effective range.
  Destroid Space Propulsion System
  A special propulsion system has been devised for Destroids, the
  Space Maneuvering and Propulsion Pack. It is only useful in the
  zero G vacuum of space. The large, bulky propulsion unit can be
  bolted to the back of any destroid except the M.A.C. II. Forward
  movement at top speed is limited to a mere mach one (670mph/
  l070kmph); weight: 1.8 tons; M.D.C.: 110.
  Changing direction with the space pack requires an ability that
  only destroids have. the legs can pivot independently from the
  body. In a free-fall condition, pivoting the legs clockwise will
  ALWAYS twist the body counterclockwise, and vice versa. Thus,
  piloting to the left requires one to spin his legs to the right, and
  hining the gas.
  -.
  The destroids also have special electromagnets built into the
  bottom of their feet that help them stay attached to ships when
  firing missiles. The magnets lock it in place to prevent any possible
  kickback. This does NOT give destroids the ability to walk up
  walls, but will anchor them to floors when switched on.
  
  BONUS AND PENALTY TABLE
  Bonus or Penalty
  To Strike
  +14
  +10
  +6
  +4
  +1
  -4
  -8
  -12
  Spacecraft and Mega.Lasers
  Many of the spacecraft, human and alien, have heavy missiles,
  mega-lasers, and other energy weapons that inflict mind boggling
  amounts of damage, like the forward laser of the lkazuchi carriers
  -
  or main cannons of the SDF-3. These weapons are designed to be
  anti-spacecraft measures or planetary assault weapons that inflict
  thousands of points of mega-damage. While lhey are a serious
  threat to other spacecraft, they are easily avoided by the compara-
  tively tiny mecha, one person fighters. Consequently the "big"
  guns are seldom used against mecha. To do so would be like trying
  to kill a fly with a howitzer. The small fighters can easily avoidl
  dodge the massive blast leveled at them.
  Instead. otherequally small fighters arc swiftly released to engage
  the tiny enemy; whether it be alphas or battle pods, betas or invid
  shock
  troopers.
  The
  combination
  of devastating
  long-range
  weapons and extremely mobile, high-powered, close combat
  mecha, creates a extremely effective and versatile combat force.
  The following lables apply only to the use of the big super
  weapons of the space cruisers.
  Bonuses to strike apply when the target is especially large, 1000
  feet (350m) or bigger. The skill and expertise of the operator does
  not apply to the heavy armaments of the giant warships.
  Penalties to strike apply when the target is especially small,
  990 feet (30 Im) or smaller. The big guns of the Zentraedi battle
  cruisers are not designed for use against tiny adversaries.
  Target's Approximate Size
  20,OOOft (6096m) or larger.
  IO,OOOfl (3048m) '0 19,99Oft (6090m)
  5000ft (1524m) '0 9990ft (3045m)
  2000ft (609m) to 4990ft (1520m)
  lOOOft (304.8m) to 1990ft (600m)
  400ft (122m) '0 990ft (301m)
  150ft (45.7m) to 390ft (119m)
  140ft (42.6m) or smaller (Verilech Fighters are
  only around 45ft (l3.7m) and extremely difficult
  '0 hit).
  Note:
  All small spacecraftJmechalvehicles (990ft or smaller) gel an
  automatic dodge against large energy blasts/volleys.
  A MODIFIED DODGE FOR LARGE VESSELS
  lArge vessels. lOOOft or bigger, can not dodge or move completely
  out of the path. but may be able to maneuver enough to avoid full
  impact. The roll to dodge is unchanged. The defender must roll a 20
  sided die (1020), and match or better his attacker's roll to strike. A
  failed roll to dodge means the vessel takes full damage. A successfull
  roU to dodge means the vessel is able to maneuver away enough to be
  struck by a glancing blow, taking only one third the nonnal damage.
  --
  53
  
  Blast Radius
  5ft(1.5m)
  20ft (6.lm)
  3ft (0.9m)
  15ft(l.5m)
  Blast Radius
  M.D.C.
  IOft (3m)
  5
  15ft(4.6m)
  5
  20ft (6. 1m)
  5
  5ft (l.5m)
  5
  15ft(4.6m)
  5
  lOft (3m)
  5
  10ft (3m)
  5
  20ft (6. 1m)
  5
  20ft (6. 1m)
  5
  Blast Radius
  M.D.C.
  20fl (6.1 m)
  10
  20ft (6.1 m)
  10
  30ft (9. 1m)
  10
  40ft (l2.2m)
  10
  20ft (6. 1m)
  10
  40ft (l2.2m)
  10
  20ft (6. 1m)
  10
  40ft (12.2m)
  10
  Blast Radius
  M.D.C.
  30ft (9. 1m)
  20
  40ft (l2.2m)
  20
  80ft (24.4m)
  20
  30ft (9. 1m)
  20
  4Oft(l2.2m)
  20
  50ft (l5.2m)
  20
  50ft (15.2m)
  25
  4Oft(12.2m)
  20
  5Oft(15.2m)
  20
  50ft (15.2m)
  25
  MISSILES
  RANGES
  WARHEADS
  DAMAGE
  Mega-Damage
  I04X 10
  1D6x 10
  104 x 10
  1D6x 10
  1D6x 10
  None
  None
  None
  None
  Mega-Damage
  204 x 10
  304 x 10
  304 x 10
  204 x 10
  2D6x 10
  3D6x 10
  4D6x 10
  2D6x 10
  3D6x 10
  4D6x 10
  Mega·Damage
  ID6x JO
  2D4x 10
  2D6x 10
  2D4X 10
  2D4X 10
  2D6x 10
  204 x 10
  None
  Short Range Missiles
  ~
  Maximum Range
  500mph (804kmph)
  3 miles (4.8km)
  500mph (804kmph)
  2 miles (3.2km)
  450mph (724kmph)
  2 miles (3.2km)
  650mph (1 045kmph)
  5 miles (8km)
  500mph (804kmph)
  3 miles (4.8m)
  200mph(32Ikmph)
  Y,mile(.8km)
  200mph (32Ikmph)
  Y,mile(.8km)
  300mph (482.7kmph)
  I mile (1.6km)
  200mph(32Ikmph)
  Y,mile(.8km)
  Medium Range Missiles
  ~
  Maximum Range
  1200mph (I929kmph)
  50 miles (80.4km)
  1200mph(l929kmph)
  40 miles (64.3km)
  1200mph (l929kmph)
  40 miles (64.3km)
  lOOOmph(l608kmph)
  40 miles (64.3km)
  1600mph (257Ikmph)
  60 miles (80.4km)
  1400mph (225 Ikmph)
  40 miles (64.3km)
  1200mph (I 929kmph)
  80 miles (128.7km)
  looomph(I608kmph)
  40miJes(64.3km)
  Long Range Missiles
  ~
  Maximum Range
  1600mph (2571 kmph)
  500 miles (804km)
  1600mph (2571 kmph)
  500 miles (804km)
  1400mph (225lkmph)
  400 miles (643km)
  201 Omph (Mach 3)
  800 miles (I286km)
  1400mph(225Ikmph)
  500 miles (804km)
  1400mph (225Ikmpb)
  500 miles (804km)
  20lOmph (Macb3)
  1200 miles (I 928km)
  1800mph (2892kmpb)
  1000miles (l608km)
  1800mpb (2892kmpb)
  1000miles (l608km)
  1800mph (2892km)
  1800miles (2893km)
  Mini Missiles for the Cyclone
  and Special Armaments
  Warhead
  Mega-Damage
  ~
  Maximum Range
  High Explosive
  5D6
  500mph (804kmph)
  I mile (1.6km)
  Fragmentation
  5D6
  500mph (804kmph)
  '12 mile (0.8km)
  AnnorPiercing
  I04X 10
  J400mph(225Ikmph)
  I mile (1.6km)
  ·PlasmalHeat
  1D6x 10
  12oomph(1929kmph)
  I mile (1.6km)
  Smoke
  None
  500mph (804kmph)
  20ft (6.1 III)
  ·Plasma/heat can only be used in the GR-97 foreann missile launcher of the Cyclone Battler.
  Warhead
  High Explosive (Med.)
  High Explosives (Heavy)
  Fragmentation (Heavy)
  AnnorPiercing (Med.)
  PlasmalHeat (Med.)
  PlasmalHeat (Heavy)
  Proton Torpedo (Heavy)
  Reflex (Med.)
  Reflex (Heavy)
  Reflex Multi-Warhead
  Warhead
  High Explosive (light)
  High Explosive (Med.)
  Fragmentation (light)
  Annor Piercing (Med.)
  PlasmalNapalm (Med.)
  TearGas
  Knock-Out Gas
  Smoke (colors available)
  Fire Retardent
  Warhead
  High Explosive (light)
  High Explosive (Med.)
  High Explosive (Heavy)
  Frdgmentation (Med.)
  AnnorPiercing (Med.)
  Plasma/Heat (Heavy)
  Multi-Warhead
  Smoke
  S4
  
  THE NEW ROBOTECH
  __ DEFENSE FORCE
  DESTROIDS AND
  MECHA COMBAT
  BONUSES
  Note:
  The original Macross Desltoids' combat bonuses can be found
  in the Roborech RPG: Book One. Southern Cross Mecha can be found
  in Book Four: Southern Cross.
  HAND TO HAND BONUSES FROM
  DESTROID BASIC
  COMBAT TRAINING
  • Pilot all Destroids except Zentraedi models.
  • One hand to hand attack per melee (plus those of the pilot)
  •
  Body block/tackle/rum -
  I D6 M.D. plus a 50% chance of knocking
  opponent down (this will cause the victim 1O lose initiative and onc
  attack that melee). Counts as TWO attacks.
  • No body flip
  •
  No kick
  • + 1 to strike at second level
  • + I to parry at second level
  •
  No dodge
  • + I to roll with punch, fall or impact (explosion), reducing damage
  by half.
  • Critical strike same as pilot's hand to hand.
  • One additional hand to hand attack at level six.
  • One additional hand to hand attack at level twelve.
  Damage:
  Standard per each specific destroid.
  Note:
  Training in a specific Destroid will get the character the full
  range of bonuses and abilities possible from that mecha. Basic training
  is just a rudimentary knowledge of piloting destroids with little actual
  piloting time.
  55
  HAND TO HAND BONUSES FROM
  EXCALIBER COMBAT TRAINING
  • Two hand to hand attacks per melee (plus those of the pilot).
  •
  Body fJip/lhrow -
  104 M.D. plus victim loses initiative and one
  attack that melee.
  •
  Body block/tackle/ram -
  106 M.D. plus a 75% chance of knocking
  opponent down (this will cause the victim to lose initiative and one
  attack that melee). Counts as TWO attacks.
  •
  Kick attack
  • + I to strike
  •
  +2 to parry (P-Beam cannon arm can be used to parry)
  •
  +2 to dodge
  • + 2 to roll with punch, fall, or impact (explosion), reducing damage
  by half.
  • Critical strike same as pilot's hand to hand.
  • One additional hand to hand attack at level six.
  • One additional hand to hand attack at level eleven.
  Damage:
  Restrained Punch -
  ID4 M.D.
  Full Strength Punch -
  2D4 M. D.
  Kick -
  106 M.D.
  Leap Kick -
  2D6 M.D. (counts as two attacks)
  Body Flip -
  104 M.D.
  Body Tackle -
  106 M.D.
  Stomp -
  ID4 M.D.; effective only against small objects
  (l2ft/3.6m tall or smaller).
  Remember, these bonuses are in addition to the pilot's own hand to
  hand training and attribute bonuses. They do not apply to the pilot's
  physical abilities outside the mecha.
  HAND TO HAND BONUSES FROM
  GLADIATOR COMBAT TRAINING
  • Three hand to hand attacks per melee (plus those of the pilot).
  •
  Body flip/throw -
  ID4 M.D. plus victim loses initiative and one
  attack that melee.
  •
  Body hlock/tackle/ram -
  2D4 M.D. plus a 76% chance of knocking
  opponent down (this will cause the victim to lose initiative and one
  attck that melee). Counts as TWO attacks.
  •
  Kick attacks
  • + 1 to strike
  •
  +3 to parry
  •
  +2 to dodge
  •
  +2 to roll with punch, fall, or impact (explosion), reducing damage
  by half.
  • Critical strike same as pilat's hand to hand.
  • One additional hand to hand attack at level five.
  • One additional hand to hand attack at level ten.
  Damage:
  Restrained Punch -
  ID4 M. D.
  Full Strength Punch -
  2D6 M. D.
  Power Punch -
  3D6+4 M.D.
  Tear or Pry with Hands -
  ID6 M.D.
  Kick -
  ID6 M.D.
  Leap Kick -
  3D6 M.D.
  Body Flipffhrow -
  ID4 M.D.
  Body Blockffackle -
  2D4 M.D.
  Stomp -
  104 M.D.; effective only against small objects
  (12ft/3.6m tall or smaller).
  Remember, Ihese bonuses are in addition to the pilot's own hand to
  hand training and attribute bonuses. They do not apply to the pilot's
  physical abilities outside the mecha.
  
  HAND TO HAND BONUSES FROM
  M.A.C. III COMBAT TRAINING
  • Two hand to hand attacks per melee (plus those of the pilot).
  • Body flip is impossible.
  • Body block/tackle/ram -
  206 M.D. plus an 82% chance of knocking
  opponent down (this will cause the victim to lose initiative and one
  attack that melee). Counts as TWO attacks.
  • Kick attack is impossible
  • + I to strike
  • + I to parry
  • No roll with fall or impact bonus.
  • Critical strike same as the pilot's hand to hand.
  • One additional attack at level six.
  • One additional attack at level eleven.
  Damage:
  Bunt or swatting blow -
  106 M.D.
  Body Block -
  206 M.D.
  Stomp -
  304 M.D.; effective only against small objects
  (18ft/5.4m tall or smaller).
  Remember. these bonuses are in addition to the pilot's own band to
  hand training and attribute bonuses. They do not apply to the pilot's
  physical abilities outside the mecha.
  HAND TO HAND BONUSES FROM
  RAIDAR X COMBAT TRAINING
  • Two hand to hand attacks per melee (plus those of the pilot)
  • Body flip is oot possible.
  • Body block/tackle/ram -
  106 M.D. plus a 65% chance of knocking
  opponent down (this will cause the victim to lose initiative and one
  attack that melee). Counts as TWO attacks.
  • Kick attacks
  • + I to strike
  • + I to parry
  •
  +2 to dodge
  • + 2 to roll with punch, fall or impact (explosion), reducing damage
  by half.
  • Critical strike same as pilot's hand to hand.
  • One additional hand to hand anack at level six.
  • One additional hand to hand attack at level eleven.
  Damage:
  Swattlog Blow -
  106 M.D.
  Kick -106 M.D.
  Leap Kick -
  206 M.D. (counts as 2 attacks)
  Body Block -
  106 M.D.
  Stomp -
  104 M.D.; effective only against small objects
  (l2ft/3.6m tailor smaller).
  Remember, these bonuses are in addition to the pilot's own hand to
  hand training and attribute bonuses. They do not apply to the pilot's
  phYSical abilities outside the mecha.
  56
  HAND TO HAND BONUSES FROM
  SPARTAN COMBAT TRAINING
  • One hand to hand attack per melee (plus those of the pilot).
  • Body flip is not possible.
  • Body block/tackle/ram -
  106 M.D. plus a 60% chance of knocking
  opponent down (this will cause the victim to lose initiative and one
  attack that melee.
  • Kick attack (no leap kick possible)
  • + I to strike
  • +1 to parry
  • + I to dodge
  • + I to roll with punch, fall, or impact (explosion), reducing damage
  by half.
  • Critical strike same as pilot's hand to hand.
  • One additional hand to hand attack at level five.
  • One additional hand to hand attack at level ten.
  Damage:
  Punch with retractable arm -
  104 M.D.
  Kick -
  106 M.D.
  Body hlock/tackle -
  106 M.D.
  Stomp -
  104 M.D.; effective only against small objects
  (12ft/3.6m tall or smaller).
  Remember, these bonuses are in addition to the pilot'S own hand to
  hand training aod attribute bonuses. They do not apply to the pilot's
  physical abilities outside the mecha.
  HAND TO HAND BONUSES FROM
  BATTLE POD COMBAT TRAINING
  • Two hand to hand attacks per melee (plus those of the pilot).
  • Body flip/throw -
  104 M.D. plus victim loses initiative and one
  attack that melee.
  • Body block/tackle/ram -
  106 M.D. plus a 72% chance of knocking
  opponent down (this will cause the victim to lose initiative and one
  attack that melee).
  • Kick attack
  • Leap kick
  •
  + I to strike
  • + I to parry
  •
  +3 to dodge
  •
  +5 to roll with punch, fall, or impact (explosion), reducing damage
  by half.
  • Critical strike same as pilot's hand to hand.
  • One additional hand to hand attack at level five.
  • One additional hand to hand attack at level ten.
  Damage:
  Restrained punch -
  104 M.D.
  FuB Strength Punch -
  204 M.D.
  Kick -
  106 M.D.
  Leap Kick -
  306 M.D. (counts as 2 attacks)
  Body Dip/throw -
  104 M.D.
  Body block/tackle -
  106 M.D.
  Stomp -
  104 M.D.; effective only against small objects
  (12ft13.6m tall or smaller).
  Remember. these bonuses are in addition to the pilot's own hand to
  hand training and attribute bonuses. They do nor apply to the pilot's
  physiCal abilities outside the mecha.
  Note:
  Training in Zentraedi Battle Pods is not part of the Destroid --
  pilot's standard training. It can be selected as an "other" skill (hut
  counts as TWO skill selections).
  
  HAND TO HAND BONUSES FROM
  OFFICER'S POD
  .-COMBAT TRAINING
  • Two hand 10 hand attacks per melee (plus lbose of lbe pilot).
  •
  Body nip nOI possible.
  •
  Body block/tackle/ram -ID6 M.D. plus a 72% chance of knocking
  opponent down (this will cause the victim to lose initiative and one
  attack that melee). Counts as TWO attacks.
  • Kick attack (leap kick is not possible).
  • + I to strike
  •
  +2 to parry
  •
  +210 dodge
  • + 3 to roll with punch, fall or impact (explosion), reducing damage
  by half.
  • Critical strike same as pilot's hand to hand.
  • One additional hand to hand attack at level six.
  • One additional hand to hand attack at level twelve.
  Damage:
  Restrained Punch -
  104 M.D.
  Full Strengtb Punch -
  206 M.D.
  Kick -
  ID6 M.D.
  Body block/tackle -
  ID6 M.D.
  Stomp -
  ID6 M.D.; effective only against small objects
  (l2ft/3.6m tailor smaller).
  Remember, these bonuses are in addition to the pilot's own hand to
  hand training and attribute bonuses. They do not apply to the pilot's
  physical abilities outside the mecha.
  Note:
  Training in Zentraedi Battle Pods is not pan of the Destroid
  Pilot's standard training. It can be selected as an "other" sRill (but
  counts as TWO skill selections).
  ---
  HAND TO HAND BONUSES FROM
  CYCLONE BASIC TRAINING
  This category applies to all characters who were !!Q!. officially trained
  by the RDF, Southern Cross or E:lCpeditionary Force in mecha combat.
  • One hand to hand attack per melee (plus those of the pilot).
  • Body flip/throw: 104 M.D. plus victim loses initiative and one attack
  that melee. Possible in battloid mode only.
  •
  Body block/lackIe/ram: 104 M.D. plus a 60% chance of knocking
  opponent down (this will cause the victim to lose initiative and one
  attack that melee). Counts as TWO attacks.
  •
  Kick attack.
  • Leap attack; counts as two attacks.
  • + I to strike.
  • + I to parry.
  • + 1 to leap dodge. An automatic dodge just like the pany, with no
  loss of attacks per melee.
  •
  +2 to dodge. This is the regular type of dodge applicable when
  in motorcycle mode.
  • +2 to roB with punch, fall or impact (e:lCplosion), reducing damage
  by half.
  • Critical strike same as pilot's hand to hand.
  • One additi,nal hand to hand attack at level si:lC.
  •
  One additional hand to hand attack at level eleven.
  _
  Damage:
  Punch 104 M.D.
  Kick 104 M.D.
  Leap Kick 204 M.D.
  Body Fliptrhrow 104 M.D.
  Body Block/Tackle 104M.D.
  Remember, these bonuses are in addition to the pilot's own hand to
  hand training and attribute bonuses, and apply ONLY when piloting a
  57
  cyclone in battloid mode. These mecha combat bonuses do not apply
  to lbe pilot's physical abilities when outside lbe mecha. Note: Changing
  modes counts as one attack/action that melee round.
  HAND TO HAND BONUSES FROM
  CYCLONE COMBAT TRAINING
  • 2 hand to hand attacks per melee (plus lbose of the pilot).
  • Body flip/throw: 104 M.D. plus victim Joses initiative and one attack
  that melee. Possible only in battloid mode.
  •
  Body block/tackle/ram: 104 M.D. plus 70% chance of knocking
  opponent down (this will cause the victim to lose initiative and one
  attack that melee). Counts as TWO attacks.
  •
  Kick attack.
  • Leap kick; counts as two attacks.
  • + I to strike.
  •
  +2 to parry.
  • +3 to leap dodge. An automatic dodge just like the pany, with no
  loss of attacks per melee. The cyclone is so mobile that the pilot can
  leap, hop, and skip out of the way without penalty.
  •
  + 3 10 dodge. This is lbe regular type of dodge, applicable wben in
  motorcycle mode.
  • +3 to roll with punch, fall or impact (explosion), reducing damage
  by half.
  • Critical strike, same as pilot's hand to hand.
  • One additional hand to hand attack at level five.
  • One additional hand to hand attack at level ten.
  Damage:
  Punch 104 M.D.
  Kick 104 M.D.
  Leap Kick 204 M.D.
  Body Fliptrhrow 104 M.D.
  Body Block/Tackle 104 M.D.
  The Cyclone also has a physical strenglb (P.S.) equal to P.S. 40
  (+ 25 S.D.C. damage bonus).
  NOTE:
  The VR-038-LT (Light Combat) cyclone enjoys the following
  additional bonuses:
  + I to parry
  + I to leap dodge (automatic)
  + I to dodge in motorcycle mode
  + I to roll wilb punCh, fall or impac.
  + I on initiative.
  P.S. of the VR-038-LT is equal to P.S. 30.
  Remember, these bonuses are in addition to the pilot's own hand to
  hand training and attribute bonuses, but apply ONLY when piloting a
  cyclone in battloid mode. These mecha combat bonuses do not apply
  to the pilot's physical abilities when outside the mecha. Note: Changing
  modes counts as one attack/action that melee round.
  
  -
  -
  HAND TO HAND BONUSES FROM
  BETA BASIC TRAINING
  This category applies to all characters who were !121 formally trained
  by the RDF, Southern Cross or Expeditionary Force in mechacombat.
  •
  One hand to hand attack per melee (plus those of the pilot).
  •
  Body flip/throw: 104 M.D. plus victim loses initiative and one attack
  that melee. Possible only in battloid mode.
  • Body block/tackleiram: 104 M.D. plus a 60% chance of knocking
  opponent down (this will cause the victim to lose initiative and one
  attack that melee.) Counts as TWO attacks.
  •
  Kick attack.
  • + I to strike.
  •
  +2 to parry.
  • + I todooge in battloid and guardian mode, + 3 to dodge in jet mode.
  • + I to roU with punch, fall, or impact (explosion), reducing damage
  by half.
  •
  Critical strike same as pilot's hand to hand.
  •
  One additional hand to hand attack at level seven.
  •
  One additional hand to hand attack at level thirteen.
  Damage:
  Punch 106 M.D. in battloid.
  Punch is not possible in guardian (no anTIs).
  Kick I D6 M.D. (possible only in battloid).
  Leap Kick is not possible.
  Body Flipffhrow 106 M.D.
  Body Blockffackle 106 M.D.
  Stomp 1D4 in Battloid
  Remember, these bonuses are in addition to the pilot's own hand to
  hand training and attribute bonuses. These mecha combat bonuses do
  not apply to the pilot's physical abilities when outside the mecha.
  HAND TO HAND BONUSES FROM
  ALPHA COMBAT TRAINING
  This category applies to all characters who were not formally trained
  by the RDF. Southern Cross or Expeditionary Force in mecha combat.
  • One hand to hand attack per melee (pIllS those of the pilot).
  •
  Body flip/throw: 104 M.D. plus victim loses initiative and onc attack
  that melee. Possible only in battloid mode.
  • Body block/tacklefram: 104 M.D. plus a 60% chance of knocking
  opponent down (this will cause the victim to lose initiative and onc
  attack that melee.) Counts as TWO attacks.
  • Kick attack.
  •
  Leap attack; counts as two attacks.
  • + I to strike.
  •
  +1 10paJ1)'.
  • + I to dodge in battloid and guardian modes, + 3 to dodge in jet
  mode.
  • +2 to roll with punch, fall, or impact (explosion), reducing damage
  by half.
  • Critical strike, same as pilot's hand to hand.
  • One add,itional hand to hand attack at level seven.
  • One additional hand to hand attack at level twelve.
  Damage:
  Punch I D6 M.D. in battloid.
  Punch ID4 M.D. in guardian.
  Kick 106 M.D. (possible only in battloid).
  Leap Kick 2D6 M.D. (possible only in battloid).
  Body Flipffhrow 106 M. D.
  Body Blockffackle 106 M. D.
  Stomp 104 M.D. in Battloid; effective only against small
  objects (l2ft/3.6m tall or smaller).
  Remember, these bonuses are in addition to the pilot's own hand to
  hand training and attribute bonuses. These mecha combat bonuses do
  not apply to the pilot'S physical abilities when outside the mecha.
  HAND TO HAND BONUSES FROM
  ALPHA BASIC TRAINING
  • 3 hand to hand attacks per melee (plus those of the pilot).
  • Body flip/throw: ID4 M.D. plus victim loses initiative and one attack
  that melee. Possible only in battloid mode.
  • Body block/tackle/ram: lD6 M.D. plus a 70% chance of knocking
  opponent down (this will cause the victim to lose initiative and onc
  attack thal melee). Counts as TWO attacks.
  •
  Kick attack.
  •
  Leap kick; counts as two attacks.
  •
  +2 to strike.
  •
  +2 to paJ1)'.
  • + 3 to dodge in battloid & guardian modes; + 5 to dodge in jet mode
  (this is a conventional dodge).
  • +~ to roll with punch, fall or impact (explosion), reducing daiiagie~~~:~~~~i~i;~~~~~~=::~~~~:::;::"§1"~
  by half.
  • Critical strike, same as pilot's hand to hand.
  • One additional hand to hand attack at level six.
  • One additional hand to hand attack at level eleven.
  Damage:
  Punch lD6 M.D. in battloid.
  Punch lD4 M.D. in guardian.
  Kick lD6 M.D. (possible only in battloid).
  Leap Kick 2D6 M.D. (possible only in battloid).
  Body F1ipffhrow 106 M.D.
  Body Blockffackle 106 M. D.
  Stomp I D4 M.D. in Battloid
  Remember, these bonuses are in addition to the pilot's own hand to
  hand training and attribute bonuses. These mecha combat bonuses do
  not apply to the pilot's physical abilities when outside the mecha.
  58
  
  HAND TO HAND BONUSES FROM
  BETA COMBAT TRAINING
  HAND TO HAND BONUSES FROM
  VINDICATOR COMBAT TRAINING
  • Two hand to hand attacks per melee (plus those of the pilot),
  • Body flip/throw: 104 M.D. plus victim loses initiative and one attack
  that melee. Possible ooly in hattloid mode,
  • Body block/tackle/ram: 204 M,D, plus an 80% chance of knocking
  opponent down (this will cause the victim to lose initiative and one
  attack that melee,) Counts as TWO attacks,
  • Kick attack,
  • + I to strike,
  •
  +2 to parry,
  •
  + 2 '0 dodge io battloid mode,
  •
  + 4 to dodge in guardian mode.
  •
  + 6 to dodge in jet mode.
  • +3 to roll with punch, fall, or impact (explosion), reducing damage
  by half.
  • Critical strike same as pilot's hand to hand.
  • One additional hand to hand anack at level six.
  • One additional hand to hand attack at level eleven.
  Damage:
  PunCh 106 M.D. in hattloid,
  Punch 104 M,D, in guardian mode,
  Kick 106 M,D, (possible only in hattloid).
  Leap Kick 106 M,D, (possihle only in battloid),
  Body F1iprrhrow 106 M,D,
  Body BlockfI'ackle 106 M,D.
  Stomp 104 M.D.; effective only against small objects (12ft!
  3,6m tall or smaller),
  Remember, these bonuses are in addition to the piJot's own hand to
  hand training and attribute bonuses. These mecha combat bonuses do
  not apply to the pilot's physical abilities when outside the mecha.
  HAND TO HAND BONUSES
  FROM VINDICATOR BASIC
  COMBAT TRAINING
  ~ /0,",
  "
  ~ ff£(/' ~.~
  '.
  /'w
  ~
  . 1 I-
  I>L...I.-/.I)
  !i\\
  •..)l
  .....
  "
  ,-..
  HAND TO HAND BONUSES FROM
  VERITECH COMBAT TRAINING
  • 2 hand to hand attacks per melee (plus those of the pilot),
  • + 3 to roll with punch, fall or impact (explosion), reducing damage
  by half.
  • Body flip/throw; 104 damage plus victim loses initiative and one
  attack that melee. Possible only in Battloid mode.
  • Kick attack.
  • + I to strike.
  •
  + 2 '0 parry and dodge'
  • Critical strikes same as pilot's hand to hand.
  • One additional hand to hand attack at level six.
  • One additional hand to hand attack at level eleven.
  Damage:
  Punch 106 mega·damage (M,D, in Ball/aid mode)
  Punch 104 M.D. in Guardian mode.
  Body Flipfl'hrow 104 M,D,
  Kick 106 M,D.
  Stomp 104 M,D,"
  -. +4 to dodge in Guardian mode; +6 to dodge as Jet Fighter.
  ... Effective only against small objects (12ft or smaller).
  Remember, these bonuses are in addition to the pilot's own hand to
  hand training and attributes, and apply ONLY when piloting a Veritech
  Fighter. These bonuses do "ot apply to the pilot's physical abilities
  when outside the mecha.
  • One hand to hand attack per melee (plus those of the pilot).
  • Body flip/throw: ID4 M.D. plus victim loses initiative and one attack
  that melee. Possible only in batt10id mode.
  • Body block/tackle/ram: 204 M,D, plus an 80% chance of knocking
  opponent down (this will cause the victim to lose initiative and one
  attack that melee.) Counts as TWO attacks.
  • Kick attack.
  • No strike bonus.
  • + I to parry.
  • + I to dodge in battloid mode.
  • + 2 to dodge in guardian mode.
  •
  +2 to roll with punch, fall, or impact (explosion), reducing damage
  by half.
  • Critical strike same as pilot's hand to hand.
  • One additional hand to hand attack at level seven.
  • One additional hand to hand attack at level thirteen.
  Damage:
  Punch 106 M.D, in battloid,
  Punch 104 M.D. in guardian mode.
  Kick 106 M,D, (possible ooly in battloid),
  Leap Kick 106 M.D. (possible only in battloid),
  Body Flipfl'hrow 1D6 M,D,
  Body BlockfI'ackle 106 M.D.
  Stomp 104 M.D,; effective only againS! small objects (12ft!
  3.6m ,aU or smaller).
  Remember, these bonuses are in addition to the pilot's own hand to
  hand training and attribute bonuses. These mecha combat bonuses do
  not apply to the pilot'S physical abilities when outside the mecha.
  59
  
  THEMECHA
  OF THE REF
  VERITECHS (Transformable Mecha)
  OLD RDF MODELS
  VF Series Veritech Fighters (VF-IA, VF-IJ. VF-IS, the Super VF
  and annor; see Robotech RPG).
  NEW REF MODELS
  Alpha
  Fighters (VAF-6C.
  VAF-6J.
  VAF-6R.
  VAF-7A Shadow
  Fighter).
  Bela Fighters (VBF-IA and VBF-IS)
  Vindicator Fighter (VF-I V)
  Cyclone Riding Armor (VR-052. VR-04I. VR-038-LT)
  Hover Tank (YHT-O I-SeA; a special complement limited to the com-
  mand of Lt. J. Wolfe).
  DESTROIDS (Non-
  Transformable Mecha)
  OLD RDF MODELS
  Excaliber (MK VI; see Robotech RPG)
  Gladiator (MK ll; see Robotech RPG)
  M.A.C. II (MK [\; see Robotech RPG)
  Raidar X (MK X; see Robotech RPG)
  Spartan (MK xn; see Robotech RPG)
  NEW REF MODELS
  Excaliber (MK VII)
  Gladiator (MK In)
  M.A.C. III (MK In)
  Raidar X (MK xn
  Spartan (MK XIlI)
  Tactical Battle Pod (TBP-ZI)
  Omcer's Battle Pod (OBP-Z2)
  Theatre Seout (a.k.a. Cyclops; CRP-Z3)
  THE REF DESTROIDS
  Destroids are the non-transformable mecha made famous by the
  RDF. The original Destroids were lumbering, mechanized giants, each
  more powerful than a 20th century tank division. Together with the
  versatile VF series veritech fighters. they came to symbolize human-
  kind's strength and stubbornness to survive against a relentless foe.
  It is linle wonder that the Robotech Expeditionary Force (R.E.F.)
  took most of these juggernauts with them on their interstellar quest for
  peace. Only a handful of destroids were left on Earth. The newly
  designed transfonnable hover tanks and the other mecha oCthe Southern
  Cross were assigned the task of Earth's protectors. The destroids that
  had so faithfully served the RDF had an appointment with destiny in
  a distant galaxy.
  The RDF destroids are among the most powerful machines of war
  ever created. However, as the secrets ofRobotechnology are unravelled,
  even greater possibilities are discovered. One example is the super
  lightweight, but incredibly strong, alloys used to ereate the Southern
  Cross and Cyclone body annor(and new mecha). Another is thedevelop~
  ment of protoculture energy cells which have replaced the much larger
  60
  protoculture engines built into the old destroids and VF series veritechs.
  The use of prmoculture cells has made it possible to create smaller,
  lighter, faster mecha with as much, and sometimes greater, firepower
  as the older, larger mecha. The most spectacular example of this is the-
  REF Cyelone.
  The new breakthroughs in robotechnology have been spearheaded
  by Doctor Lang and Doctor R. Burke. These new desrroids will even~
  tually replace their larger brothers and are in full production by the
  third month of the REF's war with the invid.
  A New Look to Familiar Mecha
  The new REF destroids are the next generation of Earth mecha. Like
  the Alpha fighters, the destroids have been reduced in size by 30%,
  but are more maneuverable and more powerful than their predecessors.
  One common modification is the addition of hands and anns to all
  models (some are concealed). The lack of any type of appendage was
  often a handicap for the RDF mecha. Another change is that most of
  the REF destroids have identical legs and lower bodies, increasing the
  speed of production and repairs. Despite the substantial changes, most
  still resemble their earlier models enough to be recognized at a glance.
  Standard Sensors and Equipment for
  All REF Destroids (non-transformable
  Battloid mecha)
  Radar
  Range: 30 miles (48km); conventional operation.
  Radio/Video Communications
  Long range, directional communications system. Range: 600 miles
  or can be boosted indefinitely via satellite relay.
  --.
  Combat Computer
  Calculates, stores, and transmits data onto the cockpit computer sc-
  reen or head-up display (H.V.D.) of the pilot's helmet. Patches in with
  the targeting computer.
  Targeting Computer
  Range: 30 miles (48km). Assists in the identification and tracking
  of enemy targets. The system has 10,000 images stored in memory and
  can be programmed to include 1000 new targets. Can identify and track
  144 targets simultaneously.
  Laser Targeting System
  Range: 100 miles (l60km). Assists in the striking of enemy targets
  and is partly responsible for the mecha's strike bonus.
  Thermo-Imager
  Range: 2000ft (609m). A special optieal heat sensor that allows the
  infrared radiation of warm objects to be converted into a visible image.
  Enables the pilot to see in the dark, shadows, and through smoke.
  Nightvision Optics
  Range: 2000ft (609m). A passive image intensifier, meaning it emits
  no light of its own, but relies on ambient light which is electronically
  amplified to give a visible picture.
  Infrared and Ultraviolet Optics
  Range: 2000ft (609m). This optieal system projects a beam of infrared
  light that is invisible to the normal eye. The infrared beam enables the
  pilot to see in the dark and to see other infrared beams. The ultraviolet
  system enables the pilot to sec into the ultraviolet spectrum of light and
  is mostly used to detect the light beams of ultraviolet detection systems.
  The infrared Light beam ~ be seen by anybody who also has infrared
  
  THE EXCALIBER
  MKVII
  1.
  Particle Beam Cannon, PBC.12, comprises the left arm. The
  beam cannon is the Excaliber's most powerful, and long range,
  weapon.
  Prlmary Purpose:
  Assault/defense
  Range:
  IO,OOOft; nearly 2 miles (3km)
  Mega-Damage:
  5010+25 per blast
  Rate of Fire:
  Four times per melee maximum
  Payload:
  Effectively unlimited
  2.
  Head Lasers: Three lasers are built into a head-like housing. Each
  can tum in a 90 degree arc (up and down) and can be controlled
  and fired independently or simultaneously. Independent control
  means that only one laser can be fIred (any of the three) and can
  be rotated to any position, without disturbing the other two. Simul-
  taneous means that all three move and flre at once.
  Primary Purpose:
  Assault
  Range:
  4000ft (l200m)
  Mega~Damage:
  One blast does 306 M.D. Three simultaneous blasts
  directed at the same target inflict 106 X 10 M.D. and counts as one
  melee attack.
  Rate of Fire:
  Equal to the pilot's combined number of attacks.
  Payload:
  Effectively unlimited
  Note:
  If the mecha is immobilized (main body depleted), or if it runs
  out of protoculture energy t the weapons will not fire.
  THE EXCALIBER
  Model Types (2):
  Excaliber MK-VI (See Robotech RPG, pgs 56·58).
  Excaliber MK-VII (REF).
  Class:
  Destroid Tomahawk MBR-04-VII series.
  Crew:
  One or Two
  M.D.C. By Location:
  "Tri-Laser Head -
  100
  Laser (of Head) (3) -
  30 each
  Mini-Missile Launchers (2) -
  100 each
  Missile Pods mounted on shoulders (2) -
  ISO each
  Particle Beam Forearm (I) -
  100
  Hands (2) -
  75 each
  Right Forearm (I) -
  100
  Upper Ann (2) -
  70 each
  Legs (2) -
  200 each
  ""Main Body -
  300
  Reinforced Pilot's Compartment -
  200
  "Depleting the M.D.C. of the head will disable the lasers (none
  can shoot).
  ""Depleting the M.D.C. of the main body will shut the mecha
  down completely, rendering it useless.
  Speed:
  Running:
  75mph (l2lkmph)
  maximum;
  cruising speed
  about 35mph (56kmph).
  Leaping:
  80ft (24.4m) lengthwise or 40ft (l2.2m) high/up.
  Climbing:
  Is possible but awkward. with a skill ability of30% + 3%
  per level of the pilot's experience. Add + 10% if the pilot has the
  climbing skill.
  Height:
  26ft (1O.97m)
  Width:
  18ft6in (5.6m)
  Length:
  11ft 2in (3.4m)
  Weight:
  20.6 tons fully loaded.
  Cargo:
  Minimal space is available in the pilot's compartment, but
  there is enough room behind the two seats for additional weapons,
  grenade cases, ammo boxes, and et cetera. Approximate space is
  5ft by 3ft by 3ft (J.5xO.9xO.9m).
  WEAPON SYSTEMS
  Automatically engages in an oxygenless environment or when toxic
  gases are sensed. Can recirculate breathable air for up to six weeks
  before getting stale.
  Heating and Cooling System
  Regulates the temperature of the pilot's compartment. And includes
  a small refrigeration unit for preserving food, water and specimens.
  Refrigerator is approximately 26 inches wide.
  Voice Actuated Locking system
  The destfoid's access hatch is sealed by an automatic locking system.
  A six digit spoken code will open the hatch. A manual key pad is
  provided in case of system failure.
  Heat and Radiation Shields
  Special shielding prevents the penetration of life threatening heat and
  radiation. Includes radiation detection system and alarm.
  External Audio Pickup
  Range: 300ft (91.5m). A sound amplification listening system that
  can pick up a whisper 300ft away (91.5m).
  Loudspeaker
  Loudspeaker system that can amplify the pilot'S voice up to 90 de~
  cibels.
  Independent Oxygen Supply and Circulatory Sys-
  tem
  180 Degree Rotation
  All destroids except the MAC II can rotate at the torso 180 degrees.
  optics. and the line can therefore be traced back to its source. Also
  smoke impairs the visionlbeam, rendering it temporarily useless.
  The REF Excaliber is still used as an assault and defense, heavy
  weapons system. Like its predecessor, the REF Excaliber has long-range
  and short-range armaments. The major change is the replacement of
  one of its particle beam cannons with a Gladiator type mecha arm. The
  addition of the arm and hand gives it greater versatility in hand to hand
  combat and reconnaissance. The pilar can now pick up and carry items,
  and perfoml articulated work. A second hand has also been added to
  the particle beam cannon, although it is a bit clumsy.
  Its many conventional S.D.C. weapons have been replaced with
  mega-damage weapons in anticipation of a more powerful foe. A walk-
  .-.. ing dreadnought made even deadlier with its battery of missiles, lasers,
  particle beam cannon and increased speed and mobility.
  -
  r-
  Fuel Capacity
  Each destroid requires 16 protoculture energy cells. 16 fully charged
  cells will give the mecha an active combat life of about two years. The
  vehicles can operate with half as many cells (8) for up to 16 months,
  but the maximum speed is reduced by half and the ranges of energy
  weapons are also reduced by half.
  3.
  GR·IOO Mini·Missile Launchers (2). Mounted above and behind
  each of the shoulders is a mini-missile launcher system with automa-
  tic reload. The cap flips up to reveal six missiles which can be fIred
  61
  
  REF EXCALIBER MK VII
  62
  
  in volleys oftwo or all six. The mini-missile is immediately replaced
  the moment it is launched. The additional missiles are housed in
  the length of the launcher attached to the back.
  imary Purpose:
  Assault
  condary Purpose:
  Antipersonnel
  lvfissile-Type:
  Any mini-missile except plasma, but fragmentation
  and/or high explosive are standard issue.
  Mega-Damage:
  Varies with missile type.
  Rate of Fire:
  Volleys of 2,4 or 6. Remember, a volley counts as one
  attack regardless of the number of missiles in the volley.
  Range:
  About one mile
  Payload:
  18 mini-missiles per each launcher, for a total of 36.
  Note:
  The mini-missiles can NOT be launched when the larger shaul·
  der missile pod's are being used. The shoulder pods protective lid
  blocks the mini-missile launcher. lfthe mini-missiles are launched while
  the shoulder pod is in use, it will damage the lid (80 M.D.C.) and has
  a 50% chance of wrecking the frring mechanism ofthe OR-lOO launcher
  (will not fire).
  4.
  A Missile Launcher Pod is mounted on each shoulder. The missile
  companmenlsllaunchers are heavily annored, protecting the missiles
  from detonation by enemy ftre. The missile pods also serve to protect
  the shoulder joints. Player's note: These are identical to those on
  the RDF Excaliber MK·VI.
  Primary Purpose:
  Assault/defense
  Secondary Purpose:
  Anti-aircraft
  Missile Type:
  Standard RDF short range guided missiles. Speciftc
  types of warheads vary with the situation. Since it will generally be
  going intoa heavy combat environment, armor piercing and plasma are
  the standard issue.
  Mega-Damage:
  Varies with missile type.
  Rate of Fire:
  One at a time or in volleys of two or four per each melee
  "-"t.ack.
  .yload:
  Each shoulder pod contains 12 short range missiles, for a
  total of 24.
  5.
  Hand to Hand Combat: Rather than frre any weapons, the Ex-
  caliber can engage in hand to hand combat. Punch does 204 M.D.,
  Flip -
  104 M.D., Body Block -
  106 M.D.• or Stomp -
  104
  M.D.
  6.
  Optional Use of Hand·Held Weapons:
  GU·II Gun Pod. See Robotech RPG.
  GU-XX Gun Pod. See Sentinels: Alpha Fighter
  E-20 Gun Pod. See Southern Cross.
  EU-ll Gun Pod. See Southern Cross.
  THE GLADIATOR
  MKIII
  The gladiator, along with the M.A.C. III, is one of the most changed
  in appearance and armaments. The metal leviathan is still the fastest
  of its brothers and still mainly a frontline combat unit, but its weapon
  systems are completely different from the famous MK II of the RDF.
  The shoulder missile pods have been replaced with high-powered laser
  cannons, the chest mounted weapon cluster has been replaced by a dual
  er turret and mini-missiles, while short range missiles are now stored
  .he legs like the Alpha and Beta fighters. Like the earlierRDF model,
  the new gladiator retains its ability as a powerhouse in hand to hand
  combat. Its punch can puncture M.D.C. armor or shatter the walls of
  a building.
  63
  THE GLADIATOR
  Model Types (2):
  GladiatorMK II (RDF; see Robotech RPG, pgs 58·
  60). Gladiator MK III (REF).
  Class:
  Destroid Spartan MBR·07-MK JII
  Crew:
  One or two.
  M.D.C. by Location:
  -Laser energy pods (2, shoulders) -
  120 each
  Laser Cannons (2 top·mounted) -
  100 each
  Laser Turret (J) -
  50
  Chest Mini·Missile Pod -
  150
  Arms (2) -
  120 each
  Hands (2) -
  60 each
  Upper Leg (2) -
  100 each
  Lower Leg (2) -
  150 each
  Leg Missile Pods (4; two each leg) -
  60 each
  "Main Body -
  300
  Reinforced Pilot's Compartment -
  200
  *Depleting the M.D.C. of a shoulder energy pod will render the
  laser cannon mounted on top of it useless. The unit must be com·
  pletely replaced to function again.
  *·Depleting the M.D.C. of the main body will shut the mecha
  down completely, rendering it useless.
  Speed:
  Running:
  120mph (I93kmph) maximum; cruising speed
  about half, 60mph (96kmph). The Gladiator's feet are designed for
  running, climbing and traveling rough terrain.
  Leaping:
  100ft (30.5m) up and across.
  Climbing:
  Is possible as a skill proficiency of 40% +4% per level
  of the pilot's experience. Add + 10% if the pilot has the climbing
  skill.
  Height:
  27ft (804m) with laser cannons lowered.
  Width:
  13ft 9in (4.2m)
  Length:
  II ft 4in (3.47m)
  Weight:
  19.2 tons fully loaded
  Cargo:
  Minimal, with a small. 5ftx 3ft x 3ft (I.5mxO.9mxO.9m)
  area behind the two pilot seats.
  WEAPON SYSTEMS
  1.
  A high-powered GRA·I0 Laser Cannon, is mounted on each
  shoulder. The cannons can be fired individually or simultaneously
  at the same target. Both have a 120 degree arc offtre (up and down).
  The laser cannons can be positioned individually or together simul-
  taneously.
  Primary Purpose:
  Assault/defense
  Secondary Purpose:
  Anti-aircraft
  Range:
  4000ft (I 200m)
  Mega-Damage:
  3D6 M.D. per individual blast or 6D6 per simu.ltane-
  ous dual blast.
  Rate ofFire:
  Equal to the pilot's combined hand to hand melee attacks.
  Payload:
  Effectively unlimited
  2.
  Rapid·fire laser turret built into the chest. The weapon is fixed
  forward, but can rotate up and down in a 90 degree arc.
  Primary Purpose:
  Assault/defense
  Secondary Purpose:
  Anti-ground personnel
  Range:
  2000ft (609m)
  Mega-Damage:
  Single "aimed" dual shot (+ 3 to strike), 206 M,D.;
  short burst (+ I to strike), ID4 x 10 M.D.; long burst, shooting at one
  target (no bonus to strike; laSts the entire melee), 2D4 x 10 M.D. Burst
  shooting wild/sprdying ( - J to strike; can be short or long burst) inflicts
  206 M.D. to everything it hits. See "shooting wild" in the modem
  weapon proficiency section. Single dual shots and short bursts count
  as ONE melee attack.
  Rate of Fire:
  Single dual blasts or short bursts can be fired equal to
  the pilot's combined hand to hand. Long burst or spraying an area
  counts as ALL melee attacks for that melee.
  Payload:
  Effectively unlimited,
  
  REF GLADIATOR MK ITI
  64
  
  r
  3.
  GR-I02 Mini-Missile Launcher Pod is built into the chest area.
  The lid flips open to nre.
  Primary Purpose:
  Assault/antipersonnel
  Secondary Purpose:
  Anti-aircraft
  Missile Type:
  Any mini-missile except plasma. Fragmentation or high
  "'---' explosive are standard issue.
  Mega-Damage:
  Varies with missile type.
  Rate of Fire:
  One at a time or in volleys of 2, 4, 6 or 8
  Range:
  About one mile.
  Payload:
  36 mini-missiles
  4.
  MM-50 Multi-Missile System. Both lower legs of the Gladiator
  have short range missile launchers similar to those of the Alpha
  Fighter. Each missile launcher (two on each leg) contains four shon
  range missiles, for a total of eight per each leg.
  Primary Purpose:
  Anti-aircraft
  Secondary Pul)X?se:
  AssaulUdefense
  Missile Type:
  Standard RDFshon-range missiles. usually annorpierc-
  ing or plasma.
  THE M.A.C. III
  The largest of all the destroids is lhe M.A.C. II, followed by the
  '-........- ~.A.C. m (REF). Both units were developed to be mobile fortresses
  With the firepower of a 20th century battleship.
  The M.A.C. III is just as powerful as the M.A.C. II, and more
  maneuverable. One of the drawbacks to the old RDF model M.A.C.
  6S
  Mega-Damage:
  Varies with missile type.
  Rate of Fire:
  One at a time or in volleys of 2, 4 or 8. The number
  of missile volleys a character can fLre per melee is equal to hislher
  combined hand to hand melee attacks.
  Range:
  Varies with missile type; 1 to 5 miles.
  Payload:
  16 total short range missiles (eight per each leg. four per
  each missile launcher).
  S.
  Hand to Hand Combat. The Gladiator can opt to engage in hand
  to hand combat with devastating punches. Punch does ID4 or 206
  M.D.• Power Punch -
  306+4 M.D., Tear or Pry -
  106 M.D.,
  Stomp -
  ID4 M.D.• or Body Block -
  106 or 206 M.D.
  6.
  Optional Use of Hand Held Weapons:
  GU-l1 Gun Pod. See Roborech RPG.
  Battle Mace. See Robotech RPG
  E-20 Gun Pod. See Southern Cross
  EU-ll Gun Pod. See Southern Cross
  GU-XX Gun Pod. See Sentinels,· Alpha Fighter.
  11
  was that it was terribly slow, a maximum speed of 20mph (32kmph).
  The new M.A.C. III is lighter, shorter and faster with a greater variety
  of weaponry, while sacrificing little M.D.C. or frrepower.
  
  THE M.A.C. m
  Model Types (2):
  MAC. II (RDF; See Robolech RPG, pgs 60-62).
  MAC. III (REF).
  Class:
  Mobile Assault Cannon (M.A.C.) HWR-OO-MK-Ill; also
  known as the "Little Monster. It
  Crew:
  Two or three. and can seat four additional passengers.
  M.D.C. by Location:
  Three Main Cannons -
  100 each
  Forearm Particle Beam Cannons (2) -
  100 each
  Upper Anns (2) -
  75 eacb
  Forward Missile Pod (I) -
  200
  Drum Bombs (2) -
  100 each
  Legs (2) -
  200 each
  "Main body -
  400
  Reinforced Crew Compartment -
  250
  Note: No head unit.
  "Depleting the M.D.C. of the main body will shut the mecha
  down completely, rendering it useless.
  Speed:
  Running:
  45mph (72kmph) maximum; cruising speed is
  about 30mph (48kmph).
  Leaping and Climbing:
  Impossible
  Heigbt:
  48ft 6in (14.8m)
  Width:
  38ft (11.6m)
  Length:
  41ft (125m)
  Weight:
  110 tons fully loaded
  Cargo:
  A spacious 8ft x 6ft x 6ft area is available for
  storage
  (204m x 1.8m x 1.8m).
  WEAPON SYSTEMS
  1.
  Three 40cm Automatic Cannons are mounted on the top of the
  main body. The two top guns are positioned and fired simultaneously
  as a dual system. The third cannon can be operated independently
  from the other two cannons or locked in with the two and all three
  fired as one (all hit the same target). The cannons can be positioned
  in a 45 degree arc (up and down).
  Primary Purpose:
  Long-range assault
  Secondary Purpose:
  Anti-aircraft
  Range:
  10 miles (16km); minimum effective range is 600ft (183m).
  Mega-Damage:
  One individual blast -
  lD6x 10 M.D. Dual simul-
  taneous blasts-
  206 x 10 M.D.. Triple simultaneous blast-
  306 x 10
  M.D. Blast radius is approximately 20ft (6.1m). Simultaneous blasts
  (2 or 3 rounds) all strike the same target, but count as ONE melee
  attack (volley).
  Rate of Fire:
  Equal to the pilot's combined number of hand to hand
  melee attacks. Dual and triple blasts are considered to be one volley
  and therefore, onc melee attack.
  Payload:
  Each cannon can fu-e 20 rounds each. The two top guns
  always fire together. Only the middle cannon can frre independently.
  2.
  Particle Beam Cannons, PBC·20, comprise the forearms of the
  M.A.C. Ill. Each can fire individually or simultaneously. Both can
  rotate in an 180 degree semicircle, enabling the "Little Monster" to
  fire straight up and directly behind it.
  Primary Purpose:
  Anti-aircraft
  Secondary Purpose:
  Assault and defense
  Range:
  5 miles (8km)
  Mega-Damage:
  Single blast -
  306x 10 M.D. or a simultaneous dual
  blast -
  406 x 10 M.D. (counts as one melee attack).
  Rate of Fire:
  Equal to the pilot's total number of hand to hand attacks
  per melee.
  Payload:
  Effectively unlimited.
  3.
  Front Mounted MIssile Podcomains six medium range missiles.
  Primary Purpose:
  Anti-aircraft
  Secondary PuIJX>se:
  Assault and defense
  66
  Missile Type:
  Any standard RDF medium range missiles, but high
  explosive (heavy: 206 X 10 M.D.) andlor plasma (206 x 10 M.D.) are
  standard issue.
  Mega-Damage:
  Varies with missile type.
  Rate of Fire:
  One at a time or in volleys of 2, 3, 4, or 6 (all). Clll'
  fire as often as equal to the pilot's combined hand to hand attacks per
  melee. A volley counts as one melee anack.
  Range:
  Varies with missile types. but no less than 40 miles (64km).
  Payload:
  Six (6) medium range missiles.
  4.
  Two Drum Bombs are mounted in the front of the M.A.C. m.
  Each is protected by a heavy top shield, plus the cylindrical bomb
  encasement bas 100 M.D.C. to prevent detonation by enemy attack.
  (Note: A direct shot at the bombs must be a called shot and is minus
  2 to strike).
  The bombs can he released at any time, dropping to the ground.
  They are not propelled by any means, so the M.A.C. III pilotsbould
  allow himself enough time to get out of the blast radius. The bombs
  have a timer that can be programmed, from the crew compartment,
  for 10 seconds to 90 minutes.
  Primary Purpose:
  Assault on enemy installations.
  Secondary Purpose:
  Self-destruction
  Weight:
  2 tons
  Bomb Trpe:
  Plasma; M.D.C. of the released bomb -
  10.
  Mega-Damage:
  One bomb will inflict ID6x 1000 M.D. to everything
  in a 500ft (152.5m) area and 106 x 100 M.D. to an additional lO00ft
  (305m) area beyond that.
  Rate of Fire:
  Can drop one or both. Counts as one melee attack.
  Payload:
  Two bombs.
  S.
  Hand to Hand combat is limited to Body Blocks -
  206 M.D.,
  Bunts -
  106 M.D., and Stomps -
  304 M.D.
  -----------------..-..
  RAIDAR X (REF)
  The REF Raidar X is a more versatile, smaller version of the famous
  RDF model. Like its predecessor. the new Raidar X is primarily designed
  to combat aircraft and other flying menaces. To give it extra versatility.
  the laser anns not only rotate 360 degrees, but can also move left to
  right in a 45 degree sweep (the RDF model could not swing left and
  right). A mini-missile launcher identical to the Excaliber's is mounted
  on each shoulder. providing short-range capabilities.
  THE RAIDARX
  Model Types (2):
  Raidar X, MK X (See Robolech RPG, pgs 63-64).
  Raidar X, MK XI (REF).
  Class:
  Destroid Defender, ADR-Q4..MK XI
  Crew:
  One or two.
  M.D.C. by Location:
  Radar Sensor (semidisc in chest) -
  60
  Mini-Missile Launchers (2) -
  100 each
  Tri-Barrel Laser Cannon Ann -
  100 each barrel (6)
  Upper Ann Connection (2) -
  100 each
  Legs (2) -
  200 each
  "Main Body -
  250
  Reinforced Crew Compartment -
  200
  Note: No head unit.
  "Depleting the M.D.C. of the main body will shut the mecha
  down completely. rendering it useless.
  Speed:
  Running: IOOmph (I60kmph) maximum; cruising speed about
  50mph (80krnph),
  Leaping: 80ft (2404m) lengthwise or 40ft (12.2m) high/up.
  Climbing: Impossible
  
  -
  Height:
  24ft 9in (7.6m)
  Width:
  18ft (5.5m)
  Length:
  11ft 7in (3.6m)
  Weight:
  17 tons
  Cargo:
  Minimal
  space,
  conslslmg
  of
  a
  Sft x 3ft x 3ft
  (1.5mxO.9mxO.9m) area behind the seats.
  WEAPON SYSTEMS
  1.
  Tri-Barrel Rapid-Fire Laser Cannons comprise both mos. An
  advanced computer targeting/radar system increases the Raidar X's
  accuracy. Bonus: +2 to strike only while the radar sensor disc
  protruding from its chest is functioning. Depleting its 60 M.D.C.
  will prevent the bonus and reduce radar range to 50 miles (80km).
  Primary Purpose:
  Anti-aircraft
  Secondary Purpose:
  Assault
  Range:
  8 miles (I2.8km)
  67
  REFRAIDARX
  Mega-Damage:
  Single blast -
  306 M.D., double blast-6D6 M.D.,
  triple blast
  ID4 x 10 M.D. Six blasts (both arms fired simultaneously
  at one target) 2D4x 10 M.D.
  Rate of Fire:
  Equal to the pilot's total number of attacks per melee.
  Both arms can fire one, two or all three of theiT laser cannons simultane-
  ously. Or both anns can operate as one dual unit, firing all six cannons
  simultaneously. Simultaneous firing of cannons is considered a volley
  regardless of how many cannons are shooting. Each volley counts as
  one melee attack.
  Payload:
  Effectively unlimited.
  2.
  GR-IOO Mini-Missile Launchers (2). Mounted above and behind
  each ofthe shoulders is a mini-missile launcher system with automa-
  tic reload. The cap flips up to reveal six missiles which can be fired
  in volleys of two or all six. The mini-missile is immediately replaced
  the moment it is launched. The additional missiles are housed in
  the length of the launcher attached to the back.
  
  Primary Purpose:
  Assault
  Secondary Purpose:
  Antipersonnel
  Missile-Type:
  Any mini-missile
  e~cept plasma, but fragmentation
  andlor high explosive are standard issue.
  Mega-Damage:
  Varies with missile type.
  Rate of Fire:
  Volleys of 2,4 or 6. Remember, a volley counts as one
  attack regardless of the number of missiles in the volley.
  Range:
  About one mile
  Payload:
  18 mini·missiles per each launcher. for a total of 36.
  3.
  GRL-Defense Lasers. Built into the under-belly of the mecha is
  a triangular protrusion directly under and dead center of the radar
  disc. When besieged by ground troops. the protective covering flips
  down to reveal a banery of light lasers. The lasers always point
  downward, but can be positioned to hit targets almost directly under
  it or up to 200ft away.
  Primary Purpose:
  Defense
  Secondary Purpose:
  Antiper.;onnel
  Range:
  200ft (61m)
  Mega-Damage:
  Aimed shot- 306 M.D., bur.;t- 606 M.D.• wild
  shooting/spray -
  206 M.D. per hit (see shooting wild in modem
  weap:>n proficiency section). Note: The light lasers can be fired in a
  continuous. full melee wild burst while using the big laser cannons at
  the cost of one melee attack, but they are -4 to strike anything.
  Rate of Fire:
  Equal to the pilot's combined hand to hand melee anacks.
  Or a full melee spray (wild), which counts as one attack.
  Payload:
  Effectively unlimited
  4.
  Hand to Hand Combat is limited to swats with the cannon arms
  doing 104 M.D.• Body Blocks -
  ID6 M.D.• and Stomp -
  104
  M.D.
  SPECIAL EQUIPMENT
  1.
  Advanced Radar and Sensory Unit mounted in the chest.
  Radar:
  Range: 200 miles (321km). and can identify 300 individual
  targets and simultaneously track 100.
  Heat Sensor:
  Can pick up and pinpoint heat emanations. Track by
  heat impressions -
  55%. can pinpoint up to 100 targets.
  Motion Sensor:
  Detects and registers movement within a 600ft
  (lgOm) area. Can pinpoint and track up to 100 targets.
  Radiation Sensor:
  Detects and identifies the presence of over 50
  types ofradiation, measures their levels and can pinpoint their source.
  Range: 600ft (180m).
  2.
  On-board computer system to record and analyze data.
  3.
  Long-range laser communications system: Range: 1000 miles,
  and can be relayed indefinitely via satellite.
  4.
  Spotlight mounted on each laser arm. Range of light beam is 300ft
  (9Im).
  5.
  Retractable ntility arms (3) are housed in the compartment at
  midbody atop the sensor disc. The three arms are for delicate work,
  repairs and examination of items. The reach of the arms is limited
  to 26ft (7.9m). Each arm has 3 M.D.C. and a strength equal to a
  P.S.20.
  68
  THESPARTANMK XIII
  The new REF Spartan is, like its predecessor, still the long-range
  powerhouse of the Destroids. As an artillery support unit, the Spartan ...-
  is unsurpassed, but even with its additional defensive armaments and
  hands, it remains the least versatile of all of the mecha.
  The most obvious change from its predecessor, is the more rounded
  body and the elongated trunk of the main body that protrudes like a
  mechanical head of a killer whale or shark. The bottom half of the
  "shark" head can open up like a gaping maw to unleash another battery
  of missiles (short range). The two spotlights on both sides of the body
  resemble eyes, completing the illusion of a monstrous head. Hence its
  nickname, ..the Shark".
  THE SPARTAN
  Model Types:
  Spartan MK XU (RDF; See Robotech RPG. pgs 65-
  66).
  Spartan MK XIII (REF)
  Class:
  DeSlrOid Phalanx, SDR-04-MK XU; also known as ·'the
  Shark".
  Crew:
  One or two
  M.D.C. by Location:
  Searchlight (top) -
  30 (whole unit)
  Shoulder Joints (2) -
  100 each
  Missile Pods (2) -
  150 each
  Revealed Mini-Missile Launcher -
  50
  *Lower Jaw of Main Body -
  150
  ""Main Body (head) -
  250
  Reinforced Crew Compartment -
  250
  Legs (2) -
  200 each
  Retractable Hands (2) -
  40 each
  *Depleting the M.D.C. of the lower jaw-like area will immobilize,.--..
  it, preventing the short range missiles from being launched.
  "Depleting the M.D.C. of the main body will shut the mecha
  down completely, rendering it useless.
  Speed:
  Running:
  70mph (l12kmph) maximum; cruising speed is
  about 35mph (56kmph).
  Leaping:
  40ft (12.2m) lengthwise or 20ft (6. 1m) high/up.
  Climbing:
  Slow and difficult, with a skill ability of 20%+3% per
  level of the pilot's e~perience. Add + 6% ifthe pilot has the climbing
  skill.
  Height:
  2gft 3in (8.6m)
  Width:
  20ft (6.1 m)
  Length:
  16ft 4in (5m)
  Weight:
  37 tons fully loaded
  Cargo:
  Minimal capacity of 5ftx3ftx3ft (1.5mXO.9mxO.9m) is
  available behind the seats.
  WEAPON SYSTEMS
  1.
  MissUe Pod Arms are its main weapon. Like the earlier Spartan,
  "the Shark" can fire medium or long range missiles from its barrel
  aImS. The missile pods can rotate 360 degrees to meet any threat.
  All the missiles are self-guided. standard RDF types.
  Primary Purpose:
  Anti-aircraft
  Secondary Purpose:
  AssaultlDefense
  Missile TyPe:
  Any medium or long range missiles.
  Mega-Damage:
  Varies with missile type.
  Range:
  Varies with missile type.
  Rate of Fire:
  Can flre missiles one at a time or in volleys of 2, 4, 6, _
  8 or to. One volley counts as one attack regardless of the number of
  missiles. Total attacks per melee is equal to the total hand to hand
  attacks of the pilot.
  Payload:
  20 missiles per each arm. for a total of 40 (four less than
  the RDF version). The missile arms can be reloaded using special
  
  -
  REF SPARTAN MK XII
  69
  
  vehicles and equipment, but requires a full five minutes (20 melees).
  2.
  A GR·IOl Multiple Mini·Missile Launcher has been built into
  the lower head-like area to provide the mecha with short-range
  capabilities. These missiles are mainly intended for defense and
  antipersonnel. The automatic loading system replaces missiles im-
  mediately.
  Primary Purpose:
  Defense
  Secondary Purpose:
  Antipersonnel
  Missile Type:
  Plasma only. The other mini-missiles will not fit unless
  specially modified and that will reduce their range by half.
  Mega-Damage:
  The plasma mini-missile inflicts 1D6 X 10 damage to
  a 15ft (Urn) radius.
  Range:
  One mile (1.6km)
  Rate of Fire:
  One at a time or in volleys of 2, 4, 6, 8, 10, 12 or 24.
  Remember, a volley counts as one melee attack. Total melee attacks
  are equal to the combined hand to hand attacks of the pilot.
  Payload:
  48 launch tubes, but with reloads 9total of 96 plasma mini-
  missiles.
  Note:
  A high intensity spotlight is mounted like an eye on either side
  of the head. Range of the spotlight is l600ft (488m).
  3.
  Hand to Hand Combat is possible, but limited. The spindly retract-
  able arms only have 20 M.D.C. each and inflict low mega-damage.
  Punch -
  104 M.D., Body Block -
  106 M.D., and Stomp-
  104 M.D. Note that the hands and retractable arms are designed
  for added versatility, enabling the new Spannn to pick up, hold and
  carry items, climb and similar uses. The anns can detract to reach
  up to 28ft (8.5m).
  Special Equipment:
  Atop the main body is a high intensity sear·
  chlight. The two top lights are infrared unleashing a light beam
  invisible to nonnal vision and enabling "the Shark" to see in the
  dark. Of course, anybody with infrared optics can see the light and
  avoid it. The other four lights are conventional, visible, searchlights.
  Range:
  4000ft (1220m) for all lights. The lights can be tilted 30
  degrees up and down, and left and right. The adjustments occur
  inside the housing unit.
  THE REF ZENTRAEDI
  MECHA PROGRAM
  Twenty-nine percent of the Robotech Expeditionary Force is com-
  posed of loyal micronized Zentraedi, all of whom are skilled warriors.
  Unfortunately, the m.icronized giants can no longer operate their huge
  war machines, because "they" are too small. You may recall, the oper-
  ation of the ientraedi battle pods is very different from the Earth mecha.
  The Zentraedi pilot sits curled inside the bulbous body cavity. The legs
  are controlled by foot pedals meaning the pilot is actually walking
  inside the mecha, similar to pedaling a bicycle. Weapon systems are
  operated by sets of simple hand levers.
  Years of indoctrination and minimal knowledge of Earth skills made
  Earth mecha incomprehensible to the Zentraedi. This meant it would
  take too long and demand too much manpower to retrain them. The
  dilemma arose in that the REF had thousands of eager warriors at their
  disposal but no suitable mecha.
  Repairing the old, giant mecha meant returning the aliens to their
  giant size. This was impossible, because of the food and space require-
  ments needed to support an army of 50ft giants. Besides, the old pods
  offered the pilots little prolection. The Robotech Masters, who designed
  the Zentraedi mecha, had little regard for life, thus the Zentraedi warriors
  70
  and their mecha were seen as disposable commodities. An unacceptable
  condition by human standards. Furthermore, some feared the aliens
  might strike against humankind if restored to giant stature and given
  fUlly powered mecha.
  After much deliberation, Rick Hunter offered the only feasible solu·
  tion: Scrap the Zentraedi mecha and build a new, smaller version like
  what had been done with the Veritech VF series and the new Alpha
  series. Retain the old Zentraedi system ofmovement, just scale itdown.
  Doctor R. Burke seized the suggestion as a personal challenge. At
  first he envisioned producing miniaturized versions, identical to the
  larger originals. with added armor. However, Doctor Burke quickly
  realized that he could improve upon the original design without sacrific-
  ing the simplicity the Zentraedi soldiers expected. The result was a
  hybrid of Zentraedi and human design.
  Note: The Zentraedi mecha are intentionally less heavily annored
  and equipped (no missiles, for example) than the human mecha as a
  precautionary measure against insurrection. This condition was a com-
  promise that Admiral Rick Hunter grudgingly agreed to in order to get
  approval for the Zentraedi Destroid Program. Zentraedi mecha are
  generally reserved exclusively for Zentraedi warriors.
  THE REF TACTICAL
  BATTLE POD (TBP-Zl)
  The old Tactical Battle Pod has been replaced with the smaller, but
  deadlier, TBP-Zl (nicknamed ''Tid-Bitz''). The mecha's formidable
  weapons, speed and balance emulate its giant predecessor. However,
  there are numerous differences in style and design. The top mounted
  particle beam guns are long and slender, a trademark of Earth design.
  Its small rear lasers have been replaced with larger, more powerful
  lasers and the auto cannons replaced with a Gladiator style auto cannon
  drum. The battle pod's familiar egg-Shaped main body is also gone, in
  favor of a squat, rectangular shaped fonn.
  The most dramatic changes are the addition of arms and its drastically
  reduced size. Arms give this infantry unit the advantage of hand to
  hand combat, grappling, holding and carrying. The size is a compara-
  tively minuscule 23ft (7m). The pilot is safely nestled in the armored
  midsection of the main body.
  THE REF TACTICAL BATTLE POD
  Model Type:
  TBP-ZI
  Class:
  Destroid; Tactical Battle Pod -
  Zentraedi type One.
  Crew:
  One, but can seat one additional.
  M.D.C. by Location:
  TOJrMounted Particle Beams (2) -
  50 each
  Rear Lasers (2) -
  50 each
  Front Auto Cannons (2) -
  25 each
  Upper Arm (2) -
  50 each
  Forearm (2) -
  75 each
  Hands (2) -
  30 each
  Legs (2) -
  150 each
  Rear Engine Thrusters (2) -
  100 each
  'Sensor Eye (I-front) -
  50
  "Main Body -
  170
  Reinforced Pilot's Compartment -
  200
  'Depleting the M.D.C. of the sensor eye will knockout all optical
  systems; -I to strike penalty. Note: The TBP-ZI has all the standard
  REF Destroid sensors and equipment.
  "Depleting the M.D.C. of the main body will shut the mecha
  down completely, rendering it useless.
  -
  
  REF TACTICAL
  BATTLE POD
  (TBP-Zl)
  -
  Speed:
  Running:
  175mph (281 kmph)
  Leaping:
  100ft (30.5m) up or across without booster assistance,
  or 300ft (91.5m) with jet booster assistance.
  Climbing:
  1s possible, but awkward. The mecha skill ability is
  20% +3% per level of the pilot's experience. Add + 13% if the
  pilot has the climbing skill himself.
  Hover:
  The battle pod can bover stationary up to 300ft high for
  shan periods of time (about three minutesll2 melees), then Quickly
  noats to ground level. The jet boosters are also used to slow its
  momentum in a fall. The TBP-ZI can not fly!
  Undetwater Propulsion:
  Cruising speed is 50mph (80kmph) and
  can rocket itself to speeds of up to 300mph (482kmph) in short
  bursts lasting two or three minutes. Note: Needs at least a 10 minute
  ~
  rest between each 300mph burst. Walking underwater is reduced by
  75%.
  Space Propulsion:
  The same propulsion system can rocket the Bat·
  tie Pod through space at a maximum speed reaching near mach one,
  650mph (l040kmph). The mecha can maintain this speed for 104
  hours before requiring a rest of at least one hour. Intennittent use,
  71
  ~-
  a few minUle burst of speed here and there, will enable the TBP-Zl
  to operate in space indefinitely, without pause. Likewise, traveling
  at speeds of less than 300mph (482kmph) does not tax the propulsion
  system, providing indefinite space flighL
  Height:
  23ft (7m)
  Width:
  14ft (4.3m)
  Length:
  14.6ft (4.45m)
  Weight:
  12.7 tons
  Cargo:
  Minimal storage space could accommodate one additional
  passenger or about 500lbs (226.8kg).
  WEAPON SYSTEMS
  1.
  DuaJ·Mounted Particle Beam Cannons are mounted on the top
  of the TBP-ZI. Each cannon can move independently of the other
  or in one synchronized movcmenL This means the cannons can be
  fired independently of each other at different targets or simultane-
  ously at the same target. Both P-Beam cannons can only shoot
  forward, with a movement arc of 80 degrees up and down.
  Primary Purpose:
  Heavy assault
  
  Range:
  6000ft (lS29m).
  Mega-Damage:
  Sinsle blast-4D10M.D., double simultaneous blast
  -
  8010 (counts as one allack).
  Rate of Fire:
  Equal to the pilot's combined number of attacks; usually
  4 or 5 per melee.
  Payload:
  Effectively unlimited
  2.
  Top-Mounted Lasers (2) are located in the rear near the shoulders.
  They can be JX>sitioned up and down in an 80 degree arc.
  Primary Purpose:
  Defense
  Range:
  4000ft (I200m)
  Mega~Damage:
  3D6 M.D. per individual blast, or 606 per simultane-
  ous volley (both lasers fire in one attack).
  Rate of Fire:
  Equal to the pilot's combined number of attacks per
  melee.
  Payload:
  Effectively unlimited
  3.
  32mm Auto CaDDons (2) are located in the lower part ofthe body.
  The drum configuration allows an ISO degree rotation, enabling the
  weapon to flI'e upwards. down at its feet, and even under its legs
  to the rear. Both frre simultaneously.
  Primary Purpose:
  Antipersonnel
  Range:
  2000ft (609m)
  Mega-Damage:
  206 M.D. -
  short burst, 406 M.D. -
  long burst,
  or 204 X 10 M.D. -
  full melee burst.
  Rate of Fire:
  Equal to the pilot's combined attacks per melee.
  Payload:
  Limited to 4S0 rounds. 24 shells are fired per full melee
  burst, 12 in a long burst and 6 in a short burst.
  4.
  Hand to Hand Combat. Rather than fire weapons, the Batde Pod
  can engage in hand to hand combat. A punch does 204 M.D., Flip
  -104 M.D., Body Block-I06M.D., Kick-106M.D., Leap
  Kick-3D6M.D. (countsastwoattacks),orStomp-I04M.D.
  S.
  Optional Use of Hand Held Weapons.
  GU·ll Gun Pod. See Roboteell RPG.
  GU-"" Gun Pod. See Alplla Fighter; restricted to Breetai and his
  elite forces.
  NOTE:
  The shape of the TBP-ZI's body and legs provides it with
  an exceptional ability to roll with a punch, fall, or impact. See
  Bonuses from Battle Pod Training.
  THE REF OFFICER'S
  BATTLE POD (OBP-Z2)
  The new Officer's Battle Pod is a smaller, sleeker version of the
  original Zentraedi design. Except far the basic body shape, this formid-
  72
  able war machine has been completely redesigned. The body is less
  round and more linear. The arms are high mounted and more sturdy. ,........",.
  The legs are completely different, bending more like destroid legs,
  rather than the ostrich-like variety on the original Zentraedi Pods. This
  has reduced its running speed, butgiven it betterdiversity ofmovement.
  Mounted atop the deadly machine are two particle beam cannons
  replacing the one af the old-style pod. The familiar weapoa arms are
  
  -
  ,,-..
  -
  still present, but an infrared spotlight has been added, along with retract-
  able two·fingered hands for climbing, grasping and carrying. The hands
  can extend 8ft (204m) out of their foreann housings. The front mounted
  impact cannons have been moved to the rear and missiles are no longer
  part of its arsenal.
  Rearjet engine thrusters provide limited flight capabilities and greater
  speed and mobility in space. Concealed maneuvering jets are found in
  its legs and body. Note: The Officer's Pod Annored Vehicle is still
  available
  for
  maximum
  speed
  transatmospheric
  capabilities.
  See
  Robotech RPG. pg 90.
  THE REF OFFICER'S BATTLE POD
  Model Type:
  OBP-Z2
  Class:
  Destroid; Officer's Battle Pod -
  zentraedi type Two
  Crew:
  One
  M.D.C. by Location:
  Top-Mounted Particle Beams (2) -
  50 each
  Rear Impact Cannons (2) -
  25 each
  Weapon Forearms (2) -
  100 each
  Searchlight (2) -
  25 each
  Upper Arms -
  70 each
  Retractable Hands (2) -
  25 each
  Legs (2) -
  100 each
  Rear Engine Thrusters (2) -
  100 each
  "Sensor Eye (I) -
  50
  ""Main Body -
  220
  Reinforced Pilot's Compartment -
  200
  "'Depleting the M.D.C. of the sensor eye will knockout all optical
  systems; - I to strike penalty (must rely solely on instrument read-
  ings). However, the sensor eye is a small, protected target, so the
  opponent can only hit it on a "called shot" and is - 3 to strike.
  Note: The OBP-Z2 has all the standard destroid sensors.
  **Depleting the M.D.C. of the main body will shut the mecha
  down completely, rendering it useless.
  Speed:
  Running;
  175mph (281 kmph)
  Leaping:
  50ft (l5.2m) up or across without booster assistance, or
  400ft (121m) with jet boosters engaged.
  Hover:
  The Officer's Pod can hoverstationary, up to Ioooft (300m)
  high, indefinitely.
  Flying:
  Unlike the TBP-ZI, the officer's pod can fly. Cruising
  speed is 100 to 300mph (160-482kmph); maximum speed in an
  atmosphere is mach one (670mph).
  Space Propulsion:
  Has full mobility in space; maximum speed is
  mach two (1340mph).
  Underwater Propulsion:
  Cruising speed; 50mph (80kmph), and can
  rocket itself up to speeds of 300mph (482kmph) for as long as an
  hour. Walking undervtater reduces running speed by 75%.
  Height:
  26.4ft (8.05m)
  Width:
  15.2ft (4.6m)
  Length:
  20fl (6.1 m)
  Weight:
  17 tons
  Cargo:
  Minimal storage space behind the pilot seat can squeeze in
  one additional passenger or 500lbs (226.8kg).
  WEAPON SYSTEMS
  1.
  Dual-Mounted Particle Beam Cannons are mounted on the top
  of the OBP-Z2. Each cannon can move independently of the other
  or fire simultaneously. This means the weapons can be directed at
  the same target or at two different targets. Unlike the TBP-ZI, the
  officer's pod can position its cannons along a 90 degree arc up,
  down and from side to side.
  Primary PUlJlose:
  Heavy assault
  Range:
  6000ft (1829m)
  Mega-Damage:
  Single blast-4DlO M.D., double simultaneous vol-
  ley -
  8DlO M.D. (counts as one attack).
  73
  Rate of Fire:
  Equal to the pilot's combined number of attacks.
  Payload;
  Effectively unlimited
  2.
  Weapon Arms: are a dual weapon system consisting of
  two
  forearms, a second particle beam cannon and an auto cannon.
  Primary Purpose:
  Anti-armored vehicle and antipersonnel.
  Range;
  P-Beam -
  4000ft (1200m), auto cannon -
  2000ft (609m)
  Mega-Damage:
  P-Beam -
  4010 M.D. per blast, auto cannon -
  206 M.D. per blast.
  Rate of Fire:
  The pilot can fire either the particle beam cannon or the
  auto cannon or both simultaneously (note the reduced range of the auto
  cannon). Equal to the pilot's combined number of attacks.
  Payload:
  P-Beams -
  effectively unlimited. Auto cannons (2) -
  50
  blasts each.
  3.
  Two Rear Impact Cannons are mounted in the rear between the
  two thruster engines. Both can be moved simultaneously or indepen-
  dently in a 90 degree arc up, down, and side to side.
  Primary Purpose:
  Defense
  Range;
  2000ft (609m)
  Mega-Damage:
  Single blast -
  206 M.D. or double simultaneous
  blast- 406 M.D., or ID6x 10 M.D. from a dual burst.
  Rate of Fire:
  Equal to the pilot's combined attacks per melee.
  Payload:
  Each cannon has 60 rounds; a single blast is one round, a
  dual blast is 2 (one round each cannon) and a dual burst is six rounds
  (3 from each cannon).
  4.
  Hand to Hand Combat. Rather than fire weapons, the pod can
  engage in hand to hand combat. Punch does 206 M.D., Kick-
  ID6 M.D., Body Block -
  ID6 M.D. or Stomp -
  104 M.D. The
  use of hand-held weapons is awkward, but possible ( - 2 to strike
  penalty).
  THE REF CYCLOPS
  (CRP-Z3)
  The Zentraedj's largest mecha-vehicle is the Theatre Scout (also
  known as the Cyclops). This humongous mecha was used by the Zen-
  traedi as an all-terrain reconlUlissance vehicle and has been adopted
  by the REF for the same purpose.
  The Cyclops (renamed by the REF) is a walking sensor, radar, and
  communications network housed in an armored mini-fortress. The cyc-
  lops is primarily used to probe uncharted enemy territory and to maintain!
  relay communications during battle. Outfitted with its heavy annar,
  battery of sensors, armaments, and great versatility of movement the
  cyclops can prowl around in the most deplorable conditions, unescorted.
  11s great versatility enables it to adapt to its environment and it packs
  enough firepower to handle most random encounters.
  Externally, the REF Cyclops looks exactly like its Zentraedi counter·
  part. It is the internal modifications that hold the surprises. Onceoutfitted
  to accommodate a crew of four 50ft warriors, the cyclops now accom~
  
  -
  -
  + I 10 dodge
  Hide/Prowl 50% (a base ability)-
  Laser Communications: Long-range, directional. 10,000 mile
  (l6,OOOkm) range (unboosted).
  Infrared Spotlight (emits from the eye)
  Telescopic Sight
  Video Camera (records andlortransmits. has telephoto capabiHties).
  Photography (still pictures, has telephoto capabilities)
  Spectrograph (light analysis system)
  12. Normal Light Spotlights (8): Two are located underneath thc
  P-Beam turrets, two above the turrets and one under each leg joint.
  Range of beam: lOOOft (l600m).
  Space Propulsion:
  Can reach speeds of nearly Mach 3, about
  1995mph.
  Underwater Propulsion:
  Cruising speed is 50mph (80kmph), but
  it can reach and maintain a speed of 400mph (643kmph). Walking
  underwater is reduced by 50%.
  Height with legs fully extended:
  200ft (60m) from the ground to the
  belly of the cyclops.
  Height of Body Housing:
  110ft (33m)
  Width:
  160ft (48.7m)
  Length:
  400ft (120m)
  Weight:
  320 tons fully loaded.
  Cargo Bay:
  10 x lOx 10ft area holds up to 30 tons.
  Advanced Radar/Sonar. Range: 200 miles (32Ikm). Can identify
  600 individual targets and simultaneously track 250.
  2.
  Combat Computer. Calculates, stores and transmits data onto
  four different computer screens in the cockpit or onto the head up
  displays (H. U.D.s) of specific crew members. The combat computer
  can recognize and identify over 3000 different targets, calculates,
  speed, trajectory, purpose, intent and E.T.A.
  3.
  Cyclops Targeting Computer. Range: 100 miles (I60km). This
  unit is linked to the mecha's combat computer and weapon systems.
  It will alert the pilots to the approach of potentially dangerous targets,
  collision and assaults. It will also suggest defensive or retaliatory
  action.
  l' ..
  .
  C
  b
  B
  +
  on JOltlative
  om at
  onuses:
  I
  .
  +
  to strike
  WEAPON SYSTEMS
  1.
  Two Front Mounted, Rapid-Fire Particle Beam Cannons are
  mounted on either side of the sensor eye. The turrets are capable
  of 90 degree rotation in all directions.
  Primary Purpose:
  Defense
  Secondary Purpose:
  Anti-Missile
  Range:
  2000ft (609m)
  Mega-Damage:
  104 x 10 per blasl or 504 x 10 for a full melee blast
  (per each turret).
  Rate of Fire:
  Six each turret (2), or equal to the pilot's combined
  number of attacks per melee, whichever is higher.
  Payload:
  Effectively unlimited
  2.
  Medium Range Missiles can also be fired from the sides of the
  cyclops.
  Primary Purpose:
  Defense
  Range:
  Varies with missile type.
  Mega-Damage:
  Varies with missile type. Any medium range missile
  can be used, but high explosive, plasma, and multi-warhead are usually
  standard issue.
  Rate of Fire:
  One at a time or in volleys of 2 or 4.
  Payload:
  24 missiJes total. Two are always smoke.
  3.
  Alpha and Beta "escape" vehicle.
  4.
  SENSORY EQUIPMENT
  I.
  5.
  Full Radio and Video Communications System, induding trans-
  mitters, receivers, boosters, scramblers, decoder, recording, dUp-
  licating, and editing facilities.
  Satellite Relay.
  modates 4 to 12 human sized soldiers. The minimum crew is a pilot
  and copilot, both are also Alpha and/or Beta pilots, and two communi-
  cations engineers. Often a field scientist or military specialist are part
  of a basic crew. Any other combination of personnel can be added, but
  rarely exceeds twelve, the maximum number of crew members which
  can be evacuated if necessary.
  A storage area allows for the inclusion of four to twelve cyclones,
  (usually the VR-052 Banler), and a separate storage bay, measuring
  10 X 10 X lOft (3m), to contain specimens. supplies, prisoners, or addi-
  tional personnel (as many as 20 standing).
  The major difference is the replacement of the 100ft (3D.5m) escape
  capsule with an Alpha fighter connected to a Beta. The copilot usually
  pilots the Alpha (detaching only to defend the other crewman in the
  Beta), while the cyclops pilot operates the Beta. The Beta can seat two
  others in the cockpit, while the remaining crew (8) are seated in the
  specially modified bomb bay compartment. This means the Beta does
  not carry its usual supply of bombs, but all other weapon systems are
  fully armed. Likewise, the Alpha is fully armed for combat. Unlike
  the slow, weaponless escape pod, the Alpha and Beta can reach a speed
  of Mach 8 connected, and can also disconnect to become two devastating
  war machines.
  THE REF CYCLOPS RECONNAISSANCE POD
  Model Type:
  CRP-Z3
  Class:
  Destroid, Cyclops Reconnaissance Pod -
  Zentraedi typeThree
  Crew:
  4-12
  M.D.C. by Location:
  Dual Barreled P-Beam Turrets (2) -
  50 each
  'Sensor Eye (I) -
  100
  Legs (4) -
  75 each
  Rear Thrusters (2) -
  200 each
  **Main Body -
  600
  *Depleting the M.D.C. of the sensor eye will knockout all optical
  systems. The pilot must then rely only on instrument readings (- I
  to strike, - 10% pilot skill).
  **Depleting the M.D.C. of the main body will shut the mecha
  down completely, rendering it useless. Only the emergency escape
  hatch can be opened. allowing the Alpha/Beta to escape.
  Speed:
  Walking or cruising speed -
  40mph
  Running:
  80mph (128kmph); can not leap.
  Hover:
  The cyclops can hover stationary at any height or fly as
  low as 100ft (30.5m) above the ground.
  Flying:
  Cruising speed is about 300mph (482kmph), but can reach
  and maintain l005mph (1616kmph) or Mach 1.5.
  7.
  Ground Sensor System. Uses seismic and laser sensors to detect
  the ground movements of troops or vehicles. as well as other natural
  and unnatural seismic activity. Range: 10 miles (l6km).
  8.
  Radiation Detector. Detects, identifies, and measures radiation.
  Range: lO00ft (300m).
  9.
  Heat: Picks up and measures heat emanations. Can be focused on
  an area as small as 20ft (6.1m). Range: JOOOft (300m).
  10. Motion Detector: Registers movement and pinpoints location of
  the source of movement. Range: lOooft (300m).
  JI. The Sensor Eye is an elaborate optical enhancement system used
  for reconnaissance (spying). All data is instantly transmiued to at
  least one separate monitor and the targeting and combat computers
  simultaneously. Any crew member can elect to record the data with
  a simple flip of a switch. The sensor eye has the following
  capabilities. The range of each is 2000ft (609m) unless otherwise
  stated.
  Thenno-Imager
  Night Sight (passive light intensification system)
  Ultraviolet Sight
  Infrared Sight
  74
  
  THE CYCLONE
  Veritech Riding Armor
  -
  The Cyclone is the latest achievement in human robotechnotogy. The
  mecha unit is a light, but heavy. duty motorcycle that can transform
  into a battloid mecha that's almost as fonnidable as the old Veritech
  Fighter. The veritech riding armor is composed of new super alloys
  that are incredibly light, making the creation of a heavily annon:<!,
  man-sized mecha possible. The mecha is so lightweight (200lbsl9Okg)
  and compact that it can be folded down and placed inside a storage
  unit in an Alpha Fighter. Despite the fact that it is lightweight, the
  annor provides 200 M.D.C. protection, benerthan the Southern Cross'
  Logan and almost equal to the 40ft (12.2m) VF series Veritech.
  The Cyclone is designed to be the ultimate land combat system for
  the RDF foot soldier. In motorcycle mode, the cyclone offers high
  mobility. maneuverability and speed. 1be motorcycle can travel over
  the worst terrain with minimal difficulty and is a much smaller target
  than a more conventional four-wheeled vehicle. This makes the cyclone
  ideal for clandestine operations. reconnaissance and one-man missions,
  as well as for massive troop movements.
  In battloid mode. the cyclone becomes a suit of protective power
  armor. The seven foot (2. 1m) mecha provides a variety of devastating
  weapon systems, easy conversion from M.D.C. weaponry to S.D.C.
  weapons, superhuman strength, superhuman speed and even limited
  flight. As power annor, the bauloid is like a second skin that responds
  to the wearer's slightest movement. Combined with the unique bond
  between man and machine created by its protoculturc power cells, the
  mecha can leap, roll and dodge with lightning speed. (See Hand to
  Hand Bonuses from Cyclone Combat Training jor specific bonuses in
  -
  close combat.)
  To maximize the versatility of the Cyclone Veritech, the mecha can
  operate on both protoculture and gasoline. However, the limitations of
  liquid fuel prevents flight and inhibits its maximum speed and mobility.
  The liquid fuel is included as a back-up system to be used when the
  protoculture energy cells are running low or are, not available.
  A fully powered prolocu)ture cell will last about two months of
  constant combat and riding. Moderate use of the motorcycle mecha can
  stretch that by two or three times. Flying depletes the energy twice as
  quickly. Cells not in use will stay at full power for decndes.
  There are three styles, or models, ofCyclone Veriteeh Riding Annor.
  The first and most common is lbe VR·052 Battler Cyclone. The Banler
  is designed to be a frontline combat unit with heavy assault capabilities.
  It comes standard with GR-103 front loaded mini-missiles and a pair
  ofGR-97 forearm missile shields. The cyclone rider can use any variety
  of conventional or M.D.C. weapons as sideanns. Standard issue is the
  Gallant H·90, a multipurpose sideann that can be used as an automatic
  pistol (S.D.C.), energy pistol (M.D.C.) or energy rifle (M.D.C. and
  long range). The Banler Cyclone has been included in the Alpha Fighter
  as a combat/survival mecha unit for downed pilots. It also gives the
  pilot the extra versatility to conduct airand ground combat maneuvers.
  The VR·041 Sober Cyclone is identical to the Battler, with minor
  stylistic changes. The one significant difference is the replacement of
  the forearm
  mini~missile launcher system with the newly developed
  Close Assault and Defense System (C.A.D.S.), Model One. CADS-I
  are a pair of disc-like arm shields that contain a retractable, high~fre­
  quency pair of mega-damage blades. The sabers can slice through
  ......... M.D.C. structures as easily as a conventional sword cuts through S. D.C.
  structures. The origi{lal concept was to create a weapon system suitable
  for special forces assigned to clandestine operations. The silent, but
  deadly weapons are ideal for espionage. The only sound they make is
  a low hum. Approximately one in every 50 cyclones are fitted with
  CADS. Note:
  Other hand-held weapons can also be used by the pilot.
  7S
  The third type of veritech riding annor is the VR·038·LT (Light
  Combat Unit). The "38 Lite," as it is often called, is a lighter version
  of its predecessor (about llOlbsJ50kg). It is designed specifically to
  accommodate the many valiant female soldiers in the RDF. The Light
  Combat Cyclone is less heavily annored (lower M.D.C. of 150) and
  does not come equipped with any type of missile system. However,
  the Light Combat Cyclone is even more maneuverable than the other
  cyclones. (Su Hand to Hand Combat Bonuses from Cyclone Combat
  Training specialnott.) To compensate for its lack ofbuilt-in armaments,
  the 38-Lite comes equipped with the RL-6 Heavy Rocket Cannon, a
  sort of high-tech, multi-round bazooka. The weapon is hand-held and
  can be fIred in the cyclone annor, or without the annor as a shoulder
  supported weapon like a LAW rocket launcher. Most cyclone designed
  weapon accessories are too heavy or awkward to be used without the
  cyclone annor.
  CYCLONE
  Model Types (3):
  VR-052 Battler (Scon Bernard type)
  VR-041 Saber (Lancer type)
  VR-038-LT (Light Combat; Rook type)
  Class:
  Military Operation Soldier Protection Emergency Aviation
  Drive Auto.
  Crew:
  One
  M.D.C. by Location:
  Headlight (front) -
  2
  Front Tire -
  2
  Rear Tire- 2
  Storage Box (2) -
  2
  Rocket Thrusters (rear) -
  50
  "Main Body -
  200
  "Depleting the M.D.C. of the maio body will shut the mecha
  down completely, making it useless.
  M.D.C. by Location in Battloid Mode:
  Tires (2, mounted behind shoulders) -
  2 each
  Rocket Thrusters (rear, lower back) -
  50
  ""Foreann Shields (2) -
  50 each
  Legs (2) -
  100 each
  Head -50
  "Main Body -
  200
  "Depleting the M.D.C. of the main body will shut the mecha
  down completely, rendering it useless. An emergency release system
  allows the person inside to shed the immobilized armor. Remember,
  the wearer of the cyclone armor is also wearing ride~annor under-
  neath it for added protection. Note: The VR-038 Light Combat
  Cyclooe has a Lower Main Body M.D.C. of 150.
  "The forearm shields of the VR-052 cyclone mecha (Scon's)
  have a GR-97 short-range missiJe system (standard for the VR-052).
  They have still 50 M.D.C. each ann.
  Speed:
  Motorcycle Mode: 210mph (336kmph) maximum. Typical
  cruising speed is around 80mph (128kmph). The mecha is equipped
  with heavy shock absorbers and reinforced M.D. body to easily
  handle rough terrain at high speeds. Turbo boost by the rear jet
  enables the motorcycle to make leaps of up to 40ft (12.2m) across
  or hurl itself 20ft into the air.
  Banloid Mode, Running: 60mph (96kmph) maximum.
  Banloid Mode, Flying: Hover stationary up to 30ft (9. 1m) above
  the ground and fly up to 200ft (61.5m) high and at a maximum
  speed of 180mph (288kmph). However, flight uses up protoculture
  energy cells three times faster than normal. Flight is not possible
  without protoculture.
  Ballloid Mode Leaping:
  The powerful legs of the cyclone mecha
  can leap up to 20ft (6. 1m) high or across unassisted hy the thruster.
  A thruster assisted leap can propel the mecha up to 100ft (30.5m)
  high or lengthwise.
  
  Height:
  Battloid Mode: 7ft (2.lm)
  Motorcycle Mode: 3.6ft (1.09m)
  Width:
  Battloid Mode: 3.4ft (1.03m)
  Motorcycle Mode: 1.6ft (O.Sm)
  Length:
  Banloid Mode: 3. 10ft (0.94m)
  Motorcycle Mode: Sft
  Weight:
  VR-052 Battler & VR-041 Saber -
  200lbs (90kg)
  VR-038 Light Combat -
  IlOlbs (49kg)
  Cargo:
  Has detachable cargo boxes (2) that can be connected to the
  rear of the bike like saddlebags. The size of each container is 18
  inches tall by 20 inches wide by 18 inches deep (l8x20x 18). A
  passenger can also ride seated behind the driver. Maximum cargo
  weight limit. in addition to the rider is 2501bs (l13kg). Reduce
  maximum speed by 20% for every additinnal SOibs (22kg) and - I
  to dodge. NOTE:
  The storage boxes and passenger drop off the
  motorcycle when it changes into a cyclone battloid. Valuables in
  the storage box must be retrieved lateror carried in onc hand. Storage
  box weight per pair: 10lbs (4.5kg) empty. One storage box can hold
  12 mini-missiles (weight- 24Ibs).
  WEAPON SYSTEMS
  Weapon Systems by Model Type
  The VR·052 Battler (Scott Bernard Type)
  I.
  GR-I03 Mini-Missile Launcher (2): This standard weapon is built
  into the VR-052 and VR-041 cyclones. In motorcycle mode, the
  two missile launchers are side by side in the nose of the cycle. In
  battloid mode, the missile launchers are divided, with one on each
  side of the chest/shoulder area. Both launchers hold six missiles
  (usually armor piercing).
  Primary Purpose:
  Assault
  Secondary Purpose:
  Anti-Aircraft (ground to air missiles)
  Missile Type:
  Mini-missiles designed for cyclone mecha and a handful
  of special bazooka-like riOes. Any of the available types of missiles
  can be utilized, but armor piercing is standard issue for the VR-052
  Battler.
  Mega-Damage:
  Varies with type of missile.
  Rate of Fire:
  One at a time or in volleys of 2,4,6 or all. The number
  of missile volleys which can be f'rred per melee is equal to the pilot's
  VR-052 BATTLER
  CYCLONE
  76
  combined number of hand to hand attacks. Remember, each volley,
  even a volley of 4 or more missiles, counts as one attack.
  Range:
  Varies with missile type, but always around one mile (1.6km).
  Payload:
  Each missile launcher holds six (6) each, fora total of twelve
  (12).
  -
  2.
  GR-97 Forearm Missile Launcher: The VR-052 Battler comes
  automatically equipped with a pair of missile launchers built into
  the forearm shields of the cyclone. These appear as two cylinder
  shaped canisters that run the length of the arm shield, Each canister
  contains one mini-plasma missile. The missiles can be fired one at
  a time or in pairs. NOTE: When the cyclone is in motorcycle mode,
  the launchers are stored at the base of the front wheel.
  Primary Purpose:
  Assault
  Secondary Purpose:
  Anti-Aircraft (ground to air missiles)
  Missile Type:
  Plasma mini-missiles only!
  Mega-Damage:
  106 x 10 M.D.
  Rate of Fire:
  Individual or a volley of two (2) fired simultaneously,
  Range:
  One mile (1.6km)
  Payload:
  Four (4) total, but up to 12 additional missiles can be securely
  fitted in one cyclone storage box. Each missile weighs 2lbs (O,9kg).
  Note:
  The GR-97 can be used by any of the other cyclone models as
  an optional weapon system in place of its standard weapon. Likewise,
  the VR-052 Battler Cyclone can discharge the GR-97 missile launcher
  and then use any of the other armfshield weapon systems. ALL cyclone
  weapon systems are interchangeable.
  -
  
  EP-40 Pulse Beam Gun
  -
  3.
  GaUant H-90 Multi-Weapon System:
  The Gallanl H-90 is a
  standard sideann issued to all cyclone, alpha and beta pilots of the
  RDF Expeditionary Force. It is a versatile weapon that can be used
  as a S.D.C:automatic pistol. M.D.C. pistol, or M.D.C. higb-pow-
  ered rifle complete with attachable rifle stock. See the Gallant de·
  scription in the weapon section for more details.
  Primary Purpose:
  Assaull
  Range:
  Varies. S.D.C. semiautomatic -
  200ft (6Im); Pulse Energy
  Pistol- 500fl (152m); Pulse Eoergy Rifle -
  1400ft (427m).
  Mega-Damage:
  Varies. S.D.C. semiautomatic -
  406 S.D.C. dam-
  age per shot. Although bursts of energy are fIred on the semiautomatic
  setting, tbey do only S.D.C. damage, not M.D. Pulse Energy Pistol
  -
  106 M.D. per blast. Pulse Energy Rifle -
  406 M.D. per blast.
  Rate ofFice:
  Aimed, burst or wild. See Modern Weapon Proficiencies.
  Payload:
  The S.D.C. damage pistol draws so little energy as to be
  considered unlimited with a single energy clip (estimate 1000 blasts).
  Pulse Energy PislO/: 20 blasts per energy clip. The Gallant can be
  switched from a S.D.C. pistol type weapon to an energy pistol with
  the flick of a switch. However, to conven it into an energy rifle, the
  rifle stock and "extra" rifle energy clip must be attached.
  Puis< Energy Rifle: 30 blasts per rifle energy clip. An additional
  energy clip and rifle stock container must be attached to use as a rifle.
  Note:
  The Gallant uses protoculture energy.
  4.
  Hand to Hand Combat: Rather than fire any weapons, the cyclone
  can engage in band to band combat. Puncb does 104 M.D., kick
  does 104 M.D. (cyclone mecha bas an equivalent strengtb of P.S.
  40 ) Leap kick -
  204 M.D., body flip -
  104 M.D., or body
  block -
  104 M.D.
  OPTIONAL WEAPON SYSTEMS
  1.
  Missile Launcher Sidecar: The sidecar can be attached to the
  cyclone in motorcycle mode only, or onto any type of larger, con-
  ventional motorcycle. The sidecar will automatically detach and
  drop away from the cyclone when it changes into battloid.
  Primary Purpose: Assault
  Secondary Purpose:
  Anti-Aircraft (ground to air missiles)
  Missile Type;
  Any mini-missiles except plasma. Usually high explo-
  sive or fragmentation arc used.
  Mega-Damage:
  Varies with missile type.
  Rate of Fire:
  One at a time or in volleys of 3,6 or 9 (aU). As always,
  a volley, regardless ofthe numberof missiles, is counted as one attack.
  Range:
  Varies with missi,le type, but always around one mile (1.6km).
  Payload:
  Holds a total of nine (9) mini-missiles.
  2.
  EP·37, 60mm Beam Cannon: A large energy rifle designed for
  the cyclone foot soldier as an additional weapon system. The weapon
  is stored on the right or left side next 10 the front wheel hub in
  mOlorcycle mode, but must be carried in battloid mode. It can be
  used by nonnal humans not in cyclone mecha like a rifle, but is
  heavy and awkward, and imposes a penalty of - 3 to strike.
  The EP-37 system comes complete with a built-in telescopic,
  passive, light amplifying (night sight) targeting system.
  Primary Purpose:
  Assault
  Range:
  4000fI (I 200m)
  Mega-Damage:
  104 x 10 M.D. per blast.
  RateofFire:
  Aimed, burst or wild. See Modern WeaponProficiencies.
  Payload:
  10 blasts per energy clip.
  Weight:
  141bs (6.4kg). M.D.C. of Weapon:
  5
  EP-37 60mm Beam Cannon
  77
  3.
  EP40, 40mm PuJse Beam Gun (Rand's cyclone weapon).
  Another energy weapon designed specifically for use with cyclone
  mecba. The weapon appears to be a large pistol thaI can be stored
  on either side of the front wheel hub in motorcycle mcx1e and is
  mounted on the foreann shield, in place ofa GR-97 missile launcher,
  for storage in battJoid. The EP40 must be held in hand to be fired
  while in battloid mode.
  In motorcycle mode, the weapon can be rotated upward in a 45
  degree angle and fired by pressing a trigger in the bandle bars.
  The EP-40 system comes complete with a built-in laser targeting
  system that provides a bonus of +1 to strike. Unfonunately, its
  weight and awkward design makes it almost impossible for it to be
  used by humans not in cyclone mecha. Strike penalty for humans
  is - 10, and it can only be used as a two-handed weapon.
  Primary Purpose:
  Assault
  Range:
  2000ft (609m)
  Mega-Damage:
  406 M.D. per blast
  Rate of Fire:
  Aimed, burstor wild. See Modern WeaponProficiencies.
  Payload:
  30 blasts per energy Clip.
  Weigbt:
  221bs (lOkg). M.D.C. of Weapon:
  10.
  Special Bonus:
  + I to strike-thanks to the laser targeting system.
  4.
  RL-6, Heavy Rockel Cannon (S.. VR.fJ38-LT Cyclone).
  S.
  CADS·! (See VR.fJ4/ Saber Cyclone), but not recommended.
  6.
  Any type of band·held weapon can be frred while in cyclone
  mecha.
  The VR-041 Saber (Lancer Type)
  Weapon Systems
  1.
  Close Assault and Defense System (CADS·!) is the most advanced
  hand to hand weapon system builr for mecha. In place of the other
  Iypes of forearm shield weapons available, the Saber Cyclone is
  fitted with large disc-like sbields that contain the CADS-I system.
  With the press of a manual stud control or by voice activation (a
  spoken 4 digit code), one or both of the retractable bigh-frequency
  sabers will spring out for instant use. The sabers are double-edged,
  sword-like weaJXlns with a high-frequency energy field around them,
  creating a mega-<lamage blade weapon. Hence, the "Saber" part of
  this mecha's name.
  The blades are powered by the cyclone's own power supply and
  can not be removed without tools. Frequent use of the blades will
  drain the protoculture cell twice as quickly.
  Detached from the cyclone mecha, a CADS- t is a worthless
  weapon, weigbing far too much to wield even as a two- handed
  weapon and it no longer bas mega-damage capability (does 206
  S.D.C.. but is - 10 to strike and parry).
  Primary Purpose:
  Hand to Hand Combat
  
  Secondary Purpose:
  Clandestine operdtions (silent and deadly).
  Range:
  Within reach
  Mega-Damage:
  Slash -
  206 M.D., Punch -
  306 M.D., or Power
  Punch -
  606 (counts as two attacks).
  Number of Attacks Per Melee:
  Equal to combined hand to hand at-
  tacks.
  Weight:
  251hs each (I IAkg)
  M.D.C. Special:
  50 when retracted, but a renewing force field pro-
  vides the blades and forearms with unlimited M.D.C. when extended
  (this only protect the saber blades and forearms).
  Special Bonus:
  Adds +2 to parry in hand to hand combat and even
  enables the character to attempt to parry/block energy blasts, but with
  absolutely no bonuses (natural, unmodified dice rolls only).
  Note:
  The CADS syslem comes standard with the VR-041 Saber
  Cyclone (one for each arm). Opting for a different weapon system or
  split systems is not advised and uncommon. In motorcycle mode, the
  CADS are located on either side of the front wheel hub. Penalty: The
  inclusion of the CADS-I system on the other two cyclones will reduce
  their maximum speeds by 20% per each unit.
  2.
  GR·103 Mini·Missile Launcher (2): This is identical to the VR-
  052 Ballier Cyclone (#1).
  3.
  GaUant H-90 Multi-Weapon System is issued as the sidearm.
  Identical 10 the VR-052 Bauler Cyclone (#3).
  4.
  Hand to Hand Comhat: Same as the VR-052 Battler, or the CADS
  can be used in place ofa punch. Blades can not be used in motorcycle
  mode.
  VR-041 SABER CYCLONE (Motorcycle Mode)
  78
  OPTIONAL WEAPONS
  1) GR-97, Forearm Missile Launcher is not recommended, but can
  be substituted for the CADS.
  2) Missile Launcher Sidecar. Sec Bauler.
  3) EP·37. 60mm Beam Cannon. See Battler.
  4) EP·40, 40mm Pulse Beam Gun is not recommended, but can be
  substituted for the CADS.
  5) RL-6 Rocket Cannon. See VR-038-LT Cyclone.
  6) Any type of hand held weapon.
  Special Equipment:
  Same as VR·052 Baltler Cyclone.
  
  VR-038-LT CYCLONE
  Female CVR-3 Body Annor
  OPTIONAL WEAPONS
  1) GR-97 Forearm MIssile Launcher. See VR.()S2 Battler fordescrip-
  tion.
  2) Missile Launcher Sid..,.r. Sec VR.()S2 Battler Cyclone for descrip-
  tion.
  3) EP·37, 60mm Beam Cannon. See VR.()S2 Battler.
  4) EP-40, 40mm Pulse Beam Cannon. See VR.()S2 Battler.
  5) CADS. See VR-041 Saber for description.
  6) Any type of hand-held weapons.
  Special Equipment:
  Same as VR-OS2 Battler Cyclone.
  2.
  Gallant H-90 Multi-Weapon System is issued as the sidearm 10
  all RDF Cyclone riders. Identical to the description under VR.()S2
  Battler Cyclone (#3).
  3.
  Hand to Hand Combat:
  Same as the VR.()S2 Battler, but with
  additional bonuses for mobility and light weight (See Hand to Hand
  Bonuses for Cyclone Combat Training).
  Note:
  The GR-t03 mini-missile launcher is HOI available to the
  light combat cyclone.
  I.
  RIr6 Heavy Rocket Cannon. The RL-6 is standard issue with
  the Light Combat Cyclone. Unlike some of the other weapons, the
  RL--6 rocket cannon can be mounted on the cycle's undercarriage
  for storage or top mounted on the right or left side. In the top
  mounted position, the rocket cannon can be easily fired, but in a
  fixed forward position.
  The mini·missile rockets are carried in a six (6) round box
  magazine. Reloading of all six missiles requires one full melee. The
  RL-6 Rocket Cannon is a futuristic version of a recoil1ess rifle and
  can be used by nonnal humans wearing no mecha as a shoulder
  supported weapon.
  Primary Purpose:
  Assault
  Range:
  4000ft (I 200m)
  Mega-Damage:
  Varies with mini-missile type. but usually uses armor
  piercing, high explosive or fragmentation. Can use any mini-missiles
  except plasma.
  -
  Rate of Fire:
  Up to all six can be fIred in a single melee, but only
  one at a time.
  Payload:
  Six (6) mini-missiles.
  Weight
  161bs (7.3kg) M.D.C. of Weapon:
  3
  The VR-038
  Light Combat Cyclone (Rook's Type)
  Weapon Systems
  RL-6 Heavy Rocket Cannon
  79
  
  Male Cyclone Body Al1llor
  SPECIAL EQUIPMENT
  Standard for ALL Cyclone Mecha
  1) Protoculture Engine:
  All cycloDes have a proloculture powered
  engine. One protoculture energy cell will keep a cyclone running
  for about two months before needing refueling. Flying and hovering
  will drain the protoculture cell very quickly (3 times as fast). But
  occasional bursts of flight, throster assisted leaps will have minimal
  draining of energy. Game Masters use your own judgment in regard
  when the energy cell is running low. Be certain to give players
  advance warning so that their characters wilt have an opportunity
  to scrounge up extra protoeulture cells to refuel. Note: The energy
  cells can not be detected by invid when motors are turned off/not
  running. The unusual energy can only be detected when a cyclone
  (or Gallant) is turned on. Turning an engine off will not necessarily
  make a character invisible to an invid; they do have vision after all.
  A cyclone can not be turned off unless it is in motorcycle mode.
  2) Conventional Fuel Conversion System: All cyclones can use reg-
  ular liquid fuel like a conventional motorcycle. This is provided as
  a back-up system. Fuel Capacity is four gallons. Estimated Range:
  200 miles (32Ikm) without refueling. Modifiers: Maximum speed:
  150mph (240kmph). Hovering and flight are not possible.
  3) Short.Range Radar with Head·Up Display System (displays radar
  screen inside the helmet). Can identify and track up to 20 different
  targets. Range: One mile (J.6km).
  4) Computer Targeting System with infrared capabilities is located
  in the right shoulder of the cyclone in battJoid mode. Bonuses: Adds
  +2 to strike with missiles, adds + I to strike with other weapon
  systems (pistols, rifles, etc). Range: 4000fl (609m) by line ofsight.
  5) Radio Communication System: Wide band and directional, with
  voice command actuation (4 digit code). Earphones are built into
  the helmet. Range: Two miles (3.2km).
  80
  6) Miscellaneous Indicators for speed, height, fuel, time and date are
  standard for all models.
  7) Tinted Helmel Visor.
  8) CVR·3 Cyclone Body Armor is a durable, lightweight blend of
  metal alloys and ceramics. It is a standard item issued to all Cyclone -
  Veriteeh riders and Alpha pilots. [n addition to its mega-damage
  protection and self-contained environmental capabilities (it's just
  like a spacesuit when the helmet is sealed,) the body anner is an
  inteb'Tal part of the cyclone veritech system. The body annor is
  designed with special connectors and braces where the cyclone at-
  taches itself to its battloid operator. Without the body annor, the
  VR-motorcycle can f10t convert into battloid mode. That means a
  pilot with no CVR body armor can not use the battloid aspect of
  the mecha until he/she finds some CVR bodyannor. Southern Cross
  or old RDF armor can not be substituted. Until the CVR body armor
  is obtained, the character can only use the cyclone as a souped-up
  combat motorcycle.
  Despite stylistic differences, all of the CVR-Body Armors have the
  same basic properties:
  • M.D.C. 50 and laser resistant (lasers do 1/2 damage).
  • Complete Environmental Battle Armor (E. B.A.) suitable for use in
  space and other hostile environments.
  • Computer controlled life support system.
  •
  Internal cooting and temperature control.
  •
  Humidifier.
  • Gas filtering and artificial circulation.
  •
  Independent oxygen supply and purge system which automatically
  engages in low oxygen or polluted environments. Eight hour oxygen
  supply, maximum.
  •
  Insulated, high temperature resistant weave of nylon, synthetic fibers,
  and metal mesh.
  •
  Fire resistant up to 300 degrees centigrade. Nanna! fires do no dam- ~
  age, but plasma and nuclear fires have full effect.
  •
  Radiation shielded.
  •
  Helmet with removable face plate.
  •
  Directional, short-range radio built into the helmet. Range is 4 mites
  (6.4km)
  • Tinted. light sensitive visor.
  • Utility belt/holster.
  9) Standard Survival Kit: This is a small reinforced box about the
  size of a briefcase. The main compartment is locked with an indi-
  vidual, combination-type lock mechanism. The kit usually contains
  a first-aid kit, pocket knife, matches or lighter, flashlight, vitamins
  and two week's worth of freeze-dried foods. Approximate Weight:
  100bs (4.5kg) -
  fully loaded. S.D.C. of Kit: 12 S.D.C.
  Cyclone
  Motorcycle Mode
  -
  
  Standard Sensors and Equipment
  for All Veritech Alpha
  and Beta Fighters
  Fuel Capacity
  The new veritechs have a smaller fuel capacity that utilizes micronized
  proloculture cells. 16 fully charged protoculture cells will give it an
  ,..... active combat life of about one year. The vehicles can function with
  half as many cells (8) for about 10 months, but the maximum speed is
  reduced by half and it is - I to strike, pany and dodge. Note: Invid
  protoculture cells attained from an invid protoculture processing plant
  can be easily adapted for use in Earth mecha.
  Radar
  Range: 10 miles (16km). Can identify and track up to 48 targets
  simultaneously.
  Radio Communications
  Wide band and directional radio and video telecast capabilities. Range
  is 600 miles (945km) orcan be boosted indefinitely via satellite relay.
  Laser Communications
  Long-range, directional communication system. Effective range:
  100.000 miles.
  Combat Computer
  Calculates, stores. and transmits data onto the cockpit computer sc-
  reen or head up display (H.U.D.) of the pilot'S helmet. Patches in with
  targeting computer.
  ALPHA FIGHTER IN JET MODE
  Telescopic Optical Enhancement
  Range: 2000ft (609m). Field of vision: 20ft (6. 1m)
  Head Spotlights
  Range: 600ft (182m)
  Loudspeaker
  Loudspeaker system that can amplify the pilot's voice up to 90 de-
  cibels.
  Ejector Seat
  In case of an emergency, the pilot can be instantly ejected. In battloid
  mode, the pilot is ejected out of the mecha's back.
  Self-Destruct
  A last ditch effort to prevent the capture of a Veritech unit (usually
  preceded by the pilot's ejection from the veritech) is self-destruction.
  Explosive damage is fairly contained. An Alpha or Beta without missiles
  (or few) does 106 X 10 M.D., but a veritech with all or most of its
  missiles (40 or more) will d02D6 x 100M.D. toa 50ft (l5.2m) radius.
  Smoke Screen System
  The Alpha and Beta can emit a thick cloud of smoke from its rear
  to create immediate cover. The smoke screen system can discharge a
  maximum of 4 bursts before needing replacement (smoke missiles can
  be converted to function in the system). Each burst will cover a 60ft
  area (l9.8m).
  Heat and Radiation Shields
  Special shielding prevents the penetration of life threatening heat and
  radiation.
  -
  Targeting Computer
  Range: 100 miles (l60km). Assists in the tracking of enemy targets
  and is panly responsible for the Alpha's high strike bonus.
  Laser Targeting System
  Range: 100 miles (l60km). Assists in the striking of enemy targets
  and is panly responsible for the Alpha's higb strike bonus.
  Motion Detector & Collision Warning System
  Close Range: 200ft (6Im); sounds an alarm and red light warns pilot
  of impending collision and/or immediate target.
  81
  Special Surveillance Equipment for
  the VAF-6R Reconnaissance Alpha
  (Green Lancer Type)
  Infrared Spotlight (head)
  Range: 2000ft (609m). The infrared spotlight sits in the front of the
  sensor head like the giant, red eye of a cyclops. It emits an infrared
  light beam that is invisible to the nonnal eye (including invid). However,
  an enemy with infrared optics can easily see the beam of light and track
  it to the Alpha. Smoke impairs vision/beam.
  
  Thermo-Imager (Head)
  Range: 2000ft (609m). A special optical heat sensory unit that allows
  the infrared radiation of warm objects to be converted into a visible
  image. It also enables the pilot to see in darkness, shadows and through
  smoke.
  Nightvision Optics (Head)
  Range: 2000ft (609m). An image intensifier that is passive, meaning
  it emits no light of its own, but relies on ambient light which is electron-
  ically amplified to give a visible picture. Nightvision can not work in
  absolute darkness (but infrared can).
  External Audio Pickup (Head)
  Range: 300ft (91.5m). A sound amplification listening system that
  can pickup a whisper 300ft away.
  External Video Surveillance System (Head)
  Range: 600ft (183m). The box on the side of the head is a video
  camera system with telescopic capabilities: 6 x magnification. The
  video images can be relayed to a cockpit monitor and slored on remov-
  able video disks. Maximum disk capacity is 24 hours. Disks can be
  erased and reused.
  Special Cloaking Device Exclusive to
  The Alpha VAF·7A Shadow Fighter
  Shadow Cloaking Device
  The Shadow Fighters are equipped with Doctor Lang's and Robotech
  scientist Cabell's latest masterpiece, a cloaking device that makes the
  Alpha Fighter invisible to inSlJument detection. The cloaking device
  hides the veritech from enemy radar, invid protoculture sensoi'Ytarget-
  ing, and scrambles aU other detection methods such as microwaves and
  lasers. Only conventional optical systems and the opponent's own vision
  can be used to see a Shadow Fighter. Consequently, the Alpha Shadow
  Fighters can zoom in on a target completely undetected by radar or
  other sensor. It is only when they come ioto visual range that they can
  be detected.
  Bonuses:
  +3 on initiative, + I to strike.
  Note:
  There is a 50% chance that the shadow cloaking device will
  fail with every hit that is below half the main body's M.D.C. (below
  150 points). Shadow Fighters are also very rare, and most were sent
  to Earth and destroyed during the Robotech EXpeditionary Fon:e's first
  wave attack against the invid (the REF underestimated the strength and
  number of invid opponents).
  THE ALPHA
  Veritech Fighter
  -
  VAF·6J ALPHA FIGHTER IN BATTLOID MODE
  82
  The Alpha and Beta Veritech Fighters are the latest developments
  of Doctor Lang and his Robotech research specialists. The initial idea
  was to create a smaller, transformable veritech fighter. Something very
  much like the old 45ft (l3.7m) VF-Veritech series, but half the size
  for greater combat mobility. A smaller mecha could go places its larger
  predecessors could not. It would also make the vehicle a smaller target.
  The Alpha is a small jet fighter that stands about 28ft tall in bauloid;
  a full 16ft 5 inches shorter than the Super Veritech. Doctor Lang con-
  tends that he can reduce the size another eighl feet (2.4m), but al the
  sacrifice of the formidable weapon systems.
  Although the Alpha Fighter is slower than the VF series veritech, it
  is much more maneuverable and loaded with five times as many short
  range missiles (60 as compared to the VF's 12). Like the VF series
  veritech, the Alpha Fighter also has a standard GU style gun pod called
  the GU-XX. One GU-XX is standard issue, but two can be stowed on
  the Alpha in jet and guardian modes. Or one can be mounted on the
  top and one on the undercarriage. Unlike the old verilechs, the GU-XX
  can be flred while in jet and guardian modes (used as a hand-held
  weapon in battloid mode only).
  Perhaps the mosl outstanding aspeci of its design is its compatibility
  with the Beta Fighter. The Alpha can attach itself to the larger Beta
  fighter, becoming a larger, fasler, more formidable war machine. The
  Beta's powerful jet boosters can be used to blast the two veriteehs,
  merged into one, into space. This transatmospheric aspect gives the
  Alpha total environmental flexibility. Even more impressive is that the
  Alpha can transform into battJoid mode and remain attached to the Beta
  for the speed and maneuverability of a jet. but with the full combat
  potential of the battloid. The two vessels can separate from one another
  at any time. The effect is that one large aircraft can separate and become
  .............
  two separate and incredibly powerful fighting mecha. Ifescape is neces-
  sary, the two can speed off separately or anach back into one vehicle
  to blast off at Mach 8. At Mach 8, the Alpha and Beta can easily hlast
  into outer space. Both veritechs can function on land, in air, in space
  or underwater. See Beta Veritech Fighter for full data on it.
  
  ALPHA FIGHTER IN GUARDIAN MODE
  Holding a GU·XX Gun Pod
  ALPHA FIGHTER
  Model Types (4):
  VAF-6C (Blue, Scott Bernard Type)
  VAF-6J (Red, Rook Type)
  VAF-6R (Green, Lancer Type)
  VAF-7A Shadow Fighter (Dark Blue-Black, and
  Grey)
  Class:
  Vedtech Fighters VAF Series; VAF-6C Combat Alpha, VAF-
  6J Jupiter design and manufacture, VAF-6R Reconnaissance Alpha and
  VAF-7A Shadow Fighter (special invid stealth fighter). The VAF-6C
  and VAF-6J are identical in every way except color and head stylization,
  and the fact that the 6J was manufactured by Jupiter Base.
  Crew:
  One
  --.
  .
  M.D.C. by Location:
  Head -
  50
  "Head Sensor Unit (I) -
  30
  Hands (2) -
  30 each
  ForearmslMissile Pods (2) -
  40 each
  83
  ShoulderslMissile Pods (2) -
  60 each
  Legs, Upper (2) -
  100 each
  Lower LegsrrhrustersiMissi1e Pods (2) -
  100 each
  Wings (2) -
  100 each
  Tail (2 Fins) -
  50 each
  ""Main Body -
  300
  Reinforced Pilot's Compartment -
  150
  GU-XX Gun Pod -
  75
  *Depleting the M.D.C. of the head sensor will impair the
  pilot's sensory and targeting equipment. Long-range radar is
  severly diminished, leaving an effective range ofone mile (1.6m).
  Radio and laser communications system are lost. Shorl-range
  radio back-up system provides a 60 mile (96km) range. Laser
  targeting is destroyed; - I to strike.
  "'Depleting the M.D.C. of the main body will shut the mecha
  down completely, rendering it useless.
  
  Speed:
  Jet Mode:
  Mach 2.3 (154Imph/2465kmph) maximum. Al-
  titude ceiling of 60 miles (96km).
  Jet Cruising Speed:
  About Mach I (670mph)
  Guardian Mode:
  Hoverstationary to Mach I (670mph/1072kmph)
  Battloid
  Mode
  Flying:
  Hover
  stationary
  to
  about
  300mph
  (482kmph), with a maximum altitude of about IO,OOOft (3048m),
  around 2 milesl3.2km.
  Battloid Mode, Running:
  120mph (16Okmph)
  Battloid Mode. Leaping:
  100ft (30.5m) up or across without boos-
  ter assistance. 300ft (91.Sm) with booster jets' assistance.
  Height:
  28ft 7in (8.75m) in battloid mode.
  15ft (4.6m) in jet mode including tail fms.
  Widlh:
  13ft (4.3m) in battloid mode.
  22ft (6.7m) in jet and guardian modes.
  Length:
  34ft (IO.3m) in jet and guardian modes.
  Weight:
  1t tons without missiles; 16.4 tons fully loaded.
  Cargo:
  No available space for cargo unless the cyclone is removed
  from its storage compartment. The cyclone storage compartment can
  hold about 500lbs (226.8kg).
  ALPHA COCKPIT IN JET
  AND BATTLOID MODE
  WEAPON SYSTEMS
  I.
  MM-60 Multi-Miss~eSystem: The Alpha is bristling with shott-
  range missiles, 60 in all.
  Shoulder.;: 8 each
  Forearms: 10 each (5 on both sides of the arm)
  Lower Legs: 12 each (3 missile launcher.; on each leg).
  Primary Purpose:
  Assault
  Secondary Purpose:
  Anti-Aircraft
  Missile Type:
  Standard RDF Short-range missiles, usually high
  explosive, armor piercing, or plasma. A typical combat mix of
  missiles is 30 armor piercing, 20 high explosive or plasma. 8 frag-
  mentation, 2 smoke.
  Mega-Damage:
  Varies with missile type.
  Rate of Fire:
  One at a time or in volleys of two, fouT, eight,
  sixteen, thirty or all. The number of volleys a character can fire per
  melee is equal to hislher combined hand to hand attacks. Remember,
  84
  a volley. regardless of the number of missiles, counts as one melee
  attack.
  Range:
  Varies with missile type; I to 5 miles.
  Payload:
  A maximum capacity of 60 shan-range missiles. Mini·
  missiles or medium and long range missiles can not be used.
  Note:
  The war tom world makes the availability of missiles an
  extremely rare event. Players should be careful }lot to expend aU
  their missiles because it may be a long lime before more are found.
  2.
  GU-XX, 35mm Tri-Barrel Gun Pod:
  This is Ihe standard arma-
  ment issued to all Alphas except the Shadow Fighters. Normally,
  one GU-XX is provided, but two can be used and carried. The
  GU-XX can be mounted on top or on the undercarriage of the Alpha
  in jet or guardian mode. Unlike the old GU-II gun pods. the GU·XX
  can be rrred from its fixed mounted position{s) while injet orgUardian
  mode. The weapon{s) are hand-held in banloid mode.
  Primary Purpose:
  AssaultfDefense
  Range:
  4000ft (12oom)
  Mega-Damage:
  Does 4D6 M.D. short burst. 104 X 10 medium burst,
  204 X 10M.D. full melee bur.;t.
  Rate of Fire:
  Short or medium bursts count as one attack. The pilot
  can fire as many bursts as his combined hand to hand attacks per melee.
  A full melee bur.;t takes the place of all other attacks.
  Payload:
  Can fire ...
  40 short bursts or .
  20 medium bursts (equal to 2 shan bursts) or ...
  10 full melee bur.;ts (equal to 4 shott bursts).
  Note:
  TWO GU-XX ammo clips can be stored in the legs (one clip
  in each). It requires two melee actions/attacks to reload a clip.
  3.
  Hand
  10 Hand Combat (optional):
  Rather
  than
  fue
  any
  weapons, the Alpha can engage in hand to hand combat. Punch
  does 106 M.D., Kick -
  1D6 M.D., Leap Kick -
  206 M.D.,
  Body Flip -
  106 M.D., or Body Block -
  1D6 M.D.
  VAF-6R ALPHA FIGHTER
  
  THE SHADOW
  FIGHTER
  Veritech Alpha Fighter VAF-7A
  The Shadow Fighter is like the other:Alpha Fighters in general shape,
  design, speed. function and annaments. Other than stylistic and color
  differences, the SF-?," a nickname, is identical to its brothers. There
  are only three items that make it different and more lethal.
  The Shadow Fighter derives its name from a newly developed cloak-
  ing device which obscures it from radar, sonar, and most sensors other
  than enhanced optics. This means the enemy will not see the SF-?
  coming on radar or by use of conventional detection systems. Thus.
  one minute the sky is empty and peaceful, the next moment, a black
  and grey fighter jet is streaking into view (nonnal sight or telescopically
  enhanced) with weapons blazing. The opponent rarely has time to react
  let alone attack. It's like a sneak or prowl attack at Mach Two speeds.
  -. The opponent doesn't know what hit him until it's too late. NOTE:
  Un-
  less somebody sees the Shadow Fighter coming, the SF-? always has
  the initiative (strikes fIrst) for the first melee round. After that, every-
  body roUs initiative (the Shadow is + 3) for each melee of combat.
  The "shadow cloaking device" was initially created to combat invid.
  It was discovered, after some initial encounters with the REF, that the
  invid did not have the same kind of sensors or optics that humans used.
  Instead, the invid had protoculture sensors that instantly and accurately
  alerted them to the presence of prolQCulture energy. To make matters
  worse, the invid mecha all possessed protocullure targeting systems
  that can lock in on the source of protoculture emanations like a heat
  seeking missile locks in on and homes in on a heat source. This made
  sneak attacks impossible and escape difficult. The Robotech Expeditio-
  nary Force (REF) suddenly found themselves betrayed by their own
  weapons. The solution was to fInd an alternative energy source, which
  was impossible considering the circumstances, or to fInd some way to
  cloak the energy. Fortunately, Doctor Lang and Cabell were able to do
  just that. Soon the Shadow Fighters were invisible to protoculture sen-
  sors of any kind, as well as conventional detection systems. This de-
  velopment would ultimately give the REF the edge they needed in their
  battles with the lnvid Regent
  Another device that is exclusive to the Shadow Fighter Alpha and
  VF-l V Vindicator is a powerful energy weapon called a "Destabilizer."
  The destabilizer is another invention specifically designed to thwart the
  invid. Mounted on the shoulder and drawing on the additional energy
  of the veritech, it can unleash an energy bolt that will disrupt the invid's,
  otherwise invincible, force fields. The disruption punches a 1O+2D6ft
  hole in a force field, allowing troops to enter. The weapon can also be
  ,.-.. used as a hand held weapon like the GU series gun pods, only more
  powerful.
  85
  Vebicle Type:
  Special Assault
  Class:
  Veritech Fighter. VAF Series Alpha, ;nodel VAF-7A.
  M.D.C. by Location and all other data is identical to the Alpha Fighters
  previously discussed.
  WEAPON SYSTEMS
  1.
  MM-60 Multi·Missile System: See Alpha Fighter.
  2.
  GR·12 Shoulder Launcb System: Only the Alpha Shadow Fighter
  has an additional pair of missile launchers built into the upper chest
  area. The system is similar [0 those of the destroids and adds an
  extra 24 sbort- range missiles [0 its annaments.
  Primary Pwpose:
  AssaultlDefense
  Missile Type:
  Standard RDF short-range missiles, usually high explo-
  sive or fragmentation.
  Mega-Damage:
  Varies with missile type.
  Rate of Fire:
  One at a time or in volleys of two, four, six or twelve
  (aU). One volley counts as one attack, regardless of the number of
  missiles launched in the volley. The number of volleys fired per melee
  is equal to the pilot's combined hand to hand melee attacks (usually
  five or six).
  Payload:
  12 in each shoulder launch unit, for a total of 24.
  3.
  EU·t3 Destabilizer:
  A powerful energy weapon that is standard
  issue for the Alpha Shadow Fighter. One Destabilizercan be mounted
  on the top of the AJpha when in jet and guardian modes. Or carried
  by hand in battloid or guardian moJes. Like the GU-XX, the De-
  stabilizer can be fired while in jet and guardian modes from its fixed
  mounted position.
  Primary Purpose:
  AssaultlDefense
  Range:
  4000ft (1200m)
  Mega-Damage:
  Docs ID4 x 10 pereach blast (bursts an: not possible)
  Rate of Fire:
  Equal to the pilot's combined hand to hand anacks per
  melee (usually four or five).
  Payload:
  40 hlasts.
  Note:
  Two EU-13 energy clips can be stored in the legs (one in each
  leg). It requires two melee actions/attacks to reload a clip. Only the
  big REF ships and facilities on the Moon and Mars bases can recharge
  an EV-13 energy clip.
  4.
  Optinnal GU·XX Gun Pod. See Alpha Fighter.
  5.
  Optional EU·ll Gun Pod. See Southern Cross.
  6.
  Optional GU·lI Gun Pod. See Robotech RPG.
  7,
  Optional Gladiator Mace, See Robotech RPG.
  8.
  Optional Hand to Hand Combat. Same as Alpha Fighter.
  Beta Note:
  The Shadow Alpha can connect with a Beta (usually
  painted in matching colors) just like a regular Alpha.
  
  I
  •
  /
  "
  '. ~) (
  86
  VAF-7A SHADOW FIGHTER IN BATTLOID MODE
  
  --
  THE BETA
  Veritech Fighter
  The Beta is pan of the new modular veriteeh combat system. Like
  the Alpha, it is a separate and distinctive veritech fighter. However, it
  can connect to the Alpha, effectively becoming one large war machine.
  Together, the Beta adds greater speed. transatmospheric flight, and
  heavy missiles. The Alpha adds a barrage of short-range missiles and
  tile flexibility of a battloid mode transformation while still attached to
  the Beta. When the situation demands it, the two veritechs can detach
  and fight as two completely independent combat units.
  The Bela and Alpha combination is usually used when entering a
  planet's atmosphere from space (or exiting an atmosphere), first strike
  (then separate to engage in separate combat, effectively doubling the
  number of veriteehs) and space combat.
  The armaments of the Bela Fighter are similar to the Alpha's, but
  with greater range and destructive potential. A GU-XX is built into the
  center of the fuselage that can be fired in a fixed position only in jet
  and guardian modes. Its automatic feed gives it many times more rounds
  than the hand- held GU-XX ofthe Alpha. Short, medium and long-range
  missiles can be fired from several positions. Two heavy missiles from
  the front, six medium range missiles from the top mounted rack and
  ,.."...... eight short-range missiles (plus reloads) from each of its retractable top
  missile bays (chest in battJoid mode). Plus, the Beta can drop bombs
  from its cargolbomb bay while in jet mode and has an additional 20
  short-range missiles in battloid mode (10 in each leg). Nole: The hands
  and arms are designed in such a way that the Beta can not hold a GU
  or EU style gun pod. It must rely on missiles, hand to hand combat
  and speed (nol maneuverability).
  87
  AN ALPHA AND BETA
  CONNECTED TOGETHER (Jet Mode)
  The Beta Fighter is designed specifically to be a heavy back-up or
  counlerpart to the speedy Alpha. Consequently, the Beta is much larger
  and laden with explosives. Although its rocket boosters can attain a
  speed of Mach 8, maneuverability is minimal. The Mach 8 speed is
  provided as a means to escape gravitational forces (breach Earth's
  atmosphere), and make hasty retreats and attacks. The Mach 8 speed
  also matches the speed of some of the invid vessels which the Alpha
  and Beta were designed to combat. The best speed the Beta can muster
  without the rocket thrusters is just under Mach 2. The Beta is also Jess
  maneuverable than its half pint Alpha counterpart. As a team, the Beta
  provides the muscle and extra oomph, while the Alpha provides the
  speed and agility. Note: The only difference between al1 Betas is their
  color and distinguishing insignia. Even the Shadow Beta is the same
  except that it is blue-black and grey in color and has the "shadow
  cloaking device" which makes it invisible to proloculture sensors and
  radar. (See Shadow Fighter Alpha and the shadow cloaking device.)
  BETA FIGHTER
  Model Types (2):
  VBF- IA (Blue, Red or Green)
  VBF- IS (Shadow Beta, blue-black and grey)
  Class:
  Veritech Fighter, VBF series.
  Crew:
  One pilot, but can seat two others in cockpit. (Optional: One
  can operate the weapon systems, the other, communications and sensory
  equipment, while the pilot flies. Or the pilol can do it all). The cargol
  bomb bay area can hold passengers instead of bombs. Up to six can
  fit comfortably, ten cramped.
  
  BETA FIGHTER IN BATTLOID MODE
  88
  
  M.D.C. by Location:
  ·Sensor Head -
  50
  Hands (2) -
  50 each
  Shoulder/Chest Retractable Missile Bays (2) -
  150 each
  __
  "Big Forearm Shields (2) -
  300 each
  Upper Anns (2) -
  80 each
  Top Missile Racks (2, side by side) -
  50 each
  Upper Leg Missile Bays (2) -
  100 each
  Lower LegslFeet (2) -
  150 each
  Wings (2) -
  100 each
  Bomb Bay (Jet Mode only) -
  200
  Rear Jet Thrusters (pair, side by side) -
  60 each
  Rocket Thrusters (3) -
  150 each
  ***Main Body -
  350
  Reinforced Pilot's Compartment -
  200
  ..·.GU-XX (Jet & Guardian Modes only) -
  75
  "'Depleting the M.D.C. of the sensor head will knockout loog-
  range communications (reduce to 60 miles/96k:m range), long-range
  radar (reduce to one mile) and laser targeting (-I to strike).
  ......The forearm shields can be used to shield the main body or
  body parts from damage. The character can try to block incoming
  attacks of any kind, punches, blasts, and even missiles, by blocking
  with one or both arms (missiles require both arms). RoU a parry. If
  successful, only the arm shields take damage. NOTE: Depleting the
  arm shields to below their M.D.C. will destroy the wing connection
  joints and damage the wing(s), making transfonnation into jet or
  guardian modes impossible! Likewise. the loss of an arm is the loss
  of a wing and connection unit, making transfonnation impossible.
  "'Depleting the M.D.C. of the main body will completely shut
  the mecha down.
  ·*··The GU-XX of the Beta is built into it and protected by the
  main body. Because it is such a difficult target, attackers are - 4
  ..--..
  to strike it.
  Speed:
  Jet Mode with Jet Thrusters:
  Mach
  1.8 or
  1206mph
  (I930kmph) maximum. Altitude ceiling is 50 miles (80km).
  Jet Mode with Rocket Thrusters: Mach 8.3 (556Imph/8900kmph).
  making the Beta transatmospheric (able to blast into outer space
  under its own power.)
  89
  Jet Mode Cruising Speed:
  600mph (960kmph)
  Guardian Mode:
  Hover stationary to 600mph (960kmph)
  BanJoid
  Mode
  Flying:
  Hover
  stationary
  to
  about
  300mph
  (482kmph), with a maximum altitude of 8,OOOft (2440m), about a
  mile and a half (2.8km).
  Battloid Mode, Running:
  80mph (l28kmph)
  Battloid Mode, Leaping:
  80ft (24.4m) up or across without booster
  assistance. 300ft (91.5m) with jet booster assistance.
  Height:
  35ft (to.7m) in battloid mode.
  20ft (6. 1m) in jet mode.
  28ft (8.5m) in guardian mode.
  Width:
  28ft (8.5m) in battloid mode.
  64ft (19.5m) in jet and guardian modes.
  Length:
  24ft (7.3m) in baltioid mode.
  32ft (9.7m) in jet & guardian modes.
  Weight:
  14 tons without missiles, 19.5 tons fully loaded (including
  missiles and bombs).
  WEAPON SYSTEMS
  I.
  MM-40S -
  Super Multi-Missile System: The Beta has two MM-
  40 systems built into each chest/shoulder area in battloid and acces-
  sible on the right and left of the cockpit in jet or guardian mode.
  The retractable systems raise their missile launchers from protective
  storage bays to fire volleys of short-range missiles. The two MM-40
  systems can fire independently or simultaneously. The automatic
  reload system enables the pilot to fire his entire payload of 80
  missiles in one melee (this is possible by ftring both MM-40 systems
  simUltaneously, launching 16 missiles, 8 each, each melee attack
  up to five times.
  Note:
  Can be launched in all modes.
  Primary Purpose:
  Assault
  Secondary Purpose:
  Anti-Aircraft
  Missile Type:
  Standard RDF short-range missiles, usually high explo-
  sive, annor piercing or plasma. Different types are rarely mixed, so all
  40 missiles per launcher would be the same. Of course, missiles can
  be mixed if desired.
  Mega-Damage:
  Varies with missile type.
  Rate of Fire:
  One at a time or in volleys of two, four, six, eight (or
  sixteen if both launchers are fired simultaneously). Doe volley counts
  Beta Fighter in Guardian Mode
  
  as one attack. The number of attacks per melee is equal to the pilot's
  combined hand to hand attacks per melee (usually 4 or 5).
  Payload:
  40 missiles per each launcher, for a total capacity of 80.
  Note:
  The war torn world makes the availability of missiles an ex-
  tremely rare event. Players should be careful not to expend all their
  character's missiles too soon, because it may be a long time before
  more are found.
  2.
  Short-Range Leg Missiles: Each leg has a short-range missile
  launcher built into the thigh. These missiles can be launched only
  in battloid mode.
  Primary Purpose:
  AssaultlDefense
  Secondary Purpose:
  Antipersonnel
  Missile Type:
  Standard RDF short-range missiles, usuaUy high explo-
  sive or fragmentation.
  Mega-Damage:
  Varies with missile type.
  Rate of Fire:
  One at a time or in volleys of two, four, six, eight or
  ten (all). One volley counts as one melee attack, regardless of the
  number of missiles in the volley. The number of attacks per melee is
  equal to the pilot's combined hand to hand attacks per melee (usually
  4 or 5).
  Payload:
  Ten in each leg, for a total of 20.
  Note:
  Leg missiles can only be launched while in battloid mode.
  Remember, the availability of missiles is scarce.
  3.
  Medium Range, Top Mounted Missiles: These are the missile
  racks seen on top of the Beta in battloid mode and recessed into the
  rear of the Beta in jet or guardian modes. The missiles can be
  launched while in any configuration.
  Primary Purpose:
  Assault
  Secondary Purpose:
  Anti-Mecha
  Missile Type:
  Standard RDF medium range missiles, usually high
  explosive, plasma or annor piercing. Of course, any medium range
  missiles can be used.
  Mega-Damage:
  Varies with missile type.
  Rate of Fire:
  One at a time or in volleys of two or three.
  Payload:
  Three missiles per each launcher (2), for a total of six.
  Note:
  Medium range missiles are more scarce than short range.
  4.
  Two Long-Range Missiles can be seen in the mid-chest area of
  Ibe Beta in battloid Ot on eilbet side oflbe cockpit in jet and guardian
  modes. These can be launched only from jet or guardian mode.
  Primary Purpose:
  Heavy Assault
  90
  -
  BETA FIGHTER IN JET MODE
  5.
  The Beta Can also drop bombs.
  Primary Purpose:
  Ground Assault
  Missile Type:
  Bombs are equal to short or medium range missiles.
  Usually fragmentation or high explosive.
  Mega-Damage:
  Varies with the type of bomb.
  Rate of Fire:
  Volleys of 2, 4, 6, or 8.
  Payload:
  The bomb bay can hold up to sixteen bombs.
  Note:
  These are bombs not guided missiles. As such they are minus ..........
  - 4 to strike a stationary ground target, - 6 to strike a moving target(s)
  and - 10 to hit a small moving target like an invid scout or vehicles,
  Bombs are usually used against large stationary targets.
  6.
  Beta GU-XX, 3Smm Tri-Barrel Gun Pod with auto-feed, This
  weapon is exactly like the GU-XX handgun used by the Alpha
  Fighters. The difference is that it is built into the body of the Beta
  and has an automatic feed and a greater ammunition payload. To
  reload the Beta GU-XX requires tools, a mechanic and 404 minutes.
  The person must crawl into the gun bay and undo the ammo compart-
  ment and reload. To modify the ammo from a conventional GU-XX
  gun pod requires an additional ID4 hours per clip.
  Primary Purpose:
  Assault!Defense
  Range:
  4000ft (I 200m)
  Mega-Damage:
  Does 4D6 M.D. per short bursl, 1D4 X 10 M.D. for
  a medium burst and 204 x 10 for a full melee burst.
  Rate of Fire:
  Short and medium bursts count as one attack (total
  attacks equal to the pilot's combined hand to hand attacks per melee).
  A full melee attack takes the place of all other attacks.
  Payload:
  160 shorts bursts, or 80 medium bursts (equal to 2 short
  bursts) or 40 full melee bursts (equal to 4 short bursts).
  Note:
  Can not flre in battloid mode.
  6.
  Hand to Hand Combat: In addition to Punch -
  106 M.D., Kick
  -
  1D6 M.D., Body Flip and Body Block -
  104 M.D., the Beta
  can attempt to parry energy blasts and missiles with its giant shield
  anns. Roll to parry as usual (roll 1020), plus bonuses. A successful
  parry of energy blasts, missiles and explosives means only the arm
  shields take damage. In mecha hand to hand combat, a parry will
  block the opponent's punch or kick without damaging the ann ...........
  shields.
  Depleting all the M.D.C. of the shield ann (300 points each)
  destroys the coupling mechanism for the wing, making it impossible
  to change out of battloid mode. Depleting the shields will also
  damage or destroy the wing(s) housed inside them.
  
  VF-IV VlND
  _
  lCATOR IN BATTLOIDMODE
  91
  -:"._ ..-
  ~
  Cyclone Ride •
  .
  r .or Scale
  
  -
  THE VF-IV
  VINDICATOR
  Veritech Fighter
  The last of the VF series Veritech Fighters is the Vindicator. It
  is actually a cross between an Alpha and a VF veritech. The Vin-
  dicator has the size and mass of the old VF series veritech. but the
  basic shape, styling and armaments of the Alpha Fighter. Although
  it towers 46ft (14m). the REF added it to its active mecha as a first
  strike assault unit that fights alongside the Shadow Fighters. Doctor
  R. Burke, the mecha's co~designer. has coined the nickname "Zen-
  traedi Buster" because it was originally intended to combat any
  zentraedi warriors who may still serve the Robotech Masters.
  The Vindicator also uses an earlier, larger version of the de-
  stabilizer energy weapon and has the "shadow cloaking device" built
  into it. In fact, at a quick glance, the Vindicator appears to be a
  larger version of the Shadow Fighter.
  The VP-I V is super scarce on the war ravaged Earth, It was
  designed in space and never added to the RDP's or Southern Cross'
  mecha forces. Instead, it was kept exclusively part of the REF forces.
  Only a handful of Vindicators survived the REF's assault on Reflex
  Point.
  VINDICATOR FIGHTER
  Model Type:
  VF-I V, (blue-black and grey color, identical to the
  Alpha Shadow Fighter).
  Class:
  Veritech Fighter, VF series;
  Nickname: "Zentraedi Buster."
  Crew:
  One pilot. A passenger can fit in the cockpit, but must sit in
  the pilot's lap.
  M.D.C. by Location:
  ·Sensor Head -
  70
  Hands (2) -
  40 each
  Forearms/Missile Pods (2) -
  60 each
  Shoulders/Missile Pods (2) -
  100 each
  Upper Legs (2) -
  100 each
  Lower LegsrrhrustersiMissile Pods -
  150 each leg
  Wings (2) -
  150 each
  Tail (2) -
  50 each
  "Main Body -
  400
  Reinforced Pilot's Compartment -
  200
  Destabilizer (gun) -
  100
  *Depleting the M.D,C. of the head sensor will impair the
  pilot's sensory and targeting equipment. Long-range radar is
  greatly diminished, leaving an effective range of one mile
  (l.6km). Radio and laser communication systems are lost. Short·
  range radio back-up system provides a 60 mile (96km) range,
  Laser targeting is destroyed; - I to strike,
  **Depleting the M.D,C. of the main body will shut the mecha
  down completely, rendering it useless.
  Speed:
  Jet Mode:
  Mach 3.3 (221Imphl3537.6kmph). with an al-
  titude ceiling of 60 miles (96km).
  Jet Cruising Speed:
  About Mach One (670mphl1072kmph).
  Guardian
  Mode:
  Hover
  stationary
  to
  Mach
  One
  (670mph/
  lO72kmph), with a maximum altitude of30,OOOft (9150m), or about
  4 miles.
  Battloid Mode Fiying:
  Hover stationary to about 400mph (640km),
  with a maximum altitude of about 1O,000fl (3048m).
  Battloid Mode, Running:
  80mph (l28kmph).
  Battioid Mode, Leaping:
  100ft (30.5m) up or across without using
  jet boosters, 300ft (91.Sm) with jet boosters.
  92
  -
  Height:
  46ft (14m) in baltloid mode.
  29.6ft (9m) in guardian mode.
  22ft (6.7m) in jet mode.
  Width:
  20ft (6.lm) at shoulders in battloid.
  46ft (14m), jet andguardian modes with wings fully swept.
  Length:
  47ft (l4.3m) in jet and guardian modes.
  Weight:
  21 tons
  Cargo:
  No available space unless cyclone storage bay is emptied.
  Can hold up to lOOOlbs.
  WEAPON SYSTEMS
  I.
  MM-70 Multi-Missile System: Same as the Alpha MM-6O except
  it can hold more missiles due to its size.
  Shoulders: 10 each arm
  Forearms: 12 each arm
  Lower Legs: 13 each leg
  Primary Purpose:
  Assault
  Secondary Purpose:
  Anti-Aircraft
  Missile Type:
  Standard RDF short range missiles, usually high
  explosive. annor piercing, or plasma. Of course, any short range
  missiles can be used.
  Mega-Damage:
  Varies with missile type.
  Rate of Fire:
  One at a time or in volleys of two, four, eight,
  sixteen, thirty-two or all (70). The number of volleys a character
  can fire is equal to the pilot's combined hand to hand attacks per
  melee. One volley counts as one attack regardless of the number of
  missiles in the volley.
  -
  2.
  EU-12 Destabilizer:
  A powerful energy weapon that is standard
  issue for the Vindicator. The EU-12 is a targer version (twice as
  big) ofthe Shadow Fighter's EU-13. One destabilizercan be mounted
  on the top of the Vindicator when in jet or guardian mode and can
  be fired from its fixed housing, In battloid mode, the weapon is
  hand-held.
  When mounted on the shoulder, the EU-12 draws additional
  energy from the Vindicator and can tire a special burst of energy
  that will disrupt force fields. Against the invid hives' force fields,
  one blast has an 80% chance of creating a 6D6 foot hole in the
  field. The hole will last 4D6 minutes. One blast from an EU-12
  destabilizer will obliterate the force field used to block exterior hive
  entrances for a duration of 406+20 minutes. It has identical effects
  against Zentraedi force fields.
  Primary Purpose:
  Assault
  Secondary Purpose:
  Force field disruption.
  Mega-Damage:
  1D6 x 10 per blast (bursts are not possible).
  Rate of Fire:
  Equal to the pilot's combined hand to hand melee
  attacks (usually 4 or 5).
  Payload:
  40 blasts
  Range:
  4000ft (l200m)
  Note:
  Two EU-12 energy clips can be stored in the legs (one in
  each leg). It requires one full melee (15 seconds) to reload a clip,
  Only the biggest REF ships and facilities on the Moon and Mars
  bases can recharge an EU-12 energy clip.
  3.
  Hand to Hand Cnmbat: Punch-lD6 M.D., Kick-1D6M.D.,
  Leap Kick -
  2D6 M.D., Body Flip and Body Block -
  1D6 M.D.
  and Stomp -
  104 M.D.
  NOTE:
  Although the VF-I V may resemble an Alpha, it does not
  have a giant Beta counterpan.
  -
  Remember, only a handful of Vindicators exist on Earth. They are
  extremely rare.
  
  THE VERITECH
  HOVER TANK (VHT)
  -
  The Hover Tank is specifically designed for the Armies of the South-
  ern Cross and is the back bone of Earth's defense. Although never
  intended to be pan of the Robotech Expeditionary Force's compliment
  of mecha, a few dozen were included at the fC{Juest of Colonel Wolfe.
  It was Wolfe and his men who acted as test pilots for the experimental
  mecha. Wolfe had such an aptitude and liking for the mecha that he
  placed a fonnal request for it. His request was honored and his infamous
  "Wolfe Paek" was born.
  The Veritech Tank's reduced size and transformable configuration
  gives it a versatility of movement and range of capabilities unequaled
  by any of the earlier mecha, with the po~sible exception of the VF
  series of Veritech Fighters: The Veritech Hover Tank is designed spec-
  ifically for ground/urban combat and civil defense. This means it can
  easily maneuver among the concrete canyons of a city. Unlike the larger
  mecha, the VHT is more in scale with a city and can engage in combat
  without fear of tumbling buildings down with every wrong move.
  Likewise, the Hover Tank can engage in high speed pursuits, fit down
  any street (even alleyways) and modify its size, available weapon sys-
  tems and mode of transportation by transforming into a different config-
  uration.
  The three modes of the Veritech Hover Tank are Transport, Tank
  and Battloid. In the transport mode the mecha is an annored transport
  vehicle eapable of speeds of up to lOOmph (160.90kmph), and easily
  traverses the most rocky and rugged terrain. In this mode the mecha
  hovers on powerful jets of air, 3 to 10 feet (.9m to 3m) above the
  ground. The EU-II gun pod rests in a special housing in the center,
  _
  front ofthe tank. In this mode it serves as the mecha'sonly annament.
  A quick transition into tank mode (also referred to as "guardian"
  mode) sends the mecha into its most lethal configuration. The main
  cannon is now exposed and ready to unleash its devastating ion blasts.
  Its secondary weapon, a triple-barreled, auto cannon is also ready to
  wreak havoc, The EU-II gun pod is tucked away and can not be fired
  in this mode. The main disadvantage of the tank mode is that all
  movement is incredibly restricted. Maximum speed is a dreadful 8mph
  (12.Skmph).
  Battloid mode provides all the already known advantages of the
  humanoid fonn: all-terrain capabilities, climbing, running, grasping,
  leaping, kicks, etc. A new twist to combat is the feasibility ofan ancient
  defensive weapon, the shield. Like the knights of old, the Veritech
  Hover Tank, and Logan Veritech Fighter, are equipped. with especially
  tough, some say nearly impervious, shields built onto the anns. On the
  VHT it is the weapon housings of the main cannon and the tri-cannon
  serve as shields. In battloid mode the two huge housing units appear
  to be attached at the shoulder and can be manipulated by ann movement.
  These so-called shields are so tough that they can block/parry annor
  piercing shells and energy beams (including particle beams). A success~
  ful parry means that damage is sustained only by the shielding that was
  used to parry the attack. Each arm shield has twice as much M.D.C.
  as the main body.
  The still mysterious symbiotic relationship between man and machine,
  infused by protoculrure, enables the massive mecha to react with the
  same quickness as a top athlete. The disadvantages of the battloid mode
  are reduced speed and the immediate availability of only one weapon,
  the EU-II gun pod. The main cannon can be extended out of its arm
  .-.. shield housing to fire. but it is the ONLY, one, attack possible that
  melee. No other attacks or aggressive actions are possible regardless
  of how many attacks per melee might nonnally be available. Parries
  and dodges are still possible.
  A new development in annor is a laser resistant ceramic which is
  used to coat all new mecha, as well as the many suits of battle annoT.
  93
  What this means is that laser weapons do only half damage. This does
  NOT include any other energy attacks such as particle beams or ion
  blasts.
  VERITECH HOVER TANK
  a.k.a. Spartas ATAC-Ol·SCA
  Vehicle Type:
  Veriteeh Tank (transformable).
  Crew:
  One. Two passengers can be placed in the back seat.
  M.D.C. by Location:
  Head-60
  Headlights (2 on top) -
  5 each
  Hands -
  50 eaeh
  Arms -
  150 eaeh
  Ami Shield (2) -
  600 each
  Legs -
  200 eaeh
  Retractable Hover Jets (2) -
  55 eaeh
  *Rear, Lower Hover Jets (2) -
  50 each
  Retractable Utility Arms (3) -
  3 each
  Main Cannon -
  120
  Tri-Auto Cannon -
  75
  EU-II Gun Pod (rifle) -
  100
  Reinforced Pilot's Compartment -
  200
  "
  Main Body -
  300
  *Note that the rear, lower hover jets are located on the rear
  underbelly or bottom in transport mode, rear underside in
  tank mode, and lower back when in battloid mode. Thejrorlt
  retractable hover jets are targets only in the transport mode.
  Loss of both prevents movement in that mode.
  "If the M.D.C. of the main body is depleted. the unit shuts
  completely down.
  Speed:
  Hover in transport and tank/guardian modes (srationary) -
  3
  to 10 feet above the ground (.9m to 3m). Maximum speed in transport
  mode is 100mph (J60.90kmph), maximum speed in tank/guardian
  mode is Smph (J2.Skmph). and running in battloid mode is 35mph
  (56kmph). Special maneuvers: The VHT can leap or propel itself
  straight up into the air SOft (24.4m) in ALL modes. In battJoid mode
  the meeha ean leap up to 120ft (36.6m) high with the assistanee of
  the booster jets built. into its feet and 80ft length (24.4m). In space
  the jets in the feet help movement.
  Height:
  20ft 4in (6.2m) Battloid. 14ft Sin (4.5m) Tank/Guardian
  mode and 7ft 4in (2.25m) Transport mode.
  Width:
  I4ft 4in (4.4m) Bauloid, 7ft4in (2.25m) Tank/Guardian mode
  and 9ft (2.7m) in Transport mode.
  Length:
  6ft 6in (2.0m) Battloid, 25ft 4in (7.75m) in Tank/Guardian
  mode and 19ft 7in in Transport mode.
  Weight:
  16.4 tons
  Main Engine:
  MT 842 Fusion Reactor.
  Weapon Systems
  1.
  Main Cannon:
  A rapid-fire ion cannon is located in the left
  weapon housing shield/ann. Although it can not rotate or move right
  to left, it can move up and down in a 4:5 degree angle. The main
  cannon is only exposed in the Tank/Guardian mode, but can also
  be used (one attack per melee) in battloid mode if extended from
  the weapon housing of the left ann.
  Primary Purpose:
  Assault/Defense
  Secondary Purpose:
  Anti-Aircraft
  Range:
  SOOOft (2400m)
  Mega-Damage:
  304 x 10 per each blast.
  Rate of Fire:
  In TankJGuardian mode it can fire as many times equal
  to the pilot's combined number of hand to hand auacks per melee. In
  Batt/aid mode the use of the big gun cancels all other attaeks leaving
  the meeha with only ONE atraek per melee regardless of the pilot's
  total number of attacks per melee.
  
  Payload:
  Conditionally Unlimited. The main gun can shoot up to 30
  times within one hour or less (actually, within minutes if necessary).
  Unfortunately, the energy drain is incredible. Thus, if all 30 shots are
  fired in an hour or less the cannon will temporarily be drained and can
  not fire again for at least one hOUf. The ion generator recharges at a
  rate of 10 blasts per one hour (up to a total of 30 blasts).
  2.
  Triple-Barreled Auto Cannon:
  This is the secondary weapon
  of the VHT in Tank/Guardian mode, firing 32mm rounds. It can
  fire only in this mode. Its fixed forward mounting limits the direction
  of the auto cannon to straight ahead. However, the upper torso of
  the Hover Tank can move in a 45 degree angle to the left and right,
  as well as up and down. Also, a quick flick of the booster jets in
  the feet and the VHT can tum in any direction, including completely
  around.
  Primary Purpose:
  AssauhlDefense.
  Secondary Purpose:
  Antipersonnel
  Range:
  4000ft (I 200m)
  Mega-Damage:
  606 M.D. per burst.
  Rate of Fire:
  Equal to the pilot's combined number of hand to hand
  attacks per melee.
  Payload:
  40 bursts can be fired before reloading is required. Reloading
  is automatic, but takes one full melee. All VHT auto cannons have
  enough ammo for 5 reloadings (that's 200 bursts).
  3.
  The EU·ll Gun Pod:
  This is standard issue for the Veritech
  Hover Tank. It is a rapid-fire energy rifle similar in function to the
  old GU-II gun pods. In transport mode the weapon is mounted,
  fixed forward, in the front center of the tank. In Battloid mode it
  is a hand held rifle. It can not frre in Tank/Guardian mode.
  Primary Purpose:
  AssauWDefense
  Range:
  6000ft (18oom)
  Mega-Damage:
  104 x 10
  Rate of Fire:
  Equal to the pilot's combined number of hand to hand
  attacks per melee.
  Payload:
  Effectively unlimited.
  4.
  Optlonal use of the GU·XX Gun Pod. This is not a standard
  issue weapon, but can be used if needed and if available.
  S.
  Optional Hand to Hand Combat:
  Rather than fire any weapons,
  the VAT can engage in hand to hand combat. Restrained punch
  does 104 M.D., full punch-2D6 M.D., power punch -206+6
  M.D., body block -
  206 M.D., kick -
  106 M.D., leap kick-
  206 M.D. and stomp -
  104 M.D.
  Remember, as with ALL mecha, the weapons or types of attack can
  be used in any combination as long as they do not exceed the total
  combined number of the pilot's hand to hand attacks per melee.
  94
  THE SPACECRAFT
  OF THE REF
  HORIZONT DTTS-12
  Dive Transatmospheric
  Troop Shuttle
  The Horiront is the smallest vessel in the REF fleet. Unlike the larger
  combat spacecraft, the Horizont is a troop carrier. Its purpose is to
  transport troops. mecha, and supplies to and from the battlefield. To
  accomplish these tasks, the shuttle carries two armored supply bunkers
  which can be "dropped," detached, at landing. Troops and supplies can
  be unloaded while the Horizonl flies into space to get another load/bun-
  kers. The troop bunkers do not have to be detached for the troops to
  disembark; however, a "hot" landing zone (LZ) seldom offers the luxury
  of time to land, wait for the unloading and fly off without the shuttle
  taking damage. The detachable bunkers enable the Horizont to quickly
  landlhover, drop its two bunkers and Oy to safety before the enemy
  has time to focus an attack. In many respects, the Horizont can be
  thought of as the space-age equivalent to the helicopter in the Vietnam
  War (Earth. circa 1964-70).
  The transpon shuttle is operated by a pilot, copilot, two communica-
  tions engineers and an alpha and beta pilot. The crew is located in the
  nose of the spacecraft. If necessary, the nose can detach from the rest
  of the vessel, functioning as an emergency escape pod. The escape pod
  can function only in space (drops like a rock in an atmosphere) and
  can accommodate only 5 or 6 additional human-size passengers.
  -
  Inside the. neck of the Horizont is a troop compartment which can
  hold twelve (12) cyclone riders (in annor) with the cyclone mecha
  folded and stowed in compartments above each soldier (see illustra-
  tions).
  The rear section is all engine except for the passageway that connects
  to the Alpha and Beta Veritech Fighte" attached to the belly of the
  Hori7..ont. The lWO veriteehs represent the only defense and assault
  weapons at the shuttle's disposal.
  They are especially important when delivering troops or rescuing
  wounded in a "hot LZ," a landing area under heavy attack. As the
  shuttle makes its final landing appro3.ch, the Alpha and Bcta (connected
  together) detach to lay down suppressing fire and distract the enemy.
  if the situation requires it, the Alpha and Beta will detach from e3.ch
  other and attack as two separate units. Staying with the Vietnam War
  analogy, the Alpha and Beta act as two "combat" Huey helicopters
  engaging the enemy while 3. transport chopper picks up the wounded
  or drops off troops. Once the Horizont's job is done it leaves, with the
  two veritechs flying escort. The Alpha and Beta can connect and reattach
  to the shuttle at any time.
  HORIZONT DTTS-12
  Vehicle Type:
  Space and atmospheric troop carrier.
  Crew:
  Pilot (I), copilot (I), alpha pilot (I). beta pilot (I), and two
  communications engineers (2). Also can carry 12 soldiers in the
  neck compartment as additional crew or troops.
  Troops:
  12 Cyclone Riders with full gear inside the neck compart- ..-
  ment. The two annored transport bunkers can carry as many as 96
  Cyclone Riders with cyclones and full gear, or 8 to 14 mecha in
  each of the bunke". Ofcou"e. other personnel, vehicles, equipment
  and supplies can be cargo as well; up to 300 tons per bunker.
  
  -
  M.D.C. by Location:
  "Nose/Crew Compartment (escape capsule) -
  400
  Neck Seclion -
  300
  Bunker Cargo Compartments (2) -
  500 each
  Bunker Hatch (2) -
  100 each
  Wings (2) -
  300 each
  Main Thrusters (3) -
  150 each
  ""Main Body -
  600
  Supply Bunker
  95
  HORIZONT WITH SUPPLY BUNKER AITACHED
  Landing Gear
  /
  
  Alpha and Beta Lowered for Take-Off
  ALPHA FIGHTER Access Inside the Horizont
  0,
  •
  •
  =
  ·Depleting the M. D.C. of the nose/escape capsule/crew compart-
  ment will completely immobilize the vessel. In space it will float
  dead (of course, any personnel in the neck and cargo bunkers are
  still alive). In an atmosphere the shuttle will crash to Earth (the
  chance of the people in the armored bunkers surviving is a mere
  9%), and even then they will suffer4D6 hitpoints ofdamage each).
  **Depleting the M.D.C. of tile main body will completely destroy
  the vessel. However, the nose/escape capsule will be functional, as
  well as the Alpha and Beta. The two bunkers will also be salvageable
  in space (but drop to Earth in an atmosphere).
  Speed:
  Hover stationary at any height and travel via hover mode at
  a speed of up to 1000ph (l60kmph).
  Aying in an atmosphere, the Horizont can attain a cruising speed
  nf about Mach 2 (I34Omph/2144kmph) maximum. Additional bursts
  of speed of up to Mach 6.2 are possible and necessary to escape
  earth's atmosphere (its transatrnospheric capability).
  Space Propulsion: Maximum cruising speed is Mach 4, maximum
  burst of speed can reach Mach 10.
  Underwater: Impossible, sinks.
  Maximum Range:
  Effectively unlimited. Protoculture engines, but
  does nnt have spacefold capabilities.
  Length:
  198ft (60.3m)
  96
  Crew and Troop Area
  -
  -
  
  Height:
  60ft (18.3m)
  Width:
  224ft (68.3m). Wing tip to wing tip.
  Weight:
  2200 tons
  Storage Bunkers:
  Length -
  130ft (39.6m)
  Height -
  33ft (lOrn)
  Width -
  34ft (lOAm)
  Weight -
  60 tons (unloaded)
  Cargo -
  Can hold up to 300 Ions
  Weapon Systems:
  None, other than the Alpha and Beta.
  Special Equipment:
  Long-range communications, combat computer,
  radar (200 mile range), and the usual life support systems for space-
  craft.
  GARFISH HSTC-27
  High Speed Troop Carrier
  The second largest spacecraft in the REF fleet is the Garfish troop
  carrier, about twice the size of the Horizont shuttle. Yet, despite its
  size. the Garfish is lIle fastest, most maneuverable ship in the fleet.
  The bridge of the vessel is located in the nose, with a crew consisting
  of a captain, pilot, three copilots, and four communications engineers.
  Nestled in the midsection is the command deck. This is where all
  combat operations are directed and an auxiliary bridge is located. Thus,
  if the forward section is destroyed the ship is still fully functional. The
  command crew consists of a commander of operations, two military
  advisors, a pilot, two copilots, four communications engineers, six aids
  and four security officers (cyclone riders in full gear).
  A medical team, one doctor, two paramedics and two nurses, along
  with a mecha team of three bio-maintenance engineers, two mechanical
  engineers, tWO electrical engineers and eight assistants, are also part
  of the regular crew. Plus a kitchen team of eight.
  In addition to the crews, the Garfish carries troops. Typically, those
  troops will include 96 cyclone riders, 288 other military personnel (any
  O.C.c.), and a handful of vehicles, such as the ARRAV rocket launcher,
  AAT-40 assault transport, and a dozen ML-3 forklifts.
  --.
  Mecha troops will always include one or two M.A.C. lIs or llIs,
  two Gladiators. one or two Excalibers, one or two ZI-Battle Pods and
  nine Alpha and Beta fighters. The Alphas and Betas are stored in hangar
  bays suspended underneath the main body of the Garfish. The veritechs
  are launched with the Alphas and Betas connected together. The two
  97
  Inside View of the Armored Supply Bunker
  fighters can separate at will, instantly doubting the number of assault
  craft, or remain linked as one heavy-duty fighter. An additional 4 or
  5 mecha or vehicles can be squeezed in with the carrier's usual forces.
  Unlike the Horizont, the Garfish carrier has its own defensive weapons
  system. This includes long-range missiles launched from the fore-sec-
  tion, a retractable laser turret in the nose section and a hi-barreled laser
  turret at the base of the forward section.
  GARFISH HSTC-27
  Vehicle Type:
  Space. high speed troop carrier.
  Crew:
  55 (see previous description of bridge and command deck).
  Troops:
  96 Cyclone Riders, 288 mixed personnel, 6 to 8 destroids
  (at least one will be a M.A.C. n or ill), 9 to II Alpha and Beta
  Fighters. An additional 96 troops could be added in an emergency,
  but this will create extremely cramped conditions. Also used to
  transport one Titan.
  M.D.C. by Location:
  Nose Section -
  900
  Retractable Laser Turret -
  100
  Tri-Laser Turrel -
  300
  Veritech Hang"" (3) -
  800 each
  Main Thrusters (3) -
  800 each
  Secondary Thrusters (3) -
  500 each
  ·Main Body -
  2700
  ··Hull per 40ft area (12.2m) -
  150
  Interior Walls (per 20ft section) -
  30
  Interior Hatches -
  30
  Outer Hatches -
  100
  ·Depleting the M.D.C. of the main body will completely destroy
  the vessel. Only those in life support annor, space suits, and mecha
  may survive.
  ··Depleting the M.D.C. of a specific area of the hull will punch
  a hole into it. This will cause decompression and air will rush into
  space, forcing that section of the ship to be sealed off. It will also
  allow the enemy to enter. Note: Spacecraft are divided i.nto small
  sections so that these sections can be easily sealed if the hull is
  ruptured.
  Speed:
  Hover stationary while positioning to land. Has vertical take-
  off and landing (VTOL) capabilities.
  Aying in an atmosphere is not what this vehicle is designed for.
  Flight should be limited to landing and take-off. An antigravity
  system helps it to maneuver on planets. The Garfish can attain a
  speed of about Mach 8 to breach Earth's atmosphere.
  Space Propulsion: Cruising speed is usually Mach 2 to 4. but it can
  reach a maximum speed of Mach 14. A special drive system can
  be engaged to push the vehicle into the sublighf range, about .20
  light or 32.000 miles per second.
  Underwater Propulsion: Although not intended for underwater travel,
  the carrier can operate underwater. Maximum speed is IOOmph
  (I6Okmph).
  
  Veritech Hangar
  o
  o
  Maximum Range:
  Unlimited. ProtocuJture engines with an estimated
  life of20 years (constant use). Does not have spacefoldcapabilities.
  Length:
  350ft (106.7m)
  Height:
  114ft (34.7m)
  Width:
  251 ft (76.5m)
  Weight:
  18.500 tons
  Main Engine:
  Reflex, heat pile system.
  Gravity Control System:
  Intemal
  WEAPON SYSTEMS
  1.
  Tn-Laser Turret: A heavy- duty. long-range weapon system usu-
  ally operated from the command deck. It has an 190 degree rotation
  and a 45 degree arc of fire.
  Primary Purpose:
  Anti-spacecraft
  Range:
  30 miles (48km) in an atmosphere
  60 miles (96km) in space
  Mega-Damage:
  306 x 20 M.D. per triple blast.
  Rate of Ere:
  Five per melee
  Payload:
  Effectively unlimited
  Bonus for "close" combat (within 8000ftJ2438.4m):
  +4 to strike
  2.
  Retractable Forward Laser Turret;
  A small, hidden laser turret
  that is primarily used for defense from direct assaults (close combat).
  The turret is located in the undercarriage about 40ft (12.2m) from
  the nose tip. It can rotate 360 degrees with a sweeping arc of 180
  degrees. Operated from the bridge or command deck.
  98
  -
  j}
  (;
  Primary Purpose:
  Defense against small attack vehicles in close range.
  Range:
  4000ft (I200m) in an atmosphere.
  8000ft (2438.4m) in space.
  Mega-Damage:
  206 x 10 per blast
  Rate of rrre:
  Six per melee
  Payload:
  Effectively unlimited
  Bonus for "close" combat:
  + 2 to strike
  3.
  Six Missile Launchers rim the base of the forward section almost
  directly above the tri-Iaser turret.
  Primary Purpose:
  Anti-spacecraft
  Secondary Purpose:
  Assault
  Missile Type:
  Long-range of any type, but usually heavy missiles
  such as the plasma (heavy). proton torpedo (heavy). reflex (heavy).
  and reflex multi-warhead.
  Mega-Damage:
  Varies with missile type.
  Range:
  Varies with missile type; 500 to 1800 miles.
  Payload:
  36 total.
  _
  Special Equipment:
  Long-range laser and satellite relay communic.
  tions, combat computer, targeting computer, long-range radar, anti-
  gravity systems. sublight engines. and standard life support systems.
  
  IKAZUCHI SFC-7000
  COMMAND CARRIER
  -
  The most formidable vessels in the REF fleet, with the exception of
  the SDF-3. are the Ikazuchi command carriers. The massive, half mile
  long, spacecraft was designed by the Ikazuchi Robotecbnology Design
  Group under the supervision of Doctor Lang. Its principle purpose is
  to function as a mobile space station supporting the bulk ofthe Robotech
  Expeditionary Force's personnel, mecha, vehicles, weapons and
  supplies.
  The secondary purpose of these big ships is assault. Since the likeli-
  hood of combat with the Robotecb Masters was very real, the giant
  carriers are heavily anned, like an aircraft carrier in space. The big
  gun is a Zentraedi style mega-laser that can slice another Ikazuchi in
  half. Then there is a battery of laser turrets, missiles, and, of course,
  its complement of nearly 700 mecha.
  The contingent of veritech fighters is comprised mostly of the new
  alpha and beta fighters although a handful of the old RDF VF-veritechs
  and vindicators are also present. Alpha fighters in battloid mode are
  launched from the six alpha launch bays that appear as armored bunkers
  protruding from the side of the vessel (3 on each side). Each launch
  bay can release 24 alphas, for a combined force of 144 fighters (see
  illustration), In addition to the six launch bays, the three lower decks
  are also hangars lhat can release an equal force ofveritechs in minutes.
  Deck ten has two hangars in the very nose, releasing its mecha
  forward and from side hangar doors. In the center is the main hangar.
  It is here and on the two decks below it, that the bulk of mecha can
  be found. Mecha hangar compartments, repair and maintenance garages,
  storage and crew quarters surround the big release hangars on either
  side of the ship. Decks eleven and twelve service the Horizont troop
  '-"'shuules, as well as the fighters. Deck eleven also has two side hangars
  toward the nose used for the release of alphas and betas. Deck twelve
  is suspended underneath the carrier and is a comparatively tiny hangar
  for the Horizont shuttles. A huge shield covering protects the main
  hangar section of decks 10-12. The shielding slides to the rear when
  fighters or spacecraft are to be launched. The majority of destroids,
  cyclones, vehicles, missiles, and equipment are also storedon the hangar
  decks
  As a "command" carrier, each Ikazuchi will coordinate and direct a
  fleet of smaller spacecraft such as the Horizont and Garfish. The carriers
  can even house two to four of the Horizont dive transatmospheric troop
  shuttles inside their immense hangars and dock with the Garfish. The
  command carrier wiIJ also contain two to six of the titan ground mobile
  transports. Each Ikazuchi carrier commands over 5000 troops, plus
  those of the smaller spacecraft. With the superior alpha and beta fighters
  and other mecha, the Ikazuchi - 7000 command carriers are tougher
  than the Zentraedi Destroyer (Thuverl Salan) and nearly equal to their
  landing ships (Quiltra Queleual). Combined with the power of the
  SDF-3, the REF fleet is a force to be reckoned with.
  IKAZUCHI SFC SERIES
  Vebicle Type:
  Space; space fold command canier.
  Crew:
  Bridge Crew: Ship's captain (I), first officer and second in
  command (1), communications team (20), bridge security (4 cyclone
  riders in VR-041 saber cyclones; battloid mode).
  Military Command Crew: General (I in charge of troop deploy-
  ment, strategy and tactics), 2 major generals (seconds in command),
  military advisory team (10), veritech commander (I), destroid com-
  mander (1), pinpoint barrier operators (4), communications team
  (10), command security (10 cyclone riders, 5 in VR-041 saber cyc-
  lones and 5 in VR-038-LT cyclones; battloid mode) and ship's
  weapons crew (8).
  I""'
  99
  
  Remaining Ship's Crew (under the ship's captain's command):
  Engineering 440 (24 ship's engineers, 48 mechanical engineers, 48
  electrical engineers. 120 bio-maintenance engineers and 200 assis-
  tants), Medical Team 208 (48 docto", 64 paramedics, 96 nurses/as-
  sistants). Security 48 (this is in addition to bridge and command
  security; all wear VR-038-LT cyclones), Dietary
  100 cooks.
  Maintenance 250 laborers, and Internal Communications 48.
  TOTAL CREW:
  1117
  Troops:
  Veritech Pilots: 466 comhat ready (284 alpha pilots. 140
  bela pilots, 36 VF veritech pilots, and 6 vindicator pilots), plus 93
  beta and 140 alpha in reserve.
  Destroid Pilots:
  228 combat ready (24 of which are cyclops
  crewmen) plus 200 in reserve.
  Cyclone Ride,,:
  1824 combat ready, plus 1000 in reserve.
  Additional Mililary Pe"onnel:
  2000 of any O.C.C.
  Total Troops:
  5951
  Total of Crew and Troops:
  7068, plus an additional 800 personnel
  can be accommodated if necessary.
  Mecba Complement:
  Veritech Fighters: 466 total
  284 Alpha Fighters; 144 are housed in six Alpha launch bays
  (24 in each).
  140 Beta Fighters
  36 VF Veritechs
  6 VF·IV Vindicators
  Destroids:
  196 total
  48 Excalibers
  48 Gladiators
  6 M.A.C. lis or Dis
  24 Raidar X
  24 Spartans
  36 Z·I BaUloids
  6 Z-2 BaUloids
  4 Z-3 Cyclops
  Cyclones:
  3000 total
  2000 VR·OS2 Baltler Cyclones
  200 VR·041 Saber Cyclones
  800 VR·038-LT Light Cyclones
  Vehicles ofNote:
  4 to 6 Titans, 4 HorizontTransatmosphericCarriers.
  10 to 24 AAT-40 Assaull Transpons, 10 to 24 AAT-30s, 2 to 6
  AMR-IO Mecha Retrieval Vehicles, 6 to 12 ARRAV Rocket Laun-
  che", 50 TCH Tractor Haule" and over 100 ML-3 Forklifts.
  M.D.C. by Locations:
  Laser Turrets (16 - 8 top and 8 bottom) -
  150 each
  Missile Bays (8 hatches) -
  100 each
  Forward Mega-Laser (nose) -
  800
  Alpha Launch Bays (6) -
  1200 each
  Hangar Don" (18) -
  500 each
  Main Hangars Sliding Shield (2) -
  3000 each
  Airlock Access Hatches (many) -
  100 each
  Outer Hull (per 40ft area) -
  100
  Interior Walls (per 20ft) -
  40
  Command Tower (I) -
  4500
  Forward Section (in) -
  20,000
  Midsection (in) -
  20,000
  'Rear Section (in) -
  25,000
  Main Thruste" (4) -
  6000 each
  Secondary Thrustm (2) -
  2500 each
  "Pinpoint Barrier (force field)(4) -
  5000 each
  ·Depleting the M.D.C. of the rear section means the back third
  of the carrier has been destroyed. This includes all engines/thrusters,
  two of the alpha launch bays, half of the main hangars, and all
  personnel, mecha. and equipment in those sections when it was
  destroyed. The vessel will be adrift in space without any means of
  propulsion, and on auxiliary life support. However, the command
  100
  tower, pinpoint barrier, forward hangars, mega-laser (forward) and
  even the space fold system are still fully operational.
  **The pinpoint barrier field continually renews itself; see descrip-
  tion.
  Speed:
  Conventional Space Propulsion:
  Maximum speed is Mach 7. --...
  Sublight: .16 the speed of light.
  Space Fold:
  A hype"pace system that catapults the vessel through
  space and time. The space fold system is used for traveling from
  one galaxy to another Quickly. Range: Unknown, presumably limit-
  less. Note: When a command carrier uses its space fold, it will also
  transport all vessels within a two or three mile area. Typically, the
  carrier can traDspon 80 to 100 of the smaller spacecraft with it
  during a space fold operation.
  Planet Bound: The lkazuchi carriers can land on a planet ifabsolUlely
  necessary, but are not designed to maneuver in an atmosphere; in
  other words just land and leave.
  Maximum Range:
  Unlimited. Protcx:ulture engines give it an esti·
  mated life of 30 years of constant use. Sublight and space fold offer
  infinite range.
  Length:
  2832ft (863.2m)
  Height:
  766ft (233.5m)
  Width:
  480ft (146.3m)
  Weigbt:
  20,000,000 tons
  Main Engine:
  Reflex, heat pile system.
  Gravity Control System:
  Internal
  WEAPON SYSTEMS
  J.
  DS-l Pinpoint Barrier Defense System:
  The Ikazuchi does not
  have a full force field to protect it like the SDF-3, but uses the
  pinpoint barrier system as a special defense.
  The pinpoint barrier system was developed by Doctor Lang on
  the SDF-1. It is a mini-force field, measuring about 200ft (6Im) in
  diameter. that can be moved and positioned wherever it is needed.
  The advantage of the pinpoint barrier over the full force field, is
  that it requires one third as much energy and one quarter of the
  space needed for the energy generator.
  The PPB defense operators monitor enemy attacks on the com-
  mand carrier aided by a special combat strategy and tactics computer
  and sensory data. Generally, they will ignore assaults from small,
  one or two man fighters, like the Zentraedi battle pods or Invid
  shock troopers. It is the job of the other weapon systems and mecha
  pilots to engage the enemy in close combat. Instead, the PPB defense
  operators diligently search out long range and heavy assaults by
  missile volJeys and devastating energy beams that could rend the
  ship. like a blast from a Zentraedi command ship's main laser
  (104 X 1000 mega-damage). If there is nO apparent Or potential
  danger from a larger vessel. the operators can then tum their attention
  to defense against smaller, less threatening spacecraft. The prime
  areas of defense will be: I) the bridge and command decks located
  in the command tower in the center top of the Ikazuchi, 2) main
  thrusters. 3) hangar bays and 4) the main laser cannon, in that order
  of importance.
  Four operators man the pinpoint barrier weapons console. each
  controlling one disc of energy. This allows each operative to split
  up to protect four different areas of the carrier or to combine their
  energy in joint efforts to protect a larger area. The four energy
  barriers are moved by the use of a ball conlTol manipulated by either
  hand. The ball control is built into the weapons console and works
  exactly like the old Earth arcade games such as Centipede and
  Missile Command. A roll with the palm upwards will move the""""
  barrier up, a roll to the left will move it left. The movement and
  position of the barrier is indicated on a computer monitor. The speed
  in which the barriers move are identical to the speed and dexterity
  of its operator. Thus, they can be moved across the full length of
  the Ikazuchi in a split second.
  
  The marvel of the barrier is that it is continually renewed approx-
  imately every 5 {;:econd~ (equal to THREE melee attacks each). This
  means that damage to its M.D.C. is repaired every four seconds.
  .-.. Thus, if one of the barriers took 3CX>O M.D.C. damage. it is restored
  10 its full 5000 M.D.C. four (4) seconds laler. If completely de-
  stroyed, the barrier will rematerialize within four seconds.
  The only attack the pinpoint barrier system will crumble under is
  the heavy parlic.1e beam onslaught from a Zentraedi flagship or
  Robotech Masters' mothership (this is the same disintegration beam
  fired by the SDF's main gun). The Ikazuchi's only hope in surviving
  such an attack is to have aU four pinpoint barrier shields grouped
  together to block the full brunt of the beam. A missed roll 10 parry
  (block the beam) means complete vaporization! Even if the attack
  is successfully blocked the barrier system will collapse immediately
  after from the strain. Roll percentile dice to determine the severity
  of damage.
  0\·15
  Lucked out, system will be operational in 4D6 hours.
  16·30
  Requires major repairs; system will be operational within
  406 x 10 hours (yes, days of work).
  31-70
  Completely destroyed; there is no hope for repair!
  71-97
  Horribly damaged; will require 406 weeks of repair, with
  a 1·50% chance it will require an additional4D6 weeks to bring
  it up to fully operational (another blast like that last one will
  completely destroy the system).
  98-00
  It's a miracle! Systems will be operational in 204 hours.
  Primary Purpose:
  Defense. The pinpoint barrier can not be used as a
  weapon.
  Range:
  300ft (91.5m) from the surface of the vessel.
  Mega-Damage:
  Inflicts none, but can sustain 5000 mega-damage
  every four seconds.
  Rate of Movement (parry/block attacks):
  Counts as a parry. The
  ""......ined operators can attempt to parrylblock an attack up to eight (8)
  les per melee, and are + 7 to parry. Untrained characters can move
  the barrier equal to their number of hand to hand attacks (4 attacks =
  4 attempts to parry with the PPB); only attribute and hand to hand parry
  bonuses will apply.
  Payload:
  Nearly inexhaustible.
  2.
  The Main Laser Cannon (a.k.a. Mega-Laser) is built into the
  nose of the carrier, with no apparent appendage, nozzle or opening
  to give away its location.
  Primary Purpose:
  Anti-spacecraft/assault
  Range:
  100,000 miles (160,llOOkm) in atmosphere
  200.000 miles (320,llOOkm) in space
  Mega-Damage:
  104 x 1000 M.D.
  Rate of Fire:
  Once every other melee
  Payload:
  Effectively unlimited
  3_
  Sixteen (16) Zentraedi Style laser Turrets line the top and bottom
  of the Ikazuchi Command Carriers. The turrets are operated by the
  weapons crew in the command tower. Each turret can rotate 360
  degrees with a 180 degree arc of fire.
  Primary Purpose:
  Defense
  Secondary Purpose:
  Anti.spacecraft
  Range:
  100,000 miles (160,llOOkm) through atmosphere.
  200,000 miles (320,llOOkm) in space.
  Mega-Damage:
  100x 100 M.D.
  Rate of Fire:
  Each turret can fire twice (2) per melee
  4.
  Eight Missile Bays are strategically placed in the camer along its
  sides. They are undetectable by casual inspection until their hatches
  ~ slide open.
  _mary Purpose:
  Defense
  Secondary Purpose:
  Anti-missile and anti·spacecraft
  Missile 'I)pe:
  Long-range reflex multi-warhead or proton torpedo
  only! Of course, any long-range missile could be substituted if neces-
  sary.
  101
  Range:
  Proton -
  1200 miles (1920km)
  Multi-Warhead -
  1800 miles (2880km)
  Mega-Damage:
  Both inflict 406 x 10 M.D.
  Rate of Fire:
  Two (2) times per melee. but can flre missiles one at a
  time or in volleys of 2 or 4.
  Remember, a volley counts as one ffif:Jee attack regardless of the
  number of missiles launched.
  Payload:
  Each missile bay has 100 missiles (800 total).
  5.
  Mecha troops are deployed for defense and assault. See troops.
  Special Equipment of Note:
  Hyperspace communications, long.
  range laser and satellite relay communications, long-range radar,
  antigravity systems, sublight engines, space fold, and pinpoint bar-
  rier system.
  COMMAND CARRIER
  FLOOR PLANS
  Since many characters will find themselves stationed on board an
  lkazuchi Carrier from time to time, the basic deck plans have been
  provided. Major compartments, facilities and air locks/access hatches
  are denoted.
  THE COMMAND TOWER
  Observation Deck
  This 177ft (54m) long deck is lined with super-tough windows on
  three sides for personal observation of the outside. and is also used as
  a conference room. A computer and 42 inch screen can be utilized to
  call up combat data or satellite pictures. An elevator and stairs connect
  it to the bridge. The deck is automatically sealed if its hull is ruptured.
  Accessible from the bridge only.
  Bridge Deck
  1.
  Communications:
  A large area surrounded by an array of monitor
  screens, large and small, displaying essential data such as enemy
  movement, radar, sensory data, combat data, radio/videollaser
  communications, etc. The ship's captain is usually seated in this
  area.
  2.
  Internal Communications Network
  3.
  Captain's Lounge: Contains a small conference table, six chairs,
  two couches and a bed.
  4.
  Elevator to the lower decks.
  5.
  Elevator to observation deck with adjacent stairs. Bridge security
  is usually stationed near the elevaton•.
  Command Deck
  1.
  Pinpoint Barrier defense operations.
  2.
  Ship's Weapons Operations: This area houses the weapons crew
  that operate the laser turrets, and other defense/assault systems of
  the Ikazuchi.
  3.
  Combat Bridge: Surrounded by view screens and communication
  monitors. This is where the General, his advisors and officers direct
  the ship's troops.
  4.
  Open area with elevator and stairs connecting to the other decks.
  Security is stationed here and in the combat bridge.
  DECK ONE
  1.
  Forward Weapon System (laser and independent generator).
  2,
  Elevator Bay
  3.
  Deck One Mess Hall
  4,
  Deck One Kitchen
  S.
  Showers
  6.
  Waste Disposal System
  7.
  Crew Quarters. All crew quarters are donnitory type arrangements
  that house six to eight soldiers. Because of the long journey in
  
  DECK TWO
  1.
  Forward Weapon System
  2.
  Crew Quarters: Dormitory style. Accommodates six to eight sol-
  diers.
  3.
  Elevator Bay
  4.
  Latrine
  5.
  Lounge
  6.
  Latrine
  7.
  Showers
  8.
  Weapous Locker: Contains 96 VR-052 Battler Cyclones, 24 VR-
  038-LT Cyclones, 144 Gallant H-90s and 288 H-90 energy clips,
  144 Fal-2 Laser Rifles and 288 energy clips, 72 Sal-9 Laser Pistols
  and 144 energy clips. 144 Wolverine assault rifles. 864 25mm
  grenades for the Wolverine, 35,()(X) rounds for the Wolverine, a
  COMMAND WING (Deck Otte)
  24. Command Deck Officer's Quarters
  25. Command Deck Officer's Quarters
  26. Command Deck Officer's Quarters
  27. Conference Room
  28, Cafeteria
  29. Conference Room
  30. Officer's Library/Study
  31. Captain's Quarters
  32. Bridge and Command Deck Security Office
  33. War Room:
  Strategy and tactics are planned and implemented
  here. In the center is a huge holographic tactics table surrounded
  by computer console chairs (32) for officers and military advisors.
  Suspended from the ceiling and imbedded in the walls are view
  screens and data monitors.
  34. Officer's Lounge: Contains a small conference table, chairs, two
  couches, four beds, and a bar.
  35, Storage Room
  36. Latrine and Shower
  37. Gravity Control and Auxiliary Life Support.
  38. Engine and Propulsion System
  8.
  9.
  10.
  It.
  12.
  13.
  14,
  15.
  16,
  17,
  18,
  19,
  20,
  21,
  22.
  23.
  space and the close confines of the ship each crew companment
  is roomy. more like an apartment than a barracks. There are four
  bedrooms with bunk beds (2 people in each room), plus a living
  room, dinette with a sink and shelves (no cooking facilities), two
  sitting rooms and a study.
  Lounge
  Conference Room
  Omcer's Quarters: The highest ranking officers live alone or with
  their families. Low ranking officers must share their quarters with
  one or two fellow officers.
  Storage Room
  Officer's Quarters
  Weapons Locker: Contains 36 VR-052 Battler Cyclones, 96 suits
  of CVR-3 body armor, 24 spacesuits, 24 jet packs, 72 Gallant
  H-90s, 72 Fal-2s, 24 5al-95, 48 Wolverine assault rifles, one crate
  of cobalt grenades (72), one crate cobalt limpet mines (48), and
  one MRL Forklift.
  Crew Quarters: Dormitory style. Six soldiers share the 44ft
  (l3.4m) living area.
  Latrine and Shower
  Navigation and Guidance.
  Lounge and Recreation Room
  Officer's Quarters
  Officer's Quarters
  Officer's Quarters
  Omcer's Quarters
  Deck Officer's Quarters
  Deck Officer's Quarters
  102
  dozen AM-2 anti-mecha land mines, 300 suits of CVR-3 body
  armor and one RDF Gladiator fully loaded.
  9.
  Lounge
  10. Shower and Latrine
  11. Mess HaU
  12. Kitchen
  13. Electronics Repair Sbop
  14. PX -
  Candy and Tobacco Shop
  15, Video Library (rentals)
  16. PX -
  Shop: Sells personal item, small appliances, electronics,
  clothing, books, booze, et cetera.
  17. Gymnasium and Showers
  18. Latrine
  19. Crew Quarters
  20. Laundry
  2J. Recreation Room with arcade games, pool tables, etc.
  22. Lounge
  23. Alpha Launch Bay (4): Each bay contains 24 Alpha fighters which
  are launched. in battloid mode. The Alpha Launch Bays and the
  connecting Alpha Hangar are aU enclosed by reinforced hull/walls
  (120 M.D.C. per 40ft area).
  24. Alpha Launch Bay Hangar: Prepares and stores the 96 Alpha
  fighters on combat alert, and 12 in reserve. Other vehicles include
  a dozen ML-3 Forklifts and a half dozen TCH-4 tractor haulers.
  25. Command Station for the Alpha Launch Bays.
  26, Missile Storage for the Alphas; approximately 7200 missiles.
  27. Open area with elevators and stairs.
  28. Navigation
  29, Ettgine and Propulsion System
  DECK THREE
  1.
  Forward Weapon System
  2.
  Elevator Bay
  3.
  Lounge
  4.
  Officer's Quarters
  5.
  Crew Quarters
  6.
  Stornge
  7.
  Laundry
  8.
  Mess Hall for the enlisted men.
  9.
  Latrine and Shower
  10. Officer's Dining Hall
  II, Kitchen
  HIGH COMMAND LIVING QUARTERS (Deck Three)
  12. Ship's Security Office
  13. Private Gymnasium with swimming pool.
  14. Private Dining
  15. Private Kltchett
  16. Recreation Room: Pool tables and games
  17. Conference Chamber: Very plush. Also has several computer
  consoles and view screens to evaluate data.
  18. Communications Room: Another auxiliary communications room
  used by the General and his staff to receive up to the second data
  and maintain communications wilh the bridge and cornmanddeck.
  19. Officer's Quarters, the General's staff
  20. Officer's Quarters, the General's staff
  21. OBicer's Quarters, the General's staff
  22. OBicer's Quarters, the General's staff
  23. Officer's Quarters, the General's staff
  24. Omcer's Lounge
  25. The General's Quarters
  26. Private Library
  27. Video Entertainment Lounge (Private)
  28. OBicer's Bar and Lounge
  Note:
  The officer's living quarters all include a private bathroom,
  -
  
  bath/shower, dinette with refrigerator, large study with a per-
  sonal computer, bar, and room division pereach officer's desire.
  Some accommodate a family.
  _
  ENGINEERING SECTION (Deck Three)
  29. Life Support System
  30. Auxiliary Gravity Control System
  31. Hyperspace Communications
  32. Storage
  33. Engineering Crew Quarters: Dormitory style, with 10 crewmen
  per living area.
  34. Cafeteria
  35. Lounge
  36. Engioeering Crew Quarters
  37. Latrine and Shower
  38. Engine and Propulsion System
  DECK FOUR
  1.
  Forward Weapon System
  2.
  Elevator Bay
  3.
  Officer's Quarters
  4.
  Crew Quarters: Six to eight soldiers share this comfortable 44ft
  (26.8m) living area.
  5.
  Latrine
  6.
  Lounge and Game Room
  7.
  Mess Hall
  8.
  Kitchen
  9.
  Officer's Quarters
  10. Practice Range with a maximum targetdistance of500ft (152m).
  11. Gymnasium
  12. Shower and Latrine
  ~ 13. Recreation Center containing a variety of games.
  14. Laundry
  IS. Cafeteria (open 24 hours)
  16. Simulator Arena: This room contains a dozen holographic
  simulators designed to simulate mecha combat for training and
  practice.
  17. Movie Theatre
  18. Latrine
  19. Swimming Pool
  20. Crew Quarters: Accommodates six to eight soldiers in a dormitory
  type living area.
  21. Lounge and Bar
  22. PX Store: A place where the soldiers can purchase personal items,
  electronics, appliances, music, videos, books, cloth, candy, etc.
  23. Officer's Lounge
  24. Weapons Locker: Contains 432 Wolverine assault rifles, 432 Fal-
  2s, 144 Gallant H-90s, 144 Sal-9 laser pistols, 72 oxygen tanks
  and masks, 288 CVR-3 body armor, 24 VR-052 Battler Cyclooes,
  12 hover cycles, 2 ML-3 forklifts and one RDF Gladiator fully
  loaded.
  25. Crew Quarters
  26. Latrine
  27. Lounge
  28. Storage
  29. Mecha Elevator
  30. MechaStorage: Conlains 10 to 18 new deSlroids (no M.A.C.lIIs).
  31. Kitchen
  32. Mess Hall
  ,...... 33. Officer's Quarters
  34. Engine and Propulsion
  103
  DECK FIVE
  1.
  Forward Weapon System
  2.
  Elevator Bay
  3.
  Crew Quarters: Accommodates 6 to 8 soldiers in each dormitory
  style room.
  4.
  Briefing Room
  5.
  Ollicer's Quarters
  6.
  Latrine and Showers
  7.
  Mess HaD
  8.
  Kitchen
  9.
  Storage
  10. Latrine
  11. Lounge
  12. Officer's Quarters
  13. Officer's Quarters
  14. Laundry and Tailor
  15. Connecting Corridor
  16. Crew Quarters: Donnitory style, as usual.
  17. Lounge
  18. Officer's Quarters
  19. Latrine and Showers
  20. Storage: 144 VR-052 Battler Cyclones, 48 VR-041 Saber Cyc-
  lones, 24 VR-038-LT Cyclones, 432 CVR-3 body armor, 144
  Gallant H-90s, 144 FaI-2 laser rifles, 144 Wolverine assault rifles,
  72 EP-37 beam cannons, 72 EP-40 pulse beam guns, 72 RL-6
  heavy rocket cannODS, 4600 various mini-missiles, 1800 energy
  clips, 2900 Wolverine Clips, 288 cobalt limpet mines, 288 cobalt
  grenades. 48 hover cycles, J-4 destroids, and other miscellaneous
  items.
  21. Crew Quarters
  22. Latrine
  23. Lounge and Game Room
  24. Crew Quarters
  25. Briefing Room
  26. Mess Hall
  27. Kitchen
  28. Crew Quarters
  29. Storage
  30. Crew Quarters
  31. Officer's Quarters
  32. Mecha Elevator
  33_ Mecha Storage: Conlains 8 to 10 mccha (No M.A.C.s).
  34. Recreation Room
  35. Officer's Lounge
  36. Showers and Latrine
  37. Mecha Storage: Two deslroids, 72 VR-OS2 Battler Cyclones, 72
  VR-038-LT (Light) Cyclones, 144 suits of CVR-3 body armor,
  144 Gallant H-90s, 1440 H-90 energy clips, 48 EP-40 pulse beam
  guns and 480 mini-missiles (variety, but mostly armor piercing).
  38. Officer's Quarters
  39. Engine and Propulsion
  DECK SIX
  I.
  Forward Weapon System
  2.
  Elevator Bay
  3.
  Storage: From mecha to equipment.
  4.
  Storage
  5.
  Pinpoint Barrier Defense System generators
  6.
  Pinpoint Barrier, engineering and maintenance.
  7.
  Auxiliary Deck Systems: Includes internal and long-range com-
  munications (not hyperspace communications), and the auxiliary
  life support, auxiliary gravity control and emergency lighting!
  generator for deck six (applicable only to deck six).
  8.
  Connecting Corridor
  
  -
  9.
  Recreation Room and Latrine
  10. Lounge Area
  11. Cafeteria and Latrine
  12. Alpha Pilots' Crew Quarters: Six pilots share each companment
  (72 pilots total).
  13. Connectlng Corridor
  14. Connecting Corridor between the two Alpha Launch Bay Hang-
  ars. The walls oflhe two hangars and launch bays are reinforced.
  15. Alpha Launch Bay Hangar: Contains 24 combat ready Alpha
  Fighte" plus I2 in reserve. 10 to 16 ML-3 forklifts, 2 THC-4
  tractor haulers and maintenance crew are also found here.
  16. Alpba Launch Bay Hangar: Same as #15
  17. Storage
  18, Mess Hall
  19. Kitchen
  20. Showers and Latrine
  21. Crew Quarters
  22. Lounge
  23. Officer's Quarters
  24. Mecha Storage:
  Can hold 16 to 22 destroids or battloid mode
  Alphas and 404 x 10 cyclones (all VR-052 Battle,,).
  25. Mecha Ele.ator (connects decks 4, 5, 6)
  26. Mocha Storage: Can hold 66 to 72 destroids or .eriteeb fighte"
  in battloid mode, and 500 cyclones (70% are Battle". 25% Light,
  and 5% Saber). Plus 304 ML-3 forklifts and 104 THC-4 tractor
  haule". All mecha are prepped and fully armed for combat.
  27. Secondary Engines and Propulsion System
  28. Main Engine and Propulsion
  DECK SEVEN
  I.
  Forward Weapon System
  2.
  Ele.ator Bay
  3.
  Medical Wing: A three story facility complete with hospital,
  surgery and dispensary.
  4.
  Laboratory Facility
  5.
  Quarantlne Block
  6.
  Storage
  7.
  Lounge
  8.
  Latrine and Sbowers
  9.
  Crew Quarters
  10. Officer's Quarters
  11. Latrine
  12. Mess Hall
  13. Kitchen
  14. Laundry
  15. Recreation Room
  16. Cafeteria and Lounge
  17. Space Fold System: Sunuunded by a double reinforced hull. A
  restricted area open to command. bridge and engineering personnel.
  18. Ship's Engineering Section
  19. Secondary Engine and Propulsion
  20. Maln Engine and Propulsion
  DECK EIGHT
  Deck Eight is identical to Deck Five.
  DECK NINE
  Deck Nine is identical to Deck Six.
  104
  DECK TEN
  I.
  Hangar: Alpha and Beta fighte" can exit through the front and
  sides. Can hold as many as 60 Alphas andlor Betas in jet mode or
  twice as many in battloid mode.
  2.
  Mocha Malntenance and Repair
  3.
  Hangar:
  Veritech fighters can exit from the front and side. Can
  accommodate about 30 AlphaslBetas.
  4.
  Vehicle Garage and Hangar Crew
  5.
  Mecha Hangar: Conlains approximately 48 Destroi(/s, approxi-
  mately 400 cyclones (70% VR-Q52 Battle", 30% VR-Q38-LTs),
  missiles for destroids and forklifts.
  6.
  Connecting Corridors and AIr Locks
  7.
  Crew Quarters: Accommodates approximately 660 soldiers. half
  of which are veritech pilots.
  8.
  Shower
  9.
  Latrine
  10. Officer's Quarters
  11. Officer's Dining, Lounge and Bar
  12. Lounge and Recreadon Room
  13. Officer's Quarters
  14. Briermg Room
  15. Mess Hall
  16. Kitchen
  17. Latrine and Shower
  18. Connecting Corridor and Hatchway
  19. Veritech Hangar: Can hold 30 to 40 Alpha or Beta Fighte".
  20. Mecha Elevator: Connects to the two decks below iI.
  21. Mecha Elevator: Connects to the other two decks below it.
  22. Mecba Hangar: usually a mix of Veritechs getting "prepped" for
  combat and destroids. Can accommodate approximately 30 mecha
  units.
  23. Veritech Launch Hangar: At least 24 veritechs (alpha, beta, or ..-
  orper> are always combat ready. Can launch as many as 48 fighters
  in less than a miilUte.
  24. Mecha Hangar: Often reserved for Beta Fighters. This is the area
  where the fighte" are prepared and checked prior to combat. Can
  comfortably accommodate as many as 64 Beta Fighters.
  25. Mecha Hangar: Usually reserved for Alpha Fighters. This is the
  area where the fighters are prepared and checked prior to combat.
  Can comfortably accommodate about 64 Alpha Fighters.
  26. Veritech Launch Hangar: At least 24 .eriteeh fighte" (alpha,
  bera or others) are always ready to scramble. As many as 48 fighters
  can be launched in Jess than a minute.
  27. Mecba Hangar: This is a giant storage bay for destroids and
  veritechs of all kind. Up to 100 mecha in battloid mode can be
  safely stowed.
  28.
  Mec~a.Repair an~ Maintenance: Includes space for the storage
  of missiles and maintenance vehicles like forklifts.
  29. Vehicle Storage: Military and work .ehicles are stored here.
  30. Maintenance Crew Quarters
  31. Showers
  32. Latrine
  33. Storage
  34. Cafeteria
  35. Lounge and Recreation Room
  DECK ELEVEN
  1.
  Crew Quarters: Mostly veritcch and destroid pilots.
  2.
  Connecting Corridor
  3.
  Latrine
  4.
  Showers
  5.
  Lounge and Game Room
  6.
  Latrine
  7.
  Kitchen
  
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  8.
  Mess Hall
  9.
  Officer's Quarters
  10. Media Storage and Maintenance: Mostly destroids. One wall is
  lined with stonlge compartments for 300 cyclones (SO% VR-DS2
  Battlers, 40% VR-D38-LTs, 10% VR-Q41 Sabers).
  n. Connecting Corridor
  12. Connecting Corridor
  13. Veritech Hangar: Can hold up to 68 Alphas or other veritech
  fighters. Usually a mix of fi8hters can be found.
  14. Veritech Hangar: Same as #13
  15. Connecting Corridor
  16. Crew Quarters
  17. Maintenance and Storage of veritech missiles.
  18. Mecha Elevator Bay: Connects the deck above and below.
  19. Veritech Launch Hangar: At least 24 veritcch fighters (alpha,
  beta, or other) are always ready to sCnlmhle. As many as 48 fighters
  can be launched in less than a minute.
  20. Maintenance Crew's Office
  21. Maintenance Crew's Office
  22. Media Garage and MaintenancelRepair
  23. Protocu)lnre Energy CeU Storage for cyclones and othermecha.
  24. MIssile storage
  IKAzucm SFC-7000
  COMMAND CARRIER
  MAIN PECKS
  25. Horizont Troop Shullie Hangar: Can hold two of the 200ft long
  shuttles. as well as a dozen transport bunkers. 406 veritech fighters
  (any type) and 106 destroids and numerous work vehicles will
  also be found in this hangar.
  26. Assault Vehicle Garage: Includes four Titan Troop Carriers and
  other vehicles.
  27. Vehicle and Media Garage. Jocludes the AAT-30 and AAT-40,
  ARRAV rocket launcher, forklifts, cyclones. other vehicles and
  missile storage.
  28. Crew Quarters, Maintenance and Hangar Crew
  29. Cafeteria and Lounge
  30. Shower and Latrine
  DECK TWELVE
  1.
  Horizont Docking BaylHangar: Can hold one Horizont and fOUf
  transport hunkers. 106 veritech fighters (any type) will also be
  present.
  2.
  Horizont Docking BaylHangar: Same as # I.
  3.
  Mecha Elevators: Connect to the two other hangar decks.
  4.
  StorageIWork Area: Jocludes two REF Gladiators for work and
  as guards.
  5.
  Deck Twelve Crew
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  106
  
  --VEHICLES
  RDF ARMORED ASSAULT
  TRANSPORT AAT·30
  The Assault Transport vehicle is a cross between a jeep, a truck m"
  dune buggy. It is a rugged, four· wheel drive vehicle designed specifi-
  cally for traversing the wastelands. The front seat accommodates the
  driver and one passenger comfortably. The rear is a cargo bed like a
  pickup truck's that can be easily modified to carry troops (seats 6 to 8
  comfortably) or cargo (three ton limit).
  Inside the cargo bed is an enclosed rectangular box that appears to
  be a storage bin, complete with a top openiJlg access hatch. In reality,
  this is a concealed mini·missile launcher. What appears to be an access
  hatch raises up to reveal the retractable missile launcher. The missile
  launcher is fixed forward, at a 45 degree angle. The mini-missiles are
  the same type as those utilized by the cyclone.
  The AAT-30 was originally used by RDF reconnaissance patrols and
  for supply runs in the wastelands. Since the invid invasion, the vehicle
  has become a favorite of bandits because of its hannless appearance
  and durability.
  Vehicle Type:
  Military all-purpose transport.
  ~ Crew:
  One pilot and up to 10 passengers.
  A,R.:
  Not Applicable
  M.D.C. by Location:
  "Main Body -
  90
  Missile Launcher -
  30
  Wheels (6) -
  2 each
  Headlights (2) -
  1 each
  *Depleting the M. D.C. ofthe main body destroys the vehicle.
  Speed:
  180mph (288kmph)
  Range:
  800 miles (l280km). Uses any type of gasoline.
  Length:
  24ft (7. 3m)
  Weight:
  2.8 tons
  Cargo:
  3 tons can be hauled.
  Special Equipment:
  Radio:
  Range: 50 miles (96km). Wide band & directional.
  RighIntensity Headlights:
  50ft beam (15.2m)
  Mini-Radar:
  Range: One mile (1.6km), but only 75% accurate and
  easily obscured by hills. mountains and forest.
  WEAPON SYSTEMS
  1.
  The GR·30-AAT Mlni·Misslle Launcher: A standard weapon for
  the AAT-30 that fires the small missiles originally developed for
  the cyclone.
  Primary Purpose:
  Defense/Assault
  Missile Type:
  Mini-missiles. Any can be used but fragmentation and
  high explosive are standard issue.
  Mega-Damage:
  Varies with missile type.
  Rate of Fire:
  One at a time or in volleys of 2, 3, or 5. Five is the
  ,,-.. maximum number in a volley. The automatic reload system replaces
  missiles as soon as they are fired. One volley counts as one attack.
  Range:
  Varies with missile type, but about one mile (1.6km).
  Payload:
  30 total (up to 5 can be fired per volley).
  107
  •
  REF ARMORED
  ASSAULT TRANSPORT AAT-40
  The AAT-40 is an elongated cousin to the AAT-30, a cross between
  a jeep, a truck, and a dune buggy. It is a heavily armored, six wheeled,
  assault vehicle designed for traversing the most difficulr terrain. The
  driver's seat is open to the air, but protected by a roll bar and armor
  and designed to make him a difficult target (attackers must make a
  called shot to strike the driver and even then, they are - 4 to strike at
  low speeds, 3Omphl48kmph or less, and - 6to strike at greaterspeed).
  The rear of the AAT40 is a larger open-air cargo bed that can haul
  supplies, heavy machinery or 10 to 15 troops. Another 3 to 6 troops
  can ride by hanging onto the roll bar.
  Perceived as a rescue vehicle, the powerful transport has a front
  winch and towline that can be used to haul other vehicles to safety, Up
  to 18 tons can be towed by the AAT-40.
  Sealed in the annored comparbnent to the right of the driver is the
  vehicle's weapon system, a rapid-fire, rotary laser similar to the tri·can-
  non of the Logan veritech. The laser cannon
  is fixed forward, but
  can be positioned up and down in a 45 degree angle.
  Vehicle Type:
  Military all-purpose transport.
  Crew:
  Two; driver and gunner. A third man, usually a back up driver,
  can be seated in the weapon compartment.
  M.D.C. by Location:
  Front Headlights (2) -
  I each
  "Laser Cannon (I) -
  35
  Laser Gunner's Compartment -
  100
  Wheels (6) -
  20 each
  ""Main Body -
  120
  *The laser cannon is - 3 to strike,
  ""Depleting the M.D.C. of the main body destroys the vehicle.
  Speed:
  150mph (240kmph)
  Max. Range:
  800 miles (I287km). Uses any type of gasoline.
  Length:
  36ft (I0.97m)
  Height:
  5.7ft (1.7m)
  Width:
  10ft (3.0m)
  Weight:
  8.6 tons
  Cargo:
  20 tons (reduces maximum speed by 30%) or can tow up to
  18 tons.
  
  platform. A gunner's seat and shield (50 M.D.C.) are built into the
  platfonn, complete with an adjustable weapons mount that can hold a
  Fal·2, or Gallant H-90, or most laser rifles and machine guns. The
  shielded weapon's seat can rotate 360 degrees with a 120 degree arc
  up and down. A portable spotlight can be moved along on a track to .-
  provide hetter light (has a 90 degree tilt). The platform can he operated
  manually from inside the compartmentor by the crew inside the vehicle.
  "ARV's" payload of medium range missiles is Jaunched from the
  rear of the vehicle. VoUeys of 2,4,6, 8, 12, or 18 can he flted. Once
  the fuU rack has been launched (aU 18), the unit is automatically reloaded
  and ready to fire again within two melees (30 seconds).
  The radar/communications unit gives the ARRAV the flexibility to
  act independently and extends its range ofcommunications. The retract-
  able radar/communications antenna is located in the rear.
  Special Equipment:
  Heavy-duty towline and winch.
  High Intensity Headlights: 50ft heam (15.2m).
  Radio:
  50 mile range (96km). wide band and directional.
  Mi.ii="Radar:
  One mile range (1.6km). but only 75% accurate and
  easily obscured by hilts, mountains, forests. and buildings.
  WEAPON SYSTEMS
  1.
  The ERL-40 Rapid-Fire Laser Cannon. ''The Earl," as it is
  commonly called, is an experimental laser weapon exclusive to the
  AAT-40. The laser cannon can fire controlled bursts of high intensity
  energy of incredible power.
  Primary Purpose:
  Assault
  Range:
  4000ft (1200m)
  Mega-Damage:
  Short
  Burst -
  1D6x 10 M.D.,
  long burst
  2D6 X 10 M.D. (counts as one attack).
  Rate of Fire:
  Equal to the pilot's combined number of attacks.
  Payload:
  Effectively unlimited; however, there is a 50% + 2% per
  melee chance that the ERL40 will temporarily overheat and stop func-
  tioning after 8 melees of constant use (3 bursts per melee or more).
  Will require 204 minutes to cool down. The curse of the experimental
  weapon.
  ARRAV - ROCKET LAUNCHER
  ARMORED ROCKET AND RADAR
  ASSAULT VEHICLE
  The latest design in mobile rocket launchers is the ARRAV,
  nicknamed "Arv."It is a tough. lightly armored assault vehicle designed
  for the harshest terrain. The treads provide superior traction and stability,
  enabling the tough little vehicle to climb inclines as steep as 70 degrees.
  Its airtight crew compartment provides protection from gases, noxious
  atmospheres and exposure to alien microbes. The right front section of
  the vehicle seats the pilot and copilot, with seats to accommodate two
  additional passengers. The elevated compartment to the left of the pilot
  is the radar, communications, and sensory system. On top of it are
  mounted two high intensity searchlights (range: 2000ft/609m).
  In the center of the vehicle is an open-air compartment that can be
  raised up out of the vehicle, extending to a maximum height of fourteen
  feet (4.3m) above the ARRAV, (that's a total of 23ft/7m above the
  ground). This lightly armored, retractable platform can he used for
  .observation, mecha repair, mecha reloading, or as an elevated weapons
  108
  ARRAV - ROCKET LAUNCHER ARMORED
  ROCKET AND RADAR ASSAULT VEHICLE
  Vehicle Type:
  Military mobile rocket launcher.
  Crew:
  Two, but can seat two additional passengers.
  Speed:
  90mph on land (144.8kmph); IOmph in water (16kmph).
  Max. Range:
  700 miles (1126km) hefore needing to refuel.
  Length:
  22ft (6.7m)
  Width:
  13ft (3.96m)
  Height:
  7.6ft (203m)
  Weight:
  II tons; 14 tons fully loaded.
  M.D.C. by Location:
  Treads (2) -
  70 each
  Front Headlight (I) -
  2
  Top-Mounted Searchlights (2) -
  5 each
  Observation Platform -
  50
  Platform Spotlight (I) -
  2
  Platform Support Struts (2) -
  20
  Radar Antenna (I) -
  20
  'Rocket Launcher (I) -
  50
  "Main Body -
  150
  Reinforced Crew Compartment -
  50
  *Depleting the M.D.C. of the rocket launcher will prevent the
  launching of missiles. However, it is difficult to hit. Attackers must
  make a "called shot" and are - 5 to strike.
  **Depleting the M.D.C. of the main body will shut the mecha
  down completely. rendering it useless.
  WEAPON SYSTEMS
  1.
  Medium Range Rocket Launcher. Used as a mobile anillery unit.
  Primary Purpose:
  Assault
  Missile Type:
  Medium range missiles of any variety can be launched.
  Usually high explosive (heavy), fragmentation (medium), plasma
  (heavy) and multi-warhead are the missiles of choice.
  Range:
  Varies with missile type; 40 to 80 miles.
  Mega-Damage:
  Varies with missile type.
  Rate of Fire:
  One at a time or in volleys of2, 4. 6, 8,12, or 18. One
  volley counts as one attack regardless of the numberof missiles fired,
  Payload:
  18 per each full rack of missiles. Can be automatically re-
  loaded twice, for a missile totaJ of54. Requires two melees (30 seconds)
  to reload.
  2.
  Optional Mounted RiOe or Machinegun can he used on the
  elevated observation platform. Any rifle type weapon can be inserted
  into the slot and mount of the protective shield. The sniper's seat
  and shield can rotate 360 degrees.
  TANKS
  The MBT-62 "Dark Knight" tank and the LCf-73 ''Tornado'' combat
  tank (and anti-mecha mines) can he found in both the RDF Manual
  and the Invid Invasion role-playing game books. Optional Road ControU
  Movement/Combat rules can also be found in the Invid Invasion (pgs 64-
  66).
  -
  
  AMR-IO
  ARMORED MECHA RETRIEVAL
  TRANSPORT VEHICLE
  The biggest ground cargo transport vehicle is the AMR-lO. This
  monster stands 24ft tall (7.3m), with a crane mounted on top of it
  providing an additional 28ft (8.4m) of height (52fVI5.8m total reach
  of crane). 115 primary purpose is to repair, retrieve, and maintain mecha.
  However, it is also used to haul cargo. transpon. troops, excavation,
  mining, and construction.
  """
  The crane can be fitted with a number of accessories, including a
  utility arm, electro-magnet, scaffolding. shovel jaw, drill and others.
  It is also fitted with a towline and winch in the front and back.
  Vehicle Type:
  Military Annored Mecha Retrieval Transport Vehicle.
  Crew:
  Two; although another 2 or 3 passengers can easily fit in the
  pilot's compartment
  M.D.C. by Location:
  Front Headlights (2) -
  2 each
  Wheels (8) -
  20 each
  Pilot's Compartment -
  75
  Crane -
  110
  Access Hatches (5) -
  50 each
  'Main Body -
  250
  *Depleting the M.D.C. of the main body will shut the mecha
  down completely. rendering it useless.
  Speed:
  60mph (96kmph)
  Max. Range:
  300 miles (482km). Uses any type of gasoline.
  Length:
  50ft (15.2m)
  Height:
  24ft (7.3m)
  Crane Reach:
  50ft (l5.2m) high. 28ft (8.4m) length.
  Width:
  22ft (6.7m)
  Weight:
  18 tons
  Cargo:
  32ft x 20ft x 16ft (9.7mx6.lmx4.8m) annored cargo bay
  can earry 56 troops comfortably (80 cramped), or 40 cyclone riders
  in full gear, or 50 tons of weight. Can also tow up to 50 tons.
  Weapon Systems:
  None. Crane can be used with minimal effective-
  ness in hand to hand, inflicting ID4 M.D, Ram at full speed does
  --.
  606 M.D. to both the target and the AMR-IO.
  Special Equipment:
  Long-range radio with 50 mile range (80lan),
  Also, a (Tont and rear towline and winch,
  109
  TCH-4 ALL-PURPOSE
  TRACTOR HAULER
  The tractor hauler is another cargo transport vehkle primarily used
  in fitting mecha, It is a much larger and more powerful vehicle used
  to load missiles into destroids, dismantle mecha, and haul and tow
  mechalvehicles/debris, Its huge claw-like hands have a maximum reach
  of 32ft (9.8m) and can hold as much as 6 tons in one hand or 20 tons
  using both.
  The tractor treads provide mobility in rugged terrain and maximum
  traction when lowing mecha or vehicles in distress. The tow strength
  is an impressive 35 tons.
  Although the TCH-4 has no weapon systems, it is far from defense-
  less. The vehicle is heavily armored, surprisingly maneuverable, and
  jokingly said to be unstoppable (not quite true. but extremely durable).
  Its hands/arms can become lethal weapons when piloted by an expert,
  The clawed hands can tear and slash into mecha armor and its thumb
  can retract completely to use the two fingers like a sharpened crowbar
  or battering rams. The claws can crush rock, smash through concrete.
  snap steel beams and dig through earth. (It is often used to assist in
  mining and excavation operations.)
  Vehicle Type:
  Military heavy-duty all-purpose cargo transport and
  excavation vehicle,
  Crew:
  One. but up to 18 men can ride by hanging onto handhold
  bars along its outer body.
  M.D.C. by Location:
  Hands (2) -
  110 each
  Arms (2) -
  200 each
  Pilot's Compartment -
  100
  Treads (2) -
  100 each
  Froot Spotlight (I) -
  2
  'Main Body -
  300
  *Depleting the M.D.C. of the main body will shut the mecha down
  completely. rendering it useless.
  
  HOVER CYCLE
  Speed:
  50mph (80kmph). Digging speed varies with the soil, bUI
  usually about 500ft (152m) per hour under the best conditions and
  60ft (18.3m) under the worst.
  Max. Range:
  About 8 hours of fuel or 250 miles of conventional
  surface travel (400km).
  -.
  Length:
  18ft (5.5m) including appendage/tool.
  Height:
  11ft (3.3m)
  Arm's Reacb:
  8ft (2.4m)
  Width:
  6ft (1.8m)
  Cargo:
  Can hauVtow up to 5 tons.
  Weapon Systems:
  None
  Special Equipment:
  Short-Range Radio; 4 miles (6km)
  Independent Oxygen Supply
  Infrared Optics
  Night Sight Optics
  Ground Sensor System (seismic; one mile/1.6km range).
  Oxygen tank, goggles and protective suit.
  Radiation Shielded
  Towline in front and rear.
  The ML-3 is a one-man missile loading forklift commonly used to
  arm mecha, especially veritechs. Both forks of the lift have grasping
  hands to better hold and position missiles. The fork arms can move
  individually or simultaneously. Maximum height of reach is eight feet
  (2.4m). It is also used for transporting other cargo and loading.
  Vehicle Type:
  Military cargo transport.
  Crew:
  One
  Speed:
  50mph (80kmph)
  Max. Range:
  150 miles (240km) before needing to refuel.
  Length:
  14ft (4.2m) including arms.
  Width:
  4ft (1.8m)
  Height:
  7ft (3.2m)
  Weight:
  2 tons
  Cargo:
  Can lifUcarry up to 4 tons.
  M,D,C, by Location:
  'Main Body -
  50
  Arms/Lifts (2) -
  20 each
  Wheels (4) -
  5 each
  *Depleting the M.D.C. of the main body will destroy the vehicle.
  Weapons:
  None
  Special Equipment:
  Short-range radio: 4 mile range (6.4km).
  -
  The hover cycle is an extremely mobile, high speed combat am.
  transport vehicle developed exclusively for the Armies of the Southern
  Cross. The cycle's quiet engine and ability to traverse extremely rocky
  and rugged terrain makes it ideal for reconnaissance patrols. Its tri-hover
  jets make the cycle more stable than aconventional motorcycle, enabling
  Speed:
  60mph (96kmph)
  Max. Range:
  200 miles (32Ikm). Uses any type of gasoline.
  Length:
  44ft (l3.4m)
  Height:
  19ft (5.8m)
  Arm's Reach:
  32ft (9.8m) high or 20ft (6.lm) outstrelched.
  Width:
  16ft (4.9m)
  Weight:
  14 tons
  Cargo:
  Can lift and carry 6 tons in one hand or 20 tons using both
  hands, or tow up to 35 tons (reduce max. speed by half). An additional
  cargo bed can be hooked up to the rear.
  Weapon Systems: Clawed cargo hands
  Hand to Hand Combat:
  Crush, lear. rip -
  2D6 M.D.
  Jab/punch -
  4D6 M.D.
  Ra~ a(full speed-1D4X 10 M.D.
  Run over with treads -
  204 M.D.
  Destroid Pilot Bonuses:
  Characters who are also the Destroid Pilot a.c.c. get the following
  combat bonuses (do not include their mecha bonuses).
  +2 10 strike
  +210 pany
  + 106 M.D. from punch or crush/tear.
  Special Equipment:
  Long-range radio, 50 miles range (80km). Also
  a front and rear towline and winch.
  The Mining Operations Vehicle is used by the REF in mining, con-
  struction, and salvage. A variety of accessory arms can be changed
  with relative ease. They include shovel, drill, utility arms and others.
  The pilot's compartment has its own air supply and purification/circulat-
  ory system, as well as special sensors ideal for mining.
  Vehicle Type:
  Military mining and salvage.
  Crew:
  One
  M.D,C, by Location:
  Infrared Headlights (fronl) -
  2
  Convenlional Headlights (2) -
  I
  Wheels (4) -
  10 each
  Digging Arm Unil -
  50
  Pilot's Compartment -
  50
  'Main Body -
  60
  'Depleting the M.D.C. of the main body will completely destroy
  the vehicle.
  110
  
  its pilot to make sharp tums, jumps of up to 30 feet (9m) high, and
  attain speeds of up to 2lOmph. At nonnal cruising speed the hover
  cycle rides on jets of air, three to four feet off the ground. During high
  speed chases or on rugged, broken terrain, the vehicle adjusts to accom-
  modate the environment, altering its height from three to ten feet high
  ~. short spurts. This amazing vehicle can even leap crevasses or chasms
  up to 60ft (18m).
  It is important to note that the hover cycle has no mounted or built-in
  weapons, but the driver may carry and nre any hand held weapon. The
  two storage compartments mounted on the rear hover jets can hold
  knives, pistols, hand-held radio equipment,
  flfSt~aid kit, water, nylon
  cord, and other items. Compartment size is 20 inches long, 12 inches
  wide and J7 inches deep (533.4 x 304.8 x 444.5cm). Suggested weight
  allowance is 40lbs (18kg) each.
  Vehicle Type:
  Personal ground transport.
  Crew:
  One pilot; one passenger is possible.
  M.D.C. by Location:
  Headlight (1) -
  2
  ··Front Hover Jet -
  50
  ··Rear Hover Jets (2) -
  40 each
  -Main Body -
  80
  -Depleting the main body M.D.C. will totally destroy the
  vehicle.
  **.Destroying the front hover jet makes the hover cycle in-
  operative. Destroying one of the rear hover jets reduces speed
  and jumps by half. Destroying both makes the vehicle inopera-
  tive.
  Speed:
  Hover (stationary) 3 to lOft (.9 to 3m) off ground, cruise
  speed -
  70rnph (1l2.63kmphl, maximum speed -
  210mph
  (337.8kmph). Special maneuvers: Boost/jump -
  30ft (9m) high
  and up to 60ft (I8m) long. Note: This vehicle can NOT fly in any
  sense of the word. Nor can it ride on bodies of water.
  'gbt:
  4ft (1.2m)
  llh:
  2ft 8in (.8m)
  Length:
  8ft 9in (2.6m)
  Weight:
  370lbs (I 66kg)
  Engine:
  100000c Gas Turbine; not protoculture!
  Range:
  1000 miles (I609km) at cruising speed. 800 miles (I287km)
  at maximum speed.
  Weapons:
  None
  Speeial Equipment:
  High Intensity Headlight:
  50ft Beam (15.2m)
  Mini-Radar:
  Range: 4 miles (6.4km), but only 75% accurate and
  easily obscured by hills, mountains and forest.
  Storage Compartments above the two rear hover jets.
  RadioNideo Communication:
  100 mile range.
  Instrument Display:
  Digital speedometer. fuel indicator.
  CHARIOT MOTORCYCLE
  One of Doctor Lang's funkier ideas was to create a motorcycle that
  could transform into achariot type seat and attach to the RAT-1 Pegasus.
  This allows the Pegasus to pull or fly with an additional passenger (and
  a disguised land vehicle).
  M.D.C.:
  50 main body, wheels 2
  Speed:
  In motorcycle mode -
  160mph (256kmph)
  Range:
  500 miles (804km)
  Length:
  6ft (1.8m)
  Weight:
  2501bs (Il3kg)
  Crew:
  One driver
  Note:
  Suitable for rough terrains; only a - 5% skill penalty on bad-
  lands.
  BOTIOMVIEW
  III
  PERYTONIAN LAND SPEEDER
  A one-person personal transport vehicle. Its most appealing feature
  is its limited night capabilities. It is powered by some unidentifiable
  (presumably magic) antigravitational system.
  M.D.C.:
  Main Body -
  50
  Speed:
  Hover Stationary:
  Makes vertical take-offs and landings, and
  can attain a maximum height of 300ft (9Im). Suggested cruising
  height is 50 to 100ft, but the vehicle can hug the ground as low as
  2ft (0.6m).
  Maximum Speed:
  An astounding 240mph (384kmph).
  Range:
  Effectively unlimited.
  Length:
  9ft (2.7m)
  Height:
  6ft (I.8m)
  Weight:
  800lbs (363kg)
  Crew:
  One pilot, but one additional, small or slender person may be
  able to sit in the pilot's lap.
  Weapons:
  None
  
  PERYTONIAN ASSAULT
  HOVER CYCLE
  A sleek hover cycle type vehicle used by the Sentinels that is a simple
  combustible fuel craft of Perytonian design. The only major difference
  between it and the REF hover cycle is the lasers mounted in front.
  Lasers (fixed forward):
  Range:
  2000ft (609m)
  Mega~Damage:
  104 M.D. or 204 for a simultaneous blast (counts
  as one attack).
  Rate of Fire:
  Equal to the pilot's hand to hand combat.
  Payload:
  30 before needing to recharge.
  Requires six hours to recharge.
  M.D.C. by Location:
  Front Lasers (2) -
  3 each
  Side Hover Jets (2) -
  20 each
  Rear Thruster -
  30
  'Main Body -
  50
  *Depleting the M.D.C. of the main body completely destroys the
  vehicle.
  Speed:
  HoverStationary:
  3 to 20ft (.9to 6.lm) above the ground.
  Maximum Speed:
  200mph (322kmph); a little slower than the
  Southern Cross cycle.
  Range:
  800 miles (l280km)
  Length:
  9ft (2.7m)
  Weigbt:
  3501bs (158kg)
  '".,~
  PERYTONIAN AIR SKIMMER
  Another unique vehicle used by the Sentinels is the Perytonian air
  skimmer. It is a vehicle that resembles a hover CYCle, but is actually a
  one-person low altitude aircraft. It's means of propulsion is the same
  mystical antigravity system as that on the land speeder. A single fixed
  forward laser is located in the front of the vehicle.
  M.D.C. hy Location:
  Forward Laser (I) -
  10
  Side Hover Jets (2) -
  20 each
  Rear Antigrav. Thruster (I) -
  50
  'Main Body -
  100
  ·Depleting the M.D.C. of the main body completely de~troys the
  vehicle. Destroying the antigravity system will knock it out of the
  sky (can not Oy).
  Speed:
  Hover: As low as 2ft above the ground or as high as lO,OOOft
  (3000m).
  Maximum Speed:
  40Qmph (643kmph).
  Range:
  Effectively unlimited.
  Length:
  11ft (304m)
  Weight:
  900lbs (408kg)
  112
  Crew:
  One pilot, although two or three others could ride at very low
  speeds (under 4Omph) by hanging onto the two hover jets.
  Weapons:
  Forward Laser (I)
  Range:
  4000ft (1200m)
  Mega-Damage:
  3D6 M.D.
  Rate of Fire:
  Equal to the pilot's hand to hand.
  Payload:
  Effectively unlimited.
  Note:
  The pilot may also try to use a hand-held weapon, but is
  - 2 to strike and is - 20% on Oyinglpilot skill when Oying and
  shooting at the same time.
  PERYTONIAN
  OBSERVATION SHUTTLE
  The Perytonians also have a slow-moving space shuttle powered by
  the same mysterious magic antigravity system as the small vehicles.
  The actual decks are located inside the metallic cone of the vessel. The
  crew deck is first, followed by a passenger and/or cargo deck and a
  cargo bay (last deck). The top of the strange vehicle is flat, with a
  transparent dome over most of it. This is the observation deck used for
  meditation and observation.
  As its appearance might suggest, the vessel is ponderously slow by
  REF standards. However, its unusual antigravity system enables it to
  slip through the gravitation of other planets, making it a sophisticated
  transatmospheric vessel. The Sentinels use it for transporting troops
  and cargo, as well as exploration.
  M.D.C. by Location:
  Observation Dome -
  1200
  Cargo Hatch (I. side) -
  600
  'Antigravity Spheres (6) -
  500 each
  "Main Body -
  4000
  __
  +Destroying all the spheres will cripple the shuttle completely,
  setting it adrift. It can fly/move as long as it has two antigrav spheres,
  but at half speed.
  "Depleting the M. D.C. of the main body destroys it completely.
  Crew:
  Pilot, copilot, communications and two assistants, but it can
  accommodate an additional 6 to 8 passengers on the bridge.
  Cargo Decks:
  Can accommodate about 64 soldiers comfortably. The
  lower cargo bay is large enough to house six destroids. Cargo weight
  capacity is an unbelievable 300,000 tons.
  Speed:
  Hover:
  Stationary. and can make silent vertical take·offs
  and landings. No altitude limit, can breach any gravity (except a
  black hole) and hover as low as three feet (O.9m) above the ground.
  ~:
  Mach One (670mphlI078kmph) in space or in an atmosphere.
  Underwater:
  Speed is about 300mph (482kmph).
  Heigbt:
  240ft (73.2m) from top to bonom.
  Widtb:
  160ft (48.8m) overall; 100ft (30.5m) is the actual body of
  the shunle.
  Weight:
  50,000 tons
  Weapons:
  None
  
  -
  -
  113
  
  MTA·TITAN MECHA
  TRANSPORT & ASSAULT VEHICLE
  The juggernaut of the Robotech Expeditionary Force is the MTA-
  Titan, an all-terrain mecha transport and assault weapon. This marvel
  of Robolechnology can function with equal ease on land, underwater
  and in space. In space and underwater, its two rear thrusters rocket it
  along, while directional thrusters, found in the semicircular structures
  that line the center of the undercarriage, keep it stable and change
  direction.
  On land. eight huge sphere-wheels enable it to ride over the most
  inhospitable terrain. However, the wheels are more than just wheels,
  they are actually six.-man command modules. Inside each are six fully
  armored Cyclone riders seated at a consul that floats freely inside the
  wheel. This means they are always sitting upside right and are not
  affected by the rotation of the wheel. When the Titan stops, the cyclone
  riders can safely ex.it to engage the enemy or investigate.
  Entry into the sphere is through a series ofaccess hatches and channels
  from within the Titan. Exit to the outdoors is from the sphere only.
  Likewise, the mecha warriors can regain entrance into the sphere from
  one of its four outer hatches. The use of the spheres as troop compart-
  ments gives the Titan a total of eight cyclone rider teams (48 men and
  cyclones) who can be released in force or as needed. It also allows for
  the teams to operate as independent units, each with their own specialty
  or objective.
  The main lx>dy looks deceptively like a troop or cargo carrier. In
  reality, it is a massive rapid-fire laser cannon. The Titan can undergo
  an instant "modular transformation" in which the cannon slides up and
  forward into. firing position while two protective shields also rise into
  position and the engine thrusters flip sideways.
  The cannon is very similar to those incorporated into the defense
  systems of the SDF series battle cruisers. It is intended to be a heavy
  artillery support and assault field unit. Atop the cannon is a panicle
  beam turret to defend it from aerial assault. The turret can be operated
  by a pilot inside it, or by the crew on the bridge.
  Other defenses include a forward laser turret mounted atop the crew
  compartment and missile launchers located in the ttMlled engine thruster
  unit (can only fire when the laser is extended and the thrusters are
  turned sideways).
  1n addition to its formidable weapons, the MTA-Titan has a mecha
  bay containing six to ten destroids or veritechs, depending on the needs
  of the assignment and availability. Only the M.A.C. III and Old-style
  mocha are too large to fit. It can also carry 96 troops. At least half
  those troops will be cyclone riders, if nol all.
  The bridge of the Titan is an elaborate communications network that
  monitors and directs its troops, as well as the systems of the Titan
  itself. When combined with its troops of mecha, the MTA-Titan (also
  known as a Ground Mobile UnitlGMU) becomes a rolling fortress of
  mind boggling power.
  THE MTA-TITAN
  Vehicle Type:
  Military All-Terrain Mecha Transport and Assault
  Vehicle, a.k.a. GMU.
  Crew:
  26 minimum; pilot (1), copilots (2), commander of ground
  operations (usually a Milirary Specialist or Mecha Pilot O.C.C. with
  the rank of captain). Military advisor (usually a Military Specialist),
  communications team (4), medical team (7; a medical doctor, three
  paramedics and three aids), mecha repair team (2 to 4 Bio-Mainte-
  nance Engineers), security team (4 Cyclone Riders in full gear), and
  4 to 12 additional personnel (any O.C.C. okay, usually grunts). A
  field scientist or additional communications personnel may be de-
  sired. Maximum capacity crew: 36. and can still accommodate 10
  additional passengers. Note that the troops are separate from the
  crew.
  114
  Troops:
  48 Cyclone Riders (6 in each of the 8 wheels)
  96 Soldiers (all or half are cyclone riders)
  6-10 heavy Mecha units and crew.
  Note:
  The mecha units are usually Destroids or Veritech Fighters. A
  typical mix is 2 Gladiators, 2 Excalibers, 2 Raidar X and I Spartan..-
  If Oyers are needed, the mix might be 2 Beta Fighters, 4 Alpha Fighters,
  I Gladiator or Excaliber, and I Raidar X or Spartan. REF Banle Pads
  can be substituted.
  M,D.C, by Location:
  Front Headlights -
  2 each
  Frnnt Small Turret (I) -
  100
  Communjcation Antenna (I) -
  100
  Rear P-Beam Turret (I) -
  200
  Missile Launchers (2) -
  150 each
  Access Hatches -
  100 each
  Small Directional Thrusters (10) -
  50 each
  Main Thrusters (2) -
  400 each
  Sphere UnitslWheels (8) -
  300 each
  BridgelOlUunand Section -
  800
  Mecha Bay Section -
  600
  Main Cannon -
  800
  Protective Shields (2) -
  800 each
  ·Main Body -
  1200
  ·Depleting the M.D.C. of the main body will shut the vehicle
  down completely, rendering it useless. Destroying the Bridge/Com-
  mand section will seriously impair the vehicle. resulting in the loss
  of all sensors, long-range communications, crew and commander.
  However, the Titan can be piloted from anyone of the eight sphere
  (wheel) units, but speed and attacks per melee are reduced by half.
  Speed:
  Land speed vanes with the terrain, but can reach speeds of
  up to 210mph (336kmph).
  Hover: The Titan can rise off the ground and hover by using its
  powerful directional thrusters. Maximum height is about 500ft
  (152.2m).
  Aying is possible, but limited. To Oy, the pilot must engage both
  the directional thrusters (hover) and the rear main thrusters (to push
  forward). Maximum speed is a slow lOOmph (l60kmph); maximum
  altitude is 500ft (l52.2m).
  Space Propulsion:
  Maximum speed is nearly mach one, 650mph
  (104Okmph).
  Underwater Propulsion:
  Ride on the ocean floor at speeds of about
  40mph (64kmph) maximum. Through water like a submarine at
  speeds of up to 100mph (l60kmph). Maximum ocean depth (Earth
  equivalent) is 2.2 miles (3.5km).
  Maximum Range:
  Effectively unlimited. Protocullure powered with
  an estimated life of two years constant use.
  Length:
  224ft (68.3m); with cannon extendcd, 245ft (74.6m)
  HeIght:
  76ft (23.2m); with cannon extended, 131ft (90m).
  WIdth:
  105ft (32m); same with cannon extended.
  Weight:
  Approximately 1150 tons fully loaded.
  Cargo:
  Mecha bay can contain 6 to 10 mecha and about 30 troops
  comfortably or 250 tons.
  WEAPON SYSTEMS
  1.
  The huge Rapid-Fire Laser Cannon is one ofthe most devastating
  weapons in the REF's arsenal. I.t is fixed in a forward position, but
  can be raised to point aloog a 120 degree arc up and down. The
  weapon is primarily a mobile heavy assault unit designed to eliminate
  aircraft, spacecraft. missiles and annored vehicles.
  ...-.
  Primary Purpose:
  Troop Support
  Secondary Pwpose:
  Anti-aircraft and assault.
  Range:
  8 miles
  Mega-Damage:
  Short burst -
  306 x 10, long burst -
  6D6 x 10
  (counts as one attack).
  
  -
  115
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  ( MECHA TRANSPORT-)
  -
  -
  117
  
  Rate of Fire:
  Six burst'\ per melee, long or short.
  Payload:
  Effectively unlimited
  Note:
  The modular transformation requires one melee.
  2.
  The PBT-M2 Particle Beam Turret mounted on the top of the
  laser cannon can fire when the cannon is extended or concealed. It
  is located toward the rear of the vehicle, can rotate 360 degrees to
  fire at all sides and has a 180 degree arc of fire.
  Primary Purpose:
  Defense
  Secondary Purpose:
  Assault/anti-missile
  Range:
  6000ft (1829m)
  Mega-Damage:
  2D6x 10 per twin blast; ID6x 10 should one of its
  banels be destroyed (each P-Beam banel has 50 M.D.C.)
  Rate of Fire:
  Six per melee. Can be operated by a pilot inside the
  turrel or via remote control from the bridge.
  Payload:
  Effectivcly unlimited
  3.
  Front, small Particle Beam Turret (POT-81) is for the defense
  of the bridge/command section of the MTA-Titan. It is able to rotate
  360 degrees and within an 180 degree arc of fire.
  Primary Purpose:
  Defense
  Secondary Purpose:
  Assault
  Range:
  4000ft (l200m)
  Mega-Damage:
  104 X 10 M.D. per blast
  Rate of Fire:
  Six per melee
  Payload:
  Effectively unlimited
  Note:
  The PBT-S I is unmanned and usually operated by one of the
  copilots or bridge crew members.
  4.
  Mecha Troops: The Titan will always have at least the mi"imum
  crew (36), 48 Cyclone Riders (sphere units), 96 Soldiers (often all
  or mostly Cyclone Riders) and 6 to 10 mecha (any combination of
  new destroids or new veritech fighters).
  Acting as a grOlmd mobile comma"d unit, the Titan will orchestrate
  the movement of much greater troops. Typically, this will include
  one or two Cyclops (for reconnaissance and defense of the Titan),
  24 to 48 Alpha Fighters, and an equaJ number of Beta Fighters, 6
  to 12 Vindicators, 24 to 48 old VF series Veritechs, Mecha troops
  of 24 to 72 Destroids (any combination of old and new. but rarely
  more than one or two M.A.C. II or III destroids will be included),
  an additional 72 to 144 cyclone riders, and as many as another 400
  ground troops. In such a situation, the Titan's troops are usually
  directed to special objectives, act as rescue/reinforcements, and/or
  come to the defense of the Titan.
  Of course, the MTA-Titan is also sent out on reconnaissance,
  rescue, defense and mop-up alo"e with its standard complement of
  troops.
  S.
  MTA·Misslle Launchers (2): A long range missile launcher is
  built into each of the side bars along the sides of the Titan. They
  can fire simultaneously or individually. Note: The missiles can only
  be launched when the Rapid-Fire Laser Cannon is extended.
  Primary Purpose: Assault
  Secondary Purpose: Anti-Spacecraft
  Range: Varies with missile type; 500-1800 miles.
  Mega-Damage: Varies with missile type. Standard payload is a mix of
  heavy missiles and reflex multi-warhead missiles.
  Rate of Fire: One at a time or in volleys of 2,4,6,8, 10 or 12 (nil).
  Can be fired as often as equal to the pilot's combined hand to hand
  attacks per melee. A volley counts as one attack.
  Payload: 24 missiles (12 for each launcher)
  6.
  Other Modes of Attack:
  Ram -
  Low Speeds -
  104 x 100
  Ram -
  High Speeds -
  106 X 100
  Run Over with Wheels -
  206 x 100'
  'Object must be 30ft (9.1 m) or smaller to be run over.
  WEAPONS
  SYNCHRO CANNON
  A truly incredible mechanism of destruction is the REF Synchn:'-
  Hover Cannon, a miniature version of the SDF-3's reflex cannon. The
  device is about twice the size of an old 150mm artillery cannon and is
  mounted on a hover platfonn. No synchro cannons are known to exist
  on Eanh (one is seen and destroyed in Robotech episode #83).
  Note:
  The synchro cannon was a late REF development in the [ovid
  wars and even then production was minimal. perhaps two dozen were
  created at most. They are very difficult and expensive to build.
  Nicknamed ..the Tenninator."
  .Primary Purpose:
  Assaull
  Weight:
  10 tons
  Mega-Damage:
  Obliterates EVERYTHING in its path of fire. Fires
  a destruclive beam about 50ft wide (15.2m)
  Rate of Fire:
  TWO times per melee
  Effeclive Range:
  10,oooft (3048m)
  Payload:
  Effectively unlimited.
  Speed:
  Slow. 30mph (48kmph), with a maximum altirude of 600ft
  (183m).
  Note:
  Nicknamed "the Terminator."
  CODALT LIMPET MINE
  The cobaJt limpet mine is a marvel of micronization. The entire
  device is less than a foot long (0.3m) and weighs a mere Sibs. The
  explosives. detonation device and timer, with digital readout, are all
  contained in a sturdy metal casing (20 S,D.C.). The timer can be set
  for up to 60 minutes and stopped up to 5 seconds before detonat.ion.
  Weight:
  51bs (2.3kg)
  .-
  Mega-Damage:
  ID4 x 10
  Blast Radius:
  20ft (6.110)
  THE COBALT GRENADE: Weight: V2lb (O.2kg). Effective Throw-
  ing Range: 90ft (27.4m). Damage: 106 M.D. Blast Area: 12ft (3.6m).
  Cost: 500 credits.
  RDF 9mm "WOLF" AUTO·PISTOL
  This is a light, conventional S.D.C. weapon in the RDF arsenal that
  is fairly common. The weapon became infamous as Col. Wolff's favorite
  weapon of choice and was renamed the "Wolf 9mm." Gangs often use
  the Wolf 9mm as a symbol of rank, with only the leader and upper
  ranking gang members being allowed to carry them. Ammunition is
  plentiful since it flreS a standard 9mm cartridge.
  Its mosl unusual feature is the double automatic feed that provides
  a biggerpayload. Some argue that this feature makes the Wolfauto-pistol
  a sub-machinegun.
  Weight:
  3V21bs (1.6kg)
  S.D.C. Damage:
  206 S.D.C. (nor M.D.) per round.
  Rate ofFire:
  See modern weapon proficiencies. Aimed, burst, wild.
  Effective Range:
  800ft (244m) R
  Payload:
  20 round magazine
  7
  .:;
  w~& ,,: ~"% :_;;w ~ ~
  ~,
  ~~s!!l':~:§.~~~':~IN~ SHOT LASER PISTOL
  This is a simple laser pistol that functions much like a semiautomatic
  pistol. The person can squeeze off shots as quickly as he can move his
  trigger finger (9 maximum), unlike an automatic weapon that will con-
  118
  
  ~
  ,
  ., ..
  =....,.. j
  , .
  FAL-2 AUTOMATIC PULSE LASER RIFLE
  The Fal-2 was designed as an infantry assault weapon and enjoyed
  widespread popularity worldwide before the invid invasion. The Soviet
  version, the Koskov 47, is virtually identical to the Fal-2 and became
  a favorite weapon of the black market throughout the South American
  Sector. Tha appeal ofthe Fal-2 is that it is exactly like a sub-machinegun,
  but does mega-damage.
  Weight:
  61bs (2.7kg)
  Mega-Damage:
  2D6 M.D. per blast
  Rate of Fire:
  Aimed, burst, wild. See modern weapon proficiencies.
  Can fire full clip in one melee.
  Effective Range:
  1200ft (366m)
  Payload:
  40 blasts per energy clip.
  Note:
  The Fal-2 is still quite common. One reason for this is that it
  can be recharged with protoculture cells or at conventional RDF or
  Southern Cross energy clip recharging facilities (but none are known
  to exist). One prorocuJture ceD is good for about 20 rechargings. To
  recharge an energy clip, the character must have the electrical engineer
  or mechanical engineer skill and a sufficient energy source.
  without a Modem Weapons W.P. The M-35 comes equipped with a
  bipod and infrared telescopic sight.
  ~
  Human Assault Rifle
  Primary Purpose:
  Assault!Defeose
  Mega-Damage:
  25mm Grenade Launcher does 206 M.D.; the
  4.45mm ammo does no mega-damage (406 S.D.C.).
  Range:
  1l5Oft (35Om)
  RateofFire:
  Auto-grenade launcher-upt04 per melee; the4.45mm,
  caseless, 60 round ammo clip.
  Payload:
  Auto-grenade launcher holds 4 grenades. The 4.45mrn case-
  less has a clip of 60 rounds.
  Weight:
  191bs (8.6kg)
  =
  .1\)
  Another non--energy hand gun that fires high explosive cartridges
  similar to the M-36.
  Weight:
  3'/.lbs (1.6kg)
  Mega-Damage:
  104 M.D.
  Effective Range:
  200ft (6Im)
  RateofFire:
  See Modem Weapon Proficiencies. Aimed, burst, wild.
  Payload:
  5 round magazine
  INFANTRY, M-37
  "WEASEL" AUTO-PISTOL
  INFANTRY M-36
  "BADGER" SUB-MACHINEGUN
  tinue to fire as long as the trigger is depressed. The Sal-9 is also very
  common and popular among nomads. rogues and gangs. It is considered
  to be a weapon of skill and often used like the Colt 45's of the old
  .-... west for gunfights and duels.
  Weight:
  41bs (1.8kg)
  Mega-Damage:
  106 M.D. per blast.
  Rate of Fire:
  A maximum of 9 blasts per melee can be fired, but
  counts as shooting wild. See modem weapon proficiencies. Aimed.
  burst, wild.
  Effective Range:
  800ft (244m)
  Payload:
  45 per energy clip.
  Note:
  Can be easily recharged using conventional generators, pro-
  toculture cells and/or RDF or Southern Cross facilities (if one can be
  found that is still working).
  The badger is a heavy duty sub-machinegun designed to use conven-
  tional rounds and special high explosive annor piercing shells. It is
  often used on reconnaissance patrols in Invid occupied territories and
  infiltration ofJnvid hives, because it can not be detected by protoculture
  sensors.
  Weight:
  5ihlbs (2.6kg)
  Mega-Damage:
  Varies; the Badger can fire 9mm cartridges -
  2D6
  S.D.C. Armor Piercing Explosive cartridges -
  104 M.D.
  Effective Range:
  600ft (183m)
  RateofFire:
  See Modem Weapon Proficiencies. Aimed, burst or wild.
  Payload:
  30 rouod magazine.
  INFANTRY, M-35
  "WOLVERINE" ASSAULT RIFLE
  _
  The M-35 "Wolverine" has become the RDF's main assault weapon.
  Developed by Doctor R. Burke, it can be set for single shot, semiautoma-
  tic or full automatic, and fires 4.45mm caseless rounds. The auto-firing
  grenade launcher can fire four 25mm high explosive grenades per melee
  before needing reloading. A 4.45mm ammo clip can be replaced in 5
  seconds (one action), but the grenades will require one fUll melee (15
  seconds). The weight and uniqueness imposes a penalty of -2 to strike
  RL-2 SUPER ROCKET CANNON
  The RL-2 "super" is a disposable rocket launcher that can fire two
  plasma mini-missiles. It is designed to be used by armored and non-ar-
  mored troops for heavy assaults. Comes equipped with a detachable
  telescopic, night sight scope.
  Weight:
  161bs (7.3kg)
  t)~..._-.;~
  Mega-Damage:
  100x 10 M.D.
  ~.
  Rate of Fire:
  Twice maximum
  .........
  Effective Range:
  1 mile (1.6km)
  Payload:
  Two plasma mini-missiles
  GALLANT B-90 MULTI-WEAPON SYSTEM
  The Gallant H-90 is the standard all-purpose weapon ofthe Robotech
  Expeditionary Force (REF) and subsequently,the RDF as well. Its pri-
  mary manufacturer was the Gallant Company located at Mars Base
  (RDF).
  The weapon is unique because of its versatility and durability in the
  field. The durability is evident in that the weapon rarely jams, needs
  minimal maintenance, operates equally well in all climates (including
  sub-zero, humid and hot), and can even be submerged underwater for
  hours and still fire immediately thereafter.
  119
  
  The Gallant's amazing versatility lays in that it can be instantly
  transfonned from a S.D.C. damage weapon into a Mega-Damage
  (M.D.) weapon with the nick nf a switch. And then, the power and
  range of the M.D. weapon can he increased hy adding a rifle stock
  containing a booster energy clip. Comes equipped with built-in sight
  and a detachable flash suppressor/cooling nozzle accessory.
  Weight:
  l'.~lbs (0.7kg) without stock, 71bs (3.2kg) with stock.
  Primary Purpose;
  Assault
  Range:
  Varies. S.D.C. semiautomatic -
  200ft (6Im); Pluse Energy
  Pistnl- 500ft (152m); Pulse Energy Rifle -
  l400ft (427m).
  Mega-Damage:
  Varies. S.D.C. semiautomatic -
  406 S.D.C. dam-
  age per shot. Although bu"ts of energy are fired on the semiautomatic
  setting, they do only S.D.C. damage, oot M.D. Pulse Energy Pistol
  -
  106 M.D. per blast. Pulse Eoergy Rifle -
  406 M.D. per blast.
  Rate ofFire:
  Aimed, burst or wild. See Modern Weapon Proficiencies.
  Payload:
  The S.D.C. damage pistol draws so little energy as to he
  considered unlimited with a single energy clip (estimate 1000 blasts).
  Pulse Energy Pistol: 20 blasts per energy clip. The Gallant can he
  switched from a S.D.C. pistol type weapon to an energy pistol with
  the flick of a switch. However. to convert it into an energy rifle, the
  rifle stock and "extra" rifle energy clip must be attached.
  Pulse Energy Rifle: 30 blasts per rifle energy clip. This additional
  energy clip and rifle stock container must be attached to use as a rifle.
  Note;
  The Gallant uses protoculmre energy.
  MISCELLANEOUS WEAPONS
  WEAPON NOTES:
  In this postwar setting, the old weapons of the
  RDF and Southern Cross and conventional arms still exist, but the
  availability ofammunition and specific types varies greatly. Some places
  may have a lot of weapons, others none or few. Some may have a lot
  of ammunition, but no weapons to use it with. Game Masters should
  use their discretion when making RDF and Southern Cross items avail-
  able. Mecha. tanks and military equipment of all kinds are scarce. The
  more common sidearms will be the most numerous.
  Also see Cyclone Mecha for . ..
  MissUe Launching Sidecar (VR·052)
  EP·37 60mm Beam Cannon (VR~52)
  EP-40 40mm Pulse Beam Cannon (VR~52)
  RL-6 Heavy Rocket Cannon (VR~38-LT)
  Conventional Weapons: See Roboteeh RPG
  Conventional Equipment, such as optical, sensors. etc.: See Robotech
  RPG.
  Energy Rilles:
  See Southern Cross and/or Sentinels RPG for various
  available energy rifles.
  Damage: 3D6M.D. per triple blast (fires three simultaneous pulses,
  one from each barrel). Cost: 3600 credits. Feed: 10 triple blasts per
  E-Clip.
  THE RFL-IOO RAPID·FIRE PULSE LASER is an incredible weapon,.-
  that can fire individual blasts, or shoot in a burst or spray like a machine-
  gun (same combat rules apply). This heavy weapon is reserved for the
  most deadly situations and only upon authorization. Weight: l21bs
  (5.4kg), Effective Range: 800ft (244m). Damage: 106 M.D. per in-
  dividual blast (up to 10 blasts can be fired per melee as aimed shots)
  or fired in bursts. (Use the same rules as machinegun under the Modem
  Weapon Proficiencies section, page 30, in the ROBOTECH~ RPG).
  Cost: 15,000 credits. Feed: 100 shots per E-Clip.
  THE PUTMAN STUN·GUN fires an energy charge that short--Glrcuits
  the nervous system. Effects: There is a 60% chance of rendering its
  victim unconscious. Even if still conscious, the person will be dazed:
  - 10 to strike, parry and dodge for 204 melees.
  Savings Throw: Because people are different, some can figbt nff the
  effects of a ShIn blast. Roll to save vs toxin (J4 or higher) against each
  blast. A successful save means that blast had no debilitating effect other
  than giving you a splitting headache and a nauseated feeling.
  Weight: lib (.5kg). Effective Range: 200ft (6lm). Damage: Stun.
  Cost: 1500 credits. Feed: 6 blasts per E-Clip.
  RIFLES
  THE LR-20 LASER RIFLE, with a telescopic, thermn-imager sight,
  is the main frontline combat rifle. Weight: 81bs (3.6kg). Effective
  Range: 2000ft (600m). Damage: 106 M.D. at 1000 to 2oooft, 206 at
  999ft (348m) nr less. Cost: 5600 credits. Feed: 20 blasts per E-Clip.
  THE PR·30 PULSE RIFLE is a heavy assault rifle Weight: 81bs
  (3.6kg), Effective Range: 1400ft (427m). Damage: 206 M.D. per
  blast. Cost: 6000 credits. Feed: 30 shots per E-Clip.
  THE LR·30 LASER ASSAULT RIFLE is a main light assault weapon
  of the armed forces. Weight: 91bs (4.lkg), Effective Range: l400ft
  (427m). Damage: 106 M.D. at 800 to l400ft, 206 M.D. at 790ft or
  less. Cost: 5400 credits. Feed: 30 shnts per E-Clip.
  Note:
  The time required 10 change an E-Clip is one melee (15 sec-
  onds).
  BODY ARMOR ACCESSORIES
  BACKPACKS
  EXTRA OXYGEN TANKS:
  A sturdy,lightweightoxygen tank pack
  that provides an additional 6 hours of oxygen.
  Approximate Weight:
  30 pounds (I3.6Ikg).
  M.D.C. of Back Pack:
  15
  SPACE BOOSTER PACK:
  Ajet pack attachment for night in space.
  Approximate Weight:
  70 pounds (31.75kg).
  M.D.C. of the Back Pack:
  30
  ~:
  lOOmph (l60kmph) in space. Not suitable for flight in an
  atmosphere, but it is acceptable for underwater use; 30mph (48kmpb)
  -maximum.
  Duration:
  Six hours of continual use before fuel is depleted.
  Bonuses:
  + I to dodge in space or underwater.
  HANDGUNS
  THE PPL·12 PANTHER PULSE LASER is a lightweight precision
  laser pistol which has become the standard weapon of the Southern
  Cross Armies. Weight: 4'hlbs (2kg). Effective Range: l200ft (366m).
  Damage: 106 M.D. per blast. Cost: 2000 credits. Feed: 12 shots per
  E-Clip.
  THE TRI·LASER: This powerful, rapid-fire pulse laser can he fired
  one handed, or held with two hands by a retractable handgrip for greater
  stability. Weight: 6'hlbs (2.9kg). Effective Range: 800ft (244m).
  120
  JET PACK:
  A small jet pack capable of sustained night in an atmos-
  phere.
  Approximate Weight:
  57 pounds (25.88kg).
  M.D.C. of the Back Pack:
  25
  ~:
  60mph (95kmph) in an atmosphere; 80mph (128kmph) in
  space. It is not suitable for underwater travel.
  Duration:
  Approximately two hours of use, with an effective range
  -of 340 miles. Maximum altitude is 2000 feet (609m).
  Bonuses:
  +1 to dodge when flying.
  -
  
  THE INVID
  The (ovid are the children of betrayal and war. When Zoe first disc~
  vered the [ovid's homeworld it was a simple, lovely planet inhabited
  by creatures who were spiritually one with their world, the Iovid. The
  Robotech Master scientific genius, Zoe, befriended the central inteLli-
  gence of the Iovid and together they made many great scientific dis-
  coveries. Among those achievements was the secret of proloculture. A
  secret that Zer's power hungry superiors would not share. Without
  warning. the Robotech Masters lashed out at the helpless Invid.
  Genocide would have been too merciful; instead the evil Masters de-
  stroyed the planet through defoliation, killing all vegetation and leaving
  the defenseless (ovid to die of starvation.
  However. this maleficent action would spawn a nightmare race of
  monsters dedicated to revenge. Unknown to the pernicious Robotech
  Masters, the lnvid were creatures of great power and masters of a
  metaphysical science the equal of their own. From the ashes of ruination
  rose the [nvid War machine. Billions of creatures locked inside insect-
  like mecha, consumed with hatred. They would scour the universe to
  find the Roboteeh Masters and destroy them.
  Sadly, the creatures became a shadow of the Robotech Masters evil,
  ",-.... for the Invid lost their souls to hate, just as the Masters had lost theirs
  [0 greed. They became as evil and unmerciful as the beings they so
  loalhed.
  Any world, any beings found with the sacred [ovid "Flower of Life"
  (protocuhure) were destroyed or ravaged and enslaved. No questions
  were asked. No presumption of innocence. If protoculture was found,
  121
  that world must suffer. Des(ruction and subjugation was the price to
  be paid by any who would ally themselves to the malevolent Roboteeh
  Masters. Or so the Iovid believed. Blinded by hatred, they did not
  know or care that these worlds knew nothing of the Robotech Masters'
  treachery. Nor that they were often the desperate victims of the Robotech
  Masters' merchant empire as much as the lnvid.
  The lnvid hordes were led by two ruling beings, the Regis and the
  Regent. The two powerful leaders were both created simultaneously
  when the Robotech Masters laid waste to their homeworld. The shock
  of that moment caused the one central intelligence to split into two
  separate beings. The mascuhne Regent and the feminine Regis. Together
  the two led the Invid swanns against countless worlds spanning hundreds
  of years. However, the Regis and Regent have grown into two very
  different entities. The Regis, although as unfeeling and hateful, seeks
  to find a new world and begin a new life. To grow and evolve into
  superior creatures. However, she still strikes out at any creatures, other
  than Iovids who dare to defile the sacred plant (protoculture/flower of
  life). The reaction is immediate and thoughtless. Non-Invid who use
  or possess any aspect of the planet are destroyed or enslaved. The
  difference between her and the Regent is that she no longer actively
  seeks out these criminals. She is tired of hate and war. Her lime is
  dedicated to evolution and higher pursuits.
  The Regent is lost to hare and power. He has grown to enjoy this
  conflict more than anything else. Like the Robotech Masters, he craves
  to carve out an intergalactic empire. An empire composed of crushed
  
  and defeated worlds whose survivors must obey and worship the Invid
  (specifically the Regent). It is the Regent and his minions whom the
  SDF-3 and the REF engage in mortal combat. Note: See Book Five:
  The Invid Invasion for a more detailed history of the lnvid's origin and
  the Regis.
  THE REGENT
  The Regent is a hate filled tyrant driven by revenge and desires of
  conquest. He has turned into a power-crazed megalomaniac who cares
  about nothing but conquest. Entire races of beings have met with extinc-
  tion at his hands and he revels in that accomplishment. Even the fate
  of his own lnvid people is dwarfed by his insane dreams of power. The
  Regent is no longer motivated by vengeance against the Robotech Mas-
  ters, but by a psychotic need to dominate or destroy all non-Invid life
  forms. Why stop with the punishment of those who would dare possess
  the sacred flower when you could be the lord of all life! This is the
  madness of the Regent!
  Although the Regent and the Regis have been branded "the twin
  evils," it is the Regent who represents evil incarnate. While the Regis
  has grown callous toward other life forms and instinctively lashes out
  at those who possess protoculture, she is not evil and has left the Regent
  because she does not share his mad dream for intergalactic conquest.
  Indeed, should the Regent succeed in his plans, it is inevitable that he
  and the Regis will clash in a battle to the death.
  The Regent is certainly the Regis' equal. What he lacks in intellect
  he compensates for in ferocity and cruelty. He is a good tactician and
  an unrelenting foe. He controls "his" Invid exactly the same way as
  the Regis. In this insect-like society, the Regent is the king bee that
  all lesser invid obey without question nor hesitation. He has absolute
  power over his people. Life and death are his to command. It is the
  Regent who gives life purpose to those under his domination. Withoul
  him they would seek out the Regis or continue to follow his decree of
  conquest like a mindless war machine. Sadly, the Regent has abandoned
  his responsibilities to his people to satisfy his own lust for absolute
  power.
  THE REGENT
  Invid All-Father
  Characteristics in Humanoid Form
  Hit Points:
  100,000 (or 1000 M.D.C.)
  Physical S.D.C.:
  20,000 (or 200 M.D.C.)
  Alignment:
  Diabolic
  Attributes:
  I.Q. 14. M.E. 12, M.A. 24, P.S. 30, P.P. 24, P.E. 30,
  P.B. 4, Spd. 12
  Age:
  Unknown; presumably thousands of years (at least 10,000 years
  old).
  Weight:
  300lbs (l36kg) Height:
  lOft (3m)
  Disposition:
  Tough, self-reliant, indomitable; cruel and sadistic in
  the extreme, loves to inflict pain and suffering on other creatures
  (psychological, as well as physical). He is incredibly arrogant, en-
  visioning himself to be a god. Super aggressive and unrelenting.
  Hates the Robotech Masters and Zentraedi and will attack them on
  sight.
  Insanity:
  Suffers from megalomania, obsessed with attaining absolute
  power! Also obsessed with completely destroying the Robotech Mas-
  ters (Tirolians too) and the Zentraedi. Sadistic too.
  Level of Experience:
  No appropriate category; the Regent is the
  supreme intelligence and power of his people.
  Skills (equivalent to Earth skills):
  The complete understanding of
  the metaphysical powers of the Flower of LifelProtoculture -
  98%,
  Protocumre Alchemyrrransmutation Powers -
  98%, Radio: Basic
  -
  92%, T.V.lVideo -
  92%, Basic Electronics -
  98%, Basic
  Mechanics (general) -
  96%, Invid Mecha Mechanics -
  98%, All
  Espionage Skills -
  55%, All Navigation Skills -
  98%, Pilot Invid
  122
  Mecha (all) -
  98%, Pilot Space Shuule -
  98%, Pilot Spacecraft
  -
  98%, Demolitions and Demolitions Disposal- 90%, Computer
  Operation -
  60%, W.P. Blunt, W.P. Energy Pistol, W.P. Energy
  Rifle, Hand to Hand: Expert and Wrestling (all at 10th level profi-
  ciency).
  ,,-...
  Attacks Per Melee:
  Five; includes hand to hand skill attacks.
  SPECIAL ABILITIES:
  Transmutation oflnvids:
  The bio-engineering ability to create clones
  and evolve them into any of the four invid pilots.· This power can
  also be used to completely transfonn an invid into other life fonns
  as seen in the Genesis Pits. The transformation of an invid into a
  different stage requires a mere few minutes (1 D4 minutes each).
  The radical transformations of the Genesis Pits require days each,
  sometimes longer, and can not be changed back into a regular invid
  again.
  The transmutation power can also be used on the Regent himself
  to create his current humanoid/slug appearance or any other fonn
  he may desire, even human. +30% on disguise skill if a transmu-
  tation is done. Note: This power works only on invid.
  Transmutation ofMecha:
  The alchemical ability to createthe various
  invid mecha out of thin air (or so it seems). This power is also used
  to repair mecha instantly, almost magically, The Regent has created
  millions of mecha and inorganics which are then placed in a stasis
  bubble to be perfectly preserved until needed. The process ofcreation
  requires days of menta} preparation and protoculture, butonce begun,
  an actual mecha can be created within minutes (I D4 minutes each).
  Transmutation of Hives:
  The alchemical technology used to create
  the hives. The creation of a hive with its complete workings requires
  ID4 days each.
  Transmutation to Warp Speed:
  The knowledge of protaculture used ............
  to transform himself and all available invid into a form of living
  energy which can travel the cosmos at incredible speeds (space fold).
  The process can be executed by the Regent after 106 x 10 minutes;
  add 406 minutes for every million invid he takes with him. This
  power can be thought of as a type of super-teleport. Range: Unli-
  mited.
  Stasis Bubble:
  The Regent can create a stasis bubble around some-
  thing, preserving that object in a state of suspended animation inde-
  finitely (approximate time limit: 400 years). The Regent, Regis or
  [ovid Brain can take the item out of stasis at any time. Likewise,
  an Enforcer of the invid Royal Guard (serving the Regent directly)
  Can be placed in command of a hive and can use the hive's automated
  systems to take an item out of stasis. But only the Regent or Regis
  can place an item into stasis.
  The stasis bubble actually appears more like an oval or "egg"
  shape that fits snugly around the item, The stasis field is semitrans-
  parent so the item it contains can be seen through it. The stasis field
  has 200 M.D.C. Disrupting the field hy inflicting damage has a
  90% chance of destroying the item inside. Size limit of an item
  (living or inanimate) is 60ft (l8.3m).
  PSIONIC ABILITIES:
  Psionic Attacks Per Melee:
  Two; each psi-attack takes the place of
  one physical attack.
  Telepathic Communication:
  A mental ability by which the Regent
  can communicate with any or all of his invid. Range: indefinite;
  light years away. This power does not include reading minds or ..........
  mental probes, Telepathy can be used to communicate with humans
  and other creatures, but the range is reduced to about 1()() miles
  (I6Okm) when dealing with Don-invid.
  Sense Protoculture Energy:
  The Regent can psychically reel the
  presence of protoeulture energy being used anywhere near him
  
  -
  ,-....
  (within a 100 mile/16Okm radius). This sense is so strong that it
  will also register the presence of living Flowers of Life within 500
  miles (804km). The exact numbers and general location (within
  600fUJ83m) can also be detennined.
  Empathy:
  The ability to sense the emotions of any living creature.
  The Regent can read the emotions of up to 24 individuals or the
  general emotions of a large group. This power does not include
  empathic transfer. Range: 500ft (150m) for individuals. up to two
  miles for a group.
  Levitation (self): - Can lift and suspend himself up into the air. Limited
  to up and down movement only. Maximum height: 300ft (90m).
  Telekinesis:
  Same as the [ovid Brain, but is +3 to strike and parry.
  Mind Bolt:
  A bolt ofelectromagnetic force can be hurled at an enemy.
  The bol, can do as little as 1D6 S.D.C., 2D6 S.D.C., 4D6 S.D.C.,
  ID4 x 10 S.D.C. or as much as 2D6 M.D.C.!! The bolt can be fired
  as often as three times per melee (all three psionic melee attack.s).
  Range: IOOOf, (300m). Bonus to Strike: +5.
  Force Field:
  A temporary force field can be erected around himself
  for one melee. The force field offers 50 M.D.C. protection. Each
  time the shield is created, it counts as one psionic attack. The Regis
  can only erect one force field per melee.
  Bio-Regeneration (self):
  The Regent can regenerate 2D6 x 10 hit
  points or 3D6 x to S.D,C. once every 15 minutes.
  Bio-Transmutation (heal other Invid):
  He can alchemically heal
  another invid, restoring ID4 x to hit points or tD4 x 10 S.D.C.
  once every minute. This power can be used on non-invid (humans)
  r--.
  as well, but only restores JD6 hit points or S.D.C.
  Mind Block:
  A mental wall that prevents the penetration of tele·
  pathy, empalhy and other mind probes.
  Notes:
  I.S.P. for psionics is not included because the Regent's power
  is effectively unlimited. The Regent can not tum into an energy Conn
  except to travel via transmutation to warp speed.
  THE REGENT'S POWER ARMOR
  The Regent has constructed himself a suit of power armor SO that he
  may enter into the joys of combat without fear of mortality. Yet, in
  many respects, the suit is more of a personal means of transportation
  than a weapon. It resembles the Enforcer's body armor, complete with
  hidden lasers in the forearms and jet thrusters in the back. Additional
  maneuverjets in the feet, chest and back give the Regent greater mobility
  in space and flight.
  The Regent's Personal Armor
  Vehicle Type:
  Power Annor
  Crew:
  One, the Regent.
  M.D.C. by Location:
  Hands (2) -
  30 each
  Foreanns (2, laser concealed within each) -
  100 each
  Upper Anns (2) -
  100 each
  Legs (2) -
  100 each
  Jet Thrusters in Feel (2 units) -
  50 each
  Jet Thruster (rear) -
  100
  -Head -
  200
  --Main Body -
  250
  ·Depleting the M.D.C. of the head destroys the environmental
  aspect of 'he suit and opens the Regent to physical hann (S.D.C.
  & Hit Points).
  "Depleting the M.D.C. of the main body wrecks the suit, render-
  ing it useless and opening the Regent to physical hann.
  Speed:
  Flight:
  400mph (643kmph) or hover completely stationary.
  Space Propulsion:
  Mach 1.2 (about 700mph)
  Running:
  50mph (80kmph)
  Leaping:
  30ft (9. 1m) high or across without boosters. 200ft (61 m)
  high or across with booster assistance.
  WEAPON SYSTEMS
  1.
  Concealed lasers in forearms, identical to the Enforcer's.
  2.
  Energy Rifle:
  Optional use of the Enforcer's energy rifle.
  3.
  Energy Shield:
  Optjonal use of an Enforcer's shield.
  4.
  Hand to Hand Combat:
  Adds two attacks per melee, + 1 to
  strike, parry and dodge. Plus 2D6 M.D. in hand to hand eombat
  (punches and kicks) and can can)' 5 tons.
  
  -
  Pilots:
  Enforcer (power annor) and [nvid Transport.
  Hit Points:
  20 S.D.C.:
  406
  Attributes:
  \.Q. 12, M.A. 12, M.E. 12, P.S. 12, P.P. 12, P.E. 16,
  P.B. 9, Spd. 9
  Attacks Per Melee (outside of mecha):
  Two. hand to hand or by
  weapon. Damage from punch or kick is 106.
  Bonuses:
  + I to strike, parry and dodge; + 1to save vs poisons/toxins.
  Penalty:
  - 2 on initiative.
  Skills (equivalenllo Earth Skills):
  Radio: Basic -
  60%, T.V./Video
  -
  50%, Pilot Enforcer Mecha (power annor) -
  90%. Pilot c1am-
  shaped Transport Ship -
  90%, Pilot Space Shunle -
  80%, Navi-
  gation (land, air, water) -
  88%. Navigation: Space-98%, W.P.
  Energy Pistol (+ 2 to strike), W.P. Energy RiOe (+ I to strike).
  The two energy weapon W.P.s apply only (0 hand held weapons
  that are not part of the Enforcer's power annor. Surgical and medical
  skills are telepathically transmitted from the Regis or an Invid Brain
  and are not a remembered skill ability. The Regis or Invid Brain
  basically takes control of the stage four pilot and uses him as an
  extension of itself.
  Note:
  The stage four invid pilot can survive without mecha. but rarely
  does so. The Enforcer power armor is like a second skin, or natural
  exoskeleton. that it wears constantly. See Invid Mecha: The Enforcer.
  Hit Points:
  20 S,D,C.:
  5
  Attributes:
  I.Q. 8, M.A. 5, M.E. 10, P.S. 8, P.P. 8, P.E. 14, P.B.
  6, Spd. 8
  Attacks Per Melee (outside the mecha):
  Two, hand to hand ONLY.-
  Damage is 1D6 from a punch or kick, no bonuses.
  Note:
  Like its predecessor, the stage three pilot can not live or function
  long outside of its mecha and dies within 4D6 melees. Capable of
  independent thought.
  Stage Four Invid Pilot
  The fourth stage invid pilot is a completely humanoid being and
  represents the invid in their natural fonn. Although humanoid, this
  invid still looks alien, with a long, muscular neck, slug-like head, large
  bulbous eyes and saggy, grey-brown skin. The body is barrel chested,
  with thick, bulky limbs. Height is about 5 to 6ft (1.5 to 1.8m) at the
  shoulders/neck.
  This is the captain and technician (in the loosest sense of the word)
  of the lesser invid. Its intellect is high and it is capable of independent
  thinking and reasoning similar to humans. This means it can assimilate
  infonnation and act on it. Of course, the stage four invid is completely
  loyal and dedicated to the Regis and lovid Brain.
  It is the stage four invid that operate as hive guards and technicians,
  in that they transport vessels, assist in biological experiments/operations
  on humans, assist in the genesis pits, and perfonn various skilled func-
  tions in the hive itself. Known as Enforcers, they maintain and service
  the hive and protect the (nvid Brain or Regis from invaders who penetrate
  the hive. Their high intelligence also places them in charge of operations
  at
  protoculture fanns
  and
  processing,
  storage and transportation
  facilities. A stage four invid may lead any of the lesser invid on any
  type of operation (under the direction of higher authority). They also
  pilot the clam-shaped invid transport.
  Stage Three Invid Pilot
  The third stage invid stands erect, with clearly defined anns, hands
  (fully articulated), legs and feet. Height is 5ft (1.5m). Although
  humanoid, (his invid is still obviously an alien, with sagging, bulky
  musculature, brownish- grey skin and slug-like head.
  Unlike its predecessors. the stage three pilot is capable of independent
  thought. This means it can make observations, analyze a situation, draw ~
  its own conclusions and take action. Of course. the stage three invid
  •
  ~
  pilot always follows the directives of the Regis or Invid Brain. The -:;:;." -
  .
  thinking capabilities of the stage three invid qualify it to be the lieutenant
  I
  -
  I
  of the invid troops. Thus. it is a stage three invid pilot, in its command
  1;.
  ~A'~:
  mecha (pincer), that will lead a troop of scouts or shock troopers into I..
  combat or on a seek and destroy mission. It is also the stage three invid
  ~
  #
  who is left to handle rebels and to lead defense forces at protoculture 1ft
  '
  processmg plants and fanus. and hive perimeters.
  ~,
  Stage Two Invid Pilot
  The second stage invid pilot is larger, almost twice as big (about
  4ft! J.2m tall). with greater upper torso development and humanoid
  appendages. At this stage, this invid looks just as gruesome as the
  fonner. However, the hands are much more aniculated, with an oppos-
  able thumb, and walking is possible.
  This is the worker invid who doubles as a warrior. Like the stage
  one invid, it can not survive outside of its mecha, nor is it capable of
  independent thought.
  Pilots:
  Trooper/Worker and Shock Trooper
  Hit Points:
  14 S,D,C.:
  2
  Attributes:
  Subhuman, I.Q. 5, M.A. 5, M.E. 10, P.S. 6, P.P. 6,
  P.E. 10, P.B. 3, Spd. 6.
  Attacks Per Melee (outside ofmecha):
  One, hand to hand ONLY.
  Note:
  Cannot live or function for long outside of mecha. Dies within
  206 melees. Incapable of independent thought.
  Although
  humans
  generally
  perceive
  the
  invid
  to
  be giant,
  mechanized, insect-like creatures, Lhe invid are actually flesh and blood
  humanoids. The giant insect appearance is created by the mecha which
  is piloted by the invid organism inside.
  Each of lhe various types of invid mecha are piloted by an invid at
  a different stage of genetic evolution. All invid pilots, except the stage
  five pilot, have virtually no emotions, therefore, they do not experience
  fear, hate, love, etc.
  INVID PILOTS
  Stage One Invid Pilot
  The stage one invid pilot is the most primitive, alien, and slug-like
  in appearance. It's a small creature with a thick, round, trunk, from
  which a pair of stubby arms and legs protrude. The limbs appear to
  resemble the chunky flippers of a walrus rather than human appendages
  and provide minimal movement. The hands are only partially articulated
  and walking is almost impossible.
  The stage one pilot is one with its mecha, giving it high maneuvera-
  bility and all of its limited attention. The stage one invid is incapable
  of independent thought and is the drone of the hive. The ugly little
  creature spends its entire life in its mecha and will die in a matter of
  minutes if it is ever plucked from the life support system ofthe mecha.
  Pilots:
  Invid Scouts and Annored Scouts
  Hit Points:
  10 S.D.C.:
  0
  Attributes:
  Subhuman; I.Q. 3, M.A. 3, M.E. 10, P.S. 3, P.P. 3,
  P.E. 10, P.B. 3, Spd. 3
  Attacks Per Melee (outside of mecha):
  None
  Note:
  Can not live or function outside of invid mecha. Dies within
  ID6 melees. Not capable of independent thought.
  124
  
  THE INVID BRAIN
  The Invid Brain serves as the Regent's generals, commanding and
  maintaining hive operations and directing the mindless inorganics. The
  -
  inorganics are killing machines which the Regent uses to police the
  worlds he has conquered. The sole controlling force behind inorganic
  detachment is an Invid Brain.
  The Invid Brain appears to be a protoplasmic mass of pink flesh.
  The organism is huge, measuring 20ft across (6.1 m) and 12ft tall (3.6m).
  It is the brain, acting under the direction of the Regent, who delegates
  the many chores and responsibilities of the hive to the legion of invid
  under its command. The brain functions like a surrogate Regent. tele·
  pathically directing all operations in the area. For example, if the brain
  has been inst"n.\cted to establish a protoculture farm and/or processing
  facility, it will spend all its efforts on establishing, maintaining and
  protecting that facility. If the prime directive is to suppress insurrection,
  it will focus on the hunting down and neutralization of all rebels who
  use protoculture or dare to oppose the invid. Likewise, it is the Invid
  Brain who coordinates genetic and biological experimentation on aliens,
  supervises and protects Genesis Pits and aU daily routines and mainte·
  nance of the hive.
  Other than the Regent or a specially appointed Red Enforcer, only
  the Invid Brain has the authorily to revive invid pilots from stasis and
  place them in their mecha as it deems necessary. Only the [nvid Brain
  (and Regent) has any reallcnowledge or skills such as medical/surgical,
  biology, genetics, mechanical and electrical. Like the Regent, the lnvid
  Brain acts as the controlling intelligenceofall other invid and inorganics.
  As a result, the brain can completely control 204 invid pilots, usually
  type four, to perform delicate skills. Or it may use one ofthe inorganics.
  Unlike most invid. the brain has some rudimentary emotions and is
  capable of independent thought and decision making abilities. However,
  "........ the emotions are somewhat repressed and the thought processes linear.
  Observations and decisions are colored by its alien perspective, which
  can sometimes blind it to the obvious. For Example: It will have diffi-
  culty recognizing and determining the exact purpose and function of
  unusual human devices. Consequently, while it is likely to recognize
  a vehicle, weapon or clothing, it will find a blender or microwave oven
  a complete mystery.
  An Invid Brain commanding a hive is always nestled away. deep
  within the Hive's Center. Nearby will be the [nvid Stasis Chamber. A
  dozen or more (12 plus 2D6) Enforcers are always present to serve and
  protect the brain. An additional 106 Enforcers, 106 Troopers and 106
  Armored Scouts are nearby (will arrive in 4 melees/one minute). All
  will fight to the death to defend the brain. Intruders (any non-invid
  creatures) are automatically captured (to be interrogated by the brain),
  experimented on, ordestroyed. Hostile forces are immediately destroyed
  or chased out of the hive. G.M. NOTE: The [nvid Brain can instantly
  communicate with any and all of the invid under its command. Con-
  sequently, it can summon scores of invid to its aid in a matter of
  minutes. In a typical hive, the response would go something like this.
  First Wave responds in lD4 minutes: 4D6 Invid Scouts, 4D6 Invid
  Armored Scouts, 406 Troopers, 4D6 Enforcers. Second Wave reo
  sponds 2D4 minutes later: 104 x 10 Armored Scouts, 104 x 10 Sc-
  outs, 106 x 10 Troopers, 104 x 10 Shock Troopers, 4D6 Cougars, 206
  Odean, 106 Scrim and/or Crann.
  If the brain is destroyed, the hive will continue to function via auto-
  mation. The invid forces of the hive will continue to act on the last
  few prime directives issued by the brain, but they will be unorganized
  and take no new initiatives on their own. The invid will function this
  - way until a new brain is provided by the Regent or'until a Red Enforcer
  appointed leader.
  Commander:
  Controls the hive and directs the invid of that hive. Or
  controls inorganics from a secret place.
  Hit Points:
  600 S,D.C,:
  2QO
  Alignment:
  Aberrant; totally loyal to Regent and [nvid life.
  Attributes:
  I.Q. 17, M.A. 20, M.E. 20, no physical attributes.
  Physical Attacks Per Melee:
  None, but can take two actions or make
  three commands per melee. Special Attack: In the last throes of
  death the Invid Brain can fling (via telekinesis) parts of its protoplasm
  essence on top of an opponent, covering him or her in glop. The
  gloppy covering will prevent movement and suffocate its victim. A
  person will pass out from lack of oxygen within six melees (llh
  minutes) and die of suffocation within a total of 12 melees (3 mi-
  nutes).
  Psionic Attacks Per Melee:
  One per melee. The Brain has thefollow-
  ing psionic abilities: Telepathic Communication (lnvid Range: 300
  milesl482km; human range: 300ftl91.5m), Sense Protoculture
  Energy
  (Range:
  14
  milesl22.5km),
  Bio-Regeneration
  (self;
  204 x 10 hit points or 206 x 10 S.D.C. once every half-hour), Levi-
  tation (can lift itself or up to 4 tons straight up or down in the air.
  up to 300ft/91.5m high), Telekinesis (The ability to move objects
  with the mind. Can move weights of up to lOOlbsl45kg. Range:
  lOOftl30.5m. Hurled objects between I to 20lbs do 106 damage,
  25 to 501bs do 4D6 damage, 55-IOOlhs do 104 x 10 damage. All
  damage is S.D.C. damage. Up to FOUR object!'; can be telekineti-
  calJy controlled at one time), mind block (prevents the psychic
  probe of others) and meditation. NOTE:
  The telepathy and sense
  protoculture energy are automatic and natural. Thus, they do not
  count as one psionic action and can be done continuously throughout
  the melee. lnvid Telepathic Communication is the abilily to talk to
  another being in his head, sort of like a radio transmission. It does
  not include reading minds nor telepathic probes. Sense Proroculture
  Energy enables the Invid Brain to feel the presence of protoculture
  energy in use and pinpoint the exact number of protoculture devices
  in use and their general location (a 600ft/183m area). Protoculture
  energy does not radiate in detectable traces when the device/mecha
  is turned off. LS.P. are not listed because the brain's power is
  effectively inexhaustible.
  Skills (equivalentlo Earth skills):
  Radio: Basic-90%, T. V.IVideo
  -
  90%, Basic Electronics -
  90%, Basic Mechanics (very general)
  -
  70%, Invid Mecha Mechanics -
  80%, Medical Doctor (surgical)
  -
  90%, Forensics -
  70%, Pathology -
  90%, Biology -
  92%,
  Botany -
  92%, Chemistry -
  90%, Bionics (a special medical and
  biology skill) -
  80%, Interrogation -
  70%, Detect Ambush -
  70%, Detect Concealment-50%, Intelligence -
  50%, Navigation
  (all) -
  70%.
  INVID MECHA
  INVID MECHA TYPES
  Cougar:
  Inorganic cat-like creation.
  Odeon:
  Inorganic humanoid
  Crann:
  Inorganic humanoid
  Scrim:
  Inorganic humanoid
  Scout:
  Piloted by stage one invid.
  Armored Scout:
  Piloted by stage one invid.
  TrooperlWorker:
  Piloted by stage two invid.
  Shock Trooper:
  Piloted by stage two orthree invid.
  Enforcer:
  l'i1oted by stage four invid.
  Royal Hive Guards (Red Enforcers):
  Stage four
  invld.
  Note:
  The Regent does not have Pincer Command
  Units or Royal Command Battloids. These are the
  sole creation of the Regis. The Regent will send an
  Enforcer or Red Enforcer in their place. Likewise,
  the Regis does not have any inorganlcs, because they
  were specifically created by the Regent.
  125
  
  The invid do not use radio waves. Instead, telepathic transmissions
  are used to communicate. All invid can communicate among themselves
  up to a range of aboul 2000fl (609m). Only the Invid Brain and Regent -
  have a much greater range. Note: The stage one and two invid pilots
  have no vocal cords and can not speak..
  Standard Sensors, Equipment and Notes
  for All Invid Mecha
  PROTOCULTURESENSOR
  Range: One mile (l.6km). This is a powerful sensor that can register
  protoculture energy, indicate how many protoculture energy based
  targets there are (up to 40 individual targets) and their approximate
  location (within a 600ft/183m area). The sensor will also track each
  target, indicating general direction and approximate speed of travel.
  At close range, 600ft (183m), the sensor can pinpoint the target's
  exact location and can track the energy behind walls, through buildings
  and even lOOfl (30.5m) underground. The energy signal(s) is displayed
  on aradar-like screen, with each target indicated as a small yellow blip.
  Although quite fonnidable, the sensor's Achil1es' heel is that it can
  only register and track protoculture energy that is in use (even tiny
  amounts of protoculture, such as used in the Gallant handgun will
  register). This means if the protoculture device is turned offthe signal
  disappears. The best lhe invid can do is fly over to the generallocalion
  of the last reading and do a visual search. Since the invid do not
  understand human machinery (it all looks the same to them, except for
  size), a human could stop his cyclone mecha in the middle of a field,
  turn it off (stopping the protoculture signal) and run and hide in the
  woods to the side of the field. The invid mayor may not notice the
  cyclone (probably not if it is camouflaged) and will have no idea where
  the human pilot may be hiding, If the cyclone is spotted, there is a
  chance the invid may recognize it and destroy it and/or do a more
  extensive search for the pilot. See Perception Section under notes.
  PROTOCULTURE TARGETING SYSTEM
  Short Range:
  2000ft (609m); + 3 to strike bonus.
  Medium Range:
  4000ft (1200m); + 2 to strike bonus.
  Long Range:
  Il,oooft (3350m or aboul2 miles/3.2km); + IlO strike
  bonus.
  The protoculture targeting system locks onto any target that is actively
  using protoculture energy. This would apply to the Alpha, Beta, Cyc-
  lone, Verilech Fighters (Macross VF series), Destroids (Macross and
  Sentinels), and protoculture powered spacecraft, vehicles and weapons.
  Note:
  Sourhern Cross mecha can use protoculture or fusion turbines.
  In fact, all non-transformable battloids rely only on fusion reactors and
  about half the remaining Southern Cross transformable mecha are fusion
  powered. That means the protoculture targeting system can not be used
  on them (no strike bonus). The same is true of the conventional combat
  vehicles, such as the Commanchero assault helicopter, jets and tanks.
  Remember, the strike bonus from this targeting system is only applic-
  able to proroculture powered devices and mecha.
  OPTICAL ENHANCEMENT SYSTEM
  The invid have a fairly unimpressive optics system. Normal vision
  is roughly equal to a human's, with a limited telescopic magnification
  capability thal increases the range to about 1600ft (488m) with a 20ft
  (6.1 m) field of vision and a 4 x magnification. Nigbtvision is another
  feature which amplifies ambient light to give a visible picture. Range:
  300ft (91.5m).
  The invid see everything through a red haze, as if looking through
  a ruby filter. This is not to be construed to be infrared vision. The invid
  do not have infrared, ultraviolet, nor thermo-im.aging optics/sensors.
  Only the stage five invid pilot and Regent have full color vision like
  humans.
  EXTERNAL AUDIO PICKUP
  A sound amplification listening system. Range: 200ft (61m).
  126
  COMMUNICATION
  NOTES
  Invid Mecha do not have radar, infrared, thenno-imagers, motion
  detectors, or radio. Consequently, the invid lack the skill to use these
  devices.
  Most invid spend their lives inside their mecha. The pilafs compan-
  ment is a life support system. complete with a life-giving nlUrient pool
  in which the pilot sits completely immersed. The green nutrient fluid
  is derived from the processed husks of the Flower of Life. The only
  exceptions are the stage four invid pilots who can live in and out of
  the nutrient, and the type five invid humanoids who do not require the
  fluid. Of course, the Regent and Brain can function without need of
  the nutrient pool.
  Perception Factor (P,F,);
  The ability to recognize the purpose of
  human machines. If recognized as a combat device. there is a 64%
  likelihood the invid will destroy it. (A roll of 65-00 means it just left
  it there, unharmed.)
  Invid Scout & Armored Scout:
  P.F. 1-20%
  TrooperlWorker & Shock Trooper: P.F. 1-24%
  Red Enforcer: P.F. 1-52%
  Enforcer: P.F. 1-40%
  Invid Brain:
  P.F. 1-50%
  Crann: 1-42%
  All Other Inorganics: 1-20%
  K
  SfEIVIBfEDA
  1"61)
  THE INVID SCOUT
  The most common Invid is the lovid Scout. Keeping with the analogy
  of bees, the Invid Scout is like the little worker bee, busily buzzing
  about in search of protoculture and enemies. Although the least capable
  in combat. the small red scout is astonishingly fast, maneuverable and
  fearless. The scout carries no long-range annaments, but its claws and
  forearm shield blades (the black design ponion of the arms) can slice
  through an opponent with appalling ease.
  The Invid Scouts randomly patrol the surface of the Earth, as well
  as sporadic patrols in space and around lhe moon. Whcneverprotoculture
  is found, the patrol zooms in to destroy it and its users. If strong
  resistance is encountered, one or two scouts will break away and speed
  off to get reinforcements. The remaining lovid Scouts will engage the
  -
  
  enemy and fight to their last dying breath. Reinforcements will usually
  include a shock trooper or pincer with 204 armored scouts (or regular
  scouts or troopers).
  -
  Invid Scout (also known as "Iigaa")
  Crew:
  One; stage one invid pilot.
  M.D.C. by Location:
  Hand/Claw (2) -
  5 each
  Foreanns (shields) (2) -
  50 each
  Upper Anns (2) -
  20 each
  Legs & Feet (2) -
  25 each
  Main Engine Thruster (rear) (I) -
  25
  'Sensor Eye (1) -
  10
  "Main Body -
  50
  Reinforced Crew Compartment -
  20
  *The sensor eye is the most vulnerable place on the invid's mecha
  body. Destruction of the sensor eye will kill/destroy the mecha and
  pilot (goes right through crew compartment). However, it is a small
  target protected by surrounding shielding, thus, to hit it the player!
  character must make a "called" shot and is - 3 to strike.
  "Depleting the M.D.C. of the main body will shut the mecha
  completely down. Depleting the main body M.D.C. and crew com-
  partment M.D.C. will blow the invid into pieces.
  Speed:
  Right: Stationary hover to 2345mph (3772kmph). maximum
  (Mach 3.5) with a 50 mile ceiling.
  Right: Cruising speed for reconnaissance: 60 to 150mph (96 to
  24Okmph).
  Ground, Running: 40mph (64kmph).
  Ground, Jumping: 100ft (3005m).
  Height:
  8.3ft (205m)
  Width:
  12.3ft (3.75m)
  _
  Length:
  1O.7ft (3.25m)
  Weight:
  4.5 tons
  Cargo:
  Can carry up to one ton.
  WEAPON SYSTEMS
  Hand to Hand Only!
  Attacks Per Melee:
  Four
  Hand to Hand Bonuses:
  + 2 to strike, + 3 10 parry, + 2 to dodge on
  the ground. +4 to dodge in flight, +6 to dodge at maximum speed
  (Mach 3.5), to roll with impact + I.
  Related Abiliti...:
  Prowl -
  45%, Delect Ambush -
  40%, Detect
  Concealment -
  30%, Track -
  30%.
  Types of Attacks:
  Punch/Claws do 106 Mega-Damage (M.D.)
  Forearm Blade does 204 M.D. (the black design area is a special
  concealed blade).
  Stomp does 104 M.D., but the target musl be 7ft (2.1 m) tall orsmaller.
  Kick attacks are not possible.
  Body BlockIRam does 206 M.D.• but counts as two attacks.
  Note:
  The scout can wear a booster rocket for greater speed. See
  Space Booster.
  THE INVID
  _ARMORED SCOUT
  The Armored Scout enjoys the same popularity as the Invid Scout.
  Bnth are almost identical in every way, except that the armored scout
  is a little more durable and has a pair of plasma pulse blasters mounted
  on what appear to be shoulder plates. Otherwise, the two units, scout
  and armored scout. look identical.
  127
  The real difference is its combat capabilities. In addition to the hand
  to hand combat of the regular scout. the Annored Scout is equipped
  with plasma weapons. adding the versatility of distance attacks. lts
  body annor is somewhat heavier, making for a tougher combat unit,
  but without a loss of mobility. The design concept is to have a small,
  quick combat unit suitable for reconnaissance. defense and offense.
  Invid Armored Scout (also known as "Ugau'')
  Vehicle Type:
  Combat and Reconnaissance
  Crew:
  One; stage one invid pilot.
  M.D.C. by Locatinn:
  Hand/Claw (2) -
  5 each
  Foreanns (2) -
  50 each
  Upper Anns (2) -
  25 each
  Legs & Fcet (2) -
  25 each
  Main Engine Thruster (rear) (I) -
  30
  Pulse Bearn Cannon (2) -
  30 each
  'Sensor Eye (I) -
  20
  "Main Body -
  70
  Reinforced Crew Compartment -
  20
  *The sensor eye is the most vulnerable place on the invid's mecha
  body. Destruction of the sensor eye will kiWdestroy the mecha and
  pilot (goes right through crew compartment). However, it is a small
  target protected by surrounding shielding, thus, to hit it the player!
  character must make a "called" shot and is - 3 to strike.
  **Depleting the M.D.C. of the main body will shut the mecha
  completely down. Depleting the main body M.D.C. and crew com-
  partment M.D.C. will blow the invid into pieces.
  Speed:
  Flight: Stationary hover 10 2345mph (Mach 3.5) maximum,
  with a 50 mile ceiling.
  Flight: Cruising speed for reconnaissance is 60 to 150mph (96 to
  24Okmph).
  Ground, Running: 40mph (64kmph).
  Ground, Jumping: 100ft (30.5m) up or across.
  Height:
  9ft (2.7m)
  Width:
  12.3ft (3.75m)
  Length:
  1O.7ft (3.25m)
  Weight:
  5 tons
  Cargo:
  Can carry up to one ton.
  WEAPON SYSTEMS
  1.
  Two Pulse Beam Cannons (Plasma Energy) mounted on the top
  shoulder areas of the main body covering. Both plasma cannons are
  usually fired simultaneously as a dual system, but can be fired
  individually. Each cannon can move up and down in a 90 degree arc.
  
  Primary Purpose:
  Assault
  Range:
  4000ft (I200m)
  Mega-Damage:
  One single blast 106 M.D. (rarely fired in single
  blasts), dual blasts 206 M.D. (two simultaneous shots are standard) or
  burst 406 M.D. (approximately 4 to 6 pulse blasts fired in bursts is
  typical of the invid armored scout. There is no need to detennine if the
  burst is 4 or 6 pulses as the both do 406 M.D. as a burst).
  Rate of Fire:
  Four attacks per melee. Dual blasts and bursts count as
  ONE anack.
  Payload:
  Unlimited
  Bonuses to Strike with Beam Cannons:
  + I; hand to hand bonus does
  not apply.
  2.
  Hand to Hand Combat
  Attacks Per Melee:
  Four
  Hand to Hand Bonuses:
  +2 to strike. +3 to parry, +2 to dodge on
  the ground, +4 to dodge in flight. +6 to dodge at maximum speed
  (Mach 3.5), to roll with impact + I.
  Related Abilities:
  Prowl -
  45%, Detect Ambush -
  40%, Detect
  Concealment -
  30%, Track -
  30%.
  SPACE BOOSTER (Optional)
  Exclusively used by the Scout and Armored Scout
  The Invid Scouts can attach themselves to a booster rocket sled for
  even greater speed. The use of the booster rocket attachment is reserved
  for high speed space combat. pursuit or interception, and to escape the
  gravilational pull of a planet. For example, the space booster enables
  the invid scouts to break free of Earth gravitation, becoming a transat-
  mospheric vessel able to rocket into space and return like a space shuttle.
  Space Booster
  Vehicle Type:
  Optional rockct system.
  Crew:
  None; controlled by the invid scout pilot.
  M.D.C. by Location:
  Small Thrusters (2; one on each side) -
  30 each
  1I1ain Thruster -
  100
  ·Main Body -
  150
  *Depleting the M.D.C. of the main body will destroy the booster
  sled.
  Note:
  Destroying both small thrusters will reduce the maximum
  speed by 25% and - I to dodge. Destruction of the main thruster
  will reduce speed by 75% and - 3 to dodge.
  Speed:
  Flight: Increases the scouts speed to a maximum of 4020mph
  (Mach 6) in an atmosphere and to Mach 8 in space. Bonuses:
  +2
  to dodge.
  Height:
  8ft (204m)
  Width:
  12.3ft (3.75m)
  Length:
  14.6ft (4045m)
  Weigbt:
  3.5 tons
  Cargo:
  None
  Weapon Systems:
  None
  128
  THE INVID TROOPER
  The trooper is a big, 16 and a half foot tall, purple brute who doubles
  as warrior and drone worker. Like all invid, the trooper can hover and
  fly, but it is much slower than the invid scouts. However, the trooper
  is physically tougher and stronger than its little brothers. Its huge clawed
  hands can cut through mecha like a knife cuts butter.
  .-
  The trooper is often used to capture human rebels for enslavement,
  experimentation or interrogation, and to police and monitor towns of
  humans who are invid sympathizers, as well as to guard and work at
  protoculture fanns and processing plants, patrol hostile areas, heavy
  labor and engage in combat. As the lumbering foot soldier and strongman
  of the Invid anny, the trooper and shock trooper are the next most
  common of the invid mecha.
  Invid TrooperlWorker (also known as "Gurab")
  Vehicle Type:
  Combat and labor
  Crew:
  One; stage two invid pilot.
  M.D.C. by Location:
  Hand/Claw (2) -
  50
  Forearm (shields) (2) -
  80 each
  Upper arms (shielded) (2) -
  80 each
  Legs & Feet (2) -
  80 each
  Rear Thruster (l) -
  30
  'Sensor Eye (1) -
  20
  **Main Body -
  80
  Reinforced Pilot's Compartment -
  40
  *The sensor eye is the most vulnerable place on the invid's mecha
  body. Destruction of the sensor eye will kilUdestroy the mecha
  and pilot (goes right through crew compartment). However, it
  is a small target protected by surrounding shielding, thus, to hit
  it, the playerlcharacter must make a "called" shot and is - 3 to
  strike.
  **Depleting the M.D.C. of the main body will shut the mecha
  completely down. Depleting the main body M.D.C. and cre\A"-'
  compartment M.D.C. will blow the invid into pieces.
  Speed:
  Plight: Stationary hover to 300mphJ(482kmph) maximum,
  with an altitude ceiling of about lO,oooft (3048m).
  Ground, Running: 60mph (96kmph).
  Ground, Jumping: 30ft (9.lm) up or across.
  
  Height:
  16.6ft (5m)
  Width:
  13ft (4m)
  Length:
  15ft (4.6m)
  Weight:
  10 tons
  Cargo:
  Can carry up to three tons.
  WEAPON SYSTEMS
  Hand to Hand Only!
  ,.-... Attacks Per Melee:
  Four
  Hand to Hand Bonuses:
  + I to strike, + 3 to parry, + I to dodge on
  the ground and in flight, + I to roll with punch, fall or impact.
  Punch/Claw:
  306 Mega-Damage (M.D.)
  Crush with Hand:
  106 M.D.
  Body BlockfRam:
  2D6 M.D., but counts as two attacks.
  Stomp:
  206 M. D., but the target must be 10ft (3m) tall orsmaller.
  THE INVID
  SHOCK TROOPER
  The shock trooper is a "trooper" outfitted with two powerful plasma
  cannons attached to the main body above the shoulders. The cannons
  can swivel up and down in a 90 degree position, making them effective
  against ground and air attacks. The body is identical to the trooper!
  worker in every way.
  The shock trooper is usually assigned to similar duty as its unarmed
  brother, with an emphasis on combat. This is the invid foot soldier.
  Invid Shock Trooper (also known as ''Gurab'')
  Vehicle Type:
  Combat (labor, when necessary)
  Crew:
  One; stage two invid pilot.
  M.D.C. by Location:
  Plasma Cannons (2) -
  80 each
  Forearms (2) -
  80 each
  Rear Thruster (1) -
  30
  Upper Arms (2) -
  80 each
  'Sensor Eye (I) -
  20
  Legs & Feet (2) -
  80 each
  "Main Body -
  80
  Reinforced Pilot's Compartment -
  40
  "'The sensor eye is the most vulnerable place on the invid's mecha
  body. Destruction of the sensor eye will kill/destroy the mecha
  and pilot (goes right through crew companment). However, it
  is a small target protected by surrounding shielding, thus, to hit
  it, the player/character must make a "called" shot and is - 3 to
  strike.
  129
  **Depleting the M.D.C. of lhe main body will shut the mecha
  completely down. Depleting the main body M.D.C. and crew
  compartment M.D.C. will blow the invid into pieces.
  Speed:
  Flight: Stationary hover to 300mph/482kmph maximum, with
  an altitude ceiling of about 10,OOOft (3048m).
  Ground. Running: 60mph (96kmph).
  Ground. Jumping: 30fl (9. 1m) up or across.
  Height:
  19ft (5.8m)
  Width:
  15ft (4.6m)
  Length:
  15ft (4.6m)
  Weight:
  11.5 tons
  Cargo:
  Can carry up to three tons.
  WEAPON SYSTEMS
  1.
  Twin Plasma Cannons exclusive to the Shock Trooper. One is
  mounted over each shoulder and can fire independent of each other
  or simultaneously. The plasma is fired in energy bolts often referred
  to as "annihilation discs." The plasma cannons can be positioned to
  point up or down in a 90 degree arc.
  Primary Purpose:
  Assault
  Secondary Purpose:
  Anti-Aircraft
  Range:
  4000fl (I 200m)
  Mega-Damage:
  One single blast -
  2D6 M.D., two simultaneous
  blasts -4D6, simultaneous burst -
  606 M.D., one continuous stream
  (lasts entire melee, trained on one target) -
  106 x 10 M.D., strafing
  run (wild burst shooting) -
  206 M.D.
  Rate of Fire:
  Four attacks per melee (equal to hand to hand). Two
  simultaneous blasts and bursts count as ONE attack.
  Payload:
  Unlimited
  Bonus to Strike:
  Only protoculture targeting system bonuses are
  applicable against protoculture powered devices. Hand to hand bonuses
  do not apply to energy weapons.
  Note:
  The mouths of the twin cannons always glow white just before
  they are about w shoot.
  2.
  Hand to Hand Combat
  Attacks Per Melee:
  Four
  Hand to Hand Bonuses:
  + 2 to strike, + 3 to parry, + 2 to dodge
  on the ground, +4 to dodge in flight, +6 to dodge at maximum
  speed (Maclt 3.5). to roll witlt impac. + I.
  Related Abilities:
  Prowl -
  45%, Detect Ambush -
  40%, Detect
  Concealment -
  30%, Track -
  30%.
  THE INVID
  ENFORCER
  The Jnvid Enforcers are stage fOUf invid pilots encased in a pow-
  erful exoskeleton of armor (power armor). Their main role is to
  "enforce" the will of the Regent. Unlike the lesser invid, the Enfor-
  cers are intelligent and capable of independent thought and decision
  making. They can command invid scouts, armored scouts, troopers,
  shock troopers and and lnorganics.
  Jt isthe Enforcers who serve and aid the lnvid Brains and the
  Regent.
  Cons~quently, they are also known as "Royal Hive Units"
  or "Hive Guards." However. their duties are not limited to the hive.
  An Enforcer may lead a reconnaissance patrol or assault team, or
  direct operations at a protoculture farm or slave camp. The Enforcers
  are also the invid's interrogators, surgeons (experimenting on hu-
  mans) and technicians, handling all the more delicate and precision
  tasks. They act as direct contacts with invid sympathizers and help
  coordinate traps to capturelkill freedom fighters. Tl is also the Enfor-
  cers who operate the Genesis Pits.
  
  Perhaps the most unusual aspect of the Enforcers is that the [nvid
  Brain (and Regent) can seize complete control over a handful, like
  possession, and use them as extensions of itself. This is the process
  used for carrying out biological experiments and other scientific or
  delicate procedures.
  As warriors, they appear deceptively small (7ftJ2.1m), sluggish,
  and vulnerable. This is a clever ploy, as they are armored and have
  a number of hidden weapons at their disposal. Both anTIS house a
  concealed laser, a rifle·like weapon is a deadly bazooka type item
  and the shield, mounted on the ann or back, generates a force field
  that can absorb great amounts of damage. A jet thruster is built into
  the back, adding flight capability to the unit.
  Despite the Enforcer's versatility, or perhaps because of it, they
  are found mostly in and around Invid Hives and Genesis Pits, and
  participants in special operations (usualJy as coordinators). One in
  every 1000 troopers or shock troopers will be an enforcer.
  Invid Enforcer (also known as Hive Guards)
  Vebicle Type:
  Power Armor
  Crew:
  One; stage four invid pilot
  M.D.C. by Location:
  Haods (2) -
  5 each
  Foreanns (laser concealed within) -
  20 each
  Upper Anns (2) -
  20 each
  Legs (2) -
  30 each
  Jet Thruster (rear) -
  20
  Energy Rifle (l) -
  10
  Energy Shield -
  150
  *Head & Sensor Eye -
  20
  "Main Body -
  50
  Note: No reinforced pilot's companment.
  *The sensor eye is the most vulnerable place on the invid's mecha
  body. Destruction of the sensor eye will kilVdestroy the mecha and
  pilot (goes right through crew compartment). However, it is a small
  target protected by surrounding shielding, thus, to hit it, the player!
  character must make a "called" shot and is - 3 to strike.
  "Depleting the M.D.C. of the main body will shut the mecha
  completely down. Depleting the main body M.D.C. and crew com-
  partment will blow the invid into pieces.
  Speed:
  Flight:
  Stationary
  hover
  to
  2oomph/32Ikmph.
  with
  a
  maximum altitude of about 6000ft (l828.8m).
  Ground, Running: 30mph (48kmph).
  Ground, Jumping: 30ft (9.lm) without boosters, or 100ft (30.5m)
  up or across with a boost frolTI jet thrusters.
  Height:
  7ft (2.1 m)
  Width:
  4ft (1.2m)
  Lengtb:
  3ft (.9m)
  Weight:
  5OO1hs (226kg)
  Cargo:
  Can carry up to one ton.
  WEAPON SYSTEMS
  1.
  Concealed lasers in forearms: Two small lasers are built into the
  anns of the Enforcer power armor. Both are fixed in one position,
  able to shoot only in the direction the ann is pointed. Destruction
  of the forearm (20 M.D.) destroys the laser.
  Primary Purpose:
  Defense
  Range:
  500ft (152m)
  Mega-Damage:
  A single blast does 206 M.D. or a burst doing 306
  M.D.
  Rate of Fire:
  Equal to hand to hand melee attacks (three per melee).
  A burs. is considered one attack, but is not as accurately fired as a
  single aimed shot. See Modern Weapon Proficiencies.
  Payload:
  Unlimited
  Bonus to Strike with the Concealed Lasers:
  +2 to strike at all times
  against any target, protoculture powered or not. Add the bonuses for
  the protoculture targeting system when up against protoculture powered
  enemies.
  130
  2.
  Energy Rifle: The Enforcer Energy Rifle is used exclusively by
  the Enforcers. The rifle is attached to the right ann where it can
  draw energy from the enforcer's power armor. When not in use,
  the rifle is attached to the back.
  Primary Purpose:
  AssaulUdefense
  Range:
  2000ft (609m)
  Mega-Damage:
  406 M.D. per blast or a burst doing 506 M.D.
  Rate of Fire:
  Equal to hand to hand melee attacks (three per melee).
  A burst is considered one attack, but is not as accurately frred as a
  single aimed shot.
  Payload:
  Unlimited
  Bonuses to Strike with the Rifle:
  +2 to strike at all times against any
  target, protoculture powered or not. Add the bonuses for theprotoculture
  targeting system when up against protoculture powered enemies.
  3.
  Energy Sbield:
  A large. round energy shield is standard issue
  for the Enforcers. It can be stowed on the back or held in hand
  (usually left hand).
  Primary Purpose:
  Defense
  Range:
  Selflhand to hand
  Mega-Damage:
  Can be used to hit or ram an opponent. Damage is
  same as hand to hand.
  Special Features:
  M,D.C. of shield is 150. Adds a bonus of +3 to
  parry and can be used to parrylblock energy blasts and mini-missiles.
  Size: 4ft (J.2m) round. M.D.C. capahility (150 M.D.C.) can be re-
  charged at a rate of 20 M.D.C. per hour. Nnte: The shield can not
  function unless attached to the body annor. The Enforcer annor can
  NOT be modified for human use.
  4.
  Hand to Hand Combat
  Attacks Per Melee:
  Three (3)
  Hand to Hand Bonuses:
  + 2 to strike. +2 to parry (+5 with shield).
  + 2 to dodge on the ground. +4 to dodge in flight (both are normal -.
  dodges), +4 to roll with punch, fall or impact.
  Types of Attacks
  Poncb: 104 Mega-Damage (M.D.)
  Power Punch:
  204 M.D. (counts as two attacks)
  Kick: 104 M.D.
  Leap Kick:
  204 M.D.
  Body Flip:
  104 M.D.
  Body Block/Ram:
  104 M.D.
  Hand Crush/Squeeze:
  I M.D. (100 S.D.C.)
  
  THE RED ENFORCERS
  The Red Enforcers are the elite Royal Hive Guards (stage four pilots)
  "........ and aides to the Regent. They are ithn/ical to the regular Enforcers
  (grey and black color), with the exceptions of size (twice as large),
  M.D.C. and rank.
  M.D.C. by Location:
  Hands -
  20 each
  Forearms (2) -
  40 each
  Upper Arms (2) -
  40 each
  Legs (2) -
  50 each
  Jet Thruster (rear) -
  30
  Energy Rifle (I) -
  10
  Energy Shield (I) -
  150
  Head & Sensor Eye -
  40
  Main Body -
  100
  Height:
  14ft (4.301)
  Width:
  6ft (1.801)
  Length:
  5ft (1.501)
  Weight:
  lOOOlbs (453kg)
  -
  THE INVID ASSAULT SPEEDER
  INVID RETRIEVAL DRONE
  ram attacks. Note that the force field does NOT protect the main
  body. The open cockpit is protected by an invisible force field
  Oimited to a total of 100 M.D.C.).
  Primary Purpose:
  Elite ttanspon
  Secondary Purpose:
  Assaull
  Range:
  Body contactlhand to hand.
  Mega Damage;
  Damage varies with the speed of the blow. Speeds
  under 100mph -
  lD4x 10 S.D.C., speeds 100 to 300mph -
  306
  M.D., speeds 301 to 600mph -
  606 M.D., speeds Mach I to Mach
  1.5 -
  1D6x 10 M.D., speeds Mach 2 -
  2D6x 10 M.D.
  Rate of Attack:
  Two per melee
  The retrieval drone is a smallish, disc shaped object that resembles
  a flying saucer (seen in T.V. Episode #72). The hover vehicle is
  completely domed, with five triangular protrusions around its rim. These
  protrusions contain rettactable arms for touching and grasping small
  items. The bouom of the disc is yellow. with a diamond mosaic panern.
  This is the directional antigravity generator that creates a tractor beam
  for the retrieval of invid mecha and other items. Its main function is
  to retrieve invid mecha and invid pilots to be awakened from stasis.
  They are seldom seen outside the hive.
  Invid Retrieval Drone (also known as "Aiga" or The Disc).
  Vehicle Type:
  Labor and transport.
  Crew:
  One; stage one invid pilar.
  M.D.C. hy Location:
  Retractable ArmsIHands (5) -
  5 each
  Arm Housings (5) -
  10 each
  Tractor Beam (bottom) -
  40
  "Main Body (domed lOp) -
  50
  Reinforced PiJot's Compartment -
  40
  "Depleting the M.D.C. of the main body will completely shut
  down the vehicle. Destroying the antigravity ttactor beam will
  cripple the vehicle. preventing flight or movement.
  Speed:
  Fljght: Stationary hover to 60mph (96km) maximum. Altitude
  is limited to 300ft (91.5m) above any surface.
  Ground movement other than hover/flight is impossible.
  Height:
  10ft (3m)
  Width:
  15ft (4.601)
  Length:
  15ft (4.601)
  Weight:
  4 tons
  Cargo:
  Up to 30 tons can be held and carried in the tractor beam.
  To break out of the tractor beam, the vehiclelmecha must have a
  OTHER
  INVID VEHICLES
  WEAPON SYSTEM
  1.
  Heavily Armored Front End and Force Field enables lhe vehicle
  to plow right into or through an opponent. The head and limbs are
  usually the targets of these rams and sideswipes. The self-renewing
  force field prevents the vehicle from suffering any damage from
  The Red Enforcers are the pilots of the Invid Assault Speeder. An
  incredibly fast and maneuverable hover jet propelled vehicle suitable
  ,.... for all terrains, including space. The bizarre speeder has no weapons,
  but is designed for precision flying and ramming/sideswiping attacks.
  Vehicle Type:
  AssaulUtransport
  Crew:
  One stage four invid pilot.
  M.D.C. hy Location:
  Headlights (2) -
  10 each
  Front Jets (2) -
  100 each
  Rear Jet Spheres (3) -
  200 each
  Front End -
  200
  Front End Force Field -
  200
  COCkpit Forc.;"'Field -
  100
  "Main Body -
  400
  *Depleting the M.D.C. of the main body will completely destroy
  the vehicle.
  Speed:
  Jet
  Mode:
  (maximum
  speed)
  Mach
  2.3
  (l54lmphl
  2465kmph).
  Cruising Speed:
  About 600mph (960kmph). Can also hover sta-
  tionary and make vertical take-offs and landings.
  Underwater:
  Max. Speed is about 200mph (24Okmph)
  Space Propulsion:
  Mach 4
  Range:
  Unlimited; protoculture powered.
  Heigbt:
  12ft (3.701)
  Width:
  5.5ft (1.701)
  Length:
  24ft (7.301)
  Weight:
  6 tons
  Cargo:
  Not really designed for cargo, but can carry or pull up to
  IOOOlbs. There is enough room for two human size passengers to squeeze
  into it.
  131
  
  thrust of 300mph or greater (482km).
  Weapon Systems:
  None
  SPECIAL EQUIPMENT
  1.
  Antigravity Tractor Beam is emitted from the bottom of the
  glowing yellow disc. The invisible tractor beam can pickup and
  carry up to 30 tons, with a size limit of about 80ft (24.4m). The
  beam is strong, but not so strong as to be inescapable jf caught in
  it. Any vehicle that can travel at speeds of 300mph (482kmph) or
  faster can easily break free of the tractor beam within ID4 melees
  of effon. It is important to note that the retrieval drone is rarely
  used to gather living or moving items. Furthermore, the stage one
  invid pilots are nol capable of independent thought or reasoning.
  Thus, they will not react against an intruder or hostile force unless
  ordered to do so. This means that a retrieval drone will continue to
  perfonn its duty even with combat going on all around it. It will
  not sound an intruder alert unless it is attacked directly.
  Primary Purpose:
  Mecha and pilotretrieval from stasis for activation.
  Secondary Purpose:
  Cargo hauler.
  Mega-Damage:
  None, no weapons.
  2,
  Five Retractable Arms are located along the rim. The anns are
  used for grasping. They have no mega-damage strength and are not
  suitable for combat.
  Actions Per Melee:
  Six
  Length of Reach:
  30ft (9.1m)
  Damage Capabilities:
  (S.D.C.) Hit/Punch -
  206 S.D.C., CrusW
  Squeeze -
  606 S.D.C. Can lift and carry 500lbs (226kg) each.
  INVID TROOP CARRIER
  The invid troop carrier is a large, clam shaped, flying saucer-like
  vehicle designed for flight in space, atmosphere and even underwater.
  Its three huge rear thrusters give it enough power and speed to easily
  breach Earth's atmosphere. An antigravity system controlled by the
  four domes seen on its top, provides maximum maneuverability and
  power. The bizarre transport vehicle opens like a clam to release its
  200 plus troops.
  Iovid Troop Carrier (also known as the Clam Ship)
  Vehicle Type:
  Troop transport.
  Crew:
  Four stage four invid pilots in full enforcer annor. Only one
  pilot is needed, the other three are back-up.
  M.D.C. by Location:
  Maneuvering Jets (12 small) -
  100 each
  Maneuvering Jets (4 large) -
  200 each
  Main ThruSiers (3 rear) -
  500 each
  Antigravity Domes (4) -
  300 each
  "Main Body -
  2000
  Note:
  No reinforced pilot's companment.
  "Depleting the M.D.C. of the main body will completely destroy
  the troop carrier. Destroying all 4 of the antigravity domes will
  reduce speed by 30% and allow for forward movement only.
  Destruction ofthe three main thrusters will reduce speed by 70%.
  Speed:
  Flight: Stationary hover to Mach 10.
  Has full trans-atmospheric capabilities.
  Flight: Cruising speed is about Mach I.
  Height:
  110ft (33.5m)
  Width:
  500ft (I52.4m)
  Length:
  600ft (183m)
  Weight:
  140 tons
  Cargo:
  250 scouts or annored scouts, or .
  200 troopers or shock troopers, or ...
  140 Pincers or Royal Command Battloids
  Weapon Systems:
  None
  Special Bonus:
  +6 to dodge (automatic like parry).
  132
  ALL-TERRAIN INVID
  ASSAULT CARRIER
  The Regent, his royal guard (red enforcers) and stage four invid"'-
  pilots/enforcers are housed in an aU- terrain vehicle that looks more
  like a humungous insect than a spacecraft. Thc Scorpion. as it's called
  by the REF, has two monstrous weapon appendages that resemble
  heads. Each can fire a laser bolt that can tcar aspaceship in half. Shorter
  range energy beams are also fired from the eye-like ponals.
  Its twin scorpion tails are actually laser cannons, but can also be
  used like gigantic swords to cut open the hull of an enemy vessel or
  swat down rnccha. Its eight legs provide aU-terrain land capabilities.
  There are only a handful of "Scorpion" vessels in the invid's fleet,
  perhaps as few as 200. The Regent commands one (about 20% larger
  than the others), while the others are commanded by invid brains and
  a legion of invid troops, much like a hive in space.
  Invid All Terrain Assault Carrier
  (Also known as the uScorpion")
  Vehicle Type:
  Assault and transport
  Crew:
  Piloted by six stage four invid pilots in full enforcer annor.
  Two operate the weapon heads. one the lasertails. 1D6 red enforcers
  to help supervise and direct troops and one invid brain.
  Typical Troops:
  104 x 10 Red Enforcers (each has a speeder)
  204 x 10 Enforcers
  304 x 10 Armored Scouts
  304 x 10 Shock Troopers
  1D6 x 10 Odeons
  106 x 10 Scrims
  406 Crauns
  406 Cougars
  M.D.C, by Location:
  Weapon Head Necks (2) -
  2000 each
  Weapon Head Main Lasers (2) -
  4000 each
  Weapon Head Secondary Lasers (2 each head) -
  300 each
  Taii Lasers (2) -
  1000 each
  Observation Deck (I, center of head) -
  2000
  Legs (8) -
  800 each
  Bottom Thrusters (12) -
  400 each
  Dome Hangar (top) -
  2000
  Air Hatches (10) -
  100 each
  "Main Body -
  40,000
  *Depleting the M.D.C. of the main body destroys the vessel.
  Note: The Regent's spacecraft can generate a protective force field,
  adding an additional 20,000 M.D.C.
  Speed:
  Ground:
  200mph maximum (320kmph)
  Suhlight:
  .16 the speed of light.
  Conveotional Speed:
  Mach 10; about Mach 5 in an atmosphere.
  Height:
  145ft (44.2m)
  Width:
  Body only -
  180ft (54.9m), overall- 240ft (73.lm).
  Lengtb:
  492ft (150m)
  Weight:
  100,000 tons
  Note:
  Protoculture powered.
  WEAPON SYSTEMS
  Total Combined Attacks Per Melee:
  Eight; any combination of
  weapons can be used.
  1.
  Weapon Heads are located on either side of what appears to be a""",,
  third, center, head (observation deck). Each is a powerhouse assault
  system. The devastating main lasers (identical to the forward laser
  of the REF's lkazuchi carriers) ftre when the head opens like a
  gaping maw. The secondary laser pons are the two eye-like areas.
  These can frre only when the maw is shut.
  
  -
  The necks of the weapon heads can move and pivot as needed,
  giving them an 180 degree rotation and angle of fire. This also
  enables the heads to attempt to dodge an attack (+ 2 to dodge).
  A.
  Main Laser of the weapon head. Must open its jaw to flre.
  Primary Purpose:
  Assault
  Secondary Purpose:
  Anti-spacecraft
  Range:
  100,000 miles (160,OOOkm); double in space.
  Mega-Damage:
  104 x 1000 M.D.
  Rate of Fire:
  Each head can fire once every other melee. The
  weapons are operated individually and can not fire a simultaneous
  volley. although both can shoot at the same target. A common
  strategy is to fire one in alternate melees, providing one heavy laser
  blast each melee rather than two every other melee.
  Payload:
  Effectively unlimited.
  Note:
  As with all of these big guns, they are most effective against
  other large spacecraft or leveling cities. They are quite ineffective
  against small targets under 100ft (30.501) in size.
  D.
  Secondary Eye Lasers can be fired from both weapon heads
  when the main lasers are not being used and the maw is shut.
  Can fire straight ahead or along a 45 degree angle.
  Primary Purpose:
  Assault
  Secondary Purpose:
  Defense
  Range:
  50,000 miles (80,OOOkm) in space, but only 20,000 miles
  (32,OOOkm) in atmosphere.
  Mega-Damage:
  204 x 100
  Rate of Fire:
  Equal to the total attacks per melee.
  Payload:
  Effectively unlimited.
  'Bonuses:
  + 2 to strike.
  133
  2.
  Laser Tail Cannons comprise the rear defense. The tails are very
  maneuverable and can point over the top of the vehicle, underneath,
  directly to the rear and side to side.
  In addition to firing a laser beam, the tails can be used like gigantic
  swords to impale or slice an enemy. This tactic can be used against
  large spacecraft or small mecha like the veritech fighters.
  Primary Purpose:
  Defense
  Secondary Purpose:
  Assault
  Range:
  8 miles (I2.8km)
  Mega-Damage:
  Single blast -
  206 x to M.D.; volley -
  406 x to
  (counts as one attack, but has no bonuses to hit).
  Rate ofFire:
  Up to eighttimes; limited by the total number ofattacks.
  Payload:
  Effectively unlimited
  3.
  Hand to Hand Combat using the tails as blades.
  Number of Attacks:
  Equal to the total number of ship anacks (8
  possible)
  Mega-Damage:
  304 x 10 stab/puncture
  204 x 10 slice/swat
  104 x to stomp by leg; effective against objects 20ft
  (6. 1m) tall or smaller.
  Bonuses:
  +2 strike. +4 to parry. +4 to dodge. + 1 on initiative.
  
  There are always several invid around the brain at all times. Typically,
  this inner sanctum oftroops contains 204 enforcers, ID4 shock troopers,
  206 odeons, 206 scrims, and 104 cranns. An additional 206 cougars,
  406 odeons, and 406 scrims will arrive in ID4 minutes and another-
  FIVE times as many (plus 306 cranns) can arrive within 406 minutes.
  Total Troops per 1000 mile (l600km) region will vary greatly depend-
  ing on the amount of enemy resistance. ID6 x 1000 is fairly common,
  but many more could be present in a turbulent territory.
  Note:
  When an inorganic occupation force has been left behind to
  police a territory, there wilt be few invid hives or invid troops in the
  area oron the entire planet (probably no more than four orfive thousand).
  The policing of slave planets is a reign of terror. Policy is simple:
  Anybody found breaking the laws set forth by the Regent is found and
  terminated. If spitting on the sidewalk: is a crime, the perpetrator is
  executed on the spot. There is no judge or jury, no warning or fine,
  only the swift, deadly enforcement of the Regent's will. Crimes against
  the Regent include the use of protoculture, rebellion, aiding or harboring
  rebels, attacks against inorganics or invids (even rock throwing), van-
  dalism, failure to obey a command, communication with off-worlders,
  and similar. All are punishable by death.
  Although inorganics resemble mecha, they are not mecha and they
  are not constructed of metal. They are hollow exoskeletons created
  from an unknown alchemical substance. When destroyed (all main body
  M.O.C. is depleted), the body and all remains crumble into dust.
  THE INORGANICS
  The inorganics are marvels of Iovid alchemy; non-living, robot·like
  creations that serve as an army of killing machines. Since the inorganics
  are not alive. they do not feel emotions or pain. There is no hesitation
  in combat because they do not fear destruction. There is no doubt, no
  remorse, no random thoughts to distract them. They are simple
  machines. And like any weapon, they respond to the commands of
  their operator. In this case the operator is the insane Regent, or his
  loyallnvid Brain, and the weapon; an army of drones. Robots of doom
  that will not stop until they have accomplished their mission of destruc-
  tion. Or until the one who commands them is slain.
  The inorganics entire design is dedicated to the extermination of
  humanoids, with Robotech Masten and Zentraedi largely in mind.
  Inorganics are primarily used for preJiminary reconnaissance assaults
  to test the strength of an enemy, extennination (seek and destroy), and
  as an occupation force on conquered worlds.
  As a preliminary strike force, the creatures are directed at a specific
  target so that the Regent can observe and assess the strength of his
  opponent. All these inorganics will fight till destroyed. Shortly after-
  ward, the Regent will send in his true invid troops, along with a much
  more fonrudable inorgank anny. The initial reconnaissance test force
  of inorganics may be a few hundred or several thousand, depending on
  how many the Regent believes will require an accurate measure of his
  enemy.
  An extermination patrol ofinorganics is usually sent out to eliminate
  guerilla fighters, enemy patrols, and secret users of protoculture. The
  squad is divided into two units. The ftrst is composed ofseveral cougars
  that run ahead to sniff out the enemy. When the cougars find their
  target, they will attack immediately. Meanwhile, the second half of the
  patrol will arrive moments later (106 minutes) to destroy the enemy.
  This will include odeons, scrims, and cranns. A typical small patrol
  will consist of 106+ I cougars. 204 odeons, 204 scrims and 104
  cranns. A large extermination patrol will consist of at least 304
  cougars, 404 odeons, 406 scrims, and 204 cranns. There is also a
  50% chance that a large patrol will be accompanied by an Enforcer
  (probably in an assault speeder), two annored scouts and 104 shock
  troopers.
  An occupation force could numf?er into the tens of thousands; 20%
  will be cougars, 35% odeons, 35% scrims and 10% cranns. The director
  of operations will be Invid Brains strategically placed, each with its
  own force of inorganics. Typically, one Brain will control all the inor-
  ganics within a 1000 mile (l600km) area and send patrols out another
  1000 miles beyond that. Although its forces may cooperate with an
  lnvid hive command base, the Brain of an inorganics policing force is
  expected to act independently. For this reason the Brain will not be
  found in a hive, but hidden in some inconspicuous ruin. Underground
  locations seem to be their favorite (65%), but this is not always the
  case. An inorganic command brain eQuid select any location, from a
  bam to a skyscraper.
  Wherever the brain may be hidden, it wilt always be protected.
  Outside, within a 2000ft (609m) area, will be 104+ I cougars on patrol.
  If a cougar spots an interloper the brain is instantly alerted. If the
  intruder(s) possesses any protoculture or weapons, he is immediately
  attacked by the cougar. Meanwhile, inside its hiding place, the invid
  brain is preparing its defense and summoning other inorganics to come
  to its aid. It is almost impossible to surprise an invid brain because it
  sees, hears, and feels everything any of its inorganics experience. Thus,
  if a group of cyclone riders is spotted prowling around, the brain knows
  this and prepares a defense or attack. Ir the brain Is destroyed, all of
  the invid under its control become instantly inopertive and collapse.
  They will remain immobile until a new invid brain is brought in to
  control them.
  134
  THE COUGAR
  The cougar resembles a mechanical prehistoric saber-toothed tiger
  and functions much like the feline predator. The monstrous cat can
  sense protoculture and can zero in on its source like a bloodhound. It
  can also track humanoid prey by smell.
  Cougar Invid Inorganic (also known as UHelicat")
  Crew:
  None; robot-like automaton linked 10 and directed by an [nvid
  Brain.
  M.D.C. by Location:
  'Head -
  50
  Legs (4) -
  30 each
  Tail- 10
  "Main Body -
  60
  'Depleting the M.O.C. of the head will knockout the creature's
  sensory system, preventing it from tracking or seeing; - 8 to strike,
  parry and dodge.
  "Depleting the M.O.C. of the main body will completely destroy
  it, crumbling into dust.
  Speed:
  Running:
  160mph (256kmph)
  Climbing:
  Excellent; equal to a skill of90%, reduce speed by half.
  Leap:
  80ft (24.4m) high or lengthwise.
  Swimming:
  40mph (64kmph)
  Space:
  Although it has no means of propulsion, it can function in
  space and without air.
  Note:
  The cougar does not breathe and can not be affected by
  gases, drugs, or stun blasts.
  Height:
  4ft (l.2m) at the sboulders
  Width:
  3ft 6in (1m)
  Length:
  7ft (2. 1m)
  Weight:
  1200lbs (544kg)
  -
  
  -
  COUGAR INORGANIC
  WEAPON SYSTEMS
  1.
  Hand to Hand Combat Only
  Attacks Per Melee:
  Five
  Mega-Damage:
  Bite -
  106 M.D.
  Swatting Blow -
  106 M.D.
  Full Strength Claw -
  306 M.D.
  Leap attack, clawing with all 4 claws -
  104 x 10
  (counts as two attacks).
  Bonuses:
  +4 to strike, +4 to parry, +6 to dodge, +4 on initiative
  and +2 to roll with punch. fall or impact.
  135
  Special Sensors and Abilities:
  The usual invid sensors plus:
  Tracking: Humanoid, mecha, or land vehicle -
  70%
  Tracking: Protoculture powered mechanism -
  88%
  Land Navigation -
  90%
  Prowl-70%
  Nightvision (passive night sight) -
  2000ft (609m)
  External Audio Pickup -
  Range: 300ft (91.5m)
  
  136
  . ~.
  -
  -
  
  THE ODEON
  One of the most common inorganics is the Odeon. a humanoid
  with a huge barrel chest, slender insect Jegs, twisted arms and one
  unblinking eye. The Odeans are used for labor, construction. and
  intricate work in addition to being a frontline assault unit.
  Unlike the incredibly agile and quick cougar, or eraon, the Odeon
  is a lumbering. but seemingly unstoppable giant. To augment its
  poor hand to hand capabilities, the Odean can operate a powerful
  hand-held blaster. Odeons are the slowest of all the inorganics. but
  are also nearly indestructible. They can endure a frightening amount
  of damage without slowing their telltale plodding gait. They could
  be thought of as the annored (tank) division of the invid's zombie
  legions.
  Odeon Inyld Inorganic
  Crew:
  None; a robot-like automaton linked to and directed by an
  Invid Brain.
  M.D.C. by Locallon:
  Hands (2) -
  75 each
  Anns (2) -
  200 each
  Legs (2) -
  300 each
  "Head- 300
  ""Main Body -
  600
  Handgun -
  150
  "Depleting the M.D.C. of the head will blind the creature, but it
  retains other artificial senses so the penalties are only - 4 to strike,
  parry, and dodge.
  ""Depleting the M.D.C. of the main body will completely destroy
  it, crumbling into dust.
  Speed:
  Running:
  40mph (64kmph)
  Climbing:
  Good; equal to a skill of 70%.
  Leaping:
  10ft ~3m) high or lengthwise.
  Swimming:
  5mph (8kmph)
  Space:
  Although it has no means of propulsion, it can function in
  space and without air.
  Note:
  Gases, drugs, disease or stun blasts have no affect on it.
  ,."......
  The Odeon, like all inorganics, is not alive.
  Height:
  17ft (5.2m)
  Width:
  8ft (204m)
  Length:
  4ft (1.2m)
  Weight:
  3,200lbs (1452kg)
  137
  00
  WEAPON SYSTEMS
  1.
  Hand to Hand Combat
  Attacks Per Melee:
  Two
  Mega-Damage:
  Swatting Puncb -
  104 M.D.
  Full Strength Punch -
  306 M.D.
  Crush -
  206 M.D.
  TearlPry -
  106 M.D.
  Kick -
  206 M.D.
  Stomp -
  106 M.D.; effective only against small
  objects (7ft or smaller)
  Bonuses:
  +2 to strike, +2 to parry (no dodge bonus), and +2 to
  roll with punCh, rail or impact. Strength is equal to P.S. 40 (+ 25
  S.D.C. damage).
  Note:
  It has all the same sensory equipmen( as the invid mecha.
  2.
  TrI.Finger Laser:
  The weird looking laser weapon fits right onto
  the Odeon's fingers like bolding a bowling ball. It is a very powerful
  weapon.
  Primary Purpose:
  Assault
  Range:
  4000ft (I 200m)
  Mega-Damage:
  Three settings -
  206 M.D., 406 M.D. or 106 X 10
  M.D., but this most powerful setting reduce the range by half (2000ftl
  609m).
  Rate of Fire:
  Four times per melee.
  Payload:
  Effectively unlimited.
  Boous to Strike:
  Only protocullure targeting system bonuses are
  applicable.
  
  THE SCRIM
  The Scrim is the next most common killing machine in the invid's
  zombie army of automatons. Although smaller than the Odeon. it is
  far faster and more deadly. The two huge ann-like appendages sport
  two blade-like claws that operate like the CADS-) of the human's Saber
  cyclone. Underneath these slashing claws is a large globe that resembles
  the underwater mines of old Earth's World War I. From these a toxic
  gas is emitted that will kilt most mammals who breathe it. In the center
  of this nightmare are three lashing claws, giving it the advantage in
  hand to hand combat. Above the arms is its one sensor eye. An ugly
  spike adorns each knee plate to inflict greater damage from a knee jab.
  This monster is the ultimate warrior of the inorganics.
  Scrim Iovid Inorganic (nicknamed "Jack Knife")
  Crew:
  None; a robot-like automaton linked to and directed by an
  Invid Brain.
  M.D.C. by Location:
  Gas Globes (2) -
  100 each
  Blade Claws/Arms (2) -
  150 each
  Chest Arms (3) -
  100 each
  Hands (3) -
  75 each
  Legs (2) -
  200 each
  "Head -
  200
  ""Main Body -
  350
  138
  "Depleting the M.D.C. of the head will blind the fiend, but it
  retains other artificial senses so the penalties are only - 4 to strike,
  parry and dodge.
  ""Depleting the M.D.C. of the main body will completely destroy
  it, crumbling into dust.
  Speed:
  Running:
  100mph (l60kmph)
  Climbing:
  Fair; equal to a skill of 50%.
  Leaping:
  30ft (9. 1m) high and lengthwise.
  Swimming:
  5mph (8kmph)
  Space:
  Although it has no means of propulsion, it can function in
  space and without air.
  Note:
  The Scrim is not alive, consequently gases, drugs, disease,
  stun blasts and lack of air have no affect on it.
  Height:
  11ft (3.4m)
  Widtb:
  7ft (2.1 m)
  Length:
  6ft (l.8m)
  Weight:
  2700lbs (1224kg)
  WEAPON SYSTEMS
  1.
  Hand to Hand Combat
  Attacks Per Melee:
  Six
  -
  -
  
  Mega-Damage:
  Blade Claws -
  406 M.D.
  Punch -
  306 (per each arm)
  TearlPry -
  206 (per each arm)
  Knee Kick -
  206
  __
  Kick-206
  Leap Kick -
  306 (counts as two attacks)
  Stomp -
  104 M.D.; effective only against objects
  that are 4ft (J .2m) tall or smaller.
  Bonuses:
  +4 to strike, +6 to parry, +4 to dodge, + 3 on initiative,
  +2 to roll with punch, fall or impact; critical strike (douhle damage)
  on a roll of 18, 19 or 20. Strength is equal to a P.S. 30.
  2.
  Nerve Gas:
  Can be emitted from the spiked globes once every
  to melees. The gas will affect everybody in the area who is not in
  a spacesuit, body annar. mecha or some other form ofenvironmental
  suit with its own oxygen supply.
  Range:
  100ft (30.5m) area around the scrim.
  Duration:
  Gas cloud lingers for 404 minutes.
  Damage:
  Kills most of its victims unless a saving throw is made;
  inflicts 304 X 10 S.D.C.lHit Point damage.
  Saving Throw vs. Lethal Poison:
  A roll of 14 or higher (don't forget
  P.E. bonus jf any). Victims who save vs poison still suffer 206 S.D.C.I
  Hit Point damage and have burning and watering eyes. nausea, and a
  - I to strike penalty for two melees.
  Rate of Fire:
  Once every 10 melees.
  Payload:
  10 blasts of gas.
  Note:
  The scrim can NOT use the tri~finger laser weapon,
  139
  THE CRANN
  The CIann is a reconnaissance assault unit. It is quicker and more
  agile than its humanoid brothers and is imbedded with multiple sensor
  units. A huge sensor eye is located in its lower abdomen, head unit,
  and both of its hands. The hands can detach from the arms and crawl
  along on their three fingers like something out of a grade-B science
  fiction movie. Everything the hand sees, the Crann and its controlling
  Brain also see.
  Unlike the othercombat oriented inorganics, the CroolO is programmed
  to observe the enemy, transmitting valuable data to the Invid Brain. It
  will engage in combat only to defend itself, to defend an Invid Brain
  or if commanded to do so by a Brain, the Regent or a Red Enforcer.
  erann Invid Inorganic (Earth nickname: "Blue Eyes")
  Crew:
  None; a robot-like automaton linked to and directed by an
  Invid Brain.
  M,D.C. by Location:
  HeadiSensor Eye -
  100
  Lower Body Eye -
  200
  HandslSensor Eyes (2) -
  100 ench
  Arms (2) -
  100 each
  Legs (2) -
  200 each
  Top Mounted Laser -
  50
  Energy Tongue -
  100
  'Main Body -
  200
  'Depleting the M.D.C. of the main body will complctely destroy
  it, crumbling into dust.
  Speed:
  Running:
  1I0mph
  (176kmph);
  hands
  crawling:
  20mph
  (32kmph).
  Climbing:
  Good; equal to a skill of 63%.
  Leaping:
  50ft (15.2m) high and lengthwise.
  Swimming:
  Smph (8kmph)
  Space:
  The crann has maneuvering jets built into its back, feet and
  arms. Maximum speed is 80mph (l28kmph).
  Note:
  The crann is not alive, consequently gases, drugs, disease.
  stun blasts, and lack of air have no affect on it.
  Height:
  11ft (3 Am)
  Width:
  6ft (1.8m)
  Length:
  6ft (1.8m)
  Weight:
  2600lbs (1I79kg)
  WEAPON SYSTEMS
  1.
  Hand to Hand Combat
  Attacks Per Melee:
  Three
  Mega-Damage:
  Punch -
  206 M.D.
  Crush -
  106 M.D.
  TearlPry -
  104 M,D.
  Kick -
  106 M.D.
  Leap Kick -
  206 M.D. (counts as two attacks)
  Stomp -
  104 M.D.; effective only against objects
  that are 4ft (1.2m) tall or smaller.
  Bonuses:
  +3 to strike, +3 to parry, +4 to dodge, +3 to roll with
  punch, fall or impact.
  Special Abilities:
  Prowl -
  58%, hand(s) only Prowl- 80%, night-
  vision (each sensor eye) -
  2000ft (609m)
  2.
  A TopaMounted Laser is located above the sensor head between
  the shoulders. Fixed forward position means the Crann must move
  its whole body to position it.
  Primary Purpose:
  Defense
  Range:
  2000ft (609m)
  Mega-Damage:
  306 M.D.
  Rate of Fire:
  Equal to hand to hand attacks; 3 per melee.
  Payload:
  Effectively unlimited.
  
  TIlE CRANN
  -
  140
  -
  
  Mini City Inorganic Patrol
  I Crann
  2 Scrims
  20deons
  Hive Interior Inorganic Patrol
  I Crann
  4 Scrims
  I Cougar
  4 Odeons
  City Invid Patrol
  A routine patrol in a quiet city.
  104 Enforcers
  104+ I Troopers
  104+ I Armored SCOUIS
  Hive Interior Invid Patrol
  4 Enforcers
  4 Troopers
  2 Scouts or Annored. Scouts
  Hive Perimeter Patrol (wben intruders are anticipated)
  I Enforcer
  10 Troopers
  10 Sbock Troopers
  Plus JD6 Mini-Pa/rols flying over the area and 4D4 Shock Troop"s
  buried 3ft (0.9m) underground in strategic locations (they'll spring oul
  when a active protoculrure device is sensed in the immediate area or
  if disturbed by heavy ground movement). In addition, ID6 cougars,
  ID6 cranns, and ID6 scrims will also patrol around the hive and attack
  any intruders on sight.
  Inorganic
  Extermination Squad
  Usually sent out against mecha and organized resistance.
  204 Cranns
  304+ I Cougars
  404 Odeons
  406 Scrims
  May include an Enforcer or Red Enforcer, 2 Annored Scouts and
  104 Shock Troopers.
  Note:
  Of course, an Invid Brain will dispatch as many invid or
  inorganics as it believes necessary to crush an enemy. lnvid forces of
  any kind will usually oumumber their opponents by at least two to one.
  For additional data regarding the Regis, Invid history, and Invid
  Earth activity, see RoborecJr RPG Book Five: Invid Invasion. To see
  the Invid's and inorganics' (cougars and odeons) attack on the Robotech
  Masters homeworld, see The Senlinels Video Tape (available from
  Palladium Books").
  City Inorganic Patrol
  Remember. inorganics are left behind to police cities that have been
  conquered by the Regent, while the invid move on to conquer other
  worlds.
  I Craon
  204 Cougars
  204 Odeons
  204 Scrims
  Standard (nvid Reconnaissance Patrol
  3 Armored Scouts
  7 Scouts
  Inorganic Mini Extermination Patrol
  104 Cranns
  lD6 + I Cougars
  204 Odeons
  204 Scrims
  Mini-Patrol
  I Armored SeOUl (lead)
  2 Scouts
  The basic structure and layout of the two types of lnvid Hives remain
  unchanged (see the Invid Invasion. pgs 89-93). However, the troops
  are somewhat different between the Regent and the Regis. The pincer
  command unit, royal command battloid, and stage five invid pilot are
  all exclusive creations of the Regis, and therefore, are not found among
  the Regent's hive troops. Likewise, the royal (red) enforcers and inor-
  ganics are of the Regent's creation and exclusive to his troops.
  Modifications for the Regent's Hives
  • Replace the pincer command units with enforcers or 50150 mix of
  odeon and scrimm.
  • Replace royal command battloids with red enforcers with their assault
  speeder.;.
  • Add a small force ofinorganics: lD6x 10cougars, ID6 x 10 odeons,
  204 x 10 scrims, and 4D6 cranns.
  • The perimeter defenses are basically unchanged, except that ID6
  cougars and two or three cranns may also roam the area.
  3.
  Energy Tongue:
  This is a close range weapon that functions like
  a whip. It is completely retractable.
  Primary Purpose:
  Defense
  Range:
  20ft (6, Im) reach.
  Mega-Damage:
  104 x 10 M.D.
  Rate of FIre:
  CounlS as a hand to hand attack; 3 total.
  Payload:
  Unlimited use.
  Bonuses:
  +2 to strike.
  TYPICAL INVID FORMATIONS
  NOTES ABOUT
  INVID HIVES
  Invld RaidIng Patrol
  This is an assault group that will attack small groups of human mecha
  and resistance fighters.
  1 Red Enforcer on speeder (lead)
  4 Enforcers
  9 Shock Troopers
  9 Annored Scouts
  May also include 104 cougars,
  LD6 odeons, ID6 scrims and 104
  cranns.
  Heavy Invid Reconnaissance Patrol
  This patrol is sent out into hostile areas.
  1 Red Enforcer or Enforcer
  3 Shock Troopers
  6 Armored Scouts
  141
  
  SENTINEL
  ADVENTURES
  A Universe of Possibilities
  As mentioned earlier. Sentinels is a war story. Alex has compared
  it to the U.S. campaign in the South Pacific during World War n. U.S.
  troops hopping from one island to another, liberating each from enemy
  occupation. just as the REF hops from planet to planet. Many isolated
  battles in completely different environments. The same enemy, but
  always a different force to battle. led by a different general at a different
  location. For the REF. the distant galaxies around the Robotech Masters'
  homeworld is the ocean, and the planets, large and small, are the
  occupied islands. Their mission: To seek out the enemy and crush him
  wherever he is found.
  This opens a universe of possibilities, from space combat to planetary
  exploration. Some conflicts will be oU( and out battles from the onset.
  Others will be covert operations like sabotage of a hive or the freeing
  of slaves from a protoculture factory or farm. The presence of innocent
  lives (the people enslaved by the invid) will often prevent outright
  battle, limiting the types of weapons and forces 10 be used. This is
  when a special team (the player characters) may have to infiltrate the
  enemy's lines to prepare for an assault. They may have to pinpoint the
  location of innocent people, as well as the enemy's strongholds. Or
  they may have to rally the people to join in the attack, or help them
  escape beforehand, or help them find refuge during it. Or the team may
  have to cause a diversion or knockout a weapon system or hive before
  the battle can begin.
  The arms of the invid are long and have wrapped many planet's in
  their deadly embrace. The Sentinels have identified over a dozen worlds
  enslaved by the invid, but how many others the invid may dominate
  are unknown, perhaps hundreds. In addition to slave colonies, there
  are invid outposts; military bases waiting to attack any fools who dare
  to challenge them. Genesis pits, where torture and hideous genetic and
  biological experimentation can create monsters. There will be survivors
  of invid assaults who will need to be rescued or delivered aid. Again,
  this is when a special team of characters will have to be sent in to
  investigate. The assignment may be reconnaissance, covert, mop up
  after a battle, or seek and destroy. Unfortunately, the invid will not
  surrender; they fight and carry out the will ofthe Regent to their graves.
  BLUE TEAM (adventure)
  Player Background:
  You're pan of a reconnaissance force assigned to investigate a tiny
  planet in the Robotech Masters' galaxy. It is a world that is green and
  lush, with tropical jungles, swamps, insects, and small animals. The
  environment reminds most everybody of what the Earth must have
  looked like millions of years ago when there were only dinosaurs.
  Fortunately, this world has no dinosaurs. The closest thing to a ..thunder
  lizard" are the zillions of foot long, salamander-like critters that seem
  to be everywhere. Better yet, no invid!
  Everybody has nearly completed their sweeps. A clean planet. No
  trouble. A nice break from the ravages of war. Of course, just when
  people started to relax, trouble hit. Blue team disappeared. They were
  a good group of veterans, that started calling themselves "swamp rats."
  Well liked, except for Lt. Lewis, an obnoxious, cocky alpha pilot who
  loved to kill. Mean when he was sober and meaner when he was drunk.
  142
  Word's out that he doesn't care about anything or anybody except
  himself and personal glory. A regular power tripper. But even if you
  hated Lewis, you had to admit he was good. Too good to get lost in a
  swamp populated with hannless salamanders.
  Mission Briefmg:
  "As you already know, Blue Team is MJ.A. (Missing In Action).
  We've received no communications and flybys over their last known
  coordinates have yielded nothing. There is no evidence of foul play,
  yet Blue Team is missing. They can't have gone AWOL and there
  is no sign of foul play.
  "Your job is to go into that damn swamp, search under every lily
  pad, and find them and drag their sony butts back to operations.
  The swamp will mean there will be little if any physical trail to
  follow (-50% on traCking skill). We don't know what to expect
  men. Just do your best. I know we all thought tbis planet was safe,
  but we don'r know that. We must presume that something out there
  has taken Blue Team out. So proceed with caution. You may all
  take your standard equipment and fully loaded mecha units. Those
  without mecha will be assigned a hover vehicle, probably a 'cycle ..-
  or one of the Perytonian antigrav babes. Demolitions will not be
  needed.
  "Your mecha are checked and waiting. Scramble! I want you out
  there within the hour. Let's bring our men home, shall we! Good
  Luck."
  1.
  Method of Insertion:
  Drop by Horizont.
  2.
  Available Support:
  Full mecha resources of three orbiting Garfish
  Carriers. Base ofoperations can dispatch two veritech squads within
  15 minutes.
  3.
  Terrain and Weather Report:
  Area is a marsh and light jungle.
  Weather is clear and sunny. The atmosphere is toxic to humans.
  An oxygen unit/spacesuit or CVR-3 must be worn.
  4.
  Special Rules:
  Tracking skills are - 50% io the m8l1ih, and - 30%
  in the jungle. Prowl is -10%. No special equipment other than
  optics will be issued.
  5.
  The Missing Perso..el Include: Alpha Pilot Sgt. Betty Aodrews;
  Beta Pilot Sgt. Carl Santini; Gladiator Pilot Lt. Joseph Dietrich;
  Field Scientist Lee Won and Alpha Pilot Lt. James Lewis; 5 total.
  6.
  Method of Extraction:
  Walk out; but a Horizont is standing by
  if needed.
  The Swamp
  The characters find no opposition at the site. Swamp weeds come
  up to an alpha's waist. Searching the swamp reveals nothing. However,
  the broken underbrush in the densest pan of the jungle confmns that
  Blue Team entered dry land there. A character with tracking may be
  able to follow the trail in under an hour. Otherwise, it wi.ll take the
  group 104 hours to reach the cave. G.M. Note: Don't leave the charac-
  ters searching around for hours of real time. Move them up to this point
  quickly, even though at least two or three hours have been spent search-
  ing.
  
  The Cave
  The cave is hidden by a canopy of jungle vegetation, obscuring it to
  even treetop reconnaissance. However. on ground level, the characters
  can see that vegetation has been cleared away to reveal the mouth of
  ,.,...... a cave. A character with tracking abilities will be able to detennine
  that the foliage has been broken within the last 48 hours and find sure
  evidence of REF mecha having gone into the cave.
  The cave is large enough to accommodate mecha walking single file
  (G.M., get a marching order. Who's the point man in [rooL) The cave
  is wei and musty as it curls downward. After about 1000 yards, the
  cave dead ends, but the floor drops into a steep, mist covered incline
  ( a 90 degree incline). Mecha can easily slide or hover down into the
  mist (Yes, it appears that a destroid can climb back DUl.) The drop
  goes down about another 1000 yards/meters. Halfway down, the mist
  seems to be vibrating with energy and beyond that, returns to nonnal.
  At the end of the incline is an underground world. A huge, dense jungle
  that seems to stretch for miles. Characters may correctly surmise that
  they have just entered an invid genesis pit, but they have no way of
  knowing for cenain. Note: The energy membrane of the pit will prevent
  any radio transmissions to the surface. The group is cut off.
  ENCOUNTERS
  The first encounter will be with ID6 x 10 salamander men. Five
  foot tall humanoids brandishing crude spears and stone hatchets. They
  are amazed and frightened of mecha. Computer translation of their
  gibberish will grab only bits and pieces ofdialogue, such as, "The gods
  have come" "It is the great clash of the gods ... we must run and
  warn the others." Interrogation will only produce a salamander man
  begging for the gods not to kill him (the characters inside and out of
  their mecha will evoke the same response). If pressed, the humanoid
  will take the characters to the "other" gods. No invid are seen.
  -
  2.
  It there be gods .•• Eventually. the characlers will find a large
  clearing near a shallow lake. AI the lake's edge is a large group of
  salamander men. Most are armed with spears, but two are anned with
  Wolverine assault rifles and one with a Fal-2 (fair shots, but no bonuses
  to strike). In the center of the group is a huge, humanoid mound of
  pink nesh. The thing resembles a giant Sumo wrestler with a head half
  the size for its body. (G.M. Note that the head is still recognizable as
  field scientist Lee Won.) The horrid creature will bellow and begin to
  stomp its feet. The salamander men imitate their 20ft (6. 1m) tall leader's
  actions while chanting "Eewon, Eewon, Eewon ..." Any act ofaggres-
  sion on the pan of the player characters will send the giant into a frenzy,
  attacking the nearest opponent to him. His punches will damage mecha.
  An instant later, two creatures will rise out of the lake like sea
  serpents and join in the battle. The monsters measure 100ft long, and
  are armed with eight tentacles and a gigantic mouth rimmed with teeth.
  They will anack the largest targets first, entangling mecha with their
  tentacles and pulling them underwater. The creatures will fight until
  destroyed or until the humanoid thing that was once Lee Won is de-
  stroyed.
  THE MUTANT LEE WON
  Size:
  20f, tall (6.1 m)
  Weight:
  2 Ions
  M.D.C.:
  Head -
  IO
  Main Body -
  50
  Attacks Per Melee:
  4 hand 10 hand
  Mega·Damage:
  Punch -
  206 M.D.
  Kick -
  106 M.D.
  Notes:
  Poor Lee Won has fallen victim to the invid's evolutionaryl
  genetic experimentation. He has been transformed into an aggressive,
  mindless predator. Lee controls the sea serpent creatures telepathi-
  cally. Both the mutant Lee and the creatures will fight to the death.
  Mr. Lee Won is beyond saving.
  143
  THE SEA SERPENTS
  Size:
  lD4x 100ft (over 30.5m)
  Weight:
  20 tons
  M.D.C. by Location:
  Head (armored) -
  80
  Tenlacles (8) -
  30 each
  Main Body -
  200
  Attacks Per Melee:
  Three
  Mega-Damage:
  Bi'e -
  4D6 M.D. The tentacles are used only '0
  ensnare and hold their prey, P.S. of the tentacles is about equal to
  an alpha's. Only a gladiator is stronger. Bonuses:
  +2 to strike,
  + 3 to dodge, + 2 on initiative.
  Note:
  WiJJ grab the first available prey, drag it underwater and chomp
  on it untiJ it or its prey is slain. They will fight until the mutant Lee
  tells them to stop or he is killed. Neither the creatures nor mutant
  Lee Won will travel more than 1000 yards/melers from the bank of
  the lake. The creatures can reach their prey 500ft (152m) from the
  edge of the lake. Lee Won can summon another 1D6 creatures
  within four minutes (16 melees).
  3.
  This encounter will be with Lt. James Lewis.
  The fight
  at the lake or the first group of salamander men will alert him to
  the player group's presence. He's suited up in his CVR·3 annor,
  but holds the helmel under his arm. 200ft (61 m) behind him, in the
  jungle brush, is an entourage of over 100 salamander men.
  Lewis will greet them, smiling. with arms open wide. He carries
  no weapons and there are no mecha in sight. "Welcome to paradise,"
  he'll shout, and try to calm the player characters, inviting them to
  relax and come down out of their mecha. If asked about Lee Won
  he will laugh it off, saying something like, "Lee didn't understand.
  He resisted the idea of godhood. Spat in the faces of our benefactors
  till 'he end. And Ihey still made him a godling." Questions about
  the benefactors or the invid will get a reply something like, "The
  invid are our friends. Oh sure, they mean to rule the universe, but
  the chosen ones can rule right beside them. They understand power.
  Power counes through their veins! The REF doesn't understand
  that. Admiral Hunter is a weak man who has never hungered for
  power, so he's blind to it. But we have our chance now! They will
  make you a god if you choose to fight with them. Gods!!" With
  that Lewis will grab the nearest tree trunk and break it in two.
  "Power you can only imagine:' he reiterates with an insane
  chuckle. "J don't need mecha. I don't need a puny life support
  system to breathe this air." With a hand gesture, the crowd of
  salamander men part. Four of them push forward, dragging a battered
  and dazed Sgt. Belly Andrews. Pointing to her, smiling, he chonles,
  "I can take what I want. I have the power to take anything and so
  can you!"
  At this point, action depends on how the players want to handle
  things. U. Lewis has clearly joined the invid. In return, they have
  made him more than human. But what he is and what are his new
  powers remains a mystery. Is he unafraid of a mecha squad because
  he is that powerful or that insane? It's also obvious now that this is
  a genesis pit, meaning invid must be present, although none have
  been seen. Also, remember radio transmissions can not reach the
  surface to call in reinforcements.
  If the REF team attacks Lt. Lewis and his amphibian minions, they
  will have proven that they will not join the invid. Lewis will respond
  by attempling 10 destroy the group. Two shock troopers. ID4 troopers.
  and 104 armored scouts, hidden a half mile back in the jungle, will
  join in combat, as will the salamander people. If battle the turns against
  Lt. Lewis, he will grab Sgl. Betty Andrews (unless she's already been
  rescued) and nee to the invid research hive. If things go very badly,
  Lewis will use the woman as a hostage (Yes, he will kill her if he
  believes he is about to die.)
  If the group prelends to like the idea of godhood, but wishes to leave
  and return later, Lewis will dismiss the idea and demand they come
  
  THE TRANSFORMED LT. LEWIS
  204+ I invid troopers.
  204+ I invid scouts, plus 2 armored scouts.
  One scrim and ID6 cougars.
  ID4 shock troopers and 204 troopers lead by one enforcer.
  ID4 enforcers, 1D6 cougars, 1 odeon, I scrim, and J04 shock
  troopers.
  304 cougars
  304 enforcers
  104+ I shock troopers
  106 shock troopers and ID6 annored scouts.
  204 troopers, 104 shock lroopers. 104 armored scouts, 106
  scouts, and I enforcer.
  One crann on reeon; it will run away.
  304 armored scouts plus 104 scouts.
  306 shock troopers
  ID4 odeons, 104 scrims and I enforcer.
  is likely to want them gathered and evacuated to the surface where they
  can live. This can be a whole other adventure, with the surviving invid
  hive troops ambushing and attacking the Sentinels while they try to
  save the salamander people (these people don't know that lhey need
  saving and will fight and hide).
  Cyborg:
  Lewis is more machine than human. His arms and main
  body have been replaced with super-powerful artificial ones created
  by invid alchemy.
  M.D.C. by Location:
  Arms (2) -
  50 each
  Main Body -
  200
  Lewis also wears a CVR-3 helmet to proteel his head and CVR-3 _
  suit of body armor to protect and conceal his improvements. The main
  body M.D.C. is superior over most invid cyborgs.
  Hit Points:
  36 S.D.C.:
  (head & legs) 30
  Alignment:
  Miscreant
  Attributes:
  I.Q. 12, M.E. 9, M.A. 10. P.S. 24, P.P. 20, P.E. 30,
  P.B. 9. Spd. 12. Note: The P.S., P.P. and P.E. are the attributes from
  the bionics.
  Age:
  29 Weight:
  370Ibs with bionics.
  Disposition:
  Cruel, treacherous, cunning; he is tough, resourceful
  and deadly.
  Insanity:
  Obsessed with powers; suffers from delusions ofgodhood.
  Level of Experieoce:
  Fourth level Alpha Pilot.
  Skills of Note:
  Hand to Hand: Martial Arts, Wrestling, W.P. Gallant
  H-90, W.P. Energy Rifle, W.P. Energy Pistol, and PilotiCombat
  Alpha and Beta at full bonuses and Battler Cyclone at basic.
  Personal Profile:
  Lt. Lewis has gone off the deep end and truly
  believes that the invid will make him a god. He will try to destroy
  the REF/Sentinels team with every ounce of his strength if they
  threaten to jeopardizes his delusion.
  Lewis is completely untrustworthy, although he can put up a
  convincing act to the eontrary. He will kill without hesitation or
  remorse, unless he has time to extract torturous pleasures. The invid
  brain trusts him implicitly and, as a result, Lewis is allowed to use
  his cyclone battler and alpha whenever he chooses. The cyclone is
  in perfect condition. The aJpha has only half its missiles and has
  lost 50 M.D.C. from its main body. Both are stored in the hive on
  level four (ground level of the domed hive).
  Note:
  For greater detail about invid hives and genesis pitt;, SC"--'"
  Robotech RPG, Book 5: lnvid Invasion.
  RANDOM HIVE ENCOUNTERS
  01-10
  11-20
  21-30
  31-40
  41-50
  81·85
  86-90
  91·95
  96·00
  51·56
  57-61
  62-66
  67-71
  72-80
  G.M. NOTES
  Unknown 10 the REF team, the invid brain sees and hears everything
  a conscious Lewis experiences. Consequently, game masters should set
  up all future attacks as ambushes. Attacks that obviously show that the
  invid know where they are (at least the ones with Lewis) and what they
  are planning. G.M.s may devise your own assault groups based on this
  data, or use the random table that follows. Remember, the brain's
  resources are very limited. For an exact layout of a typical hive, see
  the Invid Invasion. pg 91. At this point, the group should be concerned
  with finding Sgt. Santini and Lt. Dietrich and/or killing the invid brain.
  Of course, they can leave, regroup, get help or fresh mecha and come
  back. However, the longer they wait, the more likely the two soldiers
  will be killed or worse.
  with him now! The whole group (every member seen by Lewis) must
  accompany him. Resistance will cause the battle previously described.
  If the group pretends to agree to join the invid, and offer little or no
  resistance, Lewis will lead them to the pit's research hive. Characters
  are allowed to accompany him inside their mecha, but he would prefer
  otherwise. Ifat least one person leaves his mecha behind, it will convince
  Lewis of their sincerity. Otherwise, he will remain suspicious and alert.
  A relaxed Lt Lewis will gab about his many new powers in detail.
  ALL player characters must leave their mecha and weapons at the
  hive entrance. This includes cyclones, although CVR-3 body armor
  will be tolerated. Resistance will be met with a serious warning that
  he/she/they will be destroyed. followed by "Trust me, you'll be safe."
  Refusal to comply will cause an immediate battle to the death. Lewis
  will bellow "You fools have betrayed me'" and will lash au( in full
  fury. Simultaneously, invid and inorganic hive protectors will lunge
  out of the shadows they've been hiding behind. In addition, the patrol
  which had been following Lt. Lewis will arrive two melees later (2
  shock troopers, 104 troopers. 104 annored scouts). G.M. Note:
  This
  onslaught will occur al any point, whenever it is that the characters
  attack Lewis, an invid, or the invid brain. Fortunately, for the characters,
  this is a forgotten genesis pit and the hive is practically deserted by
  nonnal standards.
  First Wave Assault:
  The alerted Lt. lewis and 2 odeons, 2 cougars,
  1 scrim, ID4+1 enforcers in full gear, 1D4 troopers.
  Second Wave:
  30 seconds later, the 2 shock troopers, 104 troopers
  and 104 armored scouts arrive from the jungle.
  Third Wave:
  204 troopers, 106 sbock troopers, 106 scouts.
  If the player characters flee toward the exit/cave, only the members
  of the first two attack waves will follow. Note: Unless the cave entrance
  into the pit was marked, it will require 2D6 x 10 minutes to locate it.
  Funhennore, the invid have a welcoming party hidden at" the caves; 2
  enforcers, 4 shock troopers, ID6 annored scouts and an odeon.
  If the players stand and fight, there will be no more invid attacks.
  Venturing into the hive will bring about a number of encounters. If
  Lewis is captured, he will offer no help, even under torture. He will
  only try to escape and/or deslroy the group.
  Lt. Dietrich can be found in goodcondition on level five, room E.
  Sgt, Santini is unconscious, but alive on level six in the invid brain's
  chamber (6-D). The brain will be protected by at least 10 enforcers,
  104 shock troopers and 204 troopers.
  Wandering through the hive will reveal great decay. The mecha
  stasis chambers will be empty or full of dead invid (a malfunction
  decades ago killed 80%). The second invid brain, found in the genesis
  pit research hive. is also dead. G.M. Note: Unless you have other plans.
  KUling the invid brain and/or rescuing the other soldiers will not
  end this invid threat completely. but will buy them time. The group
  (or other REF/Sentinels) will have to return to blow up the hive. Destroy-
  ing the hive will destroy the genesis pit. However, the fate of the mutant
  salamander men must be decided before the pit is destroyed. Command
  144
  
  A TYPICAL SALAMANDER HUMANOID
  Roll for the following:
  Hit Points:
  606 S.D.C.:
  406
  AUgnments:
  Any. At this point. mostly Anarchist, but obey Lewis
  ,......
  and the invid without question.
  Attributes:
  They are like an average human except for a higher phys-
  ical endurance. To create 8 Salamander Alien, roll as follows:
  I.Q. 206+ 1. M.E. 206, M.A. 306. P.S. 306, P.P. 3D6, P.E.
  5D6, P.B. 306, Sp<!. 306
  REF SkU1s:
  Six can be learned at level one, four at level three, two
  at level four, two at level six, two at level nine and two at level
  twelve. Only the simplest skills are the easiest for these creatures
  to learn. Select only from: Communications -
  Radio: Basic and
  Scramblers, Domestic: Any, Medical: First Aid only, Physical: Any
  (+ 10% to climb and swim), Pilot: Any except mecha and spacecraft,
  Pilot Related: Any, (- 5%), Rogue Skills: Any (+ 2%), W.P.: Any
  except cyclone and gallant. Wildemess: Any (+ 5%).
  Natural AbUilies:
  Can hold breath for up to 20 minutes, has a keen
  sense of smell (adds +2% to IIacking skill), and can make self
  buoyant/float in water (they love water and play on the floor of
  lakes. but do not automatically know how to swim). High P.E. and
  have a 3ft (0.9m) tail.
  Size:
  5ft + 106 Ioches
  Weight:
  90Ibs + 106 x 10
  Disposition:
  Curious, but afraid. Believe invid are gods.
  Weapons:
  Crude spears and axes.
  -- HIDE & SEEK (adventure)
  away. It's best to stay together as long as possible.
  The ruins of the city should provide plenty of places to hide. The
  mecha will be able to dig into basements and subways, and rearrange
  debris and so on to make effective cover. Ambushes and cross ftres
  should also be easy to arrange.
  Equipment of the player characters should include mecha and stan·
  dard items only! No heavy explosives or special gear because combat
  was not anticipated.
  The types of invid and their numbers will vary with each patrol and
  is left up to the game master. Most patrols will be small. I to 4 units,
  because the invid do not anticipate trouble either. The heavy-duty com·
  bat inorganics, such as the odeon and scrim, are not likely to be de-
  ployed. Cougars, cranDS, scouts, armored scouts, troopers and shock
  I:rOOpers are what will be prowling around.
  The situation will escalate only when a member of the group is
  discovered (which should happen toward the end of the game). This is
  when invid will start swarming out of the woodwork. At ftrSt. two or
  three invid at a time, probably the faster oncs like the cougars and
  scouts. Then in greater number and then in greater variety.
  This is a great opportunity to trap the characters into an "Alamo"
  type last stand. Let them fight valiantly, using up all or most of their
  ammunition, before thecavaJry arrives (the REF/Sentinels to the rescue).
  Of course, do not let the players know that they will be rescued in the
  nick of time. Play it up for high drama. Someone may even die.
  Use the refugees to intensify the situation by making them sweet,
  innocent, c~ng, brave and appreciative, even in the inevitability of
  death. The refugees should be predominately children and young
  women.
  If the player characters save aU the refugees and do a great job, they
  should all receive commendations.
  This is a fairly simple adventure that wiU challenge the characters
  into using their heads and strategies, as well as force.
  Player Background:
  The invid have ravaged the cities on an outpost pl3llet (G.M., select
  or invent the alien race.) The REF/Sentinels are removing all survivors
  for hospitalization and evacuation as it is feared the invid may return.
  Your group, and the dozen refugees under your protection, are the
  last to go. While you wait for an Horizont to pick you up, a priority
  radio message breaks the stillness.
  The communications officer addresses the entire team. "An invid
  force of undeterminable size has entered the planet's orbit. We are
  executing evasive maneuvers and may space fold. Our priority must
  be the safety of refugees. You are to take immediate cover. Protect
  yourselves and the refugees under your care. Do not engage the enemy
  except to defend yourselves. Repeat, defensive engagements only. Your
  responsibility is to protect the civilians. We will return as soon as we
  can. When? We do not know. At least six hours, maybe 12. Until then,
  you are on your own."
  -
  G.M. DATA
  The invid force is NOT an occupying force, but just happened upon
  the REF/Sentinels at this location. The humans presence will instigate
  a scan of the planet The city ruins and surrounding areas will be the
  sites of the most intense scrutiny. But even then the invid will not be
  as thorough as they could. They believe they have extinguished life on
  this world and will not work hard to prove otherwise. If the player
  characters stay hidden, don't use protoculture and quickly and quietly
  destroy any invid who see them, they will be alright.
  If discovered, it may be wise to split into two groups. One to stay
  with the refugees and the other group to engage the invid to draw them
  145
  FREE-FOR-ALL (adventure)
  Here's an outline for a wild, heavy-duty adventure that could easily
  tum into a two or three parter.
  Player Background:
  Your characters have been scrambled into a briefing room aboard
  the Ikazuchi carrier. One of the General's advisors addresses you. Note:
  The characters will have been suggested by the group's NPC command-
  ing officer because they are the best, or because he despises them.
  Mission Brief"mg
  "Gentlemen, I'll be brief and to the point. At precisely 0900 hours
  (about an hour ago) we received a hyperspace distress call from a
  Robotech Masters' Mothership (see Southern Cross for Robotech
  Master and Bioroid data). Naturally, we responded. About 8.000
  kJicks (5000 miles) from our present location is a Robotech Masters
  cruiser orbiting an unknown planet. It is under siege by a moderate
  force of invids. However, we have traced the source of the com-
  munique to the planer's surface. Intelligence believes that the
  Robotech Masters have escaped to the planet's surface and are cur-
  rently unknown to the invid.
  "intelligence also believes that a small team of mecha can slip
  by the invid undetected and retrieve the Masters. That, gentlemen,
  is your assignment!"
  Unless there are questions, the advisor will wish them luck and
  dismiss them. The characters are to depart immediately! They have 15
  minutes to prepare, not a second longer. Their mecha are already pre-
  pared and waiting.
  
  If questions are asked, the advisor will try to answer them as quickly
  as possible. No more than five minute's time will be allotted for ques-
  tions.
  t.
  c'The planet is a dead world. A satellite probe suggests its surface
  is rock and dust, with an average temperature of 110 degrees
  Fahrenheit. The atmosphere is poison, so all of you will be issued
  spacesuits to be worn under your battle armor. The atmosphere is
  always overcast. Winds are erratic, sweeping up to 60mph (96kmph).
  That means you'll probably encounter several dust stonns and vis-
  ibility will be poor. But that's a blessing, gentlemen, because it will
  obscure you from the enemy Ot will also obscure the Roboteeh
  Master's escape vehicle and limit combat)."
  2.
  The location of the Masters has been narrowed to an 800 klick
  area (500 miles). With the aid ofsensors and mach speed, intelligence
  estimates you should locate the vessel within four hours.
  3.
  "The exact size of the moderate invid assault force is estimated
  at 15,000 troops."
  4.
  "We do Dot want the presence of our carrier to jeopardize your
  mission, so we will take an evasive position in an asteroid field, ah
  ... , several thousand miles away. It may even be necessary for us
  to ... fold to an entirely different location. But not to worry. We
  will rendezvous at this location every eight hours. At that time we
  will be able to send you a shuttle or immediate assistance in less
  than 60 minutes."
  5.
  Any other questions will be answered in a yes or no fashion and
  then dismissed at the end of five minutes. Some may include: Are
  invid on the planet: "NO!" Well not yet anyway. Do the invid know
  about the escape shuttle on the planet's surface: "NO!" But this is
  conjecture, there's no way intelligence could know this. Should the
  rescue team radio in when the Robotech Masters are in custody?
  "No, wait until the rendezvous time. If possible rendezvous without
  radio contact."
  6.
  Method Of Insertion: One noo-protoculture erc Troop Carrier
  shuttle (see Southern Cross. pg 84). It can carry as many as 20
  mecha. so it can easily accommodate the mecha team, assault veh-
  icle(s) and extra missiles/ammunition. GM option: One extradestroid
  and/or one extra veritech.
  7.
  Available Support: Full availability of mecha, heavy armaments,
  heavy weapons; even shadow fighters and vindicators will be issued
  if requested. Anything the team requests in the way of arms and
  armor is likely to be granted (no titan or Horizont). All team personnel
  will be issued a spacesuit, CVR-3 armor and a cyclone if they can
  pilot one, in addition to the bigger mecha and armored assault veh-
  icles (for those who can nOl pilot mecha). An additional set of
  spacesuits and CVR-3 annor will be issued for back-up (stored in
  the shuttle unless the characters put it inside their mecha or vehicle;
  there is room). The full support of the Ikazuchi carrier is available
  every eight hours (stays for one hour and leaves), but it will take
  at least 40 minutes for help to arrive (possibly an hour). G.M.'s
  Option: If you desire, you can provide the group with one or two
  REF/Sentinel non-player characters (NPCs) to help bolster the team's
  strength. This is especially advisable if the group is smaller than
  six. Definitely provide a shuttle pilot.
  8.
  Special Rules: At least 2 or 3 dust storms will engulf the team,
  reducing sensor and radar range to one third normal and limiting
  lineofsightto about 20ft (6. 1m). The storm will last 506 minutes.
  GAME MASTER SECTION
  Now the fun starts. The invid do know about the escape capsule and
  will send a small detachment [Q investigate. They arrive about a half-hour
  after the REF/Sentinels team.
  Better yet, a Zentraedi Landing Ship (Qui/tra Que/eua/; see Zen·
  truedi, pgs 39-42) with its 30,000 troops has popped out of space fold
  in answer to the hyperspace distress call by their Robotcch Master lords.
  The ship's troops have engaged the invid in orbit and have sent a force
  of battle pods to the planet to rescue the Robotech Masters.
  Yes, these are ttue blue, killer, I love the Roboteeh Masters, Zen-
  traedi. There still are several hundred Zentraedi ships and troops scat-
  tered throughout the universe (a pittance compared to the 4 million
  Zentraedi watllhips destroyed in Eanh orbit). These warriors do know
  about humans, although they have never seen one. They will also
  recognize all the Sentinel aliens. Unfortunately, humans and their allies
  are considered to be archenemies and will be attacked without question.
  The Zentraedi arrive on the planet about 45 minutes after the REF/Sen-
  tinels team.
  But, that's not all!! Bioroid troops also search for the Robotech
  Masters! Just like the Zentraedi, they will shoot humans and their aliens
  on sight. The inclusion of the Dioroids may not be applicable if the
  OM does not have Robotech Book Four: Southern Cross (pgs 90-102).
  In that case, substitute invid.
  After the humans and Zentraedi (or bioroids) have clashed at least
  once, a fun story twist could be that both arrive at the site of the
  Master's escape shuttle at the same time. Just before they are about to
  attack each other a huge invid force arrives, attacking them both. Sud-
  denly. the REF team and Zentraedi find themselves thrown together,
  forced 10 fight a common foe if they are to survive. The question that
  follows is, what happens when the invid are destroyed? Do the Zentraedi
  fight the very people who just fought at their side (prohahly)?
  RANDOM ENCOUNTERS
  Ron once for every 20 minutes (or as desired) the characters are on
  the planet (that's adventure time, not real time). Of course, the O.M.
  ean create his own encounters. These are provided for ideas and quick
  playing.
  01-05
  204 odeon, 204 cougatll. 106 scrims and one CraM.
  06-10
  206 shock troopers and 106 troopers.
  JI·IS
  204 red enforcers on invid speeders accompanied by 104+ I
  armored scouts.
  16-20
  304 armored scouts and 104 scouts.
  21-23
  One lone crann on reconnaissance.
  24-28
  Can it be !?! 404 Zentraedi tactical battle pods. two light
  artillery pods, and one reeon scout pod.
  146
  -
  
  29-31
  32-36
  37-41
  - 42-45
  46-50
  51-55
  56-60
  61-65
  66-70
  71·75
  76-80
  81-84
  85-87
  -
  -
  A pack of 204 + 10 cougar inorganics.
  104+ I Zentraedi fighter pods and one female power armor;
  all are FULLY armed and in a mean mood.
  An enforcer leading 106 shock trooper>, 106 trooper> and 106
  armored scouts.
  106+ 1 Zentraedi foot soldiers in battle annor and anned with
  assault rifles. Where are these Zentraedi coming from?
  104 tactical battle pods, one scout pod, one heavy artillery
  pod and one officer's pod.
  104+ I green bioroids led by a red bioroid. All are armed with
  weapon drum blasters and ride on hover platfonns.
  One crann followed by I 04 enfon:er> and 106+ I shock troop-
  er> about 600ft behind it.
  104+ J blue bioroids on foot, armed witb standard bioroid
  blasters.
  ID6+ 1 Zentraedi in male power armor and p-beam cannon
  sboulder mounts. A fighter pod scouts ahead 4000ft (I 200m);
  it is fully armed.
  Bioroid invid fighter> (3).
  Inorganic extermination squad composed of one crann,
  odeons with blaster>, 104+ I scrims, 106 + 1 cougars.
  Zentraedi theatre scout escorted by 104 fighter pods.
  Crashed Robotech Master> Assault Carrier still smoldering from
  the invid blasts that knocked it out of the sky. Scores of bodies
  of invid scouts. shock troopers, and bioroids litter the ground
  for a 6000ft (1800m) area. 206 bioroid terminatOr>, 204 red
  bioroids, 406 blue bioroids, and 104 sets (3 each) of bioroid
  invid fighter> are still spoiling for a fight. Half are on bover
  sleds. Note: 1D6 x 10 invid sbock trooper> and 104 x 10 ar-
  mored scouts will arrive in 404 minutes.
  88-91
  1D6 sbock .troopers, and 1D6 troopers led by one red enfon:er
  on an invid speeder.
  92-96
  204 + 2 green bioroids led by one red bioroid.
  97..00
  Zentraedi mixed team: one reconnaissance scout pod. 1D6+ 1
  tactical battle pods, one light and heavy artillery pods, 104
  male power armor with p-beam cannons and one officer's pod.
  THE END?
  Between bad weather and combat, it will take the REF/Sentinel team
  at least six hours to find the Robotecb Masters' escape shuttle. When
  they do, it will be balf buried in dust and sand. Hills, huge, 100ft
  (30m), boulders and stalagmite type jutting rock formations surround
  the vessel. (GM, is this the place for another encounterlbattle?)
  The shuttle door can be easily forced open. Upon entering, a recorded
  message will boom over a loudspeaker. "You have done well, my
  Zentraedi warriors. Your arrival and this decoy vessel wi.ll have given
  us the opportunity to make our real escape. Now crush our dreaded
  enemy and leave this place." A search of the vessel will confinn that
  it holds no occupants.
  Does the adventure end here with a swift and uneventful rendezvous
  with the Ikazuchi carrier? It could, but there are other possibilities. The
  characters could be pursued in space by Zentraedi or Invid. Funhennore,
  a related adventure could involve the Zentraedi landing ship and/or the
  Roboteeh Master>' mother>hip. What if the Master> didn't get away
  and they're still on board their vessel? Who wins? Zentraedi or Invid?
  And how does the victor respond to the presence of the REF/Sentinels?
  Is this going to result in a space battle? Perliaps the Zentraedi defeat
  the Invid (they should because they oUblumber them 2 to I), but their
  ship is crippled. The Robotech Masters' ship is a drifting wreck, but
  there are likely to be survivors. Does the Ikazuchi come to their rescue?
  Will the Zentraedi and Tirolians allow themselves to be rescued? Will
  more invid arrive? The possibilities are yours to explore.
  147
  SENTINEL
  CHARACTERS
  COLONEL THOMAS RILEY
  (T.R.) EDWARDS
  MIlitary Advisor and Commander of the REF Ground Troops and
  fourth in the chain of command.
  Hit Points:
  48 S.D.C.:
  31
  AlIgnment:
  Diabolic
  Attributes:
  I.Q. 15, M.E. 10, M.A. 9, P.S. 18, P.P. 21, P.E. 14,
  P.B. 8, Spd. II
  Age:
  45 at the start of the Sentinels.
  Weight:
  180lbs Height:
  6ft 2 inches
  Disposition:
  Snide, arrogant, pushy, bully type. A brooding loner
  with a martyr complex. But a very clever, cunning, and excellent
  tactician.
  Insanity:
  Obsessed with power. His hate for Rick is approaching a
  full obsession (hates Rick because he reminds him of Roy Folder
  whom Edward's despised). Tends to be paranoid.
  Level of Experience:
  10th level rogue Veritech Pilot (VF series).
  Skills of Note:
  Pilot Jet -
  98%, Pilot Veritech Fighter -
  98%,
  Mecha Combat: Veritech, Mecha Combat: Alpha, Mecha Combat:
  VR-052 Basic Cyclone, Weapon Systems -
  90%, Navigation -
  98%, Space Navigation -
  98%, Read Sensory Instruments -
  98%,
  Pilot Automobile -
  98%, Pilot Helicopter -
  98%, Pilot Space
  Shuttle -98%, Pilot Airplane -
  98%, Palming -
  75%, Safe-crack-
  ing -70%, Streetwise -
  80%, Boxing, Swimming -
  98%, Com-
  puter Operation -80%, Demolitions -
  80%, Demolitions Disposal
  -
  80%, W.P. Knife, W.P. Energy Rifle, W.P. Energy Postal and
  Hand to Hand: Expert. All W.P.s are at 10th level proficiency.
  Rank:
  Colonel and Commander of REF ground troops.
  Personal Prorue:
  Edwards is one of the most treacherous humans in
  the REF. He is a veritech ace who is said to be Roy Folder's equal
  (Edwards will violently insist that he's Roy's master.) He has an
  excellent military mind and a good head for strategy. Sadly, he is
  a superb leader, but a horrible team player. If Edwards is not in
  charge he will never give hjs all and will try to make his superiors
  look bad at the cost of innocent soldiers' lives.
  He is a mean, conniving individual who has joined the REF for
  personal glory and schemes of power. His immediate goa] is to show
  Rick Hunter and friends to be the incompetent wimps that he knows
  them to be. He's a "chicken shit" officer who would rule his troops
  with an iron fist. He has little tolerance for failure and will punish
  
  those under his command for the slightest infractions and failures.
  The lives of his troops mean nothing. It is victory that counts.
  Colonel Edwards is a bitter loner disliked by all and feared by
  many. His scarred face (a trophy from a dogfight with Roy Fokker)
  and the metal face plate he wears to conceal it, serve to reflect the
  bitter, merciless inner essence of the man himself. Note: In the
  script outline for the Sentinels T.V. series, Edwards atempts to seize
  control of the REF, kill Rick and Lisa, and all others who may sland
  in his way with his plans to conquer the planet Earth, malting himself
  the supreme ruler. To accomplish this he even strikes a deal with
  the invid. And sabotages our heroes. Edwards is the worse kind of
  human scum.
  COLONEL JONATHAN WOLFE
  Commander of the famous "Wolf Pack" Veritech Squadron
  Hit Points:
  46 S,D.C.:
  42
  Alignment:
  Unprincipled (later changes to anarchist)
  Attributes:
  I.Q. 14, M.E. 9, M.A. 22, P.S. 20, P.P. 21, P.E. 12,
  P.B. 23, Spd. 15
  Age:
  33 al the start of Senlinels.
  Weigbt:
  210lbs Heigbt:
  6ft 4 inches
  Disposition:
  A lady's man, charming, confident, cool, and clever;
  an excellent leader who cares about his men and leads by example.
  It is only after the tragedies on Earth that the war weary legend
  becomes melancholy and temporarily sells out to the invid. Even
  then, his intention, misguided as it is, is to save the lives of many
  by sacrificing a few (lnvid Invasion T. V. Episode #68, Eulogy).
  Level of Experience:
  7th level Veritech Ace and test pilot.
  SkIDs of Note:
  Pilol Jet -
  98%, Pilot all Veritecbs (specifically, VF
  series fighters, Alpha and Hover Tank), Mecha Combat: VF Ver-
  itechs, Mecha Combat: Alpha, Mecha Combat: Hover Tank, Mecha
  Combat: VR-052 Cyclone, Weapon Systems -
  98%, Navigation
  -98%, Pilot Automobile -
  98%, Pilol Hover Cycle- 82%, Pilot
  Space Shuttle -
  98%, Pilot Lancer Space Fighter -
  98%, Pilot
  Helicopter -
  g6%, Read Sensory Instruments -
  g3%, Operale
  Computer -
  95%, Radio: Basic -
  85%, Surveillance -
  75%,
  Basic Electroncis -
  75%, First Aid -
  92%, Dance -
  82%, Sing
  -
  75%, Gymnastics, Body Building, Climbing -
  96165%, Prowl
  -
  75%, W.P. Energy Pistol, W.P. Gallant H-9O, W.P. Energy
  Rifle, and Hand to Hand: Martial Arts.
  Rank:
  Colonel
  Personal Prorde:
  Col. Wolfe is a classic hero of epic proportions.
  He is daring, ingenious, loyal, ttusrwonhy, honest, brave, merciful,
  kind, and a concerned leader who would risk his own death to save
  a life. The flamboyant swashbuckler has risen through the ranks of
  the RDF, which have given him ten years of combat experience in
  the Zentraedi Control Zone and other trouble spots.
  His skills as a Veritech pilot were legendary before the SDF-3's
  departure. A skill that was utilized in the testing ofmecha prototypes.
  rt was his test runs with the experimental Veritech Hover Tank
  (Wolfe and a hand-picked team were the first to pilol the tank) that
  introduced him to the marvelous machine. Wolfe feU in Jove with
  it and personally petitioned to have a squadron included as part of
  his troops; a request that was honored. Thus, only Cot. Wolfe and
  his "Wolfe Pack" have the option of piloting hover tanks.
  Note:
  In the script outline, Col. Wolfe stays with the REF and
  the Sentinels for most of their adventures. It is years later that CoL
  Wolfe returns to Earth as the leader ofa reconnaissance assault wave
  against the occupying invid on Earth.
  148
  AIRMAN JOHN "JACK" BAKER
  Alpha Veritech Pilot
  Hit Points:
  20 S,D_C_:
  30
  Alignment:
  Scrupulous
  Attributes:
  I.Q. 12, M.E. 12, M.A. 15, P.S. 14, P.P. 19, P.E.
  14, P.B. 15, Spd. 12
  Age:
  17 at the start of Sentinels.
  Weigbt:
  1501bs Heigbt:
  5f! 6 inches
  Disposition:
  A combination of confidence and self-doubt. because
  he is young and inexperienced. However, Jack could be a young
  Rick Hunter or Jonathan Wolfe, charismatic, courageous, compas-
  sionate, responsible, honest and loyal.
  Level of Experience:
  Starts at level one, but is 6th level by the end
  of Sentinels.
  Skills of Note (at lstlevel):
  Pilol Jel- 84%, Pilol Veritech Fighters
  (specifically, Alpha, Beta and Vindicator) -
  75%, Mecha Combat:
  Alpha, Mecha Combat: Beta, Mecha Combat Vindicator, Mecha
  Combat: VR-052 Cyclone, Weapon Systems -
  80%, Read Sensory
  Instruments -
  50%, Navigation -
  80%, Radio: Basic -
  55%,
  First Aid -
  56%, Pilot AUlomobile -
  84%, Pilot Hover Cycle-
  58%, Pilot Jet Pack -
  60%, Body Building, Swimming -
  58%,
  Climbing -
  58/35%, Computer Operation -
  65%, Computer Prog-
  ramming -
  45%, W.P. Blunt, W.P. Gallant H-9O, W.P. Energy
  Pistol, W.P. Energy Rifle and Hand to Hand: Expen.
  Personal Prome:
  Jack is a likable orphan from the ftrst Robotech
  War who joined the RDF to get revenge against Zentraedi. However,
  he has learned to live with his grief and move forward, rather than
  long for vengeance. Jack is a true RDF knight who has adopted the
  RDF code of ethics as his own moral code. His only bad traits are
  being overzealous, lacks self-control and often acting on his heart
  and not his head.
  Note:
  [n the script outline, Jack recognizes Col. Edwards to be the
  treacherous fiend he is, and the two have several verbal confronta-
  tions. Jack's friendship with Rick Hunter is enough reason for Col.
  Edwards to hate him, and Jack's suspicions (''I'll be watching you
  Edwards.") puts Airman Baker on the top of Edward's hate list,
  right under Rick, Lisa and Max.
  Jack is also in love with Karen Penn. It is a tumultuous, one-sided
  relationship. Jack joins the Sentinels, along, Rick, Max, Lisa, Karen,
  Miriya, and Wolfe.
  AIRMAN KAREN PENN
  Alpba Veritecb Pilot
  Hit Points:
  18 S.D_C.:
  20
  Alignment:
  Anarchist
  Attributes:
  I.Q. 15, M.E. 20, M.A. 8, P.S. 12, P.P. 18, P.E. 13,
  P.B. 15, Spd. II
  Age:
  17 at the start of Sentinels
  Weight:
  120lbs Height:
  5f! 6 inches
  DispositioD:
  Intelligent, inquisitive, resourceful; in search of adven-
  ture and excitement. She tends to be rude, abrupt, and aloof to low
  ranking soldiers and men in general. She sees herselfas awarrior/ad-
  venturer, but feels she must play tough loner to prove herself. She
  is honest, loyal and ttustworthy.
  Level of Experience:
  Starts at level one, but is 6th level by the end
  of Sentinels.
  Skills of Note (atlstlevel):
  Pilot Jet -
  84%, Pilot Veritech Fighters
  (specifically, Alpha and Beta) -
  75%, Mecha Combat: Alpha,
  Mecha Combat: Beta, Mecha Combat: VR-052 Cyclone, Weapon
  Systems -
  80%, Read Sensory Insttuments -
  50%, Navigation
  -
  80%, Radio: Basic -
  55%, Pilot Automobile -
  84%, Fencing,
  Climbing -
  58135%, Compuler Operation -
  65%, Demolitions-
  
  65%, Demolitions Disposal -65%, Math: Advanced-68%, W.P.
  Sword, W.P. Knife, W.P. Energy Pistol, W.P. Energy Rifle, W.P.
  Gallant H-90, and Hand to Hand: Martial Arts.
  Personal Profde:
  Karen is a tough, adventurous young woman spi-
  ,,-...,
  riled by unbridled enthusiasm. There is nothing that is too dangerous
  or difficult for her. She volunteers for every challenge she faces.
  although she is secretly insecure and fearful. Karen feels anger
  toward Jack Baker because he is genuinely confident and she's
  envious of that. Yet despite Airman Penn's misgivings. she is a
  courageous soldier who learns to temper her aggressiveness and
  competitiveness with compassion and forethought.
  Note:
  According to the Sentinels script outline, Karen is constantly
  pestered by the lovesick Jack Baker. She sees Jack only as her major
  competitor and treats him coldly. Her idol is Miriya Sterling, who
  she sees as the ultimate warrior woman. It is Miriya would helps
  to teach her that kindness and emotions are not weaknesses, but the
  true strengths of a warrior.
  Karen, along with the other central cast of characters. joins the
  Sentinels.
  ROBOTECH MASTER
  SCIENTIST: CABELL
  Field Scientist
  Hit Points:
  57 S.D.C.:
  40
  Alignment:
  Scrupulous
  Attribotes:
  I.Q. 28, M.E. 20, M.A. 18, P.S. 12, P.P. 13, P.E. 12,
  P.B. 10, Spd. 9
  Age:
  379 at the start of Sentinels; looks about 60.
  _
  Weigbt:
  2501bs Heigbt:
  6ft 5 incbes
  Disposition:
  Wann, friendly, authoritative. inquisitive, sharp, analyt-
  ical mind, he is absorbed in uncovering all the secrets ofprotoculture.
  Confident, but not arrogant.
  Level of Experience:
  14th level
  Skills of Note:
  Astrophysics -
  94%, Biology -
  98%, Botany -
  98%, Chentistry -
  98%, ChemiSlry: Analytical -
  98%, Math:
  Basic & Advanced -
  98%, Computer Operation -
  98%, Computer
  Programming-98%, Optic Systems-98%, T.V./Video-98%,
  Radio: Basic -
  98%, Cryptography -
  59%, Eleclrical Engineer
  -
  98%, Mechanical Engineer -
  98%, Mecha Mechanics -
  98%,
  Locksntith -
  84%, Paramedic -
  98%, Pilot Hover Vehicle -
  98%, Jet Pack -
  98%, Read Sensory Instruments -
  98%, Weapon
  Systems-98%, Palnting-79%, Streetwise-79%, W.P. Energy
  Rifle, Hand to Hand: Basic (3rd level).
  Rank:
  Robotech MaSler Scientist (elite)
  Personal Prome:
  Cabell is the only Robotech Master ScientiSl left
  on the moon Fantoma, the Master's homeworld. He has chosen to
  stay behind to continue with his protoculture experiments with his
  assistant and friend Rem. Cabell believes he may be on the verge
  of unlocking Zor's lost secrets about protoculture. Without a doubt,
  Cabell is a genius and "the" authority regarding protoculture.
  Cabell is a dedicated scientist whose curiosity is tempered with
  patience and compassion for all life. In this respect he is an aberration
  in the society ruled by the heartless Robotech Masters. It was this
  perceived weakness in his character that convinced the Masters to
  leave him to his work on Fantoma (rather than accompany them to
  Earth). Note:
  The script outline develops the father-son friendship
  ".....
  between Cabell and Rem. Both join the REF to help destroy the
  Invid. Doctor Lang and Cabell quickly become friends and allies.
  It appears .hat Cabell dies in the armS of Rem about halfway through
  the series (revealing that Rem is a Zor clone).
  149
  REM (A Zor Clone)
  Field Scientist (Cabell's apprentice)
  Hit Points:
  32 S.D.C.:
  30
  Alignment:
  Scrupuloos
  Attributes:
  I.Q. 22, M.E. 19, M.A. 17, P.S. 19, P.P. 21, P.E. 14,
  P.B. 14, Spd. 15
  Age:
  Undetermined; appears about 15.
  Weight:
  ISOlbs Heigbt:
  6ft 4 inches
  Disposition:
  Intense, extremely cunning, quick thinker. Friendly, but
  somewhat arrogant and aloof.
  Level of Experience:
  4th level at the start of Sentinels.
  Skills of Note:
  Biology -
  83%, Botany -
  83%, Chemistry -
  98%,
  Chemistry: Analytical -
  93%, Math: Basic & Advanced -
  98%,
  Computer Operation -
  98%, Computer Programming -
  78%,
  Radio: Basic -
  78%, Optic Systems -
  78%, Eleclrical Engineer
  -
  73%, Mechanical Engineer -
  73%, Mecha Mechanics -
  68%,
  Mecha Electronics -
  63%, Medical: Paramedic -
  82%, Pilot
  Hovercycle -
  70%, Pilot Hover Vehicle -
  74%, Pilo. Jet Pack
  -
  75%, Read Sensory Instruments -
  68%, Navigation -
  88%,
  Gymnastics, Hand to Hand: 'Expert, W.P. Energy Pistol, W.P.
  Energy Rifle, Pilot Bioroid (Red).
  Rank:
  Robotech Master Scientist in training.
  Personal Profile:
  Rem is the last of the Zor clones. He's been placed
  under Cabell's tutelage in hope that his work with protoculture will
  stimulate memories of the original Zor or that Rem may stumble
  upon the same discoveries. Cabell was a dear friend of Zor's and
  takes his responsibilities toward Rem very seriously. Their relation-
  ship is one of father and son, with much affection between the two.
  Like most youths, Rem is an idealist with great expectations for
  himself.
  In combat Rem proves himself to be as brave and capable as any
  soldier. Following his mentor, he joins the REF and the Sentinels
  to crush the Invid.
  Note:
  According to the script outline, Rem becomes a close friend
  of Rick and Lisa Hunter, as well as the android Janice. He becomes
  a major force among the Sentinels in their fight to free the universe
  of invid tyranny. Toward the end of the series he hatches a scheme
  to travel back through time to change the past and prevent the
  horrorbrought about by the invids and the masters. Whether or not
  Rem does travel back through time is unclear (it does state that "his
  plan ultimately fails.").
  JANICE
  ROBOTECH ANDROID
  Veritech Pilot (Special)
  M.D.C. by Location:
  Anns (2) -
  50 each
  Legs (2) -
  100 each
  Hcad -
  150
  Main Body -
  350
  Alignment:
  Principled
  Attribute Equivalents:
  I.Q. 19, M.E. 19, M.A. 19. P.S. 19, P.P.
  19, P.E. (no' applicable), P.B. 19, Spd. 19.
  Weigbt:
  170lbs Height:
  5ft 10 inches
  Disposition:
  Friendly, cheerful. confident, loyal and brave.
  Level of Experience (equivalent):
  6th level Ace.
  Skills of Note:
  Pilot Jet -
  89%, Pilot all Veri.echs -
  85% (specifi-
  cally, Alpha, Beta, Shadow Fighter & Vindicator), Mecha Combat:
  ALL Veritechs (not Cyclones or Destroids), Pilot Automobile -
  98%, Pilot Spacecraft -
  85%, Pilot Titan -
  80%, Pilot Jet -
  89%, Weapon Sys.ems -
  98%, Navigation -
  98%, Space Naviga-
  tion -
  98%, Read Sensory Instruments -
  80%, Operate Computer
  
  -
  98%, Radio: Basic -
  85%, Dance (pro) -
  96%, Sing (pro)-
  95%, Prowl -
  80%, Hand to Hand: Martial Arts, Demolition -
  98%, Demolitioo Disposal -
  98%, ALL W.P.s
  Rank:
  Special Operative
  Personal Prorde:
  Janice was a beautiful pop sioger, the caliber of
  Minmei. She and Minmei (friends) were accidentally trapped on
  board the SDF-3 when it made its space fold. Everybody was shocked
  to discover that Janice was aone of a kind android created by Doctor
  Emil Lang.
  She is a secret artificial intelligence found aboard the SDF-I,
  which is housed inside an android body (also of Robotech Master
  origin). The intelligence has no memory of its past as a tool for Zor
  or the Robotech Masters. It has a female persona, is friendly, and
  tolally loyal to humans. A sophisticated holographic system can-
  create the appearance of being human. Janice is programmed to be
  a REF warrior.
  THE SDF-3
  The flagship of the REF fleet is the mile long (1.6km) SDF-3. This
  third incarnation of Zor's experimental vessel is much more true to the
  original design, making it very different than its famous predecessor.
  The most obvious change is its outward appearance. The vessel is a
  quarter of a mile larger. red in color, and bears little resemblance to
  the famous SDF-1. The original Robotech Masters' design is clearly
  apparent, as exhibited in its more rounded, organic design. The arms
  of the SDF-I & 2, which bore the DaedaJus and Prometheus type
  submersible carriers. are gone. In their place are two oval shaped "laser
  arms." The flat forward deck and main reflex cannon have been replaced
  with a tubular dual cannon providing twice as much fll'epower than the
  SDF-l·s. Small lasers and communications antennas bristle from the
  outer surface like dozens of hairs.
  The most surprising difference is that the SDF-3 can not transform.
  This is completely intentional and not a design flaw. The modular
  transfonnation capabilities of the first two battle fortresses was ahuman
  modification. Since Robotechnology seemed to focus on a symbiosis
  between man and machine and the transfonnability of machines, the
  humans assumed the battle cruiser possessed these same features and
  created the multilevel metamorphosis ability of the SDF-l. However,
  while the metamorphosis of the SDF-l was dramatic and did serve to
  save the mighty vessel on several occasions, it is not an effective combat
  mode. The humanoid shape slows movement and provides no combat
  advantage.
  The non-transfonnable SDF-3 is faster, more mobile, covered in a
  variety of deadly weapons (designed for close range and long range
  battle), and better designed for space travel. In addition to its space
  fold system, the spacecraft utilizes antigravity, sublight, and conven-
  tional means of propulsion.
  The purpose of the SDF-3 is to provide heavy support for its fleel/
  troops and to function as a mobile base of operations or space station.
  It is not just agiant space gun. Inside its belly is amassive manufacturing
  facility that builds and repairs mecha, missiles, weapons, vehicles, and
  additional equipment. Other facilities manufactur clothing, electronics,
  ISO
  and process food. An intergalactic campaign requires a foundation, a
  haven that offers shelter, food and comfort. Without it, the fleet could ...........
  never sustain a military or exploratory campaign for more than a few
  mooths. Without a doubt, the SDP-3 is the heart of the REF fleet. The
  roots that holds and sustains the entire fleet.
  To operate the SDF-3 and all of its production facilities requires a
  crew of 10,000. Among lbe crew are lbe leaders at lbe Robotech
  Expedldonary Foree, many at wbom are heroes trom lbe First
  Robotecb War. They include Rick Hunter: the Commander in Chief
  of the entire REF, Lisa Hayes-Hunter: Secood in Command and Cap-
  tain of the SDF-3. Mu: Sterling: Commander of the Veritech Fighter
  Division and Leader of the Skull Squadron, Mlrlya Sterling: Veritech
  Fighter Ace and Second in Command of the Skull Squadron (the VF-I V
  Vindicator and Beta Shadow Fighter are her personal mecha of choice),
  Johnatban Waite: Famed Veritech Ace and leader of the REF Infantry
  (Alpha Fighters or Hover Tank are preferred mecha), Jean Grant
  (mother of Bowie Grant and sister-in-law of the late Claudia Grant,
  SDF-l hero): Head of Medical, Vince Grant (brother of Claudia Grant
  and Bowie's father): Head BicrMaintenance Engineer and MTA Titan
  Commander (infantry), Doctor EmIl Lang: Leaderofthe REF Diploma-
  tic Mission, REF Chief of Staff and Head of Robotechnology Research
  and Operations (a vilal memberofthe REF), T.R. Edwards (a self-serv-
  ing viUain who turns traitor): Strategic Commander of the Ground
  Troops and 4th in the chain of command, Lynn M1nmel: Pop music
  star and hero of the First Robotech War is accidentally swept away
  during the SDF-3's space fold (civilian), Janice: Android who became
  a Veritech Ace and Hero. Breetai, the Zentraedi commander loyal to
  humans, was one of the principal people involved in the creation of
  the REF. He is the Field Commander of the REF troops and third in
  command. Breetai also leads an elite force of micronized Zentraedi ...........
  warriors. These troops have been hand picked by Breetai and are com-
  pletely loyal to him and the REF (all are 4th to 8th level officers, male
  & female; can pilot any of the REF Zentraedi Pods). Exedore is a REF
  Ambassador and Advisor. He is also involved with Robotechnology
  Research and operations.
  
  THE SDF-3 BATTLE FORTRESS
  STANDARD MECHA COMPLEMENT
  108 REF Spartans
  726 Z-I Banle Pods
  302 Z-2 Officer's Pod
  10 Z-3 Cyclops
  Exedore, Breetai and all the REF Zentraedi have been micronized.
  However, a protoculture chamber is on board the SDP-3 in case it is
  necessary to enlarge the Zentraedi. or to micronize other Zentraedi they
  may encounter. A small number of full size Zentraedi mecha have also
  -
  been brought along should they be needed.
  The SDF-3 stays out of combat only because of its strategic signifi·
  canee and not for any lack of arms. The "Battle Fortress" is lined with
  laser turrets and missile launchers, has the two super powerful laser
  arms and its unstoppable twin disintegration cannons, in addition to its
  force of over 2000 mecha. Of course, if lives are in deadly peril, the
  SDF~3 will come to the rescue with weapons blazing. It may also be
  part of a heavy assault andlor defend against enemy spacecraft.
  Tn addition to the battle fortress's formidable weaponry, the vessel
  is protected by a force field. Should the force field fail, the Command
  Tower is protected by a reserve Pinpoint Barrier Defense System oper-
  ated from the bridge. Comparing the SDF-3 to the Zentraedi warships,
  she is at least twice as powerful as a Nupetiet-Vemitzs Flagship. Iron-
  ically, the SDF-3 is initially hidden inside the shell ofZentraedi flagship
  (3'h miles/4.8km long) to disguise the REF's true might from the
  Robotech Masters. As it turned out, the Robotech Masters were not on
  their homeworld, Fantoma, (they were on their way to Earth) and the
  clever ruse was ineffective against the [nvid marauders who were ravag-
  ing it.
  Vehicle Type:
  Space; space fold command camer.
  Crew:
  Command Tower:
  Ship's captain (I), r"'t officer and second
  in command (I), Commander Breetai (I), 472 CT crew members,
  114 troops (security).
  Laser Arms:
  700 crew. 448 troops, 400 mecha on each of the two
  arms.
  SDF-3 Main Decks:
  340 communications personnel, 792 dietary,
  632 engineering, 1800 bio-mechanical engineers, 2552 maintenance!
  factoryflabor, 1864 medical and sciences, 649 security.
  Troops:
  Veritech Pilots:
  696 combat ready, plus 396 in reserve
  (1092 total).
  Destroid Pilots:
  324 combat ready, plus 324 in reserve (648 total).
  Cyclone Riders:
  324combat ready, plus 324 in reserve (648 total).
  Zentraedi Warriors:
  1080 (40% are officers)
  Additional Military Personnel:
  480
  Total Troops:
  3948
  Total of Crew and Troops:
  13,948
  Veritech Fighters:
  1166 total
  484 Alpha Fighters
  72 Alpha Shadow Fighlers
  348 Beta Fighters
  72 Beta Shadow Fighters
  58 Vindicator VF-I V
  96 VF Series Veritechs
  36 Hover Tank Veriteehs
  4000 Cyclones (50% are VR..Q52, 25% are VR-041, 25% are VR-038-
  LT)
  Destroids:
  1664 total (626 Destroids, 1038 Zentraedi mecha)
  18 RDF Excalibers
  132 REF Excalibers
  36 RDF Gladiators
  132 REF Gladiators
  8 RDF MAC. Os
  24 REF MAC. lIIs
  18 RDF Raidar-X
  132 REF Raidar-X
  18 RDF Spartans
  lSI
  Special Complement of Full Size Zentraedi Mecha
  36 Battle Pods
  36 Officer's Pods
  6 Reconnaissance Pods
  48 Male Power Armor
  48 Female Power Armor
  24 Fighter Pods
  Vehicles of Note:
  6 to 12 Titans, 8 to 12 Horizont Troop Shuttles,
  30 to 60 AAT-30s, 20 to 40 AAT-40s, 500 Hover Cycles.
  M.D.C. by Location:
  Laser Turrets (48) -
  150 each
  Missile Launchers (14 halches) -
  100 each
  Main Lasers (4; 2 on each ann) -
  tOOO each
  Deck One Dome Hangars (2) -
  4000 each
  Airlock Access Hatches -
  150 each
  Main Hangar (Bonom) Sliding Doors (2) -
  4000
  Outer Hull (per 40ft area) -
  100
  Interior Walls (per 20ft area) -
  40
  Command Tower (I) -
  10,000
  Laser Arms (2) -
  20,000 each
  Main Thrusters (4) -
  10,000 each
  Secondary Thrusters (8) -
  2500 each
  -Forward Section Main Guns ('Il) -
  30,000
  Midsection (Ill) -
  30,000
  --Rear Sectioo ('Il) -
  32,000
  2 Main Hangars (Decks 20 & 21 bottom) -
  10,000 each
  Force Field (encircles the entire ship) -
  60,000
  *Depleting the M.D.C. of the forward section means the main
  cannons of the SDF-3 are destroyed (10,000 M.D.C. each), as well
  as Decks 20A & 21A.
  **Depleting the M. D.C. of the rear section will destroy all engines
  and half of the Command Tower. The SDF will be adrift in space
  without means of propulsion. Note:
  The "Laser Anns" are consi-
  dered separate parts of the battle fortress and not included in the
  rear or mid-sections.
  Speed:
  Conventional Space Propulsion:
  Maximum speed is Mach
  10.
  Sublight:
  .16 the speed of light.
  Space Fold:
  A hyperspace system that catapults the vessel through
  space and time. The space fold system is used for traveling from
  one galaxy to another quickly. Range: Unknown, presumably limit-
  less. Note: When the SDF-3 uses its space fold, it will also transpon
  all vessels/objects within a two mile area. The area affected by the
  SDF-3's space fold can be expanded up to a 50 mile (80km) area.
  Typically the SDF-3 can transport several thousand other vessels.
  Planet Bound:
  The SDF-3 can land on a planet if absolutely neces-
  sary, but is not designed to maneuver in an atmosphere (uses anti-
  gravity and conventional propulsion).
  Maximum Range:
  Unlimited. Protoculture engines give it an esti-
  mated life of 60 yean; of constant use. Sublighl and space fold offer
  infinite range.
  Length:
  5322ft (l622m or aboul one mile)
  Height:
  1190ft (362.7m)
  Width:
  924ft (281.6m)
  Weight:
  46,850,000 tons
  Main Engine:
  Reflex, protoculture.
  Gravity Control System:
  1nteroal and external.
  WEAPON SYSTEMS
  t.
  DS·2 Full Barrier System:
  The SDF-3 has a full force field to
  protect it from enemy assaults. The force field encompasses the
  entire ship, which presents a bit of a problem in that the SDF-3 can
  not fire its weapons or launch mecha while the force field is up.
  
  THE COMMAND TOWER
  SDF-3 FLOOR PLANS
  The Command Tower is located on top of the SDF-3 toward the rear
  section.
  Note:
  The scale of the mile long (1.6km) SDF-3 prevents the inclu-
  sion of tiny details, such as elevators, stairs, hatches, and small latrine
  and closet/storage ·compartments.
  -
  3.
  Decks 16-18 have a 60ft (18.3m) ceiling height.
  4.
  Deck 19 has a 130ft (39.6m) ceiling height to hold the Garfish and
  Horizont troop carriers.
  S.
  Decks 20 and 21 have a ceiling height of 70ft (213m).
  6.
  The Command Tower decks each have a ceiling height of 35ft,-
  (1O.7m).
  7.
  The Laser Ann Decks have a 90ft (27 Am) height.
  8.
  Crew Quarters: All crew quarters are divided into dormitory style
  apartments, with a living room, dinette, two sitting rooms, a study
  and four bedrooms. Each living area is shared by eight (8) crewmen.
  Offtcer's quarters are inhabited by the offtcer and his family or by
  2-4 single officers.
  CT DECK TWO: The Bridge Deck
  1.
  Observation Deck:
  A large open area enclosed by a tough, Irans-
  parent bubble. A computer network and several monitors can be
  used to call up communications and combat data. Comfortable chairs
  and a conference table with a personal computer and a 4ft monitor
  suspended from the ceiling are found toward the rear of the room
  for briefings and up to the second information.
  2.
  The Bridge is a reinforced command deck filled by view screens
  and communication monitors. This is where the Captain directs her
  ship, crew and troops.
  3.
  The Captain's Quarters is a spacious living area divided into two
  bedrooms, large living room, large study with a connecting library
  (a special computer terminal, and three monitors, and intercom can
  link the captain directly to central communications. The library
  includes books and video disc data.), dining room and dinette com-
  plete with refrigerator, private bathroom with shower. and recreation
  room (also used for private conferences). Two top security guards
  (4Th level or higher) clad in full VR-041 saber cyclone armor guard
  the captain's quarters at all rimes. The number of guards may be
  doubled or tripled during combat to protect the sensitive data con-
  tained in the room (not to mention the captain).
  4.
  Briefing Room
  S.
  Officers' Kitchen and Dining.
  6.
  Officers' Lounges (4) provide an area where bridge personnel can
  relax or sleep. Each includes two couches, big easy chair, table with
  CT DECK ONE: Communications
  1.
  Central Communications:
  A huge area filled with computer
  tenninals. monitor screens, and rows and rows of communications
  operators. This is the main communications network that links the
  SDF-3 to the rest of the REF and directs its troops.
  2.
  Communications Analysis:
  A subsection of the central com-
  munications network that helps to collate data and transmissions,
  scramble and unscramble coded messages. and disseminate informa-
  tion.
  3.
  Hyperspace Communications Network.
  4.
  Broadcast Central:
  Another subsection of the central communi-
  cations network. This sector is tied directly into the multi-system
  radio and sensory tower atop the command tower. These engineers
  operate satellite relay communications, laser communications, and
  all types of long range or special communications, as well as monitor
  sensor data such as radar.
  The force field can be erected within 5 or 6 seconds, which means
  the barrier can be dropped and replaced immediately. The DS-2
  Barrier Defense System can regenerate its M.D.C. at a rate of 10.000
  M.D.C. per hour.
  2.
  DS-l Barrier Defense System is used to protect the Command
  Tower when the main force field is down. The DS-l is used to
  protect the Command Tower only. See theikazuchi Carrier, pgs 100·
  JOJ, for description.
  3.
  Forty-Eight (48) Zentraedi style Laser Turrets line the top,
  bottom and sides of the SDF-3. Two can be found on each of the
  dome hangars. 10 on the nose of each main gun (forward section)
  and the rest distributed around the ship. Each turret can rotate 360
  degrees with an 180 degree arc of fire.
  Range:
  100.000 miles (I6O,OOOkm) through atmosphere.
  200.000 miles (320.000km) in space.
  Mega-Damage:
  ID4 x 100 M.D.
  Rate of Fire:
  Each turrct can fire twice per melee.
  4.
  Twenty-Four (24) Missile Bays are strategically placed on the
  vessel. These are retractable units that are concealed until activated
  to fire. The Command Tower has three missile launchers, another
  three are located by both dome hangars and another three at the
  main hangar and Horizont Hangar.
  Missile Type:
  Reflex Multi-Warhead, although any can be used in an
  emergency. Range: 1800 miles (2880km).
  Mega-Damage:
  406 x 10
  ~. tI-
  Rate of Fire:
  Volley'of 2. 4 or 8.
  .f' •
  C::>,
  Payload:
  Each missile bay has 104 missiles.
  ~t
  cP
  S.
  LA-4 Laser Cannons (Laser Arms):
  The so-called laser arms
  are actually decks with combat ready mecha troops. Mounted on
  each ann is a large antenna type appendage which are really two
  giant lasers. Each arm can rotate 360 degrees (gravity control pre-
  vents the crew from tumbling allover). The actual lasers can rotate
  45 degrees.
  Primary Purpose:
  Defense
  Secondary Purpose:
  Anti-Spacecraft
  Range:
  100.000 miles (l6O,OOOkm) in an atmosphere.
  200.000 miles (320,OOOkm) in space.
  Mega-Damage:
  106 x 1000
  Rate ofFire:
  Each ofthe four LA-41asers can fire ONCE per melee.
  6.
  The Main GunslReOex Cannons: The SDF-3 has two of the
  devastating reflex cannons rather than one. The advantages are that
  both can be fired simultaneously to create a larger beam area or
  their firing can be staggered, giving the battle fortress two blasts
  per every ten minutes instead of one. The flaws in the old SDF-l
  style weapon have been eliminated so that the weapon is 100%
  reliable.
  Primary Purpose:
  Assault
  Secondary Purpose:
  Anti-Space StatiOn/Spacecraft
  Mega-Damage:
  Absolutely destroys EVERYTHING inits path offire.
  One cannon fires a two mile (3.2km) wide beam, or a combined, four
  mile (6Akrn) wide beam.
  Range:
  60.000 miles (96,OOOkm) in an atmosphere.
  120.000 miles (192,OOOkm) in space.
  Payload:
  Each of the two reflex cannons can fire once every TEN
  minutes. A common tactic is to fire the second gun 5 minutes after the
  first. effectively reducing the time limit by half.
  7.
  Mecha Troops are deployed for defense and assault. See Troops.
  1.
  Decks 1-9 have a general ceiling height of40ft (l2.2m), this makes
  multi-floor facilities possible.
  2.
  Decks 10-15, the crew decks, have a 25ft ceiling height, making
  the two floor buildings possible.
  SDF·3 NOTES:
  152
  
  '- -DElI( 2
  LASER ARMS
  L DECK TWO: Crew and Life Support
  1.
  Connecting Reinforced Corridors.
  2.
  Crew Quarters: Houses 96 crewmen.
  3.
  Crew Quarters: Houses 40 crewmen.
  4.
  Cre;w Quarters: Houses 40 crewmen.
  S.
  Latrine and Showers.
  6.
  Mecha Storage Bay:
  Contains 200 CVR-3 body armor, 68 VR-
  052 battler cyclones, 24 VR-038-LT cyclones. 4 gladiators. 4 ex-
  calibers, 2 raidar·x, 2 spartans, and 2 alpha fighters in battloid mode.
  AU mecha are the new REF models. Weapons include 576 Fal·2
  rifles, 288 gallant H-9Os, 144 wolverine assault rifles and 144 misc.
  others.
  7.
  Mecha elevator to the next two decks.
  8.
  Kitchen and Mess Hall.
  9.
  Lounge with Bar and Game Room.
  10. Communications Network for the Laser Arms.
  II. Independent Life Support System for the Arms.
  12. Independent Gravity Control System for the Arms.
  The SDF-3 has two large arm-like attachments with two powerful
  lasers. Although these sub-wings of the vessel contain troops and crew,
  they are referred to as the "Laser Arms" or "SDF Annexes." Both are
  identical in every way.
  L DECK ONE: Crew
  I.
  Reinforced Connecting Corridor.
  2.
  Crew Quarters:
  All crew quarters are donnitory type compart-
  ments designed to be fairly spacious and cozy, like an apartment,
  not a barracks. A typical living compartment will contain four bed-
  rooms with bunk beds (2 people in each bedroom). a living room.
  dinette with a sink and shelves, two sitting rooms and a study. Each
  crew quarters houses eight soldiers. Accommodates approximately
  256 crewmen.
  3.
  Recreation Room
  4.
  Kitchen and Mess Han
  S.
  Latrine
  6.
  Security and Brig:
  This is more to keep order among the troops
  than fight intruders. 18 M.P.s are on duty at all times. Armed with
  Putnam Stun Guns and Gallant H-90s (pistol mode). Six suits of
  VR-038-LT cyclone mecha are also kept here. 24 prison cells can
  hold up to 150 prisoners comfortably.
  7.
  Crew Quarters: Same as #2; houses 132 crewmen.
  8.
  Medical
  9.
  Crew Quarters; Houses about 72 crewmen.
  10. PX-Store making available books, video discs, electronics, candy,
  cloth, and personal items.
  II. Bar and Lounge.
  12. Crew Quarters: Houses 56 soldiers.
  13. Crew Quarters: Houses 56 soldiers.
  14. Lounge
  IS. Latrine and Showers.
  LASI!R
  ARM
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  CT DECK THREE: Bridge Crew
  1.
  Sensory Collation Network
  2.
  War Room:
  Strategy and tactics are plotted here. Suspended
  from the ceiling and imbedded in the walls are view screens and
  data monitors. A huge holographic tactics table is in the center of
  the floor.
  3.
  Connedlng Reinforced Corridors with dividing hatchways.
  4.
  Command Tower Crew Quarters:
  Mostly low ranking officers
  and engineers, accommodates about 160 crewmen.
  S.
  Kitchen and Dining Hall.
  6.
  Conference Room also used as a lounge.
  7.
  Shower and Latrine.
  XAlC WFC"
  six chairs, desk, two pull out beds and a private shower.
  7.
  Command Tower Weapons Operations: Houses the weapons
  crew that operates the Command Tower's weapon systems. This
  includes the DS-I pin point barrier defense system (same as Ikazuchi
  carrier. pg 1(0). used to defend the Command Tower only, and
  retractable CT Missile Launchers (3).
  CT DECK FOUR: Auxiliary Systems
  I.
  Internal SDF-3 Communications.
  2.
  Independent Life Support Auxiliary System specifically for the
  Command Tower only!
  3.
  Independent Artificial Gravity Auxiliary System for the Com-
  mand Tower only!
  4.
  Pinpoint Barrier Defense System Generator: The Pinpoint Bar-
  rier is used to defend the command tower when the main ship force
  field is down. Defends Tower only!
  S.
  Commander Breetai's Living Quarters:
  In addition to his own
  spacious living quarters (almost identical to Deck Two, #3), there
  are two separate living quarters that house eight of his most trusted
  officers who serve as his personal aides and guards. Four Z-2 Of-
  ficer's Battle Pods are also stored here.
  6.
  Command Tower Security Office:
  In addition to administration,
  the security force contains 24 VR-041 cyclone operatives (in battloid
  mode), 12 VR-038-LT cyclones. 6 VR-052 battler cyclones. 24
  security soldiers in CVR-3 body armor (armed with a 9mm "wolf'
  auto pistol and Fal-2Iaserrifle), 30 security soldiers in plain uniforms
  (armed with Gallant H-90s) and four Gladiaton; and two Z-l Battle
  Pods.
  7.
  Combat Computer:
  The crew of this room study all available
  data (sensory, communications, troop movements, etc.) regarding
  combat. They collate and analyze the strengths, weaknesses, prog·
  ress, actions, movement, weapons, personnel and all other aspects
  of REF and opposing forces. This helps to provide a full picture of
  the conflict so that strategies and tactics can be fonnulated quickly
  and effectively. All data is available to the bridge, war room, cap-
  tain's room and Breetai's room.
  cr DiCK 2
  CGMM'IANO TOfIV£R
  erN'" 11---,--....:
  -
  -
  IS3
  
  4.
  Chinese Restaurant
  5.
  Dance HaD
  Forward Weapon System.
  Theater: Live Arts and Film.
  Book Library
  DECK THREE: Recreation
  I.
  2.
  3.
  DECK TWO: Engineering and Crew
  I.
  Forward Weapon System
  2.
  Crew Quarters: Houses 180 crewmen.
  3.
  Crew Quarters: Houses 180 crewmen.
  4.
  Crew Quarters: Houses 144 crewmen.
  5.
  Latrine & Showers
  6.
  Main Mess HaD & Kitchen
  7.
  Lounge
  8.
  Crew Quarters: Houses 144 crewmen.
  9.
  Crew Quarters: Houses 168 crewmen.
  10. Latrine & Showers
  H. Secondary Mess HaD & Kitchen
  12. Video Lihrary
  13. Crew Quarters: Houses 96 crewmen
  14. Gymnasium
  IS. Latrine
  16. Crew Quarters: Houses 144 crewmen.
  17. Recreation Room
  18. Crew Quarters: Houses 168 crewmen.
  19. Artificial Gravity System
  20. Connecting Corridors
  21. Engineering
  22. Engines
  12. Crew Quarters: Houses 96 Zentraedi warriors.
  13. Lounge, Bar and Recreation Han frequented mostly by Zentraedi
  (microniZed).
  14. Latrine & Showers
  IS. Crew Quarters: Houses 40 Zenlraedi warriors.
  16. Crew Quarters: Houses 56 Zenlt1ledi officers.
  17. Kitchen & Cafeteria.
  18. Lounge frequented mostly by Zentraedi.
  19. Swimming Pool and Sauna.
  20. Latrine and Showers
  21. Gymnasium
  22. Target Range
  23. Lounge and Bar
  24. Laundry Service
  25. Video Theatre
  26. Lounge
  27. Library
  28. Security: 24 M.P.s at all times. Three cells can bold up to 24
  prisoners comfortably. M.P.s are equipped with uniforms, Putnam
  stun guns and Gallant H-90s (pistol mode).
  OFFICERS' WING
  29. Private Swimming Pool, Saunas and Showers.
  30. Conference Room
  31. Lounge with Cafeteria and Bar.
  32_ PrIvate Library
  33. Lounge
  34. Video Entertainment Lounge (Private, Officers only).
  35. T.R. Edwards' Living Quarters
  36. Private Dining & Kitchen
  37. Max & Miriya Sterlings' Living Quarters
  38. Exedore's Living Quarters
  39. Officers' Quarters: High Command
  40. Officers' Quarters: High Command
  41. A Park complete with trees. flowers, and picnic lables. A holog-
  raphic sky simulates night and day.
  42. Engines
  DECK ONE: Officers' Quarters
  I.
  Forward Weapon System (main gun).
  2.
  Mecha Hangar: Contains 24 VF series veritechs. 12 Alpha Fight-
  ers, 12 Betas. 12 Vindicators, 12 M.A.C. ills. 6 M.A.C. Os. 96
  Z-l Battle Pods, and 48 Officer's Pods. There are also numerous
  TCH-4 Tractor Haulers and ML-3 Forklifts, and a handful of hover
  cycles.
  3.
  Hangar Dome:
  Contains 32 combat ready Alpha and Bela Fight-
  ers linked together.
  4.
  Ceiling Hatch
  5.
  Hangar Dome:
  Contains 32 combat ready Alphas and Belas
  linked.
  6.
  Ceiling Hatch
  7.
  Maintenance Crew
  8.
  Maintenance Crew
  9.
  Maintenance Crew
  10. Connecting Passageways.
  H. Crew Quarters: Houses 120 pilots.
  L DECK FOUR: Mecha and Crew
  THE SDF-3 MAIN DECKS
  L DECK THREE: Mecha Hangar
  1.
  Hangar Bay for mecha that have been prepped and are ready to
  depart. Accommodates approximately 24 Alpha and 18 Beta fighters.
  2.
  Hangar Bay. Identical 10 # I.
  3.
  Hangar for preparing and storing fighters. It can accommodate
  about 48 Alpha and 24 Beta fighters and 6 VF veritechs comfortably,
  but can hold an additional 48 Alphas or 24 VFs or Betas ifnecessary
  and still have a minimal amount of maneuvering space.
  4.
  Mecha Elevator accesses decks 2 and 4.
  5.
  Mecha Storage Hangar used for preparing and repairing Veritech
  fighters for combat. Usually contains ID4 x JO Alphas and 406
  Betas. 206 VF-series verilechs. and ID4 x 10 REF Zenlt1ledi Ballle
  Pods.
  6.
  Electrical Engineer's area.
  7.
  BiQooMaintenance Engineer's area.
  8.
  Engineer's Lounge and Cafeteria.
  9.
  Additional Maintenance Crew.
  10. Mecha Garage for Repair.
  Note:
  About 200 crewmen service this deck.
  13. Cafeteria and Lounge (with Latrine).
  14. Crew Quarters: Houses 72 soldiers.
  IS. Mini-Gymnaslum
  16. Latrine and Showers (with sauna).
  17. Recreation Room
  1.
  Mecha Storage:
  Conlains 48 Alpha Fighters. 12 Beta Fighters
  and a mix of 48 deslroids; usually 40% Raidar-X. 20% Spartans.
  20% Excalibers. 10% Gladiators. 10% others (such as Battle Pods).
  and 144 VR-052 Battler Cyclones.
  2.
  Mecha Storage: Conlains 18 Beta Fighters. 2D6 Raidar-X. 2D6
  ExcaJibers, 206 Gladiators. and tD6 x 10 VR-052 Cyclones.
  3.
  Mecha Elevator
  4.
  Crew Quarters: Houses 128 Veritech Pilots.
  5.
  Crew Quarters: Houses 128 Veritech Pilots.
  6.
  Crew Quarters: Houses 32 Destroid Pilots.
  7.
  Kitchen and Mess HaD
  8.
  Latrine and Showers.
  9.
  Lounge
  10. Recreation Room
  11. Officer's Lounge and Bar.
  12. Video Library
  13. Crew Quarters: Houses 40 crewmen.
  154
  
  6.
  Security: 24 M.P.s armed with putnam stun guns and nightsticks.
  7.
  A Park with grass and trees, flowers. and park benches. A holog-
  raphic sky simulates day and night.
  _
  8.
  A PX-Store of monstrous proportions (2 Slories tall). Sells every-
  thing from cloth and electronics to hardware and food.
  9.
  Arcade filled with garnes.
  10. Tennis Courts: Open air so they seem like part of the park.
  11. The Wayward Star Night Club: A favorite entertainment spot.
  Lynn Minmei and Janice often perform there. Other acts include
  comedy, various bands and music (rock, country, jazz, etc.) and
  amateur nights.
  12. Fast Food Coney lslaud Restaurant.
  13. Mini-Theater: Live acts and films.
  14. Refreshments and Salad Bar: Specializes in non-alcoholic fruit
  drinks.
  IS. Italian Restaurant.
  16. Candy Store
  17. Bakery: Fresh bread and pastry.
  18. Ice Cream Parlor
  19. Hobby and Craft Store
  20. Small Mexican Restaurant
  21. Bowling Alley
  22. Arcade
  23. Engines
  Notes:
  All restaurants, theaters, PXs, and bowling alleys have two
  floors.
  DECK FOUR: Administration
  I.
  Forward Weapon System
  2.
  Main Life Support System
  3.
  Internal SDF-3 Communications Network
  _4.
  Ship Administration
  5.
  Officers' Quarters: Houses 48 officers.
  6.
  Crew Quarters: Houses 160 crewmen.
  7.
  Mess Hall & Kitchen
  8.
  Latrine & Showers
  9.
  Recreation Room
  10. Lounge
  11. Omcers' Dining Hall & Kitchen
  12. Omcers' Lounge
  13. Omcers' Quarters: Accommodates 24 high ranking officers and
  their families.
  14. Crew Quarters: Houses 208 crewmen.
  IS. Latrine
  16. Theater: Film and live shows.
  17. Engines
  DECK FIVE: Medical Control
  I.
  Forward Weapon System
  2.
  Hangar for the transponation of patients, wounded and supplies.
  Usually houses 4 to 6 Alpha Fighters, I or 2 Beta Fighters and an
  old-style RDF shuttle.
  3.
  Hangar: Identical to #2.
  4.
  Open Area
  5.
  Three Story Crew Quarters: Houses 288 medical personnel.
  6.
  Three Story Lounge: Many rooms and areas for quiet games like
  chess.
  7.
  Kitchen & Cafeteria (3 stories)
  8.
  Latrine & Showers (3 stories)
  ---9.
  Hospital: Complete. high-tech. three floar. medical facility that
  can accommodate up to 2800patients. Typical staffis 400 per shift.
  10. Latrine & Showers
  11. Three Story Crew Quarters: Houses 432 medical personnel.
  12. Lounge and Cafeteria.
  p. Isolation Laboratory
  ISS
  14. Quarantine Lab and Medical Facility. Can accommodate up to
  200 individual patients in isolation. Another 3 story facility.
  IS. Engines
  DECK SIX: Medical Annex
  I.
  Forward Weapon System
  2.
  Pathology and Forensics Laboratory
  3.
  Chemistry Laboratory
  4.
  Nuclear Medicine
  S.
  Medical Clinic
  6.
  Lounge & Cafeteria
  7.
  Recreation Facility with many separate rooms for card playing,
  chess, backgammon, darts, pool and other games.
  8.
  Crew Quarters: Houses 256 medical personnel.
  9.
  Crew Quarters: Houses 320 medical personnel.
  10. Film Theater
  11. Bar
  12. Mess Han & Kitchen
  13. Lounge
  14. Crew Quarters: Houses 196 medical personnel
  IS. Storage Area
  16. Latrine & Showers
  17. Engines
  DECK SEVEN: Robotechnology Labs
  1.
  Forward Weapon System
  2.
  Robotechnology laboratory (2 Door)
  3.
  Storage
  4.
  Crew Quarters: Houses 128 lab techs.
  5.
  Protoculture Chamber: This is one of the few remaining chambers
  used by humans to micronize or enlarge the Zentraedi.
  6.
  Cafeteria
  7.
  Lounge
  8.
  Doctor Lang's Living Quarters: A huge two story area with a
  private laboratory, state of the an computer system, private Iibraryl
  personal records, as well as a spacious living area with bath and
  shower. Two VR·038·LT cyclone guards protect the premises.
  9.
  Security:
  This deck is a top security deck requiring special sec-
  urity clearance. Only authorized personnel and the high command
  have access to these facilities (99% of the player characters will
  not). Standard security staff includes: 48 plain clothes M.P.s
  anned with putnam stun guns and gallant H-90s (pistol mode), 24
  in CYR-3 body armor armed with stun guns and gallant H-90s (rifle
  mode), 24 suited in YR-041 saber cyclones. 12 suited in YR-038-LT
  cyclones, two RDF gladiators, two REF gladiators, two REF excalib-
  ers.
  10. A small Robotech Factory for Lang's research; building experi-
  mental systems sucb as the RAT-I Pegasus.
  11. Protoculture Energy Cen Storage.
  12. Engines
  Note:
  AU buildings on this Deck have two floors.
  DECK EIGHT: Research
  I.
  Forward Weapon System
  2.
  Huge Storage Area with modular walls to divide the space as
  needed.
  3.
  Crew Quarters: Houses 112 science and medical personnel.
  4.
  Latrine
  S.
  Recreation Hall
  6.
  Auxiliary Life Support
  7.
  Medical Laboratory
  8.
  Stasis Chamber used to store especially delicate specimens (yes,
  people can also be placed in stasis).
  9.
  Chemical Laboratory
  10. Conrerence Room
  
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  11. Radiology
  12. Medical Library: Stored on computer & video discs.
  13. Crew Quarters: Houses 240 science personnel.
  14. Security: 48 plain clothes officers anned with putnam stun guns
  -
  and gallant H-90s (pistol mode), 24 in CVR-3 body armor armed
  with slUn guns and gallant H-90s (rifle mode), 12 in VR-041 Saber
  cyclones and 12 in VR-038-LT cyclones. 4 prison cells can hold up
  to 32 prisoners.
  IS. Mess Hall and Kitchen
  16. Latrine & Showers
  17. Biology Laboratory
  18. Engines
  DECK NINE: Space Fold
  1.
  Forward Weapon System
  2.
  SDF Weapons Systems Operations, with independent life support
  system, maintains and controls the ship's many weapons.
  3.
  Latrine & Showers
  4.
  Mess HaD & Kitchen
  S.
  Hyperspace Auxiliary Communications System
  6.
  Auxiliary Sensory Network
  7.
  Navigation and Ship's Engineering: Specifically designated for
  sublight travel and space fold operations.
  8.
  Security: Consists of 48 plain clothes M.P.s armed with putnam
  stun guns, nightsticks and gallant H-90s with rifle stocks, providing
  full weapon capabilities.
  12 in CVR-3 body annor and same
  weapons, 24 in VR-041 saber cyclones, 24 in VR-038-LT cyclones,
  6 in VR-052 battler cyclones. Plus two REF gladiators.
  9.
  Lounge
  10. Lounge
  H. Recreation Han & Cafeteria
  _
  12. Force Field Generator
  13. Space Fold System: Very restricted area. Must be authorized by
  both Doctor Lang and SDF-3 Captain Lisa Hayes-Hunter (or Rick
  Hunter or Breetai or Col. Edwards). The area is constantly guarded
  by a security team of 2 REF gladiators, 2 REF excalibers, 2 Z-I
  Battle Pods and 6 VR-041 saber cyclones.
  14. Auxiliary Gravity Control System
  IS. Engines
  Note:
  Characters must have special clearance to be allowed on decks
  seven, eight and nine.
  DECKS 10-15: Crew Quarters
  1.
  Forward Weapon System
  2.
  Crew Quarters: Houses 480 crew members.
  3.
  Lounge
  4.
  Latrine & Showers
  S.
  Recreation Han
  6.
  Theater: Live perfonnances and fIlms.
  7.
  Recreation Hall
  8.
  Lounge
  9.
  Mess Hall & Kitchen
  10. Crew Quarters: Houses 160 crew members.
  n. Crew Quarters: Houses 160 crew members.
  12. Night Club and Lounge with live singers, bands, comedy. acts
  and amateur nights.
  13. Latrine
  14. Crew Quarters: Houses 160 crew members.
  15. Recreation Hall focusing on games; card games, board games,
  ..-....
  computer games. etc.
  16. Lounge
  19. Showers & Sauna
  17. PX-Store (sman)
  20. Movie Theater
  18. Swimming Pool
  21. Target Range
  22. Gymnasium & Combat Holographic Simulators
  23. Engines
  DECK SIXTEEN: Storage
  1.
  Water Storage Tanks
  2.
  Connecting Corridors
  3.
  Huge Stornge Bay
  4.
  Mecha & Vehicle Elevator
  S.
  Storage
  6.
  Water Treatment & Processing Plant
  7.
  Sublight Engines & Conventional Propulsion
  DECK SEVENTEEN: Factory Level
  1.
  Connecting Corridors 66ft (20m) wide.
  2.
  Destroid Factory: There are always 204 active RDF Gladiators
  assisting in heavy labor.
  3.
  Mecha Elevator connects to the next several decks.
  4.
  Lounge
  S.
  Latrine & Showers
  6.
  Cyclone Mecha Factory: A four story production facility. Cyclone
  protoculture cells are also stored here.
  7.
  CVR-3 Body Armor Factory & Storage: A four story production
  facility. It has approximately 24,000 CVR-3 in storage, along with
  field communications equipment and field accessories (such as
  holsters, canteens, etc.).
  8.
  Recreation Hall
  9.
  Storage Bay
  10. Mess Hall & Kitchen
  11. Lounge
  12. Latrine
  13. Crew Quarters: Houses 128 factory workers.
  14. Crew Quarters: Houses 128 factory workers.
  IS. Destroid Storage: Typically will contain one M.A.C. 111, 11 Spar-
  tans, 20 Gladiators, 20 ExcaJibers, and 20 Raidar-X. All are REF
  variety.
  16. Deck Security: 48 plain clothes security personnel armed with
  putnam stun gun, nightstick and gallant H-9O with rifle attachment;
  48 officers in CVR-3 body armor anned with gallant H-90 with rifle
  attachment and Sal-9laser pistol, and have ajel back-pack attached
  to their CVR-3 armor. Mecha Units Include: 24 VR-052 Banlers
  armed with the EP-40 Pulse Beam Gun and EP-37 60mm beam
  cannon; 2 RDF Gladiators, 2 REF Gladiators. 2 RDF Excalibers,
  2 REF Excalibers and 4 Z-I Battle Pods.
  17. Weapons Factory:
  Produces the "REP' weapons and energy
  clips (Southern Cross and old RDF weapons are not manufactured
  by the REF. What few of those weapons were brought from Earth).
  This is a four story facility. Storage contains 200,(X)() energy clips,
  22,000 gallant H-90s, 12,000 M-35 wolverine assault rifles, 8,000
  FaI-2s, 6,000 SaI-9s, 6000 wolf auto pistols, 2000 M-37 weasel
  auto pistols, 2000 M-36 badger sub-machineguns. 2,000 RL-2 super
  rocket cannons, 4,000 RL-6 rocket cannons
  1 000 EP-37s 1 000
  EP-40s, and 300 putnam stun guns.
  "
  ,
  ,
  18. Storage
  19. Storage
  20. Auxiliary Water Plant
  21. Water Storage Tanks
  22. Sublight Engines & Conventional Propulsion
  Note:
  Ceilings are 90ft tall. with the exception of multi-floor com-
  plexes (20ft ceilings for 3 & 4 story buildings).
  DECK EIGHTEEN: Factory Level
  1.
  Connecting Corridor 66ft (20m) wide.
  2.
  Bio--Maintenance Engineering: Mecha repair and maintenance of
  mecha. A two story facility with a 60ft (l8.3m) first floor ceiling
  height and a 40ft (l2.2m) second floor. 1D6x 10 mecha are present
  for repairs at any time.
  Mecha Elevator with two smaller (66nJ20m) elevators next to it.
  Huge, 198ft x 132ft (60.3 x 48.2m). mecha elevator.
  
  DECK TWENTY·B: Zentraedi Warriors
  1.
  Battle Pod Hangar: Contains 100 Z-l battle pods and 44 Z-2
  officer's pods, all combat ready.
  2.
  Battle Pod Hangar: Same as # I.
  6.
  Recreation Area
  3.
  Latrine & Showers
  7.
  Mess Hall & Kitchen
  4.
  Omcers' Lounge
  8.
  Storage
  S.
  Crew Quarters: 256 zentraedi warriors
  9.
  Battle Pod Storage: 100 Z-l Battle Pods and 44 Z-2 Officer's Pods.
  hangar doors in the floor. Other smaller shuttle craft and mecha also
  use the hangar. TypicaUy contains: Four Z-3 cyclops, one garfish
  shuttle, four M.A.C. Us, 36 VP series veritechs, 24 alpha fighters,
  24 alphas and betas linked together, 6 RDP gladiators (used primarily
  for labor), 6 REP gladiators, 4 REP excalibers, 6 REP raidar-x, 24-
  Z-I batde pods and dozens of work vehicles and crewmen.
  10. Small Floor Hangar Doors:
  264ft X 640ft (80.4mx 19Sm)
  11. Large Floor Hangar Doors: 460ft x 700ft (I4Omx2l3.3m)
  12. Beta Factory and Veritech RepairlMaintenance
  13. Vehicle Storage
  14. Missile Storage
  15. Vehicle Factory & Maintenance
  DECK TWENTY-ONE·B: Zentraedi Warriors
  I.
  Storage
  -
  2.
  Mecha Repair & Maintenance
  3.
  Crew Quarters: 466 Zentraedi warriors
  4.
  Mecha Storage: 60 Z-l battle pods, 20 Z-2 officer's pods.
  S.
  Crew Quarters: Houses 128 human crewmen.
  6.
  Crew Quarters: Houses 128 zentraedi warriors.
  DECK TWENTY-ONE-A: Horizont Hangar
  1.
  Main Hangar: Can hold 9 horizont shuttles and 32 armored supply
  bunkers. Also holds 4 RDP gladiators, and 2 REP gladiators for
  labor and defense. Of course, the hangar can also be used to launch
  mecha.
  2.
  Hangar Crew
  3.
  Storage Area: Mecha, vehicles, supplies.
  4.
  Horizont Elevator to 20-A
  DECK TWENTY-A:
  Skull Squadron & Wolfe Pack
  1.
  uWolfe Pack" Wing:
  Storage bay containing 24 hover tanks, 4
  vindicators, 48 VR-OS2 battler cyclones, 48 CVR-3 armor, 12 hover
  cycles and miscellaneous item for combat such as cobalt limpet
  mines, weapons, etc.
  2.
  ''Wolfe Pack" Wing: Veritech fighter storage bay containing 6
  vindicators, and 24 shadow alphas and shadow betas linked.
  3.
  Pilots' Lounge
  4.
  Pilots' Cafeteria
  5.
  Storage Area
  6.
  Hangar Area: Usually reserved for the "Wolfe Pack."
  7.
  Hangar Area: Reserved for the "Skull Squadron," 12 shadow
  alphas and shadow betas linked together are always combat ready.
  Plus an additional 6 alpha fighters, 4 betas, and 4 VF series super
  veritechs are kept here.
  8.
  Hangar Maintenance Crew
  9.
  Veritech Maintenance Garage
  10. Storage Area: Usually houses equipment and supplies, few mecha..........
  11. Gigantic Elevator for Horizont Space Shuttle.
  12. Main Hangar:
  Can hold 2-4 Horizont space shuttles, 12 armored
  supply bunkers, 20 REP raidar-x, 10 REP spartans,
  10 REP
  gladiatnrs, 10 REP excalibers, and 2 M.A.C. Ills, all fitted with
  space propulsion units. Also 12 VF series veritech fighters and 6
  alpha fighters,
  Missile Factory
  Missile Storage
  Storage Area
  20.
  21.
  22.
  DECK NINETEEN: Main Hangar
  I.
  Connecting Corridors 66ft wide (48.2m).
  2.
  Mecha Storage Area: A three story structure; floor one has an
  80ft high ceiling, floor 2 and 3 have 3Sft high ceilings. Ploor 3
  contains: 18 armored storage bunkers for the Horizont troop shuttle,
  storage of equipment and supplies packed and ready for delivery to
  the field and several forklifts, Ploor 2 contains: 80 Z-I battle pods,
  30 Z-2 battle pods, 30 REP excalibers, 30 REP gladiators, 30 REP
  raidar-X, 30 spartans and 150 VR-052 battler cyclones. Floor One
  (ground floor) contains: 6 M.A,C. Ills, 20 excalibers, 20 gladiators,
  20 raidar-x, 20 spartans (half are RDP models), and 3S0 VR-QS2
  batder cyclones. Plus, two fully loaded with mecha, combat ready.
  MTA titan transports. Leaving room for up to about 20 more destroids
  or vehicles.
  3.
  Mecha Elevator with two smaller elevators next to it.
  4.
  Vehicle Storage Bay: A three story structure very similar to the
  previous one (#2) in ceiling height and design. Floor 3 contains:
  150 hover cycles and 200 other small vehicles such as land rovers,
  jeeps, forklifts, etc. Floor 2 contains: About 120 different combat
  vehicles such as the AAT-30, AAT-40, tanks, etc. Floor 1contains:
  Pour MTA titans (fully loaded with mecha), 30 REP excalibers, 30
  REP gladiators, 30 REP raidar-x, 30 spartans, 48 Z-l batl1e pods,
  24 Z-2 officer's pods, and 48 misc. RDP destroids.
  S.
  Mecha Elevator
  6.
  Secondary Veritech Hangar: Combat prepped and ready fighters;
  32 alpha fighters, 24 vindicators, 24 VF series veritechs, 48 alphas
  and betas linked together, 48 Z-I battle pods, and 24 Z-2 officer's
  pods,
  7.
  Airlock with individual release hatches.
  8.
  Maintenance Crew Area
  9.
  Main Hangar: A huge facility with a 130ft (39.6m) ceiling. The
  hangar is so large that it can hold two entire 350ft long Garfish
  Troop Shuttles, while two additional Garfish can dock at the giant
  S.
  Crew Quarters: Houses 128 crewmen.
  6.
  Crew Quarters: Houses 128 crewmen.
  7.
  Crew Quarters: Houses 128 crewmen.
  8.
  Mess Hall & Kitchen
  9.
  Vindicator Factory: It also produces spare parts for the VP series
  veritech fighters. Guarded by six vindicators, 2 stories, SOft (IS.2m)
  ceilings. 4D4 vindicators and 404 VF series veritechs will be stored
  here at most times.
  10. Alpha Fighters: A three story s!ructure (33ft/10m tall ceilings)
  that produces alpha fighters and their various weapon systems. 3D4
  alphas will be stored here at most times, along with a couple hundred
  weapon systems. Six shadow fighters guard the facility.
  II. Stnrage Area
  12. Connecting Corridor that's 132ft (48.2m) wide,
  13. Storage Area
  14. Protoculture Factory: A three story facility that produces the
  critical protoculture cells and protoculture microchips for meeha.
  The facility is heavily guarded by 24 security officers in CVR-3
  armor and jet packs, armed with putnam stun guns and Fal-2 rifles,
  as well as mecha units consisting of 12 VR-041 saber cyclones, 24
  VR-038 Light cyclones (with EP-37s), 4 Z-l battle pods, 4 shadow
  fighter alphas.
  IS. Crew Quarters: Houses 128 crewmen.
  16. Protoculture Cell Storage: Contains approximately SOO,OOO cells,
  as well as otherprotoculture related items. at any given time. Guarded
  by 2 RDP gladiators, 2 REP gladiators, 2 REP excalibers, 2 alpha
  fighters in battloid mode, 6 VR-041 saber cyclones, and 4 Z-l hattle
  pods,
  17. Storage Area
  18. Security: Identical to Deck 17, #16.
  19. zentraedi Battle Pod factory.
  158
  
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  .:.cAlC WFUT
  n.
  ®
  Copyriltht C 1Q92 Kevin Sicmbieda
  P.U.dium Books-. Riflslt • Mcg~vl:fM:-, and the Mechl1}()idslt lillc5
  arc: ~gi5Ie~ trademarks owncd by Kevin Siembieda.
  Rifts~ captures the elements of magic and
  the supernatural and combines them with sci-
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  The Palladium mega-damage system applies
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  the same basic RPG system links aI/of our
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  Palladium character from any Palladium role-
  playing game. Aspects of multi-dimensional
  travel is a constant element of the game.
  The Earth has been inadvertently
  trans~
  formed by a cataclysmic event that nearly ob·
  literated humankind. It is approximately 200
  years later (nobody knows for sure). Human
  beings are emerging out ofadark age to reclaim
  the planet. A strange and alien Earth inhabited
  by unimaginable, and sometimes terrible, cre-
  atures.
  Highlights Include:
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  eyber-Knight, Borgs, Glitter Boys, Psi-
  Stalkers, Dog Pack (mutant humanoid
  dogs), Crazies and many others.
  •
  Supernatural creatures. Some, like the
  Dragon, are actuaUy, player characters,
  others are horrifying menaces from the
  rifts.
  •
  Bionics and cybernetics offer a vast
  range
  of
  mecbanical
  augmentation.
  Super~technology with
  mega-damage
  body armor, energy weapons, rail guns,
  power armor, and robots.
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  •
  Art by Parkinson, Long, Siembieda, and
  MacDougall.
  •
  254 pages-
  $24.95 plus $2.00 for postage
  and handling.
  Rifts Sourcebook"
  Number One:
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  Rifts Conversion Book Til: 224 pages filled
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  124 pages, $11.95 plus $1.00 for postage and
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  fantastic
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  Complete Palladium Catalog: 75 cents
  Palladium Books· -
  Dept. P
  12455 Universal Dr -
  Taylor MI 48180
  160
  Available at comic book stores and hobby shops everywhere.
  
  $15.95
  Cat. No. 557
  I.S.B.N. 0-916211-33-9
  Compatible with the Robotech
  RPG, Invid Invasion,
  and all the other Roboteche RPG source books.
  ISBN 0-916211-33-9
  
SOURCE: textdata/thevault/Robotech (palladium)/Robotech II/Robotech II - The Sentinels {PAL557}.pdf