TEXT:  
  
  Palladium Books® Presents: 
  S
  -=-=I::--:~=-A.
  =--=I=-H
  -==:-::.~
  ::--:=-=---::CH 
  R<>N ICLES 
  R<>LE-PLAVING GA.l\ilE 
  Wrincn by: Kevin Siembieda 
  Additional Writing and Ideas by: Jason Marker 
  Game Rules by: Kevin Siembieda 
  Editors: Alex Marciniszyn 
  Kevin Siembicda 
  \Vayne Smith 
  Interior Artists: 
  Proofreader: Julius Rosenstein 
  Cover by: Apollo Okamura 
  Art Direction, Layout & Keylining: 
  Kevin Siembicda 
  Typography and Color Layout: 
  Wayne Smith 
  Mark Dudley 
  Kevin Long 
  Allen Manning 
  Brian Manning 
  Apollo Okamura 
  Kevin Siembieda 
  Michael Wilson 
  Tommy Yune 
  Robotcch® The Shadow Chronicles® Logo Design: Tommy Yune 
  RPG rules. game design and 
  system orplay created by Kevin Siembieda. 
  Palladium Books Online: www.pal\adiumbooks.com 
  Special Thanks to Doug Lamberson for his help on research, patcer!ollsf. Jeffiy 
  SCOII Hansen and others for their rcst!arch and suggestions. Steve run and Tommy 
  rune for al1 of their help, input and contributions, along with Adam Kmh. Pierer 
  Thomassen. Jonathan Swit::er and Kenneth Olsoll. Brian and Allen Manmng for do-
  ing a wonderful job on the majority of the mccha artwork. Apollo Okamura for a 
  great cover and interior art. And especially to Wayne Smith. Jason Marker. and Alex 
  Marcinis::YIl for their long hours and hard work to get this book to bed. 1 couldn't 
  have done it without you. 
  - Kevin Siembieda. Afareh 2008 
  3 
  
  Shadow Cloak in!! Dc\ icc ' 
  99 
  6 
  YF/A-61 "Green" Alpha 
  100 
  .... 9 
  EU-J3 Pulse Beam Cannon ' 
  102 
  Contents 
  rillS Book 
  The Invid Invaders 
  Aliens in an Alien Land 
  Invid and i-{L1man 
  II 
  Alpha Mccha Elite Combat· 
  105 
  12 
  YF/A-6H "Bluo' Alpha 
  105 
  The Soldier's Perspective 
  12 
  YF/A-6Z "Red" Alpha 
  . 106 
  VF/A-6X Shadow Fichter 
  107 
  Invid Mccha 
  Perception Level by Caste 
  Optical Enhancement Systl.!ITI 
  Typical lnvid Patrols 
  13 
  14 
  15 
  17 
  Invid Mecha Descriptions 
  Invid Scout· 
  ....... 18 
  19 
  EU-15 Destabiliz;r Cannon 
  109 
  Shadow Alpha Elitc Combat 
  III 
  VF/ B-9 Beta Fighter' ......... II J 
  Standard Avionics &. Features 
  113 
  Protocultun:: Fuc.! Capacity 
  115 
  Alpha & Beta Link 
  116 
  Space Booster 
  [nvid Fighter Scout 
  Invid Trooper 
  · 23 
  £U-14 Pulse Beam Cannon' 
  118 
  .26 
  Unguided Gravity Bombs 
  120 
  .. ·21 
  Inyid Shod. trooper 
  Invid Enforcer' 
  Im'id Soldier 
  · 29 
  Beta Mecha Elite Combat· .... 122 
  · 32 
  ZBR-IO Mk. I Bioroid Interceptor 122 
  Weapon Systems' 
  126 
  Bioroid Mccha Elite Combat· 
  . 127 
  MBR-IZ Mk. II Condor '.' .... 127 
  ]Il\·id Commander 
  111\ id Overlord 
  Invid Carrier 
  The Haydontics 
  Wraith 
  Infiltrator 
  .. , 36 
  40 
  45 
  .... 50 
  .............. 52 
  .. , 54 
  , , 56 
  Welcome to the UEEF 
  ... 59 
  A Simple Time-Line 
  . 60 
  Young Age ofUEEF Warriors ' ... · 63 
  Character Creation is fun & E:lsy 6-1-
  Optional Quick Roll Table ······65 
  Ways to Round Out Characters 
  · 67 
  Special AptilUdc Bonuses' .... 69 
  Outlook on Eanh 
  ' , 69 
  DispOSition 
  ....... 70 
  Occupational Character Classes .. 71 
  Battloid Ace O,c.c. ' 
  72 
  Enlisted Cn:wmanllnfantf) O.C.C .. ·75 
  Milita!) Specialist O.c.c. 
  . 80 
  Technical Officer O.c.c. 
  . 84 
  Vcritech Pilot o.c.e. 
  ·89 
  UEEr Ranks & Chain of Command 93 
  Veritech Fighters ............. 95 
  Alpha Fighters' .............. 95 
  Standard Avionics & Features ' .... 97 
  Protoculturl! Fuel Capacity 
  · 99 
  4 
  £U- 12 Particle Cannon 
  129 
  Condor Mccha Elite Combat· 
  131 
  SF/A-5 Con bat Fighter 
  .... 131 
  Weapon Systt;ms . 
  133 
  Ground Veritechs Start 
  ... 13-1-
  The Cyclo ne ' . . . 
  . . 13-1-
  Transfonnation Sequence 
  136 
  Standard Sensors & Features 
  . 13 7 
  Hand to Iland Combat 
  138 
  Cyclone Mecha Elite Combat 
  139 
  CVR-3 Combat Armor ......... 139 
  U£EF Military Survival Pack 
  140 
  VR-030 Series Cyclo nes ....... 141 
  YR-038A Speedster ' .. , , , . ' 
  144 
  RL-6 Rockcl Cannon 
  145 
  YR-038R Scout C\cione 
  146 
  Sensor Suite 
  . 
  146 
  VR-040 Se ries Cyclo ne ' .. ..... 147 
  VR-04111 "Saber" C"elone 
  150 
  GR-I03 Mini-Mi;sile System
  ' . 150 
  CADS-I Systom (Blades) 
  , 151 
  VR-041 M Field Medic Cyclone 
  151 
  VR-050 Series Cyclone 
  152 
  VR·052T Infantry Assault Cvclone . 155 
  EP-40 Ion Pulse Pistol' 
  156 
  
  VR·052F Heal,.) Assault Cyclone 
  157 
  GR·97 MinI-Missile Launcher 
  157 
  EP·37 Pulse Beam RiOc 
  158 
  Missile Launcher Sidccflr 
  158 
  VR·057 Super Cyclone' 
  J 59 
  11·260 Valiant Laser Rifle 
  . 160 
  IIRG-70 Rail Gun 
  161 
  VM-9L "Silverback" 
  162 
  HRG-140 Rail Gun 
  165 
  MC-II Flak Cannon 
  166 
  Silvcrback Mecha Elite Combat 
  170 
  Standard Sensors' . 
  170 
  VM-91-1 He.v) Silverback 
  171 
  Heavy Silverback Elite Combat 
  174 
  VM·9E Espionage Silvcrback 
  . 176 
  Superior Sensor Array 
  176 
  Other Vehicles 
  .... ..... 177 
  HCT-20 Bull Dog Cargo Tractor 
  . 177 
  HACT-20 Roadmastcr Cargo Truck 179 
  Notable Handhcld UEEF Weapons 180 
  Explosivcs & Other Equipment· . 185 
  Missile Slats 
  . . . . . . . . . . 
  185 
  CBR-5 Tactical Armor 
  188 
  Game Rules 
  What is a Role-Playing Game 
  The Game Master 
  Players 
  What You Need to Play 
  Character Creat ion 
  Step 1: Copy Character Sheets 
  Charaett;:r Sheet 
  Combat Reference Sheet 
  ··189 
  · . 189 
  190 
  192 
  195 
  ... 196 
  196 
  . 198 
  199 
  Step 2: The Eight Attributes 
  Attribute Bonus Chan' 
  ... ·200 
  Speed Chart 
  Attributes Beyond 30 
  Augmented Strength' 
  · · 200 
  202 
  · . 202 
  · · 204 
  Robot Strength & Damage 
  .. 204 
  Supernatural Strength & Dumagc .. 206 
  Weight & Movement 
  ... 107 
  Step 3: Hit Points & S.D.C. 
  .. 207 
  lIit Points 
  .. 208 
  Physical S.D.C. . 
  . . 208 
  Recovery oJ' 11 it Points 
  . 209 
  Surviving Comn & Death 
  209 
  !\ Different Kind of S.D.C. 
  S.D.C. AmlOr 
  Mega-Damage & M.D.C. 
  209 
  210 
  ·210 
  Step 4: Picking an Alignment 
  Step 5: Pick an O.c.c. & Skills 
  Secondary Skills 
  Skill Bonuses 
  Skill Penalties 
  ... 212 
  ·217 
  ·2 18 
  ·2 19 
  · 219 
  Step 6: Experience Level System 
  Experience Points Award Table 
  Experience Tables for O.C.e.s . 
  Step 7: Understa nding Combat 
  Automatic Dodge .. 
  Natural 20 Always Wins 
  Being Blinded ' . 
  Perception Rolls 
  lIand to Hand Combat Skills' 
  I land to Hand: Commando 
  Ranged Combat · ....... . 
  ·221 
  224 
  125 
  .. 226 
  228 
  228 
  231 
  231 
  Modem Weapon Proficiency 
  Traditional Guns & Energy Weapons 
  ·234 
  237 
  ·238 
  ·238 
  239 
  5 
  Called Shot .. 
  . 239 
  Bursts & Rapid-Fire Pulse 
  Shooting Bonuses & Penaltit:s 
  Missile Combat .... . - . 
  . · 240 
  240 
  ·241 
  Missile Strikes ' 
  . ·242 
  Missile Volleys 
  243 
  Dodging Missiles 
  243 
  Shooting Missiles 
  243 
  Surviving Aircraft Crash-Landing 
  244 
  Skill Descriptions . . . . . . . 
  ·245 
  Skills Listed with Base Perccntage 
  246 
  Skill Descriptions Start· 
  ... 249 
  Pilot Skills 
  172 
  Mccha Elite Com hat Training 
  174 
  Mecha: Pilot Veritcchs 
  175 
  Adventul"es .............. .. 291 
  Thc Shadow Chronicles Setting 
  291 
  Post·lnvid Exodus Eanh 
  294 
  Ilaydonite-Bascd Adventures 
  Nc\\ Generation' 
  Invid-Occupicd Eanh 
  298 
  299 
  301 
  Invid Combat Note 
  Notable Charactcl"S .... 
  305 
  ... ·308 
  Robot Combat Dal11;lgc Tables .. 333 
  
  This book 
  This book is many things. 
  On one hand, it is a guide to 
  Robotech® The Shadow Chronicles® 
  and the Robotech® The New Genera-
  tion TV series. [t is packed with never 
  before seen art. stats and information 
  about the mecha weapons. and charac-
  ters in Robotech® The Shadow Chron-
  icles. Future sourcebooks will offer even 
  morc insight. art and information about 
  all generations of Robotech®. past and 
  present. 
  However. this book is first and 
  foremost a game. A rolc-playing game. 
  All you need to play arc this book. dice. 
  a few fnends. and a good imagination. If 
  you love to read. act. or write stories. 
  then a pen and paper role-playing game 
  is right up your alley. Read on. 
  6 
  Have you ever 
  role-played before? 
  [r you have never played a role-play-
  ing game before. you arc about to take 
  your first step into a realm of adventure 
  and Imaginal ion the likes of which you 
  have never t::xpcrieneed. 
  If you are familiar with role·playing 
  games. 
  welcome 
  to 
  the 
  world 
  of 
  Robotech®. 
  So what is a traditional, 
  pen and paper 
  role-playing game, or RPG? 
  It is part improvisational theater 
  where YOU. the playcr. assume the 
  identity of a characier you create. Only 
  YOll don't wear costumes and act on a 
  stage. you playa character in the com· 
  fort or your own home and intcract with 
  other players. Characre!' crealion is fun 
  and simple and gives birth to a memora· 
  ble and lasting player character. 
  It is part "let's pretend," just like 
  you played when you were a child, be· 
  cause you imagine your characrer in the 
  world of Robotech®: The Shadow 
  Chron icles®. That means you arc a 
  hero set decades into the future in an al-
  ternate Earth and time in which aliens 
  have invaded the Earth three times. 
  Your character is a soldier dedicated 
  to freeing Earth from the grip of its cur· 
  rent alien conqueror, the Im·id. You may 
  be a veteran of previous military cam· 
  paigns frolll one or two of the previous 
  Robolech Wars. or you Jllay have been 
  born in deep space on a bartlccruiscr. 
  Mars Basc. or off·world at somc other 
  human space colony. I r the latter, Earth 
  is th~ legendOlY home world you arc see· 
  
  ing for the very first time. If the fomler. 
  Earth is the home you haven't secn in a 
  decade or marc. 
  Whichever the case. you are part of 
  the United Earth Expeditionary Force 
  under the command of Admiral Rick 
  Hunter. The fleet has come home to free 
  humankind from the shackles of alien 
  dom ination. 
  The Enemy 
  Your opponent is the mysterious 
  Invid. Mechanized alien beings \vho 
  have conquered the Earth and ensla\-ed 
  humans for ncarly a generation. 
  Action 
  In 
  the 
  Robotech® 
  T he 
  Shadow C hronicles ~ time-line starts 
  with a bang, as fierce battles with the 
  Invid ignite at Reflex Poil1t and in orbit 
  around the Earth. It is a banJe that is 
  joined by resistance fighters. patriots and 
  soldiers. like SCOll Bernard. who werc 
  part of a previous. failed attempt !O libcr~ 
  ale the Earth before you. 
  As the battle rages, treachery erupls 
  from within your own ranks as a trusted 
  ally reveals himself to be an unexpected 
  enem). Even if Earth is wrested from the 
  hands of the Invid, there is a new enemy 
  and new adventure to unfold in the tales 
  It is so advanced that you don't need 
  electricity or a mechanical game: plat-
  form to play them. anI) your mind. 
  You are not limited by the constraints 
  of videogamc graphics, a computer. 
  game engine. or special visual cfTects. If 
  )Oll can imagine it. you sec it. as if you 
  were there, inside your mind's eye. 
  Your memories of game sessions/ad-
  ventures are just as vivid as those you 
  have from watching an exciting movie or 
  playing a dynamic vidcogame. 
  Best of all. rou are one of the char-
  acters who drive the story. YOU shape 
  that story as it unfolds. Your words. ac-
  tions and heroic deeds are crucial to sav~ 
  ing people. defeating the enemy and 
  stopping disaster. 
  In effecL YO U arc ~haping the: future 
  of this wondrous, fictional realm. Your 
  of Robotech® T he Shadow Chroni-4 
  clesOO. Th is is the cxciting worl d you arc 
  abOUl ia step into. if you dare. 
  / ~ 
  ~ 
  Role-playing is about 
  imagination unleashed 
  At first glance, a pen and paper role-
  playing game (RPG) Illay seem old fash-
  ioned or complex, but it's not. 
  These RPGs are advanced games 
  limited only by your illlHgination. That 
  means you can play Hnd do almost any-
  thing you can imagine within the param-
  eters of the story and setting. 
  I"'''''' .......... , .. c, • 1007 
  7 
  
  characters are the new heroes of the 
  details you need to play. And it' s all pre-
  Robotech It universe. 
  sented as interesting. illustrated. rcading 
  Cool. eh? 
  material. 
  Are role-playing games 
  hard to learn? 
  Not rcally. They may seem intimidat-
  ing at first. After all, this whole book is 
  the game. And there are game tenns. 
  data blocks and ideas that may seem 
  strange to you at first. Take a breath. re-
  lax and realize that this is all about hav-
  ing fun. reading. imagination. teamwork. 
  and gaming. It's " let's pretend" with for-
  mal rules for "big kids" of all ages. 
  Furthermore. you don't need to un-
  derstand all the rules or everything about 
  the Robotech® world. Players can focus 
  on their characters. It's the person in 
  your playing group who offers to be the 
  Game Master who has to understand the 
  rules and concepts better than the players 
  need to. He or she is also the one who 
  creates and orchestrates the adventures 
  you play. But even the Game Master 
  doesn't need to memorize all the rules 
  and details. that's why you have this 
  book as your guide and reference. 
  Understanding 
  the sci-Ii setting 
  Players \\ ill have a better grasp of the 
  world setting. the characters. enem il.;s 
  and 
  goals. if they 
  have secn 
  the 
  Robotech® The Shadow Chronicles 
  DVD movie or any of the Robotech® 
  tele\'isioll series 
  (also available on 
  OVO): The .AIacross Saga. The Robotech 
  .\fastel'::; and The New Generatiol1. 
  IIOWEVER, this book presents all 
  the rules, background, good guys, bad 
  gU) s. mecha. equipment and character 
  B 
  Additional Robotech® books calkd 
  sourcebooks will provide more details. 
  info. new characters, new enemies, and 
  equipment as well as advenrures and ad-
  venture ideas for the Game Master to 
  build his game sessions and offer more 
  challenges and rewards for the player 
  characters. 
  Well, those are the basics 
  If you are up for a fun read and trying 
  something new, we think you'lI love 
  Robotech® The Shadow Ch ronicles® 
  RPG. 
  For Robotech fans. even if you 
  don't play the game. this book contains a 
  wealth of information. mecha stati stics 
  and artwork you are bound to enjoy. 1\\1 
  of it is loyal to the Robotech® anime 
  that you know and love. 
  And this RPG is just the first in a se-
  ries of Robotech® role-playing gamt!S 
  and sourcebooks that will give you in-
  sight. behind the scenes secrets. and little 
  known history. as well as provide end-
  less hours of rOle-playing game fun. 
  Enjoy. 
  - Kevin Siembieda, 
  Game Desigller & Publisher. 2008 
  
  THE IN'\IID IN'\I,JIIDERS 
  Came Note: As the cor~ book that 
  launches your adventures in Robotech® 
  T he Shadow Chronicles@, our goal is 
  to present yOll with the/lindamental data 
  to recreate that lime-lint:. setting. action 
  and adventure. More than that. we want 
  you 10 be able \0 go beyond the tales or 
  The Shae/ow Chronicles® movie and 
  ,Vew Generation T/' series and create 
  your own. new adventures. After alL 
  role-playing games arc all about endless 
  possibilities and fun. 
  This section Ilresents stats ami inror-
  mat ion about lhe Illvid suitable for the 
  selling and events depicted in Robo-
  tcch® The Shadow Chronicles®. More 
  informal ion and detai ls about the Invid 
  and their 13 years on Earth, their culture. 
  hives. leaders. experiments in bio-engi-
  neering. evolution in the: Genesis Pits, 
  add itional mecha, weapons and charac-
  ters, as well as Earth resistance righters. 
  human civilization and tht! New Genera-
  tion characters will be presented in 
  Robotcch® 
  The. 
  New 
  Generation 
  Sourcebook, coming soon. 
  !¥!EN.IICE FRO!¥! 
  THE 5T.IIR5 
  The Invid are the third alien race to 
  invadc Earth, and the first to conquer 
  and enslave the human race. 
  It all began in 1999, when a mystcri-
  ous. alien spaceship crash-landed on 
  Earth in the South Pacific. 11 contained 
  new technology that humans were able 
  to rl;!verse engineer and 
  W(lS !lamed 
  Robotcch. These discoveries gave birth 
  to the first generation or /"erilech 
  Fighlers [lnd other teChnological won-
  uers. The fear that the alien owners 
  would someday come to reclaim the:ir 
  lost vessel. rechristened the Super Di-
  mension Fortress One (SDF- l ) united 
  human civilization, but the aliens would 
  return sooner than expected and their on-
  slaught \ .... Oldd shake the entire. planet. 
  first came the Zentraedi in 2009. 
  giant alien humanoids \vho served the 
  mysterious Roborech Masters. By 2012, 
  the Zentraedi Armada had decimated 
  much of the planet, but in th~ end they 
  werc defeated by Earth's defenders - Ihe 
  United Earth Defellse Force (UEDF). 
  9 
  A new flagship, the SDF-3. was 
  launchcd in 2022 to lead the United 
  Earth Expeditionary Force (UEEr). A 
  new breed of heroes prepared for coloni-
  zation among the stars, while sei:lrching 
  for the homeworld of the Robotech Mas-
  ters with the hope of brokering a lasting 
  peace. 
  As fate would have it. the Robotech 
  Masters and the United Eanh Expedi-
  tionary Force would miss each other. 
  While the UEEr was away from Earth, 
  the Robotech Masters and their legion of 
  Bioroids would arrive on Earth in the 
  year 2029. The Masters would bunch 
  countless battles against Earth's valiant 
  defenders. the Armies of the SOlllhel'/l 
  Cross. but in the end. they too were de-
  feated. However, the damage was done. 
  The Robotech Masters inflicted severe 
  damage upon the strongholds of human 
  civilization and its military deJendcrs. 
  Worse, the final conflict with the 
  Roboteell Masters unleashed Ihe !:ipores 
  of the Flower of Life. th~ natural source 
  or the mysterious fuel known as ProlO-
  cli/lure, which powers most Robotech 
  
  mecha. A catastrophic explosion scat-
  tl:rcd the Flo\',.:cr of 
  Lil~ ;Jcross the 
  planet particularly North and South 
  America. which attracted the attention of 
  the Invid. 
  When the Invid nrrivcd in 2031. the 
  Armies (~r t!u.' Southern Cross were so 
  weakened by constant battles with the 
  Roborech Alasters that they could offer 
  little rcsistancl: against the overwhelm-
  ing numbers and ra\\ power of the Im'id. 
  Earth is said to have fa llen in a matter of 
  hours. The soldiers who survived the on-
  slaught wl:rc forced to go underground 
  and form resistance groups to oppose the 
  alien invaders. 
  EVI.!Il after years of contlict and servi-
  tude under the (nvid, the aliens remain 
  an enigma to humans (just as humans re' 
  main a mystcf)' to thc Invid). Invid ap-
  pear to have a dual nature, as they can be 
  both energy beings as well as flesh and 
  blood beings. They are sometimes re-
  ferred to as "parasites" by humans, be-
  cause 01' their raVl.!nous need ror the 
  Flowcr of Life as well as their enslave-
  ment or the Earth. Wherever Protocul ~ 
  lure or the Flower or Life is found. the 
  Invid are certain to arrive to conquer il. 
  The Invid arc led by the Regess. 
  This being might be considered the 
  "queen bee" of the Invid hive comml/-
  nity. Like a quecn bee, she leads and di-
  rects her people in life and war. l ler 
  "children," the lnvid. are loyal and obe-
  dient to her every command. esp(:cial1y 
  the less eVlllvc.xJ (and lcast human) along 
  the evolutionary scale. She communi-
  cates \\ ith her children through a form of 
  telepathy. as do Invid Ilive Brains via 
  links and transmission stations at the 
  various hives located around the \\ orld. 
  To her own people, the (nv id Regess 
  is a bCIlI.!Vo\ellt, god-like ligure able to 
  covert 11I;::r people into pure encrgy and 
  transport them across the universe. rhis 
  is how shc brings her enti re civilization 
  to Earth from across the cosmos. With 
  the Flower oj Life adapting and prolifer-
  ating so easily in the Earth cnvironmcnt, 
  th(: Regess comes to believe the planet is 
  destined to be the Invid's new home. 
  Tragically. the Invid were rorc~d to 
  abandon their previolLs hOlllt:world. a 
  planet called Optera. after its ecosystem 
  was decimated by the Robotech Masters' 
  Zentraedi Armada. Since that terrible 
  and fateful event. the Invid have been 
  searching the universe for a new home 
  where they might evolve to a higher 
  plane of existence. Unfortunatt::ly, hu-
  mans have no place in the Rcgess' plans. 
  and she intends to annihilate most of the 
  remaining human population. keeping 
  only a tiny percentage as slaves 10 work 
  the farms and Protoculture processing 
  plarlls. 
  One or the 
  Invid 
  race's 
  gn:at 
  strengths under the gllidance of the 
  Regess is its ability to adapt and evolve 
  at an incomprehensiblc ratc. Evolution 
  that should take millions of years takes 
  places in a mailer of weeks. The Regess 
  and the Invid ultinmtely seek enlighten-
  10 
  
  ment and aspin:. to evolve into the per-
  fect life form. 
  I\LIENS IN ~N 
  I\LIEN L~ND 
  compassion for the human condition. 
  Even though bOlh lnvid and humans uti-
  lize Protoculturc in their technology. the 
  applications and methods of their tech-
  nologies 
  are 
  utterly 
  dilTcrenl. 
  The 
  Reg;ss can alter Ihe genetic structure of 
  an Invid in ;) m:.lIter of minutes. seem-
  It is important to understand that the 
  ingly create the hives out of thin air and 
  Rcgess and her Invid an.: not nccessarily 
  erect the Genesis Pits. but human tech-
  evil, just so completely alien that human 
  nology is alien to her. 
  beings arc seen as savage and unpredict-
  Iler children. the Invid peopk. have 
  able animals, The Rcgess herself is dan-
  verv little aUlonomous thought and un-
  gerollsly indifTerent to other life rorms. 
  der~taml even less. That is why a human 
  She docs not direct her forces to destroy 
  can lurn 01'1' his Protaculture powt::rcd 
  and enslave Ihe peoplc of Earth out of 
  mccha and abandon it in plain 
  V1l.:W 
  spitc. hate or revenge. but oul of callous-
  without fear of it being destroyed or con-
  ness. liumans simply rcpn:s(!nt an obsta-
  fiscated. If the Invid does not sense an 
  cle to the achievement of her ultimatt.:: 
  aCllve Protoculture engine or cnerg) 
  goals: To claim Earth ;}s the lnvid's ne\\ 
  source. it ignores the item. The Invid 
  hOll1cworld. to cultivate and keep safe 
  Regess. herself, might not be fooled by 
  the Illvid Flower of Life, and to evolve 
  such a blatant ploy. but her troops sec 
  her children into a superior lire form. 
  only a chunk of meaningless metal. If 
  For the most part. the destruction of then:. is no sign of life. danger or 
  humans is carried Ollt with the same 
  Protoculture. then it is as unimportant as 
  cold, unthinking indifference a human 
  the rock laying next to it. This is also 
  might l"cd as he goes about the mcthodi-
  why the Invid ignore crashed spaceships. 
  cal c;...termination of a cockroach in-
  and ancient abandoned military bases or 
  fested 
  building, The bugs are 
  not 
  buildings that contain human mecha. vc-
  perceived to be the rightful inhabitants 
  hiclcs. ammunition and other supplies. 
  of the building. nor evil. but simply as 
  First. they don' t recognize any of these 
  disgusting and annoying pests that must 
  inanimate objects as having any signifi-
  he diminaled bdore the place can be 
  canCi::o To them, they are all worthless 
  fi\;cd up and occupied. Likewise. the lcr-
  pieces of jlJOk. Second. a particular 
  rible experiments to which some humans 
  place. building or spacecraft has no pt:r-
  arc subjected arc performed with the 
  ct::ived value or importance, If it moves. 
  same scientific indifference as expcri-
  including automated machines. make it 
  ments on a Q.uine<l pig or lab rat. The 
  SLOP moving! Non-movement means no 
  Invid Rcgcss-and her children don't sce 
  life and no threat. If it has Protoculturc. 
  \\ hat they do as horrible or crucl: after 
  destroy il or capture it. No crcaturt::s 
  all. thcy arc experimenting on human 
  other than Invid are to possess Proto-
  "animals." nothing morc. 
  culture. The Invid generally ignore most 
  It is this lack of human emotions. cm-
  life forms too, attacking only when that 
  pathy and understanding that makes the 
  life fonn takes a threatening or hostile 
  lnvid the heartless monsters they arc. 
  action, causes trouble. is too close LO a 
  They are completely alien and have lillie 
  hive, or the Rcgess commands its dc-
  11 
  
  struction. The knee-jerk reaction to a 
  perceived threat is to deslroy it and 
  move on. The enemy is the enemy. De ~ 
  stroy without mercy. This is the Invid 
  way. 
  The Invid Scouts, Troopers and 
  other rorces are all soldiers locked 
  i!1~ 
  side enicicnt killing machines. The typi-
  cal 
  l!lvid 
  Scout or Trooper is 
  an 
  extension of the [nvid Hive Brain and 
  the will of the Regess. They function ex-
  actly like \vorkcr bees of an Earth bee-
  hive: They obey the qu\.!e.n. do as she 
  commands them, and ddcnd the hivc 
  and their queen. without thought for 
  their own personal well-being. They 
  fight to the death and serve the queen. 
  Their sole purpose is to fight. guard. de-
  fend and die in the service of the Regess. 
  There is no fear, no hate, no remorse, no 
  sorrow or hesitation. only instinctive, 
  mindless duty. 
  This docs not change until the Regess 
  begins to evolve her elite forces into hu-
  man-like beings. However. the human 
  form cOllles with emotions that confuse 
  the evolved Invid. Unable 10 understand 
  or control powerful emotions such as 
  love and anger, the human-lik!! Invid 
  "Princes" and "Princesses" often 
  n;:. 
  spond like children who arc frightened 
  and confused by their feelings. or vent-
  ing emotions in extreme ways such as 
  rage. (This is all depicted in the Nell' 
  General/on television series. and will be 
  covered in the Robotech® New Genera-
  rion Sourcebook.) 
  IN'IID 
  .liND HU ... .IIN 
  Under Invid domination, the role of 
  humans is that of slave. henchman and 
  pawn. Earth is turned into a giant farm 
  colol1Y. ,md humans arc used to cultivate 
  12 
  the Flower of Life and to process it into 
  Pr%clI/I/lre ror usc as a bio-energy 
  power source. 
  Although the Invid have conquered 
  the already decimated Earth and en-
  slaved its people. the aliens have little 
  understanding of human beings. As a re-
  sult, people who are not forced into slav-
  ery may be taken captive and studied 
  like lab ratS. These studies include phys-
  ical and psychological experimentation. 
  torture and mutilation. 
  Some human Earth communities sur-
  vive by staying under the Invid's radar. 
  That usually means rejecting technology 
  and machines that usc Protoculture. 
  Other humans choose to serve the Invid 
  as sympathizers in exchange for the 
  aliens' protection and/or the limited usc 
  of technology, Some human communi-
  ties even come to rely on the Invid, al-
  most as if they were partners. Many 
  other humans arc just too arraid to take a 
  stand. They kowtow to lnvid domina-
  tion. doing as they arc told. and not get-
  ting involved with freedom righters or 
  resistance movements. After all. the 
  Invid only seem to target and destroy 
  those who openly oppose them or use 
  Protoeulture (l ike the weapons. Cyclones 
  and 
  Veritechs of the 
  Expeditionary 
  Forces). Don't make waves. behave. and 
  don't oppose the Invid, and you can live 
  a decent life. In short. irs safer to accept 
  onc·s fate and not get involved with the 
  resistance. 
  THE SOLDIER'S 
  PERSPECTI'IE 
  The soldiers of the Uni ted Ea rth 
  Expeditionary Force and other human 
  :\pace colonies consider the Invid 10 be 
  vicious and aggrl!ssive monsters. inhu-
  
  man parasites who covet and seck to 
  flex Point. and the fate or thl! Nc\\- Gen~ 
  control all ProtocullUrc and the FIO\ver errllion heroes we have followed all 
  of Life. Th~rc has been littll! interaction series. Of those heroes, only SCOll Ber· 
  between these humans and Invid except nard and Ariel. an evolved Invid Prin~ 
  in combat. Consequently, the Invid are 
  cess. arc active participants in the events 
  n..:garded as ruthless, murderous fiends 
  shown in The Shadow Chronides~ 
  who conqueror entire worlds. the Earth 
  movie. The New Generation SOLIf(;chook 
  included. in their mad quest to possess will delve into more about thl! Invid. 
  all Protoculture in the universe. 
  evolved lnvid. and the Regess. The in-
  Admiral Hunter seeks to drive the formation thai I'ollows is data 011 thl! 
  Invid invaders from the Earth. i'ree hu-
  Invid mecha and warriors. 
  mankind from alien domination, and n:.-
  build human civilization. To that "nd. he IN~ID ... eCH~ 
  authorizes two Earth Reclamation Mis-
  sions to libcr<1t.:: the Earth. 
  Renowned hero, Lancer, was pan of 
  the first operation. spearheaded by the 
  10th Mars Din·sion in the year 2038. 
  Scott Bernard was part of the second 
  operation in 2042 A.D. launched by the 
  21st AlaI's DivisioJl. Both neets grossly 
  underestimated the capabilities of the 
  Invid and suffered mass d~struction at 
  the hands of the enemy. However. survi-
  \lors from bOlh operations. as well as 
  many soldiers from the earlier Rohotech 
  Wars. formed resistance groups to harass 
  the enemy and help their fellow humans. 
  In 2044, true to his promise. Admi-
  ral Rick Hunter returns to Earth \,,:ith a 
  massive space neet intent on repelling 
  the Invid from Earth. The focus of their 
  attack is the 1m id nerve center known as 
  l?eJlex Point, a massive hive compound 
  where the lnvid Regcss is located. 
  This is \\hcre the movie. Robotech® 
  The Shadow Chronicles®. starts. I low-
  ever. its main locus is on the conflict in 
  outer space. above the Earth. the treach-
  ery of the I laydonites. and the new trOll-
  b!!: and adventures that result. The 
  original Robotech:jf) New Generation Tl ' 
  series focuses on the battle. taking. place 
  on Ihe Earth's slIrftlce. the battle or Re-
  ALL Invid mecha have the 
  following sensors & features 
  1. Protoeulture Powered: Proto-
  culture is used as a form of bio-energy to 
  power all aspects of the Invid mecha. 
  i'rom weapons to night capabilitics. 
  13 
  2. Alien Technology Recognition 
  System (ATRS): Invid technology is or-
  ganic in nature and bio-mechanical in its 
  execution and usc. In i':.JCI. except for 
  these Invid evolved into human form. pi-
  lot and machine arc onc. When an Invid 
  I-live Brain or the R.::gcss performs a 
  transmutation. both Invid mecha and the 
  pilot inside are transformed. or cVQlved, 
  simultaneously. Their unique bio-me-
  chanical technology means that. other 
  than the most highly evolved Illvid 
  (Commanders on up). Imid do nOI use 
  nor recognize radio. radar, infrared, ther-
  mal imaging. motion detectors. or most 
  other forms of human technology and 
  rnccha. Since pilot and mecha of the less 
  evolved Illvid are truly "one:' this J11t:ans 
  mOSI Invid spend their lives inside their 
  mecha. Whal humans might consider a 
  machine part of Ihal !nvid mccha is. in 
  erfect. a mechanical extcnsion of the pi-
  lot. which is why Invid Mecha bleed 
  when severely damaged or destroyed. 
  
  rhc invid mccha's pilot's companment 
  is a life support ~)'st(!m. complete with a 
  life·giving nutrient pool where the Invid 
  pilot sits complctdy immersed. The 
  green nutrient nuid is derived from the 
  processcd husks of the Flo\\,\,.'r of Life. 
  The only exceptions arc the more highly 
  evolved. human·lih Invid. including the 
  Rcgess and Regcn\. 
  As a result, the Invid's ability to rec~ 
  ogni::e (he purpose and use of human 
  technology. machines, weapons and ve· 
  hicles is very limited among the lower 
  ranks. The percentage listed below. by 
  Invid type. is the number 10 roll on per· 
  centile dice to see if an Invid recognizes 
  the use. value or danger represented by 
  an incn (not opemting/powered off) 
  piece of technology. including human 
  I11ccha. vehicles. weapons and 
  cxplo ~ 
  sives. If the number rolled falls within 
  the Invid"s range to Recoglli::e Alien 
  Technology (including human tech) it 
  recogoi7cs the item and will destroy or 
  confiscate it. If the number rolled is 
  higher than the Invid's RAT percentage 
  it completely ignores the item. leaving it 
  where it rests. and moving on. 
  Perccption Level bv Ca!ltc Tvpe: 
  Invid Scout: 01·15% 
  Invid Fighter Sco ut: 01· 17% 
  Invid TrOOI)er: 01·20% 
  Invid Shocktrooper: 01·25% 
  (nvid Enforcer: 01 ·35% 
  Invid Soldier: 01·35% 
  Invid Hive Brain : OI ~45°~ 
  Invid Commander : 01·60% 
  Invid Overronl: 01 ·60% 
  Invid Regent: 01 ·70% 
  Invid Regess: 01·80% 
  14 
  Invid arc aliens who. for the most 
  part. arc unfamiliar with humans or their 
  technology. but they an: nol stupid. Fur· 
  therll1orc, since Invid Mccha an: de· 
  signed for war. their default reaction is 
  to des/roy the source of any threat. de.;. 
  stroy any attacker. to give pursuit with 
  the intent to destroy any attacker in rc· 
  treat. and to "acquirc" (take into their 
  possession) or destroy any device in hu ~ 
  man 
  possession 
  that 
  contains 
  ProlOculturc. 
  Note: Human weaponry that uses 
  Protoculturc, including human rnccha 
  like the Cyclone. Alpha. Bl!ta, Shadow 
  Fighter. and 
  other mccha. vchicles, 
  wcapons and devices, (Ire /·ecogn;::ed by 
  the Invid by their unique ProtOCl/ltllre 
  signature! In fact, Invid arc astute at rec· 
  ognizing even subtle variations in Proto· 
  culture energy and able to recognize a 
  Gallant pistol or rine from a Cyclone or 
  Alpha entirely by its energy signature. 
  However. shut off thl! Protoculture en· 
  gine or feed. and the device becomes a 
  meaningless hunk of machincry. unless 
  the lovid was in pursuit and saw the pilot 
  bailout from the Proloculturc powered 
  vchicle. Again. the Invid aren't stupid. 
  so they will destroy a mecha th<lt they 
  know just attacked. threatened and/or 
  
  tried to evade them. I lowe vcr. manage to 
  escape their sight. hide, and turn off the 
  Protoculture engine or feed, and the hu-
  man attacker and his mccha are effec-
  tivcly invisible to his Invid pursuers. 
  3. Protoculturc Sensor: This is a 
  powerful sensor that can detect the dis-
  tinct energy signature of Protoculturc 
  when it is actively being used/expended. 
  The sensors detect all sources of Proto-
  culture ilnd can target and track as many 
  as 142 targets within range. This sensor 
  picks up the presence of active Proto-
  culture energy even be/ore the target is 
  in visual range, but only providt:s the 
  lnvid a general sense O/locClfion. direc-
  tion of movement and approximate 
  speed of travel from the energy source. 
  not its exact location. Visual conflrma-
  lion is necessary for targeting and com-
  bat. The energy signal(s) is displayed on 
  a radar-like screcn, with each target indi-
  cated as a smaiL ycllow blip. 
  Sensin!! Ranee: One mile (1.6 km) 
  distance. Can sensr.:. Protocllilurc energy 
  signals through walls. inside buildings, 
  through the hull of a spaceship LInd IIp 10 
  300 feet (91.5 Ill) underground: double 
  for the In\'id SCOIII and Fighter SCOll/. 
  Also sce OptiCS and Targefillg. 
  Limitations: Although quite formida-
  ble. the sensor's Achilles' heel is that it 
  can only register and track Protoeulture 
  energy that is ill lise. 
  Even small 
  amounts of Protoculture, such as that 
  used in the Gallant handgun. are de-
  tected. 
  Ilowl..!vr.:.r. 
  the 
  moment 
  the 
  Protocultllrc engine, fllrlUlCI..! or power 
  supply is fumed off. the signal disap-
  pears and can NOT be sensed or traced: 
  the signal is gone. The best an Invid can 
  do is ny over 10 the area of the general 
  location from the last known reading and 
  do a visual search. Since the Invid do not 
  understand human machinery (it all 
  looks the same to them). a human can 
  stop his mecha in the middle of a field, 
  turn it off {stopping the Proloculturc en-
  ergy signal). and run and hide. or 
  course. it is best to hide or camounagc 
  the mecha. but there is a good chance the 
  investigating Invid will not recognize the 
  mccha and go right past it without inci-
  dent. Sec #2, Allen Technology Recoglli-
  tion System for morr.:. details aboulthis. 
  4. Optical Enhancement System: 
  The Invid have basic optics system. be-
  cause they tend to rely on their ProlO-
  culture based senses. 
  Basic Optics: Roughly cquiJl to nor-
  mal human vision. 
  Tele!'copic Magnification: 3.000 foOl 
  (91-1 Ill) range with a 20 foOl (6.1 m) 
  fidd or vision and a;..:5 magnification. 
  Pa!'sivc Nightvision: Amplifies ambi-
  ent light to see in thc dark and at night. 
  Range is 1.000 feel (305 m) and requires 
  at least starlight to function: docs not 
  work in absolute darkness. 
  Protoclllture OpticS: The Invid's reli-
  ance on Protoeulture has allO\\ed them 
  !O evolve to see Proloculture energy. 
  Range is 2000 feet (610 m). Not unl)' 
  can Invid see PrOlocuiture energy signa-
  tures, but they can sec them through the 
  hide of mecha. spacecraft. walls and up 
  to 100 feet (30.5 m) underground! 
  The Invid ar\! so attuned to Protu-
  culture that they can recognize cven sub-
  tle variations in Protoculturc energy. ell-
  abling them to recognize the specific 
  mecha. weapon or vchicle that contains 
  it by ils visual energy appearancc. 
  1S 
  Note: In all cases. Invid respond to 
  Proloculturc in the hands of any being 
  other than the Invid. by scizing or de-
  stroying it and the person or people who 
  
  were in posst..:ssion of the Protoculture. 
  {-{oWe\Ier, shut 01'1' the Proloculture en-
  gine or power supply and the Protocul-
  ~urc visual 
  instantly disappears. Of 
  courst!. the Invid know where it was just 
  a second ago and arc +20% to recogn ize 
  a weapon, mecha or vehicle that was just 
  active and len oul in the open. Further-
  marc, lnvid chasc down and capture - or 
  more likely destroy - anyonl:: who was 
  seen using the protoculture powered de-
  vicco Thus. abandoning the item in plain 
  sight and necing after visual contact has 
  been established, is not a good strategy 
  for escape. The character must at least 
  momentarily lose visual contact and hide 
  himsdL 
  ,Uld 
  shutdown 
  the 
  devicel 
  mecha. Even then. the Invid will search 
  the immediate area and attack anyone 
  they nush out. 
  Everything is S(,;i;;!l through a red 
  h<lzc. as if looking through a ruby lilter. 
  This is not to be mistaken for infrared vi-
  sion. Invid do nOI have infrared. ultravi-
  olet. or thermal imaging optics/sensors. 
  and only the most human lnvid pilots, 
  including those who pilot the Com-
  mander and Q!"·erlord. as well as the Re-
  gent and Regess. havc full color vision 
  likc humans. 
  5. Protoculturc Targcting System: 
  The proloculturc targeting system locks 
  onto any target that is aClIve/y using and 
  emitting 
  ProloclIlllIre 
  energy. 
  This 
  would apply to the Alpha. Beta. Cy-
  clone, Vcrilech Fighters. old Destroids, 
  meeha of the Southern Cross, and any 
  Protoculture powered spacecraft, vehi-
  cle. generator, weapon or device. 
  Range: Same as optics. typically up 
  to 3000 fcct (914 m). 
  Targeting Bonus bv Invid Tvpc: 
  +2 to lnvid Scout. Fighter Scout and 
  Troopl.!r. 
  16 
  +3 
  to 
  trooper. 
  +-1- to 
  Invid Soldier and Shock-
  Invid Enforcer. Commander 
  and Overlord. 
  6. Electro-Magnetic Sensors: These 
  sensors pick up magnetic energy waves 
  and fields. This enables the Imid to 
  sense and see natural linl.!s of magnetic 
  energy and usc them like highways to 
  navigate and travd, as well as scnse and 
  sec weapons, spacecraft and other de-
  vices that might gt..:nerate or affect mag-
  netic fields. 
  7. External Audio Pickup: ;\ sound 
  amplilication listening system. Range: 
  200 feet (61 m). 
  8. External Speaker System: The 
  Invid Soldier. Overlord and Commander 
  (sometimes also called the Royal Com-
  mand Baltloid) have a loudspeaker sys-
  tem that amplifks and projects lhe 
  pilot's voice from normal voice levels up 
  to 90 decibels like a bullhorn. Note: 
  Invid Mccha piloted by less evolved 
  lnvid pilots lack lhe ability to sp!!ak. 
  9. Telepathic Communications Sys-
  tem: lnvid usc a form of telepathy to 
  communicate. All Invid can communi-
  calc among themselves up La a range or 
  2 miles (3~2 km). Only the Invid I live 
  Brain, Regent and Rt..:ge~s have a much 
  greater range. Notc: The less evolved 
  Invid 
  pilots 
  (Scout. 
  Fightcr 
  Scout, 
  Trooper. Shoeklroopcr. and Enrorcer) 
  don-t even have voca! cords and can't 
  speak. They must usc telepathy to com-
  municate. 
  Invid Hive Brains: 200 mile (320 km) 
  rndius. However. a lIive Brain can ex-
  tend its range by communicating with 
  other Hive Brains and using them as re-
  lay stations to send its transmission to 
  the next Hive_ which can. in turn. for-
  ward it on to the next Hive Brain. and so 
  
  on. Likewise. the rl!ceiving Ili ve Brain 
  can simply transmit the received data to 
  tht: next Ilive Brain or transmit all or a 
  specific pan ion ofthl! information to an) 
  or all Invid under its jurisdiction (e.g. a 
  warning that attack(:rs arc coming). 
  The Regcss: Th.,; telepathic commu~ 
  nications abilities of the Invid Queen are 
  effectively unlimited and can reach 
  across the cosmos to Invid evcl)'\\-herc. 
  The Rcgess may also narrow her range 
  10 the Invid in a panicular region. a spe-
  ci lic Hive or even a specilic individual 
  (nvid. She can also foclis to sec through 
  lhe eyes of her "children" -
  lip to as 
  many as 10 at a time. 
  The Regent: The "King" or the Invid 
  is less evolved than the Regess but has 
  similar powers. Il owcwr. his range is 
  limiwd to a 3000 mile (4800 km) radius 
  of transmission. Note: The Regent is no-
  where near Eanh and is presumed to 
  have been destroyed by tht." UEEF in a 
  baltk far away from Eanh before the 
  battle or Rcnex Point. 
  10: Invid Inner Piiol Compart-
  ment: In Illost cases. from Invid Scout to 
  Enron.:er. the invid pilot sits in a bath of 
  nutrient nuid similar in color and odor to 
  the. pilot"s own blood. This bath is neces-
  sary to keep the Invid pilot alive. With-
  out il. he dies. The only t!xccplions arc 
  the Invid who have evolved into human-
  oid form. Their codpit is not filled with 
  nutricnt nuid. has air. and is more like 
  the controls of the UEEF mecha. 
  11. Invid Achilles' Heel: With the 
  exception of thc 1110St advanced hu-
  man-like Invid. mccha from the. Invid 
  SCOlIt to the Enforcer have a critical 
  wcak spot. the sensor eye. A direct shot 
  to the sensor eye that depletcs its M.D.C. 
  (I) pically 10 points) \\ ill destroy the eye 
  and penetrate the pilot comp:'lnmcnt di-
  17 
  rectly behind it. rhe resull is a critical 
  hit thnt either kills the pilot (causing his 
  blood Clnd nutrient nuiu 10 leak OUI ur the 
  mccha) or causes the nutrient fluid to 
  gush oul of the mccha. Without the life 
  giving nutrient fluid. the pilot gasps and 
  dies in a math.!r of 10-h 10 sl.:cllnds. rl.:-
  <Jcting similarly 10 a human dying from a 
  lack of' oxygen or bre.athing a toxic g.as. 
  In either case. the Invid pilot dies and 
  the rnecha collapses into a heap. 
  Strike Penalty: The sensor eye i!'i a 
  difficult target to hit. It is shielded from 
  the lOp b) armor acting as a hood. mean-
  ing it can only bt: hit from straight on or 
  below eye level (i.e .. from ground It::vtl 
  looking up). Evt:n then it is a difficult 
  target to strike. and even more so if the 
  Invid is mo\ing. especially at high 
  speeds. 
  Consequently. to hit the sensor eye. 
  an attacker must make a "Called Shot" 
  and sulters the following penalties: -4 to 
  strike n stationary Invid targt.:t. -6 tn 
  strike a slo\\ moving target (under 60 
  mph/96 km) and -II to hit a fa "it moving 
  andlor weaving/dodging target. 
  12. \\'eapon Note: Spl:ciJic weapon 
  systcms vary from Invid Itl Invid, but rc~ 
  gardlcss of the type of weapon. its range 
  is always doubled in thc vacuum of 
  space. (Flying speed also doubles.) 
  13. Typical Invid P:urols: Thl:SI! 
  common breakdowns for typical Imid 
  patrols are provided here as an cas) 
  point of reference. In situations of ex-
  treme danger or large numbt:rs or ene-
  mies. the numbers listed bclO\\ "'ill be 
  adjusted appropriatc1) (double. triplc. 
  etc.) and one or two Enforcers, Com-
  manders and/or Overlords rnn) join the 
  group. 
  Reconnaissance 
  Patrol: 
  IDHI 
  Invid Scouts and I D4 Fighter Scouts or 
  Troopers. 
  
  Aerial Patrol: A pair of Inv id 
  Scouts, I D4 Fighter Scouts and 1 D4 
  Troopers or Shock troopers. 
  Ground Patrol: 104+ I Invid Sol· 
  diers and 104 Troopers and/or Shock· 
  troopers: or 1·2 Invid Scouts, 104 Invid 
  Troopers, 104 Shock troopers and one 
  Enforcer. 
  Space Patrol: 104+2 Invid Scouts or 
  Fighter Scouts equipped with long-range 
  booster. There may be 104+ I additional 
  invid Fighter SCOUIS, Troopers or Shock-
  tfoopers trailing behind to offer support. 
  Reinforcement Squad: A group of 
  reinforcements responding to a Scout's 
  call 
  is 104+ I Fighter Scouts. 104 
  Troopers. and two Shock troopers. 
  Heavy Patrol or Seek and Destroy 
  Squad: A pair of Invid Scouts, 104 
  Fighter Scouts. 
  104+ 1 Troopers or 
  Shocktroopers. and one or two Invid En-
  forcers, Commanders or Overlords. 
  Standard Hive Patrol (when all is 
  calm): 104 Invid Scouts. two Fighter 
  Scouts. and 104 Troopers or Shock-
  troopers !lying around the perimeter of 
  the !live. 
  1·live Perimeter Patrol on Alert 
  (when 
  intruders 
  are 
  anticipated): 
  When the 1·live is under alert. it deploys 
  104+1 
  Invid Scouts. 104+1 Fighter 
  Scouts. 104+2 Troopers. 104+4 Shock-
  troopers. 106+4 Soldicrs and 104 En-
  forcers. Plus I D6 Mini-Patrols com-
  posed of 1-2 Scouts. 2-3 Fighter Scouts 
  and 1-2 Troopt:rs or Shocktroopers /ly-
  ing around the 1·live perimeter. There are 
  also likely to be: -ID-Ilnvid Troopers and 
  -ID6 Shocktroopers buried three feet (0.9 
  Ill) underground at strategic locations 
  around the Ilive to spring into action 
  wht:n an active Proloculture SOurce co-
  mes within 200 feet (61.5 111) of them. 
  This is a common ambush techniquc. 
  18 
  I-live 
  Defense Plllrol '"side the 
  Hive: 106+2 Invid Soldiers and two 
  Troopcrs or Shocktroopers. 
  Occupied Human City or Farm 
  Compound Patrol: 104 Invid Scouts or 
  Fighter Scouts. I D4+1 Troopers or Shock-
  troopers. and one Enforcer flying on pa-
  trol, plus 106+2 invid Soldicrs and 1-2 
  Troopers on ground patrol. 
  In large scale offensives. the Invid 
  Scout and Fighter Scout may swann in 
  massive numbers as large as a brigade. 
  battalion and even one or morc armies. 
  However. lhey usually break ofT into 
  smaller units and, as usual. work to pen-
  t::trate the enemy's li ne of defense 10 start 
  altaeking fortified positions or space-
  craft, as the case may bc. 
  IN'IID l¥IeCHA 
  DeSCRIPTIDNS 
  LISTED ElY CASTE AND TYPE 
  (LOWEST TO THE HIGHEST) 
  Invid Scout 
  Invid Fighter Scout (3.k.a. Armored 
  Scout) 
  Invid Trooper 
  Invid Shocktrooper 
  Invid Enforcer (a.k.a. Pincer Command 
  Unit) 
  (nvid Soldier 
  Invid Commander (a.k.a. Royal Com-
  mand Battlaid) 
  Invid Overlord (the first transl'ormable 
  Invid Mecha) 
  Invid Regent (Invid King, leader or a 
  rivallnvid faction in space) 
  Invid Regess (lnvid Queen and Supreme 
  Leader) 
  
  .N~.D SCDUT 
  The cherry red Invid Scout (and 
  Invid Fighter Scout) is the eyes and cars 
  of the Invid combat forces. These recon-
  naissance mccha arc small, fast, and m3-
  ncuvcmblc. The Invid Scout is suitable 
  for al\ environments and terrain. inelud-
  19 
  ing space and undcrwatcr. In space. thl! 
  legs of the SCOUI arc removed sa il call 
  attach itself to a large booster unillo en-
  gage in long-range spu<.:c rcconnaissanct: 
  missions and attack runs. The Scoul 
  searches for Protocutturc. t:ncmics. and 
  
  threats to the Invid people and Ili ve or 
  art:a to which it is assigned in particular. 
  The Scoul has no long-range weapon 
  capabilities. but it is far from defense-
  less. Each arm has a large, blade-like 
  claw capablc of chopping and tearing 
  through the Mega-Damage armor of hu-
  man mecha. the hulls of spaceships and 
  the walls of fortifications. Invid Scouts 
  and Fighter Scouts are notorious for en-
  gaging enemy spacecraft in groups or 
  S\'iarrns. where they get in under the 
  long-rangc guns and past combat fight-
  er::;, to rip apart the vessel's hull. knock 
  out weapon systems. disable thrusters. 
  and inniet so mllch damage that the ves-
  set is either rendered immobile or ex-
  plodes. Of course. the speedy Invid 
  Scouts always try to flyaway moments 
  before a damaged spacecrafi explodcs, 
  but thcy are perfcctly willing to sacrifice 
  thi!1l1selves in suicide attacks for the 
  greater goat! of the Invid civilization. 
  Invid Scouts arc fast. maneuverable, 
  quiet. stealthy and fearless. Whenever 
  the Scout finds Protoculture in the hands 
  of the enem). it notifies the IIive or 
  nearb) combat patrols to take action. If 
  no help is available. the Scout may qui-
  etly fol1o\\ at <l distance or attack with 
  slashing claws. 
  I nvid Scouts may be sent alit on pa-
  trols in pairs or groups of thret::, four, 
  fi\e or si~, but may also operate as a 
  member of a larger and diverse group of 
  Invid n1\!cha. Most patrols arc small 
  groups \\ ith 4-10 members. 
  Typicallnvid Scout reconnaiss:mce 
  group is 104+ I Invid Scouts and 104 
  righter Scouts or Troopers. 
  Typical Invid Scout patrol is a pair 
  of [mid Scouts. 104 Fighter Scouts and 
  I O-t Troopers or Shocktroopers, 
  Sometimes Also Known As: ligaa. 
  Vehicle Type: Fast-Attack Combat and 
  Reconnaissance mecha. 
  Crew: One lower caste Invid pilol. 
  M.D.C. by Location : 
  Finger/Claw (2) - 30 each 
  Forearms (Shields: 2) - 115 each 
  Upper Arms (2) - 70 each 
  Legs & Feel (2) - 100 each 
  Main Engine Thruster (rcar; I) - 65 
  , Sensor Eye ( I) - 20 
  ** Main Body - 100 
  '" The sensor eye is the most vulnera-
  ble place on the lnvid's mecha and its 
  destructiun will kill/destroy the Invid pi-
  lot inside by punching right through the 
  cre\\ compartment. The sensor eye is a 
  small target surrounded by armored 
  shielding and requires an attacker to 
  make a successful "Called Shot" with 
  the following pl.::nalties: Shooting at a 
  stationary target -4. moving target -6. 
  and fast moving target - II to strike. 
  **' Depleting the M.D.C. of the main 
  body will shut the mecha completely 
  down. rendering it immobilt: and useless. 
  The Invid pilot is still alive inside. but 
  trapped and will die, unless retrieved. 
  \vithin six hours. 
  Speed : 
  Running: 40 mph (6·1 km). 
  LeaDing: 100 feel (30.5 111) high or 120 
  feet (36.6 m) across. 
  Flving: Able to hover stationary and per-
  form VTOL (Vertical Take-Offs and 
  Landings). Maximum fl ying speed is 
  680 mph ( 1088 km/rollghly Mach One) 
  in an atmosphere, double in space ( 1360 
  mph12176 km). 
  Space Booster: The legs can be removed 
  and a large, heavy booster connected to 
  the main body, In an atmosphere the 
  20 
  
  boost~r ofTt:rs a top spc~d of 4020 mph 
  (6432 km or roughly Mach 6) and is ca· 
  pable of launching into outer space. In 
  space. the booster increases sp~cd up to 
  a maximum of' 5440 mph (8704 km or 
  Mach 8). but 2720 mph (4352 km or 
  roughly Mach 4) is t)pical cruising 
  spcl!d. 
  Underwater: 20 mph (32 km) walking on 
  sea floor. 120 mph ( 192 km or 104 
  knots) propl!lIed by thrusters. 
  Statistical Data: 
  1..kiglli: 8.3 fcct (2.5 m). 
  Width/Breadth: 12.3 feet (3.75 m). 
  Length/Depth: 10.7 fecI (3.25 m). 
  Weight: 4.5 tons. 
  Phvsical Strength: Robot P.S. or 30. 
  Carl!o: Can carry up to 1.5 tons. 
  Skills & Abilities of Note: Camouflage 
  (including self) 60%. Detect Ambush 
  40%, Detect Concealment 30%. Intclli· 
  genee 80%. Land 
  Nilvigation 90%, 
  Math: 
  Basic 98%, Navigation 80%, 
  Prowl 45%, Tailing 80%. and Tracking 
  (People) 30%. 
  Weapon Systems: 
  I. Mecha Hand to Hand Combat: The 
  Invid Scout is designed to engage in 
  hand to hand combat and literally tear 
  enemy 
  spaceships. 
  vehicles 
  and 
  ml;:cha apart with its clawed arms. 
  Attacks per Melee: Four. 
  [[and to I-land Damage: The Invid Scout 
  has 1\\'0 large claws designed for chop· 
  ping. ripping and tearing apart enemy 
  ll1ccha, vehicles. spacecraft and fortifica-
  tions. Thus. their chop and rip/tear dam-
  age is greater than punch. stomp or kick 
  damage. 
  PUflch/Forearm Strike: I D4 M.D. on 
  a restrained punch. I D6 M.D. on a full 
  strength punch. and 206 M.D. from a 
  2' 
  pO\ .... er punch. but the latter counts as two 
  melee alt<1cks. 
  Claw Strike: 306 M.D. full strength 
  or 606 M.D. from a pO\\er claw strike 
  (power punch/strike always counts as 
  two melee attacks). 
  Kick or Stomp 5mkl!: 2D4 M.D.: 
  pO\ .... er kick/stomp is not possible. 
  F()'ing Body Block/Ram: I D6 M.D. 
  per every 100 mph (160 km) of speed. 
  Plus there is an accumulati,,! 10% 
  chance poc 100 mph (160 km) of speed 
  of knocking an opponent of equal size or 
  up to 50% larger off its feet or an air· 
  borne enemy I D6.x 100 feet (30.5 to 183 
  m) off course. In either case, the victim 
  loses initiative and two melee attacks. 
  This attack counts as two of the Invid's 
  melee attacks. 
  Special Combat Mov!.!s: l3Iock missile 
  strikes and weapon blasts with the 
  shielding of their oversized forearms. To 
  block. roll I D20 10 parry (plus bonuses). 
  A successful parry means the foreanns 
  take ALL the damage from any missiles 
  or weapon blasts that strike. Note that 
  this tactic may result in the arms being 
  blown off. 
  Iland to Iland Bonuses: +2 on initiative. 
  +2 to strike. +3 to parry, + 1 to disarm. 
  +2 to dodge on the ground. +4 to dodge 
  in flight. +6 to dodge at maximlm1 
  speed. + 1 to roll with impact 
  2. Sensors & Features: As is standard 
  fo r Invid. 
  3. Special Equipment: Space Booster. 
  Exclusively used by th~ Invitl Seollt 
  and Fighter SCOlit. 
  <l large rocket 
  booster can be attached in place of 
  the legs. It provides greater speed and 
  distanc~ cl.lpabiliti~s in space. and is 
  ideal for high speed space combat. 
  pursuit. interception. space dogfights. 
  and to escape the gravitational pull of 
  a planet. 
  
  Vehicle Type: Optional rocket system. 
  Crew: Nont:: controlled by the Invid 
  Scout pilot. 
  M.D.C. by Location : 
  Small Thrusters (2: one on each side) 
  - 30 t!<tch 
  Main Thrustt!r (I) - 100 
  Secondary Thrusters (2) - 40 each 
  • Main Body - 150 
  • Depicting the M.D.C. of the main 
  body destroys the booster. kaving the 
  Invid Scout to Ily under its own power. 
  Destroying both of the secondary thrust-
  ers reduces the maximum speed by 25% 
  and reduces the usual dodge bonus by 
  one. Destruction of the main thruster. but 
  leaving the l\\ 0 secondary thrusters op-
  erational reduces speed by 75% and re-
  duces the dodge bonus by half. 
  Speed & Stats for the Invid Scout 
  Space Booster: 
  Booster Flight Cflnahilities: Increases the 
  Scout's :;pccd to a maximulll of 4020 
  mph (6431 km or roughly Mach 6) in an 
  22 
  ''''M 
  atmosphere and up to 5440 mph (8 704 
  km or Mach 8) in outer space. 
  Bonuses with Booster: +2 to dodge. 
  Height of Booster: 8 fect (2.4 Ill). 
  Width of13oostcr: 12.3 f'eel (3.75111). 
  LenQth of Bo05tcr: 14.6 feet (4.45 Ill). 
  Weight of Booster: 3.5 tons. 
  Caroo Area: None. 
  Weapon Systems of Booster: None. 
  
  IN~ID Fll:iiHTER SCOUT 
  The Invid Fighter Scout is the up-
  graded. combat version of the SCOUL It is 
  slightly more heavily armored and is 
  equipped with a pair of light plasma can-
  nons on the lOp of its carapace \\ ithout 
  sacrificing speed or maneuverability. Al-
  though capablc of scouting, this unit is 
  23 
  deployed as a "fast-attack" mecha used 
  to intercept and engage enemy aircraft in 
  dogfights, attack spaceships. and strafe 
  ground troops, installations and ground 
  vehicles with equal skill and speed. Like 
  its Scout cousin, the Invid Fighter Scout 
  also has shielded forearms and wicked 
  
  daws to chop. slash and tear at enemy 
  mccha. vehicles, spacesh ips and fortifi-
  cations. As a result. this versatile vchicle 
  is suitable for reconnaissance. defense 
  lind offense. long-range combat. acrial 
  lights and hand to hand combat. 
  Also Known As: Armored Scout and 
  Fighler ligaa. 
  Vehicle Type: Fast-AUack Combat and 
  Rectmnaissanec Mccha. 
  Crew: One lower caste lnvid. 
  M .D.C. by Location: 
  Light Plasma Cannon (2) - 30 each 
  Fingers/Claws (2) - 30 cilch 
  Forearms (Shields: 2) - 125 each 
  Upper Arms (2) - 80 each 
  Legs & Fcc' (2) - 110 each 
  Main Enginl.! Thruster (n:ar: I) - 90 
  • Sensor Eye (1) - 20 
  ** Main f30dy - 125 
  • rile sensor eye is the most vulnenl-
  hIe place on [he Invid's mecha and its 
  destruction will kill/destroy Ihe Invid pi-
  lot inside by punching right through the 
  cre\\ compartment. The sensor eye is a 
  small target surrounded by armored 
  shidding and n:quires an attacker to 
  make a successful "Called Shor' \\ith 
  the following penalties: Shooting at a 
  stationary target -4, moving targt::t -6. 
  and fast moving target - II to strike. 
  .. Depkting the M.D.C. of the main 
  budy will shut the mecha completely 
  do\\ 11. rendering it immobile and useless. 
  Thl.: Invid pilot is still alive inside, but 
  trapped and will die. unless retrieved. 
  within si, hours. 
  Speed : 
  Running.: 40 mph (64 km). 
  Leaping: 100 feet (30.5 Ill) high or 120 
  fect (36.6 m) across. 
  FI\'int!: Able to hover stationary and per-
  24 
  form VTOL (Vcrtical Take-Orrs and 
  Landings). Maximum flying speed is 
  680 mph (1088 kmlroughly Mach One) 
  in an atmosphere. double in space (1360 
  mph/2176 km). 
  Space Booster: The legs can be removed 
  and a large, heavy booster connected to 
  the main body. In an atmosphere the 
  booster offers a lOp speed ofs 4020 mph 
  (6432 km or roughly Mach 6) and is ca-
  pable of launching into outer space. In 
  space. Ihe booster increases speed up to 
  a maximum of 5440 mph (8704 km or 
  Maeh 8). bu' 2720 mph (4352 km or 
  roughly Mach 4) is typical cruising 
  speed. 
  Underwater: 20 mph (32 km) walking on 
  sea Ooor. 120 mph (192 km or 104 
  knots) propelled by thrusters. 
  Statistical Data: 
  Hei!!ht: 9 fect (2.7 m). 
  Width/Breadth: 12.3 feet (3.75 m) . 
  Length/Denth: 10.7 fect (3.25 m). 
  Weight: 5 tons. 
  Phvsical Strength: Robot P.S. of30. 
  Camo: Can carry up to 1.5 tons. 
  Skills & Abilities of Note: Camouflage 
  (including sell) 60%, Detect Amb~lsh 
  40%. Detect Concealment 30%. Intdli-
  gencc 80%. 
  Land 
  Navigation 90%, 
  Math: 
  Basic 98%. Navigation 80%. 
  Prowl 45%. Tailing 80%. and Tracking 
  (People) 30%. 
  Weapon Systems: 
  I. Two Light Plasma Cannons: These 
  weapons are mounted on the top of 
  the Fighter SCOUI'S carapac:e above 
  the shoulders on the main body. 130th 
  plasma cannons are usually fired si-
  multaneously at the same target as a 
  dual system. but can be fired individ-
  ually and in rapid-fire bursts. Each 
  
  cannon can move lip and down in a 
  90 degree arc. 
  PrimarY Purpose: Assault. 
  Ran"e: 4,000 fcet (1219 111). 
  Mcga. DamaQc: 206 M.D. per one, sin· 
  glc blast or 406 M.D. as dual, simulta· 
  ncous blasts at the same target: dual 
  blast counts as one melee attack. 606+6 
  M.D. as a rapid· fire strafing burst of ap· 
  proximately six pulse blasts from both 
  cannons simultaneollsly at the same tar· 
  get. but counts as three mclee attacks 
  and docs NOT get a bonus to strike 
  against rdatively small or fast moving 
  targets like Cyclones or even Verilcch 
  fighters. 
  Rate of Fire: Each blast counts as one of 
  the Invid Fighter Scout's five attacks per 
  mclee round. Dual blasts count as one 
  melee attack. but a rapid· fi re burst 
  counts as three. 
  Pavload: Unlimited. 
  Bonus: + I to strike with plasma weap· 
  ons. This bonus is in addition to any bo· 
  nus frolll ProtoclIltllre Targeting (+2 
  when applicable). 
  2. Mecha Ha nd to Band Com bat: 
  Slashing claws tear enemy space· 
  ships, vehicles and mecha apan. 
  A\1acks ner Melee: Five. 
  Iland to Iland Damage: Pllnch/Forearm 
  S,rike: 104 M.D. on a H:straincd punch, 
  106 M.D. on a full strength punch, and 
  206 M.D. from a power punCh, but the 
  latter counts as two mt;;le~ attacks. 
  Claw Strike: 306 M.D. full strength 
  or 606 M.D. from a powcr claw strikc 
  (power punch/strike always counts as 
  two meke atlacks). 
  Kick or Stomp Strike: 204 M.D.; 
  power kick/stomp is not possible. 
  Flying Body Block.Ram: 106 M.D. 
  per e\cry 100 mph (160 km) of spced. 
  Plus there is an accumulative 10% 
  chance per 100 mph (160 km) of specd 
  of knocking an opponent of equal size or 
  up to 50% larger off its feet or an air· 
  borne enemy lD6xl00 fcel (30.5 to 183 
  m) off course. In either case, the victim 
  loses initiat ive and two melee attacks. 
  This altack counts as two of the illVid's 
  melee allacks. 
  Snecial Combat Moves: Block missile 
  strikcs and weapon blasts with the 
  shielding of their oversized foreanns. To 
  block. roll 1 D20 to parry (plus bonuses). 
  A successful parry means the forearms 
  take ALL the damage from any missiles 
  or weapon blasts that strike. Note that 
  this tactic may result in the arms being 
  blown ofr 
  Hand to Hand Bonuses: +2 on initiativc, 
  +2 to strikc hand to hand or with plasma 
  cannons. +3 to parry (including blocking 
  missiles and encrgy blasts with its 
  shielded forearms), +2 to disarm, +2 to 
  dodge on the ground, +4 to dodge in 
  flight. +6 to dodge at maximum flying 
  speed, and + I 10 roll with impact 
  3. Sensors & Features: As is smndard 
  for Invid. 
  4. Specia l Equ ipment: Space Booster. 
  Same as thc Invid SCOllt. 
  25 
  
  IN 'lID T ROOPER 
  The Invid Trooper is the standard the Invid Scouts. However. the Invid 
  heavy infantry unit of the Invid swarm. Trooper is physically tougher and stron-
  It stands a frightening 14.4 feel (4.4 m) ger than its little red brothers. Its huge. 
  and is surprisingly fast and maneuver· three-clawed hands can cut through 
  able for its size. The purple brute can 
  mecha like a hot knife cuts butter. and 
  hover and ny. but it is much slower than the claws can move to grab small enc-
  26 
  
  mies. like the Cyclone or the arm or 
  weapon of a Vl!ritcch. as well as pick up 
  and carry items. This also makes the 
  Invid Trooper double as <l heavy load 
  worker within the hive community. 
  Invid Troopers and Invid Soldiers. 
  usually under the command of one or 
  marc Enforcers. Commanders or Over-
  lords, arc deploycd as guards. pcrime:ter 
  patrols. and pacification forces in and 
  around human communities under Invid 
  control. The Troopers kcep the peace:, 
  make sure the human slaves stay obedi-
  ent, and suppress riots. resistance fight-
  ers and trouble from outsiders. They also 
  patrol and defend ProlOcultun.: process-
  ing centers. Invid Ilives and other places 
  with stmtcgic importance. 
  Troopers arc also lIsed to cap/lire hu-
  !nan rebels for enslavement. cxperimen-
  tation or interrogation. To this end, Invid 
  Troopers are skilled at selling up am-
  bushes and laying in wail. A favorite 
  ambush tactic is 10 usc their claws 10 dig 
  and cover themselves back up \\ ith dirt. 
  snow or ice and lay in wait for an unsus-
  pecting resistance lighter to come within 
  rang.e. 
  Ever 
  patient 
  and 
  insidious. 
  rroopers arc ready and able to wait. bur-
  i~d for days and even weeks at a time. so 
  that they might eventually spring their 
  trap 
  at 
  a 
  strategic 
  location. 
  The 
  Troopers' Protoculturc sensors detect 
  anyone who approaches with active 
  Protocullure and can sec the energy 
  \\hen it comes within visual range I!ven 
  through several yards/meters of pack~d 
  earth. When the target walks into the 
  ambush zone: or comes ncar enough. the 
  Invid Troopers risc from their hiding 
  place below the surface and attack. 
  As the lumbering foot soldiers and 
  strongmen of the 
  Invid army. 
  the 
  Trooper and Shock trooper are two of the 
  most common and numerous or the Invid 
  Mccha. 
  Also Known As: Gurab. 
  Vehicle Type: Combat and Lahar Con-
  trol Mccha: Ballioid Class. 
  Crew: One lower caste Invid pilot. 
  M.D.C. by Location: 
  FingerlClaw (2) - 30 each 
  Forearms (Shields: 2) - 230 each 
  Upper Arms (2) - 110 each 
  Legs & Feet (2) - 190 each 
  Main Engine Thruster (rear: I) - 90 
  • Sensor Eye (I) - 20 
  .. Main Body - 170 
  '* The scnsor eye is the most vulnera-
  ble place on the Invid's mccha and its 
  d~strllction will kill/dcstroy the Invid pi-
  lot inside by punching right through the 
  crcw compartment. The sensor eye is a 
  small target surrounded by armored 
  shielding and requires an attacker to 
  make a successful "Called Shoe with 
  the following penalties: Shooting at a 
  stationary target -4. moving target -6. 
  and fastl1loving target -II lo strike. 
  .. Depleting the M.D.C. of the main 
  body will shut the mecha completely 
  down, rendering it immobile and useless. 
  The Invid pilot is still alive inside, but 
  trapped and will die, unless retricved. 
  within six hours. 
  Speed: 
  Running: 60 mph (96 km). 
  Leaping: 30 reet (9.1 m) high. 40 feel 
  (12.2 rn) across without booster assis-
  tance. ur 120 fl..':Cl (36.6 m) up or across 
  augmented by jet thrusters. 
  Flying: Able to hover stationary and per· 
  rorm VTOL (Vertical Take-Orrs and 
  Landings). Maximum fl) ing speed is 
  300 mph (480 km) in an atmosphere. 
  double in space (600 mph/960 km). 
  27 
  
  Underwater: 20 mph (32 km) walking on 
  sea noor, 80 mph (128 km or 69 knots) 
  propelled by thrusters. 
  Statistical Data: 
  Height: 14 feel. 4 inches (4.4 m). 
  Width/Breadth: 10 feet. five inches (3.2 
  m). 
  Length/Depth: 12 feet (3.6 111). 
  Weight: 10 tons. 
  Physical Strene.th: Robot 1'.5. or 44. 
  Cargo: Can carry up to 2.2 tons. 
  Skills & Abilities of Note: Camounage 
  (including self) SO%, Detect Ambush 
  SO%, Detect Concealment 30%. Hide 
  Underground to Set Ambush (Special) 
  80%, Intelligence 60%. Land Navigation 
  80%, Math: Basic 98%, Navigation 
  80%. Prm .... 1 45%, Tailing 75%. and 
  Tracking (People) 30%. 
  Weapon Systems: 
  I. Mecha Hand to Hand Combat: 
  Slashing claws lear enemy space-
  ships, vehicles and mccha apart. Each 
  hand has three. large slashing claws. 
  Allacks per Meke: Five. 
  Hand to Hand Damage: Punch/Forearm 
  Strike: 106 M.D. on a restrained punch, 
  306 M.D. on a full strength punch. and 
  606 M.D. from a power punCh, but the 
  latter counts as twa melee attacks. 
  Claw 
  Strike: 
  4D6+ 3 
  M.D. 
  full 
  strength or 1 04x I 0+9 M.D. from a 
  power cla\v strike (power punch always 
  counts as two meke attacks). 
  Kick or Stomp Strike: 206 M.D. To 
  stomp. the target must be 10 feet (3 m) 
  tailor smalk:r. 
  Power 
  A:ick/Stomp: 
  406 
  M.D .. 
  counts as two attacks. 
  F~~litig 
  Body 
  IJ/ockl/?am: 
  106+2 
  M.D. per every 100 mph (160 km) of 
  speed. Plus there is an accumulative 
  28 
  IS% chance p~r 100 mph (160 km) of 
  speed of knOCking an opponent of equal 
  size or up to 50% larger ofT its feet or an 
  Llirbornc enemy 1 06x 1 00 fect (30.S to 
  183 !1l) off course. J n eith~r case. the vic· 
  tim loses initiative and two mdee at· 
  tacks. This attack counts as two of the 
  Invid's melee attacks. 
  Special Combat Moves: I. Block missile 
  strikes and wcapon blasts with the 
  shielding of their oversized forearms. To 
  block. roll 1020 to parry (plus bonuses). 
  A successful parry means the forearms 
  take ALL the damage from any missiles 
  or weapon blasts that strike. Note that 
  this tactic may result in the arms being 
  blown off 
  2. Hide lInd~r earth. snow or icc to 
  set up a surprise attack or ambush. 
  Hand to Hand Bonuses: +2 to strike, +3 
  to parry (including blocking missiles and 
  energy blasts with its shielded forearms). 
  + 3 to disarm, +2 to entangle. + 1 to 
  dodge on the ground. +3 to dodge in 
  flight, and + I to roll with impact. 
  2. Sensors & Features: As is standard 
  for Invid. 
  
  .N~.D 5HDCKTRDDPER 
  The Invid Shocklrooper is another 
  standard. front-line infantry mccha.. Like 
  the Trooper. the Shocktrooper has lim-
  it(:d flight capabilities and the same basic 
  body configuration. The big difrerences 
  arc heavier annar and a pair or large 
  plasma cannon pods mounted over the 
  29 
  shoulders. The weapon pods can fire at 
  the same target (with bonuses to strike) 
  or two different targets (without the bo-
  nus to strike). The plasma cannons make 
  excellent ground to air weapons against 
  aerial opponents as well as against ar-
  mored 
  vehicles. 
  mecha and ground 
  troops. 
  
  Shocktroopers often work hand in 
  hand with Invid Troopers and Invid Sol-
  diers, but may also aecompan) Scouts 
  and Fighter Scouts as well as other Invid 
  mecha. Invid Shocktroopers perform the 
  same duties as their unarmed Trooper 
  brethren and might be thought of as mo-
  bile artillery and troop support. like a 
  tank. They also use the same ambush 
  techniques as the Trooper. including 
  burying themselves underground and 
  laying in wait for enemy soldiers and ell-
  emies using Protoculture. 
  Also Known As: Heavy Trooper and 
  Heavy Gurab. 
  Vehicle Type: !-Icavily Armed Main-
  force Mecha: Battloid Class. 
  Crew: One lower caste Invid pilot. 
  M.D.C. by Location : 
  Plasma Cannons (2) - 100 each 
  FingerS/Claws (3 per hand) - 30 each 
  Forearms (Shields: 2) - 230 each 
  Upper Arms (2) - 110 each 
  Legs & Feet (2) - 190 each 
  Main Engine Thruster (rear; I) - 90 
  .. Sensor Eye (1)-20 
  •• Main Body - 200 
  • The se n~or eye is the most vulnera-
  ble place on the Invid's mecha and its 
  destruction will kill/destroy the Invid pi-
  lot inside by punching right through the 
  crew compartment The sensor eye is a 
  small targel surrounded by armored 
  shielding and requires an attacker to 
  make a successful "Calkd Shot" with 
  the following penalties: Shooting at a 
  stationary target -4. moving target -6. 
  and fast moving target -II to strike. 
  ... Depleting the M.D.C. of the main 
  body will shut the mecha completely 
  down. rendering it immobile and useless. 
  rhe Invid pilot is still alive inside. but 
  trapped ,lI1d will die, unless retrieved. 
  within six hours. 
  Speed: 
  Running: 60 mph (96 kill). 
  Leaping: 30 feet (9.1 m) high and 40 feet 
  (12.2 m) across without booster assis-
  tance. or 120 feet (36.6 m) up or across 
  augmented by jet thrusters. 
  Flving: Able to hover stationary and per-
  fonn VTOI.. (Vertical Take-Offs and 
  Landings). Maximum flying speed is 
  300 mph (480 km) in an atmosphere. 
  double in space (600 mph/960 kill). 
  Underwater: 20 mph (32 km) walking 011 
  sea Ooor. 80 mph (128 km or 69 kno") 
  propelled by thrusters. 
  Statistical Data: 
  l-Iei2ht: 15 fect, 7 inches (4.8 m) due to 
  the cannon pods. 
  Width/Breadth: 12 feet (3.6 m). 
  Length/Depth: 12 fcet(3.6 m). 
  Weight: 11.5 tons. 
  Physical Strength: Robot P.S. of 44. 
  Cargo: Can carry lip 10 2.2 tons. 
  Skills & Abilities of NOle: Camouflage 
  (including self) 50%. Detect Ambush 
  50%. Detect Concealment 30%. Hide 
  Underground to Set Ambush (Special) 
  80%. Intetligcnce 50%. Land Navigation 
  80%, Math: Basic 98%, Navigation 
  80%. Prowl 40%. Tailing 70%. and 
  Tracking (people) 30%. 
  30 
  Weapon Systems: 
  1. Plasma Cannon Pods (2): Moullted 
  above each shoulder is a Plasma Can-
  non Pod. The cannons can move side 
  to side in a 45 degree rotation. and 
  swivel up and down 90 degrees, mak-
  ing them effective against ground and 
  air vehicles. In outer space. the Invid 
  Shocktrooper 
  nics 
  with 
  cannons 
  pointed forward. offering support to 
  
  their faster and more maneuverable 
  Scout brethren from a distance and 
  converging on large. heavily armored 
  targets like spacecrart. 
  The weapon pods can lire simul-
  taneously at the samt; target with a 
  bonus to strike, or they can point and 
  lire at two different targets without 
  benefit of the bonus to strike either 
  target. As a rule, however. both 
  Plasma Cannon Pods are usually 
  aimed at the same target. Note: The: 
  mouths of the twin cannons always 
  glow white just before they are about 
  to shoot. 
  Primary Purpose: Assault and Anti-Air-
  crafVMecha. 
  Ran«: 4.000 feet (1219 m). 
  Mega-DamaQc: 
  Fire bursts of three 
  plasma discs doing 606 M.D. per suc-
  cessful strike from one cannon, or 
  106x10+6 M.D. from a simultaneous 
  burst from both plasma cannons (6 
  plasma discs) at the same target. 
  A strafing run unleashes a stream of 
  (2D6+6) plasma discs down a line of at-
  tack hitting everything in its path unless 
  the enemy makes a successful dodge. 
  Ilowcver. this loosely directed shooting 
  down a line of lire at multiple targets 
  Iypically results in only one plasma disc 
  hitling any of the targets in the strafing 
  run. doing 206 M.D. per target struck. 
  Bonus: +2 to strike with plasma burst at-
  tacks. This bonus is in addition to any 
  bonus rrom Protowlillre Targeting (+3 
  whcn applicable). Strafing attacks do not 
  gct a bonus to strike. 
  Rate of Fire: Each threc disc or six disc 
  bllrst counts as one melee attack. but a 
  strafing run counts as two. 
  Pavload: Unlimited. 
  2. Mccha 
  I-I and to 
  11and Combat: 
  Slashing claws tear enemy space-
  ships. vehicles and mccha apart. Each 
  hand has three large. slashing cla\\s. 
  Attacks ncr Melee: Five. 
  Iland to Iland Damage: Punch Forearm 
  Strike: 106 M.D. on a restrained punch. 
  306 M.D. on a full strength punch, and 
  606 M.D. from a power punch. but the 
  latter counts as two melee attacks. 
  Claw 
  Strike: 
  406+3 
  M.D. 
  full 
  strength or 104xlO+8 M.D. from a 
  power claw strike (power punch always 
  counts as two melee attacks). 
  Kick. or Stomp Strike: 206 M. D. To 
  stomp, the target must be 10 feel (3 01) 
  tall or smaller. 
  Power 
  Kick/Stomp: 
  406 
  M.D. 
  Counts as two melee attacks. 
  Flying 
  Body Block/Ram, 
  106+2 
  M.D. per every 100 mph (160 km) of 
  speed. Plus there is an accumulative 
  15% chance per 100 mph (160 km) of 
  speed of knocking an opponent of equal 
  size or up to 50% larger ofT its feet or an 
  airborne enemy I D6x 100 feet (30.5 10 
  183 m) off course. In either case. the vic-
  tim loses initiative and twO mdec at-
  tacks. This attack counls as IwO of the 
  Invid's melee attacks. 
  Special Combat Moves: I. Block missile 
  strikes and weapon blasts with the 
  shielding of their oversized forearms. To 
  block. roll I D20 to parry (plus bonuses). 
  A successful parry means the I"orr.::arms 
  take ALL the damage from any missiles 
  or weapon blasts that strike. Note that 
  this tactic may result in the arms being 
  blown off. 
  31 
  2. H ide under earth, snow or icc to 
  set up a surprise attack or ambllsh. 
  Hand to Hand Bonuses: +2 to strike. +3 
  to pllrry (including blocking missiks and 
  energy blasts with its shielded forearms). 
  + 3 to disarm. +2 to enlangl!;,!. + I 10 
  
  dodge on the ground, +3 lo dodge in 
  night. and + I to roll with impac.t. 
  3. Sensors & Features: As is standard 
  for Invid . 
  • N~.D ENFDRCER 
  O -'lTTLIDID 
  I PILIDT 
  ;;::0 TIDNS 
  !SPE<l:O: 
  ~ S MPH 
  7 ~!S MPH 
  32 
  
  The Invid Enforcer might be consid-
  ered the heavy arrillelY! Its two massive 
  beam cannons lire a powerful blast that 
  merges into a single heam and unleashes 
  massive amounts o/" damage. However. 
  the Enforcer (sometimes known as the 
  Pincer) is morc than a heavy. mobile 
  combat unit. it serves as a squad leader 
  and 
  troop 
  commander. 
  Before 
  the 
  Regess evolved the Commander and 
  Overlord mecha, the Enforcer was the 
  main command unit of the Invid army. 
  Since the advent o/" the higher caste. the 
  Enforcer serves under the Commander 
  and Overlord and may be thought of as 
  the rank of lieutenant. captain and major 
  in the Invid legions. whi le the Com-
  Illander and Overlord hold the positions 
  of generals and colonels. Thc giant En-
  forcer is capable of leading and directing 
  Invid troops. managing all sorts of offen-
  sive and dcfensive military operations. 
  and launching anacks at enemy fonilica-
  tions and entrcnched positions on the 
  ground and in outer space. 
  Unlike the lower caste Invid under 
  the Enforcers' command. this is an intel-
  ligent. evolved Invid and capable of as-
  similating data. forming strategies and 
  tactics. and making decisions. Thus, the 
  Enforcer is far more clever and treacher-
  ous than any of the lnvid under its com-
  mand. To make matters worse, the 
  Enforcer is heavily armored. maneuver-
  able and possesses devastating weapons. 
  Its big beam cannons are so strong that 
  they can melt down a Cyclone in a mat-
  ter of a few melee rounds and com-
  pletely vaporize it in minute or two. 
  The Enforcer command unit is a 
  gade size), supervising operations at a 
  Protoculture farm. factory or occupied 
  {own, or engaged in some other special-
  ized or strategically important operation. 
  Numerous Enforcers will also be active 
  at any Invid Hive. The Enforcer com-
  mand mecha is answerable only to a 
  highly evolved Commander. Overlord. 
  Hive Brain and the Regess. Note: One in 
  every 100 Invid Scouts/Fighter Scouts, 
  onc in every 20 Invid Troopers or Invid 
  Soldiers, and one in every 10 Shock-
  troopers is an Enforcer. There can be no 
  doubt that the Enforcers wil!lds tremen-
  dous firepower and is arguably as formi-
  dable as the Invid Commander and 
  Overlord. 
  Also Known As: 
  Invid Pincer and 
  Gamo. 
  Veh icle Type: Heavy Weapons Com-
  mand Mccha; Battloid Class. 
  Crew: One higher caste Invid pilot. 
  M.D.C. by Location : 
  Parti cle Beam Cannons (2: large) 
  - 250 each 
  • Recessed Mini-Plasma Weapons (2) 
  - 15 each 
  Claw Pincer Hands (2) - 50 each 
  Forearms (2) - 150 each 
  Upper Anns (2) - 110 each 
  Legs & Feet (2) - 270 each 
  Main Engine Thruster (rear: I) - 150 
  • Sensor Eye (1) - 50 
  .. Main Body - 390 
  • The sensor eye is the most vulnera-
  ble place on the Invid's mecha and its 
  destruction will kill/destroy the Invid pi-
  lot inside by punching right through the 
  leader and director, so it is very rarely 
  crew compartment. The sensor eye is a 
  encountered alone. Instead. it is usually 
  small target surrounded by armored 
  found leading a seek and destroy squad 
  shielding and requires an attacker to 
  or surgical strike, commanding a large 
  make a successful "Called Shot" with 
  number of troops (from platoon to bri-
  the following penalties: Shooting at a 
  33 
  
  stationary larget -4. moving target -6, 
  and faslmoving target -11 to strike. 
  Any other item marked with a single 
  asterisk is a small and/or dirficult target 
  to strike and also requires a "Called 
  Shot" and suffers tbe same penalties as 
  the sensor eye. 
  •• Depicting the M.D.C. of the main 
  bod} will shut the mecha completely 
  down. rendering it immobi le and useless. 
  The lovid pilot is still al ive inside. but 
  trapped and will die. unless retrieved. 
  within six hours. 
  Speed: 
  Runnin£!: 59 mph (95 kill). 
  Leaping: 30 fcct (9.] Ill) high and across 
  without boosters. or ] 00 feet (30.5 Ill) up 
  or ,1CroSS nugmentcd by jet thrusters. 
  Flvmg: Able to hover stationary and per-
  form VTOL (Vertical Take-Offs and 
  Landings). Maximum nying speed is 
  453 mph (725 km) in an atmosphere. 
  doubk in space (906 mph/]449 km). 
  Underwater: 20 mph (32 kill) walking on 
  sea floor. 90 mph ( 144 km or 78 knots) 
  propelled by thrusters. 
  Statistical Data: 
  lIeight: 32 fcct (9.7 m). 
  Width/Breadth: 30 fcct (9. 1 m). 
  Length/Depth: 21 feet (6.4 m). 
  Weif.!.ht 2R tons. 
  PhvsicaJ Strength: Robot P.S. of 50. 
  Cargo: Can carry up to 2.5 tons. 
  Skills & Abilit ies or Note: Delect AI1l ~ 
  bush 60%. Detect Concealment 50%. 
  Ilide Underground to Set Ambush (Spc ~ 
  ciu!) 70%. Intelligence 70%. Land Navi-
  gation 90%. Math: Basic 98%. Military 
  Fortifications 75%. Navigation 90%, 
  Tailing 40%. and Tracking (People) 
  45%. 
  34 
  Weapon Systems: 
  L Twin Particle Beam Cannons (2): A 
  pair of massive beam cannons curl 
  over the shoulders of the Invid En-
  forcer. When fired in tandem. the two 
  beams merge into onc to inflict heavy 
  damage. 
  The cannon housing 
  is 
  mounted un the main hody, hanging 
  over the shoulders like two giant cat-
  erpillars. Both always lire simulta-
  neously in a directed beam of particle 
  heated energy. I f one cannon is de-
  stroyed. the other is rendered useless. 
  The cannons always point for-
  ward. but the entire cannon platform 
  tillS up and down for various angles 
  of fire up to 90 degrees. The three ro-
  tating inner nozzles of the cannon can 
  also adjust about 30 dcgrces for acclI-
  rate shooting. Ilowevcr. since the 
  cannons always point forward. tbe 
  Invid Enforcer mllst move its entin; 
  body to fire at a larget to its side, be-
  hind, or above it. A favorite tactic is 
  to fly several hundred feet (200-1000 
  feet/61 to 305 Ill) above the ground 
  and blast opposing ground units. In 
  outer space, the legs fold stmight 
  back and the cannons tilt La shoot for-
  ward. down or in a 30 degree upward 
  angle. 
  Primary Purposc; Assault. Anti-Space-
  craft. and Anti-fortifications. 
  Range: 4.000 Icet ( 1219 m). 
  Mee.a-Damagc: A light dual blast from 
  bOlh cannons docs 1 06x I 0 M.D.! A 
  heavy blast docs 2D6x I 0 M.D.! Bcams 
  from both cannons fire simultaneously to 
  merge into one powerful beam. Each 
  blast counts as one melee attack regard-
  k:ss of the level of damage. 
  A strafing run unleashes a steady 
  stream or destructive energy inflicting 
  606 M.D. to everything it hits. including 
  
  the ground or road below. Only a suc-
  cessful dodge escapes the destructive 
  blast. Mega-Damage is less than a nor-
  mal ful l blast, because the strafing run is 
  nol a focused attaek but a continuous 
  beam directed across a particular area. 
  Bonus: +2 10 slrike per light or heavy 
  blast at the same target. This is in addi-
  tion to any bonus from ProtDelilture 
  Targetil1g (+4 when applicable). Straling 
  attacks do no! get a bonus to strike. 
  Rate of Fire: Each blast, whether tight or 
  heavy. counts as one melee altack. but a 
  strafing run counts as two. 
  Payload: Unlimited. 
  Note: The mouths of the cannons always 
  glow white just before they arc about to 
  shoot. 
  2. Mini-Plasma Weapons (2): Recessed 
  into the front of the main body on ei-
  ther side of the Sensor Eye is a 
  mini-plasma weapon. These weapons 
  can fire simultaneously or individu-
  ally. and deslroying one does nOI in-
  capacil<1te the other. To attempt to 
  shoot out one of the mini-plasma 
  guns. the allacker mllst make a 
  "Called Shot'" and has the same pen-
  alties as shooting al the sensor eye. 
  PrimarY Purpose; Close Combat and 
  Anti-Personnel. 
  Range: 2.000 fecI (609 m). 
  MCI!a-Damage: A single blast docs 306 
  M.D., a simultaneous double blast (two 
  cnergy bolts. one from each gun) fired at 
  the same target docs 606 M.D.: counts 
  as one meier! attack. 
  Rate of Fire: Each single or double blast 
  coums as one melee attack. 
  Pnvload: Unlimited. 
  Bonus: + I to strike per single or dual 
  blast. This bonus is in addition to any 
  bonus from ProrocullUre Targeting (+4 
  when applicable). 
  35 
  3. Mechn Band to Hand Combat: The 
  Invid Enforcer has minimal close 
  combat fighting capabilities. Its arms 
  arc short. its hands arc not slashing 
  claws, it is dcsigncd for command 
  and ranged combat. 
  Attacks per Melee: Six. 
  J land to J land Damage: Punch/Forearm 
  Strike: 106 M.D. on a restrained punch. 
  306 M.D. on a full strength punch. and 
  606 M.D. from a power punch. but the 
  latter counts as two melee attacks. 
  Kick or Stomp Strike: 2D6 M.D. To 
  stomp, the target must be 20 feet (6.1 m) 
  tall or smaller. 
  Power 
  Kick/Stomp: 
  406 
  M.D. 
  Counts as two melee allacks. 
  Flying 
  Body 
  Block/Ram: 
  206+2 
  M.D. pcr every 100 mph (160 km) of 
  speed. Plus there is an accumulative 
  12% chance per 100 mph ( 160 km) of 
  speed of knocking an opponent of equal 
  size or IIp to 50% larger off its feet or an 
  airborne enemy I D6x I 00 fect (30.5 to 
  183 m) off course. In either case. the vic-
  tim loses initiative and two melee at-
  tacks. This attack counts as two of the 
  Invid's melee attacks. 
  Special Combat Moves: l!ide under 
  earth. snow or icc to set up a surprise at-
  tack or ambush. The Enforcer also likes 
  to hover above or perch itselr from an el-
  evated position and tire down on th~ en-
  emy. 
  iinnd to Hand BonlJ~es: +2 to strike. +2 
  to parry (can not block missiles and en-
  ergy blasts with its rorearms), +2 to 
  dodge all the ground. +3 to dodge in 
  flight. and +2 to roll with impact. 
  4. Sensors & Features: As is standard 
  for Invid. 
  
  IN'\IID SOLDI ER 
  Though the smallest of the Invid at 
  roughly seven and a half feet (2.3 m) 
  tall. the Invid Soldier is still imposing 
  and is not to be taken lightly. Though 
  they are far from human, Invid Soldiers 
  are higher caste Invid with a more hu-
  36 
  manoid form and the ability to speak. 
  This also means they are more resource-
  ful than the lower caste lnvid. They. are 
  intelligent 
  capable 
  of 
  independent 
  thought. can think on their feet and ad-
  just their tactics as circumstance dictate. 
  
  They may work with any of the other 
  lnvid. particularly lnvid Scouts. Fighter 
  Scouts and Troopers, and even lead them 
  in operations. Ilowever, for the most 
  pan. the Invid Soldier is t!xactly that. an 
  infamry trooper who takes their orders 
  from the Ilive Brain. an Enforcer, Com-
  mander, Overlord or the Rcgess. Like 
  most Invid. the Soldier may be used in 
  small squad operations or unleashed t..:n 
  masse as an entire army. They arc 
  fiercely i(l) al and obedient to the leaders 
  and Queen of their people. and arc de-
  void or hUman emotions such as hate. 
  love. greed and envy. 
  With the occupation of Earth and 
  other planets with humans and humanoid 
  beings. it bt..:came necessary to evolvt! an 
  Invid that was closer 10 human size and 
  appearance. Necessary because only the 
  smaller. IHlmanoid invid Soldier could 
  handle and use human equipment. access 
  human dwellings. buildings and space-
  cran without smashing them open. and 
  could more easily command humans. 
  This humanoid size and shape is particu-
  larly uscl'ul in swarming tht..: ruins or de-
  serted human cities and towns. where the 
  Invid Soldiers can comb the insides of 
  buildings. basements. and other small. 
  "human-siLcd" dwellings and hiding 
  places. It also enables them to marc eas-
  ily access human equipment and Prolo-
  culture power cells. liowever. the Invid 
  Soldiers fill several roles. including I live 
  guards. military I.!scorts. interrogators. 
  surgeons experimenting on 
  humans. 
  technicians. slave masters. Flower of 
  Life plantation mash.:rS. supcrvisors over 
  groups of human beings. police and pa-
  trollers oj' occupied cities. and similar 
  duties. as well as general labor. Conse-
  quently. they arc most commonly found 
  in human communities. the ruins of such 
  communities. and in and around Invid 
  1·lives and the mysterious Genesis Pits. 
  Perhaps the most ulllJsual aspel:t of 
  the Invid Soldier is that the Ili ve Brain 
  and Rcgcss can seize complete control 
  over a handful. like possession, and usc 
  them as extensions of itself. This is tht: 
  process lIsed ror carrying out biological 
  experiments and other scientific or dt:li-
  calc procedures. 
  The exoskeleton or the Invid Soldier 
  serves as both bailie armor and environ-
  mental suit. Like all Invid me-chao the ar-
  mor is a physical extension of the In\"id 
  inside. nutrient fluid coursing through-
  out. and is never taken orr. Withoul the 
  armor. the organism inside would perish. 
  The armor provides its weara \ .... ilh en-
  hanced strength. built-in weapons. and 
  all the standard sensors and features of 
  Invid mecha. In addition to lasers built 
  into the foreanns. the 111\ id Soldit:r also 
  gets a shidd that can be mounted to his 
  left foreann and a bazooka-like plasma 
  rifle that attaches to the right ann. 
  Also Known As: Malar. 
  Vehicle Type: Combat and Labor Con-
  trol Mecha: Battloid Class. 
  Crew: One higher caste lnvid pilo\. 
  M.D.C. by Location: 
  37 
  • Ilands (2) - 20 each 
  Fort!arms (2: laser concealed within) 
  - 55 each 
  Upper Arms (2) - 50 each 
  Shield (I: Ion arm) - 125 
  Plasma Rifle (I: right arm) - 50 
  Legs (2) - 100 each 
  • Jet Thruster (rear) - 32 
  • Sensor Eye - 30 
  '" '" Main l30dy - 100 
  * The st:!nsor eye remains the most 
  vulnerable place on the Invid Soltlier's 
  body. Its dcstnJClion kills the Invid pilot 
  inside. However. the sensor eye is a 
  
  small target that requires an attacker to 
  80%. Math: Basic 98%. Navigation 
  makc a successful "Calkd Shot" with 
  80%, Prowl 45%, Tailing 75%. and 
  the following penalties: Shooting at a TraCking (People) 30%. 
  stationary target -4, moving target -6. 
  and fast moving target -II CO strike. 
  Weapon Systems: 
  Any other location marked by a sin-
  gle asterisk is also a small and difficult 
  target to hit. and has the same require-
  ments and penalties to hit as the sensor 
  eye. 
  ** Depleting the M.D.C. of the main 
  body kills the Invid Soldier. 
  Note: Invid Soldier's armor can NOT 
  be modified for human usc. 
  Speed: 
  Running: 30 mph (48 km). 
  I. Concealed Lasers in Forearms (2): 
  One sma ll, laser weapon is concealed 
  in each forearm 01" the Invid Soldier's 
  power armor. Both arc fixed in aile 
  position. able to shoot only in the di-
  rection the arm is pointed. Destruc-
  tion of lhe forearm (55 M.D.C) 
  destroys the laser. 
  Primary Pumose: Defense and Close 
  Combat. 
  Range: 500 feet (I 52 m). 
  Leaping: 30 feet (9.1 m) high or across 
  Mega-Damaf!.c: 204 M.D. for a single 
  without booster assistance. or lOa feel 
  blast. 306+3 M.D. from a thrlo!c blast 
  (30.5 111) up or across augmented by jet 
  thrusters without actually taking night. 
  I.!Y.i!lg: Invid Soldiers have limited flight 
  capabilities similar to those of a jet pack. 
  Able to hover stationary and perform 
  VTOL (Vertical Take-Offs and Land-
  ings) with a maximum flying speed of 
  200 mph (320 km) in an atmosphere. 
  double in space (400 mph/640 km). 
  Underwater: 10 mph (16 km) walking on 
  sea noor. 80 mph (128 km or 69 knots) 
  propelled by thrusters. 
  Statistical Data: 
  Hei!!ht: 7 feet. 5 inches (2.3 Ill). 
  Width/Breadth: 4 feet (1.2 m). 
  Length/Depth: 2 feel. 3 inches (0.7 m). 
  Wei.hl: 480 pounds (216 kg). 
  burst. 
  Rate of Fire: Each blast or burst counts 
  as one melee attack. 
  Pavload: Unlimited. 
  Bonus: +2 to strike. Protoculture Tar-
  geting bonus (+4) may also apply de-
  pending on 
  the target (Protoculture 
  powered enemies such as the Alpha. 
  Beta. Cyclone. Veri tech, etc.). 
  2. Heavy Plasma Beam Rifle (I): Stan-
  dard issue to the Invid Soldier, the ri-
  fle attaches to the right fo rearm of the 
  exoskeleton where it draws energy 
  from the power armor. When not in 
  usc, the rifle is attached to the back. 
  Primary Purpose: Assault and Defense. 
  Ran.e: 2.000 feet (609 m). 
  Mega-Damage: 406 M.D. per single 
  Physical Strength: Robot P.S. 01"25. 
  blast or I D4x 10+8 M.D. from a triple 
  Canw: Can carry up to one ton. 
  pulse burst. 
  Skills & Abilities of Note: Camouflage Rate of Fire: Each single blast counts as 
  (includi ng sdf) 75%, Detect Ambush one melee attack and gets full benefit or 
  60%. Detect Concealment 50%. Hide accumulative bonuses for an Aimed 
  Underground to Set Ambush (Special) Shot. Reduce the bonus to strike by half 
  80%. Intelligence 60%, Land Navigation 
  when firing a burst. 
  38 
  
  Pavload: Unlimited. 
  Bonus with the Rine: +2 to strike. 
  ProtocullUrc Targeting bonus (+4) may 
  also apply depending on the target 
  (Protoculturc powered enemies such as 
  thl! Alpha, Beta. Cyclone. Veri tech, 
  elc.). 
  3. M.D.C. Shield: A large. round energy 
  shield is standard issue for the Invid 
  Soldier. It can be slowed on the back 
  or attached tot he forearm (usually 
  len arm). 
  Primary Pumost.!: Dcfenst.:lblocking in-
  coming missile, explosive and other 
  typt.!s of projectile and kint!tic attacks. 
  May also be used io block energy blasts. 
  but they do more damage to the shield. 
  Range: Close combat. 
  Meea·Damage: When used as a blum 
  weapon the shield docs tht.! same as 
  punch damage +2 M. D. 
  Special: Self-healing shield recovers lost 
  M.D.C. at a ratc of I D6+4 per hour. 
  Boouses: The lnvid Soldicr may block 
  missile strikes and weapon blasts with 
  the large shield. To block. roll 1020 to 
  parry with a +2 bonus (no other bonus 
  applies). A successful parry means the 
  shield blocks the attack and takes ALL 
  the damage from any missiles. explo-
  sions, or weapon blasts that hit il. I-Iow-
  ever. tht.! shield is designed in such a 
  \ ..... ay that missiles and other explosions 
  inflict only half damage. The shidd 
  takes no damage from S.D.C. attacks. 
  nor from punch and kick attacks even if 
  Ihey arc M.D. When all M.D.C. of Ihe 
  shield is gone, it is destroyed. 
  4. Mecha Hand to Hand Co mbat: The 
  Invid Soldier can also engage in hand 
  (0 hand combat. 
  Attacks Per Melee: Five. 
  Hand 10 lIand Damage: PlInch Strike: 
  606 S.D.C. on a restrained punch. 104 
  M.D. on a full strength punch. and 204 
  M.D. from a power punch. but the lattt:r 
  counts as two melee attacks. 
  KickAttack: 106 M.D. 
  Power Kick: 206 M.D .. but counts as 
  two melee allacks. 
  Flying Leop Kick: 306+3 M.D .. bUI 
  counts as three melee attacks. 
  Flying 
  Body Block/Ram: 206+3 
  M.D .. plus there is an accumulative 70% 
  chanct! of knocking an opponent of r:qual 
  size or up to 30% larger off its feet. or an 
  airborne encmy I D4x 1 0 feet (3.5 to 12.2 
  m) off course. In either case, the victim 
  loses initiative and one melee attack. 
  This allack counls as two of the Invid's 
  melee attacks. 
  Special Combat Moves: I. Block missile 
  strikes and weapon blasts with the large 
  shield. Sec #3 MD.C Shield. above. 
  Iland to Hand Bonuses: + I on initiative. 
  + 1 on Perception Rolls, +2 to strike. +2 
  to parry without shield, +5 10 parry with 
  shield (+2 to block/parry missiles and 
  energy blast with shield), +3 \0 disann. 
  +2 to entangle. +2 to pull punch. +2 10 
  dodge on the ground, +4 10 dodge in 
  flight, and +4 10 roll with impact. 
  5. Sensors & Features: As is standard 
  for Invid. 
  39 
  
  IN'IID CIl ...... ~NDER 
  The [nvid Commander is a battloid 
  evolved to accommodate the high caste, 
  human ~ likc Invid pilot. Unlike all the 
  other Invid mecha before it. the pilot 
  docs no! sit in a nutrient pool and he can 
  leave the batlloid to investigate on foot 
  40 
  or pretend to be human. This gives the 
  pilot more versatility all by itself. 
  The design of the Invid Commander 
  mccha is their counter to the REF's 
  Veri tech righters. Thus, although a 
  battlaid, the Commander is comparable 
  
  to the Alpha and Ueta when they arc in 
  without direct input from the Rcgess or 
  battloid mode. carries a payload of mis-
  an Invid Ilive Brain. The lypical lower 
  silcs on its back and \\ idds a powerful, 
  castc Invid. including the Enforcer. arc 
  dual systt:m cannon on 
  its heavily 
  loyal and obedient warriors. but their 
  shielded right arm. The Invid Com-
  cn.:ativity and imagination are limited. 
  mandcr battloid is surprisingly fast. rna-
  This means they follow orders to the let-
  Ilt!uverablc and versatile. It is able to go 
  tcr and light to the end without hesita-
  toe to toe with the Alpha and Beta in 
  tion or fear. but do not deviate from their 
  close-combat and long-range skinn isht;:s. 
  mission, even when strategically ad van-
  purtht;:nnorc. the Commander is piloted 
  tagcolls. without a direct ordrr from the 
  by thc mOSt evolved and human-looking 
  Rcgess or a Hive Brain. l3y contrast, the 
  of the Invid pilots. slich as Sera. Corg 
  pilots of the Invid Commander can rc-
  and others who are the so-called Invid 
  spand and adapt to any given situation. 
  Princesses and Princes. As if its mancu-
  make changes to a battk plan in the field 
  verability and size were not intimidating 
  of combat. and make adjustments and 
  enough. Ihe pilots of the Invid Com-
  judgmt.:nt calls as neccssary to counter 
  mander have exhibited frightcning. com-
  the enemy on their o\\n accord. While 
  bat skill and relentless determination in 
  the Invid Commanders repon to. and arc 
  the extermination of Invid cnemit;:s. 
  expected to obey. the Rcgess. they are 
  As the name suggests. the Invid 
  not blindly committed to one particular 
  Commandcr leads Invid troops in all 
  \Vay to accomplish a mission; they arc 
  types of combat. from 
  sll1~ 11 squad 
  rC50urcefui. 
  search and destroy missions. surgical 
  If there is a flaw in the Regess' plan 
  strikes. and missions of rctribution, to 
  for this evolutionary move to a marc hu-
  mass troop movements. swarming space 
  man-like stage of evolution, it is that the 
  attacks. and full scale military sieges. 
  human-like Invid pilots arc unpn..:pared 
  They may also be placed in charge of su-
  for Ihe range of emotions that come wilh 
  pt::rvising Protuculture farms and pro-
  it. Imagination. a stronger sense of self-
  cessing plants. captured cities. or evc·n 
  awareness. and independent thought is 
  placed in chargt.: of an Invid Ilive. The 
  quite thc depanun; from the ordered. lin-
  introduction of the !nvid Commander 
  ear thought process of the hive mind. 
  (and Overlord) helps reduct! Ihe Invid·s 
  and the ne\vly evolved. human-like Invid 
  rdiancc on the Brains at Invid llives and 
  rilots find the emolions strange, confus-
  central control from the Regcss. Instead. 
  ing and frightening. Some of the evolved 
  thc lnvid Commander is the voice of pilots handle these new emOlions better 
  it.:adcrship in the rield. and all lower 
  than others. Some hesitate or question 
  caste Invid obcy \\ ithout qucstion or ht;:s-
  their purpose or direct orders. while Olh-
  ilalion. 
  ers give in to hal emotions such as ha-
  The great advantage of the evolved. 
  tred. <.Ind angcr. 
  human-like pilots is that they arc more 
  The cnd result is that the behavior of 
  imaginative. cunning and indcpcndent. 
  the evolved pilots of the Invid Com-
  They are ablc to think for themselves, 
  manders is unpredictable. which some-
  assess combat situations, dcvise new 
  times works to the Rt;:gess' advantage, 
  strategies <:tnd tactics right on the spot. 
  and other times against her. However. 
  and respond as the situation dictates. 
  tbe Regess has, at least for the moment. 
  4' 
  
  accepted the independence and willful-
  ness of her elite pilots, and kceps an eye 
  on thc:ir development. This means she 
  has allowed some of her evolved chil-
  dren, such as Ariel. to defy her prime di-
  rective and continue to act on their own, 
  Note: During the baltl!! of Reflex 
  Point. the Regcss ordcrcd the J lives to 
  begin to engage in the transmutmion of 
  dilc Enforccrs into Invid Commanders. 
  but nobody knows how many were cre-
  ateu. A few dozen or a couple hundrcd 
  seem likely. but it could possibly have 
  been a few thousand. 
  Also 
  Known 
  As: 
  Royal 
  Command 
  Ballioid and Gosu. 
  Vehicle 
  Type: 
  Command 
  Combat 
  Mccha 
  lor 
  Ilumanoid 
  Illvid 
  Pilots: 
  Battloid Class. 
  Crew: One high caste Invid pilot. 
  M.O.C. by Location: 
  Shielded Forearm (I: one len arm) 
  - 160 
  Shielded Main Cannon (I: right arm) 
  - 280 
  Upper AmlS (2) - 130 each 
  Hands (2) - 50 each 
  Legs and fect (2) - 240 each 
  Jet Thrusters & Missile Pods (2: back 
  ofshouldcrs) - 160 each 
  • Sensor EyelJ lead Laser - 90 
  •• Main Body - 400 
  ••• Pilot's Compartment (1: dark 
  area in the chest) - J 50 
  • This sensor eye/head unit is not like 
  the sensor eye of the lower caste Invid 
  rnecha. but is an actual sensor cluster. 
  Destroying it knocks out the head laser. 
  Protoculture Sensors. Protoculture Tar-
  geting System. Optic Enhancements. 
  Electro-Magnetic Sensors, and any other 
  sensor systems. leaving the pilot to rely 
  only on his own sight and senses. Its de-
  42 
  struction will 1101. however. destroy the 
  meeha nor hurt the pilot. The sensor 
  eye/head is shielded between the shoul-
  der plating and missile pods so it is a dif-
  ficult target to bit. The attacker must 
  make a "Callt:d Shot" and even then is-3 
  to hit when the Commander is station-
  ary, -5 to hit when moving. and -9 to hit 
  when moving fasl. 
  ** Dt:pleting the M.D.C. of the main 
  body shuts the mecha completely down, 
  rendering it immobile and usdess. The 
  humanoid Invid Pilot is still alive inside. 
  and may exit the mecha at any time . 
  ... The pilot sits behind a tinted. 
  transparent hull plate. which is less ar-
  mored than the rcst of the mecha (this is 
  the dark area in the chest of the mecha). 
  Destroying the 
  Pilot's Compartment 
  leaves the pilot vulnerable to further at-
  tacks. but it and the pilot inside arc difti-
  cult targets to hit and require an attacker 
  to make a successful "Called Shot" with 
  the following penalties: Shooting at a 
  stationary larget ·3. moving target -5, 
  and fast moving target -9 to strike. 
  Speed: 
  Runnil1!2: 70 mph (112 km). 
  Leaping: 50 feet (15.2 111) high or across 
  without booster assistance. or 200 feet 
  (61 m) up or across augmented by jet 
  thrusters without actually taking nigh!. 
  flving: Able to hover stationary and per-
  form VTOL (Vertical Take-Offs and 
  Landings). -106 mph (650 kill) is maxi· 
  mum nying speed at sea level and low 
  altitudes. 
  656 mph 
  (1050 
  km) 
  al 
  mid-range altitudes starting at 10.000 
  fcct (3048 m), 1125 mph (1800 km) al 
  30.000 fel..:t (9144 111) or higher in an al-
  mosphen.:: double fastest speed in outer 
  space (2250 mph/3600 km). 
  Underwater: 30 mph (48 km) walking on 
  sea Door. 80 mph (128 km or 69 knots) 
  propelled by thrusters. 
  
  Stalistic:11 Data: 
  Ileight: 28 feeL 7 inches (8.75 m). 
  WidlhlI3readth: 13 f~el. 4 inch~s (·U Ill). 
  Length/Deoth: 12 fed (3.6 m). 
  Wt;ight: 28 10115. 
  Physical Stn::nglh: Robot P.S. of 46. 
  Cargo: Cim carry up to 2.25 tuns and lin 
  or pull .. L5 Ions. 
  Skills & Abilities of Note: Climbing 
  80%170%. Delect Ambush 60%, Detect 
  Concealment 55%. Intelligence 66%. in-
  terrogation 60%. Land Navigation 80%. 
  Mnth: Basic 98%, Navigation 80%, 
  Prowl 50%. Tailing 70%. and Tracking 
  (People) 45%. 
  Weapon Systems: 
  I. Main Cannon/Shield and Dual En-
  ergy Cannon (1): Attached to the 
  right forearm is a formidable energy 
  cannon that can fin: a powerful parti-
  cle beam or plasma discs. whichever 
  the pilot del.!ms most effective under 
  the circumstances. Thl.! energy can-
  non is part of a large. outer shield 
  that protects the weapon and may be 
  uSl:d to block enemy atlacks and mis-
  sile volleys. When destroyed. the 
  smoldering husk of the shield can be 
  cjectcd from the arm, leaving the 
  unarmored arm 
  bcn~alh it exposed 
  (80 M.D.C.). 
  It is the standard 
  weapon carried by all Invid Com-
  manders. 
  Primar\ Purpose: Assault/Anti-Aircraft! 
  Anti-Armor. 
  Range: Particle Bcam: 2.800 fc.:el (853 
  Ill). Plasma Discs: 4,000 feet (1219 mI· 
  Mcga.Oamae.e: I-ligh-powered particle 
  beam does lD6xl 0+lO M.D .. while a 
  burst or three plasma discs dOl:s 606 
  M.D. bUI has a greater range. 
  43 
  A strafing run can be: performc.:d by 
  unleashing a stream of (206+6) plasma 
  discs down a line of attack. hining (!\-
  erything in its path unless the enemy 
  makes a successful dodge. However. Ihis 
  loosdy directed shooting down a line of 
  lire at multiple targets typically r~stllts in 
  only one plasma disc hitting any of the 
  targets in thc strafing run. doing 206 
  M.D. per target struck. 
  Rate of Fire: Each single beam or burst 
  counts as one melee attack. but a strafing 
  run counlS ilS two. 
  Bonus: +3 to strike against any target. 
  Protoculture powered or nOlo The Invid 
  Commander gc.:ts an additional bonus of 
  +4 to strikc when Pr%ell/illre Tar-
  geting mecha sensors are used (effective 
  only against targets using ProlOeuiture 
  and not cloaked by Shadow technology). 
  Strafing attacks do nOI gel a bonus to 
  strike. 
  Payload: Unlimited. The dual energy 
  cannon is tied directly 10 the mecha and 
  cannot be removed and used by other 
  mecha. 
  Note: The mouth of the cannon always 
  glows white just before it is about to 
  shool. 
  2. Concealed Head Cun/Laser Cannon 
  (1): A medium laser is concealed in 
  the head or the Invid Commander. It 
  is designed to deal with ksser threats. 
  incoming missile volleys and ground 
  forces. 
  PrimarY Purpose: Defenses and Clos!: 
  Combat. 
  Range: 2.000 feet (6!O Ill). 
  Mega-Damu(!.c: 306 M.D. per single 
  blast. 
  Rate of Fin:: Each blast counts as one 
  melee attack. 
  Bonus: + I to strike against any target. 
  Protocultllre powered or nOI. The Invid 
  
  Commander g~ls an additional bonus of 
  +4 to 
  strik~ \\hcn Protocllfture Tar-
  geting nll~cha sensors arc used (cJTcctive 
  onl) against targets using Proloculture 
  and not cloaked by Shadow technology). 
  1'3\ load: Unlimited. 
  3. Twin Missile Launchers (2): Built 
  into the back of the jet thrusters are 
  two missile pods containing an array 
  or mini-missiles and short-range mis-
  siles. 
  Primary Purpose: Assault/Anti-Aircraft! 
  Anti-Armor. 
  Range: Divided between 64 mini-mis-
  siles with a one mile ( 1.6 km) range and 
  42 Short-range missiles with a five mile 
  (8 km) range. 
  M~ga-Oamage: ID4;.;IOM.D.perArmor 
  Piercing (Ml!dium) mini-missiles. 206;.;10 
  M.D. per each Short-Range Plasma Mis-
  sile. 
  Rate or Fire: One al a time or in volleys 
  or2. 4. 6.11 or 24. One volley counts as 
  one attack regardless or the number oj" 
  missiles in the volley. 
  Bonus: The short-range missiles arc +3 
  to strike. No bonus ror tht: mini-missiles. 
  Payload: 64 high explosive mini-mis-
  siles (3 2 in the upper section or each 
  thruster). and 42 short-range missiles (21 
  in the aft section of' each thruster pod). 
  4. Mccha Hand to Hand Combat: 
  lIammering fists. shield and cannon 
  barrel can be used in close combat 10 
  pound an enemy into submission. 
  Note that the barrel of the energy 
  cannon is reinforced to be a blud-
  geoning \\capoll in hand to hand con ~ 
  frontations. 
  Attacks per Melee: Six. 
  I-land to Hand Damage: Punch/Slueldl 
  For(!arm Slrik!!: 
  I D6 M.D. on a re-
  strained punch. 306 M.D. on a full 
  44 
  strength punch. and I 06x I 0 M.D. frol11 
  a power punch. but thl..! latter counts as 
  two melee allacks. 
  Kick or Stomp Strike: 306 M.D. To 
  stomp. the target must be 15 feet (4.6 m) 
  tall or smaller. 
  Power Kick/Stomp and Leap Kick: 
  508 M.D .. but each of these attacks 
  counts as t\\ 0 melee attacks. 
  Flyillg Leap Kick: ID6xl0 M.D .. but 
  counts as three melee attacks and has a 
  0\ -66% chance or knocking an opponent 
  of roughly t:qual size or smaller ofT its 
  ft:c\ or back I D6x 1 00 yards/meters. pIllS 
  the victim loses initiative and one melee 
  atl<lck. 
  F/yillg Body Block/Ram: I D8+2 M.D. 
  per every 100 mph (160 km) of speed. 
  Plus there is an accumulative 15% 
  chance per 100 mph (160 km) of speed 
  of knocking an opponent of t:qual size or 
  up 10 50% larger off its feet or an air-
  borne enem} 
  I D6;.; 100 yards/meters 
  backwards or off course. In any case. the 
  victim also loses initiative and t\\'o me-
  lee <lllacks. This allack counts as two of 
  the Invid's melee attacks. 
  Special Combat Move: Block missile 
  strikes and wt:apon blasts with the 
  shielding of their ovcrsiz~d forearms. To 
  block, roll 1020 to parry (plus bonuses). 
  A successful parry mcans the forearms 
  take ALL the damage from any missiles 
  or weapon blasts that strikl::. Note that 
  this tactic may rt.!sult ill the arms being 
  blown off. 
  Hand to Hand [3onuses: +2 on initiative. 
  +2 on Perception Rolls. +2 to strike (ap-
  plies to punches. stomps and kicks). +5 
  to parry (including blocking missiles and 
  cnl!rgy blasts with the shielded fore-
  arms). +3 to disarm. +-l to pull punch, +3 
  to dodge on the ground, +5 to dodge in 
  flight. and +2 to roll with impact. Note: 
  
  An additional +4 strike bonus from 
  Pr%elll/Ilre Targeting apples to long-
  range and hand to hand combat when up 
  against foes powercd by Protoculture. 
  This bonus is provided by the sensors of 
  the mecha and docs not apply to the pilot 
  when he is outside his battloid. 
  Outside oJ his or her botl/oid. the 
  e\ olved Invid pilot looks human and 
  possessl.!s only human righting abilities: 
  reduce the bonuses above by half (round 
  down). has four attacks per melee round. 
  punches and kicks do S.D.C. damage 
  equal to a P.S. of20. 
  Typical <1ttributes I.Q. 106+ 14. M.A. 
  106+12, M.E. 106+12, r.s. Males: 
  104+18, P.S. Females: 104+1 L P.P. 
  106+13, r.E. 106+ 14, r.B. 106+14, 
  Spd is 106+18. 
  5. Sensors & Features: As is standard 
  for Invid. 
  IN"IID 
  D"IERLDRD 
  Few humans have secn the latest evo-
  lution in lnvid mecha. the transformable 
  Overlord. Like the Invid Commander. 
  tht! Overlord is intended to be piloted by 
  the most highly evolved and human-like 
  Invid pilOts. Just as the Beta supports the 
  Alpha. so is the Overlord intended to 
  support the Commander. Like the hu-
  man's Bela Fighter, the Overlord has 
  three modes of transformation, fighter. 
  guardian and battloid modes. It is also a 
  heavy weapon plntform of considerable 
  firepower. 
  The Overlord is the first Invid mccha 
  to ineorporatc fully transformable con-
  figurations and modes of attack. As a 
  lighter, it is a fast. mobi le and deadly ae-
  rial and space assault weapon. In guard-
  ian mode it can deploy its full range of 
  weaponry as wcll as its slashing forearm 
  c1<1ws. In battloid mode. tht: Invid Over-
  lord can engage in hand to hand combat. 
  grapple with human mccha. run. leap 
  and take full advantage or its humanoid 
  shape, as well as access most of its 
  weapon systems. 
  Fortunately for the forces of the 
  United Earth Expeditionary Force. the 
  Invid Overlord prototype had not yel 
  been mass produced when the UEEF 
  launched ils attack on Reflex Point. 
  However. somc complcted units must 
  have existed, because the blasted re-
  mains of a half dozen or so were /'ound 
  among the \\ reckage of Reflex Point af-
  ter the Invid ned the planet. Only time 
  will tell if our heroes will ever face the 
  Regcss and her Invid again. and whether 
  or not the Invid Overlord \\ ill stand 
  against them as part of her Invid horde. 
  Also Kn own As: Gosamu. 
  Vehicle Type: Variable Combat Mecha: 
  prototype. 
  Crew: One high caste. humanoid lnvid 
  pilot. 
  M. O.c' by Location : 
  Plasma Cannons (2; back) - 160 each 
  • Wings (2: Claw Blades in Guardian 
  mode) - 260 each 
  Forearms Shields (2; contains wings 
  in battloid mode) - 260 each 
  45 
  • Forearm Guns (2) -70 each 
  * Upper Arms (2) - 1)0 each 
  Two Fingered Hand (2) - 60 each 
  Legs & Feel (2) - 240 each 
  Jet Thruster & Missile Pods (rear! 
  back: 2) - 200 each 
  • Sensor Eye!llead Laser - 90 
  •• Main Body - 525 
  ... Pilot's Compartment (J: dark 
  area in the belly) - 170 
  
  ·N~.D O~ERLORD 
  • The sensor eye/head unit is not likl,,! 
  the sensor eye or the lower casle Invid 
  mccha, but is an actual sensor cluster. 
  Destroying it knocks out the head laser. 
  Protocu[lurc Sensors, Protoculture Tar-
  geting System, Optic Enhancements. 
  46 
  Electro-Magnetic Sensors. and any other 
  sensor systems. leaving the pilot to rely 
  only on his Own sight and senses. Its de-
  struction will 1101. however. deslroy the 
  mccha nor hurt the pilol. The senSor eye! 
  head is shielded between the shoulder 
  
  plating and missile pods so il is a dim~ 
  cult larget to hit. An attacker must makc 
  a "Called Shot" and even then is ~3 10 hit 
  when the Commander is stationary. -5 to 
  hit when moving. and -9 to hit wh~n 
  moving fast. 
  Any other item marked by a single 
  asterisk indicates a small or dil1icult lar-
  get to hit. An attacker must make a 
  "Called Shot" and even then is ~ J to hit 
  when the Overlord is stationary, -5 to hit 
  when moving. and ~9 to hit when mov-
  ing fast. 
  I f one \\ ing is destroyed, reduce 
  speed by half and there is a penally of 
  -30% to fly and perfoml maneuvers in 
  fighter and guardian mode. Ifboth wings 
  are destro) ed the Overlord can hover 
  and fly in battloid mode similar to the 
  [nvid Commander: maximum speed is 
  only 160 mph (256 km). 
  ** Depicting the M.D.C. o/" the main 
  body shuts the ml;!cha completely down. 
  rendering it immobile and useless. The 
  human-like Invid pilot is still alive in-
  side. and may exit the mccha at any 
  time. 
  .** Thl.! pilot sits behind ;.1 tinted. 
  transparent hull plate. which is less ar-
  mored than the rest of the mceha (this is 
  th~ dark area in the belly of the mecha). 
  Dt:stroying 
  the Pilot's Compartment 
  leaves the pilot vulnerable to further at-
  tacks. but it and the pilot inside ar~ diffi-
  cull targets 10 hit. requiring an attacker 
  to make a successful "Called Shot" with 
  the follO\ .... ing penalties: Shooting at a 
  stationary target -3, moving target -5. 
  and fast moving target -9 to strike. 
  Speed : 
  Running: 68 mph (108 km). 
  Leaping: 60 fect (18.3111) high or across 
  without booster assistance, or 200 feet 
  (61 m) up or across 3ugmcntt:d by jet 
  thrusters without actually taking flight. 
  Flving: Able to hover stationary and per-
  form VTOL (Vertical Take-OITs and 
  Landings). 656 mph t I 050 kill) is the 
  maximum flying speed at and around sea 
  1t:vcl, / /25 mph (1800 km) al mid-range 
  altitudes starti ng at 10.000 feet (3048 
  Ill). 1750 mph (2800 km) at 30,000 fcct 
  (9144 m) or higher in an atmosphere: 
  doubh..: fastest speed in outer space. 
  Underwater: 35 mph (56 km) walking on 
  sea floor, 140 mph (214 km or 121 
  knots) propelled by thrusters. 
  Statistical Data: 
  47 
  Fighter Mode 
  Height: 12 fcet (3.7 m). 
  WidthlBreadth/Wingspan: 13 fect. 8 
  inches (4.2 m). 
  Length/Depth: 30 fect (9.1 m). 
  GUJl rd ian Mode 
  Ileight: 25 feel. 6 inches (7.8 m). 
  Width/Breadth: 17 feet. 7 inches (5.4 
  m). 
  Length/Depth: 19 feCI, 4 inches (5.9 
  111). 
  Battloid Mode 
  Height: 33 feel. one inch (10.1 m). 
  Width/Breadth: 17 feel. 3 inches (5.3 
  m). 
  Length/Depth: 15 feet. 5 inches (-1.7 
  Ill). 
  Weight: 36 Ions. 
  Phvsical Strength: Robol P.S. of 50. 
  Cargo: Can carry up to 3 tons and lin or 
  pull 5 tons. 
  Skills & Abilities of Note: Climbing 
  80%170%, Dctcct Ambush 60%, Deleel 
  Concealment 55%. Intell igence 66%. In-
  terrogation 60%. Land Navigation 80%. 
  Math: Basic 98%. Navigation 
  80~,'O. 
  Prowl 50%, Tailing 70%, and Tracking 
  (People) 45%. 
  
  Weapon Systems: 
  I. Plasma Cannon Pods (2; back): 
  Mounted on the back. above each 
  shoulder in Beat/oid Mode is a plasma 
  cannon pod. Standing on the ground 
  in batlloid mode. the cannons only 
  fire urward and tilt forward only 30 
  d~grccs. making them. in effect. anti-
  aircraft guns. However. if Ih!; Illvid 
  O"crlord is flying forward (Superman 
  style) in battloid mode, the Plasma 
  Cannon Pods are facing fomard (30 
  degree tilt. up or down). in which 
  case the pi lot can engage the enemy 
  in headlong aerial combat and spac\.! 
  dog lights. 
  In Guardian Mode. thl! plasma 
  c~nnon pods arc used in much the 
  same fashion as the Enforcer. firing 
  forward. up or down 90 degrees. and 
  can move side to side at a 45 degree 
  angle. making them effective against 
  targets on the ground and in the air. 
  In Fighter A4ode. the plasma can· 
  non pods are located on thc top of the 
  body frame in a fixed forward posj· 
  tion. and able to ~ngage the enemy in 
  aerial combat and space dog fights. 
  48 
  Regardless of transfonnation mode. 
  the weapon pods lire simultaneously 
  at the same wrget with a bonus to 
  strikc. They cannot fire at two diner· 
  cnt targets m the same tim~. If one 
  cannon is destroyed, the other cantin· 
  Lies to function. Note: The mouths of 
  the twin cannons always glow white 
  just before they arc about to shoot. 
  PrimarY Purpose: Assault and Anti·Air· 
  crafilMecha. 
  Range: 4.000 reet ( 1219 m). 
  Mega.Damage: Fire bursts or three 
  plasma discs doing 606 M.D. per suc-
  cessful strike from 
  one cannon, 
  or 
  106",10+6 M.D. from a simultam.!ous 
  burst from both plasma canllons (6 
  plasma discs) at the same target. 
  A strafing run unleashes a stream of 
  (206+6) plasma discs dO\\11 a linc uf at-
  tack hitting everything in its path unless 
  the enemy makes a successful dodge. 
  Howevcr. this loosely directed shooting 
  down a linc of fire at multiple targets 
  typically reslJits in only onc plasma disk 
  hilling any of the targets in the strafing 
  run. doing 206 M.D. per target struck. 
  Bonus: +2 10 strike with plasma burst at-
  tacks under normal conditions. but an 
  additional bonus of +4 to strike is ap-
  plied when battling any mccha or vehicle 
  that uses Protoculturc as 
  its power 
  sourc\: thanks to the lllC"cha's Protoell/-
  lure Targeting system. Strafing attacks 
  do not gt:t a bonus to strike. 
  Rate of Fire: Each three disc or six disc 
  burst counts as one melee attack. but a 
  strafing run counts as two. 
  
  Pa\ load: Unlimited. 
  2. Light, Dua l Energy Cll nnons (2): 
  Buill into tht.! top of t.!ach forearm. 
  above tht.! hand. is a formidable en· 
  ergy cannon that can fi rt! a powerful 
  particle beam or plasma discs. which-
  ~vcr the pilot deems most effective 
  under the circumstances. These fore-
  arm cannons are not as powerful as 
  the Plasma Cannon/Shield of the 
  Ovcrlord, but deadly nonetheless. 
  PrimarY Purpose: AssaultlAnti-Pl.!rson-
  nel/Defense. 
  Range: Particle Bcam: 1.600 fect (488 
  01). Plasma Discs: 2.200 i"c:et (670 Ill). 
  Mcga-Da1l1aec: 
  Particle 
  beam 
  docs 
  5D6+5 M.D .. while a burst of three 
  plasma discs docs 308 M.D. but has a 
  bit grcmer range. 
  Rate of Fire: Each single beam or burst 
  or three plasma discs counts as one me-
  lee nltilck. 
  Bonus·. +3 to strike against any target. 
  ProlOculturc powt.:rcd or /lot. The Invid 
  Overlord gets an additional bonus or +4 
  to strike \\ hen I'rotoclIltllre Targeling 
  l1lecha sensors are lIsed against a foe 
  powered by ProlOculture and not cloaked 
  by Shadow technology. Straling attacks 
  arc not possibk. 
  Pavload: Unlimited. The dual energy 
  ~is 
  tied directly to the mecha and 
  cannot be removed and used by other 
  Illccha. 
  Note: The mouth of the cannon always 
  glows white just before it is about to 
  ~hool. 
  3. Twin Missile Launchers (2): Built 
  into the back or the jet thrusters are 
  twO missi le pods containing an array 
  of mini-missiles and short-range mis-
  siks. 
  Primary purpose: Assault/Anti-Aircraft! 
  Anti-Armor. 
  Range: 72 mini-missiles: Om: mile (1.6 
  km) range. 
  56 shan-range missiles: Three miles 
  (4.8 km) range. 
  Mega-Damage: 106:\ I 0 M.D. p~r Plasma 
  Mini-Missile. 
  206;.. 10 M.D. per eaeh Short-Range 
  Plasma Missile. 
  Rate of Fire: One at a time or in yolleys 
  of2. 4.6. 12 or 24. One volley counts as 
  one attack regardless of the Ilumba of 
  missiles in the volley. 
  PaYload: 72 Plasma Mini-Missiks (36 in 
  the upper section of t.:aeh thruster), and 
  56 Short-Range Plasma Missiles (28 in 
  the aft section of each thruster pod). The: 
  short-range missiles arc +3 to strike. No 
  honus for the mini-missiles: linc of sight. 
  4. Mecha Illl nd to Hand Combat: 
  I lammcring 
  punches. 
  kicks 
  and 
  slashing wing blades lear enemy 
  spaceships, whieles and mceha npart. 
  Each forearm has the wing blades 
  pointed down like giant swords in 
  guardian 
  mode. 
  and 
  as 
  forearm 
  blades with lips pointed up past the 
  elbow for parrying and slashing in 
  ballioid mode. The} arc ,\ ings in 
  fighter modc. 
  Attacks per Melee: Six. 
  Iland to Iland Damage: Punch Forearm 
  Strike: 106 M.D. on a restrained punch. 
  3D6 M.D. on a full strength punch. and 
  106xl0 M.D. from a pm\cr punch, but 
  lhc latter counts as two melee attacks. 
  lJIade 
  Slrike: 
  4D6+3 
  M.D. 
  [ull 
  strength or I D4x 10+8 M.D. from a 
  power claw strike (power punch <llways 
  counts as two mclee attacks). 
  49 
  Kick or Stomp Strike: 508 M.D., but 
  to stomp. the target must be 15 i'eel (4.6 
  m) tall or smaller. 
  
  Power A'ick/Power Stomp & Leap 
  Kicks: 206:-.: I 0 M.O .. but all count as 
  two melee attacks. 
  Flying 
  Body 
  Block/Ram: 
  108+3 
  M.O. per every 100 mph (160 km) of 
  spl!ed. Plus there is an accumulative 
  15% chance per 100 mph ( 160 kill) of 
  sreed of knocking an opponent of equal 
  size or up to 50% larger orr its feel or an 
  airborne enemy 106:-.: I 00 yards/meters 
  off course. In either case, the victim 
  loses initiative and two mclce attacks. 
  This attack counts as two of the Invid's 
  Illelc~ allacks. 
  Special Combat Move: Block missile 
  strikes and weapon blasts with the 
  shielding of the oversized forearms. To 
  block. roll 1020 to parry (plus bonuses). 
  A successful parry means the forearms 
  take ALL the damage from any missiles 
  or weapon blasts that strike. Note that 
  this tactic may result in the arms being 
  blown ofT. 
  Iland to Hand BOlluses: +2 on initiative. 
  +2 on Pl!rccption Rolls, +3 to strike. +5 
  to parry (including blocking missiles and 
  energy blasts with the shielded fore-
  arms). +5 to disarm. +5 to pull punch, +2 
  to dodge on the ground, +6 to dodge in 
  flight. and +2 [0 roll with impact. Note: 
  An additional ;-4 strike bonus from 
  Protoeli/lUre Targeting applies to long-
  range and hand to hand combat when up 
  against foes powered by PrOlocuiture. 
  This bonus is provided by the sensors of 
  the mecha and does not apply to the pilot 
  outside of his (nvid mccha. 
  Olltside 0/ his or her mecha the 
  r:volved lnvid pilot looks human and 
  possessc::s only human fighting abilities: 
  reduce thl! bonuses above by half (round 
  down). has four attacks per melee round. 
  punches and kieks do S.D.C damage 
  equal to a P.S. of 20. Typical attributes 
  50 
  I.Q. 
  106+ 14. MA 
  106+12, M.E. 
  106+12, P.S. Males: 104+18, I'.S. Fe-
  males: 
  104+ 11. 
  1'.1'. 
  106+13. 
  P.E. 
  106+ 14. P.B. 106+ 14, Spd is 106+ 18. 
  5. Sensors & 
  Fe~tures: As is standard 
  for Invid. 
  IN~ID C~RRIER 
  The iconic "sheW or "c1am"' shaped 
  (nvid Carrier always signals trouble, be-
  cause it is a mecha troop carrier contain-
  ing 
  several 
  hundred 
  lnvid 
  mecha. 
  typically a mix of Invid Scouts, Fighter 
  SCOllts, Troopers and/or Shocktroopers. 
  with a handful of En/orcers and/or Com-
  manders to direct and lead the troops. 
  The Invid Carrier is <l large, shell 
  shaped. nying-saucer-like, ali-environ-
  ment vehicle designed for night ill 
  space, in atmosphere and even underwa-
  ter. lIs three huge rear thrusters give it 
  enough power and speed to easily breach 
  Earth's atmosphere. An anti-gravity, sys-
  tem control led by the four domes seen 
  on its lOp. provides maximum maneuver-
  ability and power. The unique looking 
  transport vehicle opens like a clam to re-
  veal a center staging platform that re-
  leases the mechanized Invid troops. 
  Dedicated plasma thrusters in the hatch 
  push the clam-shaped outer doors opell. 
  The troop carrier has but one pur-
  posc. to transport and unleash as many 
  Invid mecha on the battlefield at once as 
  possible. This is where the Invid's fa-
  mous swarming allaek comes into play. 
  When a single Invid Troop Carrier can 
  unleash 300-450 mccha all at once. it re-
  quires an immediate -
  and often pan-
  ided -
  response rrom their opponent 
  lest 
  he 
  be 
  overwhelmed by 
  Invid 
  swarms. It is a tactic that has worked to 
  the Invid's advantage countless times. 
  
  The Invid Carriers do have one small 
  \\ t,;akncss: If Ikstroycd before its troops 
  art,; rckased, the vessel explodes. killing 
  c\'eryonc it was carrying. Invid Carriers 
  do not ha\c any wcapon systems of their 
  own. This is not usually a problem. be-
  caust:: more than Ollt:: Carrier is usually 
  dispatched at a time. and they arc orten 
  nccompanied hy a swarm of Invid mccha 
  to defend them. Ilowever. if a large en-
  emy spncl.!crart or barrage of heavy mis-
  siles can manage to strike a Carrier 
  before it opens up to release its troops. 
  and destroy its structural integrity (i.e., 
  \\ ipes Ollt all of its main body M.D.C. or 
  all four Anti-Gravity Domes), the Invid 
  Carrier explodes. destroying ALL mecha 
  held wilhin its hull. 
  Also Known As: Clam Carrier. Mollusk 
  Carrier, & Shell Door Carrier. 
  Vehicle Type: Troop tmnsport. 
  Crew: Four mid-caste Invid pilots. Only 
  one pilot is needed. the other thrr.:t:: are 
  back-up. 
  Troop Capacity: 450 Invid Scoutsl 
  Fighter Scouts, or 300 Troopt::rs or 
  Shocktroopers (or mix of both). 125 En-
  forcers Or Invid Commanders, 164 Over-
  lords. In the alternative. the \'es::.-el can 
  carry 1,800 to 2,250 Invid Suldiers. 
  M.D.C by Location : 
  Maneuvering Jets (12 small) -
  100 
  each 
  Maneuvering Jets (4 large) -
  200 
  each 
  Main Thrusters (3 rear) - 500 each 
  * Anti-Gravity Domes (8) - 350 eaeh 
  ** Main Body - 2000 
  .. Depleting the M.D.C. of the main 
  body completely destroys the carrier and 
  causes it to explode. killing everyone in-
  side. 
  • Destroying 2-3 of the Anti-Gravity 
  Domes reduces speed by 30% and al-
  lows for forward movement only. De-
  struction of the three main thrusters 
  reduces speed by 70%. 
  
  Destroy all eight of the Anti-Gravity 
  Domes (1400 M.D.C.) before it opens to 
  release its cargo of mecha, and the Invid 
  i'roop Carrier explodes, destroying the 
  vessel and all the mecha it was carrying. 
  Ilowcvcr. each of the Anti-Gravity 
  L)nn1r.:s is vulnerable only from one side 
  (4 top. -4 bottom) and they arc compara-
  tivcJy small targets to hit. 
  Speed: 
  Flving: Stationary hover and VTOL ca-
  pable to 4020 mph (6432 km. roughly 
  Mach 6) in an atmosphere. but cruising 
  speed is about 670 mph ( 1072 km, 
  roughly Mach I). 
  Space Travd: Sublight. 
  Statistical Data: 
  Height: 170 feet (52 m). 
  Width/Breadth: 500 feet ( 152.4 Ill). 
  Length/Depth: 508 feet( 155 m). 
  Weight: 5670 tons. 
  Weapon Systems: None. 
  Special Bonus: +4 to dodge in an atmo-
  sphere. +6 10 dodge in space. 
  The Haydonites 
  The Haydonitcs were onc of a num-
  ber of alien races the United Earth Expe-
  ditionar), Force (UEEF) encountered on 
  their trek to tind Tirol. the Robotech 
  Masters' hOl11cworld. Haydonites seemed 
  to welcome and appreciate the help the 
  52 
  Expeditionary Force gave them. and re-
  turned the favor by becoming a friend 
  and ally. lIaydonites generously pro-
  vided the Expeditionary Force with more 
  advanced technology that made possible 
  the development of Shadow Technology 
  -
  stealth systems that made UEEF 
  mecha invisible to Invid sensors. This 
  gave the Expeditionary Force the cle-
  ment of surprise and a huge tactical ad-
  vantage against the Invid. I-Iaydonites 
  also helped repair and rebuild the SDF-3 
  and other spacecraft after the deadly 
  conflict with the renegade General Ed-
  wards. They \\ent on to help design the 
  Synchro Cannons, the Neulron-S mis-
  siles and even a superior android body 
  for Janice. Consequently. it was a shock 
  when. after the UEEF's attack on the 
  Invid Regess and her army at Reflex 
  Point. all these Haydonite wonders of 
  technology suddenly stopped working! 
  h quickly became obvious that the 
  Haydonitcs were not allies at all. but a 
  
  nc\\ enemy who had been using humans 
  as pawns in their O\\n secret agenda v"ith 
  an ultimate goal that still remains un~ 
  clear. 
  Even \\ hen the Haydonites appeared 
  to be the allies of the United Earth Expe ~ 
  ditionary Force. they remained quite 
  enigmatic. Consequently. vcry few hard 
  facts wert! actually gathert!d about them. 
  Wors~. the Ilaydonilcs' betrayal that bc~ 
  gan with the first Neutron-S missih: I~Sl 
  has the UEEF qLlt:.:stioning. and second 
  guessing everything the llaydonites had 
  ever told them or done for them. It is all 
  suddenly suspect and there arc morc 
  questions than answers. Among the most 
  pressing questions: What does the UEEF 
  verifiably know about the lIaydonites? 
  Arc there other booby traps hidden 
  within the repairs. teChnology and dc~ 
  signs the Haydonitcs shared with them? 
  Could the Haydonitcs' treachery be rc~ 
  sponsible for the problems with the 
  SDF~3? What is Ihe Haydonitcs' true 
  agcnda? Can the UEEF expect marc :.u~ 
  tacks, sabotage and treachery? The an ~ 
  swer to that last question certainly seems 
  to be yes. 
  The following is what the UEEF 
  think.s it knows about their turncoat ad ~ 
  versary. the Ilaydonites. 
  The 
  Haydonite Rac.e 
  The Haydonites arc ancient beings 
  whose scientific knowledge greatly sur-
  passes that of the Expeditionary Force. 
  Some say their technology surpasses all 
  kno" n races. including the Robotech 
  Masters and the (nvid. Indeed. The 
  Haydonites arc thought to have forsaken 
  their mortal bodies long ago. in favor of 
  cybernetic ones. They wear long. eleg.ant 
  robes that help to conceal their robotic 
  bodies. and the Icaders who present 
  themselves as emissaries to other races 
  are little more than a floating. mechani-
  cal head and torso draped in regal. 
  hooded robes. Subtle variances in their 
  mannerisms. eye pallems :.md design de~ 
  I1lcnts on their mechanical heads are all 
  that scems La distinguish them from one 
  .mother. 
  53 
  
  Ilaydonitcs present themselves a<; be· 
  nc\olcnt emissaries or knowledge. happ)' 
  to share their scientific a{hances with 
  other races. like humans. However. their 
  gem:rosit) and assistance is all a ruse. 
  and the amazing Haydonite technology 
  the: sharc. a trap. 
  E:-..actly \ ... hy the Ilaydonites lure peo· 
  pie to them on ly to destroy thcm with 
  the vcry technology they so \\ il1ingly or-
  raed up in the first place remains a mys-
  tery. 
  The In ... jd Rcgcss knows the Jlaydo-
  nites as ··The Children or the Shadow," 
  and considers them an abomination. 
  Clearly. these two civilizations have 
  clashcd berore, but whcn. whcre and 
  why is another mystery waiting to be an· 
  s\\cred. 
  Haydonite emissaries and cOl1l1nand· 
  ers both wcar the hooded robes. Soldiers 
  look completely mechanical. It is be· 
  lieved their supreme kader may be a 
  godlike being. reminiscent or the Invid 
  Regess. This being is known as The 
  Awareness, but while i-Iaydonites arc 
  known to communicate with it. nobody 
  knows where The 1\ wareness is locaied 
  or even what it is. 
  For now. all the Exped itionary Force 
  knows with any certainty is that the 
  lIaydonites lied 10 them. betrayed them 
  \\ ithout provocation. and tried to destroy 
  them. What might come next is anyone's 
  guess. 
  54 
  Wraith 
  Haydonite Aerospace 
  Superiority Fighter 
  Like 
  everything 
  else 
  about 
  the 
  Haydonites. very little is known about 
  the I-iaydonite fighter spacecraft, known 
  by the UEEF reporting name ··Wraith:· 
  Gun camera rootage shO\vs a rast and ag· 
  ile non-variable righter with a vcry small 
  radar signature and an energy based 
  weapon system. lIaydonite Wraith fight· 
  ers were first encountered by the Icarus 
  undcr the command of Captain Vincent 
  Grant in the Omicron sector while at· 
  tempting a recovery and rescue mission 
  on the SDF-3. The overall appearance of 
  the Wraith is or a fasl. heavily anned in· 
  seer. The fighters have a roughly tear-
  drop shaped ruselage. with no visible 
  cockpit. Two sets or variable geometry 
  wings are mounted just art or the blunt 
  end or the teardrop. The ruselage nar-
  rows to a point and a bank or engines is 
  mounted Core or the point on the dor:;al 
  surrace. The dorsal side of the fighter is 
  rounded while the ventraJ side is nat and 
  mQlmts the ship's main energy weapons 
  as well as. presumably. other ordnance 
  hardpoinls. 
  They seem to be heavily anned ror a 
  ship their size. and damage analysis of 
  the Icarus suggests that their energy 
  weapons are some sort or high-yield 
  pulse laser. So rar. the Wraiths encoun-
  tered have only carried the pulse weap· 
  ons. but analysis of the ships shows that 
  they \\ould bc suited as missile delivery 
  platrorms and the existence or heavy 
  ordnance variants is to be assumed. On 
  the other hand. they seem to be very vul· 
  nerabk to mi~sile attack and showed no 
  evidence 01" either EWAR capabilities or 
  the usual anti·missile chamnare sys-
  
  (cms. This may suggest that missile tech-
  nology 
  ma~ be either unknown or 
  Lleprecated in llaydonite military tactics. 
  The avionics used in the Wraith are 
  currently unl..nown. Previous contact 
  with the Haydonilcs has shown a vcry 
  technologically advanced society. and it 
  would be safe to assume that their avion-
  ics technology is at least the same as the 
  UEEF·s. if not better becausc it would 
  not be limited by the physiology of a hu-
  man pilot. Wraiths are assumed to carry 
  an avionics package that matches or ex· 
  ceeds the VF/A-6 Alphas. and pilots are 
  cautioned against underestimating these 
  fighters. It has also been theorized that 
  the Haydonites may have Protocuhure 
  sensors similar to those used by the 
  Invid. as well as shadow cloaking tech-
  nology. The Wraith should also be as-
  sumed to have aerospace capabilities, 
  though they have only been encountered 
  in space so far. They have a very aerody· 
  Ilamic shape. and analysis shows them to 
  be theoretically very capable in atmo-
  sphere. Only time and further cxamina· 
  lion of Wraith wreckage will answer Ihe 
  mysteries of this new enemy Ihreat. 
  Model Type: Haydonitc "Wraith" 
  Class: Aerospace Superioriry Fighter. 
  Crew: One (assumed). Two if carrying 
  an Infiltrator unit. 
  M.D.C. by Locat ion : 
  • Wings (4) - 80 each 
  • * Engine Port - 75 
  Pulse Cannons (2) - 35 each 
  ... Main Body - 250 
  • Destroying one wing will not have 
  a noticeable effect on the Wraith. Dc-
  stroying two or more n.:duccs its speed 
  and all combat bonuses by hair. De-
  stroying all four wings will render the 
  Wfilith uncontrollabk and likely lead to 
  a crash. 
  .. Destroying thc engine pon will 
  disable all propulsion and the Wraith 
  will either drift or crash. 
  "'** Depleting the M.D.C. of the 
  main body will completely deslroy the 
  Wraith. 
  Speed: 
  55 
  Flying: Sea Level: Unknown. cstim,lIcd 
  at 700 mph (1120 km). 
  33.000 feet (10.000 m): estimated al 
  
  1.100 mph (1760 kill). 
  98.425 fecI (30.000 m): observed al 
  1.875 mph (3.000 km or Mach 2.4). bUI 
  greater speeds may be possible. 
  Double speed in space. 
  Statistical Data: 
  1 kighl: 13.4 feet (4.1 m). 
  Lenglh: 34.1 feel (lOA m). 
  Win£!span: 106.4 fect (32.4 Ill). 
  Weight: 18.5 Ions (Estimated). 
  Cama: Unknown. 
  Power Svstcm: Unknown. assumed 10 be 
  equivalent to a Protoculturc based sys-
  tem. May usc an anti-gravity flight/pro-
  pulsion system. 
  Weapon Systems: 
  I. High Yield Pulse Lasers: These 
  \\ eapons seem to be high yield. 
  rapid-firc pulse lasers on par with 
  anything the UEEF fields, and arc the 
  primary ship to ship wc.::apons of the 
  Wraith. They arc highly accurate and 
  Clppcar to be fire linked. dishing. oul a 
  large amount of damage. 
  Primar. Pumosc: Ship to Ship Combat. 
  Sccondaf'\ Pumose: Ground Attack (Es-
  timated). 
  Ranl!c: 4.000 feet (I .219.2 Ill). 
  Mce.a-Damagc: 4D4 M.D. single shot. 
  104:-.: 10 M.D . for a five round burst 
  from both cannons. 
  Rate of Fire: Each single shot or burst 
  uses one of the ri101"5 melee attacks. 
  Pavload: Assumed to be effectively un-
  limited. 
  Infiltrator 
  Haydonite Non-Variable 
  Infantry Battloid 
  Even less is known about the banloid 
  called the ··Infiltrator·' than its cousin the 
  ··Wraith"· The only known encounter 
  with Inlillrator units \\as bc!\\cen Cap-
  lain Vincl.::nt Grant and Lieutenant Com-
  mander Scott Bernard and a pair of 
  Infiltrators aboard the EFS Icarus at 
  Space Station Libeny. Their cyt.:witness 
  reports describe a four-legged. presum-
  ably non-variable combat ballioid with 
  one Haydonitc pilot. They haw huge 
  barrel chests. long forelimbs and rela-
  tively shon and spindly hindlimbs. Their 
  stance and movement is reminiscent of 
  an armored gorilla. 
  It is presumed that the Infiltrators arc 
  inserted via ··Wraith"' fighters. as gun 
  camera footage shows them bl.::ing car-
  ried by thl.:: speedy lighters. They arc said 
  to be relatively slow but ht.'avily armored 
  and able to shrug ofT lighter yield weap-
  ons fire. As reported by Captain Grant 
  and LL Commander Bernard. the Inlil -
  trators are piloted by one Ilaydonitc. and 
  can be operated remotely by the pilot 
  when not onboard. During the encounter 
  on the Icarus. one of the Infiltrators was 
  destroyed. but the other was recovered 
  fully intact. This unit is currentl) under-
  going anal~ sis and will hoperully pro-
  vide great insight into the Hnydonites' 
  military technology. 
  Model Type: Haydonite InfiltmlOr 
  Class: Non-Variable Medium Infantryl 
  Espionage I3attloid. 
  Crew: One. 
  M.D.C. by Location : 
  • Front Legs (2) - 150 each 
  • Rear Legs (2) - 50 each 
  56 
  
  Leg Mounted Auto Cannons (2) - 25 
  each 
  Top Mounted Laser Turret - 25 
  Pilot Compartment- 150 
  .. Main Body - 300 
  • Destroying one leg doesn't really 
  affect the Infiltrator much. Destroying 
  two or more legs reduces speed and 
  combat bonuses by 50%. and destroying 
  all limbs renders it immobile. 
  .. Depleting the M.D.C. of the main 
  body will destroy the Infiltrator. render· 
  jng it useless. 
  Speed: 
  Flving: 350 mph (560 km) is believed to 
  be the maximum in an atmosphere, dou· 
  ble in space. Can also hover stationary 
  and perform Vertical Take·Offs and 
  Landings (VTOL). 
  57 
  Running: Maximum unknown. Observed 
  at an estimated 90 mph (144 km). 
  Leaping: Maximum unknown. Estimated 
  100 feet (30.5 m) high or lengthwise un· 
  assisted by jet thrusters. With thruster 
  assistance. the Infiltrator can leap 220 
  feet (67 m) up or across. 
  Underwater: Maximum unknown. Esti· 
  mated at 50 mph (80 km) walking on sea 
  noar: 120 mph (192 km or 104 knots) 
  propelled by thrusters. Maximum Depth: 
  3 miles (4.8 km). 
  Statistical Data: 
  Height: 18 feet, 6 inches (5.6 m): J3 
  feel. 6 inches (4. 1 m. body only). 
  Length: II reet. 4 inches (3.5 m. body 
  only). 
  Width: 15 feet. 8 inches (4.8 ITI. body 
  only). 
  Weie.ht: 6.5 tons. 
  
  Phvsical Strength: Robot Strength of 35 
  (estimated). 
  Cargo: Unknown. 
  Power Svstem: Unknown. assumed to be 
  equivalent to a ProlOculture based sys-
  tem. May usc an anti-grav ity flight/pro-
  pulsion system. 
  Weapon Systems: 
  1. Ball Mounted Auto Cannons (2): 
  These weapons are mounted in ball 
  turrets on the "knt:es" of the Infiltra-
  tor's forelimbs. They fire rapid bursts 
  of explosive rounds and are used 
  mainly as anti-personnel and hull 
  breaching weapons. 
  PrimarY Purpose: Anti-Personnel and 
  Assault. 
  SecondarY Purpose: Anti-Annor. 
  Mega-Damaee: 106 M.D. for a single 
  shot from one cannon. 6D6 M.D. for a 
  burst from one cannon. ID6xl0 M.D. 
  for a burst from both cannons. The ex-
  plosive rounds have a fi ve foot (1.5 m) 
  blast radius. 
  Rate of Fire: Every shot or burst counts 
  as one attack. 
  Maximum Effective Range: 1.500 fect 
  (457.2 m). 
  Payload: Each leg carries enough ammo 
  for 20 bursts. 
  2. Top Mounted Laser Turret: This 
  dual laser turret is mounted between 
  the shoulders of the Infiltrator. It has 
  a 360 degree range of rotation and a 
  45 degree range of elevation. 
  Primary Purpose: Assault and Anti-Per-
  sonnel. 
  SecondarY Purpose: Defense. 
  Effective Range: 4,000 fcet (1.219.2 m). 
  Mega-Damage: ID4xl0 M.D. per blast. 
  Rate of Fire: Each blast counts as one at-
  tack. 
  Payload: Assumed to be effectively un-
  limited. 
  3. Hand to Hand Combat: The Infiltra-
  tor can engage in hand to hand com-
  bat if it needs to. Its size and strength 
  make il a formidable scrapper. but its 
  slow speed and comparalive clumsi-
  ness make it a sitting duck for 
  smaller, faster opponents. 
  58 
  Infiltrators are -2 to all combat 
  moves in hand to hand combat. 
  Stomp 406 M.D., Kick 406 M.D .. 
  Pow'er Kick (counts as two attacks) 
  606 M.D .. Block/Ram 506 M.D. 
  
  Welcome to the United Earth 
  Expeditionary Force (UEEF) 
  Your character is one of the brave 
  men and women who have joined the 
  ranks of the United Earth Exped ition-
  ary Force (UEEF). a military space 
  force serving under the Unifed Earth 
  Forces and bom under the auspices of 
  the Space Agency. The UEEP is dedi-
  cated to the defense of Earth. but has 
  spent decades in oUler space away from 
  their home. 
  The Expeditionary Force had two 
  goals when it left Earth: One was to col-
  onize other worlds and spread human-
  kind across the stars so the human face 
  could never be eradicated in the c\cnt of 
  futu re alien aggression leveled at mother 
  Earth. 
  The other was 10 
  find 
  the 
  homeworld of the Zcntracdi's Robotcch 
  Masters and establish diplomatic com-
  munications to ensure a lasting peace be· 
  tween them and Earth. Armed with their 
  new and constantly improving space 
  ncet, mecha. and weaponry utilizing 
  Protocuhure and a new generation of 
  Robotcchno!ogy. the United Earth Expe· 
  ditionary Force left Earth behind. 
  The Expeditionary nect's mission 
  quickly expanded. however. into becom· 
  ing the liberators of worlds enslaved by 
  the mysterious Invid. This c.:ampaign of 
  !ibcmlion and benevolence led to the for-
  mation of a loose· knit coalition of alien 
  races calling themselves the Sentinels. 
  Ideas. resources and help from the 
  lIaydonites and other ali!.!n allie::. \"'ould 
  improve upon the technology and com· 
  bal capabi lities of the UEEf including 
  the development of Shadow stealth teclt· 
  nology. 
  59 
  
  Nearly two decades of constant bat-
  tles and triumphs by the Expeditionary 
  Force has made the neet legendary in 
  some places. notorious at others. and re-
  viled by some. It has also molded the 
  men and women of the UEEF into an ex-
  perienced and capable fighting space 
  force. 
  Ironical!}. while the Expeditionary 
  Force would eventually find the home-
  world of the Robotech .\laslers. they 
  \'iould be horrified to learn thai whi le 
  they \\'cre seeking the Robotech Masters. 
  the Masters had laid siege to the Earth. 
  Even worse. the Master's ill-conceived 
  attack unleashed the Flower of Life that 
  is lhe source of Protoculturc. and has-
  tened the arrival of the myslt:rious Invid. 
  The Invid invasion. in tum. deci-
  mated the planet and enslaved the hu-
  mans \'vho survived. This information 
  compelled lhe UEEF to launch two di-
  sastrous efforts to free the Earth From 
  Invid occupation. Without any other re-
  course. the Expeditionary Force gathered 
  its Ike! and returned to Earth orbit to lib-
  erate the planet from the clutches of the 
  Invid. It was during this operation that 
  Admiral Rick Ihllller \anished along 
  with the refitted SOF-3, Shadow tech-
  nology was thwarted. and the UEEF's 
  l/aydol1it€ allies proved to be treacher-
  ous enemies with their own. as of yet. 
  unknown agenda. 
  A Simple Time-Line 
  of Key Events in the 
  Robotech Wars 
  1999: Signs of Alien Life 
  A giant alien ship crash lands on a 
  small island in the South Pacific called 
  /LIacross Island. The nations of the 
  world. embroiled in a globa l civil war, 
  call an uneasy cease-fire when it is re-
  vealed that the vessel was an alien war-
  ship arriving on Earth 
  fo r reasons 
  unknown. 
  60 
  A simple. fearfu l question uni tes the 
  nations of the world: "What happens 
  when the al iens come looking for this 
  warship and track it to EarthT 
  The assumption must be that the 
  faceless aliens will be hostile and that 
  Earth could be in serious danger frolll a 
  possible alien invasion. The fear of a 
  common. alien and unknown enemy gal-
  vanizes the global commun ity. 
  2000: January 
  Evidence confirms that not only does 
  the alien spaceship contain super-ad-
  vanced technology. but the aliens arc 
  forty fOOL tall giants! In an unprece-
  dented effort of cooperation. the world 
  governments unite and work together to 
  reverse engineer the alien technology 
  and rebuild the alien warship for thei r 
  own protection. The new alien science is 
  quickly dubbed " Roboteehnology" and 
  the unique power source centered around 
  the tech becomes known as "Protocul-
  lUre. 
  Development or new weapon syst..:ms 
  10 defend against the g iant alien threat 
  begins. 
  2005: 
  The nations of Earth form onc global 
  goveming body kno\\n as the United 
  Earth Government. 
  Meanwhile. 
  Robotcchnology 
  has 
  been successfully combined with Earth 
  technology and science to create a vast 
  number of advancements and all manner 
  or new technological marvels. Arguably, 
  one of the most impressive of tht!se mar-
  
  vels is the advent of transformable com-
  bat vehicles called Veri tech Fighters: 
  jet fighter planes that can change from a 
  jet (Fighter mode) to a jet with legs and 
  arms (Guardian mode) to a humanoid 
  shaped robot configuration (Battloid 
  mode). 
  2009: The First Robotech War 
  The rebuilt alien spaceship is chris-
  tened the SDF-I and commissioned 
  into the United Earth Defense Force 
  (UEDF: nicknamed by some as the 
  RDF or Robotech Defense Force). The 
  commissioning ceremony marking the 
  SDF-I as the new nagship of the 
  UEDF is interrupted when a massive 
  alien armada materializes in lunar orbit. 
  This fleet. manned by giant aliens called 
  Zentraedi, has come to reclaim the mas-
  sive space battlc fortress. They do so in 
  the name of the mighty Robotech Mas-
  ters. and the First Robotech War begins. 
  During the first battle. the SDF-I is acci-
  dentally telcported to Pluto. and begins a 
  long voyage back to Earth. 
  2011: 
  Over its journey home, the SDF-I 
  takes on the massive Zentraedi invasion 
  force bent on destroying humanity. The 
  Zcntraedi ar~ defeated. but not before 
  their devastating bombardment of Earth 
  from orbit destroys billions of people 
  and flattens almost every major popula-
  tion center around lhe globe. The SDF-\ 
  is badly damaged. Rick Hunter and other 
  heroes emerge. The First Robotech War 
  officially ends with the United Earth 
  Government struggling to restore peace 
  and rebuild a civilization devastated by 
  war. 
  2014: 
  Tht:: SDF·I and her newly completed 
  sister ship the SDF-2 are destroyed by 
  Zentraedi rebels in a brazen suicide at-
  tack. 
  2015: 
  The 
  Un ited 
  Eanh 
  Expeditional') 
  Force (UEEF) is officially fonned and a 
  buildup of starships gather in orbit with 
  the help of a captured Zentraedi factory 
  satellite. Many surviving Zentraedi gi-
  ants agree to a process called "micro· 
  nization" that makes them human sized, 
  and many of them join the UEEF. The 
  keel of the SDF-3 is laid down in orbit. 
  she is to be Ihe flagship of the Expedi-
  tionary Force and the spearhead of their 
  mission to find the Robotcch Masters. 
  The UEEF represents Earth's boldest 
  heroes and greatest hope. 
  2022: 
  The SDF-3 Pioneer is launched under 
  the command of Admiral Lisa lIayes· 
  Hunter and Rear Admiral Rick Ilunter. 
  Tht:: UEEF begins the long journey to 
  Tirol. homcworld of the Robotech Mas-
  ters. Earth is left under the protection of 
  the Army of the Southern Cross and 
  what's left of the United Earth Defense 
  Force (UEDFJ. 
  2029: The Second 
  Robotech War 
  After seven years of relative peace. 
  contact is lost with Space Station Lib-
  erty. A Robotech Masters mothership is 
  detected in high Eanh orbit. The Masters 
  destroy an important communications 
  satellite system and the Second Robo-
  tech War begins. 
  61 
  
  2030: 
  The Second Robotcch War ends 
  when rogue Robotcch Master Zor ex-
  plodes a Robotech Masters mOlhership 
  above the SDF-I and SDF-2 in an at-
  tempt to desuoy the Protoculture Matrix 
  contained within. His altempt succeeds 
  in destroying the remaining command 
  structure of the Robotcch Masters. Un-
  fortunately_ the explosion releases the 
  seeds of the Flower of Life contained in-
  side the SDF-1. spreading them across 
  the planet and attracting the attention of 
  the ruthless Invid. 
  2031: The Third 
  Robotech War 
  Alerted to the presence of their sa-
  cred Flower of Life on Earth, the Invid 
  stage a full-scale invasion of the planet. 
  The Armies of the Southern Cross. 
  weakened from the conflicts with the 
  Robotcch Masters. arc completely de-
  stroyed. Many survivors of lhe Southern 
  Cross and United Earth Defense Force 
  escape Earth 
  in search of Admiral 
  Hunter and the UEEF. Othcrs go undcr~ 
  ground and form resistance movements 
  against the occupying Invid forces. Thc 
  Third Robolcch War bl:!gins. 
  2038: 
  sion soldiers. this time the 21st Divisiol1. 
  The 21st is uttcrly destroyed by the 
  lnvid. There are few survivors. 
  2044: The Battle for Reflex 
  Point (present setting) 
  In a fina l altempl to uproot the Invid 
  from Earth. the United Earth Expedi1ion~ 
  ary Force (UEEF) returns with the 
  SDF-4 Liberato,- and the full force of 
  its attack n~cl. Without detay_ the UEEF 
  lays siege to the heart of the Invid OCCl1 ~ 
  pation force on Earth. 
  Contact with Admiral Hllllfer and the 
  SDF~3 is lost. and Genera! Reillhardt 
  authorizes use of the Nculron·S missiles 
  to destroy the enemy (and perhaps. pre-
  cious Earth along with them). 
  The lo vid Regcss recognizes the 
  Neutron·S missiles as possessing tech· 
  nology from the old ~nemy she calls the 
  "Children of the Shadows" - the treach· 
  erous flaydonites. The Regcss and her 
  lovid children nee the Earth. destroying 
  the Neutron· S missiles on the way and 
  taking all PrOloculture from the planel 
  Earth. 
  The Ilaydonites spring their {rap and 
  allempt to annihilate the Expeditionary 
  Force with booby·trappcd Shadow tech· 
  nology and Synehro Cannons. For a 
  time. chaos reigns. 
  In a vain attempt 10 reclaim the Earth 20 
  from the Invid, the UEEF sends the ill -
  44: Right Now! 
  equipped and i!1·fatcd 10th Mars Divi-
  siol1 to assault the Invid h~adql1arters at 
  Rcnex Poinl. The 10th Mars Division is 
  beaten back by the Invid. Many perish in 
  the attempt. 
  2042: 
  In another attempt to reclaim the 
  Earth. the UEEF sends more Mars Divi-
  62 
  The Haydonites' plan to wipe out the 
  human race appears to have failed. The 
  Expeditionary Force has survived. the 
  I-Iaydoniles (for now) seem to have Oed 
  in retreat. the Invid are gone to parts un~ 
  known across the universe. and the Earth 
  is free of alien occupation for the !irsl 
  time in a generation. 
  Although this is all wonderful. there 
  is great uncertainty and trouble. 
  
  f luman civilization has been shat-
  tered. Much of the planet has been deci-
  matcd by one alien invader after another. 
  The United 
  Earth Government and 
  United Earth Defense Force ceased to 
  exist aftcr the fnvid took over the Earth. 
  That leaves the UEEF to pick up the 
  pieccs and help humanity find itsclf. The 
  task is daunting. trouble brcws every-
  where. and if only this was the least of 
  their problems. 
  Admiral Rick Ilunter and the SDF-3 
  must be tracked down and rescued. 
  Thanks to the Invid Regess, Protoculture 
  supplies are limited and the only known 
  factory to make more is on the SDF-3! 
  Though they have vanished at least for 
  the time being. it is presumed that the 
  full extent of Ilaydonite treachery is yet 
  to be discovered. Ilow reliable arc the 
  Shadow Fighters and Shadow Technol-
  og) ? Arc there more Ilaydonite booby-
  traps and sabotage yet to be uncovered? 
  Will tht.: lIaydonitcs return and altack in 
  force? Even if the) engage in surgical 
  strikes and acts of sabotage. the UEEF 
  fleet is in danger. and so are Space Sta-
  tion Liberty. Moon Base ALuCE. Mars 
  Base. and Earth itself. Nobody knows 
  the I-Iaydonites' agenda or what they 
  might have in store for the UEEF and 
  Earth in the days to come. 
  This 
  is 
  the 
  chaotic 
  selli ng 
  of 
  Robotech® The Shadow ChronicJes® 
  Role-Playing Game. Read on about 
  character creation. how to ptay and 
  building adv~nturcs. Unleash thnt imagi-
  nation of yours and have fun. 
  The Young Age 
  of UEEF Warriors 
  You may note that most characters. 
  including fighter pilots and officers. arc 
  as young as 17 and 18 years of age. 
  There are good reasons for this. One is 
  that the constant, ongoing conJlicl en-
  gage in by the United Earth Expedition-
  ary Force (UEEF) regularly depletes the 
  fleet of experienced pilots and troops. 
  Many die in combat. others are injured 
  or become othefwise unfit for duty. To 
  keep the UEEF staffed. they must recruit 
  young. 
  Another reason is that for thosc born 
  in deep space, aboard UEEF spaceships. 
  Space Station Liberty and evcn many 
  off-world colonies such as Mars Base, 
  fighting fOf the freedom and independ-
  ence of the human race and delivering 
  other alien people from the hands of the 
  Invid or Robotcch Masters has become a 
  way oj life. Such service and combat is 
  virtually all these space children and col-
  onists know. especially those on the 
  Ships. space stations. and military bases 
  of the UEEF. Consequently. man) teen-
  agers of both sexes are anxious to join 
  military service and contribute to the hc-
  roic and noble cause of liberating the 
  Earth and orner worlds from the tyrann~ 
  of the Robotcch Mastcrs and the Invid. 
  63 
  
  Character Creation is 
  Fun and Easy 
  The nitty-gritty or character creal ion 
  is all explained in the rules section of 
  this role-playing game book. But here 
  arc the basics. 
  1. Each character has eight attrib-
  utes. These are lile mental and physical 
  strengths and weaknesses of the charac-
  ter. such as Intelligence (1.0.). Physical 
  Strength (P.S.) and Speed. The higher 
  the number. the greater that attribute. 
  9-13 is average. 
  2. Your character needs an align-
  ment. tht: moral code and compass that 
  dictates his or her actions. As heroes of 
  the UEEF. most characters should be a 
  good alignment. 
  3. Your character will also have Hit 
  Points (life points) and S.D.C. (addi-
  tional physical punishment he can en-
  dure), 
  These are important. 
  but as 
  mechanized warriors of the Expedition-
  ary' 
  Force 
  the 
  physical 
  endurance 
  (M.D.C.) of your mecha and body armor 
  arc even more important. It's all ex· 
  plained later. The bon am line: is smart 
  choices and the mecha your character pi· 
  lots arc crucial to your survival as a sol· 
  dicr. 
  4. What mecha and weapons are 
  available to your character will be deter· 
  mined by the Occupational C haracter 
  Class (O.c.c.) and skills you select. 
  5. Skills help define the: character and 
  determine his or her range of abilities. 
  Combat. piloting. weapons and all the 
  rest will depend on skills. Skill selection 
  is made easy with the select ion of Mili· 
  tacy Operational Specialty or M.O.S. 
  skill bundles. 
  64 
  Those are the key elements of yom 
  character creation. Everything el.sc is 
  background and character building (per-
  sonalty/disposition. age. etc.). All fun 
  stuff and often important for defining 
  your character and his or her goals. 
  To make your life casy and character 
  creation fun and fast. you can roll on the 
  tables that follow. Once your character is 
  created and his equipment dello!nnined. 
  you are rcady to play. All you need arc 
  some other players and a Game Master 
  to devise and run adventures. Sec rules 
  for greater details and character sheets 
  for a useful aid in keeping track of your 
  character stats. 
  Optional: 
  Quick Character 
  Creation 
  The traditional method of building 
  a character requires reviewing all the 
  available O.C.c., 
  M.O.S. 
  and 
  skill 
  choices. rOlling for attributes, deciding 
  on an alignment. and reading and can· 
  siderations of all kinds. as described in 
  the rules section. 
  The traditional me:thod of character 
  creation is fine. fun and gives you. the 
  player, a greater range of random attrib· 
  utes and much more control over the se· 
  lection of skills and abilities. All that 
  reading and thinking. and choo!'ing. 
  takes anywhere from 45 to 90 minutes. 
  There's nothing wrong with that. and 
  you can design a character completely 
  
  around your dcsir~s. It is simply a mattcr 
  of \\ hat you prefer. 
  Using the table that follows. enahles 
  playcrs (and G.M.) to create a character 
  in 10-15 minutes. Just roll as directed 
  and follow the suggested guidelines. 
  The Five O.c.c.s: Battloid Ace 
  O.c.c.. Fleet Enlisted/Grunt O.c.e.. 
  Militill)' Spccialist O.c.e.. Technical 
  Officer O.c.c. 
  and 
  Veritcch 
  Pilot 
  O.CC 
  Optional Table to 
  Quick Roll Your 
  Character 
  Make a random roll or piek one of 
  the eight categories presented in the ta-
  ble below. Each gives the character at 
  least one mental or physical advantage 
  and suggests the best O.c.c. (Occupa-
  tional Character Class) and M.O.S. (a set 
  of skills that arc the character's Military 
  Operational Specially) based on that 
  strength. 
  This is a fast way to roll up (or pid) 
  a character with the allribute or two the 
  plilyer might most desire as one of his 
  best natural aptitudes. follo\\cd by 
  the 
  number and modifier of all other anrib-
  utes to fit the listed 
  Ph) sically 
  Strong. 
  Beauty. and so on). 
  archetypc (I3rainy. 
  Fast 
  Rcnc;\cs. 
  Then follow the advice about the 
  M.O.S. and O.c.c. best sUlied to the 
  character's strengths. go to that O.c.c.. 
  pick the suggested M.O.S .. pick the rc-
  Illilining skills for that O.Cc.. and usc 
  the following Optional background t3-
  bh.::s to dctennine Alignmenl. Age. and 
  c\'crything clsc. and you arc ready to 
  play in a matter of minutes. 
  T he random roll method should re-
  duce ch aracter creation to 10-15 min-
  utes! How'? It limits your choices. 
  provides character attributcs that only re-
  quire one die roll to finish. points you to 
  the O.C.c. (Occupational Chardc\I..:r Class) 
  and M.O.S. (Military Operational Speci-
  ality) you should pick from. and quick 
  dl.!tennincs most other aspects of the 
  character quickly. with the roll of per-
  centile dice. 
  65 
  In short. it eliminates a great deal of 
  decision making! 
  Attribute Note: The number of dice 
  to roll for attributes is exactly ac; listed 
  below. Do NOT roll an extra 106 if a 
  16- 18 is rolled. When using this table. 
  only one six-sided (106) or four-sided 
  (I D4) is rolled as listed for the end re-
  sull. 
  O.C.C and M.O.S. Note: '10 quick 
  roll your character follow the sugges-
  tions below. However. they arc sugges-
  tions and as such. the player may choose 
  a 
  completely 
  different 
  O.C.c. 
  and 
  M.O.S. than recommended. 
  
  Attributes and Suggested 
  O.C.C. and M.O.S. 
  01·12% Brainy: 1.0. [06+[8. M.E. 
  [06+[2. M.A. 104+[0. P.S. [06+9. 
  1'.1'. [04+9. P.E. 104+R. P.B. [06+9. 
  Spd [D6+[ I. 
  Your character is best suitl'd to an 
  M.O.S. that involves mental challenges. 
  a'-;st:ssing data. research. creating/build-
  ing. learning. engineering. dt:ctronics. 
  science. medicine. and strah::gics and 
  tactics. 
  Your best o.c.e. is Technical OJji-
  cer 
  13-26% Strong-willed : I.Q. 1 D6+ II. 
  ME [D6+ [9. M.A. 106+9.1'.5. [D6+9. 
  I' P. [Ohl3. P.E. 1D6+IO. 1'.13. [06+9. 
  Spd I D6+8. 
  Your character is besl sui ted to an 
  M.O.S. that involves focus. self-disci-
  pline. and challenges. 
  Your best O.c.c. is AfiIiIQI:V Specia/-
  ist or Ball/old Ace 
  27-39% Charismatic: I.Q. 106+ 10. 
  M'£' 106+9. MA [06+18. P.S. [04+[0, 
  P.P. 104+ [0. P.E. [06+8.1'.13. [06+[4. 
  Spd [06+9. 
  Your character is best suited to an 
  M.O.S. thilt involves leadership. onicer 
  training. teaching, communications. per-
  forming. espionage. and subterfuge. 
  Your best O.c.c.s are probably Teclt~ 
  meal Officer and .\/iIiIOIT Specialist 
  40~51% Physically Strong: 
  I.Q. 
  [04+[0, M.E. [04~[0. MA [06+10. 
  P.S. 
  [06+[9. 
  1'.1'. 
  [04+[2. 
  I'.E. 
  [06+[5.1'.13. [06+[2. Spd [06+[ I. 
  Your character is best suited to an 
  M.O.S. that that involves physicality. 
  mechalllcs. 
  athletics. 
  combaL 
  and 
  strength. 
  66 
  Your best O.c.c.s are probably Fleet 
  Enlisted Grunt or 
  ;11i1llory' Specialist 
  (think Marine Commando or Ranger). 
  52-65% Fast Reflexes and High 
  Dexterity: 1.0. [04+[0. M.E. [06+9. 
  M.A. [06+8, I'.S. [06+9,1'.1'. [06+19. 
  P.E. 106+9.1'.13. [06+ [0. Spd 106+ [7. 
  Your character is best suited to an 
  M.O.S. that involves the precision usc of 
  hands. tools. weapons. targeting. fast 
  physical reaction. combat. building. sur-
  gery and other areas where steady and 
  fa<;t hands arc a I..cy clement. 
  Your 
  best 
  O.c.c.s are 
  probably 
  /'eritech Pilot, Ball/aid Ace, or a Techni-
  cal Officer specializing in Electronics. 
  Mechanical Engineering or 
  M~dicine f 
  surgery. 
  66-78% 
  Great 
  Endurance: 
  I.Q. 
  [04+9. M.E. [06+[4. M.A. [06+8. 
  P.S. [06+9. 1'.1'. [06+9. p.E. 106+[9. 
  P.B. [06+9. Spd [06+ [2. 
  Your character is best suited 10 an 
  M.O.S. that requires physical durability 
  and mental toughness. 
  Your 
  best 
  O.c.c.s are 
  prohably 
  Boulaid Ace, / 'eritech Pilot, or Fleet En-
  listed/Grunt. 
  79-88% A Beauty or Pretty Boy: 
  1.0. 
  [04+[0. 
  M.E. 
  [06+8. 
  M.A. 
  [06+ 15. I'.S. [06+ [ I. 1'.1'. 106+8. P.E. 
  [06+9. 1'.13. [04+20. Spd [06+9. 
  Your character is best suited to an 
  M.O.S. that involves tcaching. commu-
  nications. perfonning, trickery or subter-
  fuge. 
  Your best O.c.c.s are probably Tech-
  nical Officer and A!i/itary Specialist. 
  89-00% Fast as Lightning: I.Q. 
  [04+9. M.£. 106+9. M.A. 1D6+8. P.S. 
  106~9. P.P. [06+14. P.E. 106+10.1'.13. 
  [06+ I 0. Spd 206+20. 
  
  Your character is best suited to an 
  M.O.S. that involvc quickness and dex· 
  Icrity. including targeting. combat fast 
  physical reaction, and other arcas where 
  fast hands and feel arc an asset. 
  Your best O.c.c.s are probably 
  r 'eruech Pilot. Haftloid Ace and Military 
  Specialist. 
  Ways to Round 
  Out Your Character 
  Our decades of experience designing 
  games has shown us that players and 
  Game Masters enjoy hat illg as much 
  background and deta ils about thr.:ir char-
  actl.!rs as possible. 
  We aim to please. so WI! present a se-
  ries of optional tables that will help play-
  ers to quick l) establish somc back-
  ground. personality and bonuses for the 
  character they are about to creatc. 
  Remember. these are optional robles. 
  which means a playcr may make up his 
  own background, disposition. and as-
  pects for his character rather than rol1 on 
  the tables that follow. HOWEVER. the 
  player should not be al10wed to pick and 
  choose \\ hich tables he wanls to roll on. 
  with the exception of the last three. If the 
  player "ants to rol1 on one table (like 
  Character BOlluses) he should roll on 
  them all. Rol1 percentile dice for random 
  determ ination. 
  67 
  Note: The nuts and bolts of creating 
  a character arc prescnied in the Game 
  Rules section. This is thr.: fun. cas)' bad.· 
  ground data that helps make your char-
  acter memorable. 
  Alignment 
  01-25% Principled: Good. honest. 
  loyal and law abiding team player. 
  26-50% 
  Scrupulous: 
  Good 
  and 
  trustworthy. but sometimes bends the 
  rules. 
  51-75% Unprin cipled: A rogue "ith 
  a heart of gold. Tempted to take short· 
  cuts and \\atch out for number one (him-
  self). but when push comes 10 shove. 
  always does the right thing (even if he 
  hales himself for it). 
  76-00% 
  Anarchist: 
  Self-sening. 
  may choose to be a team player or not. 
  Note: These are supposed to be 
  herocs. so no evil alignments arc avail· 
  able. 
  Race 
  01-75% Iluman. 
  76·90% Tirolian (looks human). 
  91-00% Micronized ZCnlracdi (most 
  look human). 
  Sex 
  Note: We have found it is lIsuall) 
  best to let the player pick the se>.. of his 
  or her character. For those who would 
  prefer 10 make a random roll. herc='s the 
  table: 
  01 -60% Male. 
  61 ·00% Female 
  
  Age 
  01-05% 15 years old: lied about real 
  age and pretends 10 be 16 or 17. 
  06-15% 16 years old. 
  16-25% 17 years old. 
  26-35% 
  18 years old. 
  36-45% 19 years old. 
  46-55% 20 years old. 
  56-65% 21 years old. 
  66-80% 22-25 years old. 
  81-91% 26-30 years old. 
  92-97% 31-39 years old. 
  98-99% 40-49 years old. 
  100% 50 years or older. 
  Physical Build 
  01-15% Skinny. 
  16-40%1 Lean and athletic. 
  -'1-50% Built: muscular and chis-
  eled. 
  51-80% Avemge. 
  81-90%> A bit overweight. 
  91-00"/0 Overweight. 
  Height 
  01-25'% Short: Under 5 feet. 8 
  inches (/. 73 m). 
  26-75% Average: 5 feet. 8 inches to 
  6 feet( 1.73 to 1.8 m). 
  76-95% Tall: 6 feet. one inch to 6 
  feet. 6 inches (1.8510 1.98 m). 
  96-00% Very Tall: 6 feel. 7 inches 
  107 feel (2-2.1 m). 
  Note: Add six inches (0.6 m) to 
  %cntraedi characters. 
  Place of Birth 
  01-10% Born on Earth. 
  11-20% Born at Moon l3ase ALuCE. 
  21-40% Born at Mars Basc. 
  41-80% Born in deep space on a 
  spaceship. 
  81-00% 130m on Tirol or another 
  planet (may be human. Zentraedi or 
  Tirolian). 
  Family Ties 
  01-20% Known family have all per-
  ished: last of the line. 
  21_40% 
  Both parents and a sibling 
  died in combat. 
  41-50% Lost one parent. 01-50% Fa-
  ther. 51 -00% Mother. 
  51-70% Parents and siblings alive 
  and well: good relationship. 
  71 -85% Parents and siblings alive 
  and \\-ell: poor rdat ionship. 
  86-00% Orphan. never !...new parents 
  or biological family. 
  Relationship to Teammates 
  Roll for each character in 
  the 
  player group. 
  01-10'% Sibling. 
  11-20% COLIS in or other rdative. 
  21-40% Just meL no relationship yel 
  developed. 
  41-50% Friend. 
  51-60% Old classmate and casual as-
  sociate. 
  61-65% Old teammate and casual 
  pals. 
  66-70% Old teammate and good 
  Birth Order 
  friends. 
  01-25% First Born. 
  51-75% Middle. 
  71-80% Old rival. 
  26-50% Second. 
  76-00% Last. 
  68 
  81-90% Finds character a bit annoy-
  ing. but tolerable. 
  91-00Ct/Ct Dislikes the other character. 
  
  Special Aptitude Bonuses 
  01-10% Sure Shot: +2 to strike with 
  all types of projectile and energy weap-
  ons, from pistols and energy rifles to 
  weapons used by mccha and spaceship 
  cannons. Furthermore. the usual penal-
  ties for being off balance. moving. etc .. 
  are half. Does not apply 10 missiks. 
  11-20% Natural Battloid Ace: +5% 
  to Pilot Bauloid skill and +8% to Spe-
  cialty Battloid Piloting (one specific 
  non-transformable 
  Illccha 
  which 
  the 
  character pilots better than any other). 
  Also + 1 on initiative. + \ to parry. and + 1 
  to pull punch when piloting any Iype of 
  non-transfonnable battloid. 
  21-30% 
  Natural Veritech 
  Ace: 
  +5% to Pilot Veri tech skill and +7% to 
  Specialty Vcritcch Piloting (one specific 
  Vcritcch 
  which 
  the character pilots 
  better than any other: his or her favorite). 
  Also + 1 on Perception Rolls. + 1 to 
  dodge and + I to roll with impact whcn 
  piloting 
  any 
  type 
  of transformabk 
  mecha. 
  31-.. &0% High Perception and Solid 
  Cut Instincts: + 104 on Perception 
  Rolls. Roll 104 once when the character 
  is first created in front of the Game Mas-
  ter to determine what this bonus is from 
  that time forward. 
  41-50% 
  Quick 
  Reaction 
  Time: 
  + 104 on initiative. Roll 104 once in 
  front of the Game Master when the char-
  acter is first creaied to determine what 
  this bonus is from that time fOf\\lard. 
  51-60% Strongman: + 106+3 
  to 
  P.S. attribute and + I to pull punch. 
  61-70% Fast Learncr and Jack of 
  Many Trades: Select one extra M.O.S .. 
  but without benefit of the usual bonuses 
  for it. 
  71-80% Quick Reflexes: +1 alLack 
  per melee and + I to dodge. 
  81-90% Fearless: +104+2 to save 
  vs Ilorror Factor. However. as a result. 
  the character may also be a hot shot who 
  takes foolish risks and daring chances. 
  91-00% 
  Charismatic/Charmer: 
  + I 04+2 to M.A .. this character is espe-
  cially likable and affable. 
  Outlook on Earth 
  Note: This category should be com-
  pletely optional. Players should not be 
  forced to roll on this table. 
  01-15%. Sense of duty. Earth is the 
  legendary homeworld. It is the responsi-
  bility and duly of the UEEF to make cer-
  tain Earth is liberated. its people set free 
  of alien bondage. and civilization re-
  stored. The character is happy to help 
  and may come to like it here. but does 
  not see Earth as homc. just part of his 
  heritage. 
  16-30% Earth is home. Earth is the 
  home world and cradic of humankind. It 
  must be liberated and restored as the 
  center of human culture. civilization and 
  greatness. The character is happy to be 
  "home" and loves every minute on the 
  planet, helping in any way possible. 
  69 
  31-50% Earth is the legendary 
  homeworld. Earth is seen through rose-
  colored glasses as special and wonderful. 
  The character has an unrealistic and fan-
  cifuL idealized vision of Earth. its im-
  portance and what it should be like. He 
  or she is happy to be "home:' but may 
  be in for a rude awakening. 
  51-65% Indifferent about Earth. 
  So it's the birthplace of human civiliza-
  tiOll. As far as your character is con-
  cerned. it's just another planet invaded 
  and occupied by hungry Invid. You 
  could care less about the fale of the 
  planet. That attitude may change. but for 
  now. you're just foHowing orders. 
  
  66-80% 
  Ea rth 
  is 
  a frigh tenin g 
  place. What is it about Earth that has at-
  tracted so many alien invaders to attack 
  it or claim it as their own? What have 
  the various alien invaders done to the 
  planet and to the people of Earth? This 
  character wants to help people. but sees 
  the planet as an alien. hostile and unpre-
  dictable environment. 
  8 1-90% T ime to ca ll it q uits on 
  Earth. Yes, Earth is sp!.:cial because it is 
  the birthplace of human civilization. but 
  it has been decimated by aliens time and 
  time again. Maybe it's time to rescue as 
  many people as possible. lake them to 
  colonies on other worlds. and cui our 
  losses. Whoever is left on Earth can fend 
  for themselves. If sent on assignment to 
  the planet's surface. the character is ner-
  vous and negative about Earth and its 
  survi\ors and suspicious of anyone \\ho 
  is the least bit odd. 
  91-00% Ea rth is a symbol of hope 
  and humankind's futu re. The character 
  has a realistic view of Earth .:md the 
  damage done to it by the Robotech 
  Wars. However. the character believes 
  that it is of the utmost imponance to r~­
  build human civilization because it rep-
  resents hope. humankind's indomitable 
  will and the crusade \0 live free. Re-
  storing Eanh should boost UEEF morale 
  and stand forever as a symbol of the hu-
  man spirit. The character is dedicated to 
  these ideals and happy to do anything he 
  can to make it a n::ality. 
  Prejudices & Paranoia 
  The character doesn't trust or like 
  (may even hate) one of the following. 
  roll percentik dice. Note: This category 
  should be completely optional. Players 
  should not be forced to roll on this table. 
  70 
  0 1- 10% Any nonhuman pcople, the 
  more alien the greater the dislike. 
  11 -20% Zcntracdi. their mecha and 
  spaceships. 
  21-30% Tirolians. 
  3 1-40% 
  Robotech 
  Masters 
  and 
  Bioroids. 
  specificalJ~, not the Tirolian 
  people in general. 
  41 -50% 
  Invid. 
  including evolved 
  Invid (humanoids like Ariel). 
  51-55% Invid drones, Inorganics and 
  lnvid technology. 
  56-60% Haydonitcs. 
  61-65% Shadow Technology. 
  66-70% E:-..ploring strange or alien 
  worlds and placcs. 
  71 -75% Tnmsfonllabk mccha ex-
  cept his own peoplc's. 
  76-80% Robots and androids (even 
  their own). 
  81 -85% Space folds and teleporta-
  tion. 
  86-90% Alien robots and technol-
  ogy. 
  91-95% Robotechnology and Proto-
  culture. Prefers alternative or traditional 
  gear and non-Protoculture power sources. 
  96-00% 
  Singers 
  and 
  musicians; . 
  there's just something about them. Does-
  n't care for music mueh in general, and 
  especially hates it when amateurs sing. 
  hum or whistle an off-key tune. 
  Disposition 
  Notc: This category should be com-
  pletely optional. Players should not be 
  forced to roll on this table. 
  01-05% Bittcr and lw rdcned by 
  war. Has little compassion or sympalhy 
  for others. especially those who are foo l-
  ish. Tends to be intokrant. short-tem-
  pered and gruff with everyam::. Shows 
  
  no mercy to the enem). The carnage of 
  war and the sight of the dead has no ob-
  vious impact on this "war is hell, suck it 
  up:' soldier. 
  06-10% Shy, timid. 
  l~nds to be a 
  loner. 
  11-16% By the book. Tends to fol-
  low orders to the "T:' is very formal. 
  follows procedures and is. well. by the 
  book military. Always against breaking 
  the rules. and hates bending the rules ex-
  cept under exceptional ci rcumstances. 
  17-23% Gung-ho. guts and glory 
  rype \\ ho sees self as a hero. Likes com-
  bat, is qu ick to action. and hates sitting 
  around. waiting. 
  2"'-29% \Vorrywart. nervous and 
  cautious. 
  30-36% lI ot-head. quick-tempcred. 
  emOlionaL but basically a good guy or 
  gal. 
  37-"'3% 
  Schemer, gambler who 
  likes to take chances. 
  44-50% Blabber mouth, nice per-
  son. hut too talkative and has trouble 
  kceping a secre\. 
  51-56% Wild man, cocky. overcon-
  fident. takes unnecessary risks. 
  57-63% Nice. friendly. courteous 
  and hospitable. Cares about his team-
  mates and their mission. 
  64-70% Snob, arrogant. feels supe-
  rior to others. 
  71-76% Tough guy, self-reliant. in-
  dependent. and a bit of a cocky lone 
  wolf. 
  77-83% Patern.ll. overprotective of 
  oth(!rs. especially young characters and 
  green soldiers. 
  8"'-90% Compla iner, constantly ag-
  gravated about something. 
  91-95% Pa ranoid, trusts no one un· 
  til they have proven themselves trust-
  wonhy and loyal many times over. 
  96-00% Career Officer whose num-
  ber onc priority is seeing himself pro-
  moted through the ranks to become as 
  important and powerful as possible 
  (whether he/she deserves it or not). 
  Quick to take credit for the accomplish-
  ments or the team and individuals when-
  ever he thinks he can get a\vay \ ... ith it. 
  Occupational Character 
  Classes (O.C.C.s) 
  l3atlloid Ace O.CC. 
  Fleet Enlisted Crewman/Infantry O.C.c. 
  Military Specialist O.c.c. 
  Technical Orticer O.CC 
  Vcritech Pilot O.c.c. 
  Each player must select an OCCUPi:1-
  tional Charactcr Class (O.C.C) for his 
  character. The O.C.c. represents the oc-
  71 
  cupation. background, training and skill 
  range of the character. This is who you 
  are and what you do for the UEEF. All 
  arc mi litary based. though some are 
  better suited for combat. while others 
  serve in support roles (communications. 
  engineering. medical, etc.). If you have-
  n'( looked over Ch:lracter Creation is 
  Fun and Easy. or the Optional Q uick 
  
  Roll Character Creatio n Tables that 
  pre;:ce;:dc this section, you should stop and 
  take a quick look at them. 
  Battloid Ace 
  O.C.C. 
  The Bailioid Ace is an cJite combat-
  ant \\ho specializes in pi loting non-
  transformable mecha such as the Con-
  dor and 
  Bioroid 
  Intcrccptol'". The 
  I3attloid Ace is ideal for boarding e;:llemy 
  spacecraft. surgical strikes. punching 
  holes in enemy defenses, and front-line 
  and clo:;e;: mclce combat. They arc bold 
  warriors who literally make holes in the 
  sides of ene;:my vessels. bombard forti-
  lied positions. disable artillery positions. 
  and lay siege to the e;:llcmy on their own 
  ground. In fact, one might think of them 
  as mechanized Marine Commandos who 
  kad the charge in balt ic to paralyze the 
  enemy and open the way for infantry 
  lroops 10 follow. 
  space stations and outposts from being 
  boarded or destroyed by the enemy. The 
  swarming tactics of the Invid arc very ef-
  fective at overwhelming defensive lines 
  and enabl ing several small lnvid squads 
  to get pa<;t them. The Invid are notorious 
  for skimming along the surface of the 
  big batlle cruisers where long-range 
  weapons cannot touch them. and literally 
  swarming to take down communication 
  LOwers. kcy weapon systcms and engines 
  and. whenever possible. to destroy an 
  entire space vcssd even if it me;:ans the 
  Invid's O\\n destruction. These lactics 
  Surgical strikes typically involve a 
  squad or platoon of Battloid Aces target-
  ing strategic locations and enemy per-
  sonnel. This could be laking out a 
  communications lower. spy s.1Ic11itc. 
  space;: station or enemy space cruiser to 
  bridg.es. command posts and specilic en-
  emy commanders and leaders. Ulti-
  malely. they usc their expertise and 
  unique brand of fast and deadly fighting 
  are commonly used by Im'id SCOltls. 
  to get in. cripple an enemy resource or 
  Fighrer SCOlltx, 
  Troopers Clnd Shoc/.;.-
  position. cause destruction and confu-
  troopers. who land on the outer hull to 
  sion. and get out. This also means they 
  rip it apart Cll1d cripple or destroy enemy 
  engage in rescue operations and acts of 
  spaceships. Battloid Aces, whether thcy 
  sabotage. as \ .... ell as infantry siege and 
  arc piloting Bioroid Interceptors, COl/-
  support roles. 
  dors. or other mccha. I.::xccl al these close 
  The Battloid Ace's support role in 
  combat engagements along a vessel'!' 
  space combat includes aggressive de-
  huH. They arc skilled at intercepting and 
  fense of carriers and other spacecraft. 
  destroying the Invid before they can in-
  n 
  
  nict serious damage and 
  also usc 
  crossfire. ambushes and surprise attacks 
  - laying in wait for them on a space· 
  craft's surface - to take them out before 
  the Invid know what hit them. And 
  should the Invid engage in hand to hand 
  combat, the Battloid Ace is ready for 
  that 100, with a repertoire of punches. 
  kicks and moves to evade. counter and 
  disable or destroy the opponent. 
  Though there are plenty of human 
  Battloid Aces, this position in the Expe· 
  ditionary Force is dominated by micro· 
  nizcd (human·size) Zentraedi and \\ar· 
  riars from Tirol who have joined the 
  United 
  Earth 
  Expeditionary 
  Force 
  (UEEF) in its quest to liberate worlds 
  from the tyranny of the Invid and Robo· 
  lech Masters. All arc ruthless in battle 
  and as dedicated and loyal to the UEEF 
  as anyone. 
  Battloid Ace 
  Rank: Ahvays an officer. 
  Alignment: Any. but most are idealists 
  who long to sec thc end of treachery 
  and war. Though some crave rt· 
  venge. most tend to be Principled. 
  Scrupulous. Unprincipled or Anar-
  chist and have the best of intentions. 
  Attribute Requirements: None per se. 
  except for a willingness to serve. An 
  average to high P.P. and P.E .. 10 or 
  better. are recommended. 
  Common Skill Set: All stnrt at the base 
  skill unless noted otherwise. 
  Computa Operation 
  Language: English 
  Literacy: English 
  Mathematics: Basic (+2%) 
  O.c.c. Skills: Basic training skills and 
  skill bonuses common to all chamc· 
  ters who take the Battloid Ace 
  O.c.c. 
  73 
  Climbing (+ 10%) 
  Forced March 
  Mecha: Pilot Battloids (+ 10%) 
  Mecha: Pilot Ground Vcritechs 
  Milital)' Etiquette (+ 10%) 
  Navigation (+ 15%) 
  Radio: Basic (+5%) 
  Sensory Equipment (+ 10%) 
  Space Survival (+20%) 
  W.P. Energy Pistol 
  W.P. Energy Rifle 
  W.P, Heavy M.D. Weapons 
  Zero Gravity Combat 
  Hand to Hand: Expcrt. which may be 
  changed and improved 
  by 
  some 
  M.O.S. The best Hand to Hand skill 
  always applies. the other is ignored. 
  M.O.S. (Military Operational Spe.-
  cialty): Each M.O.S. rcpresents the 
  character" s area of special training. 
  Pick one of the following. A list of 
  skills and bonuses appears under 
  each M.O.S. description presented at 
  lhe cnd of this o.c.e. Read them all 
  and sclect the onc you feci best fits 
  your character's personality and goals. 
  Combat Specialist 
  Fighter Pilot 
  Sapper 
  O.c.c. Related Skills: These are addi· 
  tional skill choices related to Ihl: 
  character's military occupation and 
  background. Select two other skills at 
  level one. plus one additional skill at 
  levels 3.5.7.9. and 12. 
  Communications: Any. 
  Domestic: Any. 
  Electrical: Basic Electronics or Com· 
  pUler Repair only (+5~'o). 
  Espionage: None. 
  Mechanical: Basic and Automotive 
  
  Mcchanics ani). 
  Medical: None. 
  Military: Any (+5%). 
  Physical: Any. 
  Pilot: Any. except aircraft: + I 0% on 
  ground vehicles. 
  Pilot Relati.:d: Any. 
  Science: Mathematics only. 
  Technical: Any (+5%). 
  W.P.: Any Ancient or Modem. 
  Wildl.:rncss: Land Navigation and 
  Wilderness Survival only. 
  Secondary Skills: Select two skills from 
  the Secondary Skills list in the Ski lls 
  section at levld one. plus one addi-
  lional Secondary Skill at levels 3. 6. 
  9 and 12. These are additional areas 
  of knowledge and do not gel any bo-
  nuses. other than possible bonuses for 
  having a high I.Q. All Secondary 
  Skills start at the base sk illlcvcl. 
  Standard Equipment: CVR-3 l30dy 
  Armor. Battloid to match El ite Com-
  bat Training, standard weapons for 
  that mecha. one weapon for each 
  W.P. and three PE-Clips for each. 
  two fbres. two smoke grenades. a 
  dress uniform. rating specific duty 
  uniform. personal clothes and effects. 
  survival h:nife. sunglasses. eflntccn. 
  Equipment Available on Assignment: 
  Depending. on the Game Master and 
  the military mission. thc characters 
  can be assigned any mission specific 
  \\capons. explosivc ordnance. armor, 
  mecha. vchicles. and equipment nec-
  essary 10 complelc thcir mission. 
  Battloid Aces also have access to ba-
  sic ship facilities. base computers. 
  recreation areas. Officers' loungc. 
  mess hall. hospital and assigned 
  room/apartment. 
  • 
  l": 
  .,nd l . 
  Monthly Wages: Pliots LfOm _ 
  ..ICU-
  tenant to Captain (0-2 to 0-6) m:Jke 
  from 2.000-3.500 credits a month. 
  Squad leaders. night instructors and 
  CAGs (Commander of Air Group) 
  earn anywhere 
  rrom 
  3.500·5.000 
  credits a month. PilolS higher than 
  Captain are usually pulled rrom night 
  duty and arc kicked up to administra-
  tive and nag officer duties. 
  Personal Savings: 4D6x 100 credits. 
  M.O.S. Selections Available 
  to Battloid Ace O.c.c. 
  Combat Specialist M.O.S.: Expen at 
  close combat with mecha. 
  74 
  Boarding Spaceships (+ I (}Il.o) 
  Boxing ill Wrestling 
  Gymnastics Q[ Kick Boxing 
  Mecha Pilot Specialty: Battloid of 
  choice. 
  Mecha Elite Combat Training: T\\oo 
  Battloids or choice. 
  Recognize Weapon Quality (+10%) 
  Space Survival 
  W.P. Ancient: One of choice. 
  W.P. Modern: Two ofchoicc. 
  Hand to Hand: Manial Arts 
  M.O.S. SPI.:cial Gcar: Access to heavy 
  weapons as per availability for missions. 
  M.O.S. Bonus: +606+10 S.D.C.. +1 at· 
  tack per mdee round. + I to parry. 
  Fighter Pi lot: In addition to being a 
  13attloid I\ce. the charactcr is skillcd 
  at piloting. a wide range of vehiclcs. 
  Acrobatics (+5%: includes mccha ac-
  robatics) 
  Boarding Spaceships (+10%) 
  Fencing Q[ Aerobic Athletics. 
  Mecha Pilot Specialty: Ballloid of 
  choice. 
  
  Mccha Elite Combat Training: Two 
  Battloids of choiec. 
  Pilot: Jet Fighter (+100/0) 
  Pilot: Tanks & APCs (+20%) 
  Pilot: Two of choice (+10%: any). 
  W.P. Ancient: One ofchoicc. 
  M.O.S. Special Gear: Access to any ve-
  hicle he can pilot. as well as heavy 
  wcapons as per availability for missions. 
  M.O.S. Bonus: +4D6+8 S.D.C.. + I to 
  P.P .• lttribute. + 1 to strike and dodge. 
  Sapper M.O.S.: Expert at undermining 
  fortifications. breaching hulls. sabo-
  tage and surgical strikes. 
  Basic Mechanics (+ 10%) 
  Basic Electronics (+ 10%) 
  Boarding Spaceships (+20%) 
  Demolitions (+12%) 
  Demolitions Disposal (+ I 0%) 
  Locksm ith (+5%) 
  Mecha Pilot Specialty: Battloid of 
  choice. 
  Mccha Elite Combat Training: Two 
  l3allloids of choice. 
  Military Fortifications (+15%) 
  Military Tactics (+10%) 
  TrapfMinc Detection ill Detect Con-
  cealment (+10%) 
  M.O.S. Special Gcnr: Access to explo-
  sives. missi les. and heavy weapons as 
  per availability for each mission. 
  M.O.S. Bonus: +506+5 S.D.C .. + 1 on 
  M.E. 3nributc.. +1 on Perception Rolls, 
  and + I on initiative. 
  Enlisted 
  Crewman or 
  Infantry O.C.C. 
  The Veri tech Pilot seems to get the 
  lion's share of the glory in the UEEF. 
  but the Enlisted men and women are the 
  unsung heroes and backbone of any 
  army. They arc the grunts in the trenches 
  fighting for a noble cause and doing 
  whatever is asked of them. Enlisted men 
  and women arc the heart and soul of the 
  Expeditionary Force. They fiJi roles in 
  every section of the flt!ct. and do every-
  thing from scrubbing floors 10 launching 
  Verilech figh ters from the night decks to 
  front-line combat. Most infantry troops 
  are assigned CVR-3 armor. a riflc. basic 
  gear and. when the mission requires it. a 
  series VR-050 Cyclone to give tht:m 
  added battlefield mobilil) and firepo'I,.'er. 
  All Enlisted men and , .. omen go 
  through basic training. stand watches 
  and perform rotations of the necessaf) 
  mundane jobs that keep an anny run-
  ning. Though primarily a fighting force. 
  each is trained in an area of specialty as 
  reflected by the different M.O.S. (Mili-
  tary Operational Specialty) provided by 
  their panicular O.C.C. (listed below). 
  All Enlisted personnel stan at the 
  bottom \ .... ith the lowest rank and work 
  their way LIp through their performam:c. 
  dedication and commitment to dut). 
  Lower ranking Enlisted men and \\omen 
  usually answer to the Petty Officer (E--4 
  through E-9) who. in turn. answers to his 
  or her commanding ofilct.:r. 
  75 
  
  Enlisted Fleet Crewman 
  or Infantry Soldier 
  Alignment: Any. but most are idealists 
  \vho follow in the footsteps of gener-
  ations of heroes starting with the First 
  Robotcch War. They tend to Princi-
  pled, Scrupulous, Unprincipled or 
  Anarchist and champion the causes 
  of freedom and justice. 
  Attribute Requirements: None per sc. 
  except for a willingness to serve. A 
  decent to high P.S. and P.E .. 8 or 
  better, arc recommended. 
  Common Skill Set: All start at the base 
  skill. 
  Computer Operation 
  Language: English 
  Literacy: English 
  Mathematics: Basic 
  D.C.C. Skills; Basic training skills and 
  skill bonuses common to all charac-
  ters who take the Enlisted O.C.C. 
  Climbing (+5%) 
  Forced March 
  76 
  Mecha: Pilot Ground Veritcchs 
  Military Etiquetlc (+5%) 
  Radio: Basic (+5%) 
  W.P. Energy RiOe 
  W.P. Rines 
  Hand to Hru,d: Basic. which may be 
  changed and improved by 
  som~ 
  M.O.S. Th~ best Hand Lo Hruld skill 
  ah',:ays applies. 
  M.O.S. (Military Operational Spe-
  cialty): Each M.O.S. represents the 
  character"s areas of special training. 
  Pick one of th~ following. A list of 
  skills and bonuses appear under each 
  M.O.S. description presented at the 
  end of this O.c.c. Read them all and 
  select the one you feel best fits your 
  character's personality and goals. 
  Damage Control 
  Infantry HeavyfPig Man 
  Infantry Point Man 
  Motorpool Mechanic 
  Radio Corpsman 
  Security/Military Police 
  
  O.C.C. Related Skills: These arc addi-
  tional skill choices related to the 
  character's military occupation and 
  background. Select four othcr skills 
  at level one. plus one additional skill 
  at levels 2. 4. 8. and 12. 
  Communications: None. 
  Domestic: Any. 
  Electrical: Basic Electronics or Com-
  putcr Repair only (+5%). 
  Espionage: None. 
  Mechanical: Basic and Automotive 
  Mechanics only. 
  Medical: None. 
  Military: Any (+5%). 
  Physical: Any except Acrobatics and 
  lIand to Hand Combat. 
  Pilot; Any except Mecha and nircraft; 
  +5% on ground vehicles. 
  Pilot Related: None. 
  Science: Mathematics only. 
  Technical: Any (+5%). 
  W.P.: Any Ancient or Modern. ex-
  cept Starship. 
  Wilderness: Land Na\ igation and 
  Wilderness Survival ani). 
  Secondary Skills: Select two skills frol11 
  the Secondary Skills list in the Skills 
  section at levels I. 3. 6. 9. and t 1. 
  These arc additional areas of knowl-
  edge and do not get any bonuses. 
  other than possible bonuses for hav-
  ing a high I.Q. All Secondary Skills 
  start at the base skill level. 
  Standa rd Equipment: CVR-3 Body 
  Annor. 
  energy 
  rinc. 
  rwo 
  extra 
  E-Clips, two narcs, two smoke gre-
  nades. a dress uniform, rating spe-
  cific dUly uniform. personal clothes 
  and effects, survival knife. canteen. 
  The Internal Security Corpsman also 
  gels a suit of CSR-5 Tactical Body 
  Aml0r which is part of their uniform 
  and gear as M.P.s and Security Spe-
  cialists. (CVR-3 armor is only worn 
  upon special assignment. when de-
  fending a spacecraft from boarders 
  and in front-line combat.) 
  Equipment Available on Assignment: 
  Depending on the Game Master and 
  the military mission. the characters 
  can be assigned any mission specific 
  weapons. explosive ordnance. armor, 
  Ground 
  Veritechs, 
  vehicles. 
  and 
  equipment necessary to complete 
  their mission. Enlisted cre\\men also 
  have access to basic ship facilities, 
  base computers. 
  recreation areas, 
  mess hall. hospital and assigned bar-
  racks. 
  Monthly Wages: Junior Enlisted men, 
  from E- I to E-3. make 1.000-1 ,500 
  credits a month depending on their 
  rating. Non-Commissioned Officers, 
  E-4 thorough E-9. start at 1.600 cred-
  its a month and can make as much 
  3,500 credits a month depending on 
  their rating and any combat or haz-
  ardous duty pay. 
  77 
  Personal Savings: Starts at 2D6xlOO 
  credits. 
  M.O.S. Selections Available to 
  the Enlisted Crewmen O,c.c. 
  Damage Control M.O.S.: First Re-
  sponse personnel \\ ho fight fires. 
  ckan up chemical and radiological 
  spills. deal with biological agents and 
  are responsible for quick Jixes of 
  bulkheads. decks and hulls that are 
  damaged by combat. accident and 
  sabotage 
  NBC Warfare (+15%) 
  Damage Control & 
  Disaster Re-
  sponse (+15%) 
  
  Excavation & Rescue (+15%) 
  First Aid (+10%) 
  Gcneral 
  Repair and 
  Maimcnance 
  (-10%) 
  Jury-Rig (+ 10%) 
  Mecha Pilot Specialty: VR-040 series 
  Cyclones. 
  Mecha Elite Combat Training: Cy-
  clones. 
  Pilot: Tracked & Construction Vehi-
  cics(+IO%) 
  Salvage (+5%) 
  Sensory Equipment (+ 10%) 
  W.P. Axe 
  M.O.S. Bonus: +5% to Computer Opera-
  tion and 
  Radio: 
  Basic. +306+6 to 
  S.D.C.. and + I to P.E. attribute. 
  M.O.S. Special Gear: CVR-3 Combat 
  Body Armor. VR-O-ll M Cyclone. axe. 
  short-range radio. first-aid kit. special 
  gear for rcscue and clc<Jn-up including 
  ambulance and construction equipment. 
  Heavy Infantry/Pig Man M.O.S.: The 
  grunt sent in 10 hold or take a strate-
  g.ic position. la! siege. board ships. 
  and generally engage the enemy in 
  combat. 
  Athletics (General) 
  Boarding Spaceships (+ 10%) 
  Boxing ill: Wrestling 
  Mccha Pilot Specialty: VR-050 series 
  Cyclones. 
  Mecha Elite Combat Training: Cy-
  clones. 
  W.P. Heavy Military Weapons 
  W.P. Modem: One of choice. 
  W.P. 1·leavy M.D. Weapons 
  Zero Gravity Combat 
  Hand 10 Hand: Expert 
  M.O.S. J)olluses: +10% to Pilot Ground 
  Veritcchs. and +406-8 to S.O.c. 
  78 
  M.O.S. Special Gear: VR-050 series Cy-
  clone and heavy energy riflc. 
  Infantry Point Man M_O.S.: This is the 
  soldier who takes the lead. or ··point." 
  and scouts ahead for his squad or pla-
  toon. 
  Detect Ambush (+ 10%) 
  Camounagc (+ 10%) 
  Land Navigation (+14%) 
  Lore: One of choice (+ I 0%). 
  Mccha Pilot Specialty: VR-030 series 
  Cycloncs. 
  Mecha Elite Combat Training: Cy-
  clones. 
  Optic Systems (+ 10%) 
  Prowl (+10%) 
  Wilderness Survival (+10%) 
  W.P. Modern: One of choicc. 
  M.O.S. Bonus: + 1 on Perception Rolls. 
  +406+6 to S.O.C. and + I 06 to Spd. 
  M.O.S. Special Gear: VR-038 Cyclone. 
  
  Motorpool Mechanic M.O.S.: Repair 
  and maintenance of vehicles. particu-
  larly ground vehicles. Mu) also fill 
  the role of a dri\cr for officers and 
  the transportation of personnel or 
  supplies. 
  Automoti"c Mechanics (15~o) 
  Aircraft M~chanic s (+5%) 
  Basic Electronics (+10%) 
  Biomcchanical Maintenance (+5%) 
  Combat Driving 
  General 
  Rcpi.lir 
  & 
  Maintenance 
  (+10%) 
  Jury-Rig ill Salvage (+5%) 
  Mccha Pilot Specialty: Silverback 
  (instead ofCyclonc). 
  Mecha 
  Elite 
  Combat 
  Training: 
  S i I verbac!.:. 
  Pilot: Truck (+ 16%) 
  Pilot: Tracked & Construction Vehi-
  cles (+12%) 
  M.O.S. Bonus: +4D6+4 10 S.D.C. and 
  + ID410 P.S. 
  M.O.S. Sru::cial Gear: Truck or jeep. por-
  table tool kit. work gloves. overalls. gog-
  gles. and six extra flarcs. 
  R:.dio Corpsman M.O.s.: Specialist in 
  radio operation and communications. 
  Basic Electronics (+ 1 0%) 
  Communications: 
  One 
  of choice 
  (+10%). 
  Computer Programming (+ 10%) 
  Electronic Countermeasures (+ 10%) 
  Laser Communications (+ 15%) 
  Mecha Pilot Specialty: VR-030 series 
  C) clones. 
  Mccha El ile Combat Training: Cy-
  clones. 
  Pilot Motorcycle ill llovercycle (+ 1 (0/0) 
  Running 
  Sensory Equil1ment (+15%) 
  W.P. I land guns ill W.P. Energy Pis-
  wI. 
  M.O.S. Bonus: +2D6-1-4 S.D.C.. -I to 
  M.E. and + I D4 10 Spd. 
  M.O.S. Special Gear: Long-range radio. 
  scramblers. and VR-038 Cyclone. 
  Security/Military Police M.O.S.: Re-
  sponsible for all internal security. 
  counter-terrorism and the enforce-
  ment of rules and military discipline 
  aboard ship. Also responsible for 
  crowd control and shore patrol \\hile 
  on base. Security Corpsmen answer 
  to the ship's Master at Arms. who, in 
  tum. answers to Ihe ship's executive 
  officer. 
  Crime Scene Investigation (+10%) 
  Intelligence (+ 10%) 
  Interrogation (+ I 0%) 
  Mccha Pilot Specialty: VR-050 series 
  Cyclones. 
  Military Etiquette (+ 1 0%) 
  Surveillance (+ I Q0 1l) 
  W.P.13luI11 
  W.P. Shield 
  Hand to I-land' Expert 
  M.O.S. Bonuses: +3 D6+4 S.D.C.. +210 
  disarm. + 1 10 entangle. and +2 to pull 
  punch. 
  79 
  M.nS. Special G(:ar: CBR-5 Tactical 
  Body Armor. riot baton (docs 204 
  S.D.C. 
  damage). 
  riol 
  shield 
  (I D6 
  S.D.C.). short-range radio and a VR-050 
  series Cyclone and CVR-3 annor. as 
  necessary. 
  
  Military 
  Specialist O.C.C. 
  The Military Specialist includes the 
  lJEEF Marines and other branches of the 
  militaf) who arc trained in special opera-
  lions. including surgical assaults. recon-
  naissance. rescue, demolitions. weapons. 
  sabotage. and other specialized areas of 
  combat. 
  UEEF Marines and olher Military 
  Specialists afC rugged and hard hitting, 
  gung-ho. guts and glory types who enjoy 
  the thrill of battle and take solace in the 
  knowledge they arc helping others. They 
  take their jobs and status very seriously. 
  and they have a massive sense of esprit 
  tic corps. Marine units and Military Spe-
  cialists tend to have the highest morale 
  in the Expeditionary Force. right behind 
  the l1ashy Veri tech Pilots and Battloid 
  Accs. 
  Military Specialist O.c.c. 
  Rank: Always an officer. 
  80 
  Alignment: Any. but most are id..:alists 
  who follow in the footsteps or gener-
  ations of heroes starting with the First 
  Robot..:ch War. They tend to Princi-
  pled. Scrupulous. Unprincipled or 
  Anarchist and champion the causes 
  of freedom and justice. 
  Attribute Requirements: M.E. 10. P.S. 
  12. P.E. 12. A good l.Q. and P.P. are 
  helpful. but not rcquired. 
  Common Skill Set: All stan at the base 
  skill. 
  Computer Operation (+5%) 
  Language: English 
  Literacy: English 
  Mathematics: Basic (+4%) 
  O.c.c. Skills: Basic training skills and 
  skill bonuses common to all charac-
  ters who take the Military Specialist 
  O.CC 
  Climbing (.,..10%) 
  Forced March 
  Mecha Pilot: One of choice. 
  Mt.:cha Elite Combal Training: One 
  of choice. 
  Military Etiquette (+10%) 
  Radio: Basic (+IO%) 
  Sensory Equipment (.z.10%) 
  W.P. Energy Rifle 
  W.P. Heavy M.D. Weapons 
  W.P. Rifles 
  Iland to I-land: Expert. \\ hich may be 
  changed and 
  improved by some 
  M.O.S. The best Iland to liand skill 
  always applies. 
  M.O.S. (Military Operational Spe-
  cialty): Each M.O.S. represents the 
  character's area of special training. 
  Pick one of the follo\\ ing. A list of 
  skills and bonuses appears under 
  each M.O.S. description presented at 
  the I::nd of this O.c.c. Read them all 
  and select the onl! you fcc I best fits 
  
  your charc.lcler· s personality and goals. 
  COlllmand Officcr 
  EOO/Demolitions/SEAL 
  Gunnery/Ordnance Corpsman 
  Marine 
  Marine Commando 
  Range r IR econna i ssancc 
  Special Forc~s/Espionagc 
  Undercover Ops 
  O.c.c. Related Skills: These arc addi-
  tional skill choices related to the 
  character's milit3T) occupation and 
  baCkground. Select three at level onc. 
  plus onc additional skill at levels 3. 5, 
  7.9. II and 13. 
  Communications: Any. 
  Domestic: Any. 
  Electrical: Basic Electronics or Com-
  puter Repair only (+5%). 
  Espionage: Any (+5%). 
  Mechanical: l3asic and Automotive 
  Mechanics only. 
  Medical: None. 
  Military: Any (+10%). 
  Physical: Any. 
  Pilot: Any. 
  Pilot Related: Any. 
  Science: Mathematics only. 
  Technical: Any (+5%). 
  W.P.: Any. 
  Wilderness: Any. 
  Secondary Skills: Select two skills from 
  the Secondary Skills list in the Skills 
  section at levels 1. 3, 6. 9 and II. 
  These arc additional areas of knowl-
  edge and do not get any bonuses, 
  other than possible bonuses for hav-
  ing a high I.Q. All Secondary Skills 
  start at the base skilllcvcl. 
  Standard Equipment: Mission specific 
  Veritcch tighter with VR-041 
  or 
  81 
  VR-038 Scout Cyclone or standard 
  VR-052 Cyclone erncrgl.":ncy vehick 
  - or as per mecha skills. which might 
  be limited to only the Cyclone or 
  Ballioid. Ilawcvcr. most Milita!) 
  Specialists pilot a Vcritech or Batt· 
  laid. Mission specific CVR·3 bod) 
  armor, Gallant 1-1-90 sideaml with all 
  attachments. 4 extra H-90 Protocul-
  ture Energy Clips, canteen. dress uni-
  fonn, flight suit. personal clothing 
  and effects. 
  Equipment Available on Assignment: 
  Depending on the character's skills. 
  the Game Mastl.":r and the campaign. 
  characters can hI,; assigned any olher 
  Veritcch fighl.:r. l3attloid or Ground 
  Veritcch. any mission specific land 
  vehicles. aircraft or spacecraft. any 
  other firearms. weapon systems and 
  ordnance. optical enhancements. any 
  and 
  all 
  mission 
  specific special 
  equipment and access to computers 
  and special facilities. 
  Monthly Wages: Well trained and \\ell 
  paid. Military Specialists make be-
  tween 3.500 and 4.500 credits a 
  month. Due to their night status and 
  security access. Military Specialists 
  arc all commissioned officers sianing 
  at IS! or 2nd Lieutenant (0-2). 
  -
  Personal Savings: 406xl00 credits 
  M.O.S. Selections Available to 
  the Military Specialist O.C.C. 
  Command Offieer M.O.S.: This char-
  acter has 
  gone 
  through 
  Officer 
  School and has been trained to as-
  sume command and direct troops. 
  Start as a rank of 3rd or 2nd Lieutenant 
  (0-1 or 0-2). 
  History: Earth (+10%) 
  Lore: Invid (+ I 0%) 
  
  Lorc: Robotcch Masters (+12%) 
  Military Ilistory (+20%) 
  Military Sign Language (+ 15%) 
  Milita~ Tactics (+ 15%) 
  Naval Tactics (~15%) 
  Public Speaking (+ I 0%) 
  W.P. lIandguns 
  W.P Energy Pistol 
  Zero Gravity Combat 
  M O.S. Bonus: + 15% to Military Eli· 
  queuc. + 1 0% to Computer Opcration 
  <1nd Radio: Basic. +306+8 to S.D.C.. 
  and + I to M.E. attribute. 
  M.O.S. Special Gear: Access to commll· 
  nicalions and computer systems. Ofli· 
  ccrs' lounge. conference rooms. war 
  room. private quarters and any standard 
  \\t.:arons and mecha necessary for a par-
  ticular mission. 
  EODlDemolitions/SEAL M.O.S.: Spe-
  cializes in the preparation. use and 
  defusing of explosives and munitions 
  in all environments. 
  .2 
  Boarding Ships l+ 10%) 
  Basic Electronics (+10%) 
  Demolitions (+10%) 
  Demolitions Disposal (+20%) 
  Demolitions: Underwater (+20%) 
  Field Annorcr & Munitions Expen 
  (+10%) 
  Jury-Rig (+10%) 
  Military Fortifications (+ I 0%) 
  Mechanical Engineer (+ 15%) 
  Swimming (+ 15%) 
  SCUBA (+15%) 
  Trap/Mine Detection (+20%) 
  M.O.S. Bonus: +406+6 to S.D.C.. +1 on 
  initiative. and + I to P.P. attribute. 
  M.O.S. Special Gear: Access to cxplo· 
  sivl.!s and SCUBA gear. 
  Gunnery/Ord nance Corpsman M.O.S.: 
  Gunnc~1 Corpsmen are responsible 
  not only for the operation and main· 
  lenancc of the big ship~to-ship guns 
  and missile batteries. but also for all 
  small arms. ordnancl.! and explosives 
  abo'1fd ship. 
  Basic Electronics (+ 15%) 
  Biomechanical Maintenance (+ 15%) 
  Field Anllorer & Munitions Expert 
  (+20%) 
  Demolitions (+ 10%) 
  Demolitions Disposal (+200/0) 
  Sensory Equipment (+20~o) 
  Weapon Systems (+ 15~o) 
  W.P. Starship Anillcry 
  W.P. Starship Energy Wcapons 
  M.O.S. Bonus: +406+6 to S.D.C .. -+-1 on 
  initiative. and + 1 to M.E. attribute. 
  M.O.S. Sm~cial Gear: Access to weapon 
  batteries, machine shops. bomb and mis-
  sile ordnance. explosives and the faeili· 
  tics to work on them. 
  
  Marine M.O.S.: Responsible for board-
  ing actions and combat assaults. 
  Largely ground troops dropped onto 
  hostile planets and moons to seize 
  and OCCUP) strategic locations. paciry 
  resistance and uprisings and gener-
  ally duke it out with enemies. 
  Boarding Spaceships (+ 15%) 
  Body Building & Weight Lifting 
  Combat Driving 
  Hand to Iland: Martial Arts 
  Mccha: Pilot Ground Veritechs 
  Mecha Elite Combat Training: VR-050 
  series Cyclones (including the Super-
  Cyclone)' 
  Mecha Elite Combat Training: Sil-
  verback. 
  Pilot 
  AUlOmobile ill Motorcycle 
  (+14%) 
  Pilol Tanks & APCs (+10%) ill W.P. 
  of choice. 
  Swimming (+ 15%) 
  Zero Gra\'ity Combat 
  M.O.S. Bonus: +506+10 10 S.D.C.. +1 
  on initiative. + I to pull punch. 
  M.O.S. Special Gear: An} Cyclone or 
  Silverback necessary for the mission. 
  typically VR-052 or 057 Super-Cyclone. 
  and \\hateH!r special gear might be nec-
  t-:ssary for an assignment. 
  1'1arine Commando M.O.S.: Leads the 
  way in the most dangerous boarding 
  actions and combat assaults: deadly 
  in close combat. 
  130arding Spaceships (+15%) 
  Body Building & Weight Lifting 
  Boxing ill. Gymnastics 
  Demolitions (+ 10%) 
  Hand to Hand: Commando Q£ Assas-
  sin. 
  Mecha: Pilot Ground Veritechs 
  Mccha Elite Combat Training: VR-050 
  series Cyclones. 
  Pilot 
  Hovcrcyele ill 
  Motorcyele 
  (+14%) 
  Swimming (+15%) 
  W.P.: One of choice (any). 
  Zero Gravity Combat 
  M.O.S. Bonus: +506+12 10 S.D.Co. +1 
  on initiative. +2 to pull punch. 
  M.O.S. Special Gear: Any Cyclone or 
  Silvcrback necessary lor the mission. 
  typically VR-052 or 057 Super-Cydone. 
  and whatever special gear might be nec-
  essary for an assignment. 
  R:lOgcr/Reconnaissancc M.O.S.: Spe-
  cializes in reconnaissance. scouling. 
  tracking and intellig.ence gathering. 
  Detect Ambush ill Dctect ConceJI-
  menl (+15%) 
  63 
  Intelligence (+ 15%) 
  Land Navigation (+20%) 
  Navigation (+ 15%) 
  Prowl (+15%) 
  Sniper 
  Tailing (+20%) 
  Tracking (people: +10%) 
  Wildc:mess Survival (+20%) 
  W.P. Ancient: One ofchoict-:. 
  W.P. Modern: One ofchoicc. 
  Hand to Hand: Martial Arts Qr Com-
  mando: pick onc. 
  M.O.S. Bonus: +506+8 to S.D.C.. + I (0 
  P.E. attribute. + 1 on Perception Rolls. 
  M.O.S. Special Gear: Any special gear 
  that might be necessary for an assign-
  ment. 
  
  Special Force,s/Espionage M.O.S.: The 
  more deadly cnd of the spy game in-
  volving intelligence. interrogation. 
  sabotage, and harassment of the en-
  emy. Participates in covert operations 
  of all ~inds. 
  Demolitions (+20%) 
  Electronic COllillermcasures (+ 15%) 
  Intelligence (+15%) 
  Interrogation (+ I 5%) 
  Lore: One of choice (+10%). 
  Mccha Pilot Specialty: VR-040 series 
  Cyclones. 
  Mecha Elite Combat Training: Cy-
  clones. 
  Prowl (+ 15%) 
  Sur\'cil1ancc (+ 10%) 
  W.P. Knife 
  W.P. Modem: One of choicc. 
  Iland to Iland: Commando 
  M.O.S. Bonusc:s: 5D6+6 S.D.C .. + I on 
  initiative and + 1 to strike. Any special 
  gear that might be nccc:ssary for an as-
  signmcnt. 
  M.O.S. Special Gear: CVR-3 AmlOr. 
  VR-040 series Cyclone and onc weapon 
  for each W.P. 
  Undercover Ops M.O.S.: A Military 
  Specialist skilkd in deception. dis-
  guise and inliltration. 
  Disguise (+25%) 
  Escape Artist (+ 1 0%) 
  Impersonation (+ 15%) 
  Intelligence (+20~.'o) 
  Language: Other. onc of choice 
  (~15%). 
  Literacy' 
  Other. 
  one of choice 
  (+15%). 
  Pick PocketsQI Picl... Locks (+15%) 
  Surveillance (+ 15%) 
  84 
  Undercover Ops (+ 15%) 
  W.P. Knife 
  W.P. Handguns 
  W.P. Energy Pistol 
  M.O.S. Bonuses: +4D6+6 S.D.C., + 1 on 
  Perception Rolls and +2 to disarm. 
  M.O.S. 
  Special 
  Gear: 
  Survei llance 
  c:quipment, disguises. clothing. fake doc-
  uments. etc .. nccessary for his olher un-
  dercover operation. 
  Technical Officer 
  OoCoCo 
  If the Enlisted men and women arc 
  the heart and soul of the UEEF. Techni-
  cal Officers are the brains. Usually 
  highly motivated and highly c:ducatcd. 
  Fleet Technical Officers either come to 
  the Ikel through Oflicer Candidate 
  School. or risc through the ranks of En-
  listed to gel their commission. Fleet Of-
  ficers fill a multitude of command and 
  
  control occupations on ships and at bases 
  as reflected in the range of M.O.S. op· 
  lions availabk to them. 
  While officers are as varied as peo-
  ric, bad officers usually don', last long. 
  either being demoted or shuffled off 
  some\\ here they can't do much damage. 
  Bad combat officers lend to have a 
  higher than normal rate of dangerous and 
  sometimes fatal accidents. 
  Technical Officer O.c.c. 
  Rank: Ah"ays an officer. 
  Alignment: Any. but mosl are idealists 
  who follow in the footsteps of gcnc:r· 
  at ions of heroes starting \vilh the First 
  Robotech War. The) lend to Princi· 
  pled. Scrupulous. Unprincirlcd or 
  Anarchist and champion the causes 
  of freedom and justice. 
  Attribute Requirements: I.Q. 9. M.E. 
  9. P.E. 10. A good I'.S. and P.P. arc 
  helpful. but not required. 
  Common Skill Set: All start at the base 
  skill. 
  Computer Operation (+ 15%) 
  Language: English (+2%) 
  Literacy; English (+2%) 
  Mathematics: Basic (+6%) 
  O.c.c. Skills: Basic training skills and 
  ski ll bonuses common to all charac-
  ters who take thc Military Specialist 
  O.c.c. 
  Climbing (+10%) 
  Forced March 
  Military Etiquette (+ I 0%) 
  Radio: Basic (+25%) 
  Sensory Equipment (+15%) 
  Swimming (+5%) 
  W.P. Energy Pistol 
  W.P. Energy Rifle 
  W.P. ll<mdguns 
  I-land to I-land: Basic. which rna) be 
  changed and 
  improved b) 
  some 
  M.O.S. Thc beSI Hand 10 Hand skill 
  always applies. 
  M.O.s. (Milit:lry OpcratiOnlll Spe-
  cialty): Each M.O.S. represents the 
  character's area of special training. 
  Pick one of the following. A list of 
  skills and bonuses appears und!.!f 
  each M.O.S. description pr~scnled at 
  the end of this o.c.e. Read them all 
  and select the one you feel best fits 
  your character's personality and goals. 
  Combat Engineer 
  Combat Medical Doctor 
  Communications Officer 
  Engineering Officer 
  Flight Crew Engineer 
  IlelmsmanlNavigator 
  Science Officer 
  O.c.c. Related Skills: These are addi-
  tional skill choices related to the 
  character's military occupation and 
  background. Select four at level one. 
  plus one additional skill at levels 2. 4. 
  6.8,10,12 and 15. 
  85 
  Communications: Any (+IO%). 
  Domestic: Any (+5%). 
  Electrical: Any (+ 10%). 
  Espionage: None. 
  Mechanical: Any (+10%). 
  Medical: Any (+5%). 
  Military: Any (+5%). 
  Physical: Any. except Acrobatics. 
  Boxing and Wrestling. 
  Pilot: Any. 
  Pilot Related: Any (+5%). 
  Science: Any (+5%). 
  Technical: Any (+10%). 
  W.P.: Any. 
  Wilderness: None. 
  
  Secondary Skills: Select two skills from 
  the Secondary Skills list in the Skills 
  section at levels 1, 3. 6. 9 and II . 
  rhcsc arc additional areas of know1-
  r..:dgc and do not gel any bonuses. 
  other than possible bonuses for hav-
  ing a high 1.0. All Secondary Skills 
  start al the base skill level. 
  Standard Equipment: Mission specific 
  vehicle or mecha. mission Specific 
  CBR-S or (VR-3 bod) armor. Gal-
  lant H-90 sidearm with all attach-
  ments. 
  ~ r..:xtra 1-/-90 PrOlocuiturc 
  Energy Clips. portable 1001 kit. can-
  teen. tlrcss unifonn. night suit. per-
  sonal clolhing anti effects. 
  Equipment Available on Assignment: 
  Depending on the Game Master and 
  the campaign. characters can be as-
  signed 
  any 
  Veri tech 
  fighter 
  or 
  Ground Vcritr..:ch. any mission spe-
  cific land vehicles. aircraft or space-
  craft. any other firearms. weapon 
  systems and ordnance, optical en-
  h'anccments. any and all mission spe-
  cific special equipment and access to 
  computers and special facilities. 
  \1onthly Wages: Well trained and well 
  paid. Technical Officers make be· 
  tween 2.800 and 3.900 credits a 
  month. Due to their special training 
  Technical Officers arc all non·eom-
  missioned officers (£-4 to £·7) and 
  commissionc:t1 officers staning at 3rd 
  Lieutenant (0· 1) or 2nd Lieutenant 
  (0-2). 
  Personal Savings: 3D6x 1 00 crl.!dilS. 
  M.O.S. Selections Available to 
  the Technical Officer O.c.c. 
  from weapon turrt:ts and annort:d vc· 
  hides 10 spaceship cannons and de-
  fenses. 
  Carpentry l+ 15%) 
  Computer Programming (+10%) 
  Excavation & Rescue (+20%) 
  Electrical Engineer (+20%) 
  Fortification (+ 15%) 
  Mccha Engineering ( .... 10%) 
  Mechanical Engineer (+IO%) 
  Protoculture Engineer (+ 15%) 
  Truck Q! Tracked & Construction 
  Vehicles (+10%) 
  Vchicle Armorer (+ 15%) 
  Weapons Engineer (+20%) 
  M.O.S. Bonus: +10% lO Computer Op· 
  eration and Radio: Basic . 
  ..j.. 306+8 to 
  S.D.C .. and + I to M.E. attribute. 
  M.O.S. Special Gear: Access to con-
  struction vehicles and tools. rescue gear, 
  motor pools and garages. 
  Communications 
  Officer 
  M.O.S.: 
  Comms officers arc the eyes and cars 
  of the Oeel. Thcy arc in charge of all 
  internal and external communications 
  as well as operating the sensors that 
  allow the Oeet to sec and fight. 
  Barter (+14%) 
  Basic Electronics (+ 10%) 
  Computer Programming (+ 16%) 
  Computer I lacking (+ 10%) 
  Cryptography (+ 12%) 
  Electronic Countermeasures (+ 15%) 
  Language: Other. one of choice 
  (+ 15%). 
  Laser Communications (+ 15%) 
  Public 
  Speaking 
  QI 
  Perfonnance 
  Combat Engineer M.O.S.: Specializes 
  (+15%) 
  in the construction and deconstruc-
  TV/Video (+25%) 
  tion of fortifications. \\ capons and 
  M.O.S. Bonuses: +306+6 S.D.C .. + I to 
  equipment. Can work on everything 
  M.A. attribute and an additional +10010 
  86 
  
  to Computer Operation and Sensory 
  Equipment. 
  M.O.S. Special Gear: Access to avail-
  able communications equipment. radios. 
  recording. and editing equipment and fa-
  cilities. sun eillancc 
  equipment. 
  <..Lnd 
  othl.:r related gear for specific operations. 
  Engineering Officer M.O.S.: 
  Engi-
  neering Orficers arc the highly spe-
  cialized l.:ngincers [lnd technicians 
  who design and implement current 
  and new Roboteehnology \\ ithin the 
  lleeL 
  Electrical Engineering (+ 15%) 
  Jury-Rig (+ 15%) 
  Mathematics: Advanced (+ 16%) 
  Mccha Engineering (+15%) 
  Mechanical Engineering (+ 15%) 
  Mechanical Skills: Two of choice 
  (+ 15%). 
  Protoculture Engineer (+ 15%) 
  Robotechnology Engineering (+20%) 
  Starship Engineering (+ 15%) 
  M.O.S. Bonuses: +306+6 S.D.C.. +1 to 
  l.Q. attribute. 
  87 
  M.O.S. Special Gear: Access to engi-
  neering stations and labs. construction 
  equipment. tools and vehicles. mecha 
  hangers, intemal systems. motor pools 
  and garages. 
  Flight C rew Engineer M.O.S.: These 
  crewmen are responsible for keeping 
  everything running, from flight deck 
  forklifts to capital ships. The) \ .... ork 
  in machine.: shops. engine rooms and 
  flight decks all over the fleet. The) 
  arc also responsible for the mainlt> 
  oance of Vcritcchs. as well as launch 
  and landing operations, and anning 
  and fueling. 
  Aircraft Mechanics (+ 15%) 
  Basic Electronics (+ I 0%) 
  Basic Mechanics (+ I U%) 
  Biomechanical Maintenance (+ 15°(0) 
  Mccha Pilot: One of choice.: (includ-
  ing Veritechs. but usually Ground 
  Vcritechs or Battloids). 
  Mecha Elite Combat Training: Onl.~ 
  of choice. 
  Mecha Engineering (+ 100/0) 
  Pilot: Jet Fighters (+10%) 
  Rcfle.:x Syste.:m Mechanics (+ 15%) 
  Vehicle Armorer (+10%) 
  Weapon Systems (+15%) 
  M.O.S. Boouses: 3D6+10 S.D.C., +1 to 
  P.E. attribute. 
  M.O.S. Special Gear: Access to engi-
  neering stations and labs. construction 
  equipment. tools and vehicles. mecha 
  hangers, internal systems. motor pools 
  and garages. 
  Helmsm anfN avigator 1\1.0.S.: These 
  officers pilot every Iype of vehicle 
  from the smallest of shuttles to the.: 
  largest of the capital ships in the 
  fleet. Ileimsmen arc versed in light-
  
  mg with these ships. combat maneu-
  vering and space combat tactics. but 
  arc rarely if ever trained in the use of 
  shipboard weapons. They simply put 
  the ship where it needs to be so the 
  Ordnance Corpsmen can put their 
  guns on a target. They arc not trained 
  in the piloting of Veritcchs or any air 
  or land based mecha. they are strictly 
  ship pilots. 
  Mathematics: Advanced (+ 16%) 
  Navigation (+ 15%) 
  Navigation: Space (+15%) 
  Naval Tactics (+ 15%) 
  Pilot Spacecrart: Small and Medium 
  ( + IO~/CI) 
  Pilot Spacecrart: Heavy (+ 15%) 
  Pilot Spacecraft: Capital/Super-Capi-
  tal l+20%) 
  Space Fold Operations (+ 15%) 
  W.P. Starship Artillery 
  M.O.S. Snecial Gear: Access to thl' 
  bridge and navigation systems. comput-
  ers. slarship \\caponry (as backup gun-
  ners) and related navigational systems. 
  In short. these characters plot courses of 
  travel and fly the ships. 
  Medical 
  Officer 
  M.O.S.: 
  Medical 
  Corpsmen fill many roks including. 
  fiel d doctors. medics. Medical Doc-
  tors. surgeons, specialists, pediatri-
  cians and first responders on space-
  craft. bases. and the licld of battle. 
  Biology (+20%) 
  Field Surgery (+ 15%) 
  Forensics (+ 10%) 
  Laboratory Procedures (+ 15%) 
  Medical Doctor (+15) 
  Medical: Three of choice (+15%). 
  Science: Two of choice (+ I 0%). 
  W.P. Knife 
  W.P. Sla.rship Energy Weapons 
  Zero Gravity Combat 
  i\1.0.S. Bonuses: ..,..306---6 S.D.C.. + 1 
  M.O.S. Bonuses: +306+ I 0 S.D.C. and 
  to + 1 to M.E. attribute. 
  M.E. attribute. 
  88 
  
  M.O.S. Special Gear: Access to medical 
  facilities. operating rooms. laboratories. 
  equipment. tools and \ chicles (ambu-
  lance and VR-04 I M Cyclone), and re-
  lated medical and science facilities. 
  Note: If a mecha piloting skill is known 
  (can select any pilOling skill) the Medic 
  typically selects Ground Veritechs and 
  the VR-040 series Cyclone for his Pilot 
  Specialty and Elile Combat Training. 
  Science Officer M.O.S.: Science Offi-
  cers may have a civilian education in 
  their specialized field. but still rc-
  ceive basic military training and are 
  commissioned according to their skill 
  level in their respcclh c field of 
  study. They travel with the fleet to re-
  search and interpret <lny new discov-
  eries the Expeditionary Force may 
  make in its travels. Science Officers 
  are usually found sequestered 3\\/ay 
  in their laboratories where they are 
  lost in their research. In the field. 
  they are known to take foolish risks 
  in the name of science. When not on 
  a tour of duty. they also work in re-
  search and dC\elopment facilities at 
  rear bases. While they hold officer 
  commissions. they rarely. if ever. 
  command enlisted men or junior offi-
  cers who are not scientists or lab as-
  sistants themselves. 
  Computer Programming (+200/0) 
  Computer Hacking (+10%) 
  Electrical ill Mechanical Engineer 
  (+12%) 
  Laboratory Procedures (+ 15%). 
  Lore: One of choice (+15%). 
  Mathematics: Advanced (+ 16%) 
  Pilot: One of choice (+ 10%). 
  Research (+ 10%) 
  Science Skills: Pick three of choice 
  (+15% each). 
  89 
  M.O.S. Bonuses: 306+4 S.O.C .. +2 on 
  Perception Rolls, +10% to any Medical 
  skills selected as O.c.c. Related. 
  M.O.S. Special Crear: Access to Jab and 
  medical facilities. equipment. 100is and 
  vehicles as necessary for each mission. 
  Veritech Pilot 
  O.C.C. 
  Veritt.:ch Pilots arc the cream of the 
  crop, the elile of the UEEF's aerospace 
  lighting force. 
  Steely and cocksure. 
  Veritech Pilots arc put through a \ igor-
  OtiS training regimen that includes not 
  only flight lraining. but survival and 
  hours of c1asswork 10 hone the mind as 
  well as the body. They arc trained in pi-
  loting conventional aircraft and fighter 
  eraf! and aerospace combat tactics. as 
  well as well as piloting the nimble and 
  deadly Veritech fighters and Cyclone. 
  They represent the backbone of the Ex-
  peditionary Force's ability to project its 
  power and take part in missions as di-
  verse as interception/interdiction. dog-
  fighting. bombing. combat air patrol. 
  
  space and atmospheric superiority. air to 
  ground strikes. ground to air attacks. air 
  support reconnaissance. exploration. res-
  cue and fighter escort. 
  Veri tech Pilots arc either UEEF Fleet 
  or Marine Corps Aviators. Although the 
  Marine Corps Aviators have their own 
  squadrons and air \",ings. and follow the 
  UEEF Marinc Corps rank structure. they 
  arc approved for night status through the 
  REF Fleet. and answer to the CAG of 
  the ship their wing is assigned to. While 
  Marine Aviators take part in the same 
  kinds of missions as their UEEF Fleet 
  colleagues. they mostly conel.!'ntrate on 
  ground aitack and air support missions in 
  concert with their land-bound Marine 
  Corps brethren. 
  Veri tech Pilot Officer O.c.c. 
  Rank: Always a commissioned offic!;r 
  starting at the rank of Lieutenant. 
  Alignment: Any. but most arc idealists 
  who follow in the footsteps of gener-
  ations of heroes starting with the First 
  Robotl.!ch War. They tend to be Prin-
  cipled. Scrupulous. or Unprincipled. 
  and champion the causes of freedom 
  and justice. 
  Att ... ibute Requi ... ements: 1.0. 12. M.E. 
  10. P.P. 12: a high P.E. is also help-
  ful. but not required. 
  Common Skill Set: All start al the base 
  skill. 
  Computer Operation (+ I 0%) 
  Language: English (+2%) 
  Literacy: English (+2%) 
  Mathematics: Basic (+2%) 
  O.c.c. Skills: Basic training skills and 
  skill bonuses common to all charac-
  ters who take the Veritcch Pilot 
  O.C.c. 
  Climbing (+10%) 
  90 
  Forced March 
  Mi litary Etiquette (+ I 0%) 
  Pilot: Airplane (+30%) 
  Pilot: Jet Aircraft (+ 30%) 
  Pilot: Jet Fighter (+20%) 
  Pilot: Spacecraft. Light & 
  M~dium 
  (+15%) 
  Radio: Basic (+15%) 
  Sensory Equipment (+ 15%) 
  Space Survival (+10010) 
  Swimming (+5%) 
  W.P. Energy Pistol 
  W.P. Energy Rine 
  W.P.llandguns 
  l'land to Hand: Expert. which rna)' be 
  changed and improved by soml.! 
  M.O.S. The best Hand to Hand ski ll 
  always applies. 
  M.O.S. (M ilitary Ope ... ational Spe-
  cialty): Each M.O.S. represents the 
  character's area or special tr<:lining. 
  Pick one of the following. A list of 
  skills and bonuses appears under 
  each M.O.S. description presented at 
  the end of this O.c.c. Read thcm all 
  and select the one you feel best fits 
  your character's personality and goals. 
  Vcritcch Alpha Fighter Pilot 
  Veritcch Beta Fighter Pilot 
  Reconnaissance Veri tech Pilol 
  O.c.c. Related Skills: These arc addi-
  tional skill choices related to the 
  character's military occupation and 
  background. Select four at level one. 
  plus one additional skill at levels 2. 4. 
  6.8,10.12 and 15. 
  Communications: Any (+5%). 
  Domestic: Any. 
  Electrical: Basic Electronics only 
  (+10%). 
  Espionage: Nom:. 
  
  Mechanical: Any (+ 10%). 
  Medical: None. 
  Military: Any (+5%). 
  Physical: Any. except Gymnastics 
  and Wreslling. 
  Pilot: Any (+10%). 
  Pilot Related: Any (+ I 0%). 
  Science: Math("matics: Advanced and 
  Astrophysics only. 
  Technical: Any (+5%). 
  W.P.: Any. 
  Wilderness: Any (+5%). 
  Secondary Skills: Select one skill from 
  the S~condal)' Skills lisl in the Skill" 
  seclion at levels 1. 2. 4, 6. 8, 10. 12 
  and 15. Thesc arc additional areas of 
  knowledge and do not get any bo-
  nuses. other than possible bonuses for 
  having a high I.Q. At! Secondary 
  Skills start at the base skill level. 
  Standard Equipment: Mission specific 
  Veritech fighter with VR-052 Battler 
  Cyclone emergency vehicle. CVR-3 
  body amlOr, Gallant 1-1-90 side ann 
  with all attachments, 4 extra 1-1-90 
  Protoculture Energy Clips. two !lares. 
  two smoke grenades. survival kit. 
  canleen. dress unifonn, night suit. 
  sunglasses. personal clothing and ef-
  fects. 
  Equipment Available on Assignment: 
  Depending on the Game Master and 
  the campaign. characters can be as-
  signed any type of Vcritech fighter or 
  Ground Vcritech or any mission spe-
  cific land vehicles, aircraft or space-
  craft. and additional firearms. weapon 
  systems and ordnance. optical en-
  hancements. any an all mission spe-
  cific special equipment. Also have 
  access to medical facilities, an apm· 
  ment style housing with 1-3 room-
  mates 
  (fellow 
  Vcritech 
  pilots). 
  91 
  Officers' lounge. mess hall. comput-
  ers and special facilities. 
  Monthly \Vages: Pilots from 2
  nd Lieu-
  tenant to Captain (0-2 to 0 -6) make 
  from 2,000 to 3.500 credits a month. 
  Squad leaders, night instructors and 
  CAGs (Commander or Air Group) 
  earn anywhere from 3.500 to 5,000 
  credits a month. Pilots higher than 
  Captain are usually pulled from night 
  duty and are kicked up to administra-
  tive and flag officer duties. 
  Personal Savings: 3D6xloo credits. 
  M.O.S. Selections Available 
  to the Veritech Pilot O.C.c. 
  Veritech Alpha Fighter Pilot M.O.S.: 
  This character is the famous Veritech 
  fighter pilot who flies the versatile. 
  transforming Alpha Fighter. SlIper-
  A/pho and Shadow Fighter. He or she 
  rna) engage in any manner of a~ro­
  space combat operations from dog 
  fights and boarding enemy vessels 10 
  rescue. 
  Boarding Spaceships (+10%) 
  Intelligence (+12%) 
  Land Navigation (+ 10%) 
  
  Mecha Pilot One of choice (typically 
  Ground Verilcchs). 
  Mecha Pilot: Veritcehs. 
  Mecha Piloting Specialty: Alpha 
  Mecha Elite Combat Training: AI· 
  ph •. 
  Navigation: (+20%) 
  Navigation: Space (+ I 0%) 
  Wilderness Survival (+10%) 
  Zero Gravity Combat 
  MO.S. Bonus: +306+10 10 S.D.c.. +1 
  on initiative. + I to dodge. and + 1 to P.P. 
  and P.E. attributes. 
  M.O.S. Special Gear: Access to night 
  deck. aircraft. Veritechs and light space-
  crart. as well as missiles and ordnance as 
  it rclates to the pilot's Veri tech and spe· 
  cific missions. 
  Veritech Beta Fighter Pilot M.O.S.: A 
  Vcritech fighter pilot who nics the 
  famous Bela. Super·Beta. and Shadow 
  Beta. This character specializes in 
  heavy assault. surgical strikes. bomb-
  ing and air support. 
  Basic Electronics (+10%) 
  92 
  Field Armorer & Munitions Expert 
  (+15%) 
  Land Navigation (+ 15%) 
  General 
  Repair and 
  Maintenanec 
  (+12%) 
  Mccha Pilot: One of choice (typicall) 
  Ground Verilcehs). 
  Mecha Pilot: Vcritechs. 
  Mccha Piloting Specialty: Beta 
  Mecha Elite Combat Training: Beta. 
  Military Tactics (-10%) 
  Navigation (+20%) 
  Navigation: Space (+ J 5%) 
  Weapon Systems (+10%) 
  M.O.S. Bonus: +306+8 to S.O.c.. +1 on 
  Perception Rolls. and + 1 to M.E. and 
  P.S. attributes. 
  M.O.S. Special Gear: Access to night 
  deck, aircraft. Vcritechs and light space-
  craft as well as bombs. missiles. and 
  other ordnance. 
  Reconnaissance Vcritech Pilot M.O.S.: 
  A Vcritech pilot (Alpha or Beta) who 
  specializes in reconnaissance and in· 
  telligence gathering. These pilots are 
  skilled at recognizing enemy en· 
  trenchmcnts. fortifications, artillery 
  placements. camoullaged positions. 
  troop movement and similar rrom the 
  air. or course. the beauty of the 
  Veritech is that the pi lot can fly in ror 
  a closer look at low altitudes (even 
  tree· line) or land and investigate on 
  root or on a Cyclone. 
  Camounage (+15%) 
  Detect Ambush (+ 10%) 
  Detect Concealment (+ I 0%) 
  Land Navigation (+20%) 
  Intelligence (+ 12%) 
  Mecha Elite Combat Training; same 
  as Veritcch of choice. 
  
  Mecha Pilot: Vcritcchs 
  Mecha Piloting Speciahy (typically 
  Alpha or Beta). 
  Military Fortifications (+ 1 0%) 
  Military History (+ 15%) 
  Military Tactics (+ 15%) 
  Wilderness Survival (..-IO%) 
  M.O.S. Bonus: +3D6+ 10 to S.D.C.. +2 
  on Perception Rolls. + I to dodge. and + I 
  to P.P. and P.E. attributes. 
  M.O.S. Special Gear: Access to night 
  deck. aircraft. Vcritechs and light space-
  craft, as well as missiles and ordnance as 
  ers and are found in positions of author-
  ity over the Junior Enlisteds. as \\.ell as 
  training and drill instruction. 
  Senior Non-Commissioned Officers 
  (NCOs), £-8 and E-9, arc the highest of 
  the enlisted ranks and arc found mostly 
  in purely adm inistrative and leadership 
  positions, and they answer only to com-
  missioned officers. While there are any 
  number of lower ranks active. there arc 
  only usually a handful of Master Chief 
  Pen), Officers on active duty in the 
  UEEF at any given time. 
  il relates to the pilot's Veri tech and spe-
  Commissioned Officers: 
  cific missions. 
  0 -1: 3rd Lieutenant 
  0-2: 2nd Lieutenant 
  UEEFRanks & 
  Chain of 
  Command 
  Enlisted Ranks: 
  E-J: Technical Recruit 
  E-2: Technical Apprentice 
  E-3: Technical Specialist 
  E-4: PeflY Officer 3rd Class 
  E-5: Petty Officcr 2nd Class 
  E-6: Petty Officer I st Class 
  E-7: Chief Petty Officer 
  E-8: Scnior Chief Petty Officer 
  E-9: Master Chief Petty Officcr 
  Junior Enlisted, E-I through E-3 are 
  the lowest link in the chain of command. 
  0 -3: 1 st Lieutenant 
  0 -4: Lieutenant Commander 
  0 -5: Commander 
  0 -6: Captain 
  0 -7: Rear Admiral 
  0-8: Vice Admiral 
  0-9: Admiral 
  Junior Officers. 0-1 and 0 -2. carry 
  the ranks of),d Lieutenant and 2nd Lieu-
  tenant respectively. They are either fresh 
  faced kids right out of Offieer Candidate 
  School or Flight SchooL or are grizzled 
  NCOs, £-6 through E-9. who have risen 
  through the ranks and have received <l 
  commission through skill or political 
  maneuvering. 
  Officer ranks 0-3 through 0 -6 arc 
  where Ihe majority of the workaday offi-
  cers of the neet are. These officers are 
  rhey are raw recruits. fresh out of basic 
  the ship commanders, executive officers. 
  and tl!ch school. and everything is new 
  pilots. squad leaders. CAGs (Com-
  and shiny to them. They tend to be excit-
  mander of Air Group). medical and tech-
  able. and arl! occasionally confused at 
  nieal personnel. and foml the bulk of the 
  their place aboard ship/on b:lse. 
  officer corps. 
  Non-Commissioned Officers, E-4 to 
  Flag Officers, 0-7 through 0-9. arc 
  E-7. are experienced and seasoned lead-
  the highest ranked of the officers. These 
  93 
  
  men and women are very experienced 
  and highly decorated. and are usually 
  veterans of the First and/or Second 
  Robotcch Wars. The most visible and 
  venerable Flag Officers are Admiral Lisa 
  lIumer. \\ho has retired to become a dip-
  lomat. and her husband Vice Admiral 
  Rick llunter who is a legendary Veri tech 
  ace pilol. Both arc veterans of the First 
  Robotcch War and served on the SDF- I 
  under Captain Ilenry Glova!. Flag Offi-
  cers command 
  Oagships and battle 
  groups. As the ranking nag officer. Rick 
  Hunter also holds the title of acting Fleet 
  Admiral. 
  UEEF Marine Ranks 
  and Chain of Command 
  Nole: While part of the UEEF Navy, 
  the VEEF Marines have their own rank 
  structure and officer corps. The highest 
  ranking Marine officer is the Comman-
  dant. a position that is nol currentl) 
  filled. 
  UEEF Marine Enlisted: 
  £-\: Private 
  E-2: Private. 1st Class 
  E-3: Lance Corporal 
  E-4: Corporal 
  E-5: Sergeant 
  E-6: Staff Sergeant 
  E-7: Chief Sergeant 
  E-8: Master Sergeant 
  E-9: Master Chief Sergeant 
  UEEF Marine Officers: 
  0-1: 2nd Lieutenant 
  0 -2: lSI Lit::utenant 
  0 -3: Captain 
  0 -4: Major 
  0-5: Lieutenant Colonel 
  0-6: Colonel 
  0-7: Brigadier General 
  0-8: Lieutenant General 
  0·9: General 
  The rank of General is presently va· 
  Cant. I lowe vcr. Lieutenant Gt:neral Gun-
  ther ReinhardL as the hight.!st ranking 
  general officer. also holds the title of 
  Commandant and answers only to the 
  UEEF Admiralty. 
  
  Veritech Fighters 
  One of the most revolutionary deve!· 
  opmcnts to risc out of the nc\\ science of 
  Robotcchnology is the creation of mecha. 
  "Mccha'- generally refers to humanoid 
  shaped. armored combat vehicles known 
  as "battloids" thaI look very much like 
  giant robms (but actually have a pilot in· 
  side (hem). and transformable combat 
  vehicles 
  commonly 
  designated 
  as 
  ··Vcritcchs.·· 
  The Bioraid Interceptor is an exam· 
  pIc of a non-transformable bat/loid. The 
  famous Destroids of the First Robolcch 
  War. and the Condor from the Third 
  Robotcch War arc other examples. A 
  battloid may be thought of as a giant. 
  walking tank. complete with cannons. 
  weapon systems and heavy ann or. 
  It is the /'erilech Fighter - a combat 
  vehicle that resembles a fighter jet - that 
  is Ihl.: most famous mccha design. 
  The Alpha and Beta Fighters arc the 
  current generation of transfonnable air 
  and space \\ ar machines. Each has three 
  modes of transfiguration and appear-
  ance: lighter mode, guardian mode and 
  batt/oid mode. 
  In fighter mode the mecha looks like 
  a vehicle. In the case of the Alpha and 
  Beta. that appearance is of a combat air-
  craft. In fighter mode. the mecha be-
  haves and functions like a jl.:l, capable of 
  Oight in an atmosphere and outer space 
  at supersonic speeds. I.:ngaging in dog 
  lights. and firing missiles and nose la-
  sers. Its fastest speed is in this mode. 
  In guardian mode the Alpha and 
  Beta look like part aircraft and part hu-
  manoid robot. complete with arms and 
  legs. but also with obvious aircraft fea-
  tures and night capability. 11 can fly fast. 
  95 
  but not as fast as when in fighter mode. 
  but also has anns and hands to fire hand-
  held weaponry or to lift and carry. Tht: 
  legs and feel allow for VTOL (Vertical 
  Take-Off and Landings) as well as being 
  able to "walk" around and engage the 
  enemy with a variety of weapon sys-
  tems. 
  In battloid mode the Alpha and Beta 
  look like a giant. humanoid robot with a 
  lorso. anm. hands, legs, and so on. The 
  wings and any scmblance 10 an aircraft 
  arc gonc. concealed, though the mccha 
  retains limited flying abilities. In battloid 
  mode. the mecha that once appeared to 
  be an aircraft can climb. s" im. kneel. lay 
  down. walk. run. leap. and engage in 
  hand to hand combat. as well as fire 
  handheld weapons and other built-in 
  weapon systems. 
  The versatilify provided by these 
  three modes of appearance and function 
  makes the "erilech Figluer the most 
  adaptable. capable and formidable all-
  environment combat \ehicle kno\\ n to 
  exist. 
  Alpha Fighters 
  The mighty Alpha has been the pre-
  mier aerospace superiority mecha of the 
  UEEF for nearly thirty years. with con-
  tinuous updates and new production 
  keeping the vehicle completely up-lO-
  date. The spiritual successor to the leg-
  endary VF-I Veri tech Valkyrie. the Al-
  pha 
  was 
  born 
  from 
  the 
  )'Q-6000 
  "Wraith" ProjeC/. In 2012. the Wraith 
  was designed to replace the aging. 
  VQ-3000 Ghost robot drone fighter. The 
  Wraith prototype sho\\cd promise as a 
  
  fighter with its small signature and ex· 
  cellent thrust to weight ratio, and per· 
  formed well in both space and atmos-
  phere. The newly reformed 
  United 
  Earth Government (UEG), nceding a 
  replacement for the VF-!. commissioned 
  cently revisited. however. \\lith the intra-
  further tests of the Wraith airframe as 
  ductlon of the I'Q-6X Shadow Drolle. 
  well as the expensive and complicated 
  By 2017. the plans for the final proto· 
  YF-4 Lightning prototype. Eventually. types had been drafted. and in 2020, the 
  the YF-4 was shelved in 20 15 due to 
  ne\',,' experimental Veri tech, by now 
  cost ovcrruns and the changing tactical 
  called the Alpha. entered flight testing. 
  needs of the UEG. and the Wraith air-
  The Alpha was thoroughly impressive 10 
  frame. now called the YF/A·6. entered 
  the United Earth Expeditionary Force. 
  into primary testing. The Wraith project 
  which 
  quickly 
  developed 
  the 
  Beta 
  was canceled. and drone fighters were 
  Fighter as an attachment. but develop-
  phased out of production all together. 
  ment problems ensued as a result of 
  The idea of drone fighters has been rc-
  overly ambitious design. Production runs 
  96 
  
  were limited to small numbers almost 
  exclusively for the UEEF for several 
  years until it went into mass production 
  in 2031. 
  The Alpha is classified as an aJ/-
  wea/her, aerospace sliperioruy, I 'erifech 
  strike fig/lie,.. It has four powerful en-
  gines that provide a massive amount of 
  thrust. giving the Alpha a veT) higb 
  thrust to weight ratio. There arc numer-
  ous altitude thrusters scatlercd around 
  the 
  fuselage. and a 
  large vectored 
  thruster on the boltom of the airframe 
  grants the mccha VTOL abilities. The 
  Alpha performs well in both spacc and 
  atmospherc. but is not trans-atmospheric. 
  This means that the Alpha needs to ei-
  thcr hitch a ride in a mecha carricr. or be 
  attached to a Ucla 10 be able to escape 
  planetary gravity wells. 
  In its role 3S a "strike fighter," the 
  Alpha also performs well as an air-to-air. 
  as \\cll as a ground atlack weapons plat-
  form. The main weapon system for all 
  Alphas is the AfAf~60 Multiple Missile 
  Delivery System. The sixty, short-range 
  missiles arl.! spread around the mccha in 
  single shot surface launchers and allow 
  the Alpha to carry as much firepower as 
  a Dcstroid. The Alpha also carries the 
  £U-13 Pulse Beam Cannon as its pri-
  mary air-to-air dogfighting weapon. This 
  triple-barreled pulse beam cannon is also 
  well suited to ground attack. and is car-
  ried like a rifle while the Alpha is in 
  battloid modc. Along with secondary 
  \\.:eapons like mini-missiles in the sensor 
  head for poinL defense and light lasers in 
  the nose. the load out for the Alpha al-
  lows it to shine in a number of capaci-
  ties. This makes the little fighter one of 
  the deadliest mecha in space. 
  For the past few decades now, the Al-
  pha has soldiered on in the service of the 
  UEEF. The basic airframe is still the 
  sal11~ . but the march of technology and 
  the addition of the Beta Fighter have 
  both sl:rved to improve the viability of 
  thc vcnerabk old fighter. There are cur-
  rently three major standard variations: 
  VF/A-6J which is the standard Alpha is-
  sued to the_ majority of pilots, the 
  VF/A-6H which is a Communicationsl 
  Commaod/Control (C3) version issued 
  to squad leaders and CAGs (Commander 
  or Air Group), and the VFIA-6Z which 
  is optimized to be an air superiorit) 
  tightcr. 
  Standard Alpha 
  Avionics & Other 
  Mecha Features 
  All VF/A Series Veri tech Fighters 
  have the following sensors and features: 
  I. Radar: VF/A-6J, VF/A-6H and 
  VF/A-6Z model Vcritechs are equipped 
  with a powerful radar array with a 140 
  degree field of view for targeting and 
  360 degree warning coverage. This radar 
  is designed for aerospace superiority and 
  strike (ground attack) operations and 
  features a low-observable, electronically-
  scanned array that can track multiple tar-
  gets in all kinds of weather as well as in 
  outer space. The radar array can also fo-
  cus its emissions to ovcrload enemy sen-
  sors. This gives the Alpha a limited 
  electronic-attack capability and requires 
  an Eleclonic Countermeasures skill roll 
  to deploy it. If the character doesn't have 
  that skill. he can substitute the Sensory 
  Equipment skill. but at a -15% penalty. 
  The VF/A-6J and VF/A-6Z have a range 
  of 150 miles (240 km) and can track up 
  to 50 targets. VF/A-611 models have an 
  upgraded radar array that has a range of 
  97 
  
  250 miles (400 km) and can track 144 
  targets at a time. 
  2. Communications: Wide band and 
  directional radio communication system 
  with built-in scrambler that transmits 
  both voice and cockpit video. Range is 
  600 miles (960 km). but call be boosted 
  indefinitely vi;] satellite rclay. Secure la-
  ser communication with a range of 
  250.000 miles (400.000 km). 
  3. On-board Computer System: All 
  Alphas have a powerful on-board COm-
  puter system that handles all targeting 
  and combat control abilities. The combat 
  computer collects data from all sensors 
  and displays the information on the pi-
  lot's IIUD. The targeting computer gath-
  ers information from radar array and can 
  track up to 50 enemies at once to a range 
  of 150 miles (240 km). 
  The 611 Command Alpha also has an 
  integrated Identify Friend or Foe (lFr) 
  system for increased command and con-
  trol. with a database of up to 300 known 
  enemies of the UEDF. This system can 
  identify a targel. assign it priority based 
  on known abilities and threat level. and 
  even anticipate known behaviors and 
  tactics. The on-board computers can then 
  connect to the computers of all other Al-
  phas in the squadron (up to 18). and 
  transmit the data to be shared. This 
  grants all Alphas that arc linked the bo-
  nuses as listed in the description of the 
  611 Command Alpha. The IFF systcm 
  can ··Ieam·· new enemies by analyzing 
  data from the targeting and combat com-
  pUI~rs. as well as gun camera footage, 
  The f 'FiA-6X Shadow Fighter has a 
  lower-power radar arTay with lhe same 
  tracking capabilities as the VF/A-61 and 
  VF/A-6Z, but with a reduced range of 
  100 miles (160 km). lJowever. this inter-
  nal system docs not have an exterior sen-
  sor pod vulnerable to attack. 
  98 
  4, Motion Detector and Collision 
  Warning System: Detects objects within 
  5000 feet (1.5 km) and alerts the pilot 
  with an alaml and flashing red light. 
  5. Sensor Pod/Sensor Head: The 
  sensor head and shoulder mounted sen-
  sor pod have the following optical sell-
  sors and enhancements: 
  Telescopic 
  Optical 
  Enhancement 
  2.000 fOOl (6 10 01) range and a 120 de-
  gree field of view. 
  Audio Pickup and Filtration: This 
  system works both multi-directionally 
  and as a shotgun mic. It can pick up 
  sounds as quiet as a conversation at 500 
  feet (152 m) and can sift Ihrough ambi-
  ent sound for speci fic noises. 
  Loudspcaker: Amplifies the pilot·s 
  voice up 10 100 decibels. 
  Spotlights: Two tiny. high intensity 
  xenon spotlights with a 1.000 foot (305 
  m) range. 
  InFrared Spotlie.ht: Emits an infrared 
  beam that is invisible to the naked eye 
  but can be seen with the right sensors. 
  Range is 2.000 feet (610 m) but is re-
  duced by half in smoke or inclement 
  weather. 
  Tactical Camera: This camera. called 
  the ·'gun camera·· by pilots. can record 
  up to 180 minutes of footagc imo mem-
  ory that can then bc downloaded and 
  watched. This footage is usually used for 
  training ilnd combal analysis. It sees di-
  rectly ahead beneath the fuselage in jet 
  and guardian mode, and sees whatevcr 
  the sensor head sees in battloid mode. 
  Thermal Imager: Converts thc hcal 
  signatures of wann objects into visible 
  images. 2.000 fOOL (6 10 m) range and al-
  lows the pilot to sec through darkness. 
  shadows. smoke, inclement weather and 
  even through walls under onc fOOl (0.3 
  m) lhick. 
  
  Ni!!hlVision: Passive light amplifica-
  tion that allows the pilot to sec in the 
  dark as long as there is at least some am-
  bient light. 4.000 foot (1219 m) range. 
  but is completely useless in total dark-
  ness. 
  6. Ejection Seat: There are two sepa-
  rate ejection systems in the Alpha. The 
  first is the Atmospheric Ejection System 
  that is a traditional zcrolzcro ejection 
  seat that exits through the canopy 
  (fighter and guardian modes) or the back 
  (bauloid). The second system is for use 
  in space where the entire fuselage from 
  behind the pilot's compartment forward 
  is jettisoned. This "escape capsule-' re-
  tains the Alph,\"s life suppon system and 
  protects the pilot from both the vacuum 
  of space and enemy fire while waiting to 
  be recovered. 
  7. Distress Beacon: Broadcasts a dis-
  tress signal on an encrypted UEEF rre-
  quency. Range is 250 miles (400 km). 
  8. Self Destruct: A last ditch system 
  to prevent the capture or a mecha. The 
  blast is largely contained and does 
  106xlO0 M.D. to a 25 foot (7.6 m) area 
  ror a mecha with no or rew missiles. and 
  206xl00 M.D. to a 100 foot (30.5 m) 
  area for a mccha with most or all of its 
  missiles. 
  9. Smoke and Chaff/Flare Dis-
  pensers: All Alphas carry both smoke 
  and chaIT dispensers to con round radar 
  and confuse enemies. The smoke dis-
  pensers have four charges and can make 
  a cloud of thick, white smoke about 60 
  feet (18.3 m) across. The chalTlflare dis-
  pensers have four charges each of chaff 
  and narcs and have a 01-75% chance [0 
  confuse both radar guided (chan) and 
  heal seeking (flarc) missiles. 
  10. Tactical Life Support: Alphas 
  have a pressurized pilot's compartment 
  with an internal oxygen supply good for 
  48 hours. This can be stretched to a 
  week through the external oxygen in-
  takes. The intakes afC equipped with 
  scrubbers to filler out chemical and bio-
  logical :lgcnts. The pilot can hook the 
  life suppon from his CVR-3 armor to the 
  on-board system to extend his personal 
  oxygen supply. It also has heal and r3-
  dialogical shielding to protect the pilot 
  rrom damaging radialion. 
  II. Protoculture Fuel Capacity: Al-
  phas (and Betas) usc small ProlOculture 
  fuel cells about the size of a can of mo-
  tor oil. Sixteen fully charged Protocul-
  ture cells give the meeha an activc 
  combat life of about one month. Heavy 
  activity and combat reduces the celrs 
  fuel life by half The vehicles can func-
  tion with halfas many cells (8) for about 
  half the period. but the maximum speed 
  and the usual combat bonuses are re-
  duced by half. Note: Invid Protoculture 
  cells are the same as used by the UEEF 
  and are interchangeable. Replacing spent 
  cells and recharging empty Protoculture 
  energy cells requires somebody with the 
  Biomechanical Maintenance or Robo-
  technology Engineering skill. 
  12. PSS-OOI Shadow Cloaking De-
  vice: The f'FIA-6X Shadow Fighter is 
  equipped with both an EM/heat damp-
  cner system as well as the now notorious 
  Shadow Cloak that masks emanations 
  from the Protoculturc that powers the 
  fighters. The Shadow Cloak actually crc-
  ates a fourth dimensional shift and a sub-
  tle visual effect. making the Alpha 
  invisible to detection by Protoculturc 
  sensors and conventional types of sen-
  sors (radar. etc.). 
  These two systcms. combined ''''jth a 
  slight difference in the shape or the ar-
  mor and radar-absorbent materials. make 
  the /'F';/ -6X Shadow Fighter virtually 
  99 
  
  im'isibfe to all forms of conventional 
  sensor detection as well as the Proto-
  culture Sensors of the In\lid. The In\lid 
  arc so reliant upon their ProtocuIture 
  Sensors 
  that 
  the 
  cloaked 
  Shadow 
  Fighters can rip them apart with casco 
  The only way for opponents to see a 
  cloaked ShadO\It Fighter is with tradi-
  tional optics (i.e .. binoculars. telescopic 
  sight, passive nightvision) that enhance 
  the pilot's own sight and ordinary vision. 
  Shadow Stealth Bonuses: +2 to initia-
  tive. + I to strike and +4 to parry and 
  dodge. I f the Shadow Fighter takes sig-
  nificant damage -
  more than 66% of 
  main body M.D.C. - there is a 01 -80% 
  chance of the stealth and Shadow sys-
  tems failing. 
  Note: The Super Shadow Fighter Al-
  pha and Super Shadow Fighter Bela 
  have a variety of different features in-
  cluding a booster and missile pack and 
  miniaturized Synchro-Cannon! We have 
  NOT included stats for these two mecha 
  because Haydonite treachery took them 
  out of combat immediately. They will be 
  addressed in a future sourcebook. 
  VF/A-61 Alpha 
  Aerospace Superiority 
  Veritech Strike Fighter 
  The workhorse of the UEEF, the 
  VF/A-6I is the mecha people think of 
  when they think of the Alpha. This 
  model forms the bulk of the Veritechs in 
  the UEEF and will be the only Veri tech 
  most pilots will ny. It is produced in a 
  nat olive green and dull-white color 
  scheme and then decorated with unit 
  markings and tail numbers by specific 
  wing commands. It carries on the tradi-
  tion of distinguishing different Veri tech 
  models and has a longer sensor head 
  than the VF/A-6H, with a red sensor 
  window and a thin, single stabilizer fin. 
  Model Type: VF/A-61 
  Also Known As: The Grecn Alpha. 
  Class: Single Seal. All-Weather Acro-
  space Supcriority Strike Fighter. 
  Crew: Onc. 
  100 
  
  M.D.C. by Location: 
  lIead - 75 
  • Sensor Pod (I: shoulder mounted) 
  - 45 
  I lands (2) - 45 each 
  Forearms (2)- 120 each 
  Upper Arms (2) - 90 each 
  Shoulders (2) - 100 each 
  Upper Legs (2) - 120 each 
  Lower Legs (2) - 180 each 
  .. Wings (2) - 150 each 
  ... Tail Stabilizers (2)- roo each 
  • u. Main Body-420 
  Reinforced Pilot's Compartment - 150 
  EU-13 Gun Pod-IOO 
  • Destroying the Sensor Pod will 
  knock out most of the Alpha's sensors in 
  battloid mode. Radar range is reduced to 
  10 miles (16 km). and long range radio. 
  laser communications. and the targeting 
  system are disabled until it transforms 
  into guardian or fighter mode. All of this 
  leaves the Alpha at -3 to strike. parry 
  and dodge. 
  .. Destroying even one \\ ing will 
  send the Alpha immediately out of con-
  trol and it will be unable to fly in fighter 
  mode until the wing is repaired or n.-:-
  placed . 
  ... Destroying one vertical stabilizer 
  reduces all bonuses and speed by half 
  and the Alpha is very unstable in fighter 
  101 
  
  mode. but still flyable (-15% on all skill 
  rolls involving stunts and evasive ma-
  neuvers). 
  Destroying both stabilizers 
  sends the Alpha out of cOnlroL much 
  like losing a wing. The Alpha is unable 
  to fly in lighter mode until the stabilizers 
  are repaired or replaced. Note: The tail 
  stabilizers arc small targets to hit and re-
  quires an attacker to make a successful 
  "Called Shoe \\ ilh the following penal-
  ties: ShOaling at a stationary target -4. 
  moving target -6. and fast moving target 
  -II to strike. 
  * ... Depleting the M.D.C. of the 
  main body destroys the meeha. rendering 
  it totally useless. 
  Speed: 
  FI""ing: 
  Fighter Mode: 
  Sca Lcvel: 687.5 mph (1,100 km). 
  32,808 reel ( 10.000 m): 1.187.5rnph 
  ( 1.900 kl11) or Mach 1.55. 
  98.425 reet (30.000 m) or higher: 
  1.875 mph (3.000 km) or Mach 2.4. 
  Guardian Mode: 
  425 mph (680 km). 
  Banloid Mode: 
  195 mph (3 12 km). 
  Running: 75 mph (120 km). 
  Leaping: 75 feet (22.8 m) up or across 
  unassisted by thrusters. 
  Statistical Data: 
  Fighter Mode: 
  lIeight: 15 reet (4.60 mi. 
  Length: 33.6 reet (10.25 mi. 
  Wingspan: 26.9 feet (8.20 m). 
  Guardian Mode: 
  lIeight: 18.8 reet(5.72 mi. 
  Length: 26.2 reet (8 mi. 
  Width: 15.9 reet (4.84 mi. 
  102 
  Battloid Mode: 
  lIeight: 28.7 reet (8.75 mi. 
  Length: 17.2 feet (5.25 m). 
  Width: 15.9 reet (4.84111). 
  Weight: 16.7 tOilS (dry). 
  Phvsical Strength: Robotic P.S. of 40. 
  Canw: There is no cargo space available 
  unless the Cyclone is removed. The Cy-
  clone bay can hold 500 pounds (225 kg). 
  Pov.er System: Sixteen Protocuhure cel ls. 
  Alphas and Betas are also equipped \\ ith 
  a small backup fusion generator which is 
  only good for flight and VTOL activity. 
  and can only be used in jet mode for two 
  hours. Usc of the fusion generator pre-
  vents transfonnation and the speed of the 
  mecha is reduced by 1\ ... ·0 thirds. 
  Weapon Systems: 
  I. EU- 13 SOmm Pulse Beam Cannon: 
  Thc EU-13 is a high output. rapid-
  fire laser cannon designed as the 
  main energy weapon for the Alpha. It 
  is a three-barreled Gatling-stylt;: laser 
  configured as a rine and docs re-
  markable damage for such a rela-
  tively small package. firing either 
  single shots or rapid-fire bursts. This 
  weapon is handheld in battloid mode 
  and is slung below either wing in 
  fighter and guardian modes. It is 
  powered by a rechargeable Proto-
  culture cell thai is inserted into the 
  weapon like a magazine. and can be 
  switched for a new one easily. 
  PrimarY Purpose: Air-la-Air Combat. 
  Secondary Pumose: Ground Anack. 
  Weight: 500 Ibs (225 kg). 
  Ranee: 4.000 reet (1,219 Ill). 
  MCQa-Damage: 404 M.D. single shot. 
  ID4xlO M.D. for a five round burst. 
  Rate of Fire: Each signal shot or burst 
  counts as one melee attack. 
  
  Bonus: +3 to strike with EU-\3 Gun 
  Pod. 
  Pavload: 100 single shots or 20 five shot 
  bursts per ammo clip. 
  2. LWS-12 Nose Lasers (2): 1'\\0 lighl 
  laser weapons are located along the 
  side the Alpha's nose in 
  fighter 
  mode. They arc fixed forward and 
  can be i'ired individually or as a pair 
  of dual weapons simultaneously. 
  Primary Pumosc: Air-to-Air Combat. 
  SecondarY Purpose: Anti-Missile. 
  Weight: Not applicable: part of the air-
  framc. 
  Range: 2,000 fecI (610 m). 
  Mega-Damage: 204 M.D. for a single 
  laser. 4D4 M.D. when fircd as a pair of 
  dual weapons simultaneously at the 
  same target. 
  Rate of Fire: Each single or dual blast 
  counts as one of the pilot's melee at-
  tacks. 
  Bonus: +2 to strike with nose laser. 
  Pavload: Effectively unlimited. 
  103 
  
  3. MM-60 Missile Delivery System: 
  Spread OUI along Ihe surface of the 
  Alpha are a myriad of single-shot 
  mIssile launchers. The launchers arc 
  in the shoulders, forearms. and inside 
  and outside of the legs. Each holds 
  one 190ml11 anti-mecha short-range 
  missik for a total of 60 missiles! This 
  is considered the main weapon sys-
  tem for the Alpha and it allows the 
  small fighter to pack a heavy punch. 
  PrimarY Pumose: Anti-MechalAnti-Ar-
  mor. 
  SecondarY Pumosc; Anti-Aircraft and 
  Anti-Spacecraft. 
  Weight Each missile weighs about 33 
  pounds (IS kg). 
  R~l1lge; Five miles (8 kill). 
  Mcga-r>amage: Varies by short-range 
  missile lype. Usually loaded with HEAP 
  (1ligb Explosive Arnlor Piercing) mis-
  siles which deal Qut 206xl0 M.D. per 
  missile. 
  Rate of Fire: One or in volleys of 2. ·t 8. 
  16.32 or all. One \'ollcy. no mailer hO\\ 
  many missiles arc in it. counts as one 
  melee attack. 
  Pavload: 60 missiles in single shot 
  launch tubes. Eight in eaeh shoulder. ten 
  in each forearm and 12 in each lower 
  leg. 
  4. MI\IDS-8 Missile Delivery System: 
  On each side of the head arc two 
  launch lUbes (four in 101al) that hold 
  two 78mm mini-missiles each (for a 
  total of eight missiles). 
  Prima["\' Pumose: Defense and Anti-
  Missile. 
  Secondary Pumose: Anti-Armor. 
  Weight: Each missile weighs about five 
  pounds (2.25 kg). 
  usually loaded with IlEA? (High Explo-
  sive Armor Piercing) missiles which do 
  ID4xlO M.D. per missile. 
  Rate of Fire: One or in volleys of two or 
  four. Each volley. regardless oflhe num-
  ber of mini-missiles. COUIlIS as onc me-
  lee attack. 
  Payload: Eight mini-missiles total. 
  5. Hand to Hand Combat: The Alpha 
  can engage in hand to hand combat. 
  Its speed and agility make a deadly 
  combination. 
  Attacks per Melee: See bonuses. below. 
  Hand to Iland DaT1lciQ.c: Punch.'Forearm 
  Slrike: 104 M.D. on a restrained punch. 
  206 M.D. on a full strength punch. 406 
  M.D. on a power punch (counts as Iwo 
  attacks). 
  Kick.· 308 M.D. 
  Stomp Atlack: 208 M.D .. but the tar-
  get must be 12 fl.!ct (3.6 m) tailor 
  smallcr. 
  Power Kick. Jump Kick Gnd Leap 
  Kick: 5D8 M.D .. but each of these <11-
  lacks counts as lwo melee atracks. 
  Flying Leap Kick: ID6xlO M.D .. but 
  counts as three melee anacks and has a 
  01-66% chance of knocking an opponent 
  of roughly equal size or smaller off its 
  feet or back I 06x I 00 yards/meters. plus 
  the victim loses initiative and one mdce 
  attack. 
  Flying 
  Bo(~v Block/Ram: 
  306+6 
  M.D. on a body block/ram up to a speed 
  of 300 mph (480 km). not faster. There 
  is a 60% chance of knocking an oppo-
  nent of equal size. up to 30% larger. as 
  well as smaller opponents off their feel 
  or an airborne enemy I D6x I 00 yards/ 
  meters backwards or off course. In any 
  case, the victim also loses iniliative and 
  Range: One mile (1.6 km). 
  IWO melee attacks. This altack counts as 
  Mcga-Oama!!c: Per mini-missile. but two oflhe Alpha's melee attacks. 
  104 
  
  Bonuses 
  with 
  Meeha 
  Elite Combat 
  Training Onlv: + I attack per Inclee 
  round at lcvels 1. 3. 6. 9, 12 and 15. +2 
  on initiative. +2 to strike (applies to 
  punches. stomps and kicks). +2 to parry. 
  +2 to disarm. +3 to pull punch. +2 to 
  dodge on the ground, +4 10 dodge in 
  flight (any mode), and +2 to roll with 
  impact. Note: These bonuses ONL Yap· 
  ply whcn the pilot has the Mecha Elite 
  Combat Training skiff in Alpha Fighters. 
  The pilot's own number of hand to hand 
  attacks and bonuses (if any) are com· 
  bined with these when piloting the 
  rnecha. Do not add mecha bonuses to the 
  piloi's Hand to lland ability when he is 
  outside the mccha. Outside 0/ his or her 
  /'erilech. the pilot possesses only human 
  fighting abilities. 
  6. Sensors and Features: As is standard 
  for the Alpha. 
  VF/A-6H Alpha 
  Enhanced 
  Aerospace Superiority 
  Veri tech Strike Fighter 
  tabase and a powcrful radar and tar· 
  geting system capable of identifying and 
  tracking up to 144 targcts. The 6H Alpha 
  can then broadcast this information di-
  rectly to the other mecha in the squad· 
  ron. enhancing their fighting abilities. 
  The 6H A lpha is produced in a flat navy 
  blue and off·white color scheme and has 
  a smooth sensor head with a milky white 
  sensor window. 
  Model Type: YF/A-611 
  Also Known As: "Command Alpha" 
  and "Blue Alpha." 
  Class: Single Seal. All· Wcather En-
  hanced Aerospace Superiority Veritech 
  Strike Fighter. 
  Crew: One. 
  M.D.C. by Location: Same 3S the previ· 
  ous YF/A-61 Alpha. 
  * Destroying the Sensor Pod will 
  knock out most of the Alpha's sensors in 
  battloid mode:. Radar rang!.: is reduced to 
  10 miles (16 km). and long.rangc radio, 
  las~r communications and the targeting 
  system are disabled while in battloid 
  mode. 
  All of this leaves the Alpha at -3 to 
  strike. parry and dodge. This will also 
  destroy the VF/A-6H's command and 
  control abilities. 
  Speed: Same as the Vf/A·61 Alpha. 
  Statistical Data: Same as the VF/A-61 
  Alpha. 
  The VFIA·611 Alpha. known com· Weapon Systems: Same as the VF/A·61 
  manly among pilots as the "Blue Alpha'" 
  Alpha with exception of the additional 
  or "Command Alpha'" is a variation on sensor system: The special 
  Identify 
  the standard VF/A·61 model issued to Friend or foe and Command/Communi· 
  squad \caders and ship CAGs. The ··I·r-
  catc/Control Computers. The IFF and 
  model is equipped with an advanced avi· CCC computers on the 6H can link to all 
  onics package thaI allows it to have other Alphas in the squadron (up to 18) 
  command and control abilities within its and grants +2 to initialivt.!. +2 to strike 
  own squadron. The AAP includes an ex-
  and +3 to parry/dodgl! to all fighters 
  tensive Identify Friend or Foe (IFF) da· "linked in."' This requires a roll on the 
  105 
  
  Sensory Equipment skill al a penalty of 
  -10% duc to the chaos of combat. 
  VF/A-6Z Alpha 
  Air Superiority 
  Veritech Strike Fighter 
  The VF/A-6Z variant of the Alpha 
  airframe is optimized for atmospheric 
  operations and has been given stronger. 
  more efficient engines and improved 
  control surfaces to hclp it fill this role. 
  The improved engines give the 6Z in-
  creased speed in all modes and at all alti-
  tudes, and the larger control surfaces 
  make it more agile. Cosmetically. the 6Z 
  is usually painted dark red with ofT-
  white trim. and has an elongated sensor 
  head with wide spaced sensor windows 
  and a thick stabilizer fin that adds to the 
  Z's slability in atmosphere. 
  Model Type, VF/A-6Z 
  Also Known As: "Red Alpha:' 
  Class: Single Scat. All-Weather Air Su-
  periority Veri tech Strike Fighter. 
  106 
  
  Crew: Onc. 
  M.D.C. by Loca tion: Same as thc 
  VF/A-61 Alpha. 
  Speed : 
  Flvine: Some greater speed in an atmo-
  sphcre than the VF/A-61 and other aero-
  space Alphas. 
  Fiehter Mode: 
  Sea Level: 750 mph (1200 kill). 
  32.808 fcct ( 10,000 m): 1.281 mph 
  (2,050 km) or Maeh 1.8. 
  98.425 feet (30,000 m): 2,031 mph 
  (3,250 km) or Maeh 2.65, 
  Guardian Mode: 
  484 mph (775 km). 
  Ballloid Mode: 
  230 mph (368 km). 
  Running: 75 mph (120 km). 
  Lcaping: 75 feet (22.8 m) up or across 
  unassistcd by thrusters. 
  Statistical Data : Same as the VF/A-6l 
  Alpha. 
  \Vcapon Systems: Same as the VF/A-61 
  Alpha.. with the following exceptions. 
  VF/A-6X 
  Shadow Fighter 
  Aerospace Superiority 
  Vcritech Stealth 
  Strike Fighter 
  The Shadow Fightcr is a rcccnt de-
  velopment in ml!cha engineering. It is 
  essentially the VF/A-6l with an updated 
  airframe to reduce radar signatur~. and a 
  cloaking system. Each Shado\ .. Fighter is 
  equipp~d with EM and thermal emission 
  dampeners as well as the PSS-O()/ 
  Shadow Cloaking Device, which lIses 
  technology 
  from 
  UEEF 
  ally. 
  the 
  Haydonires, to mask the energy signa-
  tures of their Protoculture powcred sys-
  tems. It does so by creating an energy 
  field that slightly phases the pilot and 
  Alpha into a fourth dimensional shift. In 
  short. the Shadow Fighter is slightly out 
  of phase with our own dimension and is 
  therefore invisible to all means of sensor 
  Bonuses: The 6Z enjoys a +2 bonus 10 
  detection other than opticallighl. 
  all combat rolls in atmosphere, but does 
  The external sensor pod of the tradi-
  not gctlhese bonuses in space. 
  tional Alpha has been removed in favor 
  Note: It also suffers rrom increased fuel 
  or an array of internal sensors. The 
  consumption as a result of the stronger weapons load out is much the same, ex-
  engines. 
  cept that the EU-13 Pulse l3eam Cannon 
  has been replaced with the £U-15 
  Destabili:er, which is a heavy pulse 
  beam 
  weapon. 
  Cosmetically. 
  the 
  VF/A-6X resembles the 6H Command 
  107 
  
  Alpha without the shoulder mounted 
  sensor pod. The fully articulated hands 
  have been replaced by three-fingered 
  claws. and the Shadow Fighter is cov-
  ered in a black and gray radar absorbing 
  compound with dark purple highlights. 
  Model Type: VFIA-6X 
  Class: Singh:: Scat. All-Weather Aer~­
  space Superiority Veritcch Stealth Strike 
  Fighter. 
  Crew: One. 
  108 
  M.D.C. by Location : 
  Ilead-75 
  Ilands (2) - 45 each 
  Forearms (2) - 120 each 
  Upper AmlS (2) - 90 each 
  Shoulders (2) - 100 each 
  Upper Legs (2) - 120 each 
  Lower Legs (2) - 180 each 
  * Wings (2) ~ 150 l!;1ch 
  .. Tail Stabilizers (2) ~ 100 each 
  
  ... Main Body - 440 
  Reinforced PilOl's Compartment- ISO 
  EU-15 Gun Pod-11O 
  • Destroying even one wing will send 
  the Shadow Fighter immediately out of 
  control and it will be unable to fly in 
  fighter and guardian mode until the \\ ing 
  is repaired or replaced. 
  .. Destroying one vertical slUbilizer 
  reduces all bonuses and speed by half 
  and the Shadow Fighter is very unstable 
  in fighter mode. but still flyable (-15% 
  on all skill rolls involving stunts and 
  evasive maneuvers). Destroying both 
  stabilizers sends the Shadow oul of con-
  trol. much like losing a wing. The 
  Shadow is unable La fly in fighter mode 
  until the stabilizers arc repaired or re-
  placed. Note: The tai l stabilizers are 
  small targets to hit and require an at-
  tacker to make a successful "Called 
  Shot" with the 
  following penalties: 
  Shooting at a stationary target -4. mov-
  ing target -6. and fast moving target -11 
  to strike. 
  ... Depleting the M.D.C. of the 
  main body destroys the meeha. rendering 
  it totally useless. 
  Speed: 
  Flvin2: 
  Fighter Mode: 
  Sea Level: 687.5 mph ( 1100 km). 
  32.808 fect ( 10.000 m): 1.187.5 mph 
  (1.900 km) or Mach 1.55. 
  98..125 fect (30.000 m): 1.875 mph 
  (3,000 km) or Mach 2.4. 
  Guardian Mode: 
  425 mph (680 km). 
  Battloid Mode: 
  195 mph (31 2 km). 
  Running: 75 mph ( 120 km). 
  Leaping: 75 feet (22.8 m) up or aeros~ 
  unassisted by thruster jets. 
  Statistic.al Data: 
  Fic.hter Mode: 
  Height: 15 feCI (4.60 mi. 
  Length: 33.6 feet (10.25 mi. 
  Wingspan: 26.9 feel (8.20 mi. 
  Guardian Mode: 
  I-I eight: 18.8 fcet (5.72 mi. 
  Lenglh: 26.2 fcct (8 mi. 
  Widlh: 15.9 fcet (4.84 mi. 
  Batlloid Mode: 
  Height: 28.7 fect (8.75 mi. 
  Length: 17.2 rcct (5.25 mi. 
  Width: 15.9 fect (4.84 mI. 
  Weight: 16.7 tons (dry). 
  Phvsical Strength: Robotic P.S. of 40. 
  Cargo: There is no cargo space available 
  unless the Cyclone is removed. The Cy-
  clone bay can hold 500 pounds. 
  Power System: Sixteen Protoculture cells. 
  Shadow Fighters are also equipped with 
  a small backup fusion generator which is 
  only good for flight and VTOL activity. 
  and can only be used in jet mode for 
  about two hours. Use of the fusion gen-
  erator prevents transfonnation and the 
  speed of the mecha is reduced by 2/3. 
  Weapon Systems: 
  I. EU- IS Destabilizer IOOmm Heavy 
  Beam Cannon: The EU-J5 Desta-
  bilizer is a single barreled, JOOmm 
  heavy Ion Cannon. In jet mode it is 
  mounted either beneath one of the 
  wings. or on top of the fuselage be-
  tween lhe vertical stabilizers. and is 
  handheld in guardian and battloid 
  modes. 
  The Destabilizer can fire single 
  shots or five shot bursts. and has the 
  added benefit of being able to punch 
  109 
  
  holes in Invid force fields. When 
  fired into a force field the weapon 
  makes a hole 10+2D6 feet (206+3 
  01) across that lasts for about two 
  minutes (8 mdcL! rounds). Just long 
  enough to gl.!t troops and battloids 
  through. The Oestabilizer is powered 
  by an external Protoculture maga-
  zine. much like the EU-1 3. but the 
  two magazines art: not interchange-
  able. 
  Primarv Pumose: Air-to-Air Combat and 
  Anti-Force Fit.:ld. 
  Secondary Pumose: Ground Attack, 
  Weight: 750 Ibs (337.5 kg). 
  Range: 4.000 reet (1.219.201). 
  Mega-Dama!!c: 506 M.D. single shot. 
  I D6x I 0 M.D. for a fivc round burst. 
  Rate of Fire: Each signal shot or burst 
  counts as one melce atlaek. 
  Bonus: +3 to strikc with Oestabilizer 
  Gun Pod. 
  Pavload: 100 single shots or 20 five shot 
  bursts. 
  2. LWS-12 Nose Lasers (2): Two light 
  laser weapons are located along the 
  side of thc Alpha 's nose in jet mode. 
  They arc fixed forward and can be 
  fired individually or as a pair of dual 
  weapons simullant.:ously. 
  Primarv Purnose: Air-to-Air Combat. 
  Seeondarv Pumose: Anti-Missile. 
  Wcieht: Not applicable: part of the air-
  frame. 
  Range: 2.000 reet (610 m). 
  Mcea-Damagc: 2D..t M.D. for a single 
  laser blast. 404 M.D. when fired as a 
  pair of dual weapons simuilaneollsly at 
  the same target. 
  Rate of Fire: Each single or dual blast 
  counts as one of the pi lot's melce at-
  tacks. 
  Bonus: +2 to strike with nose lasers. 
  Pavload: Effectively unlimited. 
  3. MM-60 Missile Delive ... y System: 
  Spread out along the surface of the 
  Alpha are a myriad of single-shot 
  missile launchers. The launchers arc 
  in the shoulders. foreanns. and inside 
  and outside of the legs. Each holds 
  one 190mm anti-mecha short-range 
  missile for a total of60 missiles~ This 
  is considered the main weapon sys-
  tem for the Alpha and it allows the 
  small fighter to pack a heavy punch. 
  PrimarY Purpose: Anti-MechaiAnti-Ar-
  mor. 
  SecondarY Purpose; Anti-Aircraft and 
  Anti-Spacecraft. 
  Weight: Each missile weighs about 33 
  pounds (15 kg). 
  Range: Five miles (8 km), 
  Meea-Dama!!c: Varies by short-range 
  missile type. Usually loaded with HEAP 
  (High Explosive Annor Piercing) mis-
  siles. which deal 2D6xl0 M.D. per mis-
  sile. 
  Rate of Fire: One or in volleys of2. 4. 8. 
  16. 32 or all. One volley. no matter how 
  many missilcs are in it. counts as one 
  melee attack. 
  Pavload: 60 missiles in single shot 
  launch tubes. Eight in each shoulder. ten 
  in each forcann and 12 in each lower 
  leg. 
  4. Hand to Hand Combat: The Alpha 
  can engage in hand to hand combat. 
  Its speed and agility make a deadly 
  combination. 
  Attacks per Melee: See bonllses. below. 
  Iland to Iland Damae.c: Punch-Forearm 
  Strike. 
  104 M.D. on a reslrained 
  punch. 206 M.D. on a full strength 
  punch. 4D6 M.D. on a power punch 
  (counts as two altacks). 
  Kick: 308 M.D. 
  110 
  
  Stomp :llIack: 108 M.D .. but th~ lar-
  gel must be 12 feel (3.6 m) tail or 
  smaller. 
  Power Kick, Jump Kick and Leap 
  Kick: 508 M,O .. but each of these at-
  lacks counts as two melee attacks. 
  Flying Leap Kick: lD6xlO M.D .. but 
  counts as three melee attacks and has a 
  01-66% chance of knocking an opponent 
  of roughly equal size or smaller off its 
  feel or back ) D6x I 00 yards/meters, plus 
  the victim loses initiati\ e and one melee 
  attack. 
  Flying 
  Body 
  Block/Ram: 
  306+6 
  M.D. on a body block/ram up to a speed 
  of 300 mph (480 km). not faster. There 
  is a 60% chance of knocking an oppo-
  nem of equal size. up to 30% larger. as 
  well as smaller opponents ofT their feel 
  or an airborne enemy I 06x 1 00 yards/ 
  meters backwards or off course. In any 
  case. the victim also loses initiative and 
  two melee attacks. This anack counts as 
  two of the Alpha's melee attacks. 
  Bonuses with 
  Mecha Elite Combat 
  Trainin£? On Iv: + 1 attack pl;!r melee 
  round at levels 1. 3. 6. 9. 12 and 15. +3 
  on initiative. +2 to strike (applies to 
  punches. stomps and kicks). +2 to parry. 
  +2 to disann. +3 to pull punch. +2 to 
  dodge on the ground. +4 to dodge in 
  night (any mode). +6 to dodge when 
  Shadow Stealth System is engaged. and 
  +2 to roll with impact. Note: These bo-
  nuses ONLY apply , .. hen the pilot has 
  the Mecha Elite Combat Training skill in 
  Alpha Fighters. The pilot's own number 
  of attacks and bonuses (if any) are com-
  bined with these when piloting the 
  mccha. Do not add mecha bonuses to the 
  pilot's Hand to !land ability when he is 
  outside the mecha. Outside of his or Iter 
  I'eritech, the pilot possesses anI) human 
  fighting abilities. 
  5. Sensors & Features: As is standard 
  for the Alpha. c;..ccpt as otherwise 
  nOted. 
  VFIB-9 Beta 
  Heavy Veritech 
  Aerospace FighterlBomber 
  The VF/B-9 projecl was born of 1\'.0 
  separate necessities. The first was the 
  need for a modular booster pack to givc 
  Alphas trans-atmospheric capabilities. 
  and the second was to replace the aging 
  SFIA-5 Conbat heavy ordnance strike 
  fighter. Tested as early as 2022 as the 
  VFIX-7 and designed to replace the 
  Con bat, the Bela ,\as initially shelved 
  due to design problems and a failure of 
  then-current technology to deliver the 
  kind of perfonnance that the UEEF 
  needed. In place of a ne'\< heavy fighter. 
  the Conbat remained in use as the pri-
  maI)' fighterlbombcr of the UEOF. The 
  VFIX-7 project would be idle and nearly 
  forgotten for over a decade before being 
  revived as the J'FIB-9 Bero. 
  By 2035. the renewed necd for a 
  modular. reusable booster pack for the 
  Alpha Fighler had become abundantly 
  clear. Their non-transatmospheric nature 
  limited the Alpha's operational range to 
  wherever they were shipped. This bl;!-
  came more and more of a logistical 
  nightmare as the UEEF Pioneer Expedi-
  tion made contact with mort! worlds and 
  the Alphas were expected to operate in 
  and out of atmosphere on a regular basis. 
  At the same time. the venerable Con bat 
  had far surpassed the reasonable life 
  span of its airframe. and more and more 
  'Bats were being lost to mechanical fail-
  ure and fatigue. The UEEF's engineers 
  got to work looking for a replacement. 
  111 
  
  and they found it in the previously 
  shelved VF/X-7. The X-7 was now 
  found to bl;! viable due to technological 
  advancements and was put into testing in 
  early 2036. 
  The Beta Fighter fills both TREAD 
  (TRans EArth Deployment) and heavy 
  tighter/bomber roles remarkably well. 
  As a TREAD booster. the Beta can dock 
  with an Alpha Fighter and sc:rvc as a 
  booster attachment. This grants the Al-
  pha the ability to enter and leave the at-
  mosphere at will. It also increases the 
  Alpha's fud capacity. as well as adding 
  additional missiles to the Alpha's al-
  ready prodigious missile load out. 
  As a heavy fighterlbomber. the Bela 
  shines. Built for raw power and bcing 
  not particularly aerodynamic. Beta pilots 
  lovingly call it the "Flying Brick:' Thus. 
  the Bela relics on armor and firepower 
  for its survival as opposed to agility. 
  Able to approach low to deliver dozens 
  of missiles and tons of precision guided 
  munitions. the Bela is perfectly suited to 
  air support and strategic bombing mis-
  sions. The Beta can also loiter over a 
  battlefield, laying down withering fire 
  1t2 
  
  from its pulse t,;annons, and is a favorite 
  of Marine aviators. Of course. being a 
  Veri tech Fighter. Ihe Beta can transf;rm 
  from fighter to guardian mode 10 battloid 
  mode as circumstance dictates . 
  .. Operational sinct: lht: beginning of 
  20.>7. the Beta \o"as immediatel\' distrib-
  l~tcd throughout the Robotech-' Expedi-
  tIonary Flcet to \\ idcsprcad acclaim. 
  Pilots love the mccha for its speed and 
  strike capabilities. as well as the TREAD 
  abilities. Deck crews love it for its ease 
  of maintenance. And UEEF Marines 
  love it becaust! Bda air cover has saved 
  their lives countless times. When de-
  ployed with Alpha squadrons. the Betas 
  arc o1i.en assigned to squadron leaders 
  and CAGs. and mated to the VF/A-61-1 
  command Alpha. These Betas arc usu-
  ally unmanned. and serve mainly as 
  booster packs and extra ordnance for the 
  Alpha. When deployed in their own 
  squadrons. Betas usually operate in 
  groups of six with a pilot in an undocked 
  Command Alpha or other reconnais-
  sance aircraft as an observer and C3 
  craft. There arc two main variants of the 
  Beta: the VF/B-9 and the VF/B-9X 
  Shadow Beta. Both are identical save for 
  color schemes and 
  the stealth and 
  shadow cloaking systems on the Shado\\-
  Beta. 
  Standard Beta 
  Avionics and Features 
  All VF/B Series Veritech Fighterl 
  Bombers have the following. 
  1. Radar: Betas are equipped with an 
  X-band pulse-doppler radar optimized 
  for air-Io-ground missions. This radar 
  can look down without being confused 
  by ground clutter and can pick out spe-
  cific targels such as buildings and instal-
  lations. 
  While being optimized 
  for 
  ground attack, the Beta's radar is also 
  well suited for air-to-air combat and has 
  a range of 125 miles (200 km) and can 
  track up 10 174 different targets. 
  2. Communications: Wideband and 
  directional radio communication system 
  with built-in scrambler that transmits 
  both voice and cockpit video. RalH.?c is 
  600 mites (960 km). but can be bo~stcd 
  indefinitely via satcllitL" rda~ Secure la-
  ser communication \\ ilh a range or 
  250.000 miles (400.000 km). 
  113 
  
  3. On~board Computer System: All 
  Betas havc a powcrrul on·board com~ 
  pUler system that handles all targeting 
  and combat control abilities. The combat 
  computer collects data from all sensors 
  and then displays the information on the 
  pilot's IIUO. The targeting computer 
  takes in information from the targeting 
  system and pul~c -doppler radar and can 
  track. up to 174 enemies at once to a 
  range of 125 miles (200 km). 
  -*. Motion Detector and Collision 
  \Varning 
  System : 
  Detects 
  objects 
  \\ ith!n 5000 feet (1.5 km) and alerts the 
  pilot with an alann and nashing red 
  light. 
  5. Head and Sensor Pod: The head 
  and narrov.·, back mounted sensor pod 
  have the following optical sensors and 
  enhancements: 
  Loud~pcakcr: Can amplify the pilot's 
  voice up to 100 decibels. 
  Snotlights: T,\·o tiny. high intensity 
  xenon spotlights with a 1.000 root (305 
  m) range. 
  Inrrared Spotlighl: Emits an infrared 
  beam that is invisible 10 the naked eye 
  but can be secn with the right sensors. 
  Range is 2.000 fcct (6 10 m) but is rc-
  duced by half in smoke or inclement 
  wcather. 
  Tactical Camera: This camera. called 
  the "gun camera" by pilot can record up 
  to 180 minutl!s or footage into memory 
  that 
  can then 
  be 
  do\\ nloadt.::d 
  and 
  watched. This footage is usually used for 
  training and combat anal)sis. Il sees di-
  rectly ahead beneath the fuselage in jet 
  and guardian mode. and sees whatever 
  the sensor head sees in battloid mode. 
  Audio Pickup and Filtration: This 
  system works bOlh multi-directionally 
  and as a shotgun mie. It can pick up 
  sounds as quiet as a conversation at 500 
  feet ( 152.4 Ill) and can sirt through all1bi~ 
  ent sound for specific noisl.;:s. 
  Telescopic 
  Optical 
  Enhancement: 
  2.000 foot (610 m) range and a 120 de-
  gree field or view. 
  Ni2htvision: Passive light amplifica-
  tion that allows the pilot to see in the 
  dark as long as there is at least some am-
  bient light. 2.000 foot (610 m) range. but 
  is completely useless in total darkness. 
  Themlal imal!cr: Converts the heat 
  signatures of warm objects into visible 
  images. 2.000 foot (610 m) range and al~ 
  lows the pilot to sec through darkness. 
  114 
  
  shadows, smoke. inclement weather and 
  even through walls. 
  6. Ejcction Scat: There are two sepa-
  rate ejection systems in the Beta. The 
  first is the Atmospheric Ejection System 
  that is a traditional zero/zero ejection 
  scat that exits through the canopy 
  (fighter and guardian modes) or the back 
  (banloid). The second system is for use 
  in space, where the entire fuselage from 
  behind the pilot's companment forward 
  is jettisoned. This escape capsule retains 
  the Beta's life suppon system and pro-
  lects the pilot from both vacuum and en-
  emy fire while waiting 10 be recovered. 
  Self Destruct: A last ditch system to 
  prevent the capture of a mecha. The blast 
  is largely contained and does 1 D6x 1 00 
  M.D. to a 25 fOOL (7.6 m) area for a 
  mecha with no or few missiles, and 
  206,100 M.D. to a 100 foot (30.5 m) 
  area for a mecha with most or all of its 
  missiles. 
  logical agents. The pilot can hook the 
  life support from his CVR-3 armor to the 
  on-board system to extend his personal 
  oxygen supply. They also have heat and 
  radiological shielding 10 protect the pilot 
  from damaging radiation. 
  10. Protoculture Fuel Capacity: 
  Betas (and Alphas) use small Protocul-
  ture fuel cells about the size of can of 
  motor oil. Thirty-two fully charged Pro-
  toculture cells give the mecha a reason-
  ably active combat life of about one 
  month. Constant activity and combat re-
  duces the cell's fuel life by half The ve-
  hicles can function with half as many 
  cells (16) for about half the period. but 
  the maximum speed and the usual com-
  bat bonuses are reduced by half. Note: 
  Invid Protoculture cells are the same as 
  used by the UEEF and are interchange-
  able. Replacing spent cells and recharg-
  ing empty Protoculture energy cells 
  requires somebody with the Biomechani-
  cal 
  Maintenance or RobotC'chnolog) 
  Engineering skill. 
  7. Distress Beacon: Broadcasts a dis-
  tress signal on an encrypted UEEF fre-
  quency. Range is 250 miles (400 km). 
  I L PSS-OOI Shadow Cloaking De-
  8. Smoke and Chaff/Flare Dis-
  vice: The VF/B-9X Shadow Beta is 
  pcnscrs: All Bctas carry both smoke and equipped with both an EM/heat damp-
  chaff dispcnsers to confound radar and ener system as well as the Shadow Cloak 
  confuse enemies. The smoke dispensers that masks emanations from the Prolo-
  have four charges and can make a cloud culture systems thal power the fightcrs. 
  of thick. white smoke about 60 fect (18.3 These two systems. combined with a 
  m) across. The chafflflare dispensers slight difference in the shape of the ar-
  have four charges each of chaff and 
  mor and radar-absorbent materials, make 
  narcs and have a 75% chance to confuse the VF/B-9X vinualJy invi?ible to both 
  both radar guided (chaff) and heat scek-
  traditional sensors as \vell as the Pro-
  ing (flare) missiles. 
  toculture sensors of the Invid. The only 
  9, Tactical Life Support: The Beta way for opponents to sec a Shadow Beta 
  has a pressurized pilot's companment is either with traditional optics or with 
  with an internal oxygen supply good for 
  the pilot's own vision. The steallh sys-
  forty-eight hours. This can be stretched 
  tems grant the Shadow Beta a +2 to ini-
  to a week through the ~xternal oxygen 
  tiative and +4 to parry/dodge. If the 
  intakes. The intakes are equipped with 
  Shadow Beta takes significant damag~. 
  scrubbers to filter out chemical and bio-
  over half of main body M.D.C., there IS 
  115 
  
  a 75% chance of the stealth and Shadow 
  systems failing. 
  Note: The Super Shadow Fighter 
  Bela and Super Shadow Fighler Alpha 
  have a variety of different features in-
  cluding a booster and missile pack and 
  miniaturized Synchro Cannon! We have 
  NOT included slats for these two mecha 
  because Haydonitc treachery took them 
  out of combat immediately. They wit! be 
  addressed in a future sourcebook. 
  12. Alpha & Beta link: The Beta 
  can dock and connect to the Alpha to be-
  come one mecha unit. In this capacity. 
  the Beta functions primarily as a booster 
  10 cnabl~ the Alpha to escape a planet's 
  gravity well and blast into space. In an 
  atmosphere as well as outer space. the 
  Beta also grants the Alpha greater speed. 
  The Beta must separate from the Alpha 
  to transform into guardian or batlloid 
  mode. but the Alpha can transform into 
  any of its modes while attached to a Beta 
  functioning in the role of "booster" 
  rocket. While connected to an Alpha the 
  116 
  pilot also has ucccss to all data and 
  tracking of the Beta, and both Alpha and 
  Bela can unleash their missile paylouds 
  while connected. but only the Alpha can 
  transform into the other modes. For the 
  Beta 10 change from fighter to guardian 
  or battloid mode. the two Veritechs must 
  scparatt:. They may continue to watch 
  each otht:r's back and fight in tandem as 
  individual Veritechs working as a team, 
  but the Beta must return to fighter mode 
  to reconnect as a booster for the Alpha. 
  Model Type: YFIB-9 
  Class: Single Seal. All Weather I .. kavy 
  Veritech Aerospace Fighter and Bomber. 
  Crew: Onc. 
  M .D.C. by Location: 
  Head - 75 
  • Back Mounted Sensor Pod - 100 
  Hands (2) - 100 each 
  Chest Retractable Missile Bays (2) 
  - 180 each 
  Shoulder Pop-Up Missile Bays (2) 
  -160each 
  
  EU-14 80mm Pulse Beam Cannons (3) 
  Speed : 
  - 100 each 
  Flving: 
  ** Forearm Shields (2)- 375 each 
  Forearm Ion Blastcrs (6: three each 
  ann)-15 each 
  Upper Arms (2) - 120 each 
  Upp~r Legs (2) - 180 each 
  Lower LegsIFee\ (2) - 250 each 
  *** Wings (2) - 170 each 
  ** ... Main Body - SIS 
  Reinforced Pilot's Compartment - 170 
  * Destroying the Sensor Pod knocks 
  out most of the Beta's sensors in battloid 
  mode. Radar range is rcducl.;!d to 10 
  miles (16 km). and long-range radio. la-
  ser communications. and the targeting 
  system arc disabled \\hik in battloid 
  mode. All of this kavl!s the I3cta at -3 to 
  strike. parry and dodge. Note: This is a 
  difficult target to hit and requires an at-
  tacker to make a successful "Called Shoe 
  with the following penalties: Shooting at 
  a stationary target -4, moving target -6. 
  and fast moving target - 11 to strike. The 
  same is true of the foreanll guns. 
  •• These heavy shields can be used 
  to protect various parts of the Beta's air-
  frame. Attempting to block: incoming 
  missiles. projectiles and energy beams 
  requires a parry roll. If a successful roll 
  is made. only the shield takes damage. 
  Depleting the M.D.C. ofa shield will de-
  stroy the wing transformation mecha-
  nism and will render thc Beta unable 10 
  transform into fighter or guardian mode. 
  *** Dcstro) ing even one wing sends 
  the Beta immediatcty out of control and 
  it is unable to fly in fighter and guardian 
  modes until the wing is repaired/re-
  placed. 
  Fighter Mode: 
  Sea Level: 437 mph (700 km). 
  59,055 fect (18.000 m): 1.206 mph 
  (1,930 km). 
  147.636 feet (45.000 m): 5,562.5 
  mph (8,900 km) or Mach 7.2 in bal-
  listic flight. 
  Guardian Mode: 312.5 mph (500 km) at 
  all altitudes. 
  Battloid Mode: 301 mph (482 km). 
  Running: 80 mph ( 128 km). 
  Leaning: 80 fect (24.4 m) up or across 
  unassisted. 300 feet (91.5 Ill) with rocket 
  assistance. 
  Statistical Data: 
  Fighter Mode: 
  Height: 20 feet (6.10 m). 
  Length: 31.8 feet (9.70 Ill). 
  Wingsnan: 64 feet (19.5 m). 
  Guardian Mode: 
  Ilei.ht: 27.8 fcet (8.5 m). 
  Length: 26.2 feet (8.0 m) . 
  Wingspan: 6-l fect (19.501). 
  Battloid Mode: 
  Height: 45 fcct (13.7 m). 
  Length: 24 fect (7.3 m). 
  Width: 27.8 feet (8.5 m). 
  Weight: 29.5 tons (dry). 
  Phvsical Strength: RobotIC strength of 
  50. 
  Careo: The bomb bay can carry four 
  metric tons of ordnance or cargo. Six 
  people can also be squeezed into the 
  bomb bay in a pinch. 
  Power System: Thiny-two Prolocul\ure 
  cells. Alphas and Betas are also equipped 
  with a small backup fusion gcneralOr 
  which is only good for flight and VTOL 
  •••• Depleting the: M.D.C. of the 
  main body will destroy the mccha ren-
  dering it totally useless. 
  activity, and can only be 
  us~d in jet 
  117 
  
  mode. Use of the fusion generator pre-
  vt;:nts transformation and the speed of the 
  mecha is reduced by 2/3. 
  Weapon Systems: 
  I. EU-14 80mm Pulse Beam Cannons 
  (3): These arc almost identical to the 
  pod mounted EU-14 that the Alpha 
  carries. except that they are mounted 
  inside the fuselage of thc Beta and 
  arc forward firing only. One is 
  mounted along the Bcta's centerline 
  bencath lhe cockpit and the othcr two 
  are located inside the air intakes for 
  the rockets at the top of the Bcta's 
  legs. The pilot can either fire the cen-
  ter cannon by itsclr. or al\ thrce at 
  once at the same target. and the 
  weapons only rire bursts. Fi ring all 
  three cannons al once is only possible 
  injet mode. and only the center can-
  non can be fired in guardian mode. 
  These cannons can not be tired in 
  ba/{{oid mode. Also. when linked-up 
  with an Alpha. only the two side can-
  nons can be fired. 
  PrimarY Purpose: Ground Attack. 
  SecondarY Pumose: Air-to-Air Combat. 
  Wcie.ht Not applicable: these EU-13s 
  arc mounted within the fuselage of the 
  Bela. 
  Range: 4.000 feet (1.219 m). 
  Mega-Damage: 104xlO M.D. for one 
  five round burst, 304xl0 M.D. for a 
  blast from all three. 
  Rate of Fire: Each single blast or triple 
  blast. counts as one of the pilot's melee 
  attacks. 
  Bonus: +2 to strike with Gun Pod. 
  Pavload: Effectively unlimited. 
  2. Forearm Pulse Beam Cannons (2): 
  These triple-barreled heavy hitters 
  are mounted in Ihe forearms above 
  118 
  the hands and arc considered the 
  Beta's primary energy weapon in 
  banloid mode. All three barrels fire at 
  once. and can be fired one arm at a 
  time or both together at the same tar-
  get; point and shoot. If they have a 
  drawback. it's the fact that they are 
  extremely short-range for an energy 
  weapon. and they usc a fair amount 
  of power to fire. 
  PrimarY Purpose: Assault and Defense. 
  Secondarv Pumose: AiHo-Air Combat. 
  Weil!ht Not applicable: built into the 
  Beta's forearms. 
  Range: 1.500 feet (457.2 m). 
  Mega-Damal!e: 606 M.D. per simulla-
  neous triple pulse blast from one arm. or 
  1 D6x 10 M.D. when both arms are aimed 
  at the same target and fired simu lta-
  neously (six energy blasts). 
  Rate of Fire: Each triple blast from one 
  arm or sextuple blast from both arms at 
  the same target counts as one of the pi -
  lot's melee attacks. Firing at two differ-
  ent targets at once can be done. but 
  counts as two melee attacks and both are 
  fired without benefit of bonuses to 
  strike; natural die roll only. 
  Bonus: +3 to strike with Ion Blasters. 
  Payload: Effectively unlimited. 
  3. MM-20 Missile Delivery System (2): 
  T".'o of these short-range missile 
  launchers arc built into lhe Beta. 
  They are on either side of the cockpit 
  in fighter and guardian mode. and in 
  the chest in battloid mode. They are 
  available in all three modes. but are 
  unable to fire when the Bela is 
  docked with an Alpha. Each launcher 
  holds 20 missiles. for a total payload 
  of 40 missiles. 
  Primary Pumose: Anli-Mecha and Anti~ 
  Armor. 
  
  Secondary Pumose: Anti-Missile and 
  Anti-Personnel. 
  Wcillht: Each missile weighs about 33 
  pounds (15 kg). 
  Mcga-Dama!?e: Varies by short-range 
  Alph.;I Figh1er ConllC'<:ted 10 a Beta 
  missile. 
  Usually loaded with HEAP 
  (High Explosive Annor Piercing) mis-
  siles which do 2D6:-..:10 M.D. per missile. 
  Rate of Fire: One or in volleys of 5. 10. 
  or 20. One volley. no matter ho\\ many 
  119 
  
  missiles arc in it. counts as aile melee at-
  tack. 
  Range: Fivc miles (8 km). 
  Pa\'load: ·tO short-range missiles. 
  ... ; MM-16 Missile Delivery System (2): 
  rhese pop-up launchers arc located 
  In Ihe shoulders behind the MM-20 
  launchers. They hold eight missiles 
  eilch. all of them at the read). The 
  \rtM-16 missile bay can launch in an)' 
  mode. 
  Primaf\ Purpose: Anti-Mecha 
  Scwndaf\ Purpose: Anti-Armor 
  Weight: Not applicable. each missile 
  \\'cighs about 33 pounds (15 kg). 
  Mc.::ga-Dama!!c: Varies by shari-range 
  missile type. Usually loaded \\ ith HEAP 
  (Iligh Explosive Armor Piercing) mis-
  siles which do 2D6xl0 M.D. per missile. 
  Rate of Fire: One at a time or in volleys 
  of 2, 4. 8 or all. One volley. no matter 
  ho\\' many missiles are in it, counts as 
  one melee attack. 
  Range: Five miles (8 km). 
  P,wload: 16 short-range missiles. 
  5: 80mb Bay: The bomb bay can carr: 
  up to four metric tons (8.889 Ibs or 
  ..J.OOO kg) of ordnance on modular 
  bomb racks. This ordnance can either 
  be unguided gravity bombs or preci-
  sion guided munitions. The bomb 
  hay can only be utilized in fighter 
  mode. 
  PrimaF" Purpose: Ground AuacklAnti-
  Personnel. 
  Sccondar\ 
  Purnose: 
  Anti-Installat ion! 
  Fortification. 
  Weight: Light bombs weigh about 500 
  pounds (225 kg) apiece. medium bombs 
  weigh 1000 pounds (453.5 kg) apiece 
  UJld heavy bombs weigh 2000 pounds 
  (907. 18 kgl. 
  Range: May be dropped from any alti-
  tude in an atmosphere. 
  Mega-Damage: 
  Light 
  Medium 
  and 
  Heavy bombs arc the equivalent of 
  short-. medium- and long-range missiles 
  without a propulsion system (they drop). 
  and deal out Mega-Damage according lO 
  type. 
  Rate of Fire: Dropping a volky of 
  bombs can be 2. 4. 8. or the entire pay-
  load. and counts as 1\\0 melee attacks. A 
  "bombing run" is a special allack thaI 
  takes one full melee round ( 15 seconds) 
  10 accomplish. It drops bomb along a 
  line of destruction (i.e. bridge, a particu-
  lar stretch of road. a series of buildings. 
  fuel tanks. etc.). 
  Payload: 17 light bombs. 8 medium 
  bombs or fou r heavy bombs. 
  Note: Vnguided "gravity" bombs arc 
  not precision weapons and have a ten-
  dency to fall wherever they arc dropped. 
  At an altitude of 15.000 fect (4572 rn) 
  and higher. pilots arc -4 to strike station-
  ary targets, -6 to strike moving targets. 
  and - 10 to stri ke small moving targets 
  like enemy mecha. cars and trucks. Pre-
  cision-Guided 
  Munitions 
  or 
  "Smart 
  Bombs" have a short-range guidance! 
  traCking system and are. +2 to strike 
  large stationary targets. + I to strike large 
  moving targets. and have no bonus 
  (straight die roll) to strike small moving 
  targets. 
  6. Wing Mounted Hardpoints (6): 
  120 
  Each \\ ing can mount three "hard-
  points" (missiles. bombs or launch 
  pods) 10 carry short- and medium-
  range missiles or light and medium 
  bombs. 
  Tht! 
  hardpoints can 
  also 
  1l100lnt multipk launch pods loaded 
  with rockets or mini-missiles. Note: 
  All ordnance must be launched or jet-
  tisoned before changing to battloid 
  modt!. 
  
  Prinli.lf\ PUffiOSC: Ground Auack. 
  SecondarY 
  Purpose: 
  Anti-Installation/ 
  Anti-Mecha. 
  Wcight: Not applicable. 
  Mc!!.a-Damae.c: Varies by missile or 
  bomb. 
  Rale of Fire: Volleys or 2. --1-. 6. or all 
  count as one melee attack. Unleashing 
  the entire payload. called "Ioad out:' all 
  aI oncc. counts as three melee attacks. 
  and a bombing run is dropping one quar-
  ter. half or all missiles or bombs in a sus-
  tained line of tirt!. and takes as one full 
  melee round (15 seconds). 
  Ranllc: By missile or bomb. 
  Pavload: Six short- or medium-range 
  missiles or six multi-missile pods (alto-
  gether a maximum of 18 short-range 
  missiles or 36 mini-missiks). Each hard-
  point ean hold one medium-range mis-
  sile. or a pod that holds three short-rangc 
  missiles. or a pod that holds six mini-
  missiles. 
  Penalties and Modifiers: All exterior 
  mounted missiles. including mulli- mis-
  sile pods. must be launched or thc un-
  used 
  missiles jetlisoned before 
  the 
  mecha can change to battloid mode. 
  Furthemorc. multi-missile pods create 
  drag. n:ducc speed by 10% and inllicl a 
  penalty of - I 0% on piloting s[.;ill and the 
  performance or stunt and evasive nw-
  ncuvers. 
  Cnguided "grm'il)'" bombs arc not 
  precision weapons and have a tendency 
  to fall wherever they arc dropped. At an 
  altitude of 15,000 feel (4572 m) and 
  higher, pilots arc -4 to strike s13tionary 
  targets. -6 to strike moving targets. and 
  -10 to strike small moving targets like 
  enemy mecha. cars and trucks. 
  Precision-Gllided :\/unilions or "Smarr 
  !Jambs" have a short-range guidance/ 
  trac[.;ing system and arc +2 to strike 
  t2t 
  large stationar:- targets. + 1 to strike large 
  moving targets. and ha\c no bonus 
  (straight die roll) to strike sm~1l1. moving 
  targets like a Cyclone. truck or car. 
  7. lIand to Hand Combat: The Beta 
  can engage in hand to hand combat if 
  it needs to. Its size and strength make 
  it a fomlidablc scrapper. but its slo\\ 
  speed and comparative clumsiness 
  make it vulncmble to smaller. faster 
  opponents. 
  Attacks per Melee: Sec bonuses, below. 
  Hand to (land Oama!!e: Punch Forl!.arm 
  Strike: 106 M.D. on a restrained punch. 
  306 M.D. on a ru1i strength punch. 
  IDGx 10 M.D. on a power punch (counts 
  as two attacks). 
  Kick: 508 M.D. 
  Sromp Al1ack: 3D8 M.D .. but. the tar-
  get cannot be marc thanl2 feel (3.6 m) 
  tall. 
  Power Kick, Jump Kick and Leap 
  Kick: 2D4x I 0 M.D .. but each of these 
  attacks counts as two melee attacks. 
  Flying Leap Kick. 206,10 M.D .. but 
  counts as three melee attacks and has a 
  0 1-87% likelihood of knocking an oppo-
  nent of roughly equal SiLC or smaller ofT 
  its feet or back I D6x I 00 yards/meters. 
  plus thc victim loses initiative and one 
  melee at1ack. 
  F~)!iflg Body 
  Block:Ram. 
  506+4 
  M.D. on a body block/ram up 10 a speed 
  of 300 mph (480 km). not faster. There 
  is a 87% likelihood of J...nocking an op-
  ponent of equal size. or up \0 50% 
  larger, as well as smaller opponents off 
  lheir feet or an airborne cncm) I D8x 1 00 
  yards/meters bad.:\"ards or olT cOurse. In 
  an:- case. the victim also loses initiative 
  and two melee attacks. This anack 
  counts as two of thc Beta's melee at· 
  tacks. 
  
  Snccial Combat Move: Block missile 
  strikcs and weapon blasts with the 
  shielding of the Beta's oversized fore-
  ann shields. To block. roll 1020 to parry 
  (plus 
  bonuses). 
  A 
  successful parry 
  means the foreanm take A LL the dam-
  age from any missiles or weapon blasts 
  that strike. Note that this taelie may re-
  sult in the anllS being blown off. 
  Bonuses with 
  Mecha Elite Combat 
  Training Onlv: + I attack per me1t:e 
  round at levels 2. 4. 8. and 12. +1 on ini-
  tiative. + I to strike (appl ies to punches. 
  stomps and kicks). +2 to parry (includ-
  ing blocking missiles and energy blasts 
  with its shielded forcanns), +2 to pull 
  punch, + I to dodge on the ground. +3 to 
  dodge in flight (any mode), and + I to 
  roll with impact (Shadow Fighter Betas 
  arc +5 to dodge when Shadow Stealth 
  System is engaged.) Note: These bo-
  nuses ONLY apply when the pilot has 
  the Alecha £lue Combat Training skill in 
  the Beta. The pilot's ow n number of at-
  tacks and bonuses (if any) are combined 
  with these when piloting the mecha. Do 
  not add mecha bonuses to the pilot's 
  lland to I land ability when he is outside 
  the mccha, Outside of his or her 
  "eritech. the pilot possesses only human 
  fighting abilities. 
  8, Sensors & Features: As noted earlier 
  in the description. 
  122 
  ZBR-IO Mk.I 
  Bioroid 
  Interceptor 
  Thl:: Bioroid Interceptor is a truly 
  unique synthesis of technology. When 
  the Expeditionary Force's Pioneer Mis-
  sion left for Tirol. among thei r ranks 
  were numerous micronized Zel1lracdi. 
  These Zentraedi. led by legendary '\-ar-
  lord, Genera! Breelai. had rejected the 
  Robotech Masters and joined the EF in 
  an etTort to find the Masters' homcworld 
  and 
  stOP 
  their 
  madness. 
  For 
  the 
  Zentracdi. while they hoped to make 
  amends to humans by bringing peace to 
  Earth. they also hoped to gel some an-
  swers about their past. 
  Throughout the first part of the jour-
  ney, the Zentraedi had to make do with 
  Fighter Pods and Battle Pods to partake 
  in the defense of the Expeditionary fleet. 
  By the time the fleet had reached Tirol. 
  precious few of either of these mecha re-
  mained. 
  and 
  Zenlracdi 
  pilots 
  were 
  squeezing into Alphas and Betas to fight., 
  designs the al iens did nOl feel comfort-
  able piloting. General Breetai fe lt this 
  situation was unacceptable. and once 
  Tirol was liberated he took his concl::rns 
  to EF Iligh Command. Admiral Hunter 
  agreed with Brl::l::tai and, giving him a 
  learn of engineers. put him in charge of 
  designing a 
  new Zentraedi specific 
  mecha. When a number ofTirolians also 
  volunteered (0 join the UEEF's crusade 
  to undo the web of conquest and manip-
  ulation spun by the Robolech Masters, 
  and to free Tirol from invading Invid. 
  designs went toward creating a mccha 
  that would satisfy both races. 
  
  123 
  
  What the) needed was a simple to 
  usc mccha that 1001... advantage or the 
  Lentraedi in·c1ose combat style and used 
  a control system that was less compli· 
  cated and mor~ automatl;d than human 
  mccha. Variable mecha were voted OLIt. 
  more as a case of prefercnce than any· 
  thing, and a non-variablc battloid with a 
  brain-wavc control system was seuled 
  on as the most appropriate conriguration. 
  During the siege of Tirol. the Mas-
  ters 
  "/nvid Fighter" 
  Bioroids had 
  proven to be a tough adversary and with 
  so many Tirolians stepping forward. it 
  was decided that a hybrid I3ioroid was 
  the way to go. The Zenlraedi approved 
  of lhe plan because I3ioroids share a lot 
  of technology with their own mecha. as 
  both were designed by the Robolech 
  Masters. With hangars full of extra 
  weaponry. spare parts and mecha, the 
  design team went to work. and Lhe 
  Bioroid Interceptor was born. 
  Invid Fighter Bioroids were stripped 
  to their chassis and upgraded electronics 
  and life support systems were installed. 
  Powerful thrusters were added to elimi-
  nate the need for the hover sleds. and 
  improved weapons were developed for 
  them using hoth human and Tirolian 
  technology. Finally. the new mecha was 
  covered in the same armor used by the 
  VF//\-6 Alphas and entered into prelimi-
  nary testing. It perfonned very well in 
  tt;!sts and the Zt!ntraedi pilots look La it 
  immediately. 
  The Bioroid inlerceptor proved a 
  good ground rig.hter. ablt; to scrap with 
  other I3ioroids as well as Invid mecha. in 
  space, it made a great ship· boarding 
  mccha. able to blast through hull plating 
  and bulkheads to board and wreak may· 
  hem inside. as ..... ell as take on Invid. one 
  on one. The Bioroid Interceptor also 
  handled <ldequatel} in atmospheric con-
  ditions as well as underwater. making it 
  a solid. all-environment mecha. Since 
  then it has become the premier mecha 
  among the Zentracdi and Tirolian COIll -
  bat pilots in the Expeditionary Force. 
  and it's a rare Zentraedi or Tirolian pilot 
  who will fly anything else. 
  There is only one version of tht! In-
  terceptor at this time. To fly it the pilot 
  sits in an armored cocoon in the chest of 
  the mecha. and operates it using a com· 
  bination of Bioroid brain-wave input and 
  physical battlepod controls. Many of the 
  controls from l3ioroid stockpiles were 
  '2' 
  
  adapted to the Interceptor to alleviate the 
  training time usually needed to acclimate 
  pilots to new mecha designs. In the 
  hands of a skilled Zentraedi or Bioroid 
  pilot, the Interceptor is a deadly and ver~ 
  satile war machine that has proven its 
  value in hundreds of skirmishes against 
  the legions of the Robotech Masters and 
  the deadly Invid. 
  Model Type: ZBR- I 0 Mk.1 Bioroid In-
  terceptor. 
  Class: 
  Non-Variable 
  Heavy Assault 
  l3anloid. 
  Crew: One: typically a Zentraedi or 
  Ti rolian. 
  M .D.C. by Location: 
  * Head -B5 
  Retractable Laser Cannons (2: shoul-
  der mounted) - 100 each 
  ** Engine/Weapon Housings (2) 
  - 100 each 
  Main Rear Thrusters (2: back) - 80 
  each 
  Chest Mounted Spotlights (2) - 5 each 
  Upper Arms (2) - 100 each 
  Forearms (2) - 125 each 
  Hands (2) - 55 each 
  Particle Cannon (I . handheld) - 75 
  Upper Legs (2) - 120 each 
  Lower Legs/Feet (2) - 150 each 
  Secondary Rear Thrusters (6) - 15 each 
  Reinforced Pilot's Companment - 120 
  *** Main Body - 350 
  * Destroying the head knocks out 
  most of the Bioroid Interceptor's sen-
  sors. radar. long-range radio and laser 
  communications. All of this leaves the 
  mecha at -I to strikc. parry and dodge. 
  ** Destroying one of the main rear 
  thrusters makes the Interceptor hobbled. 
  It is still flyable, but reduce speed by 
  half and there is a -15% on all skill rolls 
  involving stunts and evasive maneuvers. 
  Destroying both thrusters makes atmo-
  spheric flight impossible and thruster as-
  sisted leaps arc half the height and 
  distance. However, in space the mecha 
  can limp along using secondary thrusters 
  at a painfully slow speed of 30 mph (48 
  km). Note: The thrusters are protccted 
  by fin-like plating and require an at-
  tacker to make a successful "Called 
  Shot"' with the following penalties: 
  Shooting at a stationary target -4. mov-
  ing target -6. and fast moving target -11 
  to strike. 
  *** Depleting the M.D.C. of the 
  main body destroys the mccha, rendering 
  it totally useless. Howcver. the rein-
  forced pilot'S compartment should pro-
  tect the pilot and enable him to evacuate 
  the downed I3ioroid Interceptor. 
  Speed: 
  Flving: 312.5 mph (500 km) maximum 
  in an atmospherc, double in space. Can 
  also hover stationary and perform Verti-
  cal Take-Orfs and Landings (VTOL). 
  Running: 59.4 mph (95 km). 
  Leaping: 20 feet (6.1 111) high or across 
  unassisted by jet thrusters. With thruster 
  assistance. the Bioroid Interceptor can 
  leap J 20 fect (36.6 m) up or across. 
  Underwater: 20 mph (32 km) walking on 
  sea noar or swimming: 80 mph (128 km 
  or 69 knots) propelled by thrusters. Max-
  imum Depth: 2 miles (3.2 km). 
  Statistical Data: 
  Height: 23 reet (7 m). 
  Len2th: 8.8 reet (2.7 m) 
  Width: 9. I reet (2.8 m). 
  Wei.ht: 14 tons (dry). 
  Phvsical Strength: Robotic Strength or 
  40. 
  Cargo: Enough cargo for a survival kit 
  and a side arm behind the pilofs seal. 
  125 
  
  Power Svstem: Protoculture Reactor. 
  Weapon Systems: 
  I. HLC-90 Retractable Laser Cannons 
  (2): Mounted in armored housings on 
  the Interceptor's back. these retract-
  able laser cannons extend and swing 
  down over the shoulders to fire. 
  While very effective against large or 
  slow mm,jng targets. anything smaller 
  or faster than an Invid Scout gives 
  them trouble (no strike bonus). They 
  can he tired one at a time or both la-
  ser cannons can fire together. simul -
  tan COli sly at the same target. 
  Primary Pumose: Anti-Starship and Anti-
  AmlOr 
  Secondary Purpose: Anti-Invid and Dt:-
  fense. 
  Weight Nor applicable. Part of the 
  bait laid. 
  Ranee: 6.000 feet ( 1.829 m) in an atmo-
  sphere: double in space. 
  Mega-Damage: ID6xl 0 M.D. for a sin-
  gle blast, 2D6xlO M,D, for a dual blast 
  from both cannons. 
  Rate of Fire: Each single or dual blast 
  counts as one of the pilOl's melee at-
  tacks. 
  Bonus: +2 lo strike against large targets 
  (Invid Scout size or larger). +4 10 strike 
  large targets such as Invid Clam Ships or 
  bigger. 
  Penaltv: No bonuses to strike against tar-
  gelS smaller than an Invid Scout. 
  Pavload: Effectively unlimited. 
  2. 
  HPC-40 
  Particle Cannon: The 
  IIPC-.!O is a drum-style, handheld 
  rarticle cannon specifically design cd 
  for use with the interceptor. It has its 
  own laser targeting system that grants 
  Ihe pilot a bonus to strike. 
  Primary Purpose; Anti-Mecha. 
  Secondary Purpose: Anti-AnTlor. 
  Weight: 250 pounds (113.3 kg), 
  Range: 3,000 feet (914 m), 
  Mega-Damage: 
  ID6xIO+8 
  M.D. 
  per 
  blast: can only fire single blasts. 
  Rate or Fire: Each blast counts as one or 
  the pilot's mclec anacks. 
  Pavload: 10 blasts per Protoculturc mag-
  azine. 
  Bonus: +2 to strike. 
  3. LMMOS-16 Missile Delivery Sys-
  tem (2): On the outside of each lower 
  leg [here is a missile launcher that 
  holds 16 short-range missiles ill sin-
  gle shot surface tubes. This is essen-
  tially the same system used by thc 
  Alphas, 
  Primary Purpose: Anti-MechalAnti-Ar-
  mor. 
  Secondary Pumosc: Anti-Missiles and 
  Anti-Personnel. 
  Weight: Each missile weil!hs about 33 
  pounds (15 kg). 
  Range: Usually arOlmd fivc miles (8 
  km). 
  Mega-Damaee: Varies by shon-range 
  missik. Usually loaded with IlEAI' 
  (High Explosive Armor PierCing) mis-
  siles which intlic! 2D6xlO M.D. per l1lis-
  silt:. 
  Rate of Fire: Singly or in volleys of 2. 4. 
  8 or all. One volley. no matter how many 
  missiles arc in it. takes one attack. 
  Pavload: 32 shan-range missiles total. 
  16 in each leg. Mini-missiles can be sub-
  stituted. 
  4. Hand to Hand Combat: The Bioroid 
  Interceptor can cngage in hand to 
  hand combat with brutal efficicncy. 
  Attacks per Melee: See bonuses. below. 
  Hand to Hand Damage: Punch/Forearm 
  Strike: 104 M.D. on a restrained punch. 
  126 
  
  206 M.D. on a full strength punch. 406 
  M.D. on a po\\cr punch (counts as two 
  attacks). 
  Kick: 308 M.D. 
  Siomp Alfack: 208 M.D .. but the tar-
  get must be 12 fect (3.6 ml lall or 
  smaller. 
  Power Kick. Jump Kick and Leap 
  Kick. 508 M.D .. but each of these at-
  lacks counts as two melee attacks. 
  Flying Leap Kick: 106,10 M.D .. but 
  counts as three melee attacks and has a 
  01-66% chance of knocking an opponent 
  of roughly equal size or smaller off its 
  fcet or back 106:-.: I 00 yards/meters. plus 
  the victim loses initiative and one melee 
  allack. 
  Flying 
  13o(~v 
  Block Ram: 
  306+6 
  M.D. on a body block/ram up to maxi-
  mum speed (must 
  be.: at least 
  150 
  rnph/240 km). There is a 60% chance of 
  knocking an opponent of equal size. up 
  to 50% larger. as well as smaller oppo-
  nents off their feet or an airbomc enemy 
  , 06x I 00 yards/meters backwards or off 
  coursc. In any case, the victim also loses 
  initiative and two melee altacks. This at-
  1<Ick counts as 1'\<0 of the Alpha's melee 
  attacks. 
  Bonuses with Mecha 
  Elil!.: 
  Combat 
  Training Onlv: + 1 attaek per melee 
  round al levels L 3. 5. 7, 10. 12 and IS. 
  +2 on initiative, +3 to strike (applies to 
  punches, stomps and kicks). +3 to parry, 
  +2 to disarm. +4 to pull punCh. +2 to 
  dodge on the ground. +3 to dodge in 
  flight and +2 t~ roll with impact. Note: 
  rhcsc bonuses ONLY apply \vhen the 
  pi lol has the Elite Combo, Training skill 
  in Bioroid Inrerceplor. The pilot's own 
  number of hand to hand attacks and bo-
  nuSeS (if any) are combined with these 
  when piloting the mecha. Do not add 
  mecha bonuses to the pilot's Hand to 
  Hand ability when he is OlliS ide the 
  mecha. Oil/side of /tis mecha. the pilot 
  possesses only human fighting abilities. 
  5.Sensor Suite and Other Equipment: 
  Same as the standard Alpha Fighter. 
  MBR-12 Mk.II 
  Condor 
  Heavy Infantry Battloid 
  The Condor Infantry Battloid started 
  out life as the YF/X-5 Experimental 
  Heavy 
  Aerospace 
  Veritech 
  Attack 
  Bomber. Initially designed in 2022 as a 
  competilor to the VFIX-7 project the 
  Condor was meant 10 be a Vcritech 
  heavy strike fighter with the usual threc 
  modes of transfonnation. It was to rc-
  place the aging fleet of non-transfoml-
  able SF/A-5 Conbat strike fighters. 
  While the Condor showed promise. il 
  was plagued with many design prob-
  lems. including severe cost overruns and 
  inabilit) to deliver what the E:\pedition-
  aT)' Force needed from it. 
  While it failed as a Vcritech attack 
  bomber with three modes of operation. 
  the Robotech engineers found that the 
  Condor'S batt laid mode was e:-.:tremely 
  robust and made a good mobik: plalfoml 
  for infantry suppon weapons. The X-5 
  project was shelved shortly after the 
  X-7. and was re-designated the XR-IO..t 
  Assault /Jall/oid. It was around this time 
  that the Con bat Strike Fighter was sho\\ -
  ing ilS inadequacies against lhe swamlS 
  oflnvid and the XR- IOA projecl was put 
  on the fasl track for lesting. In 2025, the 
  first batch of new Assault Battloids, now 
  designated as MBR-IO Condors. were 
  assigned to the 10th Air Combat Wing. 
  which would later become the 1011/ Mars 
  Div/sion. 
  127 
  
  The new Condor bauloids werc de-
  dor 
  supportcd 
  the 
  smaller, 
  faster 
  played as heavy assault and support 
  Cyclones and ground troops. while dcal-
  units -
  in elTect. walking tanks that 
  ing out immense damage against the cn-
  fought alongside Cyclones and infantry 
  emy. Meanwhile. the Con bats and first 
  troops. Inserted by air drop or landing 
  generation Alpha fighters provided air 
  craft. the Condor would support ground 
  support. 
  In space. the Condor was 
  troops. charge enemy positions. and cn-
  launched with Conbal squadrons to aid 
  gage tht: Invid using their massive 
  the lighters against the swamling tactics 
  strength. thick armor and heavy wcap-
  used by the Invid. as " .. ·ell as spaceship 
  ons. As hcav~ infantry mccha the Con-
  defense on the ouler hull. tackling Invid 
  128 
  
  onc on onc. This usage of the Condor duced capabilities (-75% to all ranges 
  served the UEEF weU for nearly a de-
  and targets tracked). 
  cade. However. the hea\!y non-trans-
  fomlable banloid lacked the specd and 
  mobility that is so advantageous of a 
  Veritcch. 
  By 2035, the writing. was on the wall. 
  and the advent of the Beta Fighter would 
  spcll the end of mass production for the 
  Condor and the Con bat. Ncw production 
  suspended. only small numbers are man-
  ufactured on an as nceded basis as the 
  Condor and Can bat arc both being 
  phased out of active dUI)' combat roles. 
  Still, both arc currently used in defense 
  and support roles. as well as special op-
  erations and heavy assaults, especially 
  on enemy soil. Condors are often de-
  ployed v"ilh Bioroid Interceptors and 
  serve the roles of defense. boarding en-
  emy spacecraft and laying siege to en-
  t.::my strongholds (punching a hole in 
  spaceships and the enemy line for the 
  rest of the troops to follow). 
  Model Type: MBR-12 Mk.1I 
  Class: Heavy Infantry Assault Battloid. 
  C rew: One. 
  M.D.C. by Location: 
  • Head - 200 
  lIands (2) - 75 each 
  EU- I 2 Particle Cannon- 100 each 
  Forcanns (2) - 150 cach 
  Upper Anns (2) - 120 cach 
  Uppcr Legs (2) - 180 each 
  Lower Legs & Feel (2) - 225 each 
  Rear Thrusters (2) - 60 each 
  ** Depicting the M.D.C. of the main 
  body dcstroys the mecha. rendering, it 
  useless. 
  Speed: 
  Running: 80 mph (1 28 km). 
  Leapin!!: 80 reet (24.4 m) up or across 
  unassisted by thrusters. Can use its 
  thrusters to jump 200 reel (61 m) up or 
  across. 
  Flying: Can hover stationary or rise to 
  about 130 fect (39.6 m) above the 
  ground and fly for short periods ( I D6+5 
  minutes) above open ground. down 
  streets. above rooftops. down corridors 
  of spaceships. etc. Ma'\imum speed of 
  these short bursls is 70 mph (112 km): 
  double in space. Likewise. the Condor 
  can jump from rooftops. drop ships. and 
  great heights, and slow its descent to 
  land on its feel without injury or inci-
  dent. 
  Statistical Data: 
  Ileight: 42 fcct (12.8 m). 
  LcngthIDcpth: 20 feel. 8 inches (6.3 m), 
  WidthlBrcadth: 20 feet. 8 inches (6.3 m). 
  Weight: 15.7 tons (dry) . 
  Physical Strength: Robotic Strength of 
  55. 
  Cargo: Only enough space for survival 
  kit. emergency VR-052T Cyclone. t\\IO 
  canteens. a handgun and rine of choice: 
  typically the Gallant 
  Power S\stcm: One miniaturized. high-
  output Protoculture reactor. 
  Small Vectoring Thrusters (8) - 10 each 
  .. Main Body _ 448 
  Weapon Systems: 
  Reinforcxd Pilot's Compartment - 200 
  1. EU-12 Heavy Particle Cannon: This 
  * Destroying the head knocks out pri-
  mary radar and sensorS. A backup radar 
  system will kick in with severely re-
  ,29 
  massive particle cannon is the main 
  weapon of the Condor. It fires high-
  energy charged particle: beams and 
  
  dishes out plenty of damage. This 
  weapon uses a Protocuiture energy 
  cell and IS nol linked to the Condor 
  itself. 
  Primarv Purpose: Anti-Mecha. Anti-Ar-
  mor and Anti-lnvid. 
  SecondarY Purpose: Assault. 
  Wei"ht: 120 pounds (54 kg). 
  Range: 2.000 feet (610 m). 
  Mega-Damage: 2D4x 1 0+8 M.D. per blast. 
  Rate of Fire: Each blast uses one of the 
  pilafs melee attacks: cannot fire bursts. 
  single shot only. 
  Payload: 42 
  blasts pa Protoculture 
  E-Clip. Note: This weapon runs on 
  ProlOeulture Energy Clips and can be 
  sensed. seen and tracked by the Invid the 
  second it is turned "on:' 
  Bonus: +2 to strike with this energy 
  ' .... eapon, but half that when using other 
  mecha-sized handheld weapons. 
  2. MM-42 Missile Delivery System: 
  There are five missile launch systems 
  built into the body of the Condor: 
  One in each shoulder that fires 8 mis-
  siks each. one in each leg with 8 
  missiles each, and one 10 missile 
  launcher in the left ann (the right ann 
  has no missiles). The modular system 
  can fire short-range missiles or mini-
  missiles. The large number of short-
  range missiles gives the battloid ex-
  cellent artillery. anti-mecha and anti-
  aircraft capabilities. 
  Primarv Pumose: Anti-MechalAnti-lnvid. 
  SecondarY Purpose: Anti-Aircraft and 
  Missile Defense. 
  Weight: Each missile weighs about 33 
  pounds (15 kg). 
  Range: Typically five miles (8 km) for 
  short-range missiles. 
  Mega-Damage: Varies by short-range 
  missile. Usually loaded with HEAP 
  (High Explosive Armor Piercing) mis-
  siles which do 206>.: I 0 M.D. per missile. 
  Rate of rire: One or in volleys of2. 4, 6, 
  8. 
  J 6 or all 42. One volley. no matter 
  how many missiles are in it. counts as 
  one melee attack. 
  Pavload: 42 shori-range missiles. May 
  be substituted with 64 mini-missiles in-
  stead. It takes trained personnel about 30 
  seconds (two melee rounds) to reload 
  each launcher. In tbe field of combat. 
  once missiles are gone. the Condor 
  wades into tbe enemy with panicle beam 
  cannon and pounding fists. 
  3. Hand to I-fand Combat: The Condor 
  has high M.O.C. and superior Robot 
  P.S .. enabling the powerful mecha to 
  inflict grievous damage with its dev-
  astating punches and kicks. The Con-
  dor can literally tear through the hulls 
  of spacecraft hammer or blast through 
  walls and charge in to engage the en-
  emy with beam attacks, missiles and 
  fists flying. Its size and strength 
  make it a deadly combatant, but its 
  lack of speed and versatility (e.g. 
  cannot transform to other modes) 
  limits its overall capabilities and 
  leaves 
  the 
  mecha 
  vulnerable 
  Lo 
  smaller. faster opponents. 
  Attacks ncr Melee: See bonuses. below. 
  Hand to I-land Damage: Punch/Forearm 
  Strike: 206 M.D. on a restrained punch 
  and 606 M.D. on a full strength punch! 
  Power Pllnch: 2D6x 1 0 M.D .. counts 
  as two melee attacks. 
  Tear/Rip Attack: 406 M.D.: double 
  damage to hatches and doors. 
  Kick. 608 M.D. 
  Stomp Allack: 408 M.D .. but the tar-
  get cannot be more than 15 feel (4.6 m) 
  tall. 
  Power Kick. Jump Kick and Leap 
  Kick: 206xl0 M.O .. but eaeh of these 
  130 
  
  attacks counts as (''':0 melee attacks. A 
  nying Leap Kick is not possible. 
  Special Combat Movc: Block missile 
  strikes and weapon blasts with the 
  heavily armored forearms. To block. roll 
  I D20 to parry (plus bonuses). A success-
  ful parry means the forearms take ALL 
  rhe damage from any missiles or weapon 
  blasts that strike. Note that this tactic 
  may result in the arms being blown off. 
  110nuscs with Elite Combat Training 
  Onlv: + 1 anack per melee round at lev-
  els I. 3. 6.10 and 15. +2 to strike (ap-
  plies to punches, stomps and kicks only). 
  +3 to parry (including blocking missiles 
  and energy blasts with its shielded fore-
  anns). +3 to pull punch, + I to dodge on 
  the ground. +2 to dodge in night or us-
  ing thrusters to leap alit of the way. and 
  +2 to roll with impact. 
  Note: These bonuses ONLY apply 
  when the pilot has the Elite Combat 
  Training skill in the Condor. The pilors 
  own number of attacks and bonuses (if 
  any) are combined with these when pi-
  10ling the mecha. Do nO[ add mecha bo-
  nuscs to the pilot's Hand to Hand ability 
  whcn he is oil/side the meeha. Oil/side oj 
  his or her mecha. the pilot possesses 
  only human fighting abilities. 
  4. Sensors and Features of Note: The 
  Condor has the same avionics and 
  equipment 
  package as 
  the 
  Bela 
  Fighter. 
  SF/A-5 Conbat 
  Heavy Ordnance 
  Aerospace Strike Fighter 
  First nown in 2013. the Con bat. or 
  'l3at as she ,\as known to her pilots and 
  crews, was a non-variable strike fighter 
  that operated mainly as a heavy ord· 
  nance delivery platform. Fully spacl! ca-
  pablc. the' Bat new alongside its cousin 
  the Alpha in support roles carrying 
  heavy missiles to knock out large tar-
  gets. Designed initially as a fighter/inter-
  ceptor, the Conbat showed promise in 
  this role at first. but numerous encoun· 
  lers with the Invid during the Expedi-
  tionary Mission brought to light many 
  glaring flaws. The largest problem ' .... ith 
  the Can bat was the fact that it was 
  non-variable and had no battloid mode. 
  While good against traditional fighter 
  craft and larger slarships. Con bat pilots 
  were unable to cope with the Invid's 
  in·close swanning style of combat. This 
  deficiency was patched by teaming 
  Conbat squadrons with support from 
  Condor battloids. but fielding two ships 
  in the role one could fill proved to be a 
  strain on the resources of the VEEF. and 
  other solutions were sought. 
  As the VF/A-6 Alphas proved them-
  selves more and more capable against 
  the Invid. the Con bat was reclassified as 
  a Heavy Ordnance Strike Fighter and 
  relegated to flying support roles. 
  It 
  proved very effective at delivering heavy 
  missiles and prccision·guidt!d ordnance 
  against both ground targets and large 
  starships. It new in this role \,·cJl into the 
  2030s, when changing technology and 
  tactical considerations brought about the 
  introduction of the VFII3~9 Beta. a ship 
  that had been initially designed to re-
  place the Con bat in the early 20205. but 
  was never built. The Conbat was offi-
  cially retired from active service in 
  2037, and the last major combat opera-
  tions undertaken by Conbat squadrons 
  were with the ill-fated 10th Mars Divi-
  sion and their failed attempt to liberate 
  Earth from the Invid. Aficr their retire-
  ment. the Con bats were pulled from the 
  carriers of the UEEF neet and most were 
  131 
  
  scrapped and recycled for pans. A hand-
  ful were kept as flight training ships and 
  technology test beds. as well as reserve 
  fighters for the defense of UEEF instal-
  lations. 
  Model Type: SF/A-5 
  Class: Single Seal. All Weather. Ilcavy 
  Ordnance Aerospace Anaek Fighter. 
  Crew: One. 
  M.D.C. by Location: 
  • Engine Nacelles (2) - 125 each 
  ** Engine Nozzles (4) - 50 each 
  ••• Wings (2) - 75 each 
  Venical Stabilizers (2) - 35 each 
  132 
  Forward Particle Cannons (2) -
  20 
  each 
  Canopy - 55 
  Reinforced Pilot's Compartment - 100 
  • ... Main Body - 250 
  '" Destroying an Engine Nacelle ef-
  fectively destroys a wing and sends the 
  Con bat out of control. causing the air-
  craft to crash. 
  •• Engine Nozzles arc small and hard 
  to hit. Anackers arc -4 to hil engine nOl-
  zles. Losing more than one nozzle will 
  reduce the Conbat's speed by 50% . 
  Losing all nozzles will cause the Con bat 
  to crash. 
  
  *** Destroying a wing will send the 
  Con bat out of control and cause it 10 
  crash. 
  ** •• Destroying the main body will 
  destroy the entire aircraft. 
  Speed: Sea Level: 687.5 mph (1.100 
  km). 
  33,000 rcet (10.000 In): 1.187.5 mph 
  (1.900 kill) or Mach 1.55. 
  98.425 rcct (30.000 m): 1.875 mph 
  (3.000 km) or Mach 2.4. 
  Statistical Data: 
  Hei.ht: 13 feet. 5 inches (4.10 m). 
  Length: 31 feet. 10 inches (9.7 m). 
  Wine.span: 31 feet 2 inches (9.5 m). 
  Weight: 12.9 Ions (Dry). 
  Cargo: Just enough for a survival kil and 
  a side ann behind the ejection seal. The 
  hlst version of the 'Bat had a compart-
  ment for a Cyclone rescue vehicle. 
  Power Svstem: One Micro Protoculture 
  Reactor. 
  Weapon Systems: 
  I. LPC-4S Particle Cann ons (2): These 
  are the Conbat's primary attack and 
  dogrighling 
  weapons. 
  They 
  are 
  mounted under the wing roots close 
  to the fuselage and are forward rire 
  only. 
  Primary Pumosc: Air-to-Air Combat. 
  Secondarv Purpose: Anti-Missile. 
  Weie.ht: Not applicable. part of the air-
  frame. 
  Mega Damage: 208 for a single blast. 
  408 M.D. when rired as a pair. 
  Rate of Fire: Each blast USeS one of the 
  pilot's melee altacks. 
  Maximum Effective Range: 2.000 feet 
  (609.6 m). 
  Pavload: EfTectively unlimited. 
  2. External Ordnance I-lard points (4): 
  Under each wing. inboard from the 
  engine nacdles. arc two wcapon 
  hardpoints. These can be configured 
  to carry shon.-
  and medium-range 
  missiles or light and medium bombs. 
  The hardpoinls can also mount multi-
  ple launch pods loaded \\ ith rockets 
  or mini-missiles. Each hardpoint can 
  mount 2.000 pounds (450 kg) of ord-
  nance. 
  Primary Pumose: Ground Anack and 
  Assault. 
  SecondarY Purpose: Anti-Installation/Anti-
  Mecha 
  Weight: Not applicable. 
  Range: By missile or bomb. 
  Mega-Damage: B) missile or bomb. 
  Rate of Fire: In volleys by loadout. or 
  bombi ng run. 
  Pavload: Each hard point can carry 1.000 
  pounds (450 kg) of ordnance. 
  Note: Unguided "gravity'· bombs arc 
  not precision weapons and have a ten-
  dency to fall wherever they are dropped. 
  At an altitude of 15.000 feet (4572 m) 
  and higher. pilots arc -4 to strike station-
  ary targets, -6 to strike moving targets. 
  and - IOta strike small moving targels 
  like enemy mecha. cars and trucks. 
  Precision-Guided Munitions or ··Sman 
  Bombs'· have a shan-range guidance/ 
  tracking system and are +2 10 strike 
  large. stationary targcts. + I 10 strike 
  largc. moving targets. and have no bonus 
  (straight die roll) to strike small, moving 
  targets like a Cyclone. truck or car. 
  3. Sensors of Note: Conbats have the 
  same avionics and equipment pack-
  age as the Beta Fighter. 
  133 
  
  The Cyclone 
  Veritech Riding Armor 
  134 
  
  The Cyclone is a small. formidable 
  infantry. ground mecha designed with 
  the capability to transform from vehicle 
  mode. in this case a motorcycle. to 
  battloid for versatility. 
  The CV R Series Veritech In fa ntry 
  Ride Armor grew out of two needs: I) 
  The need for fast attack and insertion 
  methods for the Expeditionary Force's 
  ground troops. 2) To increase survivabil-
  ity of infantry troop in hostile condi-
  tions. 
  As battlefield technology ad-
  vanced, especially the proliferation of 
  large mccha and high intensity energy 
  weapons. the survivability of the average 
  infantryman was drastically reduced. 
  While large mecha like the Vcritech 
  Fighters. Condor and Bioroid Intercep-
  tors are good at taking space and terri-
  tory, they arc not well suited to holding 
  it. Furthermore. nol every soldier could 
  be a Veritech or l3anloid pilot. Armies 
  need feet on the ground to hold territory. 
  and the UEEF needed to lind a way to 
  do so if their mission to Tirol was to be 
  successful. 
  With the devdopmenl of personal 
  combat armor. culminating in the current 
  CVR-3 armor. the issue of survivability 
  in a hostile environment was finally ad-
  dressed. Infantry platoons equipped with 
  CVR series armor. and anned with anti-
  mecha weapons. performed well in lests 
  and at the beginning of the Pioneer Mis-
  sion. As the Exped itionary Force got 
  closer to Tirol. and tactical consider-
  ations changed. it became clear that in-
  fantrymen 
  needed 
  more 
  and 
  bener 
  protection and mobility. Mec.ha engi-
  neers began studying different ways to 
  improve both, which gave birth to the 
  Cye/one Project. 
  The motorcycle was chosen for a 
  number of reasons: The motorcycle is a 
  fast and agile ground vehicle. the small 
  size means it takes up minimal storage 
  space. the vehicle can maneuver through 
  small spaces and it can ride along nar-
  ro\ .... cliff ledges or through the halls of 
  buildings and spaceships, its 10\\ profile 
  makes the vehicle a difficult target to hit, 
  bikes arc easy to operate. casy to main-
  tain. and they are inexpensive 10 mass 
  produce. 
  The first Cyclones. the YVR-OIO and 
  YVR-020 series, were prototypes and 
  test beds. These early attempts showed 
  great promise and paved the way for the 
  first production modds, the VR-030 se-
  ries. The new Cyclones were quickly 
  distributed among the UEEF ground 
  forces and an intense training regimen 
  was started. 
  Cyclones proved to be a very effec-
  tive infantry combat system. and special 
  units of Cyclone infantry wt.!re organized 
  as a cavalry force to augment and sup-
  port regular ground forces. These units. 
  135 
  
  as well as newly developed infantry 
  fighting vehicles. succeeded in what the 
  UEEF wanted all along, to make a lean. 
  flexible and hard-hitting fighting force 
  that could stand up to just about any-
  thing. 
  ® 
  The Cyclone is currently the smallest 
  Veritech - transfonnable mecha - in the 
  UEEF. and is one of the great achieve-
  ments in Robotechnology. The mecha 
  unit combines the CVR-3 body armor of 
  the pilot with a small. light., but heavy-
  , • • , 
  " 
  ~ 
  z z 
  < , 
  z 
  < · · 
  '36 
  
  dut). M.D.C. motorcycle that transforms 
  from bikt: 10 ball/oid mecha in a maller 
  of three seconds! Despitc its small size 
  for a meeha. it provides considerable ar-
  mor protection to the pilot as well as ex-
  cellent firepower by way of bu ilt-in and 
  handheld weaponry. Furthermore. tht: 
  Cyclone is relatively lightweight (237-
  356 Ibs/ I06.7- 160.2 kg) and compact. 
  and is able to fold down into a compara-
  tively small package that can be placed 
  inside a storage un it in thl.: Alpha and 
  Beta Fighter. making it the emergency 
  backup mecha for pilots in all UEEF 
  Veri tech Fighters. 
  Fast and mobile in motorcycle mode 
  and a suit of protective powered armor 
  in ball/oid mode. the Cyclone is one 
  hl.:ck of a ride. The bal/loid configura-
  lion fecls like a second skin to the pilOt. 
  and responds to the wearer's slightest 
  movement. A Cyclone can leap. roll, 
  dodge. parry. and attack with weapons or 
  engage in hand to hand combat with 
  amazing spt:ed and agility. It augments 
  the pilot'S own physical strength and 
  combat capabilities. 
  To maximizl.: the versatili[) of the 
  Cyclone Veritl.:ch. the mccha can operate 
  on both Protoculture and an internal bat-
  le!)'. Ilo\\c\·cr. the limitations ofbaltery 
  power prevent flight and inhibit its maxi· 
  mum speed ilnd mobility. The battery is 
  included as ~ backup system to be used 
  when the ProtocuiIure energy cells are 
  running low or an.! not available. 
  Currently. there are three series of 
  Cyclones in usc by the UEEF. The 030 
  and 040 series arc both older models 
  whose use has been reduced to training 
  and special operations. sen ing mainly in 
  the roles of support and special forces. 
  The 050 series is the current infantry 
  standard. with two mecha types in active 
  service: the I'R-(}52 and the f ·R·(}57 
  Super 
  Cycfone. 
  The 
  VR-052 
  and 
  VR-057 Super are most often used for 
  combat. The /'R-052 is also used in res-
  cue operations as well as being the stan-
  dard mecha included in AlphllS and 
  Belas as an emergency 
  vehicle for 
  downed pilots. 
  Standard Sensors & 
  Equipment for All Cyclones 
  I. Rada r: Cyclones utilize a minia-
  turized X-band. Phased Array. three di-
  mensional baltlefield radar. This radar 
  system tracks airborne targets to a rangc 
  of 40 miles (64 km) and land targcts up 
  to 10 miles (16 km) depending on ter-
  rain. The radar allows the pilot to track 
  up to 25 targets. and has limited IFF ca-
  pabilities with a database of up to 25 
  known UEEF enemies. 
  2. Passive Nightv ision : Cyclones 
  have passive amplification nightvision 
  thai uses ambient light to fonn a visible 
  image. The amplified image is shown on 
  the pilot's IlUD inside his helmet visor 
  Range is 500 feel (152.4 m). 
  3. Infrared Sensor: The Cyclone has 
  an infrared sensor that allo\' .... s it to sec in 
  the IR spectrum. The IR image is shm\ln 
  on the pilol's IIUD inside his helmel vi-
  sor. Range is 500 feel (152.4 m). 
  4. Comb;lt Comp uter: The combat 
  computer ulilizes the IFF data from [he 
  radar as well as a laser targeting system 
  to improvc the combat perfonnance of 
  the mecha. The computer grants -r 2 10 
  strike with all integral weapon systems. 
  and +1 to any handheld weapons. 
  5. Comm un ications Suite: The C)-
  clone has a comm suite consisting of a 
  powerful. mi litary band radio. This radio 
  is encryptcd and broadcasts both wide-
  137 
  
  band and direction<ll. Range is 200 miles 
  (320m). 
  6. Motion/Collision Sensol'": Detects 
  objects within 150 fect (45.7) and alerts 
  the pilot with an alarm and flashing red 
  light. 
  7. Headlights: Cyclones are equipped 
  with either one or two high intensity 
  headlights. Each light has a standard 
  bulb. as wcll as an infrared emitter. 
  8. Instrumentation: The Cyclone 
  has the following readouts in the instru-
  ment panel: Speedometer. Tachometer, 
  Protoculture Level. Baltery Charge. En-
  gine Temperature. Thruster Temperature 
  and Altitude. 
  9. Distress Beacon : Broadcasts a dis-
  tress beacon On an encrypted UEEF fre-
  quency. Range is 250 miles (400 km). 
  10. Vectored Thrust Nozzles: The 
  Cyclone is equipped with a vectored 
  thrust system that allows for spectacular 
  jumps in bOlh cycle and battloid mode. 
  and for hovering and limited flight in 
  banloid mode. The main thrustcr is lo-
  cated in the tail of the cycle and the 
  lower back in battloid mode. There are 
  two secondary thrusters 
  wheel hubs that deploy 
  clone is in bauloid mode. 
  located in the 
  when the Cy-
  II. Power System: The Cyclone 
  uses a Protoculture fired, three-rotor en-
  gine displacing 1.190 cubic centimeters. 
  This engine uses the principles of the 
  old-fashioned hydrogen fucl cells to con-
  vert the energy in PrOlocultun:: cells inlo 
  motive power. This engine is mated to a 
  heavy-duty. six-speed transmission lu-
  bricated by low-grit graphite suspended 
  in silicone oil for heal control and long 
  life. 
  12. Pl'"otoculture Fuel Capacity: All 
  Cycloncs usc small PrO(oculture fuel 
  cclls about the size of a can of motor oil. 
  138 
  One fully charged Protoculture cell giVl.!s 
  Ihe mecha a reasonably active combat 
  life of about one month. Frequent heavy 
  activity and combat reduces the cell"s 
  fuel life by half. Note: Invid Protocul-
  ture cells arc the same as those used by 
  the UEEF and are interchangeable. Re-
  placing spent cells and recharging empty 
  Protoculturc energy cells requires some-
  body with the Biomechanical Mainte-
  nance or Robotechnology Engineering 
  skill. 
  13. Hand to Iland Combat: Cy-
  clones. All Cyclones are fast. agile 
  Ground Vcriccchs suitable for all manner 
  of infantry combat and ground opera-
  tions. They are even able to dodge and 
  engage Invid and other large mecha 
  though at considerable risk. 
  Attacks per Melee: Sec bonuses. below. 
  Augmented P.S. of 22-32 is the most 
  common range. 
  Hand to Hand Damage: Punch/Forearm 
  Strike: I D6 S.O.C. +1'.5. damage bonus. 
  Power Punch: 104 M.D .. but counts 
  as two melee attacks. 
  Kick or Stomp Allack: 206 S.D.C. -
  Power Kick: 106 M.D .. but counts as 
  two melee allacks. 
  Jump Kick or Leap Kick: 306 5.0.C. 
  +P.5. damage bonus. t\ power leap is 
  not possible. Counts as two mekc at-
  tacks. 
  F!ying Leap Kick: 506 S.O.c. +P.S. 
  damage bonus, but counts as three melee 
  attacks. 
  Body Block/110m: 206 S.O.c. (P.S. 
  damage bonus docs NOT apply) on a 
  body block/ram pcr 20 mph (32 km) up 
  to 140 mph (224 km). There is a 01-65% 
  chance of knocking dO\\in an opponent 
  of equal size or up to 30% larger. or 
  smaller. ofT their feel. In any case. lhe 
  victim of knockdown loses iniliative and 
  
  two melee altacks. This altack counts as 
  two of the Cyclone's melee attacks. 
  Bonuses with 
  Mecha Elite Combat 
  Trajnjn!! Onlv: + I attack per melee 
  round at levels 1,4.8. and 12. +1 on ini -
  tiative. + 1 to strike. +2 to parry. +2 to 
  disarm. + I to pull punch. +2 to roll with 
  impact. +2 to automalic dodge (Special: 
  The act of dodging, even leaping out of 
  the way. docs not use up a melee attack. 
  In fact. the Cyclone is so fast and nim-
  ble. that the pilot can !cap, hop and skip 
  out orthe way without penalty. No other 
  dodge bonuses apply). Note: These bo· 
  nuses ONLY apply when the pilot has 
  the Mecho Elite Combol Training skill in 
  Cyclones. The pilot's Q\\n number of at-
  tacks and bonuses (if any) are combined 
  with these when piloting the mecha. Do 
  not add mecha bonuses to the pilol's 
  Iland to Hand ability when he is outside 
  the mecha. Outside of his mecha. the pi-
  lot possesses only human fighting abili-
  ties. 
  14. CVR-3 Body Arm or: This stan· 
  dard UEEF pilot and infantry annor is a 
  necessary component of the Cyclone. 
  \Vithout thc ann or, the mecha can not 
  turn into a ballioid. The pilots of Cy-
  clones mllSI wear a suit of CVR-3 - usu-
  ally specially filled to his or her exact 
  physical specifications for a "perfect fie 
  and maximum comfort -
  because the 
  C) clone mecha actually connects to 
  mountings on the armor to become a 
  battloid. 
  CVR-3 
  Personal Environmental 
  Combat Armor 
  The CVR-3 is the latest incarnation 
  of the CVR series Environmental Com-
  bat AnnoL The original CVR design 
  was penned in 2021 and was an update 
  of the old UEDF hard armor suit. The 
  CVR-3 is fully environmenral and con-
  sists of lightweight plates of steel and 
  ceramic composite over a ballistic nylon 
  unisuit. The unisuit acts as a pressure 
  suit for atmospheric flight and when 
  scaled to gloves. boots and helmet, is ap-
  propriatc for exposure to vacuum as well 
  as radiological, biological and chemical 
  agents. The hard plates are easy to get in 
  and out of. and the boots/lower legs have 
  an integrated system of mOlars and hy-
  draulics that, when linked to the Cy-
  clone. act as a powered exoskeleton. 
  CVR-3 is the standard issue infantry ar-
  mor for UEEF Marines. as well as being 
  issued as a night suit for aerospace pi-
  lots. There are two models of CVR-3. 
  the standard male model and a lighter 
  model for femaie troopers. 
  139 
  
  Standard CVR-3 features: 
  I. Computer controlled life support 
  system : A small computer is woven into 
  the unisuit that monitors oxygen supply 
  and consumption, internal and external 
  temperature and environmental integrity. 
  This system also fe-circulates waste 
  gases and automatically seals the suit in 
  hostile environments. The computer runs 
  on a power cell with a cha rg~ good for 
  48 hours. The po'\vcr cell can be charged 
  at base as well as by the power systems 
  of Alphas. Betas and Cyclones. 
  2. High temperature resistant shield-
  ing: Protects the wearer from heat and 
  flames up to 200 degrees centigrade (360 
  Fahrenheit). Nannal fires deal no dam-
  age. but nuclear and plasma fires do full 
  damage. 
  3. Shielding: Resistant to rad iologi-
  cal. chemical and biological agents. 
  4. Internal oxygen supply: Good for 
  six hours. 
  5. Utility belt and holster: The stan-
  dard issued side arm is the Gallant. 
  6. Impact resistant helmet. with re-
  movable visor. 
  7. 
  B.U.D.: 
  Polarized 
  visor with 
  Heads-Up Display projector. 
  S. Radio.: Directional. short-range 
  radio with a 10 mile (16 km) range. 
  Weight: Standard male CVR-3M weighs 
  12 pounds (5.4 kg) and imposes a -1 0% 
  movement penalty on Physical skills that 
  require freedom of movement such as 
  Acrobatics. Climbing. Gymnastics. Prowl, 
  Swimming. and similar. The lighter 
  CVR-3F female version weighs six 
  pounds (2.7 kg) and imposes a -5% 
  movement penalty. 
  140 
  M.D.C. by Location: 
  CVR-3M Male Model: 
  Hdmct- 50 
  Anns (2) - 35 each 
  Legs (2) - 50 each 
  Main Body - 120 
  CV R-3F Female ModeL 
  Hclmct- 50 
  Anns (2) - 30 t:ach 
  Legs (2) - 40 each 
  Main Body - 90 
  UEEF Military 
  Survival Pack 
  The survival pack is standard issue 
  with all aerospace fightt:rs. Cyclones and 
  anyone else in danger of getting lost in 
  hostile territory as part of their missions. 
  The pack is about the size of a briefcase, 
  weighs eight pounds (3.6 kg) and in-
  cludes the following: 
  Bivouac Bag: Wealherproof s1ct:ping 
  bag that doubles as a temporary shelter. 
  
  Protects the sleeper to -20 degrees Fahr-
  I.!nhcit(-29 Celsius). 
  I-ligh Intensity Flashlight: Solar 
  charged power cell is standmd: 200 fool 
  (61 m) effective range ofthl;: light beam. 
  Compass/Inertial Mapper: Lets you 
  know how far you've traveled and in 
  which direction. + I 0% on Land Naviga-
  tion skill rolls. Mirrored finish on one 
  side for signaling. 
  Mini-First-Aid Kit: Gauze roll and 
  pads. 48 adhesive bandages. roll ormed-
  ical tape. pair of scissors. pocket knife. 
  boltle of painkillers_ bottle of vitamins_ 2 
  doses universal anti-vcnom, 2 doses 
  anti-radiation. protein healing salve. and 
  a pocket mirror. 
  Hunling and Fishing Kit: rishing 
  line_ hooks_ wires and small pulleys 
  good for fishing and selling snares. 
  Saw 
  Wires: 
  Serrated. 
  ultra-hard 
  \\ ires with ring handles able to cut 
  through nearly any S.D.C. material. 
  Docs all the work of a saw in half the 
  time. 
  Fire Starter Kit: Mt:tal. wind-proof 
  lighter and one cube of compressed 
  accelerant. Good for lighting dozens of 
  fires. 
  Blades & 
  Tools: Survival knife 
  (docs 1 D6+ 1 S.D.C. damage). small 
  hatchet (lD-l S.D.C. damage). collaps-
  ible maul. collapsible entrenching 1001 
  (sho\el; do~s 106 S.D.C. damage)_ 6 ce-
  ramic spikes/pitons and climber's ham-
  mer. 
  Signal Flares: Four signa l flares and 
  two yellow smoke grenades. 
  Ropc: 30 feet (9.1 m) of lightweight 
  climbing rope and pair of climbing 
  gloves. 
  Concentrated Sanitizer: 48 dispos-
  able. pre-moistened washcloth with sani-
  tizing solution. 
  Cantcen and food bag. Half gallon 
  of water (1.89 liters) and 10 day food ra-
  tions. 
  Passenger: One passenger can ride 
  scated behind the driver. provide the lOp 
  box has been removed. 
  The H-90 Gallant is thl.:: standard is-
  sue side arm of the Cyclone pilot (and 
  most Veri tech pilots). This versatile 
  weapon is described in the Weapon sec-
  tion of this book follo\\ ing the descrip-
  tions of Veri tech infantry mecha. the 
  Cyclones and Silverback. 
  VR-030 Cyclones 
  The VR-030 series Cyclones arc the 
  oldest Cyclones in active sl.::rvice. but re-
  main a favorite among. the soldiers of the 
  Expeditionary Forcc. Initially designed 
  in the late 20205 as a quick strike ml!cha. 
  141 
  
  142 
  
  the VR-030 series quickly gained favor 
  with scouts. forward observers and mes-
  sengers. Due to changing tactical consid-
  erations and the dcvelopment of more 
  powerful Cyclones. the production of the 
  VR-030 series is minimal and slowly be-
  ing phased out. 
  The scout Cyclones are used by re-
  connaissance. SUppOr1 and special forces 
  learns where the mecha's speed and spe-
  cialized equipment let them shine. The 
  current and final version, the 038. comes 
  in three different variants. The VR-038A 
  is unarmed and tuned for top speed (30% 
  faster than listed spe~d), making it a fa-
  vorite of messengers and couriers. The 
  VR-038L is an anti-armor variant armed 
  with the RL-6 Rockel Launcher. and of-
  ten deployed with the VM-9 Si/verback 
  in Combined Anti-Armor Teams. The fi-
  nal variant, the VR-038R. is a reconnais-
  sance version outfitted with a powerful 
  sensor and EW AR suite (described be-
  low). 
  Model Type: YR-038 
  Also known as: "Scout Cyclone" or 
  "Light Cyclone:' 
  Class: Light AmlOr Verilcch Motorcy-
  cle. 
  Crew: One. 
  M.O,C. by Location: 
  Cvcle Mode: 
  Headlights (2) - I cach 
  * Tires (2) - 6 each 
  Armored Panniers/Saddlebags (3) 
  -10 each 
  Vectored Thrust Nozzle (rcar) - 25 
  ** Main Body - 125 
  Battloid/Armor Mode: 
  • Tires (2, back mounted) - 5 each 
  Main Vectored Thruster (L lower 
  back) - 25 
  Secondary Vectored Thrusters (2, in 
  wheel hubs) - 10 each 
  Forearm Shields/Weapon i-Iardpoints 
  (2) - 25 each 
  Legs (2) - 55 each 
  Helmet/Head - 50 
  *. Main Body - 125 
  '" Destroying either tire reduces all 
  bonuses and speed by half. and destroy-
  ing both tires renders the Cyclone un-
  rideable. If the back tire is lost while 
  moving in cycle mode, the pilot needs to 
  make a Pilot: VeritechlCyclone skill roll 
  at -25% or lose control and crash. If the 
  front lire is lost while moving, the pilot 
  needs to make a Pilot: Veritech/Cyc!one 
  skill roll at -40% or lose control and 
  crash. Losing both tires makes driving 
  impossible. Note: The tires are small, 
  low profile and difficult targets to hit. of-
  ten obscured by dust. To shoot out a tire. 
  the attacker must make a successful 
  "Called Shot" with the following penal-
  ties: Shooting at a stationary target -4, 
  moving target -6. and fast moving target 
  -11 to strike. These penalties also apply 
  to targeting the head and other small tar-
  gets. 
  ** Depleting the M.D.C. of the main 
  body destroys the Cyclone, rendering it 
  useless. 
  Speed: 
  Cvcle Mode: Lighter and faster \han its 
  general 
  issue counterpar1, 
  maximum 
  speed is 200 mph (320 km). Cruising 
  speed is usually around 80 mph (128 
  km) and the mecha can also hover sta-
  tionary. Use of the rear thruster can in-
  crease maximum speed by 60 mph (96 
  km) for short periods of time (106 min-
  utes). as well as allowing the Cyclone to 
  jump up to 40 feet (12.2 rn) across or 20 
  rect (6.1 m) high. 
  ,43 
  
  Battloid Mode: The Cyclone mecha ell-
  hances the pilot's natural speed. The 
  max running speed of the Cyclone is the 
  Pilot's running speed plus 25%. Tht:: 
  main (rear) and secondary (wheel hub) 
  vectored thrusters allow the pi lot to 
  hover lip to 30 feet (9. 1 m) or skim along 
  the ground or the surface of water, or up 
  10 100 fecI (30A m) a\ 80 mph (128.7 
  km). The Cyclone in battloid mode can 
  leap up to 20 fcet (6.1 m) high or across 
  unassisted by thrusters. Leaps of 100 
  feet (30.5 Ill) high or across can be made 
  with thruster assistance. 
  Statistical Data: 
  Cvcle Mode: 
  Height: 3 feet. 6 inches (I 1m). 
  Lenglh: 6 feet. 9 inches (2.1 m). 
  Width: I fool. 6 inches (0.5 m). 
  Battloid/Annor Mode: 
  Ileighl: 6 feet. 9 inches (2.1 m). 
  Length: 5 fect, 2 inches ( 1.6 m). 
  Width: 3 feel, 3 inches (1.0 m). 
  Weighl: 237 pounds dry (106.7 kg). 
  Phvsical Slrength: The 030 series Cy-
  clone grams the \\carer an Augmented 
  Strength 6 points higher than his own 
  P.S. attribute. (This bonus only applies 
  in battloid mode.) 
  Cargo: Two lightly armored. hard-sided 
  saddlebags can be mounted to the Cy-
  clone, as well as a lOp box mounted be-
  hind the rider. Each saddlebag is 18 
  inches (0.45 m) high. 20 inches (0.53 m) 
  wide and 18 inches (0.45 m) deep and 
  can carry 100 pounds (45 kg). The lOp 
  box is 14 inches (0.33 m) in all dimen-
  sions and can carry 50 pounds (25 kg). 
  These boxes arc watertight, lockable and 
  easily detachable from the Cyclone. 
  They automatically drop olT when the 
  Cyclone transforms and must be recov-
  ered afterward or arc lost 
  Power Svslcm: 1. 190cc. High-Output 
  Protocuhurc Fired Rotary Engine. All 
  Cyclones also have;) backup power sys-
  tem comprised of an dcclric motor that 
  is constantly charged by regenerative 
  braking systems in the wheel hubs. The 
  engine's battery can store enough power 
  for two hours of general riding. Use of 
  the backup po\\/cr system renders the 
  Cyclone unabk to transform. makes the 
  thrusters unavailable. and reduces speed 
  by 25~o. 
  Weapons and Equipmcnt for 
  VR-030 Series: 
  VR-038A Spcedster 
  1. Built for Speed : This is an unarmed 
  Cyclone souped up for lOp speed. 
  Cvcle Mode; Maximum speed is 225 
  mph (360 km). Cruising speed is usually 
  around 80 mph (128 km). Usc of the rear 
  thruster can increase maximum speed by 
  60 mph (96 km) lor shon periods of 
  time, as well as allowing the Cyclone to 
  jump up to 55 fed (16.7 m) across or 30 
  feel (9. 1 m) high. 
  Bauloid Mode: Tht.! Cyclone mt.!cha t.!n-
  hallces the pilot's natural speed. The 
  max running spct.!d of the Cyclone is the 
  pilofs running speed plus 25%. 
  The main (rear) and secondary (wheel 
  hub) vectored thrusters allow the pilot to 
  hover up to 30 feet (9.1 m) or skim alon2. 
  the ground or the surface of water: in: 
  crease hon:r height up to 100 feet (30.4 
  m) al80 mph ( 128 km). 
  The Cyclone in banloid mode can 
  leap up to 25 feet (7.6 m) unassisted by 
  jet thrusters. Leaps of 130 feet (39.6 m) 
  high and across can be made with 
  thruster assistance. 
  144 
  
  2. llandhcld Weapons: The VR-038A 
  is usually issued with an 1-1-90 Gal-
  lant Modular Sid\,; Ann. EP-37 Pulse 
  Beam Rine or 11-260 Valiant. Any 
  wcapons usable by humans can be 
  carried in a pinch. 
  3. Hand to liand Combat bonuses: As 
  standard for Cyclones when the 
  Mecha Elite Combat Training skill in 
  taken (sec # 13 under Standard Sen-
  sors & £quipmelll for All Cyclones). 
  plus the following addirionaJ bo-
  nuses: + 1 to roll with impact and +\ 
  to automatic dodge. 
  VR-038L Anti-Armor 
  I. 
  RL-6 
  60mm 
  Light 
  Repeating 
  Rocket Cannon: The RL-6 is a light 
  anti-armor weapon that fires 60mm 
  mini-missiles. and is used to take out 
  lightly armored mecha and fortifica-
  tions. It is usually mounted along the 
  side of the Cyclone in a fonvard fir-
  ing position. but can also be sto\\cd 
  along the rear of the Cyclone \\ here 
  the sadd lebags attach. 
  In battloid mode. lhl! RL-6 is at-
  tached to the (right or left) forearm 
  and fired like a rifle, poim and shoot. 
  The rockets arc held in a six round 
  magazine 
  and 
  are 
  aUlOmatically 
  loaded into the weapon. Magazines 
  are issued full. When emptied. all the 
  shooter has to do is eject the spent 
  magazine and slap in a fresh one. 
  Reloading with a pre-loaded maga-
  zine takes one melee action. In a 
  pinch the rocket can be loaded inlO 
  the weapon one at a time. which 
  takes anI! action per missile. 
  PrimarY 
  Purpose:: 
  Anti-Annorl Anli-
  Mecha. 
  SecondarY Pumas!;!: 
  Anti-Fonification 
  and Ground to Air Assaults. 
  Weie.ht: The weapon weighs 16 pounds 
  (7.2 kg). A 
  fully 
  loaded magazine 
  weighs around 8 pounds (3.6 kg). 
  RanQ.c: One mile (1.6 kill). 
  MeQ.a-Oamage: By mini-missik. Stan-
  d<lrd load is Iligh Explosive Annor 
  Piercing (I-lEAP) which deal 104,1 0 
  M.D. per missile. 
  145 
  
  Rate of fire: Firing a missile lakes one 
  attack. and missilcs arc fired one al a 
  time. 
  Pa\'load: Six mini-missiles. 
  M.D.C. of the Weapon System: The 
  RL-6 has 25 M.D.C. 
  Notc: There is also a light infantry ri-
  ne version of the launcher that holds two 
  mini-missiles. 
  2. Hand Held Weapons: The VR-038 is 
  usually issued with a Gallant I-J-90 
  Modular Side Arm. EP-37 Pulse 
  Beam RiOe or H-260 Valiant. Any 
  \veapons usable by humans can be 
  carried in a pinch. 
  3. Hand to Hand Combat bonuses: As 
  standard for Cyclones when the 
  Mecha Elite Combat Training skill in 
  taken (sec # 13 under Standard Sen-
  sors & Equipment/or All Cyclones). 
  plus the following additional bo-
  nuses: + 1 to pull punch. + I to roll 
  with impact and + I to automatic 
  dodge. 
  Note: Standard coloration is red with 
  grey and/or white highlights and 
  black markings and designation num-
  bers. This is the n!d Cyclone used by 
  Rook Bartley in the Robotech® New 
  Generation TV series. 
  VR-038R Scout/ 
  Reconnaissance Cyclone 
  In nddition to the standard stats. 
  M.D.C.. sensors and features common to 
  ALL Cyclones. the VR-038R Cyclone 
  has the following. 
  1. OSS-44 Scout/Reconnaissance Sen-
  sor Suite: The 038R is configured 
  for scouting and reconnaissance mis-
  sions. IL has no weapons standard. 
  and comes with a comprehensive 
  sensor suite installed. The sensors are 
  '46 
  installed in the small pods that arc 
  above the headlights. and data is pro-
  jected on the pilot's heads-up display 
  inside his helmet. 
  lOx Optical Image Enhancement: The 
  optical enhancement magnifies the pi-
  lot's vision by ten, as well as digitally 
  sharpening and stabilizing the image. 
  Passive Nighlvision: Ambient nightvi-
  sian uses trace amounts of light to make 
  the pilot see as if it were daytime. Range 
  is 500 fee' (152 m). 
  Thennal Imaging: Themlal imager that 
  uses the heat signatures of people and 
  objects to make a visible image. Allows 
  the pilot to sec in total darkness. through 
  walls. inclement weather and smoke. 
  Range is 500 fee' (152 m). 
  
  Digital Video and Still Recorder: A digi-
  tal slill camera and video recordcr. The 
  camera can record 80 hours of video or 
  Ihousands of images on removable digi-
  lal media. These images can be broad-
  cast to others with the abiliry to receive 
  them, can be printed as still photos with 
  its integrated photo printer. or can be 
  projected as a hologram for playback. 
  lOx optical magni ficalion as well as dig-
  ital sharpen ing and stabilization. 
  Extemal Audio Pickup: This system 
  works both multi-directionally and as a 
  shotgun mic. It can pick up sounds as 
  quiet as a whisper at 500 feet (152 m) 
  and can sift through ambient sound for 
  specific noises. 
  I,aser Distancer and Range Finder: Can 
  estimate distancc, altitude and rate of ap-
  proach/travel as well as be used to paint 
  a targct for airborne and ground bascd 
  ordnance delivery. Range is two miles 
  (3.2 km). 
  Encrvpted Lone.-Ran!!c Communications 
  Arrav: A high-powered. long-range and 
  encrypted radio. This system can also 
  scramble enemy communications. and 
  can be focused and used to temporarily 
  overload enemy comm arrays for 106 
  mclee rounds (15 to 90 seconds). This 
  gives the Cyclone a limited electronic at-
  tack capability but requires a successful 
  Electronic Countermeasures skill ro[1. If 
  the character doesn't have that skilL Ra-
  dio: Basic can be allempted. but with a 
  skill pl;nalty of -30%. 
  Enhanced Radar Suite: More robust ra-
  dar antennas arc installed on the 038R 
  that allow the pilot 10 identify and track 
  up to 64 different airborne targets to 75 
  miles ( 120 km) and 24 [and targets to 25 
  miles (40 km). The data from the radar 
  can be broadcast to other mecha or in-
  stallations. The radar can also be focused 
  and used to tcmporarily bum oUl an cn-
  emy's radar for I D6 melee rounds (IS to 
  90 seconds). This gives the Cyclone a 
  limited electronic attack capability and 
  requires an Electronic Countermeasures 
  roll. If the character doesn't have the 
  Countermeasures skill. Sensol') Equip-
  ment can be used. but at a -15% skill 
  penalry. 
  2. Handheld Weapons: The VR-038 is 
  usually issued with an 1-1-90 Gallant 
  Modular Side Aml, EP-37 Pulse 
  Beam Rifle or H-260 Valiant. An) 
  weapons usable by humans can be 
  carried in a pinch. 
  3. Hand to Hand Combat bonuses: As 
  standard for Cyclones when 
  the 
  Mecha Elite Combat Training skill in 
  taken (see # 13 under Standard Sen-
  .<;Drs & EqUIpment for 04/1 Cyclones). 
  plus the following additional bo-
  nuses: + I 10 pull punch, + I 10 roll 
  with impact and + I to automatic dodge. 
  VR-040 Series 
  Cyclone 
  While the VR-030 series Cyclones 
  performed well in light combat and 
  scout ing roles. they are woefully inade-
  quate for front-line fighting. The 040 se-
  ries was designed to fill lhe role as a 
  front-line combat mecha. It uses the 
  same frame and powcrlrain as its smal1~r 
  cousin, but has heavier amlOr and built-
  in weapon systems. While the integral 
  missile delivcry system gives it long 
  range and anti-armor capabilities. the 
  VR-040 series really shines in hand 10 
  hand combat with its CADS- I system 
  and heavier armor. 
  147 
  
  Unlike the other Cyclones. there was 
  only one VR-040 series unit designed. 
  the VR-041. It perfonned well against 
  the Invid and the Robotech Masters. but 
  was eventually seen as manufacturing 
  burden. and was eventually superseded 
  by the cheaper 050 series. Whi Ie no lon-
  ger in mass production. the VR-O~ I. 
  nicknamed the Saber Cyclone, continues 
  to perfonn well in specialized roles 
  within the Expeditionary Force and co-
  mes 
  in 
  two 
  major 
  variants. 
  The 
  VR-04IH is a medium infantry assault 
  unit deployed in peacekeeping. espio-
  148 
  
  nage. and light combat situations. and 
  arme:d with missiles and the CADS-l 
  system. The VR-041 M is a variant used 
  by fidd medics that sacrifices the mis-
  siles for a suite: of medical instruments 
  and supplies. It is perfectly suited to cut-
  ting pilots out of ruined mccha and bat-
  tlefield extraction, especially when used 
  with a sidecar. 
  Model Type, VR-041 
  Also known as: The "Saber Cyclone" 
  and "Brosupcrior." 
  Class: Medium-J-!cav) Armor Veri tech 
  Motorcycle. 
  Crew: One. 
  M.D.C. b)' Location: 
  Cvcle Mode: 
  Headlights (2) - I each 
  * Tires (2) - 6 each 
  Armored Panniers/Saddlebags (3) 
  - IOeach 
  Vectored Thrust Nozzle (rear) - 30 
  ** M<lin Body - 142 
  Battloid/Armor Mode: 
  * Tires (2. back mounted) - 6 each 
  Main Vectored Thruster (I. lower 
  back) - 25 
  Secondary Vectored Thrusters (2. in 
  wheel hubs) - 10 each 
  Forearm Shields/CADS-I System (2) 
  - 60 each 
  Legs (2) - 65 each 
  IlelmetfHcad - 50 
  ** Main Body - 142 
  * Destroying either tire reducc:s all 
  bonuses and speed by half. and destroy-
  ing both tires renders the Cyclone un-
  rideable. If the back tire is lost while 
  moving in cycle mode. the pilot needs to 
  make a Pilot: Cyclone skill roll at -25% 
  or lose control and crash. If the front tire 
  is lost while moving, the pilot needs to 
  make a Pi/Of. Feritech Cyclone skill roll 
  at -40% or lose control and crash. Losing 
  both tires makes driving impossible. 
  Note: The tires arc smaiL low profile 
  and difficult targets to hit, often ob-
  scured by dust. To shot out a lire. the at-
  tacker must make a successful "Called 
  Shot" 
  with the following penalties: 
  Shooting at a stationary target -4. mov-
  ing target -6. and fast moving target -1 I 
  to strike. These penalties also appl) to 
  targeting the head and other small tar-
  gets. 
  ** Depicting the M.D.C. of the main 
  body destroys the Cyclone. rendering it 
  useless. 
  Speed , 
  Cvcle Mode: Maximum speed is 160 
  mph (256 km). Cruising speed is uSLlall) 
  around 60 mph (96 km). and the mceha 
  can also hover stationary. Use of the rear 
  thruster can increase maximum speed by 
  60 mph (96 km) for short periods of time 
  (106 minutes). as \vell as allowing the 
  Cyclone to jump up to 40 feel (12.2 m) 
  across or 20 feet (6.1 m) high. 
  BaHloid Mode: The Cyclone mccha cn-
  hances the pilot's natural speed. The 
  max running speed of the Cyclone is the 
  pilot'S running speed plus 25%. The 
  main (rear) and secondary (wheel hub) 
  vectored thrusters allow the pilot to 
  hover up to 30 feel (9.1 m) or skim along 
  the ground or the surface of water, or up 
  to 100 feel (30.5 m) at 60 mph (96 km). 
  The Cyclone in Battloid mode can leap 
  up to 20 feet (6. 1 m) high and across un-
  assisted by thrusters. Leaps of 100 feet 
  (30.5 m) high or across can be made 
  when assisted by the thruster. 
  Statistical Data: 
  Cvcle Mode: 
  Hei!!ht: 3 feet. 6 inches (11m). 
  149 
  
  Length: 6 feet. 9 inches (2.1 m). 
  Wid.h: 1 fool. 6 inches (0.5 m). 
  BattloidlArmor Mode: 
  Heigh!: 6 fw, 9 inches (2.1 m). 
  Length: 5 feet. 2 inches (1.6 m). 
  Width: 3 feet. 3 inches (1.0 m). 
  Weight 312 pounds (140.4 kg) dry. 
  Ph\'sical Strength: The 040 series Cy-
  clone gives the \.,.cart:r an Augmented 
  Strength 8 poinls higher than his own 
  P.S. attribute and increases P.P. by 2 
  points. (These attribute bonuses apply 
  only when in banloid mode.) 
  Cargo: Two lightly armored. hard-sided 
  saddlebag.s can be mounted to the Cy-
  clone, as well as a top box mounted be-
  hind the rider. Each saddlebag is 18 
  inches (0.45 m) high. 20 inches (0.53 m) 
  wide and 18 inches (0.45 m) deep and 
  can carry 100 pounds (45 kg). The .op 
  box is 14 inches (0.33 m) in all dimen-
  sions and can carry 50 pounds (25 kg). 
  These boxes arc watenighL lockable and 
  easily detachable from thl! Cyclone. 
  They automatically drop off when the 
  Cyclone transforms and must be recov-
  ered afterward or arc lost. 
  Power System: 1.190cc, High-Output 
  Protoculture Fired Rotary Engine. All 
  Cyclones also have a backup power sys-
  tem comprised of an electric motor that 
  is constantly charged by regenerative 
  braking systems in the wheel hubs. The 
  engine's battery can store enough power 
  for two hours of general riding. Use of 
  the backup power system renders the 
  Cyclone unable to transfoml. makes the 
  thrusters unavailabh!. and rcduces speed 
  by 25%. 
  Note: Standard colors are dark bluc. 
  dark purple or black. with grey_ and 
  \~hite highlights and markings suitable 
  for Special Ops and espionage opera-
  tions. This is the blue Cyclone lIsed by 
  Lancer in the Robolech® New Genera-
  tion TV scrics. 
  o 
  Weapons and Equipment for 
  VR-040 Series: 
  VR-041 H "Saber" 
  Veri tech Motorcycle 
  The original concept was to crcatc a 
  versatile infantry assault Cyclone suit-
  able for special forces assigned to clan-
  destine operations. sabotage and surgical 
  strikes. The silent but deadly CADS- l 
  weapon system is ideal for espionage. as 
  the only sound they make is a low hum. 
  and the missiles provide extra firepower. 
  Also suitable for other combat missions 
  and infantry operations. 
  I. GR-I03 M in i-Missile Delivery Sys-
  tem : These two missile pods hold six 
  150 
  
  mini·missiles each and give the 
  VR·04] a needed long·range punch. 
  They are located together above the 
  headlights in cycle mode. and in the 
  chest sections when in bauloid mode. 
  PrimarY Pumosc: Anti·Mecha/Anti·Ar-
  mor. 
  SecondarY Pumose: Anti-M issile and 
  Anti·Aircrafl. 
  Weight: Each missile weighs about five 
  pounds (2.25 kg). 
  Range: One mile (1.6 km). 
  Mega-Damage: Per type of mini·missile. 
  but usually loaded with I {EAP (High Ex-
  plosive Annal' Piercing) missiles which 
  inflict ID4x 10 M.D. per missill:. 
  Rate of Fire: One or in volleys of two or 
  four. 
  Pavload: Twelve mini-missiles lotal (six 
  in each missile pod). 
  2. Close Assault and Defense System 
  (CADS-I) (2): The CADS-I system 
  consists of two retractable blades 
  made of steel laced ceramic mounted 
  in the foream shields of the VR-041 
  Cyclone (wheel covers in cycle 
  mode). The blades arc 3.2 feet (I m) 
  long and when active, are surrounded 
  by a high-frequency energy field that 
  makes the blades vibrate thousands 
  of times a second. The blades can 
  slice through just about anything. and 
  are vel') good at carving up the lnvid 
  mecha and cutting through hive 
  walls. 
  PrimarY Purpose: Close Combat. Anti· 
  Mecha and Anti·lm id. 
  SecondarY Pumose: Sabotage and Hive 
  entry. 
  WeiQht: 25 pounds (II kg) each for the 
  entire shield and blade assembly. 
  Range: Hand to hand melee combat. 
  Mel!a-Damae.c: A slashing blow deals 
  206 M.D., a punch deals 306 M.D. and 
  a power punch deals 606 M.D. and 
  takes two attacks. 
  Rate of rire: 
  Not 
  applicable. 
  the 
  CADS· ] are sword-like melee weapons. 
  hence the nickname "Saber" Cyclone. 
  Pavload: Not applicable per se; has one 
  blade on each ann. 
  3. Handheld Weapons: The VR-041 is 
  usually issued with a Gallant H·90 
  Modular Side Arm. EP-37 Pulse 
  Beam Rille or 11·260 Valiant. An) 
  weapons useable by humans can be 
  carried in a pinch. 
  4. !-land to Hand Combat bonuses: As 
  standard for Cyclones \\hen the 
  Mecha Elite Combat Training skill in 
  taken (sec # 13 under Standard Sen· 
  sors & Equipment for All Cyclones). 
  plus the following additional bo-
  nuses: + I on initiative. +2 to parry. 
  + I to disarm. and +2 to pull punch. 
  VR-041M 
  Field Medic Cyclone 
  151 
  t. Close Assault and Defense System 
  (CADS-I ) (2): The standard. sword-
  like CADS· 1 system consisting of a 
  pair retractable blades made of ce-
  ramics. The blades can slice through 
  just about anything. although in the 
  
  case of the Medic Cyclone. they are 
  intended 
  to 
  slice 
  apart 
  downed 
  mecha. crashed vehicles. and debris. 
  to free pilots and personnel from bat-
  tle wreckage. Once freed. the Medic 
  Cyclone tries to stabilize the patient 
  and/or quickly transport the injured 
  to the nearest EVAC vehicle. ambu-
  lanel! or field hospital. When neces-
  sary. basic surgery and medicine can 
  be pl.!rformed right on the spot. 
  Prima" 
  Pumosc' Medical Extraction 
  and First Response. 
  Sccondarv Pumose: Close Combat and 
  Anti-Mecha. 
  Weight: 25 pounds (II kg) each for the 
  entire shield and blade assembly. 
  Range: I-land to hand melee combat. 
  Mega-Damage: A slashing blow deals 
  206 M.D., a punch deals 306 M.D. and 
  a power punch deals 606 M. D. and 
  takes two anacks. 
  Rate of Fire: 
  Not 
  applicable. 
  the 
  C/\OS-\ arc sword-like melee weapons. 
  hence the nickname '-Saber" Cyclone. 
  Pm load: Not applicable pcr sc: has one 
  blade on each ann. 
  only. Restraining straps hold the pa-
  tient securely in place. If the injured 
  soldier is strong enough he can ride 
  behind the driver and let another pas-
  scngt:r/pmient ride in the sidecar. The 
  sidecar automatically detaches and 
  drops away from the Cyclone when it 
  changes into battloid and is left be-
  hind unless retrieved later. 
  M.D.C. of Sidecar: 45. 
  4_ Handheld Weapons: The VR-041 is 
  usually issued with a Gallant 1-1-90 
  Modular Side Ann. EP-37 Pulse 
  Beam Rifle or H-260 Valiant. Any 
  weapons useable by humans can be 
  carried in a pinch. 
  S. Hand to Hand Combat bonuses: As 
  standard for Cyclones \\ hen the 
  Mceha Elite Combat Training skill in 
  taken (sec # 13 under Srandard Sen-
  sors & Equipment for Ali Cyclones)_ 
  plus the following additional bo-
  nuses: + I to parry and + I to auto-
  matic dodge. 
  VR-050 Series 
  Cyclone 
  Battlefield experience and field-tests. 
  extrapolated from the earlier Cyclones. 
  showed the mecha designers that while 
  high-speed c:lpabilitics seemed like an 
  2. MD-OI Field Medical Suite: The 
  usual missile pods of VR-O.t I Marc 
  replaced \\lith a small array of medi-
  cal instruments and supplies to help 
  the field medic either patch up or 
  evacuate a crashed pilot or injured 
  soldier. The Field Medical Suite con-
  excellent idea. it was not essential for in-
  tams standard medical supplies like 
  fantry units. A high-speed Cyclone made 
  painkillers. suture gun. hypodermic perfect sense for those used in the spc-
  gun. disinfecwnt. antibiotics. gauze. 
  cialized capacities or reconnaissance. 
  medical tape_ surgical equipment. etc. 
  scouting. special ops. and even medical 
  It also conlains a hio-monitoring unit evacuation \\ here the pilot had to get in 
  that monitors heart rale. respiration_ and gel out fast . However. what infantry 
  tl!mpcraturc. a.nd other vital signs. 
  troops need. especially in a standing 
  3. Personnel Sidecar: A sidecar that 
  fight and full -scale infantry battles. is 
  st.:ats one passenger can be attached 
  firt:power and personal armor protection. 
  to the Cyclone in motorcycle mode not speed. Grunl<; dig in and hold a posi-
  152 
  
  tion. or charge in to take an enemy posi-
  tion. Great speed is nonessential. 
  ..... " ... 
  pilots with protective armor, firepower 
  and a means of transportation to escape. 
  evade and. if necessary, engage enemy 
  patrols certain to investigate crash-land-
  ings. 
  The VR-052 comes in two major 
  variants. both produced in ncarly equal 
  amounts. The VR-OS2T is a light assault 
  version anned \\ ith a pulse pistol that is 
  usually deployed in CSCOrl and suppon 
  roles. The VR-OS2F is the heavy. front-
  line infantry Cyclone anm:d \~ith mini-
  missiles and an energy assault rinc. 
  As a result the VR-052 "'Battler"' has 
  incorporated all the best clcmcms of pre-
  vious Cyclone designs to create the ideal 
  infantry mecha. It has traded in some 
  speed for firepower and personal protec-
  tion, \ ... hile retaining excel lent mobility 
  and speed that satisfies the demands of 
  infantry combat. The VR-050 series Cy-
  clones are well armored. highly maneu-
  verable and pack a wallop from a range 
  of weapon systems. With the ··Battler.'· 
  Cyclone platoons no longer have to bal-
  ance their light and heavy Cyclones as 
  the VR-052 satisfies all roles. It has 
  The VR-057 Super Cyclone is a new. 
  heavy infantry Cyclone that has only re-
  cently gone into production. so il is less 
  proven itself a reliable infanlry Vcriteeh common than the classic --Banler." It is 
  in countless battles across the galaxy and based 0 11 the prototype YVR-055 Devas-
  has become the standard Cyclone as-
  tator. a variant which carried a ridiculous 
  Signed to Marine plalOons. It is also in-
  amount of ordnance and was cancelled 
  eluded in the If Ipha Fighter as an 
  ror the same concems that ended the 
  emergency vehicle. providing downed production of the Saber Cyclone. In-
  153 
  
  stead. a more realistic production model 
  was made. and although it was officially 
  designated the Super-Cyclone. the Dev-
  astator 
  nickname 
  also 
  stuck. 
  The 
  VR-057 is a heavy assault unit equipped 
  with a pair of new weapons. the 1-1-260 
  Valiant Laser Assault Rifle and the pow-
  erful HRG-70 rail gun. It is rumored that 
  once the Super-Cyclone sees wider dis-
  tribution, it may replace the VR-052 
  Battler. 
  Model Type: VR-052 Infantry Cyclone 
  Also known as: ··The Battler'" 
  Class: Heavy Annored Veritech Motor-
  cycle. 
  C ... ew: One. 
  M.D.C. by Location: 
  Motorcvcle Mode: 
  Headlights (2) - I each 
  • Tires (2) - 6 each 
  Armored Panniers/Saddlebags (3) 
  - 10 each 
  .. Main Body - 225 
  Bauloid/Annor Mode: 
  • Tires (2. back mounted) - 6 each 
  Main Vectored Thruster (I. lower 
  back) - 35 
  Secondary Vectored Thrusters (2. in 
  wheel hubs)- 12cach 
  Forearm ShieldS/Weapon Ilardpoints 
  (2) - 65 each 
  Legs (2) - 75 each 
  Head - 50 
  .. Main Body - 225 
  • Destroying either tire reduces all 
  bonuses and speed in motorcycle mode 
  by half. Destroying both tires renders the 
  Cyclone unrideable. If the back tire is 
  lost while moving in cycle mode, the pi-
  lot needs to make a Pilot: l'eritechlCy-
  clone sk ill roll at -25% or lose control 
  and crash. If the front tire is lost while 
  moving, the pilot needs to make a Pilot: 
  Veritech/Cyc/one skill roll at -40% or 
  lose control and crash. Losing both tires 
  makes driving impossible. Note: The 
  tires are small, low profile and difficult 
  targets to hit. often obscured by dust. To 
  shoot out a tire, the attacker must make a 
  successful "Called Shot'" with the fol-
  lowing penalties: Shooling at a station-
  ary target -4. moving target -6. and fast 
  moving target - 11 to strike. These penal-
  ties also apply to targeting the head and 
  olher small targets. 
  •• Depleting the M.D.C. of the main 
  body destroys the Cyclone. rendering it 
  useless. 
  Speed: 
  Cvcle Mode: Maximum speed is 175 
  mph (280 km). Cruising speed is usually 
  around 80 mph (128 km). and tho mecha 
  can also hover stationary. Use of the rear 
  thruster can increase maximum spced by 
  Vectored Thrust Nozzle (rcar) - 32 
  60 mph (96 km) for short periods of time 
  154 
  
  (ID6 minutes). as well as allowing the 
  Cyclone to jump up to 40 feel (12.2 m) 
  across or 20 feet (6.1 m) high. 
  Battloid Mode: The Cyclone mecha en-
  hances the pilot"s natural speed. The 
  max running speed of the Cyclone is the 
  pilot·s running spcl.!d plus 25%. The 
  main (rear) and secondary (whee! hub) 
  vectored thrusters allow the pilot to 
  hover up 10 30 feet (9.1 m) or skim along 
  the ground or thl.! surface of water, or up 
  to 100 feet (30.5 m) at 60 mph (96 km). 
  The Cyclone in banioid mode can leap 
  up to 20 feet (6. 1 m) high and across un-
  assisted by thrusters. Leaps of 100 fect 
  (30.5 m) high or aCrOSS can be made 
  when assisted by the thruster. 
  Statistical Data: 
  Cvcle Mode: 
  Height: 3 fcet. 6 inches ( I 1m). 
  Length: 6 feet. 9 inches (2. 1 m). 
  Width: I foot,6 inches (0.5 m). 
  Battloid/Armor Mode: 
  Height: 6 feet. 9 inches (2.1 m). 
  Len2th: 5 feet. 2 inches (1.6 m). 
  Width: 3 feet. 3 inches (1.0 m). 
  Wei.ht: 290 pounds (130.5 kg) dry. 
  Phvsical Strength: The VR-050 series 
  Cyclone gives the wearer an Augmented 
  Strength 10 points higher than his own 
  p.s. attribute. (This anributc bonus ap-
  plies only when in battloid mode.) 
  Cargo: Two lightly armored. hard-sided 
  saddiebaQ.s can be mounted 10 the Cy-
  clone. as-well as a top box mounted be-
  hind the rider. Each saddlebag is 18 
  inches (0.45 m) high. 20 inches (0.53 m) 
  wide and 18 inches (0.45 m) deep and 
  can carry 100 pounds (45 kg). The top 
  box is 14 inches (0.33 m) in all dimen-
  sions and can carry 50 pounds (22.5 kg). 
  These boxes arc watertight lockable and 
  easily detachable from the 
  Cyclon~. 
  They automatically drop oIT when the 
  Cyclone transrorms and must be recov-
  ered afterward or arc losl. 
  Power Svstem: 1.190cc. High-Output 
  Protoculture Fired Rotary Engine. All 
  Cyclones also have a backup pO\ver sys-
  tem comprised of an electric motor that 
  is constantly charged by regenerative 
  braking systems in the wheel hubs. The 
  engine's battery can store enough power 
  for two hours or general riding. Use of 
  the backup power system n:nders the 
  Cvclone unable to transform. makes the 
  thrusters unavailable. and reduces speed 
  by 25%. 
  Weapons and Equipment for 
  VR-OSO Series Cyclones: 
  VR-OS2T 
  Infantry Assault Cyclone 
  15S 
  The standard color or the VR-052T 
  infantry Cyclone is green with white. 
  
  blue. red and black highlights and mark-
  ings. This is the green Cyclone used b) 
  Scon Bernard in the RobOlecJl''it) New 
  Generalion TV series. 
  1. EP-40 Ion Pulse Pistol: The EP-40 is 
  a heavy ion pistol that dishes out 
  on one of the modular weapon hard-
  points based on pilot preference. In 
  cycle mode the weapon lays along 
  the front wheel hub, and is fixed for-
  ward with a 45 degree field of fire. 
  The weapon is powered by a Prolo-
  culture magazine that is good for 80 
  blasts. 
  respectable damage and is vcry accu-
  Primary Pumosc: Assault. 
  rate over short distances. h is mounted 
  Secondary Pumosc: Derense. 
  156 
  
  Weight: 8 pounds (3.6 kg). 
  Ran"e: 1.500 feeL (457 m). 
  Mega-Damage: 406 M.D. per blast no 
  burst capabilities. 
  Rale of Fire: Each blast counts as one 
  melee attack. 
  Pavload: 80 blasts. 
  M.D.C. of the Weapon: 35 M.D.C. 
  Bonus: +-1 
  to strike under 750 feet 
  (228.6 m). in addition 10 an) Weapon 
  Proliciency bonuses of the pilot. 
  2. lIand to I-land Combat bonuses: As 
  standard for Cyclones when the 
  Mccha Elite Combat Training skill in 
  taken (see # 13 under Slandard Sen-
  sors & Equipment for All Cye/ones). 
  plus the following additional bo-
  nuses: + 1 attack per melee al levels 6 
  and 15. + 1 to initiative. +2 to pull 
  punch. ..,. \ parry. and +3 to auto-
  matic-dodge. 
  VR-OS2F 
  Hcavy Assault Cyclone 
  This has been the chicI' infantry Cy-
  clone for years, offering good speed and 
  mobility. heavy body unnor protection 
  and firepower. Standard color is I!reen 
  with white and red and markings. -
  1. GR-97 Mini-Missile Delivery Sys-
  tern : The 052F variant is equipped 
  with a mini-missile launcher on each 
  foreann in banloid modc and on the 
  front wheel modular hardpoints in 
  motorcycle 
  mode. 
  Each 
  launcher 
  consists of two single launch tubes 
  usually loaded with !lEAP mini-mis-
  siles. Mini-missiles can be fired in 
  both cyck and battloid modcs. and 
  are guided by the Cyclonc's combat 
  computcr. 
  157 
  
  PrimarY Pumose: Anti -MechaiAnti-Ar-
  mar. 
  SecondarY Pumosc: Anti-Missile and 
  Anti-Personnel. 
  Weight: Each missile weighs about five 
  pounds (2.25 kg). 
  Range: One mile (1.6 km). 
  Meea-Damage: Per mini -missile. but 
  usually loaded with IIEAP (High Explo-
  sive Armor Piercing) missiles which 
  inflict ID4x 10 M.D. per missile. 
  Rate of Fire: Singly or in volleys of two 
  or all. 
  Pavload: Two missiles in each launcher. 
  2. EP-37 60mm Pulse Beam Rifle: This 
  heavy laser rifle fires single shots as 
  well as five round bursts. It is highly 
  accurate and very durable. able to 
  take all manner of abuse in the field 
  and keep working. It is issued with 
  the VR-052F as a standard assault ri-
  fle. and is stowed alongside the 
  mecha while in cycle mode. This 
  weapon can be used by un-armored 
  humans. but is heavy and awkward. 
  imposing a -2 to strike penalty to 
  anyone with a P.S. of21 or less. 
  Primary Purpose: Assault. 
  Secondary Purpose: Defense. 
  Weight: 22 pounds (10 kg). 
  Range: 4,000 feet (1.2 19 m). 
  Mega-Damage: 404 M.D. for a single 
  shot. I D6x I 0 M.D. for a five round 
  burst. 
  Rate of Fire: Each blast or burst lIses one 
  of the pilot's attacks. 
  Payload: 100 single shots or 20 five 
  round bursts. 
  M.D.C. of the Weapon Itself: 40 M.D.C. 
  Bonus (for Cyclones): +2 to strike for a 
  single shot. + I for burst firing. 
  3. Optional, HMMDS-6 or 12 Mini-
  Missile Launcher Sidecar: A mis-
  sile sidecar can be attached to the cy-
  clone in motorcycle mode only. The 
  missile 
  sidecar aULOmatically 
  de-
  taches and drops away from thc Cy-
  clone when it changes into battloid 
  and is left behind unless it is re-
  trieved later. It is typically used for 
  heavy combat situations against a 
  known enemy stronghold or insur-
  gent operations. 
  Primary Purpose: Assault. Anti-Person-
  nel and Anti-MechalArrnor. 
  Secondary Purpose: Anti-Aircraft (ground 
  to air missiles). 
  Missile Typ~: Any mini+missifes except 
  plasma. Usually high explosive or frag-
  mentation are used. 
  Range: Varies with missilc lype, but 
  short-range missiles are typically 3-5 
  miles (4.8lO 8 km) and mini-missiles are 
  one mile (1.6 km). 
  Mega~Damage: Varies with missile type. 
  Rate of Fire: One at a time or in volleys 
  of 3. 6 or 9 (all). As always. a volley. rc+ 
  gardless of the number of missiles. is 
  counted as one attack. 
  Payload: Six short-range missiles or 12 
  mini-missiles. Takcs four melee rounds 
  (60 seconds) to completely reload by 
  hand. 
  4. Hand to Hand Combat bonuses: As 
  standard 
  for 
  Cyclones when the 
  Mecha Elite Combal Training skill in 
  taken (see # 13 under Standard Sen+ 
  SOl'S & Equipmenl for All Cyclones). 
  plus the following additional bo-
  158 
  
  nuses: + I attack per melee at levels 6 
  and 15. +2 to initiative, + I to strike. 
  +2 to pull punch. + 1 parry. and +4 to 
  automatic-dodge. 
  VR-OS7 Super Cyclone 
  The Super Cyclone is part of the ex-
  perimental "Devastator" series. This is 
  the final. field-tested. production proto-
  type scheduled to go into mass produc-
  tion. It is the new. heavy infantry 
  Cyclone of the Expeditionary Forcc and 
  specifically designed with combating 
  Invid in mind. Its colors are a dark 
  blue-grey with light grey highlights. The 
  CVR-3 armor to which the Super 
  Cyclone connects is the same matching 
  colors. 
  Notable Modifiers: 
  M.D.C.: Main Body is 245 - Rail Gun is 
  75 M.D.C. 
  1. GR-97 Mini-Missile Delivery Sys-
  tem : The VR-057A Super-Cyclone is 
  equipped with a mini-missile launcher 
  on either forearrnlfront wheel modu-
  lar hardpoint per the pilot's prefer-
  ence. The launcher consists of two 
  single launch tubes usually loaded 
  with HEAP missiles. These missiles 
  can be fired in both cycle and battloid 
  modes. and are guided by the C) -
  clone's combat computer. 
  PrimarY Pumose: Anti-Mecha. 
  SecondarY Pumose: Anti-Armor. 
  Weight: Each missile weighS about five 
  pounds (2.25 kg). 
  Range: One mile (1.6 km). 
  Mega-Damage: Per mini-missile, but 
  usually loaded with HEAP (High Explo-
  sive Armor Piercing) missiles which in-
  Oict I D4x 10 M.D. per missile. 
  Rate of Fire: Singly or in a volley of 
  two. 
  Weight of the Super Cvclone: 356 
  pounds (160.2 kg) without the rail gun. 
  406 pounds (182.7 kg) with the rail gun. 
  Phvsical Strene.th: The VR-057 Super 
  Cyclone gives the wearer an Augmented 
  Strength 12 points higher than his own 
  P.S. attribute. (This attribute bonus ap-
  plies only when in battloid mode.) 
  Pavload: Two mini-missiles. 
  159 
  
  2. H-260 Valiant Laser Assault Rifle 
  (I): 1-1-260 is a large heavy laser as-
  sault riOe issued to Cyclone pilots. 
  Silverback crews and heavy infantry 
  troops. It is accurate. durable and ca-
  pablc of burst firing. The Valiant co-
  mes standard with the I"R-057 Super 
  160 
  Cye/olle and can be attached to th(: 
  Silverback IFI' 4-whcel vehicle as a 
  pilot or 
  passenger weapon. The 
  1-1-260 is slowly replacing the aging 
  EP-37 as the weapon of choice for 
  the VR-050 series Cyclones. 
  
  Wci!!ht: 12 pounds (5.4 kg). 
  Range; 2.000 feet (610 m). 
  Mega-Damage: 206 M.D. single shot 
  and 406 M.D. for a three shot burst. 
  Rate of Fire: Each blast uses one of the 
  pilot's altacks. 
  Pavload: Protocuiture Energy Cl ip that 
  provides 415 single M.D. blasts or 138 
  M.D. bursts per PE-Clip. Note: This 
  weapon runs on Protoculturc Energy 
  Clips and can be sensed. seen and 
  tracked by the Invid the second it is 
  turned ··on. 
  M.D.C. of tile Weapon llself: 35 M.D.C. 
  3. HRG·70 Rapid·Fire Ra il Gun (I); 
  The 1-IRG-70 is a high energy 20mm 
  rail gun that fires high-speed, annor 
  piercing sabots in 10 round bursts. 
  Tht: sabots are fed through the 
  weapon by a disintegrating link belt 
  fed from an ammo drum mounted in-
  side the Cyclone on whichever side 
  the weapon is located. Rail guns arc 
  still a new weapon for the Expedi-
  lianal)' Force. and as such. are un-
  common. However. they are standard 
  issue to the VR-057 Super-Cyclone 
  (and VM-9 Silverback). The rail gun 
  is stowed in a fixed forward position. 
  usually on the right side of the Cy-
  clone. In cycle mode, the rail gun can 
  only fire straight ahead. In batt laid 
  mode. the weapon is stowed down on 
  the right side of the Cyclone annor. 
  connected 10 a shoulder mounting. To 
  lire in battloid mode, the rail gun re-
  sponds to a voice command that 
  causes the gun 10 rolate inlo firing 
  position. It has a 90 degree. up and 
  down. arc of fire to engage ground or 
  aerial targets. The HRG-70 has the 
  additional feature of being removed 
  from its mounting and used as a 
  heavy. rapid-fire. handheld weapon: 
  poinl and shoot. 
  PrimarY Purpose: Anti-Armor/Mecha and 
  Anti-Invid. 
  SecondarY Purpose: Assault 
  Weight: 50 pounds (22.5 kg). 
  Range: 4,000 feet (1.219 m). 
  Mega-Damage: 106 M.D. for a single 
  round. and ID4x10+10 M.D. for a 10 
  round burst. 
  Rate of Fire: Each shot or burst counts as 
  onc of the pilot'S melee attacks. 
  Payload: Each ammo-cannister carrit:s 
  1.000 rounds. good for 100 bursts. 
  Cannister can be replaced by anyone 
  with the Field Armorer. Weapons Engi-
  neer. or Biomcchanical Maintenance 
  skill. 
  M.D.C. of the Rail Gun: 75. but is a dif-
  ficult target to hit. requiring an attacker 
  to make a "Called Shot'" and even then 
  suffers the following pt:naltics to strike: 
  -4 shoming at a stationary target. -6 al a 
  moving target and -II at a fast moving 
  target. 
  4. Hand to Hand Combat bonuses: As 
  standard for Cyclones when the 
  Mecha Elite Combat Training skill in 
  taken (see Ii J3 under Standard Sen-
  sors & Equipment for All Cyclone~i), 
  plus the following additional bo-
  nuses: + \ attack per melee at levels 6 
  and 15. +2 to initiative. +\ to strike. 
  +2 to pull punch. and +4 to auto-
  matic-dodge. 
  161 
  
  VM-9L 
  "Silverback" 
  Light, High Mobility 
  Veritech Strike Vehicle 
  The VM-9L Silverback is the Expe-
  ditionary Force's all-purpose. fast atlack 
  Veritech ground vehicle. Designed in 
  late 2034. the Silvcrback was built to 
  supplement the support and combat roles 
  of the 
  M-38AI 
  jeep and 
  MII14 
  HMMWV " Humvee:- It is a light. quick. 
  durable four-wheel drive combat vehicle 
  that can handle rough terrain off-road. 
  and handles \vell in most environments. 
  To add to its versatility_ the Silverback is 
  actually a Veri tech that can go from 
  four-wheeled vehicle to banloid in a 
  matter of seconds. Battloid mode enables 
  the Silvcrback to walk across shallow 
  rivers and streams. climb over walls of 
  debris or up the side of mountains, and 
  deal with a number of environments and 
  combat situations. The Silverback also 
  possesses a wide range of weapon sys-
  tems. which only adds to its versatility 
  and fighting capabilities. 
  Mainly deployed with the Invid and 
  Bioroid hover platforms in mind. the 
  YM-9L Silvcrbaek functions well as an 
  anti-aircraft and anti-armor/mecha weap-
  ons platfonn and troop support unit. The 
  Silverback is usually fitted with short- or 
  162 
  
  medium-range missile launchers, rail 
  guns, and a laser rioc. They work in 
  teams, as well as \\ ith anli-annor Cy-
  clone squads. as is the case in a Com-
  bined Anti-Annor Team. Far from being 
  a one trick pony. the Silvcrback can also 
  be configured for reconnaissance. elec-
  tronic warfare. communications. and 
  even as an ambulance. 
  The Silverback is powered by a 
  larger. supercharged version of the Cy-
  clone's rotary engine and is mated to a 
  heavy-duty transmission and transfer 
  casco The vehicle even has the same re-
  generative braking powered backup sys-
  tem in casc of emergency or the need to 
  be stealthy. Being a variable vehicle. the 
  Silverback is a truly all-terrain vehicle 
  with the addition of a bauloid mode. In 
  both baltloid and vehicle mode. the 
  Silverback easily keeps up wilh its Cy-
  clone mounted squad mates under most 
  conditions. The onc major drawback is 
  that while the pilol and passenger/gunner 
  are protected by a strong anti-shatter 
  windscreen, they are exposed due to the 
  fact that the Silverback has no doors or 
  top. 
  There 
  is also 
  an 
  up-annored 
  Silverback. the VM-9H. that addresses 
  this issue and surrounds the occupants 
  with an armored cockpit. 
  If the Silvcrback looks a bit like it 
  was put together from extra pieces from 
  a Cyclone weapon systems and parts bin. 
  that'S because it was. The Silverback 
  shares many of the same components. 
  such as transfonnation gear. sensors and 
  weapon systems as its two-wheeled 
  cousins. Even some of the Cyclone's 
  sheet metal and other styl ing cues made 
  it into the design, making it look for all 
  the world like two Cyclones lashed to-
  gether. All of this makes the Silverback 
  easy to work on. as parts are inter-
  changeable and readily available. All in 
  all. the Silverbaek has been a fantastic 
  success and has quickly gained popular-
  ity among the UEEF troops \\ ho usc 
  them. 
  Model Type: YM-9L 
  Class: Light, lIigh Mobility Veri tech 
  Strike Veh icle. 
  Crew: One. pilot, but there is a second 
  seat for one passenger or gunner. 
  M.D,C, by Location: 
  Vehicle Mode: 
  Cargo Containers (4) -15 each 
  Windscreen - 15 
  • Wheels (4) - 5 each 
  Modular Wheel Cover Hardpoints (-t) 
  - 25 each 
  Sensor Drum - IS 
  Headlights (4) - 3 each 
  Rail Guns (2) - 75 each 
  .. Turret Housing (1. for rail guns) - 85 
  .. Rear Modular Equipment Mount 
  - 2S 
  u* Main Body - 290 
  Battloid Mode: 
  Windscreen - 15 
  • Wheels (4) - 5 each 
  Modular Wheel Cover llardpoints (4) 
  - 25 each 
  Rail Guns (2) - 75 each 
  * Turrell-lousing (I. for rail guns) - 85 
  AmlS (2) - 45 each 
  * Hands (2) - 15 each 
  • Cargo Containers (4: two per arm) 
  - 15 each 
  Sensor Drum - 15 
  I lead lights (2) - 3 each 
  Legs (2) - 112 eaeh 
  • Feel (2) - 50 each 
  Rear Thruster - 25 
  '63 
  
  ** Rear Modular Equipment Mount 
  - 25 
  ... Main Body - 290 
  • A single asterisk indicates a small 
  and/or difficult largelto hit. requiring an 
  attacker to make a successful "Called 
  Shot" with the following penallies: 
  Shooling al a stationary target -4. mov-
  ing larget -6. and fast moving target -I I 
  to strike. These penalties also apply to 
  largeting the head and other small tar-
  gels. 
  Destroying onl! wheel will reduce the 
  Silverback's speed in vehicle mode by 
  50%. Destroying two wheels will reduce 
  speed by 75%. and destroying three 
  whlo!cls 
  will 
  make 
  the 
  Silverbaek 
  undriveablc. 
  Destroy one of the feet and reduce 
  running speed and leaps by 30%. De-
  slroy both and the mecha cannot stand 
  and running speed is only 10%. 
  Destroy a container compartment and 
  the contents spill out. whether it is an ex-
  tra load of missiles or supplies. 
  .. Destroying the rear 
  modular 
  equipment mount also destroys or de-
  laches anything mounted to it, and will 
  prevent future use of the mounting until 
  repaired. 
  *** Depleting the M.D.C. of the 
  main body destroys the Silverback. ren-
  dering it useless. 
  Speed: 
  Vchicle Mode: 140 mph (225 km) maxi-
  mum on a OaL clear road. A more cau-
  tious 47 mph (75 km) off road. 
  Battloid Mode: 60 mph (96 km). 
  Statistical Data: 
  Vehicle Mode: 
  Hei.ht: 5 fect. II inches (1.8 m). 7 
  feet., II inches (2.4 m) with a turret 
  on the rear mount. 
  Length: 12 feel. 10 inches (3.9 m). 
  Width: 6 feet. II inches (2. 1 m). 7 
  feel. 1 I inches (2.4 m) with side 
  mounted weapons . 
  l3anloid Mode: 
  Hcie.ht: 13 feel. 5 inches (4.1 m). 20 
  feet. 8 inches (6.3 111) with a turret on 
  the rear mount. 
  Lene.th: 9 feet (2.701). 
  Width: II feel. 2 inches (3.4 m). 
  Weieht: 2.667 pounds ( 1.200 kg) or 1.3 
  lons. 
  Phvsical Strength: Robotic P.S. of 30. 
  Cargo: Four lightly armored. hard-sided 
  panniers can be mounted to the Silver-
  back between the wheels (or mounted on 
  the amlS in battloid mode). Each saddle-
  bag is 27 inches (69 em) high. 30 inches 
  (76 em) widc and 27 inches (69 em) 
  deep and can carry 200 pounds (90.7 
  kg). These boxes arc \\atenighl. lockable 
  and easily detachable from the Silver-
  back. 
  Power Svstem: 3.200cc Supercharged. 
  High-Output Protoculture Fired Rotary 
  Engine. All Silvcrbacks also have a 
  backup power system comprised of an 
  electric motor that is constantly charged 
  by regenerative braking systems in the 
  wheel hubs. The engine's battery can 
  store enough power for two hours of 
  general riding. Use of the backup powa 
  system renders the Silvcrback unable to 
  transfonn to battloid mode and reduces 
  speed by 25%. 
  I. Modular Rear Eq uipment Mount: 
  The rear turret can mount various 
  types of anti-armor or anti-aircraft 
  weapons. or a reconnaissance and 
  sensor suite. Onl) one piece or equip-
  ment can be mounted on this turret at 
  a time. The following arc the most 
  common options. 
  164 
  
  A) HRC-140 Dual Rail C un: Standard 
  isslle ordnance is the IIRG- 140, 
  which looks like two IIRG-70 rail 
  guns mated together in a turret that is 
  mountcd on the top of Ihe Silverback 
  in vehicle mode and in battloid mode. 
  In both modes, the turrel can rotale 
  '65 
  360 degrees to fire at enemies from 
  all sides. even behind. and has a 90 
  degree arc of lirc. up and down, to 
  engage aerial or ground targets wilh 
  equal case, Like the missile launch-
  ers. the rail gun can be fired b) the 
  pilot or from the passenger scat. as 
  
  well as from a remOie palm control 
  unit 
  Ammo is the same antlor piercing 
  sabo' as used by 'he IIRG-70 of 'he 
  Super Cyclone. and is fed from a 
  mounted ammo drum. Power for the 
  weapon is provided by the Silver-
  back's Protoculture engine. 
  PrimarY Pumose: Anti-Aircraft. Anti-
  Mecha and Anti-Invid. 
  Secondary Pumose: Anti-Personnel and 
  Anti-Missile. 
  Weight: 50 pounds (22.5 kg). 
  Range: 4,000 feel (1,219 mi. 
  Mega-Damage: 106 M.D. for a single 
  round. and ID4x10+10 M.D. for a 10 
  round burst 
  Rate of Fire: Each shot or burst counts as 
  one of the pilot's melee attacks. 
  Pavload: Each ammo drum carries 2.000 
  rounds. good for 200 bursts. One full re-
  load/ammo drum can be carried by the 
  Silverback, but one of the missile re-
  loads will have to be left behind. Drums 
  can be replaced by anyone with the Field 
  ArnlOrer. Weapons Engineer. or Bio-
  mechanical Maintenance skill. 
  M.D.C. of the Rail Gun (2); 75 points 
  each. but they an: difficult targets to hie. 
  requiring an attacker to make a "Called 
  Shot" and even then incurring the fol-
  lowing penalties to strike: -3 shooling at 
  a stationary target. -4 shoo ling at a mov-
  ing target. -8 shooting at a fast moving 
  target. 
  All optional weapon or sensor sys-
  tems are alternatives PUI in place of the 
  IIRG-140 Dual Rail Guns. Only 20% 
  have alternative weapon systems. 
  8) Optional: AAC-II flak Cannon : 
  The AAC-II is a double-barreled 
  cannon that loosely resembles the 
  HRG-70 rail gun. but is slightly 
  larger and has greater range. The 
  rapid-fire 
  cannon 
  fires 
  explosive 
  rounds ideal against low flying en-
  emy targets like Invid and Bioroids 
  on hover sleds. Like the missile 
  launchers. the flak cannon can be 
  fired from the passenger scat or 
  driver's seat. as well as from a re-
  mote palm control unit. 
  Primarv 
  PUrnose: 
  Anti-Aircraft 
  and 
  Anti-Mecha. 
  Secondarv Pumose: Anti-Personnel and 
  Assault. 
  Weight: 150 pounds (68 kg). 
  Range: 6.000 fee, (1.829 mJ. 
  Mega Damage: One round does 306 
  M.D .. a tcn round burst does 2D6x10 
  M.D. 
  Rate of Fire: Each single shot or Len 
  round burst counts as one attack. but 
  bursts only get half the usual strike bo-
  nus and cannot be used for precision 
  shooting (no "Called Shot" with a burst). 
  Pavload: Each ammo drum carries 1,200 
  rounds, good for 120 bursts. Drums can 
  be replaced by anyone with the skill 
  Field Antlorer. Weapons Engineer, or 
  Biomechanical Maintenance. 
  M.D.C. of the Flak Cannons: 100 points. 
  but is a difficult target to hit. requiring 
  an attacker to make a "Called Shot" and 
  even then incurring the following penal-
  ties to strike: -3 shooting at a stationary 
  target. -4 shooting al a moving target. ·7 
  shooting at a fast moving target. 
  C) Optional LMMDS- 12 Missile Oe-
  livery System: A box launcher carry-
  ing 12 short-range missiles can bc 
  mounted on lhe turrct of the Silver-
  back. It can be controlled either from 
  the passenger/gunner seat. pilot or by 
  a remote palm control unit used by 
  the pilot. Two men working together 
  can reload an entire launcher in two 
  166 
  
  melee rounds (30 seconds). 
  PrimarY Pumose: Anti-Armor and Anti-
  Mecha. 
  SecondarY Purpose: Assault and Anti-
  Missile. 
  Weight Each missile weighs about 33 
  pounds ( 15 kg). 
  Range: Typically five miles (8 km). 
  Mega Oama!!e: Varies by short-range 
  missile. Usually loaded with HEAP 
  (High Explosive Armor Piercing) mis-
  siles which inOict 2D6x 10 M.D. per mis-
  si le. 
  Rate of Fire: Singly or in volleys of2, 4. 
  or 6. One volley, no matter how many 
  missiles arc in it. counts as one melee at-
  tack. 
  Payload: 12 short-range missi les. up to 
  one full reload can be carried on the 
  Silverback. 
  M.D.C. oflhe l.aunch System: 60 
  D) Optional: MMMDS-6 Missile De-
  livery System: A box launcher carry-
  ing six medium-range missiles can be 
  mounted on the turret of the Silver-
  back. It can be controlled either from 
  the passenger/gunner seat or by a re-
  mote palm control unit. Two men 
  working together can reload an entire 
  launcher in two melee rounds (30 
  seconds). 
  PrimarY Purpose: Anti-Mccha and Anti-
  Armor. 
  SecondarY Pumose: Anti-Personnel and 
  Ani i-Forti lication. 
  Weight: Each missile weighs about 80 
  pounds (36.2 kg). 
  Range: Typically 50 miles (80 km). 
  Mella Damaec: Varies by type of me-
  dium-range missile. 
  Rate of Fire: One or in volleys of 2 or 4. 
  One volley. no matter how many mis-
  siles arc in it. counts as one melee attack. 
  Pavload: Six medium-range missiles. but 
  one full reload can be carried on the 
  Silverback. 
  M.D.C. of the Launch System: 50 
  E) Optional MMOS-48 Missile Deliv-
  ery System: A box launcher carrying 
  48 mini-missiles can be mounted on 
  the turret of the Silverback. It can be 
  controlled either from the passenger! 
  gunner seat, pilot or by a remote 
  palm control unit used by the pilot. 
  Two men working together can re-
  load an entire launcher in two melee 
  round (30 seconds). 
  PrimarY Purpose: Anti-Mecha and Ami-
  Armor. 
  Sccondarv Purpose: Anti-Missi les and 
  Anti-Personnel. 
  Weight: Each missile weighs about five 
  pounds (2.25 kg). 
  Range: Typically one mile (1.6 km), 
  Mega Damage: Varies by mini-missile 
  lype. 
  Rate of Fire: One or in volleys of 2. 4. 6. 
  12 or 24. One vol ley. no matter how 
  many missiles arc in it. counts as one 
  me Icc attack. 
  Pavload: 48 mini-missiles. but up to one 
  fu ll reload can be carried on the Silver-
  back. 
  M.D.C. of the Launch Svstem: 60. 
  F) Optional 055-88 Scout/Reconnais-
  sance Sensor Suite: This is a more 
  powerful sensor suite than the one 
  mounted on the VR-038 Cyclone. It 
  is deployed in scouting/reconnais-
  sance and forward observation roles. 
  as well as a C3 (Commun ication, 
  Command and Control) uni!. It has 
  all the standard sensor suite features. 
  as well as an IFF/CC unit much like 
  the VFIA-6H Command Alpha. 
  lOx Optical Image Enhancement: The 
  167 
  
  optical enhancement magnifies the pi-
  lot"s vision by tcn. as well as digitally 
  sharpening and stabilizing the image. 
  Passive Nightvision: Ambient nightvi-
  sian uses trace amounts of light to make 
  thi,,: pilot see as i r it were daytime. Range 
  1000 feel(305 m). 
  Thl.:nnal imaging: Thermal imager that 
  uses the heat signatures of people and 
  objects to make a visible image. Allows 
  the pilot to see in total darkness. through 
  walls. inclement weather and smoke. 
  Range is 1000 feet (305 m). 
  Dieila! Video and Still Recorder: A digi -
  tal still camera and video recorder. The 
  camera can record 36 hours of video or 
  lens of thousands of images on digital 
  media. These images can broadcast to 
  others with the ability to receive them. as 
  well as be downloaded from the digital 
  media back at base. lOx optical magnifi-
  cation as well as digital sharpening and 
  stabilization. 
  External Audio Pickup: This system 
  works both multi-directionally and as a 
  shotgun mic. It can pick up sounds as 
  quiet as a whisper at 500 feeL (152.4 m) 
  and can sift through ambient sound for 
  specific noises. 
  Laser Distancer and Rane.e Finder: Can 
  estimate distance. altitude and rate of ap-
  proach/travel as well as be used to paint 
  a target for airborne and ground based 
  ordnanct: delivery. Range is two miles 
  (3.2 km). 
  Encrvpted Long-Ranee Communications 
  AI:rny: A high-powered. long-range and 
  encrypted radio. This system can also 
  scramble enemy communications, and 
  can be focused and used to temporarily 
  overload enemy comm arrays for 106 
  rounds. This gives the Sjlverback a lim-
  ited electronic attack capability and re-
  quires an Electronic Countenncasures 
  roll. If the character doesn't have the 
  Electronic Countenneasures skill. Radio: 
  Basic can be used. but at -30%. 
  Enhanced Radar Suite: More robust ra-
  dar antennas are installed on the Silver-
  back that allow the pilot to identify and 
  track up to 144 different airborne targets 
  to 75 miles (120 km) and 48 land targets 
  to 25 miles (40 km).The data from the 
  radar can be broadcast to other mceha or 
  installations. The radar can also be fo-
  cused nnd used to temporarily bum out 
  an enemy's radar for 106 rounds. This 
  gives the Silvcrback a limited t!kctronic 
  attack capability and requires an Elec-
  tronic Countermeasures roll. If the char-
  acter doesn't have the Electronic Coun-
  tenneasures skill. Sensory Equipment 
  can be used, but at a -1 5% penalty. 
  IFF/CC Comnuter Svstem: The Silver-
  back also has an integrated identify 
  Friend or Foe (IFF) system for increased 
  command and conlrol. with a database of 
  up to 300 known enemies of the UEEF. 
  This system can identiry a target. assign 
  it priority based on kno\\n abilities and 
  threat level. and even anticipate kno\\ n 
  behaviors and tacLics. The onboard com-
  pUlt!fS can then connect to the computers 
  of all Olhcr Silvcrbacks. Cyclones or 
  other mecha in the squad (up to 18). and 
  transmit the data to them. This grants all 
  mecha that arc linked the following bo-
  nuses: +2 to initiative, +2 to strike and 
  + 3 to parry/dodge to all mecha. This re-
  quires a ro\1 on the Sensory Equipment 
  skill at -1 0% due to the chaos of combat. 
  The IFF systcm can "Ieam" new enemies 
  by analyzing data from thc targeting and 
  combat computers. as well as gun cam-
  era footage. 
  2, H-260 Valiant Laser Assault Rine 
  (1): The H-260 is a man-sized. heavy 
  laser assault rine issued to Cyclone 
  168 
  
  pilots. Silverback crews and heavy 
  infantry troops. It is accurate. durable 
  and capable of burst firing. The Val· 
  iant comes standard \\ ith the I'R-f)j? 
  Super Cye/one and can be attached to 
  the Si/l'erback IF!' 4-whecl vehicle 
  as a pilot or passenger weapon. 
  The 11-260 is slowly replacing the 
  aging EP-37 as the weapon of choice 
  for the VR-050 series Cyclones. 
  Weieht: 12 pounds (5.4 kg). 
  Range: 2.000 reet (6 \0 111). 
  Mega-Oamae:e: 206 M.D. single shot 
  and 406 M.D. for a three shot burst. 
  Rate of Fire: Each blast uses one of the 
  pilot's attacks. 
  Payload: Protoculture Energy Clip thaI 
  provides 415 single M.D. blasts or 138 
  M.D. bursts per PE-Clip. Note: This 
  weapon runs on Protoculture Energy 
  Clips and can be sensl!d. seen and 
  tracked by the Invid the second it is 
  turned "on:' 
  M.D.C. of the Weapon Itself: 35 M.D.C. 
  J. 
  Modular Weapon Systems 
  for 
  Wheel I-Iardpoints (4): Each wheel 
  cover has a modular hardpoint simi-
  lar to the Cyclone on which a modu-
  lar \\ capon system can be mounted 
  and fired. The 11· 260 Valiant is al-
  ways mounted on the right side of the 
  front whed and a GR-97 Mini-Mis-
  sile Dclivcf) System on the left side. 
  An) of the following weapon sys-
  tems can be moullted on the three re-
  maining. 
  hardpoints: 
  the 
  11-260 
  Valiant (dcscribed above) is standard 
  issue. The descriptions for these addi-
  tional \\capon s)stcms (3) can be 
  found in the Cyclone section. 
  EP-40 Ion Pulse Pistol (see VR-052 
  Cyclone). 
  GR-97 Mini-Missile Delivery S)'S-
  tern (sec VR-OS2 Cyclone). 
  EP-37 60mm Pulse Beam Rine (see 
  VR-052 Cyclone). 
  HRG-70 Rapid Fire Rail Gun (see 
  VR-057 Super Cyclone). 
  Rl.r6 GOmm Light Repeating Rocket 
  Cannon (sec VR-038 Cyclone). 
  4. Hand to Hand Combat: The Silver· 
  back can also engage in hand to hand 
  combat as is necessary. 
  Iland to Hand Damage: Restrained 
  PUllch/Forearm Strike: 104 M.D. 
  FilII Strength PUllch: 106 M.D. 
  Power Punch: 206 M.O .. blJt counts 
  as two melee allacks. 
  Kick Auack: 208 M.D.: cannot per-
  form a power kick. 
  Stomp Arrack: 206 M.D .. but the [ar-
  get must be 6 feet (1.8 Ill) tall or smaller. 
  Jump Kick and Leap Kick: 208 
  M.D .. but each of these attacks counts as 
  two melee al1acks. 
  Body Block/Ram: 206 M.D. on a 
  body block/ram p~r 20 mph or speed. 
  There is a 60% chance of knocking an 
  169 
  
  opponenl or equal size. up 10 50% larger. 
  as well as smaller opponents orr their 
  reel. In any case. the victim also loses 
  initiative and twO melee attacks. This at-
  tack counts as two or the meeha's melee 
  attacks. 
  Bonuses with Mecha Elite Combat 
  Training Onlv: + I attack per melee 
  round at levels 2. 4. 8. and 12. + \ to 
  strike. +\ to parry, +2 to dodge. +1 to 
  pull punch. and +2 to roll with impact. 
  Note: These bonuses ONL Y apply \\'hen 
  the pilot has the Mecha Elite Combat 
  Training skill in Silverbacks. The pilot's 
  own number or attacks and bonuses or 
  any) are combined with these when pi-
  loting the mecha. Do not add mccha bo-
  nuse; to the pilot's Hand to Hand ability 
  when he is outside the mecha. Outside of 
  his mecila, the pilot possesses only hu-
  man fighting abilities. 
  5. Standard Sensors and Equipment 
  for the V M-9 Silverback: 
  Rad:lr: Silverbacks utilize a miniatur-
  ized. X-band. Phased Array. three di-
  mensional battlelield radar. This radar 
  system tracks airborne targets to a range 
  or 40 miles (64 km) and land targets up 
  to 10 miles (16 km) depending on ter-
  rain. The radar allows the pilot to track 
  up to 72 targets. and has limited IFF ca-
  pabilities with a database of up to 288 
  known UEEF enemies. 
  Infrared Sensor: The Silverback has an 
  infrared sensor that allows it to sec in the 
  IR spectrum. The IR image is shown on 
  the pilot's instrument panel. Range is 
  500 feet( 152.4 m). 
  Combat Computer: The combat com-
  pUler utilizes the IFF data from the radar 
  as well as a laser targeting system to im-
  prove the combat performance of the 
  mecha. The computer grants +2 to strike 
  Wilh all integral weapon systems incJud-
  lml the rail gun. flak cannon. and whed 
  gu-ns. and + I to any handheld weapons. 
  Communications Suite: The Silvcrback 
  has a comm suitc consisting or a powcr-
  ful. military band radio. This radio is en-
  cryptcd and broadcasts both widcband 
  and directional. Range is 200 miles (320 
  m). 
  Motion/Collision Sensor: Detects ob-
  jects within 150 feet (45.7) and alcrts the 
  pilot with an alarm and flashing red 
  light. 
  Headlights: Silvcrbacks are equipped 
  with rour powerrul headlights as well as 
  two inrrared headlights mounted in the 
  sensor drums on the front of the vehicle. 
  as well as on the forward roll bar. 
  Instrumentation: The Silverback has 
  the rollowing readouts in the instrument 
  panel: Speedometer. Tachometer. ProlO-
  culture Level. Battery Charge. Engine 
  Temperature. Thruster Temperature and 
  Altitude. 
  Distress Beacon: Broadcasts a dislress 
  beacon on an encrypted Expeditionary 
  Force rrequency. Range is 250 miles 
  (400 km). 
  Vectored Thrust Nozzles: The Silver-
  back is equipped with a vectored thrust 
  system with one main nozzle. The 
  Thruster is built in to assist the Silvcr-
  back in leaping as well as keeping bal-
  ance in battloid mode. 
  Power System : The Silverback uses a 
  liquid cooled, Protoculture fi red. threc-
  rotor rotary engine displacing 3.200 cu-
  bic centimeters. This engine uses the 
  principles or the old-fashioned hydrogen 
  fuel cells to convert the energy in Proto-
  culture cells inlo motive power. This en-
  gine is mated to a heavy-duty six-speed 
  transmission and transrer case lubricated 
  by low-grit graphite suspended in sili-
  cone oil for heat control and long life. 
  170 
  
  The Silverback has active suspension as 
  well as a shift on the ny_ electronic four-
  wheel drive system. Needs four Proto-
  culture cells for full power. 
  Protoculturc Fuel Capacity: The VM-9 
  Silverback uses small Protoculture fuel 
  cells about the size of a can of motor oil. 
  four fully charged Protoculture cells 
  gives the mecha a reasonably active 
  combat life of about one month. Heavy 
  activity and combat reduces the cell's 
  fuel life by half The vehicles can func-
  tion with half as many cells (2) for about 
  half the period, but the maximum speed 
  and the usual combat bonuses arc re-
  duced by half. Note: Invid Protoculturc 
  cells arc the same as those used by the 
  UEEF and arc interchangeable. Re-
  placing spent cells and recharging empty 
  Protoculture energy cells requires some-
  body with the Biomechanical Mainte-
  nance or Robotechnology skill. 
  CVR-3 Body Armor: This standard pi-
  lot and infantry armor is not a necessary 
  component of" the Silverback, but it is 
  standard issue. 
  VM-9H 
  "Silverback" 
  Heavy, High Mobility 
  Veri tech Strike Vehicle 
  The VM-9JJ Silverback is another 
  Ground Veri tech that can go from 
  four-wheeled vehicle to battloid in a 
  matter of seconds. Battloid mode enables 
  the Heavy Silverback to navigate most 
  types of terrain. climb. walk and engage 
  mecha in hand to hand combat. As a fast 
  attack Ground Veritccb built for infantry 
  combat and troop support roles, it has 
  the same wide range of weapon systems 
  available to it as its lighter cousin. but 
  also an additional IlRG~ 70 rail gun. and 
  mini-missile launchers in place of the 
  cargo containers on 
  the side. The 
  VM-9H is heavily armored. and has a 
  protective canopy and reinforced pilot's 
  compartment (both seats) for greater 
  combat versatility. 
  A forward mounted sensor pod and 
  digital video camera is built into the roof 
  of the vehicle (head in battloid mode) 
  and sends images and sensor data to the 
  heads-up displays (I IUD) of the pilot 
  and gunner/passenger in the second seat. 
  In addition to serving as the eyes of the 
  pilot and gunner, the sensor/camera ar-
  ray can record up to 144 hours of" foot-
  age; ideal for revieWing and evaluating 
  enemy fonnalions. movement, tactics 
  and battle action. 
  Model Type: VM-9H 
  Class: !lcavy, High Mobili[y Veri tech 
  Strike Vehicle. 
  Crew: One. pilot, but there is a second 
  scat for one passenger or gunner. 
  M.D.C. by Location: 
  Vehicle Mode: 
  " Mini-Missile Launchers (2) -
  40 
  each 
  " Slit Windshield - 25 
  • Wheels (4) - 5 each 
  Modular Wheel Cover Hardpoints (4) 
  - 25 each 
  Sensor Drum - 15 
  • Sensor/Camera System (I; top)-50 
  Headlights (4) - 3 each 
  Rail Guns (3) - 75 each 
  " TUlTet 1·lousing (I. for two rail 
  guns) - 85 
  U 
  Rear Modular Equipment Mount 
  -25 
  171 
  Reinforced Pilot Compartment - 95 
  ... Main Body - 348 
  
  Ballioid Mode: 
  '" Slil Windshield - 25 
  '" Wheels (-I) - 5 each 
  Modular Wheel Co vcr Hardpoints (4) 
  - 25 each 
  Rail Guns (3) - 75 each 
  '" Turret lIousing (I, ror two rail 
  guns) - 85 
  Anns (2) - 45 each 
  • Ilands (2) - 15 each 
  '" Mini· Missile Launchers (2; one per 
  ann)-40 each 
  Sensor Drum - 15 
  • Sensor/Camef'<l System (I: toplhead) 
  - 50 
  • Headlights (2) - 3 eaeh 
  Lcgs(2)-1 12cach 
  >I< Feet (2) - 50 each 
  Rear Thruster - 25 
  Reinforced Pilot Compartment - 95 
  ... Main Body - 348 
  '" A single asterisk indicates a small 
  and/or dimwit target to hit. requiring an 
  attacker to makc a succcssful "Called 
  Shot"' with 
  the 
  following penalties: 
  Shooting at a stationary target ·4, mov· 
  ing targel ·6, and fast moving target ·1 1 
  to strike. These penalties also apply to 
  targeting other small targets. 
  Destroying onc wheel will reduct: the 
  Silvcrback's speed in vehicle mode by 
  50%. Destroying two wheels will reduce 
  speed by 75%. and destroying three 
  wheels 
  will 
  make 
  the 
  Silverback 
  undrivcable. 
  Destroy one of the reet and reduce 
  running speed and leaps by 30%. De· 
  slray both and the mccha e~mnot stand 
  and running speed is ani)" 10%. 
  .. Destroying the 
  rear modular 
  .. Rear Modular Equipment Mount 
  -25 
  equipment mount also destroys or de-
  taches anything mounted to il. ilnd will 
  172 
  
  prevent future use of the mounting until 
  repaired. 
  u* Depleting the M.D.C. of the 
  main body destroys the Silvcrback. ren-
  dering it useless. 
  Speed: 
  Vehicle Mode: 120 mph (192 km) maxi-
  mum on a flat. clear road. A more cau-
  tious 45 mph (72 km) off road. 
  Battloid Mode: 60 mph (96 km). 
  Statistical Data: 
  Vehicle Mode: 
  Height: 6 feet, 4 inches (1.95 m). 7 
  feel. II inches (2.4 m) with a turret 
  on the rear mount. 
  Length: 12 feet. 10 inches (3.9 m). 
  Width: 6 feel. 11 inches (2.1 m). 7 
  fect. II inches (2.4 m) with side 
  mounted weapons. 
  Battloid Mode: 
  HeiQ.ht: 13 feet. 10 inches (4.2 m). 20 
  feel, 8 inches (6.3 m) with a turret on 
  the rear mount. 
  Length: 9 feet (2.7 m). 
  Width: II fcct. 2 inches (3.4 m). 
  Weight: 3.023 pnunds (1.360 kg) or 1.5 
  tons. 
  Physical Strength: Robotic P.S. of34. 
  CarQ.o: None. other than a small area be-
  hind the seats for a rifle. handgun and 
  survival kit: not room for a third pas-
  senger. 
  Power Svstem: Same as the I'A/-9L 
  Light Silverback. 
  I. Modular Rear Equipment Mount: 
  The rear turret can mount various 
  types of anti-armor or anti-aircraft 
  weapons, or a reconnaissance and 
  sensor suite. Only one piece of equip-
  ment can be mounted on this turret at 
  a time. The selection is fundamen-
  tally the same as the l'A/-9L Ugh' 
  Si/\'erback. which are typically as fol-
  lows (sec VM-9L for descriptions of 
  each): 
  A) HRG-140 Dual Rail Gun. 
  B) AAC- II Flak Cannon. 
  C) LMMDS-12 (short-range missile 
  launcher. 
  0) MMMDS-6 (six medium-range 
  missile launcher). 
  E) MMDS-48 (box launcher with 48 
  mini-missiles). 
  F) OSS-88 Scout Sensor Suite. 
  2. liRG-70 Rail Gun (I): The HRG-70 
  is a high energy 20mm rail gun that 
  tires 
  high-speed. 
  amlor 
  piercing 
  sabots in 10 round bursts. The sabots 
  arc fed through the weapon by a dis-
  integrating link belt fed from an 
  ammo cannister mounted inside the 
  vehicle. It is mounted on the right 
  wheel of the I'leavy Silverback. pro-
  viding even more devastating. fire-
  power. In Battloid mode. it serves as 
  a handheld rail gun: point and shoot. 
  Pnmarv 
  Purpose: 
  Anti-Armor/Meeha 
  and Anti-lnvid. 
  SecondarY Pumose: Assault. 
  Wei.ht: 50 pounds (22.5 kg). 
  Range: 4.000 feet (1.219 m). 
  Mega-Damage: 106 M. O. for a sing.le 
  round. and I D4x 10+ I 0 M.D. for a 10 
  round burst. 
  Rate of Fire: Each shot or burst counts as 
  one of thc pilot's melee attacks. 
  Pavload: Each ammo-cannister carries 
  1.000 rounds, good for 
  100 bursts. 
  Cannisters can be replaced by anyone 
  with the Field Armorer. Weapons Engi-
  neer. or Biomechanical Maintenance 
  skill. 
  M.D.C. of the Rail Glln: 75. but is a dif-
  ficult target to hit. requiring an attackl!r 
  to make a "Called Shot"· and even then 
  173 
  
  incurs the following penalties to strike: 
  -4 shooting at a stationary target -6 at a 
  moving target and -I J at a fast moving 
  target. 
  3. MM-12 Mini-Missiles Launchers 
  (2): The two cargo boxes normally 
  found on each side of a Silverback 
  are replaced with a pap-lap mini-
  missile box launcher on each side/ 
  ann. Each contains 12 mini-missiles. 
  To fire. up to three hatches on each 
  unit arc opened, the missiles are 
  launched. and the hatches close 
  again. One of the three hatches is 
  only usable while in battJoid mode. 
  Primarv 
  Pumose: 
  Anti-Missiles 
  and 
  Anti-Personnel. 
  Weight: Each missile weighs about five 
  pounds (2.25 kg). 
  Range: Typically one mile (1.6 km). 
  Mega Oamae.e: Varies by mini-missile 
  type. 
  Rate of Fire: One or in volleys of2. 4, 8. 
  or 16 in vehicle mode. May also fire all 
  24 in one volley when in bailloid mode. 
  One volley. no matter how many mis-
  siles arc in it. counlS as one melec attack. 
  Pavload: 24 total. 12 mini-missiles per 
  each of the two box launchers, but one 
  full reload can be carried on the Heavy 
  S i I verback. 
  M.O.C. of the Launch Svstem: 30 cacho 
  4. 
  Modular Weapon Systems for 
  Wheel Hardpoints (4): Same as the 
  r'A/-9L Ligh/ Silverback. 
  HRG-70 Rapid Fire Rail Gun (see 
  #2, above). 
  EP-40 Jon Pulse Pistol (see VR-OS2 
  Cyclone). 
  GR-97 Mini-Missile Delivery Sys-
  tem (sec VR-052 Cyclone). 
  EP-37 60mm Pulse Beam Rifle (see 
  VR-052 Cyclone). 
  RL-6 
  60mm 
  Light 
  Repeating 
  Rocket Cannon (see VR-038 Cy-
  clone). 
  5. Hand to Hand Combat: The Heavy 
  Silverback can also engage in hand to 
  hand combat as is necessary. 
  Hand to Hand Dama2.c: 
  Restrained 
  Punch/Forearm Strike: 104 M.D. 
  Fill! Strength Pllnch: 204 M.O. 
  Power Punch: 404 M.O .. but counts 
  as two melee attacks. 
  Kick Attack: 208 M.D.: cannot per-
  fonn a power kick. 
  Stomp Arrack: 208 M.O .. but the tar-
  gct must be 6 feet (1 .8 m) tall or smaller. 
  Jump Kick and Leap Kick: 408 
  M.D., but each of these attacks counts as 
  two melee attacks. 
  Body Block/Ram: 208 M.O. on a 
  body block/ram per 20 mph (32 km) of 
  speed. There is a 70% chance of knock-
  ing an opponent of equal size. up to SO% 
  larger. as well as smaller opponents. off 
  their feet. In any case. the victim also 
  loses initiative and two melee attacks. 
  This attack counts as two of the mecha's 
  melee attacks. 
  Bonuses with 
  Mecha Elite Combat 
  Trainim! Onlv: + I attack per melee 
  round at levels 2. 4. 8 and 12. + I to 
  strike in hand to hand combat, + I to 
  strike with long-range weapons (rail gun. 
  energy weapons. etc.). + I to parry. + I to 
  dodge. +2 to pull punch. and +2 to roll 
  with 
  impact. 
  Notc: These 
  bonuses 
  ONLY apply when the pilot has the 
  Mecha Elite Combat Training skill in 
  Si/verbacks. The pilot's own number of 
  attacks and bonuses (if any) arc COIll -
  bined with these when piloting the 
  mccha. Do not add mccha bonuses to the 
  pilot's Hand to I-land ability when he is 
  outside the mecha. Outside oJhis !/Iecha. 
  174 
  
  the pilot possesses only human fighting 
  abilities. 
  6. Advanced Sensors and Camera for 
  the VM-9H Silverback: Advanced 
  sensor and IIUD system. 
  A) Communications: Wideband and di-
  rectional radio communication system 
  with built-in scrambler that transmits 
  both voice and cockpit \ ideo. Range is 
  300 miles (480 km). but can be boosted 
  indefinitely via satellite relay. 
  B) Combat Computer: Collects data 
  from all sensors, stores it and then dis-
  plays the infonnalion on the pilo(s and 
  passengers heads-up display (HUO). 
  The targeting computer gathers infonna-
  tion from the laser targeting system and 
  radar and can track up to 72 aerial ene-
  mies at once to a range of 50 miles (80 
  km). Bonus: +2 to strike using rail guns. 
  + I to strike with missiles. 
  C) Motion Detector and Collision 
  Warning System : Detects objects in the 
  air or on the ground coming fast within 
  1.000 feet (305 m) and alerts the pilot 
  with an alann and Dashing red light of 
  an impending collision. + 1 to dodge 
  other ground vehicles. 
  0) Radar: Heavy Silvcrbacks utilize a 
  miniaturized. 
  X-band. Phased Array. 
  three-dimensional battlefield radar. This 
  wdar system tracks airborne targets to a 
  range of 50 miles (80 km) and land tar-
  gets up to 10 miles (16 km) depending 
  on terrain. The radar aHows the pilot to 
  track up to 72 targets. and has limited 
  IFF capabilities \\·ith a database of up to 
  288 known UEEF !.!l1cmies. 
  E) Sensor Pod/Sensor Head : The sen-
  sor head and shoulder mounted sensor 
  pod have the following optical sensors 
  and enhancements: 
  Audio Pickup and Filtration: This sys-
  tem works both multi-directionally and 
  as a shotgun mic. It can pick up sounds 
  as quiet as a conversation at 500 feel 
  (152 m) and can sift through ambient 
  sound for specific noises. 
  Distress Beacon: Broadcasts a distress 
  signal on an encrypted frequency. Range 
  is 250 miles (400 km). 
  Loudspeaker: Amplifies the pilot's voice 
  up to 100 decibels. 
  Infrared Spotlight: Emits an infrared 
  beam Lhal is invisible 10 the naked eye 
  but can be seen with the right sensors. 
  Range is 2.000 fcct (610 m) but is re-
  duced by half in smoke or incJemem 
  weather. 
  Ni[!htvision: Passive light amplification 
  that allows lhe pilot to see in the dark as 
  long as there is at least some ambient 
  light. 4.000 foot (1219 m) range. but is 
  completely lise less in total darkness. 
  Tactical Camera: In addition to serving 
  as the eyes of the pilot and gunner. the 
  sensor/camera array can record up to 144 
  hours of footage: ideal for reviewing and 
  evaluating enemy fonnations. move-
  ment, tactics and battle action. 
  Telescopic Optical Enhancement: 2.000 
  foot (610 m) range and a 120 degree 
  field of view. 
  7. CVR-3 Body Armor: Standard issue 
  for the pilol. May vary for the pas-
  senger. 
  175 
  
  VM-9E 
  "Silverback" 
  Espionage, High Mobility 
  Veritech Strike Vehicle 
  The VM·9E is an armored surveil· 
  lance and dcclronic warfare version of 
  the Silvcrhack mccha scrit:s. It is funda-
  menIally the same as the VM-911 in re-
  gard to armor, reinforced pilot's com-
  partment. speed and other slats. How-
  ever. it sacrifices heavy weapon systems 
  for an advanced sensor array similar to 
  the Beta Fighter on the cannon mount. 
  Visibility of the windshield has been 
  substituted with a forward sensor pack-
  age wilh upgraded heads-up displays. 
  Model Type: YM-9E 
  Class: Heavy. lIigh Mohility Veri tech 
  Strike Vehicle. 
  Crew: One driver/pilot and one Espio-
  nagc/lnlclligence 
  operative 
  (Military 
  Specialist or Communications Omcer). 
  M.D.C. by Location: Same as the 
  VM-9H Silverback. with the exception 
  of the large sensor array (140 M.D.C.). 
  and available weapon systems vary. 
  Speed: Same as the VM·911 Silvcrback. 
  Stats: Same as the VM·91 I Silverback. 
  Weapons and 
  Sensor Systems: 
  l. Superior Sensor Array Mounted to 
  Rear Modul:1r Turret: The rear tur· 
  ret of the VM·9E is always the supe· 
  rior sensor array. This sensor array 
  has all the same sensory features lra· 
  dar. radio. etc.) as the Bela Fighter'S 
  sensor system. very impressive for a 
  ground vchick. Of course. radar is 
  limited to tf3ck:ing and identifying 
  airborne targets. not those on the 
  ground. 
  M.DoC. of the Sensor Arrav: 140 
  2. H-260 Valiant Laser Assault Rifle 
  (I): The H:'260 is a man·sized. hcav} 
  laser assault rine issued to C)cJom: 
  pilots. Silverback crews and heavy 
  infantry troops. 
  176 
  
  Weil!ht: 12 pounds (5.4 kg). 
  Range: 2.000 fect (6 10 m). 
  Mcga-Dama£!.c: 206 M.D. single shot 
  and 4D6 M.D. for a three shot burst. 
  Rate of Fi re: Each blast uses one of the 
  pilot's attacks. 
  Pavload: Protoculturc Energy Clip that 
  provides 415 single M.D. blasts or 138 
  M.D. bursts per PE-Clip. Note: This 
  weapon runs on Protoculture Energy 
  Clips and can be sensed. seen and 
  tracked by the Invid the second it is 
  turned "on." 
  M.D.C of the Weapon Ilself: 35 M.D.C. 
  3. 
  Modular Weapon Systems for 
  Wheel liard points (4): Each wheel 
  cover has a modular hardpoint simi-
  lar to the Cyclone on \vhich a modu-
  lar weapon system can be mounted 
  and fired. One is taken up by the 
  11-260 Valiant (described above) on 
  the right. front wheel. Another is al-
  ways a GR-97 Mini-Missile Delivery 
  System on the left. front wheel. and 
  the remaining two can be any of the 
  following weapon systems. (No rail 
  guns.) The descriptions for these ad-
  ditional \\capon systems (2) can be 
  found in the Cyclone section. 
  GR-97 Mini-Missile Dclivery Sys-
  tcm (sec VR-052 Cyclone). 
  EP-40 Ion Pulse Pistol (sec VR-052 
  C~·elone). 
  EP-37 60rum Pulse Beam Rifle (see 
  YR-052 Cyclone). 
  RL-6 
  60mm 
  Light 
  Repeating 
  Rocket Cannon (see VR-038 Cy-
  clone). 
  H-260 Valiant (a second one). 
  6. CYR-3 Body Armor: I·he pilot and 
  his companion (gunner. Communica-
  tions Officer. 
  Military SpccialisL 
  CIC.) are both clad in CVR-3 body ar-
  mor. It is not a necessary component 
  of the Silvcrback, but it is standard 
  issue. 
  7. YR-030 or YR-040 Series Cy-
  clone (I): Mounted on the back of the 
  Silvcrbad.: is one Cyclone suitable for 
  additional scouting or espionage. 
  Other Vehicles 
  HCT-20 "Bull Dog" 
  Heavy Cargo Tractor 
  The I-ICT-20 is a versatile and PO\l .. cr-
  ful cargo hauler seen busy scurrying 
  around or hauling parts and ordmmcc all 
  over the night decks and cargo areas of 
  the big space cruisers, Robotcch factory 
  and space outposts. It hitches to missile 
  racks. bomb containers. ordnance, ma-
  chine parts, damaged aircraft. and cargo 
  already loaded onto lruilers and pulls 
  them 10 the aircraft or mecha waiting to 
  be loaded with ordnance. or the cargo 
  holding area ""here Ihey belong. The 
  small. but sturdy. open-air cargo vehicle 
  can pull up to 50 (ons on a \\ heeled plal-
  fonn. 
  When not hauling cargo. the Bull 
  Dog zips along at speeds of up 10 45 
  mph (72 km). and may be used to trans-
  port pilots and flight crews {a and from 
  their ai rcraft. though at a slow. comfon-
  able speed of 20 mph (32 km) or less. 
  (As many as five people can hitch a ride 
  on its long. Oat-top hood. plus one or 
  two others sitting behind the driver.) 
  4. Hand to Hand Combat: Same as the 
  YM-9H Heavy Silverbaek. 
  Vehicle Type: Tractor_ 
  S. Advanced Sensors and Camera for 
  Class: Military all-purpose transpon and 
  the VM-9E SilvcrbJlck: Same as the 
  cargo hauler. 
  YM-9H. 
  177 
  
  Crew: One driver. 
  M.D.C. by Location: 
  • Headlights (2. front) - 2 each 
  • Tires (4)-10each 
  Winch and Pulley System (I; large. 
  back) - 44 
  .. Main Body - 75 
  • Destroying one tire reduces speed 
  by 30% and inflicts a - 10% piloting skill 
  penalty. Losing two tires makcs the ve-
  hicle undriveable. Note: The tires are 
  shidded and very difficult to hit from 
  the front or behind. To shoot out a tire 
  from a fronl or back position. the at-
  tacker must make a successful "Called 
  Shot" with the 
  following penalties: 
  Shooting at a stationary target -4. mov-
  ing target -6. and fast moving target -11 
  to strike: half those penalties when at the 
  side of the truck. These penalties also 
  apply to targeting the driver. headlights 
  and other small targets. 
  Statistical Data: 
  Height: 3 feel. 6 inches (I 1m). 
  Length: 16 foct (4.8 m). 
  Width: 7 fecl (2.1 m). 
  Weight: 5.5 tons. 
  Cargo: None per st.::. pulls other loads on 
  wheels. up to 50 tons. 
  Power Svstem: High Output Protocul-
  lure Fired Rotary Engine: requires six 
  Protoculturc cells to operate. Also has a 
  backup power system comprised of an 
  electric motor that is constantly charged 
  by regenerative braking systems in the 
  wheel hubs. The engine's battery can 
  store enough power for 2 hours of gen-
  eral riding, one third that hauling cargo 
  weighing more than 15 tons. 
  \\/capon Systems: None standard. 
  Special Equipment of Note: 
  I. Built-in Radio: Shan-range direc-
  tional radio with a 20 mile (32 km) 
  •• Depleting the M.D.C. of the main 
  body destroys the vehicle. rendering it 
  2. 
  useless. and spi lling lhe cargo. 
  range . 
  Heavy Winch and Pulley (I): Lo-
  cated in the back of the Bull Dog is a 
  heavy-duLY. modular. trailer hitch. 
  winch and pulley. 
  Speed: 45 mph (72 km) emplY. 12 mph 
  (19.2) at maximum load. 
  
  HACT-20 
  "Roadmaster" 
  Armored Cargo Truck 
  The HACT is a heavy-duty_ alI-ter-
  rain. 20 Ion truck that resembles an over-
  sized jeep or dune buggy with a cargo 
  bcd. It has four massive. flat proof. five 
  fOOl (1.5 m) tall lires. independent sus-
  pension. an annored body and an open-
  air cab and cargo area. It is designed to 
  drive over broken roads and rugged ter-
  rain without difficulty. can climb over 
  mounds of debris and travel through wa-
  ler up to seven feet (2.1 m) high. The flat 
  bed can carry craled cargo or troops 
  weighing up to 20 Ions. The front seat 
  accommodates the driver and two pas-
  sengers comfonably. It has no \\capon 
  system. but a hea\') energy cannon. rail 
  gun. or machine-gun could be mounted 
  on the passenger side where the passen-
  ger could act as a gunner. 
  Veh icle Type: Truck. 
  C lass: Military all-purpose transport and 
  eargo hauler. 
  C rew: One driver. 
  M.D.C. by Location: 
  • Headlight (I) - 3 
  * Tires (4: large) - 27 each 
  Reinforced Bumper (I. front) - 110 
  .. Main Body - 185 
  '" Destroying one tire red uces speed 
  by 30% and inllicts a - 10% piloting skill 
  penalty. Losing two tires reduces speed 
  by half and inflicts a -30% piloting pen-
  alty. Destroying three tires reduces speed 
  by 90%. inflicts a -60% piloting skill 
  penalty. and driving on the rims is likely 
  to damage the wheels and axle. Note: 
  The tires are shielded and very difficult 
  to hit from the front or behind. To shoot 
  out a tire from a front or back position. 
  the attacker must make a successful 
  "Called Shot" with the follo\\ ing penal-
  ties: Shooting at a stational)' target -6. 
  moving target -8. and fast moving targt;t 
  -14 to strike ~ half those penalties when at 
  the side of the truck. Tht!se penalties also 
  apply [0 targeting the driver. headlight 
  and other small targets. 
  ** Depleting the M.D.C. of Ihe main 
  body destroys the vchicle. rcndt:ring it 
  useless. and spilling the cargo. 
  Speed: 75 mph (120 km) empty. 50 mpb 
  (80 km) at maximum load. 
  Statistical Data: 
  Height: II feet. 4 inches (3.5 m). 
  Lene.th: 24 feet (7.3 m). 
  Width: 8 feel. 4 inches (2.5 m). 
  Weight: 8.3 tons. 
  Cargo: 18x8 root (5.5 by 2.4 m) flat bl:d 
  capable of hauling up to 20 tons. Open-
  air flat bed may require cargo being cov-
  ered with a tarp and slrapped dO\ ... n or 
  otherwise secured. 
  PO\I,'er System: High Output Protocul-
  ture Fired Rotary Engine: n;quircs six 
  Protoculturc cells to operate. Also has a 
  backup power system comprised or an 
  electric motor that is constantly charged 
  by regenerative bra\"'ing systems in the 
  wheel hubs. The engine"s battery can 
  store enough power for 12 hours of gen" 
  eral riding. half that hauling cargo 
  weighing more than 10 Ions. 
  \-Veapon System s: None standard. 
  Special Equipment of Note: 
  I. Built-in Radio: Short- and long-range 
  directional radio. 
  Range: 200 miles (320 km) 
  2. Trailer Hitch: The rear bumper ha...; a 
  modular trailer hitch. 
  3. Hardpoints (6): 1I00ks for !)ing 
  down larp and restraining straps. 
  179 
  
  Notable Handheld 
  UEEF Weapons 
  EP-40 Jon Pulse Pistol 
  The EP-40 is a heavy ion pistol that 
  dishes Ollt n:spcctable damage and is 
  vel} accurate over short distances. It is 
  standard issue to the VR-050 series Cy-
  clones. typical!) mounted on the front 
  wheel hub. and is fixed forward with a 
  45 degree field of fire. The weapon is 
  powered b) a Protoculture magazine that 
  is good for 110 blasts. Though standard 
  issue to VR-052 Cyclones, the weapon 
  may also be used by infantry troops as 
  \\ell. 
  Primary Purpose: Assault 
  SecondarY Purpose: Defense. 
  Weight: 8 pounds (3.6 kg). 
  Range: 1.200 feet (366 m). 
  Mega-Damage: 406 M.D. per blast: no 
  burst capabilities. 
  Rate of fire: Each blast counts as one 
  melee attack. 
  Payload: 110 blasts. Note: This weapon 
  runs on Protoculturc Energy Clips and 
  can be sensed. seen and tracked by the 
  Invid the second it is turned ··on."· 
  M.D.C of the Weapon Itself: 30 M.D.C 
  Bonus: + I to strike under 750 feet 
  (228.6 m). in addition to any Weapon 
  Proliciency bonuses of the pilot. 
  EP-3760mm 
  Pulse Beam Rifle 
  This heavy laser rifle lires single 
  shots as well as five round bursts. It is 
  highly accurate and very durable, able to 
  take all manner of abuse in the neld and 
  keep working. It is issued with the 
  I'R-052 Bauler Cycione as a standard as-
  sault rifle. and is stowed alongside the 
  mecha while in 
  cycle mode. This 
  weapon can be used by un-armored hu-
  mans. but is heavy and awkward and im-
  poses a -2 to strike. 
  Primary Pumose: Assault. 
  Secondarv Pumose: Defense. 
  Weight: 22 pounds (10 kg). 
  Range: 4.000 fect (1,219 m). 
  Me!!a-Damage: 404 M.D. for a single 
  shot. I D6x 1 0 M.D. for a five round 
  burst. 
  Rate of Fire: Each blast uses onc of the 
  pilot's attacks. 
  Payload: 50 single shots or 10 five round 
  bursts. 
  M.D.C of the Weapon Itself: 40 M.D.C. 
  Bonus: + 1 to strike. 
  FAL-2 Pulse Laser Rifle 
  Another old energy weapon from be-
  tween the first and second Robotech 
  wars. Designed to be the energy rifle 
  equivalent to the AK-4? the FAL-2 was 
  cheap to produce. easy to usc and nearly 
  indestructible. It fires single blasts and 
  five round bursts, and still sees plenty of 
  '80 
  
  \ noo 
  use on Earth by freedom fightcrs and re-
  bels. 
  Wei2ht: 6 pounds (2.7 kg). 
  Ranoe: 1.900 reet (579 m). 
  Mel!a-Dama2c: 306 M.D. for a single 
  blast, 606 M.D. for a three round burst. 
  Rate of Firc: Each single shot or burst 
  counts as one melee attack. 
  Pavload: PrOlocuhurc Energy Clip that 
  290 single M.D. blasts or 96 rine bursts 
  per PE-Clip. Note: This weapon runs on 
  Protoculturc Energy Cl ips and can be 
  sensed. seen and tracked by the Invid the 
  second it is tumed "on." 
  M.D.C. of the Weapon Itself: 32 M.D.C. 
  811.1.0.1'1 ~ "NI'I'I'Ic:. • 1:007 
  H-90 Gallant 
  Modular Energy 
  Weapon System 
  The 1-1-90 Gallanl is the standard is-
  sue energy wcapon for pilots. officers 
  and vehicle crews. It is a IOmm laser 
  \\ capon that uses an ingenious modular 
  design to fill the role of both side arm 
  and rine. As a side arm. the Gallant is a 
  compact. semi-automatic weapon with 
  the ability to deliver both Mega-Damage 
  (M.D.) as \\ell as S.D.C. damage. With 
  the rine stock and barrel eXlendcrlflash 
  suppressor anachcd. the Gallant be-
  comes a long-range, precision laser rine 
  '8' 
  
  capable of dealing respectable damage at 
  great distances. rhe Gallant enjoys great 
  popularity among the UEEF. and has in-
  spired a sister weapon: the 1-1-260 Val-
  iant Assault Rifle. 
  The H-90 Gallant is a 
  favored 
  weapon in the UEEF not only because or 
  its versatility. but for its durability. The 
  weapon never jams. needs minimal 
  maintenance. operates equally well in all 
  climates (induding sub-zero, humid and 
  hot). and can even be submerged under-
  water for hours and still fire soaking wel. 
  Weight: Pistol: 2 pounds (0.9 kg). RiOe: 
  7 pounds (3.1 kg). 
  R.lI1ge: Pistol: 800 feCi (244 m). Rifle: 
  1.600 fect (488 m). 
  S.D.c. Damage: 206 S.D.C. ror a single 
  shot. 5D6 S.D.C. for a three round burst: 
  same for pistol or rifle. only range dif-
  fers. 
  H-260 Valiant 
  Laser Assault Rifle 
  The H-260 is a man-sized. heavy la-
  ser assault rifle issued 10 Cyclone pilots, 
  Silverback crews and heavy infantry 
  troops. It is accurate. durable and capa-
  ble of burst firing. The Valiant comes 
  standard with the I'R-Oj? Super Cyclone 
  and can be attached to the Siiverback 
  IF/, 4-whecJ vehicle as a pilot or passen-
  ger weapon (rare). 
  The H-260 is slowly replacing the ag-
  ing EP-37 as the weapon of choice for 
  the VR-050 series Cyclones. 
  Wei.ht: 12 pounds (5.4 kg). 
  Mega-Damage: Pistol: 106 M.D. for a 
  Rane.e: 2.000 feet (6 10 m). 
  single blast. 306 M.D. for a three round 
  burst. 
  Rifle: 2D6 M.D. for a single 
  6D6 M.D. for a five round burst. 
  blast, 
  Rate of Fire: A single shot or burst 
  counts as one melee allack, but a burst 
  has a much lower bonus to strike. 
  Pavload: Protocuhurc Energy Clip that 
  provides 2500 S.D.C. bursts, 830 single 
  M.D. pistol shots. 415 single M.D. rifle 
  blasts or 83 M.D. riOe bursts per 
  PE-Clip. Note: This weapon runs on 
  Protocullure Energy Clips and can be 
  sensed. seen and tracked by tht: Invid the 
  Me2a-Dama2e: 2D6 M.D. single shol 
  and 4D6 M.D. fo r a three shot burst. 
  Rate of Fire: Each blast uses one of the 
  pilot's attacks. 
  Pavload: Protoculture Energy Clip that 
  provides 415 single M.D. blasts or 138 
  M.D. bursts per PE-Clip. Note: This 
  weapon runs on Protoculture Energy 
  Clips and can be sensed. seen and 
  tracked by the Invid the second it is 
  turned "on." 
  M.O.C. of the Weapon Itself: 35 M.D.C. 
  second it is turned "on:' 
  M-30 9mm "Hound" 
  M.D.C orthe Weapon Itselr: 40 M.D.C. 
  Semi-Automatic Pistol 
  The M-30 is a small frame. selective 
  fire. 9mm auto-pistoL This weapon is 
  used by security details and is supplied 
  to rebds and freedom fighters by the 
  dozen. There is some discussion as to 
  182 
  
  whether the dual feed. large capacity 
  magazine and rate of fire make this 
  wcapon a machine-pistol instead of an 
  semi-automatic pistol. 
  Weight: 3.5 pounds (1.6 kg). 
  Ran£?c: 220 feet (67 m). 
  S.D.C. Dam3Q.C: 206 S.D.C. for a single 
  round. 506 S.D.C. for a four round burst 
  Rate of Fire: Each single shot or burst 
  counts as one mclee attack. 
  Pavload: 18 round clip or 68 round box 
  magazine capable of 17 bursts. 
  M.D.C. of the Weapon itself: 12 M.D.C. 
  M-55 "Wolverine" 
  Assault Rifle 
  The Wolverine is a select fire assault 
  riOc issued as the main infantry weapon 
  to Marine platoons. The weapon fi res ei-
  ther 5.56mm case less ammunition or 
  5.56mm HEAP rounds. It also has an op-
  tional underbarrcl 25mm grenade laun-
  cher for cracking armor and boarding ac-
  tions. 
  Weight: 10 pounds (4.5 kg). 
  Range: Rifle: 2.000 feet (610 m). 
  Grenade Launcher: 1,200 fect (366 m). 
  S.D.C. Damage: 4D6 S.D.C. for a single 
  riOe round, ID4xl0 S.D.C. for a three 
  round burst. 
  Mega-Damage: 204 M.D. for a single 
  HEAP riOe round or 404 M.D. for a 
  three round burst of M.D. HEAP rounds. 
  25mm Mega-Damage grenades do 
  4D6 M.D. to a 10 foot area (3 m). 
  Rate of Fire: Each single shot or burst 
  counts as one melee attack. Grenades are 
  single shot only and each blast counts as 
  ~=====:l~~~~~~~an attack. 
  ~~
  ~
  BAlAN MANNING
  . 2:007 
  183 
  
  Payload: 96 round box magazine capable 
  of 32 bursts for S.D.C. or HEAP rounds. 
  The grenade launcher allachment carries 
  4 grenades. It takes one melee round (15 
  seconds) 10 reload all four grenades. 
  M.D.C. urIhe Weapon ilself: 15 M.D.C. 
  M-46 "Badger" 
  Submachine-Gun 
  The 1\1·46 is a IOmm submachinc-
  gun reminiscent of the Uzi from pre· war 
  Earth. It comes standard with a folding 
  slack and can fire either conventional 
  10mm rounds or 10111111 IIEAP rounds. 
  Commando and reconnaissance teams 
  love this weapon for its nexibility. reli· 
  ability and the fact thai the Invid can't 
  sec it with their Protoculture sensors. 
  Weie.ht: 5.5 pounds (2.5 kg). 
  Ranee: 600 reet (183 m). 
  S.D.C. Dama£!.e: 206 S.D.C. for a single 
  shot or 6D6 ...... 3 S.D.C. for a five round 
  burst. 
  M.D.C. Damage: 104 M.D. ror a single 
  shot with' lEAP pistol rounds, or 4D4 
  M.D. for a five round burst. 
  Rale of Fire: Each single shot or burst 
  counls as onc melee attack. 
  Payload: 30 round clip can fire six 
  bursts. or 90 round drum for 18 bursts. 
  M.D.C. of the Weapon Itself: 12 M.D.C. 
  M-37 "Wease)" tOmm 
  Semi-Automatic Pistol 
  The M-37 is a military sidcann built 
  in the same vein as the venerable 
  M-1 911. The \\eascl is rugged, easy to 
  maintain and packs a heavy punch. II is 
  usually issued 10 offict:rs and ship board 
  sccurit) teams. The Weasel can fire ci-
  Weight: 3.5 pounds (1.6 kg). 
  Ran2e: 200 feet (61 Ill). 
  S.D.C. Dama"e: 406 S.D.C. 
  M.D.C. Damaoc: 1D4 M.D.C. ror HEAP 
  rounds. 
  Rate of Fire: Single shot. and each round 
  fi red counts as onc mtlee attack. 
  Payload: 15 round clip. 
  M.D.C. of the Weapon IIsdf: 15 M.D.C. 
  RL-2 Rocket Launcher 
  A n:.-usablc, shoulder fired rocket 
  launcher used 10 deploy anti-personnel. 
  anti-amlOr and anti-aircraft mini-mis-
  siles. Comcs with a lOx magnification 
  passive nightvision scope. 
  Weight: 16 pounds (7.2 kg) ror the 
  launcher. 
  Ranee: One mile (1.6 km). 
  Mega Dama2c: As per mini-missile type. 
  Rate of Fire: One at a lime. Each missile 
  uses one melee attack. 
  Payload: The RL-2 holds two mini-mis-
  Iher conventional J Omm rounds. or ex-
  silcs at a limc. but they must be fired one 
  perimcntal. t:xplosive 
  lipped, 
  IIEAP 
  aI a time. Reloading one mini-missile 
  rounds. 
  184 
  
  takes three melee actionslanacks (about 
  10 seconds). 
  M.D.C. of the Weapon Itself: 50 M.D.C. 
  SAL-9 Semi-Automatic 
  Laser Pistol 
  The SAL-9 is an old IOmm energy 
  pistol that morc closely resembles a sub-
  machine-gun. It was designed between 
  the first and second Robotcch wars. It 
  sti ll st!es usc among rebels and freedom 
  fighters. and was distributed among 
  these groups by the Expeditionary Force 
  to aid them against either the Robotech 
  Masters or lnvid. Due to its age. the 
  SAL-9 is uncommon among the return-
  ing members of the Expeditionary Force. 
  but is plentiful on Invid occupied Eanh. 
  Wei.ht: 4 pounds (1.8 kg). 
  Ran.e: 1.000 fcet (305 m). 
  M.D.C. Damage: 106 M.D.C. for a sin-
  gle shot. 
  Rate of Fire: Singk shot only. Each shot 
  uses one mdee attack. 
  Payload: 40 hlasts per standard energy 
  clip. but a Protocuiture Energy Clip pro-
  vides 830 single M.D. pistol shots. Note: 
  When this weapon uses a Protoculture 
  Energy Clip, it can be sensed. seen and 
  tracked by the Invid the second it is 
  turned "on:' 
  M.D.C. of the Weapon Itself: 18 M.D.C. 
  Explosive 
  Weapons & 
  Other Equipment 
  0 -40 Cobalt Limpet Mine 
  A high-explosive charge whose ac-
  tive ingredient is pressurized. powdered 
  metal cobalt made for sabotage and de-
  molition. The whole package is vel) 
  compact less than a root long. and in-
  cludes the explosives. detonator and 
  timer. The timer is digital and can be set 
  from 30 seconds to 60 minutes and can 
  be stopped up to five seconds before det-
  onation. The back is coated in a high-
  powered adhcsive with a peel-off cover 
  and \\ ill pretty much stick to anythiog. 
  Weight: Five pounds (2.3 kg). 
  Mega-Damal!c: 106xl0 M.D. 
  Blast Radius: 20 feet (6.1 01). 
  0-30 Cobalt Grenades 
  Iligh explosive grenad!.!s that arc es-
  sentially small. D-40 mines that can be 
  tossed. 
  Weight: 0.5 pounds (0.2 kg). 
  Mega-Damage: 306 M.D. 
  Blast Area: 15 feet (4.6 kg). 
  Missile Stats 
  Short-Range Missiles 
  Iligh-Explosive <light): 2D4x 10 M.D .. 
  Smile (8 km) range at 500 mph (800 
  km). 10 foot (3 m) radius. 5 M.D.C. for 
  the missile itself. 
  lIigh-Explosive (medium): 2D6x 10 
  M.D., 5 mile (8 km) range at 500 mph 
  (800 km), 15 foot (4.6 m) radius. 5 
  M.D.C. 
  lBS 
  
  Hie.h-Explosive 
  (heavy): 
  3D6x 10 
  M.D .. 40 mile (64 km) range at 1200 
  mph (1920 km). 30 foot (9.1 m) radius. 
  10 M.D.C. 
  High-Explosive 
  Annor 
  Piercing! 
  HEAP (medium)': 3D6x l0 M.D .. 40 
  mile (64 km) range at 1600 mph (2560 
  7 
  t, 
  " 
  km). 20 foot (6.1 m) radius. 10 M.D.C. 
  Fragmentation (light): 204xlO M.D .. 
  3 mile (4.S km) range at 450 mph (720 
  km). 20 foot (6.1 m) radius. 5 M.D.C. 
  High-Explosive 
  Annor 
  Piercing! 
  HEAP {mediuml': 2D6xl0 M.D .. 5 mile 
  (S km) range at 650 mph (1040 km). 5 
  foot (1.5 m) radius. 5 M.D.C. 
  PlasmaINapalm (medium)·; 2D6xlO 
  M.D., 3 mile (4.S km) range at 500 mph 
  (SOO km), 15 foot (4.6 m) radius. 5 
  M.D.C. 
  Tear Gas: No damage. 112 mile (O.S 
  km) range at 200 mph (320 km). 10 foot 
  (3 m) radius. 5 M.D.C. 
  Knock-Out Gas: No damage. 
  112 
  mile (O.S km) range at 200 mph (320 
  km). 10 foot (3 m) radius. 5 M.D.C. 
  Smoke (colors available): No dam-
  age. I mile (1.6 km) range at 300 mph 
  (4S0 km). 20 foot (6.1 m) radius, 5 
  M.D.C. 
  Fire Retardant: No damage. 1/2 mile 
  (0.8 km) range at 200 mph (320 km), 20 
  foot (6.1 m) radius, 5 M.D.C. 
  Medium-Range Missiles 
  High-Explosive (light): 2D4x 10 M.O .. 
  50 mile (SO km) range at 1200 mph 
  (1920 km). 20 fOOl (6.1 m) radius. 10 
  M.D.C. for the missile itself. 
  HilZh-Explosive (medium): 2D6xl0 
  M.D .. 40 mile (64 km) range at 1200 
  mph (1920 km). 20 fOOl (6.1 m) radius. 
  10 M.D.C. 
  Fragmentation (light): 2D6x 10 M.D .. 
  40 mile (64 km) range at 1000 mph 
  (1600 km). 40 foot ( 12.2 m) radius. 10 
  MD.C. 
  PlasmalNapalm (medium)·: 406x 10 
  M.D., 40 mile (64 km) range al 1400 
  mph (2240 km). 40 fOOl (12.2 m) radius, 
  10M.D.C. 
  Multi-Warhead': 5D6xl0 M.D., SO 
  mile (12S km) range al 1200 mph (1920 
  km), 20 foot (6.1 m) radius, 10 M.D.C. 
  Smoke (colors available): No dam-
  age. 40 mile (64 km) range at 1000 mph 
  (1600 km). 40 fOOl (12.2 m) radius. 10 
  M.D.C. 
  Long-Range Missiles 
  Hie.h-Explosivc (medium): 3D6x 10 
  M.D .. 500 mile (800 km) range at 2010 
  mph (mach 3). 30 fOOL (9.1 m) radius, 20 
  M.D.C. 
  Hie.h-Explosivc 
  (heavv): 
  4D6x 10 
  M.D .. 500 mi le (800 km) range at 2010 
  mph (mach 3). 40 foot ( 12.2 111) radius. 
  20 M.D.C. 
  HiQh 
  Explosive 
  Annor 
  Picrcingl 
  HEAP (medium): 3D6xl0 M.D .. SOO 
  mile (12S0 km) rangc al 2010 mph 
  (mach 3). 30 foot (9. 1 m) radius. 20 
  M.D.C. 
  Fragmentation nigh!): 206;.;10 M.D., 
  400 mile (640 km) range al 1400 mph 
  (2240 km). SO fOOl (24.4 m) radius. 20 
  M.D.C. 
  186 
  
  Pla .. mall-leat (medium): 406:dO M.On 
  500 mile (800 km) range al 1400 mph 
  (2240 kill). 40 fOOl (12.2 01) radius. 20 
  MD.C. 
  Plasma/Heat (heavv)*: 5D6xl0 M.Dn 
  500 mile (800 km) range al 1400 mph 
  (2240 km). 50 fOOl (15.2 m) radius. 20 
  M.D.C. 
  Proton Torpedo (heavv)*: 6D6x 10 
  M.D .. 1200 mile (1920 km) range al 
  2010 mph (mach 3). 50 fool (15.2 m) ra-
  dius. 20 M.D.C. 
  ReOex (medium)<; ID4x l00 M.D .. 
  1000 mile (1600 km) range at 2010 mph 
  (mach 3). 40 fool (12.2 01) radius, 20 
  M.D.C .. rare and in short supply. 
  ReOex (heavv)<; 
  ID6xl00 M.D .• 
  1000 mile (1600 km) range al 2010 mph 
  (mach 3). 60 foot (18.3 m) radius, 20 
  M.D.C.. rare and in short supply. 
  ReOex Muhi-Warhead*: 2D4x 100+60 
  M.D., 1800 mile (2880 km) range at 
  2010 mph (mach 3), 100 foot (30.5 m) 
  radius. 20 M.D.C.. rare and in short sup-
  ply. 
  (jfl1JJfo 
  Mini-Missiles 
  High Explosive: 506 M.D .. I mile 
  (1.6 km) range at 500 mph (800 km), 5 
  foot ( 1.5 m) radius. I M.D.C. for the 
  missile itself. 
  High 
  Explosive 
  Armor 
  Piercingl 
  I-lEAP; I D4x I 0 M.D .. I mile (1.6 km) 
  range al 1400 mph (2240 km). 3 foot 
  (0.901) radius, 2 M.D.C. 
  Fragmentation: 506 M.D .. 1/2 mile 
  (0.8 km) range at 500 mph (800 km). 20 
  foot (6. 1 m) radius. I M.D.C. 
  mph (1920 km). 15 foot (4.6 m) radius. I 
  M.D.C. 
  Smoke (colors available): No dam-
  age. 1/2 mile (0.8 km) range at 300 mph 
  (480 km). 20 foot (6.1 m) radius. I 
  M.D.C. 
  * Available as smart bombs. +5 to 
  strike. 
  Synchro Cannons 
  Synchro Cannons are supposed to be 
  the 
  ultimate 
  in 
  anti-personnel. ami-
  mccha. and anti-annor weapons. Built 
  from technology given to the Expedi-
  tionary Force by the Haydonites. the 
  Synchro Cannon utterly destroys any-
  thing it hits. Synchro Cannons come in 
  all sizes, from small scale models that 
  can be mounted on the back of a Beta 
  Fighter or heavy truck or on its own 
  hover platfonn. to massive. anti-ship 
  weapons on UEEF capital spaceships. 
  Weight: Small scale, portable Artillery 
  Synchro Cannons weigh 4 tons. Larger 
  cannons are typically mounted to aero-
  space fighters and starship versions are 
  part of the airframe or hull. A special 
  hover platform was designed to move 
  portable Synchro Cannons around. The 
  loaded Synchro Cannon platfonn weighs 
  8 tons. goes about 35 mph (56 km) and 
  has 100 M.D.C. 
  Range: Small cannons like those on the 
  Bela and man-operated hover platromls 
  (one pilot/gunner) have a range of 8.000 
  feet (2,438 m). Ship mounted cannons 
  typically have a range of 25·100 miles 
  (40 to 160 km). 
  Mega-Damae.e: Completely obliterates 
  whatever it hits. A dodge and other eva-
  sive action is the only way to escape de-
  struction. Thus. they arc especially ef-
  PlasmalNapalm (medium): ID6xlO 
  fective 
  against 
  large, slow 
  moving 
  M.D .. 1 mile (1.6 km) range <It 1200 
  spacecraft and fortified positions. 
  187 
  
  Rate of Fire: Once per melee round (15 
  seconds) 
  Pavload: Effectively unlimited. 
  M.O,C. Ponabk S\nchro Cannons: 100 
  M.D.C. 
  M.D.C. of Svnchro Cannon Artillery 
  Unit on Hover Platform: 150 M.D.C.. 
  and has a Speed of 40 mph (64 kin: dou-
  ble in space). and a maximum altitude of 
  1000 feet (305 m) above the ground in 
  an atmosphere. 
  Note: Only one Synchro I-lover Can-
  non is known to have been used on Earth 
  during the baltic for Reflex Point, and it 
  was destroycd. As with all lIaydonitc 
  technology. the Synchro Cannons arc 
  booby~lrapped. <lnd can be exploded at 
  will by the traitorous Iiaydonircs. 
  de~ 
  stroying whatever they are mounted in. 
  be that a hover platform or an entire 
  spaccship. 
  CBR-5 Tactical Armor 
  CI3R ~ 5 is the standard armor of the 
  security corpsmen of the Expeditionary 
  Force. It is a non ~environmental suit 
  worn to give military police and other 
  security personnel light protection for 
  security details and riot control. II con~ 
  sists of a lightweight composite clam-
  shell and shoulder annor. armored boots 
  and shin protcctors. amlOrcd forearm 
  protectors and an open faced helmet. An 
  optional visor and clear riot shield can 
  be issued for crowd and riot control du~ 
  tics. It vaguely resembles the CVR ~ 3 and 
  is worn over swndard issue UEEF covcr~ 
  ails or a flight suit. The CBR ~ 5 can nor 
  interface with the Cyclone. 
  M.D.C. by Location: 
  Legs (2) - 22 each 
  Main Body - 50 
  Helmct- 30 
  AmlS (2) - 15 each 
  Riot Shield (optional) - 25 
  Weight: CBR-5 weighs seven pounds 
  (3.1 kg) and imposes no penalty to Prowl 
  or Physical skill rolls. This annor is non ~ 
  environmental. 
  188 
  
  Game Rules 
  By Kevin Sicmbicda 
  What is a 
  Role-Playing Game? 
  Role-playing games arc games of 
  imagination and storytelling. 
  They usc elements of live thealer. im-
  provisation, social interaction and the 
  kid's game of "Iet"s pretend:" only with 
  dice and formal rules. 
  They arc fun. different. memorable. 
  and the morc you play. the mort: com-
  fortable and exciting Ihey become. 
  Role-playing games are not for ev-
  eryone. The)' appeal mainly to people 
  with excellent imaginal ion. creativity. 
  sharp minds, and those who have the 
  189 
  
  ability to think on their feet and impro-
  vise. 
  They require teanno,lork and clever-
  ness on a few different levels. and every 
  player's words and actions help build the 
  story. The unique and original story of 
  your heroes in the Robotech® saga. 
  Yeah. it's I.!pic. 
  The Game Master 
  The Game Master (G.M.) functions 
  as a combination director of improvisa-
  tional theater, a storyteller and a referee. 
  As the referee, the Game Master has 
  to have a solid understanding of the rules 
  and have a knack for storytelling. impro-
  visation and theatrics. The G.M. is the 
  person who guides the players through 
  one or more adventures per game ses-
  sion. As the referee. the G.M. needs to 
  stop game play to remind players about 
  the rules. lheir characters' alignmenl. 
  and of the potential consequences of the 
  characters' actions. 
  The Game Master is also the person 
  who needs to understand how combat 
  works, what dice are rolled and when. 
  and how to make rulings and impromptu 
  story decisions. 
  Fear not. you don't have to memorize 
  all of the rules, just understand the ba-
  ~ics. You have this rule book as your ref-
  erence guide to check on rules and data 
  whenever you need to. 
  As the director and storyteller, the 
  Game Master sets the stage. presents the 
  selting, establishes the characters' goals 
  ("Your mission is 
  . :') and comes up 
  with the antagon ists, dangers. chal-
  lenges. and surprises in the adventure 
  that unfolds. 
  tioll part of running the game comes in. 
  as the G.M. must adjust his story ideas. 
  the bad guys, the action, and other story 
  elements to fit what the players are do-
  ing. 
  A good Game Master never forces a 
  player to do anything. but is prepared 
  with plenty of consequences. good and 
  bad. based on what the player character 
  or player group docs. Back talk to a 
  Commanding Orficer. and the character 
  might be brought up on charges or even 
  arrested and put in the brig. Or the char-
  acter might walk away with a warning or 
  get demoted (which comes with a reduc-
  tion of pay and loss of privileges). See 
  how this all builds and leads from one 
  thing to another. almost on its own? 
  That's the beauty of role-playing. 
  Ah. but let's think about this "inci-
  dent" from a role-playing point of view. 
  Role-playing is all about putting your-
  self: as the Game Master (and as play-
  ers), into thai fictional character's shoes. 
  That's where a character's alignment 
  and background really help shape and 
  define how the character will think and 
  behave. 
  Keeping that in mind. maybe the 
  Commanding Officer is angry and sends 
  the back-talking player character and his 
  teammates (the rest of the player charac-
  ters) on the most dangerous or frighten-
  ing. 
  or 
  least 
  desirable. 
  assignment 
  imaginable. Maybe from this point for-
  ward that Orfieer has it out for the char-
  acter(s) and is extremely critical and 
  hard on that character and his tcam-
  mates. His attitude may be because he 
  wants to make them all better soldiers, or 
  because he is a vengeful character and 
  now wants to embarrass and punish 
  them. 
  A good Game Master is flexible and 
  resourceful. This is where the improviso-
  Get the idea? Put yourself in that 
  "character's" shoes. Assume the role of 
  190 
  
  (hat character. Try to think about how he 
  or she behaves, feels, thinks and desires. 
  Is the character power hungry? A zeal-
  ous super-patriot? A control freak'! A 
  crook? Lazy? Mean? Jealous? And on 
  and on. Th is applies to players loa. but 
  let's stick with the Game Master for 
  now. 
  As the storyteller and director of 
  the adventures, the Game Master needs 
  to creale storylines and missions that the 
  player characters play through. Think of 
  them as quesls like the ones you see in 
  video games and online games. comic 
  book adventures or the stories you see in 
  a TV series. This week. the adventure is 
  "X," 
  Creating adventures for the Robo-
  tcch® setting is casier than some RPG 
  settings. because the player characters 
  arc all members of the military and are 
  sent on assignments and missions in the 
  field as their job. 
  As the Game Master playing a com-
  manding officer. you tell the players that 
  their characters gather at this morning's 
  briefing session or are called in to the 
  Commander's office:: for a special mis-
  sion. The Commanding Officer greets 
  the characters. asks them to be seated 
  and begins: "Haydonite spacecraft have 
  been spotted by a reconnaissance patrol 
  hiding in the debris field around Earth. 
  We want you to investigate." 
  And the adventure begins. It's as easy 
  as that. 
  Of course, there arc other details and 
  info that need to be fleshed oul. The 
  Game Master needs to know what awaits 
  the group in the debris field, and there 
  must be conflict, challenges, puzzles. 
  battles and triumphs. 
  may have questions about the mission, 
  and there may be answers to give them. 
  or nol. ("Sorry Gentlemen, that's all we 
  know at this time. That's why we are 
  sending YOU out to get us more an-
  swers.") Don't forget the military is also 
  infamous for having incomplete or erro-
  neous intelligence. so our heroes could 
  be in for a surprise. 
  Likewise. in combat the situation is 
  constantly changing, which provides am-
  ple oppon-unity for plot twists. nc-w ene-
  mies or dangers. and more surprises. 
  Game Masters, just remember to be fair 
  and give the player characters a way Ollt. 
  even if it's 10 retreat. hide or barely es-
  cape a conniet. Also give the player 
  characters rewards by way of success. 
  Triumph in combat (they beat or chase 
  away the enemy). valuable infonnation. 
  a medal. trust and praise from their com-
  mander or a Non-Player Character (NPC) 
  like Captain Grant or Admiral Hunter. 
  the joy of rescuing innocent people, and 
  so on. Again. think like the quests and 
  adventures you sec in videogames and 
  online games and comic books. 
  Such adventures can be played in a 
  single night or be continued over a game 
  session or two. Just make sure any con-
  tinu ing adventures are exciting and fun. 
  If your story starts to drag (and you'll 
  know it from the bored chatter among 
  the players), it is time to improvise 
  again. Toss in something unexpected and 
  challenging. 
  dangerous. 
  exciting 
  or 
  funny. Always keep one or more of the 
  players engaged in the action. Always 
  make sure each player's character has 
  his moments to shine and do something 
  brave. helpful, smart or which saves the 
  day (or at least. the moment). 
  I hope this doesn 't sound scary or 
  like a ton of work. because it's not The 
  As the simple mission out lined above 
  begins to unfold. the player characters 
  Game Master has the mOSt demanding 
  191 
  
  pan of running a role-playing game. but 
  it gets easier and easier the morc you 
  play. For those of you who arc born sto-
  f)'tellers. being the G.M. comes natural 
  and is fun. I've been the G.M. for 30 
  years now. and can count the times i"ve 
  been a player character on one hand. I 
  love being the Game Master. 
  Use the source. You have the extra 
  bcncrit of ha\ ing the Robotech® The 
  Shadow Ch ronicles iY DVO movie and 
  the Robotech® anime TV series avail-
  able on DVD. You can watch the movie 
  and TV series to get a clear idea about 
  the seLting. mecha. villains. and heroes. 
  and mine them for adventure ideas. 
  Draw ideas from what you Sc:!C. Recreate 
  the same feel. drama humor and action. 
  Plus. the shows are fun to w<llch. 
  F.Y.I.: This first. nell' Robotech® 
  role-playing game you hold in yoU! 
  hands is sct in the Robotech® The 
  Shadow Chronides® and Robotech® 
  The New Generation anime setting. In 
  fact. this RPG has all the infonnation 
  you need to start playing New Genera-
  tion adventures Ihal pit your heroes 
  against the mysterious Invid. You could 
  spend months or years in this time-line 
  leading up to the return of the Expedi-
  tionary Force and the Bailie 0/ Reflex 
  Poin!. The upcoming Robotcch® New 
  Generation sourcebook presents even 
  morc information about the Invid, Gene-
  sis Pits. the planet Earth. resistance 
  fighters. and equipment. as well as all 
  kinds of threats and adventures. 
  More 
  Robotech® 
  information. 
  There arc also several websilcs online 
  that offer more history, insight. info and 
  storylines. 
  The 
  official 
  one 
  is 
  www.robotech.com and another 
  VCf)' 
  good one is www.robotechresearch.com. 
  Meanwhile. you can take a peek at 
  www.palladiumbooks.com for the lat-
  est news on upcoming Robotcch® RPG 
  sourcebooks. Palladium will be coming 
  out with many additional Robotcch® 
  role-playing game sourcebooks and ad-
  venture sO/lrcebooks with more details. 
  background. characters. mecha. weap-
  ons. vehicles. O.C.c.s. villains. and data 
  for your gaming and reading enjoyment. 
  Yes. that includes adventure ideas. fully 
  Ocshed aul adventures. playing tips and 
  valuable data about all things Robo-
  tcch®. The other chaplers of Robotcch® 
  arc also coming. so watch for The 
  Macross Saga, The Robotech Masters. 
  and The New Generation sourccbooks. 
  In shon. the game book you hold in your 
  hand is just the tip of the iceberg. We 
  have many 
  Robotech® role-playing 
  game books corning your way. 
  Players 
  The pl(lycrs have it easier than the 
  G.M. All they really need to do is create 
  a character. know what thei r skills do. 
  what weapons. gear and mecha thc char-
  acter has. and play in character. 
  Playing in character is more chal-
  lenging than it may sound. You are NOT 
  playing yourself. You are like an actor 
  playing a rictional character in a science 
  riction world of war and adventure. 
  YOU. the player. need to pretend you 
  are Captain Robert Steel. r eritech Pi/at. 
  or Military Specialist - or whoever and 
  whatever. You arc a member of the 
  United Earth Expeditionary Force and a 
  hero come to liberate the planet Eanh 
  and help peoplc. 
  Put yourself in that "character's" 
  shoes. Assume the role of that character. 
  give him a distinctive personality. and 
  make him yours. Tf)1 to think about how 
  192 
  
  he or she behaves. feels, thinks and de-
  sires based on the character's back-
  ground. alignment and i.Htributes. Using 
  the Oplional Character Tables presented 
  earlier in the book. pages 65 10 66. can 
  help a great deal in this area. Is he or she 
  a hero. a braggart. unsure. CIC.? Does the 
  character seek fame and glory? Re-
  venge? Or does he just want to help peo-
  ple? And so on. 
  Inevitably. during the course of a 
  game. you. the player. will know things 
  yOllr character docs not. Playing in char-
  acter. ) au have to pretend your character 
  doesn't know what you know. and play 
  accordingly. The classic cxample of this 
  is kno\\ ing that some of the characters of 
  your fcllO\\ players have engaged the en-
  emy or run afoul of trouble. You know 
  Ihis as Ihe player. blJ! YOllr character is a 
  distance away and doesn't know they 
  need his help. The knee-jerk reaction is 
  to find a rca son for your character to join 
  his pals. After all, if he doesn't, his 
  teamm<lles could get hurt. Howcver. un-
  less his character has a reason 10 join 
  them. 
  I hope you can see the conun-
  drum. 
  Likewise. there will be times when a 
  hero will want to do something out of 
  character or contrary to his alignment. 
  This is when the Game Master needs to 
  pause the game and remind the character 
  of his alignment. This usual1) leads to 
  the player grumbling about doing the 
  "right thing"" to fit his character's align-
  ment. This is awesome. because it re-
  flects the kind of real life choices we 
  face. and how we sometimes hate doing 
  the right thing. But doing what's right is 
  a great role-playing moment for the 
  character and the player. It's playing ill 
  character and adds to the drama. pathos 
  and fun. 
  A character's alignment is one of 
  your most important tools for playing 
  in character. It is your moral compass to 
  help guide how your character thinks 
  and feels. and how he should respond to 
  most situations. A PrinCipled character, 
  for example. would never torture a pris-
  oner and might not even pretend he was 
  going to. nor \\ auld he kno\\ ingly let an-
  other character t;:ngagc in torture. A 
  Scrupulous character might threaten and 
  prl.!tend to hurt a prisoner. but would 
  nc\er actually do it. rln Unprincipled 
  character would threaten also. and might 
  even wam to do it but in the end. he 
  holds himself in cheek and docs the right 
  thing. An Anarchist or evil charac/e/". on 
  the mher hand. might very \\ ell engage 
  in torture or worse. 
  '93 
  
  Playing in alignment is one of those 
  moments when a Game Master will have 
  to. from time to time, remind a player 
  that the character would never do X, Y 
  or Z. And if he persists. he will see the 
  character's alignment shift to something 
  less good. Not a happy prospect for a 
  hero. 
  Players should also try to think 
  and playas a group. Teamwork, trust 
  and loyalty can go a very long way in a 
  rolc-playing game, especially in a war 
  setting. Backstabbing a fellow character 
  usually leads to trouble and your own 
  character's demise. (And G.M.s, remem-
  ber consequences. There could be crimi-
  nal charges or revenge from the slain 
  character's family members. friends or 
  partner, as v.'ell as many other possible 
  ramifications.) Players would do well to 
  remember that their characters' words 
  and actions have consequences, often not 
  just for them. but for the entire player 
  group and sometimes, the innocent peo-
  pic they are trying to help. 
  Winning the game is completing an 
  adventure, having the characters be tri-
  umphant (or sometimes escape by the 
  skin of their teeth). having lasting mem-
  ories and having a blast. If you've no-
  ticed I stress /1m that's because fun is 
  what RPGs arc all about. 
  There is also the tangible reward of 
  Experience Points. which are awarded 
  for the actions. deeds and heroism of the 
  character. Experience Points add up and 
  advance the characters 10 their next level 
  of skill and capabilities. Skill perfor-
  mance and Hit Points both increase as 
  the character becomes higher level. 
  much the same as many videogames. 
  Other tangible rewards may include the 
  characters getting recognition for their 
  work. getting medals. getting higher se-
  curity clearance. gelling access to better 
  194 
  weapons and gear. leading a squad. spe-
  cial missions. and so on, as the G.M. 
  deems appropriate. 
  Something for 
  players and GM.s 
  to remember 
  Unlike most other types of games, 
  there is not a winner or loser. it·s all 
  about the story. teamwork. imagination. 
  and thinking fast on your feet. it is not 
  player versus player. It is not player ver-
  sus Game Master, either. And if it be-
  comes that. there is a problem. 
  The Game Master is not the boss. As 
  the director of improv. he or she is the 
  person who starts the story and intro-
  duces challenges, conflicts and bad guys. 
  The G.M. plays the bad guys. like an ac· 
  tor, but he or she is not the bad guy. The 
  G.M. is the "master" of the story, and 
  the person who sets the stage for action 
  and drama. The G.M. is not the adver-
  sary to beat or outsmart, it is the bad guy 
  characters, challenges and dangers he 
  presents in the context of the game that 
  you need to overcome and beat. 
  In fact, the Game Master should be 
  looking out for the players. The goal of 
  the G.M. should be to create a challeng-
  ing, fun adventure that the players enjoy. 
  Whether it is a rolIer coaster ride of ac-
  tion. a mystery-suspense story. a crime 
  story/who-done-it. or a talc of discovery 
  or straight up combat. Whatever the 
  case. the goal is to create a fun and excit-
  ing adventure. An adventure the players 
  will hoot about and have a great time 
  playing. When the game session (that 
  day's adventure) is done. the G.M. 
  should hear comments from his players 
  like. "Wow. that was intense." '·Awe· 
  some." "Fun. you really had me going," 
  and so on. 
  
  I have found it is also fun for the 
  G.M. to initiate a discussion of the 
  game's key events and fill in the blanks. 
  after the game ends. on some of the deci~ 
  sions he may have made during the 
  game. "1 was so worried about your 
  character. Jason. As G.M. I knew why 
  your character look that action. but I 
  thought he was a dead man. When you 
  rolled a Natural Twenty (which always 
  beats any other roll) I was so relieved:' 
  Or. "What a great idea you had, Marga~ 
  ret. It changed the group's entire battle 
  plan and ensured their victory:' Stuff 
  like thaI. 
  Most of all, remember this is a 
  game. Entertainment. It's supposed to be 
  Jim. Something you should discover 
  playing RPGs, is that there is no game 
  that promotes laughter. hooting, howling 
  and cheers like pen and paper role-play-
  ing games. 
  Well, that's the basics of role~play­
  ing. Simple. ch? The following are the 
  nuts and bolts. Read. unleash that imagi ~ 
  nation. and game on. 
  What You 
  Need to Play 
  Imagination. 
  A Game Master. 
  Two or more players. A typical 
  RPG game has a G.M. and 3-6 players. 
  Dice. 2 four-sided (204). 4 six-sided 
  (406), 2 eight-sided (208), 2 ten-sided 
  (2010). and 2 twenty-sided (2020). 
  The numbers in parentheses are ex-
  amples of how dice terms are condensed 
  and written throughout this text. The 
  first number indicates the number of dice 
  to be rolled. the letter "D" stands for 
  dice. and the second number indicates 
  the type of dice. four-sided. six-sided. 
  etc. 204 means roll two four-sided dice 
  and add the outcome together. 204 := 2 
  to 8. 
  The unusual types of dice, four, 
  eight, ten and twenty sided dice (there 
  are also 
  12 ~ sided dice and percentile 
  dice) can be purchased at most game and 
  hobby shops, gaming conventions, on-
  line. and even most "chain" bookstores 
  like Barnes & Noble. Borders. Books a 
  Million, and elsewhere. Just ask a clerk 
  where you'd find "dice for role-playing 
  games." To find an unimaginable array 
  of dice, check out any gaming conven-
  tion, large or small. 
  Pape..- and a couple of pencils. For 
  keeping track of character stats like Hit 
  Points, M.D.C .. M.D .. and so on, as well 
  as for taking notes. sketching maps, jOl~ 
  ting down clues. passing notes, and so 
  on. 
  Cha racter log sheets. We have 
  whipped up a pair of "charactcr sheets" 
  for your convenience. You may photo-
  copy these sheets from this book for 
  your personal use in the game. Character 
  195 
  
  sheets offer your charactcr's Slats - abili-
  ties, skills. bonuses. etc. - at a glance. 
  A place to play. That can be any-
  where from the kitchen. family room. 
  basement, fronl porch, park bench. lunch 
  rOOm, and just about anywherc a small 
  group of people can gather and be noisy. 
  Munchies and soda. Always a plus. 
  Additional sourcebooks with more 
  characters. gear. adventures and infor-
  mation are entirely optional. 
  Character Creation 
  We've already talked about this a bit 
  elsewhere. just before the o.c.e (Occu-
  pational Character Class section.) It is 
  casy and fun. 
  Here's the process: 
  I. Make a photocopy of the charac-
  ter sheet and fill it in as you go along. 
  You should usc pencil as many of thc 
  "stats." bonuses. skill percentages and 
  info will change as you make selections 
  and get additional bonuses. Stats also 
  improve and changc as you grow in ex-
  perience. 
  2. Roll for Attributes. If you want to 
  create a charactt:r fast. use the Optional 
  Quick Roll Character Crealion Tables. If 
  you are new to role-playing games, we 
  highly recommend using the Optional 
  Quick Roll Character Creation Tables as 
  lhey simplify things and point you in the 
  right direction. They arc found just be-
  fore the o.ec. descriptions. 
  3. Roll Hit Points and S.D.C. Just 
  like a videogame, your character has a 
  certain amount of life points we call Hit 
  Points and S. D. C. The lower they go. the 
  closer to death your character becomes. 
  There is also M.D.e (Mega-Damage-
  Capacity) and M.D. (Mega-Damage), 
  both of wh ich apply to mecha. body ar-
  mor and weapons that can hurt and de-
  stroy Mega-Damagc mecha and armor. 
  It's all explained in a few pages. 
  4. Pick :In Alignment. This is your 
  character's moral guideline. 
  5. Picking Skills. This is made casy 
  by the selection of an O.c.c. (Occupa-
  tional Character Class) and M.O.S. (Mil-
  itary Occupational Specialty). They arc 
  explained in the skill section. 
  6. Experience Levels. Understanding 
  character advanccment. The more your 
  character expericnces. the marc capable 
  and skilled he or she becomes. 
  7. Understanding Combat. NulTsaid. 
  Address these and you are read {Q 
  play. Let's take it one step at a lime. 
  Step 1: 
  Make Copies of the 
  Character Sheets 
  196 
  
  197 
  
  Character Sheet 
  Name: ________________________ ~~~---------------------------
  Rank: __________ O.c.c.: ___________ _ 
  Attributes 
  I.Q.: 
  M.E.: 
  M.A.: __ 
  P.S.: 
  P.P.: 
  P.E.: 
  P.B.: 
  Spd: 
  Race: 
  Alignment: ____ ...,.,.,....,....,... ________ _ 
  Sex: 
  Age: 
  Height: 
  Weight: __ _ 
  Hit Points: 
  S.D.C.: 
  Armor M.D.C.: ___ __ 
  Level of Experience: ______ Experience Points: __________ __ 
  Place of Birth: 
  Birth Order: ________ _ 
  Family nes: ~--.,. ____________________________________ _ 
  Outlook on Earth: ________________________________ _ 
  Disposition: ________________________________________ _ 
  Common Skill Set 
  X 
  M.O.S.: _______ __ __ 
  M.O.S. Skills 
  O.c.c. Skills 
  Secondary Skills 
  O.c.c. Related Skills 
  c Copyrostw 2008 r,,,II.dlurn Boob Inc.. All r.~r. , .. O<t~ 
  TH. pAge ..... y tit' Iq>lOOlKed lor pCfoo .... r uSC 
  www.poJl.odl .... boo ..... com 
  198 
  
  Combat Reference Sheet 
  Strike 
  Melee 
  Strike Parry Dodge 
  Missile 
  Pull 
  Roll 
  Punch 
  Damage 
  Normal Modifier Mecha. 
  Perception: ___ Disarm: __ _ 
  Punch: 
  Entangle: 
  Pln/lncap.: __ _ 
  Power Punch: 
  Critical: 
  Knockout: __ _ 
  Tear or Pry: __ _ 
  Death Blow: __ _ 
  Kick (normal): __ _ 
  Saving Throws 
  Base Modifier Tota' 
  Karate Kick: 
  Acid: 
  Jump Kick: __ _ 
  Coma/Death: _____ 
  _ 
  l eap KIck: __ _ 
  Disease: 
  Stomp: __ _ 
  Harmful Drugs: _____ 
  _ 
  Body Block: __ _ 
  Horror Factor: _ ____ 
  _ 
  Running 
  Insanity: _____ 
  _ 
  Body Block: _
  _ 
  lethal Polson: 
  F1ip/Throw: __ _ 
  Non·Lethal Polson: 
  Crush/Squeeze: __ _ 
  Pain: 
  Weapons 
  Modifiers 
  r ... yload 
  Mecha Combat Data 
  Type of Mecha: 
  M.D.C. by location: 
  Speed: 
  Flying: 
  Main Body 
  Weapon Systems 
  Modifiers RAnge 
  O"mage 
  r"yload 
  ------
  ---
  ------
  ---
  ------
  ---
  ------
  ---
  ------
  ---
  --- ---
  ---
  ------
  ---
  ------
  ---
  -
  ThIs page tnl.y ~ 
  reptoduced lOt ~!.O""I ~ 
  www.paIMd.urnboob.cOtn 
  199 
  
  AITRIBUTE BONUS CHART 
  16 
  17 
  18 
  19 
  20 
  I.Q. add to all skills. This is a one 
  + 2070 
  + 3070 
  + 4 0]'0 
  + 5070 
  + 6"10 
  time bonus 
  M.E. save vs. psionic atlack 
  +1 
  +1 
  +2 
  +2 
  +) 
  save vs. insanity 
  +1 
  +1 
  +2 
  +2 
  +) 
  M.A. trust/intimidate 
  40070 
  45070 
  50"10 
  55"10 
  60"10 
  P.S. Hand to Hand combat : damage 
  + 1 
  +2 
  + ) 
  +4 
  t 5 
  P.P. parry and dodge bonus 
  +1 
  +1 
  +2 
  + 2 
  +) 
  bonus to strike 
  +1 
  +1 
  +2 
  +2 
  +) 
  P .E. save vs. coma/death 
  + 4 010 
  + 50')'0 
  + 6070 
  + 8O'J0 
  + 10070 
  save vs. ma~ic/poison 
  + 1 
  +1 
  +2 
  +2 
  +) 
  P.B. charm/imp ress 
  )0"10 
  )5"10 
  40"10 
  45"10 
  50"10 
  $pd. No special bonuses other than the raw, natural ability to run. 
  Step 2: 
  The Eight Attributes 
  The Eight Attributes are yOUf charac-
  ter's fundamental mcntal and physical 
  abilities: Intelligence. Strength. and so 
  on. The higher the number. the better. 
  An) number above 15 is beyond the nOf-
  mal range. Note: Attributes arc also 
  called "Statistics" or "Stats:' 
  Three six-sided dice (306) are 
  rolled to determine each attribute. The 
  higher the number. the greater the abil-
  ity. Start with I.Q. and work your way 
  through the rest. 
  ulously comes up a six. Note: This bo-
  nus 106 is only rolled during the initial 
  attribute generation and does nOl apply 
  to attributes raised to 16 or higher from 
  ski lls, O.C.c. or M.O.S. bonuses. Quick 
  Roll Table bonuses. augmentation, etc. 
  Attribute 
  Bonuses 
  from 
  Skills: 
  Many of the PhYSical skiJ/s provide the 
  character with allribule bonuses that 
  help in the performance of sk ills. combat 
  and work. For example. Wrestling alTers 
  a +2 bonus to lhe P.S. and P.E. attrib-
  utes, so if the player has already roll\!d a 
  tolal of 15 for P.S .. he adds another two 
  poinls for a total of 17. If the character 
  had a P.E. of 8. the +2 would raise it to 
  Exceptional right off the bat: If an 
  10. All Physical skill point bonuses arc 
  cumulative. 
  initml attribute roll using thrce six-side 
  dice (3D6) adds up '0 a 16. 17. or 18, Attributes Described 
  thaI attribute is considered exceptional 
  and the player roBs one additional 
  Intelligence Quotient (I.Q.): Indi-
  six-sided die (106). and the resulting 
  cates the character's intelligence. The 
  number is added to the total for that at-
  exact LQ. is equal to the I.Q. attribute 
  tribute. If another six is rotted (a rarity). 
  multiplied timt!s ten. Characters with an 
  roll yet another 106 for that attribute! 
  I.Q. of 1-6 are. urn. morons and should 
  Stop there. No additional dice are rolled 
  be played likt! the classic dumb lug. 
  even if the second 106 bonus die mirac-
  However. having a low I.Q. does not 
  200 
  
  21 
  22 
  23 
  24 
  25 
  + 7f1Jo 
  + 8"1. 
  + 9070 
  + 10070 + II flJo 
  +3 
  +4 
  +4 
  +5 
  +5 
  +4 
  +5 
  +6 
  +7 
  +8 
  65"1. 
  70"1. 
  75"1. 
  80"1. 
  841170 
  + 6 
  +7 
  +8 
  +9 
  +10 
  +3 
  +4 
  +4 
  +5 
  +5 
  +3 
  +4 
  +4 
  +5 
  +5 
  + 12"1. + 14"1. + 16"1. + 18"1. + 20070 
  + 3 
  +4 
  +4 
  +5 
  +5 
  55"1. 
  60"1. 
  65"1. 
  70"1. 
  75"1. 
  necessarily make the character a com-
  plete idiot. An 1.0. of 7-9 is slightly be-
  low average. but far from an imbecile. 
  An I.Q. of 10-13 is average. 14-16 above 
  average. An I.Q. of 17 or better is excep-
  tional. the higher the number the morc 
  brilliant the character. An LQ. of 16 or 
  higher receives a onc-tim!;! bonus (see 
  AHribute Bonus Chart) to all skill per-
  centages. 
  including 
  o.c.e. 
  Skills, 
  M.O.S. skills. O.C.C. Rdalcd Skills and 
  even Secondary Skills. 
  Mental Endurance (M.E.): Mea-
  sures the amount of mental and emo-
  tional stress the character can withstand. 
  M.E. 16 or better provides a bonus to 
  say\! vs insanity (and psionics in other 
  games). 
  Mental Affinity (M.A.): Represents 
  the 
  character's 
  likcability. 
  personal 
  chann and charisma. Natural leaders. 
  with an M.A. of 16 or higher. have abo· 
  nus 10 invoke trust or intimidation in 
  others. A person \\ ilh a high M.A. may 
  appear trustworthy to some. but intimi-
  dating to others. This may depend on the 
  character himsdf or the circumstances of 
  26 
  27 
  28 
  29 
  30 
  + 12rIfo + 13"1. + 14"1. + 15"1. + 16'1. 
  +6 
  +6 
  +7 
  +7 
  +8 
  +9 
  +10 
  +11 
  +12 
  +13 
  88"1. 
  92"1. 
  94"1. 
  96"1. 
  97"1. 
  + II 
  + 12 
  +13 
  + 14 
  + 15 
  +6 
  +6 
  +7 
  +7 
  +8 
  +6 
  +6 
  +7 
  +7 
  +8 
  + 22"1. + 24"1. + 26"7. + 28"7. + 30'1. 
  +6 
  + 6 
  +7 
  +7 
  +8 
  80"1. 
  83"1. 
  86"1. 
  90"1. 
  92'1. 
  the situation. At the player's option. a 
  character with a high M.A. may choose 
  to be only especially trustworthy or only 
  intimidating. This explains how your 
  friendly neighborhood ice cream man 
  and some knife·wielding thug might 
  both have the same high M.A., but use it 
  differently. 
  Physical Strength (P.S.): This is the 
  raw physical pov.·er of a character. Any 
  character with a P.S. of 16 or better re· 
  ceives a bonus to damage an opponelll in 
  hand to hand combat. This bonus is ap· 
  plied to punch and kick attacks. as well 
  as handheld weapons such as a club. 
  knife or sword. It does not apply to the 
  bow and arrow or guns. 
  There are fouf ranges of P.S.: normal. 
  Augmented Strength (such as from bion· 
  ics). Robol Strength (as possessed by ro-
  bots and mccha). and Supernatural 
  Strength. If a character. villain or man· 
  stcr has any type of enhanced strength. it 
  will be noted in the Slats. 
  Physical Prowess (P.P.): Shows the 
  degree of dexterilY and agility of lhe 
  character. P.P. of 16 or higher is re· 
  201 
  
  warded with bonuses to strike. parry and 
  dodge. 
  Physical Endurance (P.E.): Demon-
  strates the character's stamina and dura-
  bility. The amount of physical punish-
  ment and resistance to fatigue. disease, 
  and poison (and in other RPG senings. 
  magic) arc determined by P.E. Charac-
  ters with a P.E. of 16 or higher receive a 
  bonus to save vs coma/death. disease, 
  and poisons/toxins. 
  Physical Beauty (P.B.): An indica-
  tion of the physical attractiveness of the 
  character. A r.B. of 16 or beller is re-
  warded with a bonus to chann or im-
  press. 
  Speed (Spd): This is how fast the 
  character can run. The character's Speed 
  x20 is the number of yards or meters he 
  can run in one minute. Speed x5 is the 
  number of yards/meters covered in a me-
  lee round ( 15 seconds). Dividing the dis-
  tance covered in a melee round by the 
  character's number of attacks indicates 
  how far he can move on each attack. 
  Note: I.S.P. (Inner Strength Points 
  for psionic powers) and P.P.E. (Potential 
  Psychic Energy for magic) arc found in 
  OIher Palladium role-playing games, but 
  don't currently apply to the sci-fi setting 
  of Robotech®. A Iso sec Perception 
  Rolls in the combat section. 
  A Note about Bonuses: Many skills 
  and abilities provide characters with bo-
  nuses to strike. parry. dodge. save. etc. 
  These bonuses are typically added to a 
  particular combat or melee auack/aclion. 
  Always be sure to include your charac-
  ter's bonuses. since they may make the 
  difference between success and failure, 
  life and death. 
  202 
  SPEED CHART 
  The following is a simple conversion 
  table of Speed factors into approximate 
  miles per hour (mph) and kilometer 
  equivalents. 
  Speed 
  am~rox. moh 
  km Oer hour 
  5 
  3Y2 
  5.6 
  II 
  71,1: 
  12 
  22 
  15 
  24 
  27 
  18 1,1: 
  29.7 
  33 
  22 1,12 
  36 
  44 
  30 
  48 
  50 
  35 
  56 
  55 
  37Y, 
  60 
  58 
  40 
  64 
  66 
  45 
  72 
  77 
  53 
  85 
  88 
  60 
  96 
  110 
  75 
  120 
  132 
  90 
  144 
  220 
  ISO 
  240 
  293 
  200 
  320 
  Attributes Beyond 30 
  It's rare among human characters. but 
  common among robots. monsters. and 
  other unnatural creatures. to have an at-
  tribute that goes off the standard chan. 
  Here's how to figure out bonuses for At-
  tributes Beyond Thirty. 
  Intelligence (J.Q.): Bonuses stop on 
  the chart at 30, but the bonuses continue. 
  1.0. skill bonus bevond 30: +2% for ev-
  ery five additional 1.0. points. so an I.Q. 
  35 equals a skill bonus of + 18%. I.Q. 40: 
  +20%. I.Q. 45: +22%, I.Q. 50: +24%. 
  I.Q. 55: +26%. and I.Q. 60: +28% and so 
  on. 
  
  Moreover. characters with an I.Q. 
  greater than 30 points have sharp memo-
  ries. tend to notice details and rocus their 
  thoughts. This translates into the follow-
  ing: + I (0 Perceprion Rolls for every 10 
  points above 30: Save vs Illusion: I.Q. 
  31-33: +1. I.Q. 34-36: +2. I.Q. 37-39: 
  +3. I.Q. 40-42: +4, I.Q. 43-45: +5. I.Q. 
  46-48: +6 and 49 or higher +7. 
  Mental Affinity: Any number be-
  yond 30 means a dynamic. charismatic 
  person with a commanding and/or de-
  lightful presence. When the character en-
  ters the room. most people take notice. 
  The individual can be very persuasive in 
  a channing or intimidating way. 
  Perception Roll penaltv for others: 
  The character is so impressive and 
  channing that every 5 M.A. points hel 
  she has above 30 COllnt as a -I penalty 
  for everyone who is listening. looking at 
  or dealing with the character. ("'What? 
  Oh. no. I didn't notice anything unusual 
  wh ile I was with so and so,") 
  M,A. of more than 30 provides select 
  skill bonuses: +5% to Find Contraband. 
  Gambling. Intelligence (gathering). Se-
  duction and Undercover Ops skills: 
  + I 0010 
  10 
  Interrogation. Perfonnance, 
  to the physical damage done by melee 
  weapons such as clubs. knives, swords. 
  and spears, but do not apply to arrows 
  and guns. 
  Damage Bonus Continues: + I point 
  of Hit Point/S.D.C. damage per digit be-
  yond 30. Thus a character with a P.S. of 
  31 does +16, P.S. 32 docs +17. a P.S. of 
  40 docs +25. and so on. 
  Throwing Bonus: For every five 
  points above 30 (round down). the char-
  actcr can hurl a rock. ball or throwing 
  weapon (dagger, spear, sling. ctc.) or 
  shoot an arrow an extra 30 feet (9. 1 m) 
  without losing accuracy (no penalties for 
  the greater distance). 
  Lifting and Carrying Bonus: For (:v-
  ery five points above 30 (round down). 
  the strong character can lift or carry 30% 
  more than usual. 
  Physical Prowess (P. P.): The bonus 
  to strike. parry and dodge stops at 30. 
  Initiative Bonus: However. for every 
  three P.P. points beyond 30. the charac-
  ter gets a bonus on his initiative roll. 
  p.r. 31 -33: +1 on initiative. P.P. 34-36: 
  +2. P.P. 37-39: +3. P.P. 40-42: +4. P.P. 
  43-45: +5. P.P. 46 and higher: +6. 
  Public Speaking and Sing. 
  Physical Endurance (P.E.): The bo-
  Mental Endurance (M.E.) tops out 
  nus to save vs poison and disease stops 
  at 30. Bonuses do not increase should 
  at 30. However. the percentage to save 
  the character have a number higher than 
  vs coma & deatlt continues. 
  thirty. 
  Save vs Coma & Death: +1 point per 
  Ordinary 
  "Human" 
  Physical 
  each additional point beyond 30%. Thus. 
  Strength (p.s.): The higher the number, 
  a P.E. of 31 provides a 31% chance to 
  the stronger the character. and the more 
  save vs coma. 32 is 32%. and so on. Ad-
  damage done with his punches and phys-
  ditionally. a character with a P.E. of )0 
  ical attacks (as indicated in the standard 
  or higher fatigues at half the normal rate. 
  table). This strength applies to "ordi-
  Impervious to Disea'\e: Any character 
  nary" mortal men and women, so the 
  with a P.E. of 30 or higher is effectively 
  damage is always Hit Point/S.D.C. dam-
  impervious to disease. Only the most 
  age even if it is a P.S. 30 or 40. Note: 
  virulent virus (or designer bug) has a 
  P.S. damage bonuses are always added 
  chance of affecting this character. 
  203 
  
  Physical Beauty (P.B.): Any number 
  beyond 30 is divine perfection. A beauty 
  beyond compare. angelic. 
  r.B. of more than 30 provides select 
  skill bonuses: +5% to Concealmcnt, Pick 
  Pockets, Performance and Public Speak-
  ing skill (observers are so distracted by 
  the beauty they don't notice any trickery 
  or flaws in performance). Penalty: -1 0% 
  to Prowl (all eyes are on the beauty). 
  Speed (Spd): Indicates the rate of 
  speed at which a character can run and/ 
  or Oy. Running fast is its own reward 
  and ability. 
  Augmented Strength 
  Bionics, Power Armor 
  & Some Aliens 
  This type of enhanced strength is typ-
  ically the result of mechanical augmen-
  tation or inhuman pmver. This table 
  applies only when specific damage stats 
  are not provided. Note: A power punch 
  always counts as fwD melee attacks/ac-
  tions whether the punch strikes or 
  misses. It is a roundhouse punch in 
  which 
  the character winds up 
  and 
  punches with all of his might The player 
  must announce that he is trying a power 
  punch or power kick before he rolls to 
  strike. A power bite. head butt. elbow or 
  knee strike cannot be used as a power 
  punch by augmented characters unless 
  the description says othef\vise. 
  • 
  Augmented P.S. 24 inl1icts one point 
  of Mega-Damage when delivered as 
  a power punch or power kick: counts 
  as two melee attacks. 
  • 
  Augmented P.S. 25 to 27 inflicts 
  J 04 M.D. with a power punch or 
  power kick: counts as two melee at-
  tacks. 
  • 
  Augmented P.S. 28 (0 30 inflicts 
  106 M.D. with a power punch or 
  power kick: counts as two melee at-
  tacks. 
  • 
  Augmented P.S. 31 to 40 inllicts 
  204 M.D. with a power punch or 
  power kick: counts as two melee ilt-
  tacks. 
  • 
  Augmented P.S. 41 or SO (nollikcly 
  to exist) inflicts 306 S.D.C. + P.S. 
  damage bonus on a restrained punch 
  and 104 M.D. on a full strength 
  punch. 304 M.D. with a power 
  punch or power kick. 
  • 
  Augmented P.S. 51 or higher (not 
  likely to exist) inflicts 406 S.D.C. + 
  P.S. damagc bonus on a restrained 
  punch and 108 M.D. on a full 
  strength punch. 404 M.D. with a 
  power punch or kick. 
  Remember, the S.D.C. damage bo-
  nus is considerable for Augmemcd P.S. 
  (see Attribute Bonus Chart and P.s. Be· 
  yond 30) and applies to all full strength 
  punches against S.D.C./J-lit Point based 
  opponents like ordinary humans and 
  most aliens when not protected by 
  M.D.C. body armor. 
  Robot Strength 
  & Damage 
  The higher the Robot P.S .. thc more 
  damage. A low Robot P.S. may only de· 
  liver an M.D. attack with a power punch. 
  • 
  Robot P.S. IS or less: Inflicts 106 
  S.D.C. on a restrained punch. 206 
  S.D.C. on a full strength punch and 
  406 S.D.C. on a powcr punch 
  (counts as two melee attacks). P.S. 
  bonuses are added to S.D.C. attacks. 
  Kicks do 206 S.O.C. leap kicks J06 
  S.D.C.: Ihese robots are roughly 
  204 
  
  equal to a human. Mega-Damage at-
  tacks are not possible. 
  • Robot P.S. 16 to 20: Innicts 206 
  S.O.c. on a restrained punch. one 
  M.D. point on a fu ll strength punch, 
  106 M.D. on a power punch (counts 
  as two melee attacks). P.S. bonuses 
  arc added to S.D.C. attacks. Kicks do 
  104 M.D. and leap kicks 204 M.D. 
  • 
  Robot P.S. 21 to 25: Innicts 606 
  S.D.C. on a restrained punch. 104 
  M.D. on a full strength punch. 204 
  M.D. on a power punch (counts as 
  \WO mclce attacks). Kicks do 106 
  M.D. and leap kicks 206 M.D. 
  (counts as two melee attacks). 
  • 
  Robot P.S. 26 to 30: Innicts 104 
  M.D. on a restrained punch. 106 on a 
  full strength punch. 206 M.D. on a 
  power punch (counts as two melee at-
  tacks). Kicks do 204 M.D. and lcap 
  kicks 208 M.D. (counts as IWO melee 
  allacks). 
  • 
  Robot P.S. 31 to 35: Innicts 104 
  M.D. on a restrained punch. 204 
  M.D. on a full strength punch. 404 
  M.D. on a power punch (counts a~ 
  two melee attacks). Kicks do 208 
  M.D. and Icap kicks 408 M.D. 
  (counts as twO melec attacks). 
  • 
  Robot P.S. 36 to 40: Innicts 10-1 
  M.D. on a restrained punch. 206 
  M.D. on a full strength punch. -t06 
  M.D. on a power punch (counts as 
  two melee unacks). Kicks do 308 
  M.D. and leap kicks 508 M.D. 
  (counts as two melee attacks). 
  • 
  Robot P.S. 41 to 50: Innicts 106 
  M.D. on a restrained punch. 306 
  M.D. on a fu1J strength punch. or 
  lD6x 10 M.D. on a power punch 
  (counts as two melee attacks). Kicks 
  do 508 M.D. and leap kicks 108xl 0 
  M.D. (counts as two melee attacks). 
  • 
  Robot P.S. 51 to 60: Innicts 206 
  M.D. on a restrained punch, 606 
  M.D. on a full strength punch, or 
  2D6x 10 M.D. on a pO\ .... er punch 
  (counts as two melee attacks). Kicks 
  do 608 M.D. and leap kicks 206.10 
  M.D. (counts as two melee attacks). 
  Notes: 
  I. There arc many different design 
  and mechanical clements for every robot 
  and suit of power armor. so there is a 
  great deal of variation from onc design 
  to another. Some may have features that 
  make a particular robot stronger or 
  weaker than the above lahll: suggests. 
  The general rules, above. apply 10 robots 
  and P .S. when a specific damage raling 
  is not provided in its stats. and when 
  adapting robots from other game books. 
  settings and dimensions 10 the Mcga-
  Damage world of Robotech®. 
  2. Combat Moves: Body blocks and 
  tackles typically innict half the M.D. of 
  205 
  
  a normal punch. Stomp attacks are appli-
  cable only to robots that are 18 feet (5.5 
  m) or larger and commonly innict 1 D4 
  or 106 M.D .. seldom marc. Tear or pry 
  attacks are possible on ly if the mecha-
  nism is designed for that purpose. Such 
  attacks usually deliver half the damage 
  of a full strength punch. 
  3. Power Armor is generally smaller 
  and lighter than a true. 100% robot. In 
  many cases. power armor is little more 
  than an armored exoskeleton. As a rc-
  sull, a suit of power armor with an 
  equivalent P.S. will frequently inflict 
  less damage than a robot. especially gi-
  ant robots. Power armor seldom exceeds 
  a P.S. of 40. 
  Supernatural 
  Strength & Damage 
  Some aliens. monsters. dinosaurs and 
  supernatural creatures may inflict Mega-
  Damage (M.D.) from their punches. 
  kicks and bites. Each description of the 
  creature will indicate the amount of 
  damage it inflicts. 
  Use the damage listings below to de-
  termine base hand to hand damage for 
  characters with Supernatural P.S .. some 
  might do more damage if they have 
  claws or some other special feature 
  (horns. foreann blades. oversized fangs. 
  etc.) that serves as a weapon. Any devia-
  tions from this list will be noted in the 
  specific 
  creature's description 
  (e.g .. 
  '·claw anack: 606 M.O:·). Note: Super-
  natural beings do NOT add the P.S. at-
  tribute damage bonus to their M.D. 
  attacks. but may add it to pulled punches 
  that inflict S.D.C. damage instead of 
  M.D. 
  • Supernatunl P.S. 15 or- less: Only 
  inflicts I D6 S.D.C. on a restrained 
  punch. 406 S.D.C. on a full strength 
  punch, or 104 M.D. on a power 
  punch (counts as IWO melee atlacks). 
  P.S. bonuses are added to S.D.C. at-
  tacks only. 
  • 
  Supernatural P.S. 16 to 20: Innicts 
  306 S.D.C. on a restrained punch. 
  I D6 M.D. on a full strength punch. 
  or 206 M.D. on a power punch 
  (counts as two melee attacks). 
  • 
  Supernatural P,S. 21 to 25: Inflicts 
  406 S.D.C. on a restrained punch, 
  2D6 M.D. on a full strength punch. 
  or 406 M.D. on a power punch 
  (counts as two melee attacks). 
  • 
  Supernatu.-al P.S. 26 to 30: Inflicts 
  5D6 S.D.C. on a restrained punch. 
  306 M.D. on a full strength punch. 
  or 6D6 M.D. on a power punch 
  (counts as two melee attacks). 
  • Supernatunl P.S. 31 to 35: Inflicts 
  506 S.D.C. on a restrained punch. 
  406 M.D. on a full strength punch. 
  or I D4x JO M.D. on a power punch 
  (counts as two melee attacks). 
  • Supernatural P.S. 36 to 40: Inflicts 
  606 S.D.C. on a restrained punch, 
  506 M.D. on a full strength punch, 
  or 106x l0 M.D. on a power punch 
  (counts as two melee attacks). 
  • Supernatural P.S. 41 to 50: Innicts 
  lD6xl0 S.D.C. 
  on 
  a 
  restrained 
  punch. 606 M.D. on a full strength 
  punch. or 2D4xlO M.D. on a power 
  punch (counts as two melee attacks). 
  • 
  Supcr-natural P,S. 51 to 60: Inflicts 
  I D6 M.D. on a restrained punch. 
  ID6xl0 on a full strength punch. or 
  2D6x 10 on a power punch (counts as 
  two melee attacks). 
  Notc: Some supernatural creatures 
  will have a greater or weaker damage 
  than the above table provides. These are 
  206 
  
  exceptions to the rule and will be evident 
  in the descriptions of the specific crea-
  ture. Biting attacks. for example. typi-
  cally inflict half the M.D. of a punch un-
  less the maw is especially large or pow-
  I!rful. then a bite could inflict the same 
  damage or more. Tails and tentacles fre-
  quently inflict half to the same amount 
  of M.D. as a punch. Power punches are 
  not usually possible with a tail. but are 
  possible with a tentacle. Kicks usually 
  inflict the same M.D. as a punch. but in 
  some cases the kick may inflict 106 
  morc Mega-Damage. 
  Weight & Movement 
  Normal characters. with a P.S. of 3 to 
  16. can carry 10 times their P.S. in 
  pounds (P.S.xIO == tOlal in pounds). For 
  Example: A character with a P .S. of 9 
  can carry 90 pounds (40.5 kg). A charac-
  ter with a P.S. of 15 can carry 150 
  pounds (67.5 kg). 
  Strong characters, with a P.S. of 17 
  or higher. can carT)' 20 times their P.S. in 
  pounds. This means a character with a 
  P.S. of 18 can carry 360 pounds (162 
  kg). 
  Robots with a P.S. of 17 or higher 
  can lift and carry 25 times their P.S. at-
  tribute. Thus. a robot with a P.S. of 24 
  can lift and carry 600 Ib, (270 kg) and a 
  robot with a P.S. of 40 can lift and carry 
  haIfa ton (1,000 Ibsl450 kg). Robot P.S. 
  below 17 is equivalent to normal human 
  strength for purposes of lifting and car-
  rying (P.S. xlO in Ibs). Note: GianI ro-
  bOIS with a Robotic P.S. of 40 or higher 
  can lift and carry 100x their P.S. number 
  (4,000+ Ibsll ,800+ kg) and pull 200x 
  their P.S. number (8,000+ Ibs/3 .600+ 
  kg)1 
  Supernatural creatures with a Su-
  pernatural P.S. of 18 or higher can carry 
  50 limes their P.S. Thus. a creature with 
  a P.S. of 2-l can actually carry over half 
  a ton, 1200 pounds (540 kg). Creatures 
  with a strength of 17 or less are equal to 
  strong humans: P.S.x20 in pounds. 
  Lifting weight is a linle different 
  from carrying weight. You may have no-
  ticed. yourself, that you can usually lift 
  up a heavier amount than you can carry. 
  I'm not talking about weight-lifting in a 
  body building sense, nor lifting a heavy 
  weight above the chest. Simply the abil-
  ity to bend over and lift something that 
  weighs more than you can carry. The 
  simple rule is that a character can lift 
  TWICE as much as he can carry. This 
  means that the character with a P.S. of9 
  can carry 90 pounds (40.5). but can lift 
  180 pounds (81 kg) at least 1-3 fcet (0.3 
  to 0.9 m) off the ground and hold it up 
  for three seconds per P.E. anribute point. 
  So if P.E. was also 9 that would be 27 
  seconds or about two melee rounds. 
  Mcanwhile, the supernaturally strong 
  creature. with a P.S. of 24, can lift over 
  one ton (2400 pounds/1 080 kg) above its 
  waist for one minute per P.E. point. 
  Throwing Hcavy or Awkward Ob-
  jects: A character cannot throw more 
  than he can carry. See the skill descrip-
  tion ofW.P. Targeting for the complete 
  lowdown. 
  Step 3: Hit 
  Points & S.D.C. 
  Understanding 
  Damage Ratings 
  Humans and most aliens are creatures 
  of nesh and bone, and have two damagc 
  values. Hit Poinls and s.o.c. 
  207 
  
  Hit Points 
  Simpl) put. Hit Points arc life. Lose 
  all your Ilit Points and you lapse into a 
  coma and an: likely to die soon after. 
  Determining Base Hit Points: Hav-
  ing rolled up your eight atlriblltes. you 
  will recall that one of them is PhYSical 
  Elldurance (P.E.). The P.E. score is your 
  character's base (starting) Ilil Points. So 
  a P.E. of 10 ml!ans ten Hit Points. Roll 
  106 and add it to the 'lit Point total. 
  This is a first level character's starting 
  Hit Points. 
  Building (-lit Points: Add another 
  106 Hit Points for each new experience 
  level of advancement starting at level 
  two. The more experienced the character 
  becomes. the more damage he can en-
  dure. And don't forget about Physical 
  S.D.C. 
  Hit Point dam.lge is serious. The 
  lower a character's lIil Points drop. the 
  closcr to death he is getting! Physical at-
  tacks. punches. kicks. clubs. knives. 
  guns and other weapons all do H it Point 
  and S.D.C. damage. Add the damage up 
  and subtract from the character -
  but 
  first subtract damage from the charac-
  ter's Physical SD.C (Structural Dam-
  age CapacilY). 
  Physical S.D.C. 
  Physical S.D.C. (Structural Damage 
  Capacity) is built up from conditioning 
  your body like a boxer. If you're like 
  me. punch me in the stomach hard. and I 
  double over in pain. I have vel)' little 
  S.D.C. because I sit bchind a desk writ-
  ing or playing games. I-lit a professional 
  boxer in the stomach. and he's likely to 
  smile at you menacingly. The point is. 
  I'm a wimp. with 5 S.D.C. A boxer is 
  tough with a well conditioned body. 50 
  S.D.C. So a punch Ihal docs five S.D.C.I 
  Hit Points of damage hurts me and the 
  boxer barely nolices. 
  Another way to think of S.D.C. for 
  people is as the hero factor. You know, 
  the kind of punishment characters Jack 
  Bauer. Batman and any John Wayne 
  character takes that would cripple any 
  normal person. but our hero just wipes 
  the blood from his mouth and leaps back 
  into action. That's S.D.C. 
  Determining Physical S.D.C.: All 
  characters get a certain amount ofS.D.C. 
  points to start. Each M.O.S. indicates 
  how many S.D.C. a character gets for 
  that O.C.C .. and cenain skills provide 
  additional S.D.C. bonuses. All S.D.C. 
  bonuses are accumulmivc. add them up 
  to get the total S.D.C. of a given charac-
  ter. 
  When a character gelS hilfhurt with 
  something that does Ilit PoinUS.D.C. 
  damage, 
  subtract 
  the 
  damage 
  from 
  S.D.C. first. This is damage that hurts. 
  but is NOT life threatening. Our hero 
  wipes the blood trickling from his nose 
  and jumps back into action. 
  When S.D.C. points are reduced to 
  zero, the damage start coming off flit 
  Points. and the character is now entering 
  the danger zonc. When all lIit Points ar~ 
  gone 
  . see the section on Surviving 
  Coma and Death. 
  S.D.C. and Hit Point damage applit!s 
  to non-Mega-Damage combO!. Mega-
  Damage (M.D.) applies to mecha. spe-
  cial body armor. spaceships and other 
  advanced military weapons. robots and 
  machines. 
  Remember, when a character is 
  hurt in S.D.C. combat. the damage is 
  first subtracted from his or her S.D.C. 
  points. When all S.D.C. is gone. thell 
  start subtracting additional/future dam-
  age from 1/11 Points. 
  208 
  
  Recovery of 
  Hit Points and S.D.C. 
  After a baltic. medical treatment can 
  be administered by fellow characters 
  with First A id. Paramedic and other 
  Medical skills. This is fine for minor 
  wounds, but serious injuries. like inlcr-
  nal injury. gunshot wounds. and broken 
  bones. will require professional medical 
  treatment. Note: Unless a character stops 
  the bleeding of cuts and slab \\ounds. he 
  will continue to lose blood and suffer 
  damage at the rate of one lIit Point per 
  minute. 
  Rate of Recovery : 
  Non-Profes-
  sional Treatment. This is basic. first 
  aid-type treatment by oneself, or non-
  medically trained people. Two I lit Points 
  and four S.D.C. per day (24 hours). 
  Rate of Recovery: 
  Professional 
  Treatment. This is medical treatment 
  from a doctor. clinic or hospital. Two 
  lIit Points per day for the first two days 
  and four per each following day, until 
  the character has regained all of hislhcr 
  original Hit Points. S.D.C. points are re-
  stored at a rate ofs!x per day. 
  Surviving Coma and Death 
  When a character·s lIit Points are re-
  duced to zero (or less). he collapses and 
  falls into a coma. How much damage be-
  low zero a character can go depends on 
  his P.E. (Physical Endurance) attribute. 
  A character can take one poim of 
  damage belo\\ zero (to negative onc. -2. 
  -3. elc.) for each P.E. point. Example: A 
  character with a P.E. of 9 \\'ill lapse into 
  a coma at zero Hit Poinls, but still lives 
  up to a negative 9. Ilowever. if the char-
  acter receives more damage (which is 
  very possible) than the P.E. number. he 
  is dead \\ ith no hope of re(:ovel)'. Thus. 
  if a character with a P.E. of 9 takes 10 
  points or more below zero_ cxccedinl.!. his 
  P .E., he is beyond medical help <md dies. 
  The length of lime a character III a 
  coma will survive without tn:atment is 
  again indicated by the P.E. number. Add 
  one hour for each P.E. point. Example: 
  P.E. 9 = 9 hours. P.E. 10 = 10 hours. and 
  so on. 
  Surviving coma and death (being. 
  brought back to at least one lIit Point 
  above zero) is determined b: the roll or 
  percenfile dice. If the player rolls two 
  successful recovery rolls out ofthrec. the 
  injured character breaks oul of the coma 
  and is no longer in dangcr of dying. This 
  also means he is brought up to one Ilit 
  Point above zero. Recovery of II it Points 
  from that time on is standard as dis-
  cussed above. Note: Surviving a coma 
  can be attempted every hour until the 
  charactcr dies. 
  Recovery Ratio (roll 2 out of 3) 
  Treatment from unprofessional indi-
  viduals with medical skills: Ol -I R%. 
  Treatment from an intern or nurse 
  (R.N.): 01·32%. 
  Treatment from a doctor withollt 
  proper facili ties: 01-46%. 
  Treatment from a doctor at a clinic 
  (fair facilities): 01 -56%. 
  Treatment from a hospital: 01-66%. 
  Treatment from a major hospital or 
  best doctor: 01-70%. 
  A Different 
  Kind of S.D.C. 
  209 
  S.O.C.lStructural Damage Capac-
  ity. There are two types of S.D.C. The 
  first is Physical S.D.C. that applit.:s to all 
  living creatures, and is a ~ort of supple-
  ment to Il il Points. The second lype of 
  S.D.C. applies to inanimate_ non-living 
  structures. 
  
  S.D.C. for objects. Not everything 
  on Eanh is made of Mega-Damage ma-
  terials (M.D.C.: described a bit further 
  on in this section). Most common items, 
  from hairbrushes and clothes to furniture 
  and the walls of buildings, 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. points function 
  exactly like Hit Points. except that they 
  apply to non-living things. Any damage 
  sustained by. say, a door someone is try-
  ing to kick in, is subtracted from the 
  S.D.C. of that door. When the S.D.C. is 
  reduced to zero, it is broken, shattered or 
  smashed beyond repair. 
  S.D.C. Armor 
  In some instances, S.D.C. armor may 
  be available. and in situations where it is 
  applicable. Jet's take a look at how it 
  works. 
  S.D.C. armor has an Armor Rating 
  (A.R.) as well as S.D.C. The Armor Rat· 
  ing indicates exactly how much protec-
  lion is afforded by the armor (or object) 
  and how easy it is to penetrate the ar-
  mored protection. The higher the AR .. 
  the better. 
  If an attack roll to strike with all bo-
  nuses is less Ihan the A.R .. the armor ab-
  s()rbs the attack - subtract the damage 
  from the armor's S.D.C. When the ar-
  mor's S.D.C. is depleted. it no longer af-
  fords protection and is useless. Any 
  future anacks \ .. 'ill hit the character's 
  body and inllict Physical S.D.C. and 
  then lIit Point damage. 
  If an anacker's roll to strike. includ-
  ing all bonuses. is higher ,han the A.R .. 
  the attack penetrates the armor and in-
  flicts damage directly to the character's 
  Physical S.D.C. (not the armor's) and/or 
  Hit Points. 
  The dcfendcr always wins ties, so if 
  the roll to strike is 16 against somcbody 
  with body annor that has an AR. 16. the 
  attack hits the character. but only dam-
  ages the body armor. because it didn't 
  surpass the AR. protection. However. if 
  that strike roll had been 17 or higher, the 
  attack would have struck an area not 
  covered by the armor or punched right 
  through it. doing damage to the character 
  underneath it. 
  Mega-Damage 
  & M.D.C. 
  Mega-Damage has added a new 
  wrinkle and danger to human life. be-
  cause Mega-Damage is the equivalent of 
  superhuman damage and a single M.D. 
  pOint can squish a human like a bug or 
  vaporize him as if he was never there. 
  Mega-Damage body armor, mecha. vehi-
  cles and M.D. weapons help cven the 
  playing field for humans. but they re-
  main mortal, Hit Point/S.D.C. creatures. 
  No matter how comfortable a suit of 
  Mega-Damage armor or mecha may bc. 
  a person has to come out of his M.D.C. 
  shell 
  sometimes. 
  Consequently. 
  1-1 it 
  Points and S.D.C. apply when a charac-
  ter is out of his protective anTlor or 
  brawling among fellow humans. Of 
  course. in the story context. this makes 
  the alicn threat that much more danger-
  ous for humans. In the Robotech® set-
  ting, Mega-Damage and Mega-Damage 
  Capacity (M.D.C.) will come into play 
  more often than Hit Points and S.D.C. 
  Mega·Damage Capacity (M.D.C.) 
  works the same as S.O.c.. only it repre-
  sents a level of technology so advanced 
  that M.D.C. materials are better than the 
  heavy armor of a 20th Century tank. 
  Nano-technology has even allowed for 
  the creation of M.D.C. material. light 
  210 
  
  enough to be used as body armor by or-
  dinary humans. 
  Veritechs, Cyclones. and other mecha 
  are M.D.C. structures. So are the Invid 
  and most spacecraft and war machines. 
  That means S.D.C. weapons and do no 
  damage. It would be like you kicking a 
  tank. You might scuff the paint but that's 
  it. 
  One Mega-Damage (M.D.) point 
  inflicts the equ ivalent of 100 S.D.C., so 
  a Mega-Damage weapon that does 106 
  M.D. inOicts the equivalent of 100-600 
  S.D.C./Hit Point damage! This incredi-
  ble advancement in technology turns an 
  M.D. pistol or rifle into the equivalent of 
  a man-portable. heavy artillery cannon 
  when up against ordinary people, but is 
  necessary against mecha and alien tech-
  nology. 
  Mega-Damage (M.D.) Weapons are 
  necessary 
  to 
  inflict 
  Mega-Damage 
  (M.D.) against mccha, vehicles. and ar-
  mor with M.D.C. 
  Even M.D.C. body armor only pro-
  vides so much protection and once its 
  M.D.C. is reduced to zero. the armor is 
  reduced to little morc than scrap metal. 
  M.D.C. mccha and combat vehicles are 
  wrecked and SlOp working. The pilot in-
  side can climb out. but the mccha vehi-
  cle or armor is useless. Body annor 
  reduced to ::ero M.D.C is so battered 
  and full of holes that it is only effective 
  against S.D.C. weapons, and barely that. 
  only stopping attacks that roll seven or 
  less 10 strike. An attacker's roll 10 strike 
  that is 8 or higher hits the body inside 
  the armor. 
  T he last bit of a rm or protection 
  (optional). The last M.D.C. of any ar-
  mor. be it a body suit. mccha or a vehi-
  cle. absorbs 0/1 the damage from the 
  final blast that reduces it 10 zero or be-
  low, saving the character inside. This is 
  the case CVl!n if there are only a couple 
  M.D.C. points left and the attack innicls 
  M.D. xlO or greatl!r. Ofcoursl!. any sub-
  sequent M.D. attacks will hit his unpro-
  tected body: evasive action is suggl!sted. 
  Yes. this is a "gimme" to save the char-
  acter's life and if you. as G.M .. don't 
  like this rule. then don 't use it. JUSt make 
  sure your players know it. 
  In th e context of this game, M.D.C. 
  a pplies to : 
  • 
  All high-tech military vehicles. in-
  cluding mecha tanks. APCs. robots. 
  aircraft. spacecraft and all creations 
  using Robolechnology. 
  • 
  All high-tech body armor. mecha, 
  battloids, and robots. 
  • 
  All bionic body components and 
  bionic body armor (cybernetic items 
  are generally S.D.C. structures). 
  • 
  Most force ficlds (when applicablc: 
  rare). 
  • 
  Some monsters and alien beings. 
  M. D.C. is the Mega-Damage Capac-
  ity and indicates how much Mega-Dam-
  age an object or creature can withstand 
  before being destroyed. 
  Mega-Damage is the amount of 
  damage inOicted by a weapon: e.g. the 
  laser that does 306 M.D. or rail gun that 
  does ID6xl0 M.D. Armor offers M.D.C. 
  protection. Advanced energy weapons. 
  rail guns. missiles. mini-missiles. and 
  t:xplosives. all do Mega-Damage. Note: 
  Typically. only a Mega-Damage \\capon 
  can hann an M.D.C. structure. Weapons 
  and other .lItacks will ah';ays indicate if 
  the damage inniclcd is M.D. 
  No A.R. for Mega-Damage Capac-
  ity (M. D.C.) machines or living beings. 
  Either the attack hits or misses. At-
  tackers roll to strike and monstrou:-.. 
  M.D.C. opponents roll to dodge or parry 
  as usual. If the M.D.C. object or Mcgn-
  211 
  
  Damage creature is struck. it takes dam-
  age. 
  Step 4: 
  Picking an Alignment 
  All playcrs mllsl choose an alignment 
  for their character. This defines a charac-
  ter's altitudes and provides a moral cen-
  ter. There are three basic alignment 
  categories: Good. Selfish and Evil. 
  Alignments pIa) a vital role: in devel-
  oping a character's personality and arc a 
  key clement of "role" playing. Whether 
  we arc consciously aware of it or not. 
  every person has his or her own moral 
  compass to guide him. Whether one calls 
  it a code of eth ics and morals. or justice 
  and honor. or religious values. align-
  ments delinc what the character sees as 
  right and wrong. good and evil. accept-
  able behavior and what is not acceptable. 
  It is this sense of right and wrong that 
  helps bulld moral fiber. mold onc'S be-
  havior. and dictate how a character treats 
  others and ho\\ he should react when 
  faced \\ ith a moral choice. 
  Alignments should be seen as a 
  gUideline ror each character that indi-
  cates how he or she is likely to react to 
  any given situation. Try to have your 
  character stay true to his alignment and 
  act accordingly. even if it goes against 
  the grain. In fact. battling to stay true to 
  onc's alignment replicates the con-
  science and realistic moral dilemmas. 
  i.e .. being emotionally torn to do the 
  right thing. or what feels good at tht.: mo-
  ment. An act of cruelty out of revenge or 
  hale. for example, might sound good in 
  the heat of the moment. but is not the 
  right thing to do. A player struggling 
  with such a decision for his character 
  emulates that emotional gut process. 
  212 
  Playing in character (i.e., in align-
  ment) can be a challenge. but it is ahHI) s 
  fun and worth doing. 
  No Neutral 
  Alignments 
  There is no such thing as an absolute 
  neutral alignment. A character with an 
  absolute. true neutral pOSition could not 
  make a decision. light tyranny, hUrl or 
  help others. go <Idventuring, or take any 
  action of any kind without leaning to-
  ward good. evil. or self-gratification. It 
  is humanly impossible. and thereforc is 
  eliminated in the context of this game. 
  This is one of the very few definitive. 
  unbending rules. 
  Good Alignments 
  Good aligned characters (Principled 
  and Scrupulous) are the straight-up 
  heroes of this world. They generally 
  place a high value on life and libert). as 
  well as law and order. Just because a 
  character is of a good alignment. ho,,-
  ever. docs not mean he's a saint or with-
  out bad habits. Good characters can be 
  irritating. obnoxious and arrogant. cvcn 
  prejudiced and full of annoying quirks. 
  Likewise. they may lind themselves 
  stepping outside the boundaries of the 
  law in their quest to combat evil and in-
  justicc. bUi \\hen push comes to shove. 
  these charnclers can always be trusted to 
  do the right thing. especially in a life and 
  dcath siruation. 
  Principled (Good) 
  Principled 
  characters 
  are 
  upright 
  "boy scout" or "do-gooder" types who 
  put others before themselves. This is the 
  knight in shining armor. with the highest 
  regard for the lives and \\cll-bcing of 
  
  others. freedom, truth. honor and justice. 
  Principled characters will always allempt 
  to work \\ ith and within the law. and 
  have a high regard for (and trust of) au-
  thority. as well as for life ilnd frcedom. 
  They are usually compassionate. merci-
  ful. cooperalive and sincere. 
  A Principled character will ... 
  I. Always keep his word. 
  2. A void lies. 
  3. Never kill or attack an unanned foe. 
  4. Never harm an innocent. 
  5. Never torture for any rt;!ason. 
  6. Never kill for pleasure. 
  7. Always help others. 
  8. Always work within the law whenever 
  possible. 
  9. Never break the law unless conditions 
  are desperate. This means no breaking 
  and entering. theft. torture, unprovoked 
  assaults. etc. 
  10. Respect authority. law. self-disci-
  pline and honor. 
  11. Work well in a group. 
  12. Never take "dirty" money. or ill-got-
  Icn valuables or goods. This means any 
  property that belongs to criminals or vil-
  lains. It matters not how the bad guys 
  got that property themselves: the hero 
  will not touch it even if destitute. 
  13. Never betray a friend. 
  Scrupulous (Good) 
  Scrupulous characters value life and 
  freedom above all else and despise those 
  who would deprive olhers of them. This 
  lype of hero is typically portrayed in 
  many movies as the cop who plays by 
  his own rules. forced to work beyond the 
  law for justice (or retribution) and the 
  greater good of the people. They arc not 
  vicious or vindictive characters. but are 
  individuals driven by their sense of jus-
  tice to right a wrong or take a (bloody) 
  stand. These characters will always at-
  tempt to work with or \\ ithin the Im\ 
  whenever possible. 
  A Scrupulous character will ... 
  l. Keep his word to any other good per-
  son. 
  2. Lie only to people of selfish or evil 
  alignments. 
  3. Never auack or kill an unanned foc. 
  4. Never hann an innocent 
  5. Nc\ er torture for pleasure, but may 
  use muscle to extract infonnation from 
  criminals or evil characters. 
  6. Never kill for pleasure. witt always at-
  tempt to bring the villain to justice alive. 
  no matter how vile he may find him. 
  7. Always try to help others. 
  8. Anempt to work within the law when-
  ever possible. 
  9. Bend and. occasionally. break the 13"' 
  \\-'hen deemed necessary. This means he 
  may use strong-ann techniques. harass. 
  break and enter. steal. and so on (but 
  only against the bad guys). 
  10. Distrust authority: fears the law ilJld 
  government may not be an effective 
  weapon against injustice and crime. 
  ilowever. he will try not to nagrantl) 
  disregard the law. 
  II. Work with groups, but dislikes con-
  fining Jaws and bureaucracy (rcd tapc). 
  12. Never take "dirty" monc) or items. 
  13. Ncver betray 3 friend. 
  Selfish Alignments 
  Sclfish characters (UnprincIpled and 
  Anarchist) arc not necessarily evil. but 
  they always have their own best interests 
  at heart and their opinions in mind above 
  all olhers. These are the mercenaries. 
  rogues. vigilantes and anti-heroes of the 
  world. 
  213 
  
  Unprincipled (Selfish) 
  This is the noble scoundrel. the guy 
  \",ho is always looking for the best deal. 
  associates with good and evil characters. 
  is continually templed to lie and cheat. 
  and hales himself for being loyal. help-
  ing others and ultimately doing the 
  "right thing." 
  fie just tends to be selfish and 
  greedy, and holds his personal freedom 
  and welfare above others. He dislikes 
  confining laws and self-discipline and 
  dislmsts authority. lie views the law and 
  government 
  as 
  well-intentioned. 
  but 
  clumsy and ineffective. Keeping his best 
  interests in mind. the character tries to 
  look out for himself. 
  The Unprincipled character may be 
  willing to take "dirty" money and valu-
  abks from bag guys. with the rationale 
  that it will help him in his crusade 
  against evil. He may also destroy the 
  property of known crim inals. However. 
  he \\ iUnot deal in illegal wares or drugs. 
  and will not take money from. or cheal. 
  innocent or good people. Allhough the 
  Unprincipled characla may associate 
  with good and evil characll.!rs. have paid 
  infonnants. spies and stoolies. in the 
  end. he helps people and lights injustice. 
  An Un principled character will . .. 
  I. Keep his word of honor. 
  2. Lie and cheat if necessary (especially 
  to those of Anarchist and evil align-
  ments). 
  3. Not kill an unanncd foe (but \ ... ·ill take 
  ad\ anlage of one). 
  4. Never hann an innocent. 
  5. Not use tonure unless absolutely nee· 
  essary. 
  6. Never kill for pleasure: will attempt to 
  bring the villain to justice alive and ruin 
  him rathl.!r than simply kill him. 
  7. Usually help those in need. 
  8. Rarely attempt to work within the law. 
  9. Blatantly break the law to achieve his 
  (usually good-intentioned) goals. 
  10. Dislike and distrust authority. the 
  law and bureaucracy. Feels they have 
  been cOffilpted and abused. 
  11. Work with groups. especially if it 
  serves his needs. is profitable. and/or he 
  is in the limelight. 
  12. Take "dirty" money. 
  13. Never betray a friend. 
  14. Have a high regard for life and free-
  dom. 
  Anarchist (Selfish) 
  This type of character likes 10 indulge 
  himself in everything. He is the insur-
  gent, con-artist. gambler and uncommit-
  ted freebooter who adventures because 
  he enjoys the thrill. fame and rortune it 
  brings. rather than for any cause (like de-
  fending humanity). This character will at 
  least consider doing anything if the price 
  is right or the challenge is alluring 
  enough. 
  Laws and rules infringe on personal 
  freedom and were meant to be broken. 
  He will not hesitate at using strong-ann 
  techniques. breaking and entering. thert. 
  harassment. destruction of private prop-
  erty. and so on. This can also include 
  acting as judge. jury. and cxecutionl.!r. 
  These characters are usually the daring 
  anti-heroes who feel the end justifies the 
  means. The Anarchist-aligned character 
  is always looking for the best deal and 
  self-gratification. He will work with 
  good. selfish and evil characters to anain 
  his goals, and continually teetering be-
  tween good and evil. rebelling against 
  and bending the law to fit his needs. 
  Mercenaries and thieves often fall into 
  this category. 
  214 
  
  An Anarchist character will . .. 
  l. Keep his word, but only jf il suits or 
  pleases him. 
  2. Lie and cheal ifhe feels il necessary. 
  3. Not be likely to kill an unarmed foc. 
  but certainly will knock oUL attack or 
  beat up one. 
  4. Never kill an innocent, although his 
  rash or self-serving actions may injure or 
  kill bystanders by accident. 
  5. Use torture to extract information, but 
  is not likely to do so for pleasure. 
  6. Seldom kill for pleasure. 
  7. Not be likely to help someone without 
  some ulterior motive (even if it's only to 
  showoff). 
  8. Rarely work within the law unless it 
  serves his purpose. 
  9. Constantly break the law to achieve 
  his goals. 
  10. Have little respect for authority. the 
  law. or self-discipline. 
  11. Not work well within groups: tends 
  to do as he pleases. despite orders to the 
  contrary. 
  12. Take "dirty"' money without hesita-
  tion . 
  13. Possibly betray a friend. Sorry. pal. 
  Evil Alignments 
  All evil characters (Aberrant, Miscre-
  ant and Diabolic) are not necessarily 
  bent on universal genocide or dominat-
  ing all other living creatures. Nor arc all 
  evil characters sadistic. cruel, ugly or un-
  trustworthy. Many evil characters may 
  actually seem kind and likeable. 
  Evil alignments are a step beyond the 
  self-gratification of the selfish align-
  ments. Evil characters arc ruthless indi-
  commonly, evil characters have goals 
  that either entail making people suffer or 
  cause suffering as a side effect (a side ef-
  fect the evil character knowingly and 
  callously disregards). Human life has lit-
  tle 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 characters do not au-
  tomatically slay any good-aligned person 
  because of different ethics and philoso-
  phy. All the better to usc good to achieve 
  their own goals, for the end always justi-
  fies the means. 
  Note: There is nothing wrong with 
  playing a fictional, evil character. al-
  though he may not survive too long if he 
  betrays or hanns too many people. Nor 
  is the character likely to be trusted or 
  liked by his "good" teammates. How-
  ever, this is role-playing. not reality. 50 
  you can play any type of character you 
  might desire, just continue to play "in 
  character.'-
  Aberrant (Evil) 
  The cliche that there is "no honor 
  among thieves" 
  is false when dealing 
  with the Aberrant character. This is an 
  individual who is driven to attain his 
  goals though force. power. and intimida-
  tion. Yet the Aberrant character stands 
  apart from the norm with his own per-
  sonal (and twisted) code of ethics. He 
  expects loyalty from his minions, pun-
  ishing disloyalty and treachery with a 
  swift, merciful death or banishment. An 
  Aberrant character will always keep his 
  word of honor and uphold any bargains. 
  He will define his terms and live by 
  them, whether anyone else likes them or 
  not. 
  viduals who are willing to say or do 
  If an anti-hero. he will complete!) 
  anything to achieve their goals. Most 
  disregard the law and deal out justice as 
  215 
  
  he deems fit. He will never be cruc\ or 
  vindictive, and will ah\ays be absolutely 
  positive that the person is guilty before 
  he deals out his brand of justice. How-
  evcr. oncc he condemns a character. he 
  will see to it lhat he is destroyed. 
  Whether a villain or a corrupt or ex-
  treme anti-hero. the Aberrant character 
  looks upon people without honor or a 
  sense of loyalty as worthless and dis-
  gusting lowlifes. 
  Do not think of the Aberrant charac-
  ter as a misguided good guy. He or she 
  will break all 13\\'-'5 with impunity. harass 
  victims. destroy property, assault, black-
  mail. torture and murder. Only their 
  methods and degree of violence may 
  vary. 
  An Aberrant character will ... 
  I. Always kcep his word of honor (at 
  least to those he deems worthy of it). 
  2. Lie and cheat to those not worthy of 
  his respect: good. selfish or evil. 
  3. Possibl~ kill an unamled foc. 
  ~. Never kill an innocent. particularly a 
  child. but may harm. harass Or kidnap. 
  5. Never torture for pleasure. but will 
  use it to extract information and intimi-
  date otht.::rs. 
  6. Nt.::vcr kill for pleasure. \\ ill always 
  have a rcason. 
  7. Possibly help someone in need. 
  8. Rarely attempt to work within the law. 
  9. Ureak the law \\. ithout hesitation. 
  10. Ilave no use for the law or bureau-
  cracy. but respects honor. Self-discipline 
  and ~he ··concept'· of Jaws and order. 
  II. Work \\ilh others to attain his goals. 
  12. Usually take "diny" 
  money. al-
  though his twisted code of ethics may 
  prevent him from doing so in some in-
  stanccs. 
  13. Never betray a friend. Never. 
  Miscreant (Evil) 
  This self-servine. unscrupulous char-
  acter is out only -for himself. Power, 
  glorv wealth. position. and anything that 
  ~vill"':nake his life more comfortable or 
  pleasurable is his goaL It doesn't matter 
  who gelS caught in the middle. as long as 
  he comes oul smelling like a rose. The 
  character will lie. cheat. hurt. and kill 
  anyone to attain his personal goals. 
  If a Miscreant character becomes a 
  vi!lilante. mercenary. or bounty hunter, it 
  w~1 be for somc personal reason. a ven-
  detta. money. glory or a love for danger 
  and challenge. This character is a savage 
  misanthrope out for himself. 
  A Miscreant character will . . . 
  I. Not necessarily keep his word to any-
  one. 
  2. Lie and cheat indiscriminalc1y (good. 
  evil. selfish). 
  3. Kill an unarmed foe as readily as he 
  would a potential threat or competit ion. 
  4. Use or hann an innocent. 
  5. Use torture for extracting infonnation 
  and pleasure. 
  6. May possibly kill for sheer pleasure. 
  7. Feel no compUlsion to help without 
  some son oftangiblc reward for him. 
  8. Have no deference to the law. but will 
  work within the law ifhe must. 
  9. Blatantly break the law for his own 
  goals and pleasure. 
  10. Dislike and distrust authority and the 
  law. 
  II. Work with others if it will hclp him 
  altain his personal goals. 
  12. Take "dirty" money. stolen goods. 
  and illegal items (as well as steal valu-
  ables for himself whenever the opponu-
  nity arises). 
  13. Betray a friend if it serves his needs. 
  216 
  
  14. Have no respect or concern for the 
  lives or welfare of others. 
  after all. you can always find new 
  friends. 
  Diabolic (Evil) 
  This is the category into which most 
  megalomaniacs. psychopaths, and vio-
  lent and despicable characters fall. This 
  is the cruel. brutal killer who trusts no 
  one and has no value for any life other 
  than his own. A Diabolic character will 
  crush anyone who gets in his \\ay. The 
  lowlife will lie. cheat, can. abuse and kill 
  anyone less powerful than he is. Aber-
  rant characters find these dishonorable 
  people more revolting than a good-
  aligned character. 
  A Diabolic character will ... 
  I. Rarely keep his word. and has no 
  honor. 
  2. Lie to and cheat anyone. 
  3. Most cenainly anack and kill an un-
  armed foc. 
  4. Jlun and kill an innocent without a 
  second thought and for pleasure. 
  5. Use torture for pleasure and informa-
  tion, regularly. 
  6. Kill for sheer pleasure. 
  7. Be likely to help someone only on a 
  whim lor to set them up for some evil 
  deed later). 
  8. Rarely attempt to work within the Jaw. 
  9. Olatantly break the law and mock au-
  thority. 
  10. Despise honor. authority and self-
  discipline. Views them as weaknesses. 
  11. Not work well within a group: con-
  stantly disregarding orders and vying for 
  power/command. 
  12. Alw'ays take "diny" money. drugs. 
  stolen goods. etc .. as well as steal from 
  others. 
  14. Associate mosrly with other evil 
  alignments. 
  Step 5: 
  Pick an 
  O.c.c. & Skills 
  Picking Skills is made easy by the 
  selection of an O.c.c. (Occupational 
  Character Class) and M.O.S. (Military 
  Occupational Specialty). 
  Each Occupational Character Class 
  (O.c.c.) indicates the following 
  Common Skill Set: The United 
  Earlll £'Cpeditionary Force (UEEF) is an 
  advanced. military culture. All charac-
  ters who are affiliated with the UEEF are 
  highly educated. can read, write. knows 
  basic math, and how to operate a com-
  puter. The universal language is English 
  and in the context of the UEEF other 
  languages arc not necessary. This is the 
  character"s Common Skill Set. ALL 
  characters 
  have 
  these 
  skills. 
  Some 
  O.c.c.s may offer a bonus. 
  Computer Operation 
  Language: English 
  Literacy: English 
  Mathematics: Basic 
  13. Bctray a friend without hesitation: 
  O.c.c. Skills: Basic training for par-
  ticular military O.c.c. These ski lls and 
  bonuses in (parenthesis) are common to 
  eve,y character who selects that O.C.C. 
  Players should skim over the O.C.c. de-
  scriptions and range of available ski ll s. 
  equipment and purpose. and seleel the 
  one they find most interesting. challeng-
  ing or appealing. 
  217 
  
  O.c.c. Related Skills: These are ad~ 
  ditional skiff choices related to the char~ 
  acter's military occupation and training. 
  M.O.S. (Military Operations Spe-
  cialty): Each M.O.S. represents the char~ 
  actc(s areas of special training. Veri tech 
  Pilot. Battloid Pilocs and Crewmen tend 
  to be mecha and combat oriented. Their 
  occupation (O.c.c.) is being a soldier in 
  the Expeditionary Force. Others are 
  skilled in mechanical engineering. medi~ 
  cine. or the sciences. All represent the 
  characters' life and purpose within the 
  heroic UEEF. 
  Secondary Skills: Additional skills 
  the character has learned on his own or 
  with the help of a friend. self-taught 
  studies or personal enjoyment. 
  Secondary Skills 
  Secondary Skills are areas of knowl-
  edge that the character has picked up on 
  his own through learned experience. ob ~ 
  servation and personal studies. They 
  may be related 10 the character's occupa~ 
  tion or reflect completely different inter~ 
  ests and hobbies. 
  Secondary Skills 
  usually are self-laughr and do not com-
  mand the same degree of expertise as 
  Occupational and O.c.c. Related Skills. 
  For Example: If a character took the lIn 
  skill as an Oc.c. Related Skill. he 
  would have Ihe ability of a professional 
  artist. If that same character takes Art as 
  a Secondary Ski/{. however. his ability is 
  that of a talented amateur. Even if a Sec-
  ondary Skill artist had a higher chance of 
  success than an O.c.c. Related Skill art-
  ist, the o.c.e. based artist's work al-
  ways looks better. That is the essential 
  difTerence 
  between 
  O.c.c. 
  Related 
  Skills and Secondary Skills. other than 
  the fact that not all skills arc available as 
  St=condary Skills (i.e. the average person 
  cannot self-teach Espionage or Military 
  skills). 
  Secondary Skills to Start: The num-
  ber of Secondary Skills available at first 
  level is indicated under the O.C.c. de-
  scription. It is presumed that the charac-
  ter has already learned them and they 
  start at first levc\ proficiency. Unless 
  stated otherwise. all characters start 
  level one with a few Secondary Skills 
  under their belts. 
  Additional Secondary Skills can be 
  selected at subsequent levels of experi-
  ence as indicated for their o.c.e. (e.g. 
  + I Secondary Skill at levels 3. 6. 9, and 
  12). 
  Available Secondary Skills by Cat-
  egory: l3elow is a list of skills. by cate~ 
  gory. that can be selected as Secondary 
  Skills. No skill bonuses apply. because 
  lhese skills are self-taught and do not in· 
  elude intensive or professional training. 
  Certain skills (namely Mechanical. Med-
  ical. Military. Electronics. Science and 
  especially Espionage and Pilot Related 
  skills) can NOT be learned as Secondary 
  Skills. All Secondary Skills start out at 
  the base skill level. 
  Communications: 
  Any. 
  except 
  Cryptography. Laser. Surveillance Sys-
  terns. and TVNideo. 
  Domestic: Any. 
  Electrical: Basic Electronics and 
  Computer Repair only. 
  Espionage: None. 
  Horsemanship: General and Exotic 
  Animals only. This range of skills 
  should 
  be 
  found 
  in 
  an 
  upcoming 
  sourcebook. 
  Mechanical: Automotive Mechanics 
  and Basic Mechanics only. 
  Medical: Animal Husbandry and 
  First Aid only. 
  218 
  
  Military: Camouflage and Recog-
  nize Weapon Quality only. 
  Physical: Hand to Hand: Basic. Aer-
  obic Athletics. Athletics (General). Body 
  Building & Weight Lifting. Climbing, 
  Running, and Swimming only. 
  Pilot: Automobile, 
  Horsemanship: 
  General. 
  Motorcycles, 
  Ilovercycle, 
  Hover Craft. Motor and Sail Boats and 
  recreational vehicles only. 
  Pilot Related: None. 
  Rogue: Gambling only. This range of 
  skills will appear in a soucebook. 
  Science: Astronomy & Navigation. 
  and Basic and Advanced Mathematics 
  only. 
  Technica l: Any. 
  W.P.s Ancient (Melee Weapons): 
  Any. except W.P. Paired Weapons. 
  W.P.s 
  Modern (Gu ns 
  & 
  Tech 
  Weapons): W.P. Handguns. W.P. Ri-
  fles. W.P. Energy Pistol and W.P. En-
  ergy Rifle. 
  Wilderness: Any. except Boat Build-
  ing and Spelunking. 
  Skill Bonuses 
  The Base Skill level is denoted in 
  each skill description. Bonuses received 
  by one's O.c.c. are added to that base 
  skill. This is a onc time skill bonus. 
  Characters may also have an I.Q. attrib-
  ute bonus (or penalty) or other skill bo-
  nuses that are added to the base skill 
  level as a one time bonus. 
  As the character advances in level of 
  experience. his chances of performing 
  skills successfully (his success ratio) will 
  increase. This is not so much a bonus as 
  a designation of increased mastery of 
  one's abilities with time and experience. 
  The amount that the skill level increases 
  For example: The Physical skill of 
  Swimming rcads: Base Skill: 50% +5% 
  per level of experience. This means that 
  a first level character without an D.C.C. 
  bonus has a base skill proficiency of 
  50%. At second level +5% is added to 
  increase the skill to 55%, at third lcvel it 
  increases to 60%, and so on. If a + 1 0% 
  O.C.C. bonus was applicable. the base 
  skill starts at 60% +5% per level (Le .. 
  65% at second level. 70% at third. and 
  so on). 
  New Skills. As the character ad-
  vances in experience. he will also learn 
  additional skills along the way. All new 
  skills begin with a first level success ra-
  lio. Thus. if a 5th level character learns a 
  new skill, that new skill is performed at 
  first level proficiency while all his other 
  skills are performed at 5th level profi-
  ciency. When the character reaches 6th 
  level. his new skill will be at 2nd level 
  whi le all of his others will be at 6th 
  level. Note: The maximum success ratio 
  for any skill is 98%, regardless of how 
  far the character advances or what modi-
  fiers he may enjoy. Humans are not per-
  fect. so there is always a margin for 
  error. 
  Skill Penalties 
  Ordinarily. a character·s chance of 
  performing a skill successfully is deter-
  mined by his success ratio for that skill. 
  However, when advanced (or alien) 
  technology or pressure situations are in-
  volved, one's success ratio for a given 
  skill is lowered. Likewise. debilitating 
  illness and injury may also impose a 
  skill penalty on the character. Whether 
  these penalties are accumulative (we 
  suggest they are) is left to the discretion 
  of the Game Master. 
  is also noted in each skill description. 
  219 
  
  Advanced, Unknown, or Alien Ma-
  chines and Technologies: A good rule 
  of thumb is a skill penalty of -30% or 
  -40% when trying to figure out, operate. 
  repair. or use such mechanisms and tech-
  nologies beyond the normal range of fa-
  miliar technology. This would include 
  experimental military devices. devices 
  from an alien world and things that fall 
  into the category of weird science. In 
  some cases (G.M:s discretion). the tech-
  nology may be so different that the char-
  acter will be unable to usc the simplest 
  of devices (-80% to -95% penallY). Like-
  \vise. depending on what the item is. a 
  penalty of only -10% to -20% might ap-
  ply. but the -30% to -40% penalty is typ-
  ical. The G.M. should always usc hislher 
  discretion when dealing with experimen-
  tal. weird. or alien sciences. 
  Bionics & C.ybernetics: Although 
  bionics (mil itary hardware) and cyber-
  lowing 
  pressure 
  situations. 
  negative 
  modifiers apply to characters trying to 
  execute any skill. excluding W.P. and 
  Hand to Hand Combat skills. 
  Boobv-trap: The item the character is 
  working on is rigged to set ofT an alarm. 
  explosi .... e. trap. purge data. etc .. unless 
  the defense mechanism/trigger can be 
  circumvented or deacti .... ated first. De-
  pending on the complexity and risk: 
  - 10% to -40%. 
  Cheap. faultv and/or unfamiliar tools: 
  -5%to - 15%. 
  Confused/uncertain or distracted: -10% 
  to -20%. 
  Countemlcasurcs traps and alarms are in 
  place: - 10% to - 15%. depending on their 
  level of complexity and sophistication. 
  Dimcult. complex or unfamiliar Ia.."k: 
  -10%10 -15%. 
  Distracted bv oUlside forces: - 10% to 
  netics (commercial mechanisms) are ma-
  -20%. depending upon the source of the 
  chines. they arc very different from 
  distraction and how in .... asive it may be. 
  commercial machines. vehicles. elec-
  Encrvptcd data or firewall: -20% to 
  tronics. and hardware. That means a 
  -40%. 
  technician may be able to figure out 
  Frightened. nervous or jumpy: -5% to 
  what a bionic de .... ice is supposed to do 
  -10%. 
  (-10% or -20% penalty), and may e .... en 
  Lack of sleep/exhausted: -10% jf the 
  be able to work on the machine and clcc-
  character has gone 24-36 hours without 
  tronic aspects (-20% to -40%). but he 
  sleep and the skill takes 50% longer to 
  cannot install. replace or remove bionics 
  perform: -15% having gone 48-72 hours 
  or cybernetic implants. 
  without sleep and takes twice as long to 
  Military Technology: Military tech-
  perform. and -30-50% having gone 80 
  nology is often (though not always) 
  hours or longer without sleep. plus the 
  more ad .... anced and even CUlling-edge. 
  skill takes three times as long as normal 
  Thus. a - 15% or -25% skill penalty ap-
  to perform. 
  plies to ci .... ilian engineers and tcch-
  Panic situation: If the character panics 
  nicians trying to work on or wi th mili-
  and gelS hysterical the penalty is -50% 
  tar), hardware. 
  on skill perfonnancc. combat bonuses 
  Pressure Situations: Executing a 
  arc reduced by half. Perception Roll bo-
  skill when calm, cool and collected is 
  nuses are reduced to zero. and shooting a 
  one thing. Doing it under the gun (or 
  gun is "wild." Bystanders and allies may 
  with a snarling monster breathing down 
  get injured accidentally from the charac-
  your neck) is something else. For the fol-
  ter's wild and irrational response. 
  220 
  
  Pressure situation. low: ·5%: may in-
  clude being nervous when working in 
  front of a superior. critic. or pret£y girl. 
  as well as when showing off. 
  Pressure situation. moderate: -10%; it is 
  important to get the job donc quickly 
  and done right the first time. 
  Pressure situation. serious: -15% to 
  -20% whcn failure means there will be 
  serious consequences or trouble (cap-
  ture. torture. loss of critical supplies. 
  etc.). or the character himself or several 
  people (perhaps hundreds) will suffer for 
  his mistake. 
  Pressure situation. deadlv: ·25% to 
  -30%. Time is running out. with dire 
  conseqUl.::nces. If the character fails. he. 
  an ally(s) or innocent people will die! 
  Always a -30% penalty if a loved one or 
  several dozen. hundreds or thousands of 
  livcs hang in the balance. 
  injury and illness. Thc specific drug or 
  harmful substance will indicate the pen-
  alties to apply. 
  Time sensitive: Skill must be perfonned 
  in a few minutes (cv~n seconds) or by X 
  time: countdown. -1 0% to -30%. 
  Trving to do something while moving: 
  -5% to -40%. depending on the situation. 
  speed and the bumpines~ of the ride. 
  Note: Tilt: G.M. may also impose a 
  reasonable penalty to any situation 
  whcre the character faces an unusual or 
  difficult task. A reasonable penalty \ ... ·ill 
  range from -5% to -30%. but. at times. U 
  dramalic<llly higher penalty may be ap-
  propriate. G.M.s, use your discretion and 
  be fair. 
  Also sec penalties for low I.Q. and 
  other low attributes in the Character Cre-
  ation section. 
  Step 6: 
  Experience 
  Level System 
  Scared: -30% to -50%. The character is 
  so scared he just cannot think straight, 
  plus the skill takes twice as long to ac-
  complish. Increase the penalty to -75% 
  when the subject of the terror is related 
  to a Phobia insanity. Note that although 
  the character is wracked with fear. he is 
  Experience Points are their own re-
  tl)'ing to deal with it and has not run off ward. In the context of the game. expe-
  in a blind panic. 
  rience points are one of the tangible 
  Seriously wounded or ill: When a char-
  rewards the player receives as he or she 
  ueter's Hit Points are down by 50% or 
  gains them the words. deed and actions 
  more. concentration is difficult lfeels 
  his character. Unlike many early RPGs 
  weak. tired, in puin. etc.} and the pain 
  Ihat only gave out Experience Points for 
  and fatigue arc distracting. which im-
  killing and destroying. the Palladium 
  pairs skill perfonnance: -20% penalty. 
  system provides minimal rcward for 
  The penalty worsens to -30% when the 
  death and destruction. Instead, you gel 
  characlc.r has less lhan 25% of his Hit 
  points for a smart plan. using skills and 
  Points. 
  resources wisely. helping people. saving 
  Illness. especially fever, can cause 
  lives. good deeds. self-sacrifice and 
  similar penalties. Debilitating illness will 
  playing in character. 
  usually indicate skill penalties ranging 
  Experience Points grows the charac-
  from -10% to -50%. 
  ter. The more experience the character 
  Drugs and tOxins may also stun. con-
  gelS. lhe more points he gelS. and the 
  fuse or debilitate the character similar to 
  faster he gets to the next Experience 
  221 
  
  Level. Each new experience level pro-
  vided more Hit Points (106) and sees 
  skill perfonnance increase (+5% for 
  most skills). The higher level, the more 
  capable the character. 
  Palladium has always used an Expe-
  riencc Level system of advancement be-
  cause 
  we 
  feel 
  it 
  morc 
  accurately 
  simulates real life. Furthermore. it has 
  worked and brought decades of enjoy-
  ment to million of Palladium RPG 
  garners. 
  The Olher wonderful aspect about Ex-
  perience Points and a Level System is 
  that the player gcts rewarded for his 
  thoughts. being smart. and playing in 
  character even if the adventure goes 
  poorly for his character or the entire 
  group. How? Because an Experience 
  Point system rewards role-playing not 
  smart number crunching. I. game de-
  signer Kevin Siembieda. have run many 
  a game where the player characters got 
  the snol kicked out them. lost valuable 
  equipment and got no or Iinle tangible 
  reward. but the players were tickled pink 
  because they enjoyed the adventure. had 
  exciting moments. worked as a team. 
  had fun playing. and received Experi-
  ence Points (and self-satisfaction) to 
  show for it. That's the beauty of this 
  method of character advancement. it em-
  phasizes story and role-playing. Level 
  advancement is fun because it means 
  you accomplished something through 
  your character's actions (and your smart 
  playing), which is why most video and 
  online games emulate it. Have fun. 
  Experience Points 
  & Their Application 
  Palladium's experience system runs a on 
  subjective method of using observation 
  and logic to detennine Experience Point 
  rewards. 
  Some other games focus on the ··kill 
  factOr"' or juggling numbers providing 
  points that can be used to buy better 
  skills or attributes. That's cool. wc think 
  the experience point system beller re-
  wards the thought process. It rewards de-
  cision making. clever plans. astute ob-
  servations. and ideas. Clevcrness. a cool 
  head and a smart plan or quick decisive 
  action should count 
  for somethinl.!.. 
  Shouldn't it? With this system ofrewa;d 
  it does. The G.M. just needs to keep it in 
  mind and jot down what he or she thinks 
  is appropriate experience next to the 
  player's name on a sheet of paper 
  throughout the game. As G.M .. I have 
  found jotting down experience points in 
  Experience Points and Experience 
  the moment when the character earned it 
  Levels provide a means by which the 
  is the best way to keep track. Not unlike 
  player's character can grow and develop. 
  scoring a boxing match round by round. 
  222 
  
  This way you don'1 forget an important 
  element. It's probably best not to let the 
  players see these notes so you, the Game 
  Master, can award them after the game/ 
  adventure ends. This makes a fun end to 
  hours of gaming. 
  Of course. in role-playing. the char-
  acter does NOT do something worth Ex-
  perience Points every single action or 
  round, but when that pivofal deed or 
  idea happens make note of it by assign-
  ing experience. How can you know 
  when that is? Easy, its when you. as 
  G.M. find yourself smiling or thinking 
  things like, "Smart." 
  ··Good." ··Yep. 
  she's figured it oul." ·'Hah. fast th ink-
  ing." 
  "How bravc." "What a great 
  speech:' "Man, he really played in char-
  acter." And similar. These are the impor-
  tant, 
  role-playing 
  and 
  storytelling 
  moments that deserve reward. 
  As always, use common sense and 
  logic assigning experience. Award ex-
  perience for the use of a skill that made a 
  difference no one used every day. A 
  Vcritech Pilot shouldn'l get experience 
  for flying over to the comer store to get 
  a bag of potato chips, or even for flying 
  a rouline patrol. But he should get expe-
  rience for recognizing trouble, and more 
  experience for fast thinking or a bluff 
  that nips trouble in the bud. Likew ise. 
  tak ing on a swann of 6-8 Inv id sin-
  gle-handedly 
  earn 
  more 
  Experience 
  Points than if the character and his six 
  Alpha piloting buddies took on the same 
  group. That's where subjectivity and 
  commonsense come into play. This ap-
  proach promotes imaginative and cre-
  ative playing and role-playing instead of 
  mere hacking and slashing. C .M. Note: 
  Game Masters, don't feci that you have 
  to shower your players with tons of Ex-
  perience Points either. Be fair and toler-
  ant. Let your players truly earn their 
  Experience Points. That way if you have 
  a group of players with characters rising 
  rapidly in Experience Levels, you will 
  know it's because they are bold. clever 
  and imaginative. 
  Player Note: Once the G.M. hands 
  out Experience Points it's the player's 
  responsibil ity to keep track of when the 
  character hits next level. G.M.s you 
  might want to keep track too, to avoid 
  players cheating. However. I've found 
  most players arc very honest about Ex-
  perience Poi nts and reaching a new 
  level. 
  By the way. I have nevcr Slopped in 
  the middle of a game and said, "Hey. 
  your character has just gone up in level. 
  adjust your stats right here and now:· 
  Nope. The player will have to walt till 
  the next time we play to boost his char-
  acter's slats. I don·( care if the character 
  made next level with a thousand points 
  to spare in the first tcn minutes of the 
  game. it's not appropriate to "level up" 
  during an adventure. 
  Experience & Hit Points. Each lime 
  a character reaches a new level of expe-
  rience. the player gets to roll one 
  six-sided die (1 D6) and add the number 
  rolled to the character's Hit Points. This 
  indicates the physical development and 
  maturity of the character. 
  Per level of exper ience or similar 
  phrases indicate that the character can 
  perform a skill. power or ability at his 
  personal, highest level of experience. 
  This often indicates the amount of dam-
  age that can be inflicted or a duration of 
  an effect. or a bonus to a skill (+5% per 
  level of experience). 
  223 
  
  Experience Points Award Table 
  A guide to awarding 
  Experience Points. 
  Combat 
  Zero points for fighting that's just to 
  show off. too proud to stand down, gels 
  the rest of the group in trouble. or any 
  act that has stupid or selfish reasoning 
  behind it 
  25-50 points for killing or subduing a 
  minor menace. 
  75-100 points for killing or subduing 
  a major menace. 
  150-400 points for killing or subdu-
  ing a great menace. Additional Experi-
  ence Points may also apply for a clev~r 
  plan, s\\i f! action. etc. 
  Other Actions. 
  Reasoning & 
  Role-
  Playing 
  10-25 points for performing the right 
  ski ll (sliccessful or not). al the right lime. 
  for the right rl.!ason. For mid- to high-
  lcvc\ characters (4th level and up). this 
  might apply only to skills pcrfonned 
  when they are absolutely critical or done 
  under stressful conditions. 
  50-100 points for insightful and help-
  ful deductive reasoning or a keen obser-
  vation. 
  50-100 points for a successful daring 
  or heroic action (whcther it was clever or 
  not). 
  75-150 points for playing in charac-
  ter/playing one's alignment when cir-
  cumstance 
  or 
  powerful 
  temptation 
  begged othenvise. 
  100 points for a quick thinking idea 
  or action that was helpful. 
  100-200 points for insight or dedlJc-
  tive rca'ioning that plays a huge role in a 
  critical plan or saving lives. 
  200 points for a critical plan or action 
  that saves the character's own life and/or 
  a few comrades. 
  400-1000 points for a critical plan or 
  action that saves the entire group and/or 
  many innocent people. 
  100-300 points when the character 
  genuinely risks his own life (self-sacri-
  fice) to help or save others in a deadly 
  and high risk situation. 
  25-50 poims for a clever, but futile 
  idea. 
  500-700 points ror a genuine life and 
  death self-sacrifice in a situation where 
  the character's heroism seemed likely 
  (or almost certain) 10 cost him his own 
  life. Leaping in front of an energy blast 
  meant for someone else to save that per-
  son. even though the blast is likely to kill 
  the hero. or offering hislher own life to 
  save the group or an innocent person 
  (and the exchange truly seems to be a 
  death sentence with no apparent chance 
  for escape). etc. This is a situation where 
  odds are the character will rcally die! 
  25-50 points for using good judgment 
  or using a skill or ability wl:ll. 
  25-50 points for playing in character 
  when it would have been easier not to. 
  25-100 points for a clever. usc-
  fullhclpful idea or action. 
  50-100 points for avoiding unneces-
  sary violence; self-restraint or talking, 
  bluffing or intimidating and opponent 
  the oneself (and associates) out of trou-
  ble or danger. 
  50-tOO points for a small act of self-
  sacrifice. or an act of kindness. merc),. or 
  compassion . 
  Character Experience Levels 
  An experience table is provided for 
  each o.c.e. (Occupational Character 
  224 
  
  Class). Each new level achieved indi-
  cales his continuing growth. develop-
  ment. and mastery over his abilities and 
  skills. Each time a player's character 
  gels enough Experience Points to reach 
  the next ··Ievel." his skills and Hit Points 
  increase accordinglv. 
  The maximum level a player charac-
  ter can reach is 15. We have found char-
  acters any higher than that tend to be 
  difficull both 10 play and to G.M. Plus. 
  given the typical scale of Experience 
  Points used for this game. a player 
  should have 10 run his character for 
  years to get beyond even 10th level. 
  Battloid Ace O.CC. 
  I 0.000 - 2. I 00 
  22.101 -4.200 
  34.201 - 8,400 
  48.401 -17.200 
  517.201 - 25.500 
  625.501 - 35.900 
  735,901 - 5 1.300 
  851.301 -71.700 
  9 71,20 I - 96.400 
  1096.401 - 131,600 
  11131.601 - 181.800 
  12 181.80 I - 232.000 
  13232.001 - 282.200 
  14 282.20 I - 342.400 
  15342,401 - 402.600 
  Fleet Enlisted Crewman 
  I 0.000 - 1.950 
  2 1.951 - 3.900 
  33.901 - 8.800 
  48.801 - 17,600 
  5 17.601 - 25.600 
  625.601 - 35.600 
  735.601 - 50.600 
  8 50.60 I - 70.600 
  9 70.60 I - 95,600 
  1095.60 I - 125.600 
  II 125.601 - 175,600 
  12175.601 - 225.600 
  13 225,601 - 275.600 
  14275,601 - 325.600 
  15 325.601 - 375.600 
  Military Specialist 
  & Technical Officer 
  I 0.000 - 2,120 
  22,121-4.240 
  3 4.241 - 8.480 
  48,481- 16,960 
  516.961-24.960 
  624.96 1 - 34.960 
  734,961 - 49.960 
  849.961 - 69.960 
  969,961 - 94.960 
  10 94.961 - 129.960 
  II 129.961 - 179.960 
  12179.961-229.960 
  13 229.961 - 279.960 
  14279.961 - 329.960 
  15329.961 - 389.961 
  225 
  Veri tech Pilot 
  10.000 - 2,150 
  22,151-4.300 
  3 4.30 I - 8.400 
  48.401 - 17.500 
  5 17.501 - 25.600 
  625.60 1 - 35,700 
  7 35.70 I - 52.800 
  8 52.80 I - 72,900 
  972.901 - 98.500 
  10 98.50 I - 132.500 
  II 132,501 - 183,500 
  12 183.501 - 235.000 
  13235.001 - 285.000 
  14285.001 - 345.000 
  15345.001 - 410.000 
  
  Step: 7 
  Understanding 
  Combat 
  Once you ' ve played through combat 
  just a couple of times you'lI see how rc· 
  alistic. fair and fast it is. In fact. jf you 
  have ever played the Parker Brothers 
  game, Risk, you kind of know it already. 
  The attacker rolls his die to strike. The 
  defender roils to defend. High roll wins. 
  Defender wins ties. Easy. or course. we 
  have a few little extra considerations and 
  rules. 
  Hand to hand combat is simple and 
  fast. IL works rather like boxing or fenc-
  ing in a back and forth rhythm. All com-
  bat rolls involve a twenty-sided die 
  (ID20). High roll wins. Defender always 
  wins ties. 
  I. Roll for initiative. The player and 
  the Game Master playing the bad guyl 
  opponent both roll I D20. The ollacker is 
  whoever wins the initiative roll. The de-
  fender is the loser of this contest. Include 
  any applicable bonus for initiative. Ini-
  tiative is rolled only for the intitial com-
  bat engagement. One it is dctennined 
  who goes first. the combat sequence 
  goes back and forth. 
  2. The attacker rolls to strike. 
  Again. roll 1020. A roll of four or less is 
  an automatic miss. Anything higher 
  should strike. UNLESS the defender 
  rolls a successful parry or dodge. which-
  ever is appropriate for the combat situa-
  tion. Be su re to add in any applicable 
  bonuses to strike. Typically. as the at-
  tacker is rolling to strike. his opponent is 
  getting ready 10 parry or dodge. 
  To strike. the attacker rolls 1020 and 
  adds in his bonuses (if any) to strike. Say 
  he rolls a 9 but has combined bonuses of 
  +4 to strike. This is added to the number 
  rolled and that's the total. In this case 
  that would be 13 to strike. 
  The d efender needs to roll 13 or 
  higher to beat that number. Ilc rolls 
  J 020. plus bonuscs to parry a punch or 
  physical attack. or to dodge an energy or 
  gun blast. Using this example. if the de-
  fender rolls a 13 (tics) or higher (wins) 
  he successfully parries or dodges and 
  takes no damage. Parries don't usc up an 
  attack/action, and a successful parry 
  blocks the attack (docs no damage), and 
  now it is the defender's turn to strike. 
  If the defender failed to parry or 
  dodge. he takes damage (M.O.C. or 
  S.D.C.lHit Points as the case may be), 
  bUI it is still his turn to strike back. 
  3. 
  Counterstrike 
  (defender 
  at-
  tacks). The defender rolls I D20 to strike 
  back at his attacker with his weapon of 
  226 
  
  choice. Add in any appropriate bonuses. 
  His attacker is now on the defensive and 
  must roll to parry or dodge: rolls 1020. 
  high roll wins. defender wins ties. 
  4. The attacker strikes back. Now 
  it's the attacker's turn to strike back. 
  Roll 1020, add bonuses to strike. De-
  fender rolls 1020 to parry or dodge 
  again. High roll wins. defender wins tics. 
  And repeat. 
  This is called a melee round. A back 
  and forth exchange that continues until 
  one character beats the other. causes his 
  opponent to surrender. one of them dies 
  or runs away, or some other resolve is 
  reached. 
  Each character will have so many at-
  tacks per melee. When one of them runs 
  out of attacks and his opponent has more 
  than him. he must go on the defensive 
  and simply parry or dodge. When the 
  character with the most attacks per me-
  lee uses them all up. it is the end of that 
  round. a 15 second exchange. When that 
  happens. the next melee round begins. 
  with each character with all of his at-
  tacks per melee. Since this melee combat 
  is already started. do not roll initiative. 
  just keep on fighting . . ·Iuacker: Roll to 
  strike. hit. apply damage. Defender: Roll 
  to parry or dodge and avoid damage, 
  then it is your turn 10 strike back. Af-
  tacker now rolls to parry or dodge and 
  avoid damage. Then it is his tum to roll 
  to strike back. and so on. 
  Parry is automatic and does not 
  use up a melee attack. The act of parry-
  ing is to block an attack by moving your 
  ann, fist, or a hand-held weapon or 
  shield to physically block the incoming 
  attack. You see boxers and fencers do 
  that it docs not use up a melee attack/ac-
  tion. Note: Unless stated otherwise. mis-
  siles. bullets. rail gun bursts and energy 
  blasts can NOT be parried. The character 
  must dodge. 
  Dodging has its downside. The act 
  of dodging means moving out of the way 
  of an incoming attack. That movement 
  might be taking a couple steps back or to 
  the side. Icaping out of the way or even 
  running and diving behind cover nearby. 
  Each dodging action uses lip one melee 
  auack. That means a character who 
  keeps dodging will have fewer chances 
  to strike back. Say a character has five 
  melee attacks per round. He is attacked 
  and chooses 10 dodge. That dodging ac-
  tion uses up one of his melee attacks. 
  leaving him with four. He can strike 
  back at his opponent immediately. but 
  now only has four anacks. not five. If he 
  dodges twO or three more times. he may 
  find he has no attacks left while his at-
  tacker still has a few left. 
  When an opponent has more at-
  tacks per melee round than another 
  character, combat is the same, usual, 
  back and forth exchange until one char-
  acter runs out. At this point. the charac-
  ter with melee attacks remaining has the 
  advantage and can continue to strike. His 
  opponent can always parry if a parry is 
  appropriate. Otherwise. he can either 
  stand and take the damage (you see box-
  ers do this when they are on the ropes) 
  or he can dodge. HOWEVER. each of 
  these extra dodges uses up one melee at-
  tack from the next melee round! Preny 
  soon. the dodging character might find 
  himself entirely on the defensive without 
  any attacks available. (You see this in 
  boxing too.) 
  this all the time. A successful parry 
  blocks the attack. No damage is in-
  nicted. And it is such a quick motion 
  Simultaneous Attack is another op-
  tion. While it is usually smart to parry 
  whenever you can, a character may 
  227 
  
  choose to strike at his attacker at the 
  same time! This means unless his oppo-
  nent rolls very low (4 or less) the charac-
  ter is hit and takes damage. However. 
  because he is attacking at the same time, 
  his attacker can NOT parry or dodge. 
  and takes damage from his attack (unless 
  lhe ddender's roll is low. rour or less 
  which means he missed). 
  A Melee Round is 15 seconds. Each 
  character will have so many melee at-
  tacks per melee or per melee round. The 
  number or attacKS per melr..:e comes from 
  the character's Hand to l'land combat 
  skill. Having Mccha Elite Combat adds 
  additional attacks and bonuses to strike. 
  parry. elC. when inside the mccha. 
  Attacks per Melee or Melee At-
  tacks. This is the number of attacks or 
  combat actions a character has in a 15 
  second melee round. 
  Using up Melee Attacks. Each indi-
  vidual punch or kick uses up one melee 
  attack. Each single shot or burst from a 
  weapon docs. too. 
  A power punch requires the character 
  10 wind·up and punch or kick with every 
  ounce of strength he can muster (you see 
  this in boxing too). It counts as two mc-
  lee attacks. 
  Reloading a spent ammo· or Energy 
  Clip (E·Clip) uses up one melee attack. 
  More complex weapons may require 
  more time to reload which is usually in· 
  dicatcd in the weapon description. 
  DraWing a weapon. be it a gun or 
  knife. from a holster or belt. or else-
  where on the character's body. uses up 
  dodge. This is a dodge that is so quick 
  that it works like a parry in the sense that 
  it does NOT use up a melee attack. This 
  will be indicated when it applies. 
  Critical Strike (Double Damage): A 
  powerful. special or nerve shattering 
  strike that inflicts double the usual 
  amount or damage. Critical Strike dam· 
  age can be inflicted with bare hands or 
  with a weapon. 
  Natural 20 Always WINS and does 
  Double Damage: A Natural Twenty oc· 
  curs when a 20 is rolled all 1020 before 
  any bonuses arc added to it. "'Natural" is 
  lhe straight. unmodified roll and always 
  wins/succeeds. 
  If the 1020 roll was to grab some-
  thing out or another character' s hand. 
  dodge. parry. disarm. etc .. it is a success. 
  If il was a Called Shot or a roll 10 strike. 
  the attack hits the intended target and in-
  flicts double damage. 
  ONLY anOlher Natural 2() can beat a 
  Natural 20. So if a derende-r rolls a Natu-
  ral 20, unmodified with bonuses. he 
  beats an attack roll or a Natural 20: de· 
  fender always wins ties. This is super-
  rare and exciting to witness when it hap-
  pens. 
  Damage: When you or an opponent 
  makes the strike roll and hits. damage is 
  inflicted. Mccha combat involves Mega-
  Damage and M.D. is taken off the Mega-
  Damage Capacity (M.D.C.) of the rival 
  mecha or character's M.D.C. body ar-
  mor. Most energy weapons. rail guns. 
  missiles and punches and kieks from 
  mccha innict Mega-Damage (M.D.). Or-
  one melee attack. 
  dinary handguns. ancient weapons like 
  Throwing a kmfe or object counts as 
  swords and clubs. as well as human 
  one melee attack. but may have a differ-
  punches and kicks do S.O.C.lHit Point 
  ent bonus to strike. 
  damage. Or as a general rule or thumb. 
  Dodging uses up one melee attack. 
  when inside mecha or body armor, dam-
  The only exception is the rare. automatic 
  age is M.D .. when out of annor/mecha 
  228 
  
  and faci ng a fellow human. damage is 
  S.D.C./J-lil Points. Likewise. mecha cne· 
  mies like the [nvid and Ilaydonite mecha 
  innict Mega-Damage (M.D.). 
  In either casco damage inflicted is ac-
  cumulative 
  and 
  deducted 
  from 
  the 
  M.D.C. of the mecha. armor or vehicle. 
  or from the S.D.C. or llit Points of a per-
  son. Note: High P.S. attribute adds a bo-
  nus to the damage from a punch or kick. 
  Hand Strikes: 
  Backhand Strike (avera!!c): 104 
  Backhand Strike (mart ial arts): 106 
  Bodv Flip: 1 D6 
  I'luman Fist/Punch: 104 
  KaratelMartial Arts StrikclPunch: 204 
  Elbow/Foreanll: 106 
  Power Punch: Docs double damage. plus 
  any other damage bonuses. but counls as 
  \\\'0 melee attacks. Applicable to all 
  hand strikes. 
  Foot Strikes: 
  Kick Anack (basic/avcrae.c): 108 (or 
  2D4). 
  Karatc Kick Anack: 206 
  Leap Kick: 308. but counts as two me-
  lee attacks/actions. 
  Kncc: 1 D6 
  Backward Sweep: No damage. but 
  knocks down opponent if strike is suc-
  cessful (he loses one melee action and 
  initiative). 
  Trip/Le2. Hook: No damage. but knocks 
  down opponent if the strike is successful 
  (he loses one melee action and initia-
  tive). 
  Power Kick: Docs double damage. but 
  counts as two melee anacks and cannot 
  be done with a Leap Kick. 
  Miscellaneous: 
  Thrown/Dropped Small Objects: I D4 or 
  ID6. 
  Thrown/Dropped Lame Objects: 3 D6 
  pcr 100 Ibs (45 kg). + 1 0 pcr 40 fecL 
  (12.2 m). 
  Falling: 106 damage per 10 fCe! (3 m). 
  Collision: 2D4 per 10 mph ( 16 km). 
  Death Blow: A special anack de-
  signed to kill an opponent in one or two 
  strikes! This attack is often limited in 
  hand to hand combat to the roll of <I 
  "Natural" (no bonuses apply) high strike 
  number: i.e. death blow on a Natural 
  18-20. Such a devastating attack counts 
  as two melee attacks/actions. 
  Against humans and nalUral crea-
  lLlres. the death blow attack innicts dou-
  ble the normal damage. including P.S. 
  bonuses. direct (0 Ilit Points. This attack 
  can be used with punches and kicks or 
  handheld weapons such as s\\ords. 
  clubs. etc. It is not applicable 10 guns 
  and does not work through amlOr: the ar· 
  mor must be removed or penetrated. 
  Note: Docs not work on ethereal beings. 
  or energy beings. nor robots, mecha and 
  Dlher machines. 
  Disarm : The act of getting rid of the 
  opponent's weapon. It does no damage 
  but knocks the weapon out of his oppo-
  nent's hand. Ii can be used as a defen-
  sive move in place of a dodge or parry. 
  or can be done as an allack!strike. The 
  player need simply announce lhat he is 
  going to try to disann. and roll to strike 
  as usual. A successful strike roll means 
  his opponent is disarmed. 
  Entangle: A 
  move to trap the 
  \\capon or ann of an attacker. This is 
  done instead of parrying or dodging. and 
  takes one melee anack. Roll to strike (or 
  parry if a defensive move) as usual. A 
  successful roll means the opponent's 
  ann is entangled and cannot be used \0 
  attack anyone. As long as the character 
  works to keep an opponent's aml or 
  229 
  
  weapon entangled it remains tied up. 
  The entangled victim must roll the 
  equivalent of a successful dodge to break 
  free. Each attempt 10 break an entangle-
  ment counts as one melee attack. Both 
  the entangled and entangler roll 1020. 
  the high roll wins, the entangler wins ties 
  because entangling is a defensive ma-
  neuver. 
  Leap Kick: A Leap Kick is per-
  fonned by the character putting all of his 
  energy into what is. in effect. a power 
  kick by leaping completely off the 
  ground and anempting 10 kick an oppo-
  nent with everything he can muster. A 
  typical Leap Kick docs 308 damage 
  (+P.S. damage bonus if any). but counts 
  as two melee attacks/actions. Only char-
  acters with I land to Hand: Commando or 
  Martial Ans can perform a Leap Kick 
  and other foot Strikes (see Damage ear-
  lier). 
  Knockdown: Getting knocked down. 
  falling or getting struck by a fast. heavy 
  vehicle. or explosion. or falling or get-
  ting knocked back dozens of yards/me-
  ters (30 feet/9 m or more) will cause the 
  character to take damage from the force 
  of the impact. While most armors are 
  padded. they only provide so much pro-
  tection. 
  Damage: Inflicts 
  I D6 Hit Point! 
  S.D.c. damage for every 20 fect (6 m) 
  one falls or is knocked back. And figure 
  106 points of damage for every 20 
  S.D.C. or M.D. in an explosion. Round 
  down. If the falliknock back is 100 feet 
  (30.5 m) or more, there is a 01-65% 
  chance of being temporarily knocked out 
  for 106 melee rounds. 
  Penalties: In ALL cases, when a 
  character is knocked down or off his feet 
  he automatically loses initiative and one 
  melee auacklaction. If he is knocked 
  several or dozens of yards/meters, the 
  230 
  character loses two melee attacks. This 
  is true even if the character is knocked 
  down right where he was standing or 
  only a few feet/meters. 
  Mega-Damage Knockdown : If a 
  Mega-Damage vehicle or monster rams 
  or body blocks into another M.D.C. ve-
  hicle or monster, the victim takes 106 
  M.D. + I 06 M.D. additional for every 30 
  mph (48 km) of speed at the time of im-
  pact. Funhermore. there is a base chance 
  of 01 ·60% (or whatever the robot com· 
  bat or a specific description of a knock-
  down/ram/body block attack might indi-
  cate for that creature) that the victim is 
  knocked off ils feet and loses initiative 
  and two melee attacks/actions for that 
  round. The attacker suffers the equiva-
  lent of 25% of the victim's damage. 
  especially from high-speed ram attacks. 
  Knockout/Stun: Anyone hit by a 
  knockout or stun attack will be tempo· 
  rarily incapacitated. The victim is not 
  necessarily unconscious. just dazed - re-
  duce attacks per melee to one and no 
  combat bonuses for a stunned/dazed 
  character for I D4 melee rounds. 
  Pull Punch : The ability to control 
  the force of a hand to hand attack. 
  whether it be a punch. kick or with a 
  hand weapon like a club or knife. Pulling 
  a punch inflicts less damage by reducing 
  the power of the attack. The character 
  can choose to do half damage. quarter 
  damage. a single point. or no damage at 
  all (a tap or a slap). A character must de-
  clare a pulled punch. and the player must 
  roll II or better on a twenty-sided die 
  ( I D20) to successfully pull his punch. A 
  failed roll to pull means full damage is 
  accidentally innicted. 
  Roll with Impact: The ability to re-
  duce the damage from physical blows. 
  falls and impact by rolling with the force 
  of the impact. If the defender is success-
  
  ful. then only haJ[ damage is taken from 
  the attack. Roll \\'ith punch/fall does not 
  work against energy blasts. builets. fire, 
  blade weapons. or radiation. Victims 
  must roll higher than the attacker's roll 
  the same as a pany. 
  Falling characters must roll a 14 or 
  higher. on 1 D20. to roll with the fall, and 
  the same is true of those hit by a racing 
  vehicle. 
  Saving Throws: Occasionally. char-
  acters must roll to save against exotic at-
  tacks like poison. gas. disease, drugs. 
  etc. 
  Curses: 15 or better. 
  Disease: 14 or better. 
  Lethal Poison: 14 or beuer. 
  Non-Lethal Poison: 16 or better. 
  Harmful Drugs: 15 or bencr. 
  Acids: No save possible - dodge! 
  Insanitv: 12 or better (sometimes higher). 
  Psionics: (They appear in other Palla-
  dium RPGs) 10 or better for Master Psy-
  chics. 
  12 for Major & Minor Psychics. 
  15 for ordinary people and animals. 
  Blind or Being Blinded: Ignore all 
  of the character's normal combat bo-
  nuses (they don't count: natural rolls 
  only, minus the penalties). Penalties: -1 0 
  to strike, parry. dodge, disarm. pull 
  punch and similar combat moves! Speed 
  is reduced by 30-50% because the blind 
  character is unsure of his footing and 
  movement. Running or moving quickly 
  is likely to cause the blinded character to 
  stumble or trip and fall into something or 
  fall down on his face (lose initiative and 
  one melee auack/action), slam into a 
  wall ( 106 S.D.C. damage. triple that if 
  running). or run right into the arms of 
  the enemy or his opponent or some other 
  dangcr. Obviously. any sk ills requiring 
  vision are impossible to perform and all 
  others should probably have at least a 
  -20% skill penalty. 
  Attacks per melee round and initia-
  tive are unchanged. but the character is 
  lashing out wildly and guessing where 
  his opponent is. This means the blind 
  character has a good chance of acciden-
  tally striking a friend or innocent by-
  stander with his wild nailing about or 
  "blind shooting:' 
  Horror Factor (H.F.); Some aliens, 
  monsters. creatures and situations arc so 
  frightening that they exude what is 
  called a Horror Factor. Whenever a hu-
  man encounters a horrible monster, alien 
  or situation he should roll a twenty-sided 
  die (1020) to see whether or not he is 
  momentarily stunned by the sheer horror 
  ofil. 
  A 
  Horror Factor roll 
  might 
  be 
  thought of as a saving throw or mental 
  pany. Fortunately. the character only 
  needs to roll for the first melee round of 
  each encounter. not every round of com-
  bat. 
  The character must roll , just like a 
  pany. and the number rolled must be 
  equal to or higher than the Horror Factor 
  of the creature or situation. For exam-
  ple: A monster with a Horror Factor of 
  13 emerges from the shadows. All char-
  acters who see it must roll to save 
  against horror. In this case, a successful 
  save is 13 or higher. 
  A failed roll means the character is so 
  overwhelmed that he 
  is temporarily 
  stunned. and loses initiative (don't even 
  roll for it), loses one melee anack/action, 
  and cannot defend himself (no pany or 
  dodge) against the creaturc'sfirst attack 
  of that melee round. FOr1unately. the 
  character snaps out of the shocked stupor 
  quickly and can join in the combat that 
  231 
  
  same mele!.!. By the second melee round. 
  the character has completely recovered 
  his scnses and is functioning as nomlal: 
  roll for initiative and continue combat as 
  usual. 
  Main Body: The "main body" of ve-
  hicles and giant creatures is typically the 
  largest area of body mass offered by the 
  target. On peoptclhumanoid creatures 
  that is the upper torso (chest and waist). 
  The main body of an automobile is the 
  large body mass that covers the frame. 
  Parts not considered to be part of the 
  main body include the tireS/wheels. legs. 
  arms. hands. sensor cluster. headlights. 
  etc. To striJ...e something other than the 
  main bod). the attacker must make a 
  "Called Shot:' or roll a NaulI'aJ Twenry. 
  (A Natural 20 always hits its mark. un-
  less an opponent allempting to dodge or 
  parry also rolls a Natural 20.) 
  Miss: A roll of 1-4 to strike (after bo-
  nuses) is always a miss. A roll of one ai-
  \', ays misses regardless of bonuses. 
  Paired Weapons: Certain kinds of 
  weapons. such as sais. nunchaku. daisho. 
  knives. clubs and swords. can be used as 
  paired weapons. Users of paired weap-
  ons can strike and parry simultaneously. 
  lions for every one of their melee attacks 
  (i.e. strike and parry). Ilowever. a twin, 
  simultaneous strike with bOlh weapons 
  means losing the automatic parry and 
  leaves the character open to his oppo-
  nent's next attack without benefit of a 
  parry (dodge is optional but uses up a 
  melee aClion/attack). Also see the WP. 
  Paired Weapons skill. 
  Power Punch: A haymaker thrown 
  with everything the character has, his ev-
  ery last ounce of strength. A power 
  punch AL WA YS counts as two melee 
  actions. A power kick can also be done. 
  For characters with normal P.S., it docs 
  double damage in Hit Points and/or 
  S.O.C. (normal punch damage of 104 
  times two plus any possible P.S. or I land 
  to I-land Combat damage bonus on top of 
  that). Characters with extraordinary aug-
  mented P.S. or Supernatural Strength 
  clearly indicate the damage innictcd in 
  the listings presented at the beginning of 
  this section. 
  Perception Rolls are used 10 simu-
  late the characters five senses (sight. 
  hearing. smell. taste and touch) in situa-
  tions where noticing something might be 
  important or relevant. Searching a room, 
  standing walch, listening through a door. 
  peering into night-shrouded underbrush 
  to see what might be lurking there. 
  searching for a elue. etc .. are all situa-
  tions where a Perception Roll might be 
  called for. 
  To detemline whether the characters 
  Perception finds something, the player 
  must roll a twenty-sided die ( 1020). 
  Add Perception Roll bonuses one might 
  have. and then match the roll to the situ-
  can do twin strikes against a single target 
  atian. 
  or against a pair of targets. and can parry 
  two different opponents at the same 
  Perception Table by Difficulty: 
  time. In other words. combatants skilled 
  The table below indicates the number 
  in Paired Weapons often can do two ac-
  a character has to roll to correctly per-
  232 
  
  ceive or notice whatever it is he's look-
  ing for or is alert to notice. 
  rom or morc: An Easv Situati(m/Cir-
  cumSlance. Hearing a loud noise. finding 
  a bright-colored object against a white 
  background. findi ng something hastily 
  and/or poorly hidden: and sim ilar. 
  Eight or marc: Moderate. Looking for 
  something or somebody in a well-lit 
  area: hearing a Slight noise: finding 
  something hidden without great thought: 
  and similar. 
  Fourteen or morc: Challenging. Looking 
  for something in poor light. fog. in 
  murky water. or under desperate circum-
  stances (it's an emergency or the seeker 
  is impaired): hearing something over a 
  noisy background or moving or speaking 
  quietly; finding something carefully con-
  cealed. camouflaged or masked: and so 
  on. 
  Sevcnteen or more: Difficult. Finding 
  something in the dark or masterfull) hid-
  den/concealed. hearing something over a 
  loud din or moving silent as the wind 
  (like a snake sliding over a carpet): no-
  ticing an cnemy (or friend) or something 
  or 
  somebody 
  that 
  doesn't 
  belong 
  amongst great confusion. debris. a large 
  crowd or much aClivity. 
  Simultaneous Attack: Instead of de-
  fending with a parry. dodge or entangle. 
  a character can choose to do a simulta-
  neous attack. In this casco the character 
  does not defend r'Go ahead. hit me: I 
  can take it!") and simply attacks in re-
  sponse. The advantage of a simultaneous 
  attack is that neither opponent can parry. 
  dodge or entangle. In all probability. 
  both \\ ill take damage. Exception: An 
  opponent skilled with Paired Weapons 
  can engage in simultaneous attack (with 
  one weapon) AND parry (\\·ith the 
  other). OR, both the paired weapons can 
  be used to strike with NO parry. 
  Sneak Attack: An attacker may lie 
  in wait (ambush). allack from behind. or 
  sneak up (Prowl) on an opponent. If the 
  foe does not discover the attacker. then 
  the sneak auack is successful. The sneak 
  anacker always has initiative. and the 
  defender is not able to parry or dodge the 
  sneak attack. 
  Usin g Wea pons: A character may 
  use any type of weapon from a gun to a 
  knife or a rock. but gets no combat bo-
  nuses. such as strike or parry. unless he 
  has a Weapon Projiciency (W. P.) in that 
  particular weapon. This applies to mod-
  ern and ancient weapons. 
  We,lpon Payload: This is how many 
  shots or missiles the weapon can fire cal-
  culated by how much ammunition the 
  weapon holds before the ammo clip is 
  empty and must be reloaded. 
  Weapon Range: The cffcct;vc range 
  the weapon can be fired with an) mea-
  sure of accuracy. 
  Weapon Shooting us a single shOl or 
  in a short burst countS as one mdee at-
  tack - it uses up one or the character's 
  melee attacks. 
  233 
  
  Hand to Hand 
  Combat Skills 
  These arc the standard level by level 
  tables that prescnt the accumulative bo-
  nuses oITered by the common forms of 
  hand to hand fighting found in all Palla-
  dium RPGs. When characters advance a 
  level, the player can come to this section 
  to see what new bonuses apply (0 his 
  character. 
  Note: ALL bonuses are accumula-
  tive. That means each new level offers 
  new bonuses and combat capabilities 
  that are added to those previously ac-
  quired. Certain Hand to Hand fighting 
  styles also impart bonuses to one's phys-
  ical attributes as well as perfection of the 
  fighting form. Also see Boxing and 
  Wrestling in the Skills section. 
  Number of attacks per melee: To 
  simplify matters. each type of Hand 10 
  Hand Combat indicates the number of 
  attacks the character starts with, typi-
  cally four. 
  Characters with 
  No Hand to Hand 
  Combat Skill 
  Levell: Starts with one hand to hand at-
  tack per melee round. This renects 
  the character'S pitiful fighting skills. 
  HOWEVER. the character gets 
  TWO non-combat melee actions at 
  first level. A non-combar acrion in-
  volves some activity other than fight-
  ing (operating a machine, driving, 
  locking a door. running. hiding, help-
  ing others, etc.). 
  Level 3: + I attack per melee round and 
  + I to dodge. + I non-combat melee 
  action. 
  Level 6: +2 non-combar melee actions. 
  Level 9: + I attack per melee round. for a 
  toral of three "attacks" per round 
  (each attack counts as two melee ac-
  tions for this character). + 1 non-
  combat melee acrion for a total of six 
  melee "actions." That's it. 
  Hand to Hand: Basic 
  This is an elementary fonn of hand to 
  hand combat training. Though it hardly 
  stacks up against some of the more ad-
  vanced fonns of fighting, one who has 
  trained in Hand to Hand: Basic still 
  fjohts with combat skill compared to the 
  si~ple. everyday folk without training. 
  Note: Basic combat training enables 
  the character to use any basic/common 
  attacks. including Punch. Elbow. Kick. 
  Knee. Disarm. Dodge. Entangle, Body 
  BlockfTackle. Body Flipffhrow. Roll 
  with Impact. Power Punch (but not a 
  Power Kick) and Pull Punch -
  but no 
  special moves or martial art attacks such 
  as Automatic Dodge. Back Flip, Holds. 
  234 
  
  Karate Punches. Leap Kick or other 
  moves. 
  Level I: Starts with four attacks/actions 
  per melee round: +2 to pull punch 
  and +2 10 roll with punch. fall or im-
  pact. 
  Note: Expert combat training enables 
  the character 10 ust: any basic/common 
  attacks, including Punch, Elbow. Kick, 
  Knee, Disann, Dodge, Entangle, Body 
  Blockffackle, Body Flipffhrow. Roll 
  with Impact. Power Punch. Power Kick. 
  and Pull Punch and e"en some martial 
  Level 2: +210 parry and dodgt:. 
  arts moves (as noted below) - but unless 
  Level 3 : Kick anack docs I D8 points of nOled below. the character does not have 
  damage. 
  Level 4: + I additional attack/action per 
  melee round. 
  LevelS: + I to strike and disann. 
  Level 6: Critical Strike on an unmodi-
  fied roll of 19 or 20. 
  Level 7: +2 to damage. 
  Level 8: JudoMstyie body flip/throw: 
  does 1 D6 damage, and victim loses 
  initiative and one attack. 
  Level 9: + 1 additional anack/action per 
  melee round. 
  Level 10: +2 to pull punch and +2 to roll 
  with impact/punch/fall. 
  Level II: + I to parry and dodge. 
  Level 12: + 1 to strike. 
  Level 13: Critical Strike or Knockout 
  from behind. 
  Level 14: +2 to damage. 
  Level 15: + 1 additional attack/action per 
  melee round. 
  Hand to Hand: Expert 
  Th is is the fighti ng sty le taught to POM 
  lice 
  officers. 
  soldiers. 
  bodyguards, 
  thieves. and anybody else who will be 
  cxpected to live by violence. While it 
  lacks the mastery of the Manial Arts, an 
  Expert fighter knov.'s how to scrap 
  quickly and efficiently. At high levels. 
  especially, those with this skill can often 
  hold their own against dedicated masters 
  of the manial arts. 
  special moves or martial an attacks such 
  as Automatic Dodge. Back Flip, Holds. 
  Karate Punches, Leap Kick or other 
  moves. 
  Level I : Starts with four attacks/actions 
  per melcc~ Kick attack 108 damage. 
  +2 to pull punch. and +2 to roll with 
  punch. fall or impact 
  Level 2: +3 to parry and dodge. and + I 
  to pull punch. 
  Level 3: +2 to strike. +2 to disarm. and 
  can pt!rfonn a Karate Punch. 
  Level 4: + 1 additional attack/action per 
  melee round. 
  LevelS: Can perform a Karate Kick, 
  does 206 damage. 
  Level 6: Critical Strike on an unmodi-
  fied roll of 18. 19 or 20. 
  Level 7: W.P. Paired Weapons and 
  Backhand strike (average, does I D4 
  damage). 
  Level 8: Body Fliprrhrow; does 106 
  damage. and victim loses initiative 
  and one attack. 
  Level 9: + I additional attack/action per 
  melee and + 1 to disarm. 
  Level to: +3 to damage. 
  Level 1 I: Knockout/stun on an unmodi-
  fied roll of 18. 19 or 20 
  Level 12: +2 to parry and dodge. 
  Level 13: Critical Strike or Knockout 
  from behind (triple damage). 
  Level 14: + 1 additional attack/action per 
  melee round. 
  235 
  
  Level 15: Death Blow on a roll ofNatu-
  Level 10: Back Flip attack and +2 to 
  ral 20. 
  disann. 
  Hand to Hand: 
  Martial Arts 
  A form of martial arts that takes and 
  mixes techniques from many different 
  sources. 
  Note: Manial arts combat training 
  enables tht.: character to usc any basic! 
  common attacks. including Punch, El-
  bow. Kick. Knee. Disarm, Dodgc. En-
  tangle. Body I3lockffackle. l30dy Flip! 
  Thro\\" Roll with ImpacL Power Punch. 
  Pm';'cr Kick. and Pull Punch as well as 
  the martial arts moves noted bclow. 
  Level I: Starts with four attacks/actions 
  per melee: + 3 to pull punch and +3 to 
  roll with impact/punch/fall. and Body 
  Fliprrhrow: does 106 damage, vic-
  tim loses initiative and onc attack. 
  Level 2: +3 to parI)' and dodge; +2 to 
  strikc. and may perfoml Karate and 
  any hand strike/punch. 
  Level 3: + I on initiative. and may per-
  fonn a Karate-style Kick (docs 2D6 
  damage) and any foot strike except 
  Leap Kick. 
  Level 4: + I additional attack/action per 
  melee round. 
  LevelS: Leap Kick (308 damage, but 
  counts as h"'o melee attacks). and +2 
  to cntangle. 
  Level 6: Critical Strike on an unmodi-
  fied roll of 18. 19 or 20. 
  Level 7: W.P. Paired Wt!apons. can per-
  form Holds and is +2 to disarm. 
  Level 8: Back Flip and Back Flip es-
  cape. 
  Level 9: + I additional attack/action per 
  melee round. 
  Level 11: +4 to damage and + I on ini-
  tiative. 
  Level 12: +2 to parI)' and dodgl!. 
  Level 13: Knockout/stun on an unmodi-
  fied roll of 18, 19 or 20. 
  Level I~: + 1 additional attack/action per 
  mdec round. 
  Level 15: Death 1310\\ on a roll of a Nat-
  ural 20. 
  Hand to Hand: 
  Assassin 
  This styh: of fighting is a specialized 
  science of killing generally taught by se-
  cret organiL31ions such as organized 
  crime cartels. secret government "wet 
  working" bureaus. military black ops. 
  and so on. 
  Note: Assassin combat training cn-
  abies the character to usc any basic/com-
  mon attacks. including Punch. Elbow. 
  Kick. Knee. Disarm. Dodgc. Entangle. 
  Body Blockffackle. Body Fliprrhrow. 
  Roll ,,;ith ImpacL Power Punch. Pm\cr 
  Kick. and Pull Punch and even many 
  martial art moves (as noted below) - but 
  unless noted below, the character docs 
  nol have special martial art moves. 
  Level I: Starts with three attacks/actions 
  per melee round. +2 to strike. W.P. 
  Paired Weapons. 
  Level 2: + 1 on initiative and +2 addi-
  tional 
  attacks/actions 
  per 
  melee 
  round. 
  Level 3: Karate Punch (204 damage), 
  +3 to pull punch, and +2 to roll with 
  impact/punch/fall. 
  Level 4: Karate Kick (206 damage). +4 
  to damage on all physical altacks. 
  and + I on initiative. 
  236 
  
  Level 5: + 1 additional attack/action per 
  melee round and + I to strike with a 
  thro\\ n weapon. 
  Level 6: ..;..3 to parry/dodge, +2 to entan-
  gle and Backhand strike (martial arts 
  ID6) 
  Level 7: Knockout/stun on an unmodi-
  fied roll of 17-20 and Leap kiek (3D8 
  damage. but counts as two melee at-
  tacks). 
  Level 8: + I additional att<lcklaction per 
  melee round. + I to strike with guns. 
  and + 1 on initiative. 
  Level 9: +1 on initiativl.: and can per-
  form Back Flip. 
  Level 10: Critical Strike on an unmodi-
  fied roll of 19 or 20. 
  Level II: +2 to strike in hand to hand. 
  + I to strike with a thrown \\ capon 
  and with guns. and can pcrfonn Back 
  Flip attack. 
  Level 12: +2 to pull punch and Death 
  Blow on a roll of a Natural 19 or 20. 
  Level 13: + I additional anack/action per 
  melee round. 
  Level 14: +2 to damage and can perfonn 
  Holds. 
  Level 15: +2 to strike in hand to hand 
  and + 1 to strike with guns. 
  Hand to Hand: 
  Commando 
  This style of combat is a quick and 
  dirty fonn of martial arts typically avail-
  able only to the members of the military. 
  and even then. only to special operations 
  teams sllch as Commandos. Navy Seals. 
  Special Forces and Military Specialists. 
  Note: Commando combat training 
  enables the character to use any basic/ 
  common attacks. including Punch. EI-
  bow. Kick. Knec. Disarm. Dodge. En-
  tangle. Body Bloekffaekle. Body Flipl 
  Throw. Roll with Impact. Power Punch. 
  Power Kick. and Pull Punch and even 
  many martial arts moves (as noted be-
  low) - but unless noted below. the char-
  acter docs nol have special manial art 
  moves. 
  Level I: Starts with four attacks/actions 
  per 
  melee 
  round. 
  W.P. 
  Paired 
  Weapons. Body Flipffhro\\. Bod: 
  Blockffacklc and +2 to save vs I lor-
  ror Factor. 
  Level 2: + 1 on initiative, + 1 to strike. +2 
  to pany and dodge, +3 to roll with 
  punch/fall/impact, and +3 to pull 
  punch. Backward S\.vcep Kick. used 
  only against opponents coming up 
  behind the character. Docs no dam-
  age; it is purely a knockdown altack 
  (same penalties as Body Flip) but 
  cannot be parried (an opponent can 
  tTy to dodge it but is -2 to do so). 
  Level 3: + I on initiative. + I to disarm. 
  and Karate Punch/strike (does 204 
  damage), 
  Level 4: +\ additional attack/action per 
  melee and Karate Kick ldoes 206). 
  The Karate-style kick starts with 
  bringing the knee, folded. up to chest 
  level, then the foot is completdy c:x-
  tended. 
  Level 5: +2 to automatic dodge and all 
  foot strikes. 
  Level 6: +2 on initiative. +1 to strike. 
  parry and dodge. and + I to Bod) 
  Flipn"hrow. 
  Level 7: +2 to damage. + I to save vs 
  Horror Factor. +1 to disarm. +1 to 
  automatic dodge and +2 to pull 
  punch. 
  Level 8: + 1 additional attack per melee, 
  Jump Kick. +2 to Body Fliprrhrow. 
  and + I to roll with punch/rail/impact. 
  237 
  
  Level 9: Death Blow on a Natural 
  18-20t +2 to pull punch. 
  Level 10: +2 to save vs Horror Factor. 
  + I on initiative and + 1 to strike. 
  Level 11: + 1 to disann. + I to pull punch 
  and +2 to Body FliplThrow. 
  Level 12: +2 to damage, +1 to parry and 
  dodge. + 2 to automatic dodge. 
  Level 13: + 1 additional attack/action per 
  melee. 
  Level 14: Can perform Holds and is + 1 
  on initiative. 
  Crit ical Strike on a Natural 
  ( 
  j 
  Ranged Combat 
  Modern Weapon 
  Proficiency (W.P.) 
  There is more to shooting a revolver, 
  pistol, rifle. energy weapon and other 
  weapons, than pointing and squeezing 
  the trigger. Even laking careful aim re-
  quires practice with the weapon, and dif-
  ferent 
  categories of weapons 
  have 
  difTerent applications, quirks and consid-
  erations one needs to know to get the op-
  timum perfonnance out of them. A 
  Modern Weapon Proficiency in a partic-
  ular type of weapon gives the character a 
  good understanding of all of these 
  things, at least in that particular type of 
  weapon. The character will know how to 
  handle the weapon safely and how to use 
  and reload it, disassemble, unjam, clean 
  and othef"l.vise maintain the weapon. He 
  also knows the basic specifications/capa-
  bilities of the weapon, such as the type 
  of ammunition it takes. ma .... imum effec-
  tive range, approximate damage, special 
  accessories for the weapon (gun sights, 
  silencers, etc.). and the weapon's quirks. 
  strengths and weaknesses. 
  The character has also had hours 
  (perhaps years) of training with the 
  weapon and continues to work out with 
  the weapon on a regular basis. This 
  means target practice and practical expe-
  rience with it in the field and. as a result, 
  he has a good feel for the weapon; its 
  weight, its kick when fired, the sound of 
  gunfire, and perfonnance/exaclly what it 
  can do. A character with a Modem W.P. 
  can make Aimed and "Called Shots" 
  (aimed at a specific location within a 
  larger target, such as shooting a gun out 
  238 
  
  of an opponent's hands. shooting the 
  hand. shooting an antenna, or tire. or 
  whatever). Ilis penalties arc also less 
  when shooting bursts or wild. 
  No Weapon 
  Proficiency (W.P.) 
  Anybody who docs not have a W.P. 
  in a particular weapon rype CAN pick up 
  a gun (including energy weapons) and 
  use it. but does so without benefit of any 
  bonuses. The bonuses that follow do not 
  apply to this unskilled character. but a 
  weapon can still be deadly in his hands. 
  P.P. attribute bonuses and Hand to Hand 
  combat bonuses do NOT apply to mod-
  em weapons. 
  Furthermore. the untrained shooter 
  docs not know how to reload or recharge 
  the weapon. clean it nor anything about 
  ammunition. the gun's kick. how to use 
  a gun sight to aim accurately. where to 
  put an E-Clip. or anything about guns or 
  gun safety - all he can do is pick it up. 
  aim as best he can and pull the trigger. 
  Note: A character with no gun profi-
  ciency rolls 1020 with no bonuses 10 
  strike. can lvDT make an Aimed Shot or 
  a Called Shot and suffers a penalty of -3 
  to strike, with burst attacks. -5 to strike 
  when shooting a maChine-gun or other 
  heavy weapon. and -6 when shooting 
  wild. 
  Traditional Guns 
  & Energy Weapons 
  how to reload the weapon once itS am-
  munition payload is spent. Physical ori-
  ented O.c.c.s and combat oriented 
  occupations may provide one or marc 
  W.P.s in modem weapons. Olhcnlo:ise the 
  character must selcct a weapon skill 
  (W.P.) as one of his o.c.c. Related or 
  Secondary Skills. 
  Note: See Skill Descriptions: w.P. 
  Modern Weapons for complete dcscrip-
  tions. damage. range. bonuses. and de-
  tails. 
  Aimed Shot Bonus: Only a single 
  shot can be accurately "Aimed" (no 
  bursts or shooting wild). The skilled 
  shooter is +2 to strike. but the attack 
  counts as two melee attacks. This applies 
  to a single shot fired from a revolver. 
  pistol, bolt-action rifle. semi-automatic 
  rifle. shotgun. energy weapon or grenade 
  launcher. Note: An "Aimed Shot" can 
  only be tried with a single "sniper-style" 
  shot. not a burst or when shooting \"'ild. 
  A "'Called Shot" target specifica-
  tion. This is a shot that homes in on a 
  spccific pan of a larger target. such as a 
  bull's-eye, an opponent's head. hand. 
  gun. radio. radio antenna. sensor cluster. 
  spotlight. lires. etc .. but counts as two 
  melee attacks. 
  To make a "Called Shot:' the player 
  must "call"" or "announce" his charac-
  ter's intention; i.c. "I'm going to shoot 
  lhc gun from his hand:' aim and shoot. 
  Penalties on a Called Shot: Funhermore. 
  a bull's-eye or any small target is diffi-
  cult to shoot, and even with an Aimed 
  Any character in Robotech® can use 
  and/or Called Shot, the shooter suffers a 
  guns. but some may not have the desire. 
  penally of -3 or -4 to strike (sometimes 
  interest or training to use them. Rcmem-
  morc depending on the target or if it is 
  ber. although any character may use a 
  moving). Note: A "Called Shot" can 
  gun, without a W.P. the character has 110 
  only be tried with a single "sniper-style" 
  bonus to strike and may havc no idea 
  shot. not a burst or when shooting wild. 
  239 
  
  Bursts and Rapid-Fire Pulse. Some 
  modem lasers and other energy weapons 
  fire 3-4 instantaneous energy bursts or 
  pulses at the same target. This happens 
  so fast it is not even considered to be a 
  burst. but a single, heavy blast. It counts 
  as one melee attack and surfers no pen· 
  alty to strike except on an Aimed or 
  Called ShOL in which case any strike bo· 
  nus is reduced by half(round down). 
  Rolling a Natural Twenty to Strike 
  alwoys hits its target and docs double 
  damage (Critical Strike). The only way it 
  can miss is if the defender rolls a Natural 
  Twenty to parry or dodge! 
  Single Shot: The standard. non· 
  Aimed. non-burst. single firing of a 
  ranged weapon counts as one melee at· 
  tack. No additional bonuses or penalties 
  apply. beyond those gaincd from W.P. 
  skills and situational modifiers below. 
  Simultaneous 
  Dual 
  (Double 
  or 
  Twin) Blasts count as one melee attack 
  and usually arc the result of firing a dou-
  ble-barreled weapon from a suit of 
  power annor. robot or combat vehicle 
  (c.g .. a double-barreled laser turret). 
  Aimed 51101: +2 to strike (takes 2 me· 
  lee attacks). 
  Colfed Shot · Usual bonuses apply. 
  but small. difficult and moving targets 
  usually impose a penalty of -4 to ·11 to 
  strike. Counts as IwO melee auacks. 
  Shooting l3Iind: -1 0 to strike. 
  Shooting Bllrsts: Strike bonus~s re-
  duced by y~ (-3 to strike without W.P.). 
  Shooting Wild: -6 to strike. 
  Shooling 30% Beyond l\'ormal Range: 
  -5 to strike. 
  Target is .Hoving: -I to strike. -I ad-
  ditional per 50 mph (80 km) beyond 20 
  mph (32 km), and -I for evasive action. 
  Targel is Behind Cover: Requires 
  Called Shot. impossible if completely 
  covered/concealed. 
  Dodging Gunfire. within 10 feet (3 
  my: -10 to dodge. 
  Dodging Gunfire, wirhin 50 feel (/5.2 
  m): -5 to dodge. 
  A Character's P.P. Bonuses do IVOT 
  count when shooting a gun. 
  Dodging Bullets & Energy Blasts! 
  A character may try to dodge gunfire 
  and energy beams on the condition he 
  knows lhey are coming and he can see 
  his attackel'. 
  The only applicable bonuses for 
  dodging gunfire or energy beams arc the 
  character's P.P. attribute bonus and any 
  O.C.c. bonus to dodge. The defender 
  trying to dodge must match or better the 
  II ,,,:,--' shooter's roll to strike to make a suc-
  cessful dodge. 
  Shooting and Targeting 
  Bonuses & Penalties 
  All Ranged Attacks: Requires a roll 
  of 8 to strike (including W.P. & Sniping 
  bonuses). 
  240 
  Dodging Penalties: 
  - 10 to dodge at point-blank range: 
  within 10 feet (3 m) of lhe shooler. 
  -5 to dodge at close range. within 50 
  feet (15.2 m) oflhl! ShOO1Cr.~ 
  
  Damage to Weapons: Weapons only 
  take damage when an attacker is deliber-
  alely trying to damage or dl!stroy it. A 
  Called Shot is required when trying \0 
  hit <l weapon in a character's hand or a 
  small or moving target. Unless stated 
  otherwise. the attacker suffers a penalty 
  of -3 to strike. 
  Missile 
  Combat 
  Damage from 
  Missile Strikes 
  ---,-.ltJ 
  Direct hits are when the missiles im-
  pact directly on the player character (or 
  his meeha power armor. vehicle. etc.). 
  A direct hit docs full damage. A volley 
  of missi les inflicts full damage for each 
  missile in the volley. 
  rectly in the blast. Damage can be re-
  duct:d by half again if the player makes a 
  successful rol1 with impac/. 
  Roll with impact to reduce d:lmage. 
  Whent:ver a character is struck by an c\-
  plosive force or impact (ram .mack. fall. 
  etc.). he can attempt to roll \\lith lhe 
  force to minimize the damage. This is 
  where rolf with impacf comt:s 11110 pla~ 
  A successful roll means half damage. 
  The number that Illust be matched or 
  overcome is the attacker's rol110 strike-
  or - if a strike number is not available 
  (say from a booby trap. mine or auto-
  mated system). a 14 or higher must be 
  made to successfully /'011 with impact. A 
  successful roll. whether from a direct hit 
  or blast radius, means tht! character suf-
  fers half the normal damage. A failed 
  roll means full damage (whatever that 
  may be). 
  Notc: All missiles always strike the 
  main body. 
  A Natural Twenty to strike with 
  explosives and missiles. A Natural 20 is 
  a roll of 20 to strike on 1020 that has nol 
  been modified by any bonuses. It always 
  hits its mark, including Called Shots. 
  and innicts double damage (triple for 
  Armor Piercing). 
  Mini-Missiles are NOT guided mis-
  si les. That's why an entire volle) either 
  hits or misses the mark. 
  Direct Hit. The actual target struck 
  Blast radius or near misses. Getting 
  by a grenade or missile is at the epicen-
  caught in a blast radius docs half dam-
  ler of the explosion and takes fit/I dam-
  age. Your companion standing 10 fcct (3 
  age from a direcl hil. 
  m) away is hit by a high explosive mis-
  Radius Damage. As noted previ-
  sile with a 30 fOOl (9. 1 m) blast radius. 
  ously. everyone and everything else in 
  He takes full damage from a direct hit. 
  the blast radius sutTers half damage. So 
  but your character is also caught in the 
  a grenade or mini-missik that does 506 
  blast radius. Fortunatdy. distance buys 
  M.D. inflicLS the full 506 M.D. to the 
  your character some luck and he takes 
  target it strikes (or lands at the feet of). 
  hatfthe M.D. since he was not caught di-
  and everything else within the reSl of the 
  241 
  
  blast area suffers half the Mega-Damage 
  rolled for the explosion. 
  Note that the concussive force of an 
  explosive blast may not damage or seri-
  ously hurt grass. tiny items and other 
  Ocxible or resilient S.D.C. materials. 
  Ilowever. people. animals, buildings, 
  etc .. all suffer the blast radius damage. 
  Missile Blast Radius: The actual ob-
  ject/targel struck by a missile or volley 
  takes full damage. wh ile all else in the 
  blast radius takes half damage. 
  Missile Payload: Indicates the finite 
  number of missiles contained by the 
  launcher. robot or vehicle. 
  Missile Range: The maximum effec-
  tive range or distance a missile can 
  travel before running out of fuel and 
  crashing to the ground. Therc is only a 
  0 1-33% chance that a crashing missile 
  that ran out of fuel will explode on im-
  pact. Olhenvise it can be salvaged and re-
  used. However. less than 5% fail to hit a 
  target and detonate before running OUI of 
  fuel. 
  Missile Volley: Two or morc mis-
  siles fired simultaneously at the same 
  target clustered logether in a volley. A 
  missile volley counts as one melee anack 
  and gels one roll attempt to strike. Either 
  the en/ire volley hilS or the entire volley 
  misses. though if a near miss explodes 
  nearby its intended target may still suffer 
  collateral damage (half) for being caught 
  in the blast radius. 
  Rate of Fire: This indicates how 
  many missiles ean be fired at a time. 
  Note that most launch systems can fire 
  multiple missiles in a volley or elect to 
  lirc onc:: missile at a timc. 
  The speed is provided to give players 
  an idea of how fast the missiles travel. 
  Missiles have a low M.D.C.. and de-
  piction of the M.O.C. from attack delO-
  nates the missile. A missile seldom has 
  more than 15-20 M.D.C. 
  Multi-warhead 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. 
  Smart missiles arc self-guided smart 
  bombs which can be programmed to 
  seek out and attack a specific target. but 
  they are rare and never found in a mini-
  missile. They are usually +3 or +5 to 
  strike. 
  o 
  Missile Strikes 
  As usual. a 1020 is rolled to deter-
  mine whether a missile hits or misses. 
  Any roll above a four (5-20) hits unless 
  the defender/target can dodge or shoot 
  the missile down before it hits. 
  No Missile Bonus to Strike: Un less 
  indicated otherwise in a specific weapon. 
  mecha. vehicle. robots. spacecraft or 
  launcher description. mini-missiles and 
  most types of missiles are NOT guided 
  and do not get a bonus to strike. Some 
  launch systems or additional targeting 
  system may provide a + 1 to +3 bonus to 
  strike, but even that is rather uncommon. 
  That having been said. the WP. Heavy 
  .~4ega - Damage Weapons 
  and 
  w.P. 
  Spacecraft Artillery skills provide a bo-
  nus when firing mini-missiles. Note: 
  242 
  
  Most missiles are NOT guided. The rare 
  guided missile is +3 to strike. and smart 
  bombs are +5 to strike and +4 to dodge. 
  Generally. most self-guided missiles are 
  pre programmed 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. Smart Bombs are missiles 
  thai can identify an enemy targct and 
  chase it down. The missile wi ll give pur-
  suit and keep going until it finds a target. 
  is itself destroyed or it runs out of fuel. 
  Smart missiles can actually dodge at-
  tacks directed at them. swerve. and tum 
  around to follow or hit a target. turning 
  around and giving it another go if it 
  misses the first time or if the target 
  dodges the first attad:. 
  Missile Volleys 
  Contrary to what onc might think. a 
  character can dodge one. two and even 
  three unguided and even guided missiles. 
  The dodgc rules are the same as always. 
  llowever, it is impossible to dodge a vol-
  ley of jOllr or more missiles launched si-
  multaneously. 
  A volley of fo ur or more missiles 
  strike every time (as long as the anack 
  was successful). with each and every 
  missile in the volley hilling its target and 
  infl icting damage. 
  Roll to strike only one time for the 
  entire volley. II doesn't matter if there 
  are two missiles or 62 missiles in the 
  volley. either they all hit. or they all 
  miss. This speeds up combat and makes 
  sense. since most missiles are not guided. 
  Dodging Missiles & Volleys. Dodging 
  a missile or a missile volley is basically 
  the same as a hand to hand combat 
  dodge: the character needs to move to 
  get out of the missile's way and/or dive 
  behind or under protective cover. The at-
  tacker rolls to see ifhis missile or volle) 
  of missiles strike the target. If they arc 
  on target. the defender rolls I D20 to 
  dodge. The high rolt wins. Defender 
  wins ties. 
  A successful missile dodge will get 
  the character out of the missile's direct 
  line of impnct (maximum damage). 
  HOWEVER, the character must run. fly 
  or dive out of the missile's blast radius 
  or behind cover to completely escape 
  taking any M.D. whatsoever. Thnt rna) 
  require flying. running. or diving some 
  distance (anywhere from 3 to 80 fcctJO.9 
  to 24.3 m depending on the type or mis-
  sile) to get completely OUI of the blast r::J-
  dius. The Gnme Master should usc 
  discretion as to whether that may require 
  a second dodge roll or count as one roll 
  but two melee actions. A small blast ra-
  dius under 12 feet (3.6 m) is easily es-
  caped with a single dodge action. 
  Shooting Missiles. A character has 
  three options to minimize the damage of 
  a massive missile volley: try to roll \..,ith 
  the impact (taking half damage), use part 
  of his robot or armored body to block 
  and take most of the missile blast dam-
  age (lnvid and the Beta fighter have 
  oversized, shielded forearms for this pur-
  pose). or shoot the missiles down before 
  they strike. 
  Blocking Sacrifice: If a missile can-
  not be dodged and the defender is pilot-
  ing a mecha or robot vehicle. he can 
  sacrifice his mecha's amlS by covering 
  the main body with them. thus allowing 
  the arms to take the damage instead of 
  the body. The advantage of this tactic is 
  that although the amlS are likely to be 
  blown \0 smithereens. the main body and 
  remaining weapon systems and locomo-
  tion are left intact. 
  243 
  
  Shooting Mis~ilc Vollevs. The best 
  tactic is to shoot down a missile volley 
  (or even an Individual missile). The best 
  \\a: to do this is \\ ith missiles or your 
  0\\ n. but an energy weapon. rail gun or 
  other weapon can also do the trick. De-
  pkting the M.D.C. or a missile will 
  cause it to detonate berore it hilS. Ex-
  plode one or twO missiles in a volley and 
  it might make them all explode before 
  they hit. I {owever. there arc restrictions. 
  L Tht:.' charat.:ter must have an attack 
  available to him in that melee to fire at 
  the missile(s). If all the attacks for that 
  melee round have already been used up. 
  the character is out of luck and can't 
  shoot at the incoming mlssile(s). 
  2. The character can only shoar at 
  olle missile within a volky. at a time. A 
  volley of si\. missiles would require six 
  separate attacks. which is impossible at 
  the speed missiles travel. This means the 
  character has only one or two melee at-
  tacks (G.M.·s discretion) to shoot at one 
  or two miS!;iles within the volley. 
  Ilowe·ver. even if only one missile in 
  a volley is detonated it could cause oth-
  ers to explode as \\.:ell! Roll to detemline 
  thc extent of the damagc to the rest or 
  the missiles in Lhe volley (roll percentile 
  dice); 01-30% Only 104 other missiles 
  are destroyed. all the rest hit and do 
  damage. 31-60% lIalfthe missiles in the 
  volley were destroyed (if only two mis-
  siles. both arc destroyed). the rest impact 
  ror their rull damage. 61-00% ALL the 
  missiles in the entire vall C) explode be-
  fore impact! No Damage!! 
  The character can also usc his own 
  missiles. if available. to shoot down a 
  missile volle:. Under this circumstance. 
  there is a 01-75% likelihood or detonat-
  ing the entire volley of missiles ir the 
  character fires as rew as rour missiles 
  into the volley. 100% success irthe char-
  acter fires an equal number of missiles to 
  mateh those incoming (as long as the 
  strike roll is successrul). 
  3. Ir the M.D.C. of a missile is not 
  completely depicted. it is damaged. but 
  does not detonate and \I'il/ still strike its 
  target. inmeting rull damage. When the 
  M.D.C. or a missile cannot be found. as-
  sume it has 25 M.D.C. 
  4. Anacks on a missile count as a 
  nonnal melee attack/action. 
  Mini-Missiles 
  Many of the smaller robots. power 
  annor suits. and combat vehicles (even a 
  rew handheld \\capons) fire mini-mis-
  siles: small. powerful bazooka type rock-
  ets that inflict Mega-Damage. Range is 
  gencrally one mile (1.6 km) and damage 
  considerable for such a small rocket. Un-
  like its larger predecessors. the mini-
  missile is not self-guided and has no spe-
  cial bonuses to strike unless the charac-
  ter has the W. P. Heavy Mega-Damage 
  Weapons skill: those bonuses apply. 
  Surviving an Aircraft 
  Crash-Landing 
  The pilot must roll under his Piloting 
  skill with a penalty that can range from 
  -30% to -50%: typically -40% unless a 
  vehicle description states otherwise. 
  A successful roll under the Piloting 
  skill number means the pilot manages 
  to make a ··good·· crash-landing. Mean-
  ing the vehicle is reduced to scrap metal. 
  but crashes in such a way thaI the pilot. 
  crew and passengers walk away from it 
  alive. Those in a reinforced pilot's com-
  partment don't sutTer a scratch. although 
  the compartment will be shattered and 
  244 
  
  reduced 10 fewer than 20 M.D.C. Like-
  wise. a successful crash-landing means 
  troops and/or cargo inside the aircraft 
  suffer only I D4x I 0 M.D. each (it is rare 
  to have a reinforced cargo area or pas-
  senger compartment which is wh) lhey 
  still take a signi ficant amount of dam-
  age). Those inside M.D.C. body armor. 
  power armor. gianl robots or vehicles 
  being transported 3S carg.o or passengers 
  see the M.D. applied to their amlOr. 'bot 
  or vehicle. and 5uffer 3D6 S.O.c. dam-
  agl! from the crash even from inside their 
  armor from being. tossed around and bal-
  tered by olhcr cargo and d\:!bris. 
  An ul/successful crash-landing rnel.U1S 
  everything and everyone inside the 
  doomed aircraft takes 3D-IxIO+3(J M.D. 
  from thl: crelsh! Armored characters also 
  suffer 106 worth of S.D.C. damage for 
  C\cry 20 M.D. sustained. When S.D.C. 
  is gone. start subtracting Hit Points. 
  The only exception are those in a re-
  inJorced pilol's/crew comporlmelll. In 
  this case. the reinforced compartment 
  takes the brunt of the damage. If the 
  damage amount. above. docs lIor exceed 
  the tOlal M.D.C. of the compartment. 
  those inside suffer only 3D6 S.D.C. 
  damage. However. if the crash damage 
  exceeds the M.D.C. of the compartment. 
  the amount leftover is applied 10 each 
  person and item in the compartment. For 
  example: A reinforced pilot's!crew com-
  partment with 100 M.D.C. suffers 120 
  M.D.C. The first 100 points is absorbed 
  by the compartment, but the remaining 
  20 M.D. is sustai ned by every person. 
  weapon and item inside the compan-
  m ~ nl. Only those in M.D.C. bod) annor 
  have a chance of surviving. 
  Skill 
  Descriptions 
  One of the nice features about most 
  Palladium role-playing. games is the 
  many different ways in which players 
  can clistomi=e their characters. Skills 
  playa big role in that. because they let 
  each player tailor his character to his de-
  sires and make characters of the same 
  O.c.c. different and unique. 
  We have focused on the most c)"cit-
  ing and kc) Occ/lpo/iollal Characrer 
  Classes (D.Cc.s) and the skills most im-
  portant to them in the service of a milI-
  tary force such as the United Earth 
  Expeditionary Force (UEEF). AddI-
  tional and different O.c.c.s and skill 
  choices shall be 
  pr~scnted in future 
  sourcebooks. The sJ...ills in this book fo-
  cus only on those most pertinent to the 
  young warriors of the Expeditionary 
  Force. Many rencct areas of specializa-
  tion unique 10 the UEEF and that panic-
  ular O.c.c. 
  This section contains two presenta-
  tions for skills: 
  I. Skill List: A comprehensive list of 
  the names of eve!) skill by category. fol-
  lowed by the skill's base percentage and 
  the additional percellloge per level oj ex-
  periellce. The list is a quick and eas~ vi-
  sual reference for picking skills and 
  delennining their pcrcentag.~. 
  2. Skill Descriptions: Every skill is 
  described in rull. 
  245 
  
  Communication 
  Skills 
  Barter (30%+4%) 
  Comput~r Operation (67%+3%) 
  Cr~l.1tive Writing (25%+5%) 
  Cryptography (25%+5%) 
  Electronic Countermeasures (30%+5%) 
  Language: Native Tongue (88%+ 1%) 
  Language: Other (50%+3%) 
  Laser Communications (30%+5%) 
  Literacy: Native Language (80%+2%) 
  Literacy: Other (40%+5%) 
  Optic Systems (30%+5%) 
  Performance (30%+5%) 
  Public Speaking (30%+5%) 
  Radio: Basic (45%+5%) 
  Sensory Equipment (30%+5%) 
  Sing (35%+5%) 
  Surveillance (30%+5%) 
  T.V.Nideo (25%+5%) 
  Domestic Skills 
  Brewing (250/0130%+5%) 
  Cook (35%+5%) 
  Dance (30%+5%) 
  Fishing (40%+5%) 
  Gardening (36%+4%) 
  Housekeeping (35%+5%) 
  Play Musical Instrument (35%+5%) 
  Recycle (30%+5%) 
  Sewing (40%+5%) 
  Sing (35%+5%) 
  Wardrobe & Grooming (50%+4%) 
  Electrical Skills 
  Basic Electronics (30%+5%) 
  Computer Repair (30%+5%) 
  Electrical Engineer (35%+5%) 
  Electricity Generation (50%+5%) 
  Protoculture Engineer (35%+5%) 
  Robot Electronics (30%+5%) 
  Espionage Skills 
  Computer Hacking (30%+5%) 
  Detect Ambush (30%+5%) 
  Detect Concealment (25%+5%) 
  Disguise (25%+5%) 
  Escape Artist (30%+5%) 
  Forgery (20%+5%) 
  Impersonation (300/0116%+4%) 
  Intelligence (32%+4%) 
  Interrogation (30%+5%) 
  Pick Locks (30%+5%) 
  Pick Pockets (25%+5%) 
  Sniper (+2 to strike on Called Shot) 
  Tailing (30%+5%) 
  Tracking (people) (25%+5%) 
  Undercover Ops (30%+5%) 
  Wilderness Survival (30%+5%) 
  Mechanical Skills 
  Aircraft Mechanics (25%+5%) 
  Automotive Mechanics (25%+5%) 
  Basic Mechanics (30%+5%) 
  Biomechanieal Maintenance (30%+5%) 
  Locksmith (25%+5%) 
  Meeha Engineering (30%+5%) 
  Mechanical Engineer (25%+5%) 
  Reflex System Mechanics (35%+5%) 
  Robotcehnology Engineering (25%+5%) 
  Robot Mechanics (20%+5%) 
  Starship Engineering (25%+5%) 
  Vehicle Armorer (30%+5%) 
  Weapons Engineer (25%+5%) 
  246 
  
  Medical Skills 
  Animal Husbandry (35%+5%) 
  Crime Scene Investigation (35%+5%) 
  Field Surgery (16%+4%) 
  First Aid (45%+5%) 
  Forensics (35%+5%) 
  Holistic Medicine (30%120%+5%) 
  Medical Doctor (60o/Gl50%+5%) 
  Paramedic (40%+5%) 
  Pathology (40%+5%) 
  Psychology (35%+5%) 
  Veterinary Science (50%+4%) 
  Xenological Medicine (25%+5%) 
  Military Skills 
  Boarding Spaceships (30%+5%) 
  Camouflage (20%+5%) 
  Demolitions (60%+3%) 
  Demolitions Disposal (60%+3%) 
  Demolitions: Underwater (56%+4%) 
  Field ArmorerlMunitions Expert (40%+5%) 
  Forced March 
  Military Etiquene (35%+5%) 
  Military Fortification (30%+5%) 
  Military History (30%+5%) 
  Military Sign Language (40%+5%) 
  Mi litary Tactics (35%+5%) 
  Naval History (30%+5%) 
  Naval Tactics (25%+5%) 
  NBC Warfare (35%+5%) 
  Recognize Weapon Quality (25%+5%) 
  TraplMinc Detection (20%+5%) 
  Zero Gravity Combat 
  247 
  Physical Skills 
  No Hand to Hand Combat Skill 
  Hand to Hand: Basic 
  Hand to Hand: Expert 
  Hand to Hand: Martial Arts 
  Hand 10 Hand: Assassin 
  Hand to Hand: Commando 
  Acrobatics (varies) 
  Aerobic Athletics 
  Athletics (General) 
  Body Building & Weight Lifting 
  Boxing 
  Climbing (40%130%+5%) 
  Fencing 
  Forced March 
  Gymnastics (varies) 
  Juggling (35%+5%) 
  Kick Boxing 
  Outdoorsmanship 
  Physical Labor 
  Prowl (25%+5%) 
  Running 
  Swimming (50%+5%) 
  SCUBA (50%+5%) 
  Wrestl ing 
  Pilot Skills (Ground, 
  Air & Water) 
  Airplane (50%+4%) 
  Automobile (60%+2%) 
  Boats: Motor & Hydrofoil (55%+5%) 
  Boats: Paddle/Canoe Types (50%+5%) 
  Boats: Sail Types (60%+5%) 
  Combat Driving (Special) 
  Horsemanship: General (40%/20%+4%) 
  Hovercycles & Hover Vehicles (60%+4%) 
  Jet Aircraft (40%+4%) 
  
  Jet Packs (42%+4%) 
  Mccha Elite Combat Training (Special) 
  Mecha: Pilot Baltloid$ (55%+5%) 
  Mccha: Pilot Ground Veritechs (55%+5%) 
  Mccha: Pilot Veritechs (55%+4%) 
  Military: Jet Fighters (50%+4%) 
  Military: Tanks & APCs (52%+4%) 
  Military: Warships & Patrol Boats (40% 
  +4%) 
  MOlorcycles (60%+4%) 
  Spacecraft. Light and Medium (50%+5%) 
  Spacecraft. Ileavy (45%+5%) 
  Spacecraft. Capital/Super-Capital (35% 
  +5%) 
  Space Fold Operations (20%.t.5%) 
  Tracked & Construction Vehicles (40% 
  +4%) 
  Truck (40%+4%) 
  Water Scooters (50%+5%) 
  Water Skiing & Surfing (40%+4%) 
  Pilot Related Skills 
  Navigation (40%+5%) 
  Navigation: Space (30%+5%) 
  Sensory Equipment (30%+5%) 
  Weapon Systems (40%+5%) 
  Science Skills 
  Anthropology (30%+5%) 
  Archaeology (30%120%+5%) 
  Anificial Intelligence (30%+3%) 
  Astrophysics (30%+5%) 
  Biology (30%+5%) 
  Botany (25%+5%) 
  Chemistry (30%+5%) 
  Chemistry: Analytical (25%+5%) 
  Chemistry: Pharmaceutical (30%+5%) 
  Mathematics: Basic (72%+3%) 
  Mathematics: Advanced (64%+1%) 
  XenObiology (30%+5%) 
  Zoology (30%+5%) 
  Technical Skills 
  An (35%+5%) 
  Calligraphy (35%+5%) 
  Computer Operation (67%+3%) 
  Computer Programming (50%+4%) 
  Damage Control & Disaster Response 
  (35%+5%) 
  Excavation & Rescue (30%+5%) 
  General Repair & Maintenance (35%+5%) 
  History: Earth (35%/30%+5%) 
  Jury-Rig (25%+5%) 
  Lore: Invid (20%+5%) 
  Lore: RobOlech Masters (25%+5%) 
  Lore: Zcntracdi (30%+5%) 
  Philosophy (30%+5%) 
  Photography (35%+5%) 
  Research (40%+5%) 
  Salvage (35%+5%) 
  Weapon Proficiencies 
  (Ancient) 
  w.P. Axe 
  W.P. Blunt 
  W.P. Grappling I-look 
  W.P. Knife 
  W.P. Paired Weapons (Men at Arms) 
  W.P. Quick Draw 
  W.P. Shield 
  W.P. Spear 
  W.P. S\vord 
  W.P. Targeting 
  248 
  
  Weapon Proficiencies 
  (Modern) 
  W.P. llandguns 
  W.P. Rines 
  W. P. Shotgun 
  W.P. Submachine·Gun 
  W.P. Heavy Military Weapons 
  W.P. Energy Pistol 
  W.P. Energy Rine 
  W.P. Heavy M.D. Weapons 
  W.P. Starship Anillery 
  W.P. Starship Energy Weapons 
  Wilderness Skills 
  Boat Building (25%+5%) 
  Carpentry (25%+5%) 
  Dowsing (20%+5%) 
  Hunting 
  Identify Plants & Fruit (25%+5%) 
  Land Navigation (36%+4%) 
  Preserve Food (30%+5%) 
  Skin & Prepare Animal Hides (30%+5%) 
  Space Survival (20%+5%) 
  Spelunking (35%+5%) 
  Track & Trap Animals (200/0/30%+5%) 
  Wilderness Survival (30%+5%) 
  Skill Descriptions 
  Communication 
  skills to operate peripherals like key-
  boards. primers. and network interfaces. 
  Barter. A skill at bargaining with 
  etc. The character can follow computer 
  merchants, businessmen. thieves, traders 
  directions. enter and retrieve informa-
  and other characters to get a fair price or 
  tion, install programs. games and soft-
  fair exchange of trade goods or services. 
  ware. LIse the web/internet and similar 
  Depending on the characlcr"s point of 
  basic computer operations. Does no! in-
  view and effort at bartering. he can raise 
  elude Repair. Programming or Hacking. 
  the amount he gets or lower the price he 
  Base Skill: 67% +3% per h;:vcl of e:-.:pe-
  pays by 3D6+2%: not applicable to rare 
  ricnce. Requires: Uleracy. 
  items and alien technology. Generally. if 
  Crelltive \Vriting. The ability to 
  the haggler rolls under his Barter skill 
  write prose/storics. poems, ,md jOLlrnalis-
  percentage, he gets the discount when 
  tic reports. studies. news, and otherwise 
  buying or the better price when he is the 
  entertaining text (including songs at 
  one doing the selling or trading. If the 
  -15%). Taking the skill twice indicates a 
  price is disputed, the two bartering char-
  professional quality and gets a bonus of 
  aClers can each make rolls on percentile + I 0%. Selecting it once indicates a tal-
  dice. the highest roll wins and gets their enled amateur. A failed roll means an 
  price and not a penny less or nickel 
  awkward and poorly written work that is 
  more. Base Skill: 30% +4% per level of boring and difficult to understand. Try 
  experience. 
  again. Requires: Literacy. This skill 
  Computer Operation. A knowledge does not provide a character with the 
  of how computers work. along with the 
  ability to recite his or her written words 
  249 
  
  with any level of chann. Sec Public 
  Speaking for that. Base Skill: 25% +5% 
  per level of experience. 
  Cryptography. Skill in recognizing. 
  designing. and cracking secret codes and 
  messages. The character must study the 
  code for Iwo hours 10 attempt to break it 
  successfully. A failed roll means the in-
  dividual must study the code for an addi-
  tional two hours before he can try to 
  brcak it again. The character may at-
  tempt to break the code sooner, after 
  only 10 minutes of study, but suffers a 
  penalty of -30%. Requires: Literacy. 
  Bonus: + I to Perception Rolls and +5% 
  to Electronic Countcnneasurcs. Base 
  Skill: 25%+5% per level of experience. 
  Electronic Countermeasures. The 
  ability to shield. encrypt and protect 
  electronic transmissions. as well as jam-
  ming. scrambling, coding and decoding 
  radio. video and wireless transmissions. 
  Provides knowledge in the usc of tech-
  nology to locate electronic bugs/listening 
  devices and deactivate, undennine and 
  otherwise circumvent them. The use of 
  electronic masking. scrambling and un-
  scrambling equipment, as well as using 
  coded messages to help foil detection, 
  interception and interpretation of radio 
  and wireless transmissions is all part of 
  this ski ll. A successful scramble ro(( 
  transmits coded or scrambled messages 
  without fear of enemy interception nor 
  the ability to understand the transmission 
  if intercepted. 
  Jamming military. ship or police 
  communications can cause unit confu-
  sion and disrupt operations. causing a 
  loss of effectiveness to all but the best 
  units (mass confusion). JUSt about any 
  high-powered radio can be used for jam-
  ming. Armed with a radio. a small guer-
  rilla unit can completely disrupt the 
  maneuvers of large enemy groups. This 
  skill also enables the radio operator to 
  "follow" the enemy's anempted trans-
  missions over jammed frequencies to 
  trace their location or direction of travel. 
  This tactic is extremely useful in finding 
  and eliminating bugs. transmission units. 
  surveillance teams on a stakeout. small 
  squads and enemies in distress. Re-
  quires: Radio: Basic. Base Skill: 30% 
  +5% per level of experience. 
  Language: 
  Native Tongue. The 
  character has a very good to excellent 
  understanding of his native language. It 
  is not, however, an absolute and total un-
  derstanding, because there are always 
  words. scientific terms. slang and fancy 
  or outdated words and terms a character 
  may not know. Thus. the necessity for 
  dictionaries. thesauruses. grammar guides 
  and computer spelling programs. Base 
  Skill: 88% + I % per level of experience. 
  Language: Other. The character can 
  understand and ~peak in a language other 
  than his own. Language is one of the few 
  skills that can be sdected repeatedly in 
  order to speak several different lan-
  guages. Each selection gives the charac-
  ter knowledge of a different language 
  and costs one skill selection each time 
  (Le. English. French. Spanish. Gemlan. 
  Japanese. etc .. each counts as a separate 
  skill). Base Skill: 50% +3% per level of 
  experience. 
  Laser Communications. In-depth 
  knowledge of advanced 
  electronics. 
  long-range. laser communication sys-
  tems, fiber optic communications. and 
  satellite communications. Requires: Ra-
  dio: Basic, Electrical Engineer. and 
  Computer Operation. Base Skill: 30% 
  +5% per level of experience. 
  Literacy: Native Language. The 
  character can read and write the lan-
  guage of his culture, typically where he 
  was born and grew up. or has lived most 
  250 
  
  of his life. Humans born in deep space or 
  in a colony away from Earth typically 
  speak. read and write American English. 
  English is the predominant language. 
  though Spanish. French. Gennan. Rus-
  sian. Chinese and Japanese are also 
  fairly common, but probably considered 
  a "second language" (or "Literacy: 
  Other" in the context of this game). This 
  skill has no bearing on creative writing. 
  Base Skill: 80% +2% per level of expe-
  rience. 
  Literacy: Other. The practiced skill 
  at reading and writing a language other 
  than his own (sec Literacy: Native Lan-
  guage). Literacy: Other is one of the few 
  skills that can be selected repeatedly in 
  order to read and comprehend several 
  different languages from around the uni-
  verse. Each selection gives the character 
  knowledge in a different language. but 
  just because he can "rcad" a foreign lan-
  guage docs NOT mean he can speak it or 
  understand others when they speak it: 
  only has the most basic understanding of 
  the spoken language. catching one or 
  two words out of ten. (See Language: 
  Other to speak other languages.) Each 
  language counts as a separate skill selec-
  tion. Base Skill: 40% +5% per level of 
  experience. 
  Optic 
  Systems. 
  Provides 
  expert 
  training in the use of special optical en-
  hancement equipment such as telescopic 
  lenses. laser targeting. thermal imagers. 
  passive light intensifiers. infrared and ul-
  traviolet systems, polarization. light fil-
  ters, optical scanners. video and digital 
  cameras, holograms and related devices. 
  Bonus: +5% to the T. V.lVideo skill if 
  both are selected. Base Skill: 30% +5% 
  per level of experience. 
  impress and sway the public. A character 
  with this skill knows how to do things 
  with flair. If a ski ll roll is successful, it 
  works like an attempt to charm. capti-
  vate. impress. intimidate, or incense (or 
  motivate) the audience. Bonus: +5% to 
  the Undercover Ops and Impersonation 
  skills. Note: Obvious lies, inconsisten-
  cies and evidence to the contrary may 
  ruin the effectiveness of the best perfor-
  mance. G.M.s. use your discretion. Base 
  Skill: 30% +5% per level. 
  Public Speaking. Training in the 
  quality of sound. tone, pitch. enuncia-
  tion. clarity, and pacing when speaking 
  to the pUblic. The character speaks 
  loudly. distinctly and in a pleasing man-
  ncr. Also includes the practice of good. 
  entiCing storytelling. dramatic pauses 
  and composition of the spoken word. A 
  successful roll indicates thc ovemll qual-
  ity and charisma of the speaker and the 
  spoken word: people are enjoying listen-
  ing to the character. Bonus: +5% to the 
  Performance skill. Base Skill: 30% +5% 
  per level of experience. 
  Radio: Basic. Rudimentary knowl-
  edge in the operation and maintenance of 
  all sorts of radio equipment. including 
  military radio systems. field radios and 
  walkie-talkies, audio recording devices. 
  wire laying. installation. radio proct.:-
  durc. communication security and Morse 
  code. It does not include the ability to 
  make repairs nor operate video equip-
  ment. Base Skill: 45% +5% per level of 
  experience. 
  Sensory 
  Equipment. 
  Individuals 
  with this tmining can operate. maintain. 
  understand. and "read" or interpret sen-
  sory data from all types of conventional. 
  military, medical and scientific equip-
  Performance. The methods and fun-
  ment, scanners, and sensory devices. 
  damentals used by actors. entertainers. 
  These devices include radar. sonar, mo-
  politicians and other public figures to 
  tion detectors. surveillance equipment. 
  251 
  
  optical enhancements. industrial gauges. 
  instrum~nt panels, medical monitors 
  (EKGs. CAT scans. etc.). life support 
  s),stems. and so on. Note that characters 
  \\ ithout this skill cannot understand or 
  operate 
  advanced 
  aircraft. 
  medical 
  equipment or sensor/detection eqlJip-
  ment. 
  Radar & Sonar Note; The character 
  can t:xpertly usc radar equipment (radio 
  echo bounces) and sonar (underwater 
  sound echo bounces) and correctly read 
  the information to precisely locale and 
  track aircraft. ships and submarines. as 
  the case may be. Base Skill: 30% +5% 
  per level of experience. 
  Sing. The simple ability to read mu-
  sic and carry a pleasant tune. Base Skill: 
  35% +5% per level of experiencc. 
  Surveillance. The use and deploy-
  ment of bugs and spy equipment. tailing 
  and stakeouts. The character understands 
  the methods. operation, tcchniques. tools 
  and devices used in surveillance. In-
  cludes motion detectors. simple and 
  complex alarm systems. audio/visual re-
  cording and display equipment. record-
  ing methods. amplified sound systems. 
  miniature listening dc\ices (bugs. line 
  lapping. parabolic electronic ears, etc.). 
  miniature "hidden" cameras. and optical 
  enhancement systems speCifically as 
  they relate to camera lenses and spy de-
  vices. 
  A failed roll in the use a/surveillance 
  equipmem means that the equipment 
  docs not function as desired. impairing 
  or preventing surveillance: e.g .. the bug 
  docs not transmit, recording or sound 
  transmissions are garbled. surveillance 
  film is blurred or failed to record. etc. 
  A failed roll when hiding surveil-
  lance devices means the bug does not 
  function and is easily discovercd through 
  the course of casual activity. 
  Tailing. or following someone with-
  out their knowledge. is another fonn of 
  surveillance. This also includes stakeout 
  procedures. A failed Surveillance roll in-
  dicates that the subject has spotted "the 
  lail" and is aware that he is bcing fol-
  lowed/observed. 
  Requires: Basic Electronics or Elec-
  trical Engineering, Computer Operation 
  and Literacy (the latter two are needed 
  only for complex, high-teCh systems). 
  Base Skill: 30% +5% per level of expe-
  rience. 
  TVNideo. In-depth training in the 
  use of video, digital and audio recording 
  equipment as well as filming. editing. 
  dubbing. title making. duplication. and 
  transmission. Includes the lise of field 
  equipmcnt i.e., portable video or digital 
  camera and studio equipment. 
  Base 
  Skill: 25% +5% per level of experience. 
  Domestic Skills 
  Note: Characters can attain profes-
  sional quality by selecting the same Do-
  mestic skill t\vice. Add a one timc bonus 
  of + I 0% and note that the end result is 
  of superior qual ity. 
  Brewing: Basic, This is the making 
  of femlentcd alcoholic beverages from 
  grains or fruits and specifically includes 
  wine. mead. alt:. beer and moonshine. as 
  well as common teas. coffee. lemonade 
  and similar types of prepared drinks. 
  252 
  
  Sironger Iypes of alcohol, such as 
  brandy. rum. and whiskey. are not in-
  cluded. nor are champagnes or fine 
  wines. The first percentile number indi-
  cates the chance of success (a failed roll 
  means an undrinkable concoction). The 
  second indicates the quality of the brew: 
  the lower the number rolled. the tastier 
  the drink. Base Skill: 25%/30% +5% per 
  level of experience. Adds a +5% to Ho-
  listic .Medicine if the skill is known. 
  Cook. Skilled in selecting. planning. 
  and preparing meals. A cooking roll fail-
  ure means that the food is nOI properly 
  prepared. It is edible but tastes lousy 
  (greasy. too spicy. sickeningly sweet, 
  sour. burnt. leaves a bad aftertaste in the 
  mouth. etc.). Base Skill: 35% +5% per 
  level of experience. 
  Dance. A practiced skill in the art of 
  dancing, the character is 
  especially 
  smooth and graceful: a joy to dance 
  with. Can learn new dance steps/moves 
  much morc quickly than somebody who 
  cannot dance. Base Skill: 30% +5% per 
  level of experience. 
  Fishing. The fundamental methods 
  and enjoyment of the relaxing sport of 
  fishing. Areas of knowledge include the 
  usc of lures. bait. poles. hooks. lines, and 
  the cleaning and preparation of fish for 
  eating. Also includes a basic knowledge 
  of freshwater fish. their habits. behavior 
  and what they taste like prepared for eat-
  ing. Base Skill: 40% +5% per level of 
  experience. 
  Gardening. This skill offers a basic 
  understanding of plant care and aesthetic 
  garden design as well as the ability to 
  grow garden crops. and the skill to create 
  beautiful. decorative gardens \""ilh flow-
  ers, plants. shrubs. trees. and decorative 
  rocks thai crCale a feeling of tranquility 
  and harmony with nature. This skill can 
  be practiced by anyone. Base Skill: 36% 
  +4% per level of experience. 
  Housekeeping. Techniques and meth-
  ods of cleaning clothes. bedding. bath-
  rooms. floors. and surfaces. as \vell as 
  knowledge of the types of cleansers. sol-
  vents, soaps and materials for housekeep-
  ing. Professional maintenance personnel. 
  maids. and hotel housekeepers will know 
  additional ··tricks of the trade" to make a 
  room look spotless, sparkling and invit-
  ing: everything in its place. folded prop-
  erly and presented attractively. Base 
  Skill: 35%+5% per level of experience. 
  Play Musical Instrument. The indi-
  vidual has learned to play a particular 
  musical instrument with a fair amount of 
  skill. The sound is generally pleasant 
  (except when a bad roll is made). Note 
  that each specific instrument requires a 
  separate selection Oflhis skill. For exam-
  l.l!£.: A character who wants to play the 
  gU i[3L violin, and harmonica must select 
  the Play Musical Instrument skill three 
  different times. Base Skill: 35% +5% 
  per level of experience. 
  Recycle. Knowledge about materials 
  and scraps that have value when recy-
  cled, and methods of collecting. cleaning 
  and storing recycled goods. Recycling 
  typically includes paper. lumber. plastic. 
  glass. aluminum (cans. etc.). scrap metal. 
  electrical wiring. circuit boards. and 
  spare electronic and machine parts. 
  Note: I f the character also has Basic Me-
  chanics (or a superior Mechanical skill) 
  he can slrip down a damaged machine of 
  its basic companelll parts and knO\\ s 
  whal to gather to make useful matt!rials 
  to repair an existing machine or build 
  something ncw. Includes a very rudi-
  mentary understanding of metallurgy. 
  Bonus: +5% 10 Salvage skill. Base 
  Skill: 30% +5% per level of experience. 
  253 
  
  Sewing. The practiced skill with the 
  needle and thread to mend clothing. do 
  minor alterations, and layout. cut and 
  sew simple patterns. This is not a tailor-
  ing ability. but can become tailoring if 
  the player selects this skill twicc. Base 
  Skill: 40% +5% per level of experience. 
  Sing. The simple ability to read mu-
  sic and carry a pleasant tunc. Base Skill: 
  35% +5% per level of experience. 
  Wardrobe & Grooming. This skill 
  represents a knowledge of clothing. cos-
  mctics. hair style. perfume, walking. 
  talking and how one carries him or her-
  self to create a particular "look" for him-
  self. In short, this is how to dress to kill 
  or make the right impression. The char-
  acter keeps an eye on fashion and trends. 
  Bonuses: + 1 to the P.B. attribute when 
  dressed to impress. as well as +2% bo-
  nus to the skills of Disguise. Imperson-
  ation, Performance. Undercover Ops 
  and Seduction. Base Skill: 50% +4% per 
  level of experience. 
  Electrical Skills 
  Basic Electronics. This is a rudimen-
  tary understanding of the principles of 
  electricity, simple circuits, wiring. and 
  so on. This character can do basic wir-
  ing. repair appliances. and read schemat-
  ics as well as assist electrical engineers. 
  The character can attempt to hot-wire a 
  commercial or military vehicle but has a 
  -20% skill penalty and it takes I D4+2 
  melee rounds (45-90 seconds) to do so. 
  Base Skill: 30% +5% per level of t:xpe-
  rience. 
  pair or sabotage. Figuring out the repair 
  or sabotage procedure counts as one roll. 
  and the actual repair or sabotage is a sec-
  ond roll. A failed roll means the repair or 
  sabotage is faulty and docs not work (try 
  again). This skill automatically provides 
  Computer Operation. Computer Pro-
  gramming is a separate skill. Base Skill: 
  30% +5% per level of experience. 
  Electrical Engineer. Knowledge of 
  electricity and energy containment and 
  delivery systems. The character can di-
  agnose and locate electrical problems. 
  repair complex electrical devices. wire 
  entire buildings or vehicles, and build 
  electrical equipment. The character can 
  also attempt to bypass security systems, 
  alanns. and surveillance systems. but at 
  a penalty of -20% for simple systems 
  and -50% for complex systems (reduce 
  these penalties by half if the character 
  also has the Surveillance skill). Re-
  quires: Mathematics: Advanced and Lit-
  eracy. Note: There is a -30% penalty 
  when working on alien or extremely un· 
  familiar electronics. The electrician may 
  be able to puzzle out some of the basic 
  aspects of such a device. and may be 
  able to figure out how to operate the ma-
  chinc. but 
  is 
  unable to completely 
  fathom how it works or how to repair it. 
  Base Skill: 35% +5% per level of expe-
  rience. The character can hot-wire any 
  vehicle without penalty and takes I D4 
  melee rounds (15-60 seconds) to do so. 
  Electricity Generation. Electricity is 
  generated in a variety of ways: from sun-
  light. wind. and hydro systems (using 
  solar panels. windmills and water tur-
  bines) to batteries. combustion engines 
  Computer Repair. Expen knowl-
  and generators. This skill gives the char· 
  edge of the internal electronics and cir-
  acter the understanding of how and why 
  cuitry of computers and related devices 
  these generation systems work and he is 
  (terminals, printers. modems. monitors. 
  able to use, link and repair such motors. 
  circuit boards. etc.) for the purpose of re-
  turbines and generator systems. but not 
  254 
  
  to build them from scratch. Requires: 
  Basic Math and at least Basic Eleclron-
  ics and Basic Mechanics. -30% skill 
  penally when working on Protocuhure or 
  alien energy systems. Base Skill: 50% 
  +5% per level of experience. 
  Protocultu re Engin eer. An expert in 
  the theories and application of Proto-
  culture as an energy source as well as ca-
  pable of the design, creation. repair. and 
  maintenance of Protoculturc power gen-
  erating systems, Reflex furnaces and the 
  interfaces used to link 
  Protoculturc 
  power sources to weapons, mccha, de-
  vices. spacecraft and power grids. Re-
  quires: 
  Electrical 
  Engineering 
  and 
  Mathematics: Advanced to use. Base 
  Skill: 35% +5% per level. 
  Robot Electronics. A specialization 
  in the area of micro-circuitry. military 
  engineering. robotics. advanced comput-
  ers. artificial intelligence. power armor 
  and bionic systems. Req uires: Eleclrical 
  Engineering and Computer Program-
  ming. There is a -30% penalty when 
  working on alien or extremely unfamil-
  iar robot electronics. Base Skill: 30% 
  +5% per level of experience. 
  Espionage Skills 
  Com puter Hackin g. This is a com-
  puter skill similar 10 Computer Pro-
  gramming (see Technical skills). how-
  ever, the emphasis of this skill is break-
  ing computer access codes to gain illegal 
  access to other computer systems and 
  steal or sabotage their data. The charac-
  ter is an cxpert in tracing computer data. 
  bypassing defense systems, and breaking 
  ('"hacking") codes: add a one time bonus 
  of +5% to the c,yplography, Surveil-
  lance, and Locksmilh (electronic and 
  computl.:r controlled locks only) skills if 
  the character is a hacker. Requires: Lit-
  eracy. Computer Operalion, Computer 
  Programming, and at least Basic Mathe-
  matics. Base Skill: 30% +5% per level 
  of experience. 
  Detect A mbush. Training that devel-
  ops an eye for sponing locations and ter-
  rains suitable for ambushes and being 
  ambushed. It also provides a rudimen-
  tary knowledge of guerilla tactics used 
  by the enemy. The Detect Ambush skill 
  gives its user the ability to spot potential 
  ambush sites based on terrain and possi-
  ble modes of attack. It is not specific 
  enough to detect individuals prowling. 
  Base Skill: 30% +5% per level of expe-
  rience. 
  Detect Concea lment. This skill en-
  ables the individual to spOt and recog-
  nize camouflage. hunting blinds. trip 
  wires. concealed struclureslbuildings and 
  vehicles. secret doors and compartments. 
  as well as confers the ability to construct 
  unobtrusive shelters. lise camouflage and 
  blend into the environment. The Detect 
  Concealment skill is specifically de-
  signed to help a character to SpOt things 
  thaI arc deliberately hidden. For spOiling 
  "normal" things. the character can use 
  the rules for Perception Rolls. Base 
  Skill: 25% +5% per level of experience. 
  Bo nus: +5% to the Camouflage skill. 
  Disguise. The character knows how 
  to apply make-up. wigs. skin puny. dyes. 
  and other special effects in order to alter 
  his appearance or that of somebody else. 
  Base Skill: 25% +5% per level of expe-
  rience. Bonuses: +5% to the Undercover 
  Ops and Impersonation sk ills. 
  Escape Artist. The methods, princi-
  ples. and tricks of escape artists. Tht! 
  character can try slipping out of hand-
  cuffs. ropes. straightjacket. etc.. using 
  techniques that include hand positioning. 
  255 
  
  tensing and rel<L'(ing muscles. keeping 
  hand and wrist joints flexible, popping 
  joints in and ouL the study of knots. and 
  one or more hidden lock picking tools 
  concealed on his body. Note: Pick Locks 
  is a separate and distinct skill. Base 
  Skill: 30% +5% per Jcvd of experience. 
  Bonus: +5% to the Pick Locks skill. 
  Impersonation skill for each of his firsl 
  THREE encounters. Afterward. the char· 
  acter must roll under his skill for each 
  encounter with an orticer. high ranking 
  official or any close friend or close fam· 
  ily membcr who knows the person he is 
  impersonating. If interrogated/questioned. 
  he must successfully roll after t.:very 
  Forgery. The techniques of making 
  three questions or be revealed as an im· 
  false copies of official documents. signa-
  postor. A failed roll means his Imperson-
  lures. passpons. 1.0. cards. and other ation has failed and he may be in 
  printed material. The forger must have 
  immediate danger. 
  an original or photocopy to work from in 
  Intelligence. Specific training in the 
  order to make an accurate copy. Skilled 
  practices and principles of recognizing 
  forgers can recognize other counterfeits. 
  and analyzing sources of information 
  but with a skill penalty of -10%. Base 
  about the enemy. observation techniques. 
  Skill: 20% +5% per level of cxperience: 
  counter-intelligence measures and proper 
  + I 0% if the Art skill is also known to the 
  procedure. This includes the practical as· 
  forger. 
  sessment of sights and sounds. estima· 
  Impersonation. This skill enables a 
  tion of distance from strategic positions. 
  character to impersonate another person 
  what to repon. handling prisoners of 
  or general type of person (soldier. 
  \\"'ar. and handling captured documents 
  worker, etc.). This means he must haw a 
  and equipment (tagging and reporting to 
  rudimentary (if not 
  comprehensive) 
  group leaders or proper authorities}. This 
  knowledge of the person or general type 
  means the character will be able to accu-
  of personnel that he plans to imperson-
  rately estimate ranges. the number of en· 
  ate. This includes a knowledge of that 
  emies. direction and purposc. and assess 
  person or type of person or job. work 
  the imponancc ofspccific information. 
  procedure or protocol. local laws and 
  Another area of training made avail-
  customs. individual habits. dress/uni-
  able to Intelligence is the identification 
  form/lifl.:style. hierarchy of commandl of enemy troops. officers. and foreign 
  leadership. rank. and speaking the proper 
  advisors. This means the character learns 
  language(s). Base Skill: 30% to imper· 
  the many distinguishing ranks and marks 
  sonate a general type of personnel and 
  that idcntify specific military units. spe-
  16% to impersonate a specific individual 
  cial forces. groups. and leaders of the en-
  (which may require weeks of study and 
  em)'. Such identification can pinpoint 
  special disguise). +4% per level of expe· 
  and confirm enemy operations. goals. 
  rience. Bonus: +10% to the Undercover 
  and movement. as well as confirm out-
  Ops skill. 
  side intervention/aid. Law enforcement 
  The success of one's Impersonation/ 
  uses the same fundamentals when deal-
  disguise can only be determined after ex-
  ing with gangs. terrorists. and known 
  posing oneself to those whom you wish 
  criminals and criminal organizations. 
  to lrick. 
  Further Intelligence training includes 
  A successful impt:rsonation requires 
  a working knowledge of indigenous gue-
  the player to roll under his character's 
  rilla warfare. enemy practices, appear-
  256 
  
  unce. and current activities. This enables 
  the intclligence officcr to recognize sus-
  picious activity as guerilla actions and 
  identify guerilla operatives. For exam-
  ~: In a combat situation. a particular 
  booby trap. or weapon or mode of opera-
  tion may be indicative of guerilla activ-
  ity in the area. It may be up to the 
  character to con finn the existence of the 
  enemy and their strengths. number. and 
  location. Likewise, when dealing with 
  alien creatures. the particular habits (the 
  way it kills its prey. what it cats. where it 
  lives. CIC.) might indicate what the crea-
  ture is, and once that is known. the char-
  acter will know how it operates. if it is a 
  lone predator or gathers in packs. elC .. 
  and the level of danger it reprcsents to 
  him, his team and others. 
  Note: A failed roll in any of the arcas 
  of Intelligence means that the evidence 
  is ineondusive. or that the character has 
  incorrectly assessed the information or 
  situation. and is uncertain what it all 
  means. A failed roll inVOlving individual 
  dues may mcan the character has dis-
  missed clues and infonnalion as being 
  meaningless (G.M.s. use your discre-
  tion). Base Skill: 32% +4% per levc\ of 
  experience. 
  Interrogation. Training in the ques-
  tioning of prisoners, in fanners. spies. 
  and witnesses. and the assessment of the 
  infonnation they provide. Knows tech-
  niques to get infonnation from (typically 
  unwilling) subj~cts. including such old 
  methods as "good cop. bad cop" (one in-
  terrogator is threatening and intimidat-
  ing. 
  the other 
  is 
  sympathetic and 
  friendly). deceiving and misleading the 
  subject into giving away information. 
  threats. antagonism, and similar meth-
  ods. The character can also judge if the 
  subject is lying (the Game Master might 
  assess bonuses and pemllties depending 
  on how good a liar the subject is. and/or 
  on the victim's M.E .. M.A. and r.B. at-
  tributes: the higher any or each of these. 
  the more convinCing the lies). Also in-
  cludes some basic methods of torture. 
  like depriving the subject of sleep to old 
  "medieval" 
  instruments and 
  modem 
  drugs. Note: Only evil characters will 
  routinely or callously engage in torture. 
  This skill may NOT work as well on 
  alien beings. particularly those impeni-
  ous to pain or who have strong Mental 
  Endurance. Base Skill: 30% +5% per 
  level of experience: -20% on aliens. 
  Pick Locks. The methods and tools 
  for picking/opening key and basic tum-
  bler type locks. This does not include so-
  phisticated computer or electronic locks. 
  It takes I D6 melee rounds for each at-
  tempt to pick a lock. A failed roll means 
  the lock holds: try again. Base Skill: 
  30% +5% per level of experience. 
  Pick Pockets. An ability to remove 
  items from a person without their being 
  aware of it. If a Pick Pockets attempt 
  fails, Ihe item has NOT been removed 
  and there is a 01 -67% likelihood that the 
  intended victim recognized the intent of 
  the action. Base Skill: 25% +5% per 
  k:vcl of experience. 
  Sniper-. This skill represents special 
  training in 
  long-range shooting and 
  marksmanship. Only weapons that can 
  be made to fire a single bullet/round or 
  blast can be used for sniping; no auto-
  matic burst firing. Acceptable weapons 
  include bow and arrows. crossbows. 
  bolt-action rines, and energy rines capa-
  ble of switching from bursts or pulse at-
  tacks to a single shot. Bonus: +2 to 
  strike on a Called Shot or carefully 
  aimed shot only. 
  Tailing. The practiced ability to fol-
  low someone without their kno\\ ledge. 
  257 
  
  Includes basic stakeout procedures. A 
  failed Tailing roll indicates that the char-
  acter being '·tailed" has noticed he is be-
  ing followed and may take evasive 
  action to lose the "1ai1," or confront or 
  attack his pursuer (unless the tail makes 
  a run for it). Either way. the subject of 
  the "tail" is likely to escape being fol-
  lowed any further. Bonus: +5% to the 
  Tailing skill if the character also has 
  Prowl. Note: Tailing is also part of the 
  Surveillance skill. Base Skill: 30% +5% 
  per level of experience. 
  Tracking (people), Visual tracking 
  is the identification of tracks, and fol-
  lowing the paths of men, aliens. cyborgs. 
  robots, and animals by the signs they 
  leave on the ground and vegetation. 
  Tracking is a precise art, requiring much 
  practice. The skill includes the evalua-
  tion of tracks. indicating whether the 
  subject being tracked is loaded down 
  with equipment. running. moving slowly 
  (by measuring the space between steps). 
  and so on. By this means. the tracker can 
  estimate the subject"s rate of movement. 
  apparent direction. the number of peo-
  ple/robots in the party, and whether the 
  person or machine appears to know he is 
  being followed. Depending on the shape 
  of the being's feet and footwear, the 
  tracker may also be able to determine the 
  subject's race or species and whether it 
  is an adult or juvenile. Other methods of 
  tracking 
  include 
  recognizing telltale 
  signs such as blood and other stains. bro-
  ken and displaced vegetation. overturned 
  rocks. litter (such as cigarette butts. food 
  wrappers. soiled bandages, campfire re-
  mains. ctc.). and even odors carried by 
  the wind. Likewise. the tire tracks of ve-
  hicJes and the footprints from mecha can 
  reveal the size and type of vehicle, the 
  weight of its load, and sometimes. even 
  its make and year. Note: Includes hu-
  mans. humanoids. aliens. and robots. 
  Tracking requires focus. concentration. 
  and time to examine the trail. It will re-
  quire at least one full melee round (IS 
  seconds) of observation to pick lip a trail 
  and cannot be used in the midst of com-
  bat where the character is distracted with 
  staying out of the line of fire. finding 
  cover and staying alive. 
  Counter-tracking techniques are also 
  known, and include covering one's trail. 
  misdirection. parallel trails. avoiding ob-
  vious pitfalls like littering and others. 
  A failed Tracking roll means thai the 
  signs arc inconclusive. vague or mislead-
  ing. Additional signs must be found to 
  verify or clarify (roll again). Three con-
  secutive failed rolls means the tracker 
  has completely lost the trail. Roll once 
  every 40 yards/meters when following a 
  trail. unless it is very obvious. like that 
  made by a caravan of wagons. a giant ro-
  bot or company of soldiers (30 or more 
  troops). Characters attempting to follow 
  a skilled tracker who is deliberately try-
  ing to conceal his trail suffer a penalty of 
  -25% to stay on him. However. the char-
  acter engaged in counter-tracking tech-
  niques travels at slow speeds. about half 
  that of a casual rate of speed or 25% his 
  maximum speed. 
  Base Skill (Tracking): 25% +5% per 
  level of experience for both the tracking 
  and counter-tracking abilities. I\. charac-
  ter trained in tracking humans may at-
  tempt to track animals. but does so at 
  ha/fhis nonnal skill ability. 
  Undercover Ops. Training in under-
  cover operations in which the character 
  learns the methods and techniques of 
  blending smoothly into the background 
  and appearing as if he belongs there Uust 
  another unmemorable face in the crowd 
  or one of the guys). as well as assuming 
  a false identity and playing a "rolc" to 
  25. 
  
  track. spy upon or gather information or 
  evidence. Note: This skill is typically re-
  served for law enforcement, espionage 
  agents. mercenaries. con artists and other 
  criminal types. Base Skill: 30% +5% per 
  level of experience. 
  Wilderness Survival. Techniques for 
  gening water. food. shelter. and help 
  when stranded in wilderness regions: 
  forests. deserts. mountains, etc. Charac-
  ters without this skill will not be able to 
  stay healthy for more than a few days in 
  the wilderness after their supplies run 
  oul. Base Skill: 30% +5% per level of 
  experience. 
  Mechanical Skills 
  Note: A character with any Mechani-
  cal skill can try to make field repairs 
  within the capabilities of his skills 
  (unjam a weapon. change a tire. fix an 
  engine. etc.). provided he has the neces-
  sary time. materials and tools. Extensive 
  repairs or modifications are not possible 
  in the field because they need a machine 
  shop/garage. heavy equipment, spare 
  parts. and a full crew of workers to ac-
  complish. 
  Skill Penalties for Field Repairs: 
  Aircraft Mechanics. The under-
  standing of aerodynamics and the train-
  ing to repair. rebuild. modify and redesign 
  conventional aircraft. including commer-
  cial and military propeller planes. jets. 
  helicopters. hovercycles. basic aircraft 
  components of Veritech Fighters, and 
  hovercraft. Spacecraft are nor included. 
  Working on the wings and flight systems 
  of mecha and robots is very different 
  from true aircraft and has a -30% skill 
  penalty. However. the character can as-
  sist an engineer or robotics specialist by 
  following his instructions with only a 
  -15% skill penally. Base Skill: 25% 
  +5% per level of experience. 
  Automotive Mechanics. The ability 
  to repair, rebuild, mOdify, and redesign 
  conventional vehicles with internal com-
  bustion (gas) engines. It also includes 
  body work. turbine engines. methanol. 
  ethanol 
  and 
  diesel 
  truck 
  engines. 
  Working on hover jet systems for ground 
  vehicles is possible but at a -20% skill 
  penalty: -40% working on reactor en-
  gines, mecha and advanced power sup-
  plies. Base Skill: 25% +5% per level of 
  experience. 
  Basic Mechanics. A general famil-
  iarity with and understanding of basic 
  mechanics. This character can fix a 
  toaster, repair a bicycle. replace a belt on 
  a motor. repair or replace a switch. han-
  dle or knob. replace a spark plug. change 
  oil. assist in automobile repairs. maintain 
  machinery. read a schematic and similar 
  fundamental tasks. Base Skill: 30% 
  +5% per level of experience. 
  Biomechanical Maintenance (Proto-
  culture). General knowledge in mecha 
  mechanics and repair (i.e., can clean and 
  replace parts, recharge Protoculture en-
  ergy cells. etc., as well as assist a Mecha 
  Engineer). This area of specialty focuses 
  Simple: -5%, Moderate: -10% to -15%. 
  Difficult/Serious or Alien: -20% to 
  -40%. Extensive: Not possible. take back 
  to base camp garage. Characters who fail 
  their skill roll cannot make the repair no 
  maner how simple it may be (having a 
  bad day, not performing well under pres-
  sure, etc.); try again. 
  on all types of bio-energy and fuel sys-
  259 
  
  terns. and an understanding of Proto-
  culture as an energy system. Includes 
  knowledge of Proloculture energy cells. 
  fuel systems. generators. maintenance. 
  recharging spent power cells. and similar 
  basic uses and applications of Prolocul-
  lUre. Cannot design or build Protoculturc 
  energy systems. Requires: A minimum 
  of Basic Mechanics and Basic Electron-
  ics. Base Skill: 30% +5% per level of 
  experience. 
  Locksmith. The study of lock de-
  signs and the ability to repair. build. 
  modify and open locks. The methods. 
  techniques. and tools of lock picking in-
  clude the old-style key and tumbler. 
  combination. and modern electrical lock-
  ing systems. Time Requirements: 104 
  melees to open an antiquated key type 
  lock 
  or simple 
  tumbler/combination 
  type. 104 minutes to open an elaborate 
  tumbler type. 204 minutes to open a 
  simple electronic lock (usually by patch-
  ing in a bypass system) and J 04 hours to 
  break a complex. state-of-the-an elec-
  tronic lock system such as those used in 
  high security and restricted areas. Super 
  high-tech systems. such as those used by 
  militaries and governments. wi ll require 
  304 hours and have a skill penalty of 
  -20%. 
  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 again. A sec-
  ond failed roll means that the lock is ir-
  reparably damaged and can not be 
  opened! Base Skill: 25% +5% per level 
  of experiencl!. Requires: At h:ast the 
  Basic Electronics skill (but such mini-
  mal skill imposes a -1 0% penalty when 
  working on complex or high-tech locks) 
  or Electrical Engineer (+5% bonus on 
  such locks). 
  Mecha Engineering. A specialized 
  area of Robotechnology that deals will 
  all aspects of mecha design. robotics. 
  mccha weapon systems. Banloids. Veri-
  techs and the application of Protoculture 
  in their design and function. Base Skill: 
  30% +5% per Icvel of experience. 
  Mechanical Engineer. Training, un-
  derstanding. and knowledge of how ma-
  chinery is designed. operated. built. and 
  maintained. Characters can attempt to re-
  design. modify. repair, construct. or sab-
  otage 
  mechanical 
  devices 
  (includes 
  fusion driven turbines and advanced 
  power supplies). The player must roll to 
  see if his character can figure out how to 
  operate. analyze and design the machine. 
  First. a succcssful diagnostic roll must 
  be 
  made. 
  I{oll 
  again 
  to determine 
  whether the character can fix/change/ 
  build the requi red mechanism. and roll 
  again to see if the repair. modification or 
  construction was properly done/made 
  and 
  the machine works. 
  Requires: 
  Mathemarics: Basic or Advanced, Basic 
  Electronics. and Literacy. Special Bo-
  nus: Add a one rime bonus of +5% to 
  the Locksmith and Sun:eillance skills if 
  Mechanical 
  Engineering 
  is 
  known. 
  There is a -30% penalty when working 
  on alien or extremely unfamiliar me-
  chanics. Thl! mechanic may be able to 
  puzzle out some of the basic aspects of 
  an alien device. and may be able to fig-
  ure out how to operate the machine. but 
  will not be able to completely fathom 
  how it works or how to repair it. Base 
  Skill: 25% +5% per level of experience. 
  260 
  
  Reflex System Mechanics. The re-
  pair and maintenance of massive ReDex 
  furnaces as used in starships. Characters 
  with this skill are usually engine room 
  monkeys and can work wonders with a 
  wrench and a length of wire. Requires: 
  Mathematics: Advanced. Base Skill: 
  35% +5% per level. 
  Robot Mechan ics. This is the spe-
  cilic study of advanced mechanics as it 
  applies to robotics. Those trained in this 
  discipline can repair. modify. build. and 
  sabotage robots. including industrial ro-
  bOl machines. power annor. mil itary 
  drones and robot vehicles. There is a 
  -30% penalty when working with alien 
  robots, advanced. experimental and mili-
  tary robots and robots with alien compo-
  nents. Requ ires: Mechanical Engineer. 
  Electrical Engilleer. and at least Mathe-
  matics: Basic. Base Skill: 20% +5% per 
  level of experience. 
  Robotechnology Engineering. The 
  study. theories and application of Robo-
  technology and Protoculture in mecha 
  and other applications. Roboleehnology 
  Engineers design things like industrial 
  machincry. RcDcx furnaces. spaceships. 
  drive systems, lighting vehicles and 
  weaponry thai run on Protoculture and 
  utilize aspects of Roboteehnology (a 
  blend of human and alien science). Re-
  quires: Mechanical Engineering and 
  Mathematics: Advanced. 
  Starship Engineer ing. Starship en-
  gineers design everything from shuttle 
  craft to the massive super-capital class 
  ships. This covers only the design and 
  bu ildi ng of the hulls: other things like 
  drives and weapon systems are designed 
  by other engineers specializing in those 
  fields. 
  Requ ires: 
  Mechanical 
  Engi-
  neering. Mathematics: Advanced and 
  Astrophysics to usc. Base Skill: 25% 
  +5% per level. 
  Vehicle Armorer. A specialized skilt 
  with which the character Can do more 
  than just tinker with the mechanics of a 
  vehicle. 
  Extra Armor: Replace S.D.C. body 
  with M.D.C. body or add more M.D.C. 
  to M.D.C. annor at 12 M.D.C. per level 
  of experience to military/combat vehi-
  cles. fu ll-sized vans and large trucks; 5 
  M.D.C. per level on commercial (non-
  combat) vehicles. Add a ram prow (does 
  an extra 206 M.D. on ram attacks. plus 
  106 M.D. for every 40 mph/64 km of 
  speed: ram prow has ID4:dO M.D.C.""'""7 
  M.D.C. per level of experience). Reduce 
  speed by 5% for every extra 24 M.D.C. 
  of armor on mil itary vehicles or every 10 
  M.O.C. added to commercial vehicles. 
  Reducc speed 10% for a ram pro\\. 
  Custom Body Modifications: Re-
  paint. modify or completely reconfigure 
  the body of a vehicle to change or dis-
  guisc its original appcarance. or to make 
  it look innocent. old. ncw. scal)' or sleek. 
  Can turn the interior into a sealed. 
  environmental compartment and/or add a 
  reinforced pilot or crew compartment 
  (ID4xlO M.D.C .. +5 M.D.C. pcr level of 
  experience) inside the vehicle, move the 
  location of the engine and/or gas tank. 
  add an extra gas tank. soup-up with 
  heavy-duty shock absorbers (in effect 
  adds 10 M.D.C. to reinforced pilot or 
  crew compartment), extend and shorten 
  wheelbases. and similar changes. 
  Replace S.D.C. components and parts 
  with M.D.C. emdvolenls. May include 
  such things as adding handgrips (I O..t 
  M.D.C. 
  each) and 
  railings (106+3 
  M.D.C. each). extra (or fewer) head-
  lights (1D4 M.D.C.). adding a spotlight 
  (small: 106 M.D.C.) or searchlight (me-
  dium to large: 2D4+4 M.D.C. or 2D6+6 
  M.D.C.), removing doors and replacing 
  them with locking hatches (1 D6x I 0 
  261 
  
  M.D.C. +5 M.D.C. per level of experi-
  ence). changing windows to slits with ar-
  mored glass (106+6 M.D.). adding a 
  roof mounted turret (with I D4x 10+15 
  M.D.C.). 
  adding or 
  repair 
  weapon 
  mounts 
  for 
  heavy 
  vehicle-mounted 
  weapons (rail guns. machine-guns. mini-
  missile launchers. heavy lasers, flame 
  throwers. etc.), but cannol hook up the 
  weapon or ammo drum or modify the ac-
  tual weapons unless he also has the 
  Weapon Systems skill. The Vehicle Ar-
  morer can also drive/operate military ve-
  hicles and trucks at the Base Skill for 
  that vehicle type. 
  Note: Automatically gets the Basic 
  Mechanics skill at +20% as part of this 
  skill. Basic Skill: 30% +5% per level of 
  experience. 
  Weapons Engineer. The complete 
  understanding of military class weapon 
  systems, cannons, recoilless rifles, launch 
  systems. missiles. rockels. heavy energy 
  weapons. and their incorporation into 
  military vehicles. The charact~ r can han-
  dle. maintain, rcpair. unjam. clean, mod-
  ify, mount. and figure out most weapon 
  systems and power supplies. and re-
  charge batteries and E-Clips. He can re-
  pair an assault rifle, 
  handle heavy 
  weapons and install a missile system 
  into a vehicle or a suitcase launcher. The 
  engineer can also add and repair armor 
  and is an expert welder. Requires: Me-
  chanical Engineering. Bonus: + 1 to 
  strike when using heavy weapons or ve-
  hicular weapon systems. Note: -30% 
  when working on alien or experimental 
  weapon systems or vehicles. Base Skill: 
  25% +5% per level of experience. 
  Medical Skills 
  Animal Husbandry. Knowledge in 
  the behavior, carc. feeding, breeding. re-
  production habits and health of domesti-
  cated animals such as cattle. sheep. 
  goats, horses. ducks. chickt:ns. dogs, 
  cats. and simi lar livestock and pets. The 
  percentile number indicates the degree 
  of knowledge and skill one has about an-
  imals and their care. Reduce the skill 
  ability by half when caring for captive or 
  injured wild animals. Base Skill: 35% 
  +5% per level of experience. Also sec 
  Veterinary Science. 
  Crime Scene Investigation. The 
  procedures. methods. and techniques in 
  police crime scene investigation. includ-
  ing protecting the integrity of a crime 
  scene, gathering and preserving evi-
  dence. lingerprinting. recognizing and 
  preserving DNA evidence, ballistics 
  (matching bullets to weapons and angles 
  of impact). and linding, processing and 
  analyzing clues and evidence. Base 
  Skill: 35% +5% per level of experience. 
  Bonus: + I to Perception Rolls. Re-
  quires: Biology. Chemistry. Chemistry: 
  Analytical, Mathematics: Advanced. and 
  Literacy. 
  Field Surgery. Training in emer-
  gency. 
  life~saving surgical procedures 
  that can be performed "in the field" to 
  keep 
  critically 
  wounded 
  individuals 
  alive. Given the proper equipment. the 
  262 
  
  field surgeon can perfonn amputations. 
  suture tom arteries, check internal bleed-
  ing, cauterize wounds. and give blood 
  transfusions. Field expedient surgery is a 
  dangerous proposition that all too often 
  results in the death of the patient. Be-
  cause of the risk involved. field surgery 
  is anempted only as a last resort, other-
  wise the injured is stabilized and evacu-
  ated to a hospital or field clinic. A failed 
  roll means the character dies of his inju-
  ries in a matter of minutes. See Surviving 
  Mega-Damage in the Rules Section for 
  details. Base Skill: 16% +4% per level 
  of experience; + 14% if the character is 
  also a Medical Doctor. 
  First Aid. 
  Rudimcmary 
  medical 
  treatment which includes how to ban-
  dage wounds. stop bleeding. splint bro-
  ken limbs. administer artificial respiration 
  (CPR). as well as use antiseptics and 
  common anti-inflammatory drugs and 
  painkillers. Base Skill: 45% +5% per 
  level of experience. 
  Fo.-ensics. Forensic medicine. the 
  proper medical procedure of performing 
  an autopsy on a corpse, finding evidence 
  regarding the time of death. cause of 
  death. age and sex of the victim. identi-
  fying physical trauma. internal injury. 
  the presence of toxins. and other details 
  rdated to the condition of the body and 
  cause of death. Requi.-es: Biology and 
  Chemistry skills. Base Skill: 35% +5% 
  per level of experience. 
  Holistic Medicine. Training in the 
  recognition, preparation. and application 
  of natural medicines usually made from 
  whole plants and/or their parts (roots. 
  leaves. fruit). The Holistic Doctor is ba-
  sically a pharmacist and naturalist who 
  creates drugs from herbs and vegetation. 
  as well as studies and treats common ail-
  ments and injury. He can find and use 
  plants to create salves. balms. ointments, 
  and lotions to soothe burns, boils, rashes. 
  and insect bites, and reduce swelling. as 
  well as create local anesthetics. and 
  salves to heal wounds faster (twice as 
  quick as normal). Brews. potions and 
  tonics are created to settle upset stom-
  achs. calm the nerves or induce sleep or 
  hallucinations. The individual can also 
  make alcohol and poison (hemlock and 
  mandrake for example). 
  The student of herbology also has a 
  good knowledge of plant lore and when 
  and where to find healing plants. edible 
  frui t. roots, and bark, as well as how to 
  use andlor avoid dangerous flora. The 
  character can also preserve foods and 
  knows how to set bones, bandage 
  wounds, and suture cuts. Note: Plants 
  are seasonal and the right fruit. root or 
  leaf may not be readily available in cer-
  tain times of the year/season. or may be 
  found exclusively in remote regions. 
  Game Masters should use a certain 
  amount of common scnse and drama 
  with this skill. Bonus: This skill pro-
  vides a bonus of + I 0% to the Brewing. 
  Identify Plants & Fruits and Preserve 
  Food skills. Base Skill: 30%/20% +5% 
  per level of experience. The first per-
  centage number is the character'S ability 
  to accurately diagnose the problem. The 
  second percentage number is the healer's 
  skill at successfully lreating the problem 
  with herbs and making healing leas. ton-
  ics and salves. A failed roll means the 
  treatment or concoction did not work. 
  Modifiers: -10% to treat disease. infec-
  tion, or poison .. -1 0% to treat internal in-
  juries. -5% to cauterize. and -30% to 
  treat alien creatures: cannot perfonn sur-
  gery or amputation. 
  Medical Doctor. The Medical Doc-
  lor is a trained surgeon and has a doctor-
  ate in the medical sciences. Areas of 
  263 
  
  training include: clinical skills, medical 
  lion has been stabili=ed. Failure means 
  discipline. code of ethics. physiology 
  the patient's condition is not improved 
  (muscle. respiratory, blood. body fluids). 
  and getting worse. Another character can 
  pathology (diseases. their structure and 
  immediately attempt to apply medical 
  function). 
  rudimentary 
  pharmacology 
  aid or the same player can try again. but 
  (use. reaction. and interaction of drugs). 
  the first character must spend I D6 min-
  laboratory skills. and techniques and 
  utes of reexamination and/or concentra-
  methods of data collection. Surgery in-
  tion on the problem before he can try 
  cludes the precision usc of knives and 
  again. Base Skill: 40% +5% per level of 
  scalpels for medical purposes. suturing 
  experience. 
  cuts. removing warts and growths. deliv-
  Pathology. This branch of medicine 
  cring babies (by C-section if necessary). 
  deals with the nature of diseases, their 
  realigning and selling broken bones. am-
  causes and symptoms. and the functional 
  putating limbs. cauterizing wounds. sur-
  and structural changes caused by dis-
  gically removing foreign objects (e.g. 
  ease. Training includes anatomy. physi-
  bullets. shrapnel. etc.). stopping blood 
  ology. cell biology. manifestation of 
  loss. surgically stopping int\;;mal bleed-
  disease, tissue injury and repair. abnor-
  ing, repairing internal injuries. and the 
  mal cell structure. metabolism. diagnosis 
  gencral treatment of wounds and disease. 
  of human diseases. tissue culture mcth-
  Requires: Biology, Pathology. Chemis-
  ods and applications. analysis of drugs in 
  lIy, Mathematics: Basic or Advanced 
  biological samples and laboratory re-
  and Literacy. Base Skill: 60%/50% +5% 
  search. investigative methods. and use of 
  per level of experience. The first per-
  instruments and equipment. Base Skill: 
  centage number is the doctor's ability to 
  40% +5% per level of experience. Bo-
  accurately diagnose the problem. The 
  nus: +5% to Forensics skill. Requires: 
  second percentage number is the doc-
  Biology, Chemistry, and Literacy skills. 
  tor's skill at successfully treating the 
  Psychology. The principles. theories 
  problem. 
  and evaluation of human behavior as 
  Paramedic. An advanced form of they apply to psychology and psycho-
  emergency medical treatment which in-
  therapy. Includes analysis. undcrstand-
  eludes all first aid techniques. the setting 
  ing and treatment of emotional and men-
  of broken bones, suturing of wounds. use 
  tal illness. motivational and perct!ptual 
  of oxygen 
  and emt!rgency medical 
  disordcrs. personality assessment. alco-
  equipment. 
  administering 
  of drugs. holism. drug abuse and treatment, and 
  knowledge of how to move a critically 
  other aspects and studies of the mind and 
  injured person. and other life-saving 
  human behavior. Base Skill: 35% +5% 
  techniques. 
  per level of experience. Requires: Biol-
  A failed roll means the patient has ogy, Chemistry. and Literacy. 
  not responded to treatment or that the 
  Veterinary Science. A doctor who 
  treatment has been improperly adminis-
  specializes in the medical care and lrcat-
  I~rcd. Note: For serious injury or coma. 
  ment of wild and domestic animals. 
  roll three times. consecutively. on per-
  Areas of study are biology (specifically 
  cCl1tile dice. A roll of two successes out 
  animal). reproduction, breeding. animal 
  or three means the wound has been prop-
  anatomy. physiology. pathology. !Ox i-
  erly treated or that the patient's condi-
  cology. surgery. suturing wounds. 5et-
  264 
  
  ting bones, disease. medical care and 
  other appl ications and techniques in the 
  medical treatment of animals. Base 
  Skill: 50% +4% per level of experi~nce. 
  Requires: Biology and Animal Hus-
  bandry. Note: A Medical Doctor can 
  also treat an animal. but is at a -35% 
  penalty to do so. 
  Xenological Medicine. Familiarity 
  with nonhuman physiology and medi-
  cine for the treatment of alien races. Like 
  Xenobiology, most Xenological Medical 
  Doctors have a general understanding of 
  alien physiology, but specialize in one or 
  two specific races. Without a specializa-
  tion. this is a general skill that allows the 
  character to treat most commonly known 
  aliens on par with the Paramedic skill. 
  Specialization makes the character a 
  Xeno-M.D. Base Skill: 25% +5% per 
  level. + 15% for a specialization in this 
  area (take the skill once for general 
  knowledge, again for each "specializa-
  tion": each counts as one skill choice). 
  Military Skills 
  Boarding Spaceships. Methods and 
  techniques in making an opening to 
  board (gain entry to) large space vessels, 
  carriers and space stations. Includes 
  ideal location, minimal damage (may 
  want the ship for their own openllion. 
  salvage. etc.), pacifying crew and de-
  fenders. sl:curing the vessel. and similar 
  boarding strategies and tactics. Base 
  Skill: 30% +5% per level of experience. 
  Camouflage. The skill of concealing 
  a fixed base position. veh icle. equipment 
  or individual. using natural and/or artifi-
  cial materials. A fair amount of time is 
  involved in the preparation of a larger 
  position. Large cargo nets. cut branches 
  and underbrush are used most often in 
  camouflage. This skill is also used to 
  conceal traps. Base Skill: 20% +5% per 
  level of experience. 
  Demolitions. An advanced knowl-
  edge in the use and workings of explo-
  sives and detonation devices for the pur-
  pose of blowing up structurc:s (bridges. 
  buildings. barriers. fortifications). board-
  ing space vessels and sabotage. This in-
  cludes all types of explosives. from 
  grenades and mines to plastique. missiles 
  and bombs. It also includes a basic un-
  derstanding of the strategic placement of 
  mines and booby traps. This skill in-
  creases the character's awareness of sus-
  picious rope, string. and wire. Bonus: + I 
  to Perception Rolls. Base Skill: 60% 
  +3% per level of experience. A failed 
  roll means a dud: no explosion. 
  Demolitions Disposal. The skill to 
  safely defuse unexploded mines, bombs. 
  missiles. dud artillery rounds. explosive 
  booby traps, or any other types of explo-
  sive device. Base Skill: 60% +3% per 
  level of experience. 
  Demolitions: Underwater. Funda-
  mentally the same as Demolitions. but 
  with an emphasis on using explosives in 
  an underwater environment. including 
  underwater 
  techniques. 
  area 
  effect, 
  sound wave damage. different Iypes of 
  explosives_ as well as arming. disarming 
  265 
  
  and 
  repairing 
  torpedoes 
  and 
  depth 
  col, military law and bureaucracy. Note: 
  charges. Base Skill: 56% +4% per level 
  All soldiers have a fundamental knowl-
  of experience. Note: Any character with 
  edge of military etiquene (base skill 30% 
  the Demolitions skill can use explosives 
  with no improvement). but this skill is 
  underwater. but is -10%. 
  much more expansive and by the book 
  Field Armorer & Munitions Ex-
  knowledge. Base Skill: 35% +5% per 
  pert. A somewhat simplistic and basic 
  level of experience. 
  version of the Weapons Engineer as it 
  Military Fortification. Knowledge 
  applies to infantry weapons. The charac-
  in the design and building of basic de-
  ter can maintain. unjam. fix, modify. 
  fensive structures suitable for modem 
  mount, reload ammunition. recharge 
  Mega-Damage combat. With the right 
  E-Clips. reload missiles and ammo 
  materials and [ime. the character can 
  drums. install/mount "hardpoints;' and 
  build defensive walJs. bunkers, and tank 
  place maChine-guns and rocket launchers 
  traps, as well as understand the value of 
  on a vehicle. and figure out most small 
  natural terrain that includes obstacles to 
  anns (conventional and energy pistols 
  impede movement and protective struc-
  and rines). Can also repair minor dam-
  tures to shield friendly forces from en-
  age to body annor (20 M.D.C. maxi-
  emy fire. The character is trained to 
  mum), as well sharpen blades. make prepare barbed wire. tank obstacles, 
  arrows and arrowheads, make horse-
  tanglefoot wi re. booby traps, trenches. 
  shoes and basic metal items (nails, 
  tank ditches, foxholes. reinforced can· 
  spikes. and chain links). A major over-
  crete or earthen walls, bunker com-
  haul is not possible. Base Skill: 40% 
  plexes, rail gun/mortar emplacements, 
  +5% per level of experience. Note: Au-
  tunnel systems and similar defensive 
  tomatically gets the Basic Mechanics 
  constructions. Even with the advent of 
  skill at 30% +5% per level as part of this 
  MegawDamage warfare these old. classic 
  package. 
  fortifications have useful applications. 
  Forced March. Practiced training in 
  Earthen walls and foxholes made from 
  unifonn marching with a full field pack 
  S.D.C. materials still afford soldiers 
  and weapons. See the description under 
  cover, some protection and can disperse 
  PhySical Skills. 
  energy blasts or deDect shrapnel from 
  Military Etiquette. A clear under-
  explosions. When built with Mega-
  standing of the way the military works. 
  Damage concrete and alloys they pro-
  including rules of behavior (when to sa-
  vide as much protection as any robot ve-
  lute, how to address superiors and subal-
  hide or tank! Base Skill: 30% +5% per 
  terns, etc.), military procedures and 
  level of experience. 
  routines, standard issue of equipment, 
  Military History. Not only the study 
  special ordering procedures. proper dis-
  of recent military actions. including the 
  play of rank and medals, advancement in 
  four Robotech Wars, but the study of 
  rank (and the duties that come with it), 
  warfare throughout the ages. Military 
  proper troop fonnations. how to deal 
  Historians are often able to glean power-
  with military bureaucracy. the chain of ful insight on current military issues 
  command. proper channels. who to con-
  from the dusty annals of history. Base 
  tact to get things done. and other useful 
  Skills: 30% +5% per level. Bonus: Adds 
  infonnation in matters of military proto-
  a +5% to Military Tactics. 
  266 
  
  Military Sign Language. The use of approach a potential combat situation. 
  hand signals to indicate action. response 
  like recognizing a potential anack/retreat 
  and combat positions in the field whcn 
  area. combat or defensive weaknesses. a 
  verbal or radio communication would 
  trap. etc. Base Skill: 25% +5% per level 
  alert the enemy. Requires line of sight 
  of experience. 
  (i.e .. onc must be able to see the signer). 
  NBC Warfare (Nuclear, Biological, 
  A failed roll means a misunderstanding 
  & Chemical). The safe methods and 
  or no idea of what has been indicated. 
  procedures of handling, containing, clean-
  Base Skill: 40% +5% per level of expe-
  ing up, countering and defending against 
  rience. 
  hazardous materials. chemical spills. and 
  Military Tactics. Study and applica-
  nuclear. biological and chemical war-
  lion of military strategy. tactics and 
  fare. waste and contamination. Base 
  forces. The character is well versed in 
  Skill: 35% +5% per level of experience. 
  current tactical trends and the proper, 
  Recognize Weapon Quality. The 
  and often unconventional, use of military 
  abiliry 
  to 
  accurately 
  detennine 
  a 
  units 10 secure victory. Students of Mili-
  weapon's durability. rcliabiliry. quality. 
  lary Tactics are also educated in histori-
  signs of wear or misuse, and any neces-
  cal military tactics, since much can be 
  sary repairs by physically examining it. 
  learned from the history of warfare, and 
  This includcs knowing the manufacturer 
  can analyze enemy forces and move-
  and their reputation, and so on. The 
  ments to decipher the tactics of their 
  character can also recognize if the 
  commanding officers. 
  Bonus: 
  Adds 
  weapon is stolen (serial numbers filed 
  + I 0% to Detect Ambush and Detect 
  away. etc.). new, old, and if it has been 
  Concealment. Base Skill: 35% +5% per 
  customized, as well as fair market value. 
  level. 
  Base Skill: 25% +5% per level of expe-
  Naval History. A basic historical 
  rience. Note: Reduce the skill ability by 
  knowledge of past navies. naval warfare. 
  half if the item is seen. but not physi-
  and naval combat vessels, as weJl as a 
  cally examined. 
  general knowledge about the oceans and 
  Trap & Mine Detection. Knowledge 
  seas and the beings who travel them. The 
  of the strategic placement of booby traps 
  base skill percentage indicates the ap-
  and mines. the telltale trademarks and 
  proximate degree of infonnation the 
  indications of traps and mines. how to 
  character has learned or can remember 
  avoid them, and the use of mine and ex-
  accurately. Base Skill: 30% +5% per 
  plosive detection equipment The char-
  level of experience. 
  acter has been trained to watch for 
  Naval Tactics. A basic understand-
  suspicious objects. dirt mounds. trip 
  ing of naval military combat strategies 
  wires and camouflaging materials that 
  and tactics, preferred methods of fight-
  may denote the presence of a trap. Sim-
  ing in both small scale engagements and 
  pie snare traps and trip wires can be eas-
  full battles. river. lake and sea combat 
  ily disanned by the character. but the 
  tactics. boarding and capturing enemy 
  Demolitions Disposal skill is required to 
  vessels. the "dos" and "don'ts" of naval disarm mines. explosives or complex 
  warfare. and other basic naval military 
  traps. Base Skill: 20% +5% per level of 
  methods. A successful tactics roll will 
  experience on visuals alone. Add +50% 
  reveal some hints as to the best way to 
  when using special detection equipmenl 
  267 
  
  to locate nllnes/explosives and + I 0% to 
  locate other types of traps with detection 
  equipment. Nonhumans with a keen 
  sense of smell are +10% to "sniff out" 
  explosives. 
  Zero Gravity Combat. Rudimentary 
  experience in weightless environment 
  that allows for controlled movements 
  and adequate compensations. Bonuses: 
  Number of attacks per melee round is 
  unchanged. +1 on initiative, +1 to strike. 
  parry. disarm. and pull punch. +2 to 
  dodge. and ~ I 0 to normal speed. Note: 
  The bonuses from this skill apply ONLY 
  whcn the character is in a weightless 
  slale. Characters without Zcro-G Com-
  bat fight with massive penalties: Reduce 
  attacks per melee round, all combat bo-
  nuses. and Spd by half1 Does not apply 
  to mecha. but to people in environmental 
  night suits/vacuum suits and body armor 
  (CVR-3). 
  Physical Skills 
  Special Note: One of the unique as-
  pects of Palladium's RPGs is that thc 
  player can build and increase his or her 
  charactcr's physical attributes (P.S., P.P .. 
  P.E.. Spd. and S.D.C.) by selecting 
  Physical skills that build and develop 
  muscles and endurance. ALL attribute 
  and skill bonuses are accumulative. but a 
  specific Physical skill may on ly be cho-
  sen ollce. including Hand to I-land Com-
  There are five choices for Hand to 
  Hand Combat skills available to the 
  character (pick one). There are three ad· 
  ditional fighting lechniques which can be 
  selected to improve one-s rang~ of fight. 
  ing ability: Boxing. Kick Boxing and 
  Wrestlillg (can pick any or all). 
  No Hand to Hand Combat Skill. 
  Characters without combat training get 
  one hand to hand attack at levels I. 3. 
  and 9. and are + 110 dodge. 
  Hand to Hand: Basic. Provides ele-
  mentary fighting techniques and meth-
  ods of attack and self-defense as taught 
  in military basic training or in self-de-
  fense classes. See the combat section for 
  a listing of specific abilities. 
  Hand to Hand: Exper-t. An ad-
  vanced form of self-defense and un-
  anned combat usually taught to com-
  mandos. ft costs two of the character's 
  skill selections to learn. Sec the combat 
  section for a listing of specific abilities. 
  Hand to Hand: Martial Arts. This 
  is some form of Oriental fighting skill 
  (karate. kung-fu, etc.) that teaches ad-
  vanced hand La hand combat. It costs 
  three of the character's skill selections to 
  learn. See the combat section for a list-
  ing of specific abil ities. 
  Hand to Hand: Assassin. This is an 
  advanced form of combat with an em-
  phasis on immobilizing or killing onc's 
  opponent quickly. It costs three of the 
  character's skill selections to learn. Sec 
  the combat seclion for a listing of spe· 
  cific abilities. 
  Hand to Hand: Commando. This is 
  an advanced form of military combat 
  that includes martial arts techniques with 
  an emphasis all immobilizing or killing 
  one-s opponent quickly. Restricted to 
  certain O.c.c.s and is only available 
  when the O.C.C'/R.C.C. says so. See lhe 
  bat ski lls. 
  268 
  
  combat section for a listing of specific 
  abilities. 
  Note: On rare occasions. some spe-
  cial O.c.c.s or R.c.c.s may get their 
  own. unique and exclusive type of Hand 
  to Hand Combat skill. 
  Acrobatics. Aerial fcats of agility 
  and strength, such as walking a tight-
  rope. high wire. trapeze. and stunts pcr-
  fonned above ground. Other physical 
  abilities include rolls, somersaults. leaps. 
  and falls. 
  Provides all of the following: 
  An automatic kick attack at first level 
  (108 S.D.C. damage). 
  Sense of balance (60% +5% per 
  level). 
  Walk tightrope or high wire (60% 
  +3% per level). 
  Climb Rope (80% +2% per level). 
  Back Flip (60% +5% per level). 
  Basic Climb abi lity (40%; or adds a 
  + 15% to Climbing skill). 
  swi mming. bowling. baseball. basket-
  ball. and similar activitit:s. Bonuses: +1 
  to parry and dodge. + 1 to roll with im-
  pact. + I to P.S" -1-106 to Spd and + I 08 
  to S.D.C. 
  Body Building & Weight Lifting. 
  The building of muscle lone and body 
  strength through weight lifting and exer-
  cise. Bonuses: +2 to P.S. and +10 
  S.D.C. 
  Boxing. Classic art of fighting with 
  fists. Training helps build the body and 
  reflexes. Skilled boxers \ .... ill automati-
  cally knockout opponents on a roll of a 
  Natural Twenty. The victim of a knock-
  out will remain unconscious for 1 D6 mc-
  Ices. Unlike normal knockout/stun. the 
  player does not have to announce that he 
  is trying to knockout his opponent before 
  making a roll to strike. Bonuses: + I ad-
  ditional anack per melee round. +2 to 
  parry and dodge. + I to roll with im-
  pact/punch. +2 to P.S. and +306 to 
  S.D.C. 
  Basic Prowl ability (30%: or adds a 
  Climbing. Knowledge of the tools 
  +5% to Prowl skill). 
  and techniques for climbing up sheer 
  Bonuses: +2 bonus to roll with impact. 
  surfaces. Players should roll once for ev-
  +1 to P.S .. P.P., and P.E. attributes. 
  cry 20 feet (6 m) of a vertical climb. If 
  + I D6 to S.D.C .. and no fear of heights. 
  the roll fails. it means he is losing his 
  Aerobic Athletics. A type of aerobic 
  grip. however. every "skilled" climber 
  exercise to build the body. develop re-
  gets a chance to regain his grip, roll 
  flexes and grace. and learn a few very 
  again. Two consecutive failed 
  rolls 
  basic self-defense moves. Bonuses: + 1 
  means the character falls (takes J D6 
  to disarm, + 1 to pull punch. +2D4 
  damage per 10 feet/3m of a fall). Base 
  S.D.C. and +2 to kicking damage. Sense 
  Skill: 40% +5% per levt:! of experience. 
  of balance (30% +5% per level of expc-
  RappeJling is a specialized rope 
  rience). 
  climbing skill used in scaling walls. to\\-
  Athletics (Ceneral). Training in, and 
  ers. and clifT facings. For game pur-
  enjoyment of, vigorous exertion for 
  poses. rappelling will include ascending 
  non-professional. competitive sports, ex-
  and descending climbs. Base Skill in 
  ercises, and contests of strength. endur-
  Rappclling: 30% +5% per level of ex-
  anct:. and agility. Includes sports and 
  pcrience. 
  hobbies such as tennis. track and field. 
  Fencing. This is the formal an of 
  skateboarding. bicycling. golf. skiing. 
  fighting with a sword and dagger. This 
  269 
  
  includes not only Olympic style fencing 
  with a foil. epee or saber. but also Kendo 
  (the use of a samurai katana) and other 
  blades. Bonuses: + 1 to strike and parry 
  with a sword or dagger. and + I 06 to 
  damage with a sword. Requires: W.P. 
  Sword (W. P. Knife is optional). 
  Forced March. Practiced training in 
  unifonn marching with a full field pack 
  and weapons. This is done at an even 
  pace and rhythm that enables the march-
  ers to cover great distances on foot at a 
  faster than normal pace. Increase the 
  nannal Physical Endurance rate as to 
  how long an activity like marching can 
  be maintained by five times; applicable 
  only to forced marches/traveling. Maxi-
  mum speed on a forced march is roughly 
  60% of one's Spd attribute, which en-
  ables a large group of dozens to hun-
  dreds of soldiers to travel at the same 
  consistent pace, suitable for everybody 
  in the group (never less than a Speed of 
  8). Likewise. this skill trains soldiers to 
  make coordinated charges and maneu-
  vers. including spear runs, spear and 
  shield placement. and so on. Bonuses: 
  +2 to P.E., + I D4 to Spd. +2D6 to S.D.C. 
  Gymnastics. Learn ing to do falls. 
  rolls. tumbles. cartwheels. somersaults 
  and to work the parallcl bars and rings. 
  This sport builds great upper body 
  strength, grace. and balance. 
  Provides all of the following: 
  Climb RopelRappel (60% +2% per 
  level). 
  Bonuses: +2 bonus to roll with impact, 
  +2 to P.S., + 1 to P.P .. +2 to P.E. and 
  +2D6 to S.D.C. 
  Juggling. The ability to toss "up" a 
  number of objects. such as balls. clubs. 
  knives. lit torches. and almost any small 
  objects. and keep them continuously in 
  the air with fast hand movements. It is 
  used for the entertainment of others and 
  to develop greater hand-eye coordina-
  tion: + I on initiative. Base Skill: 35% 
  +5% per level of experience. 
  Kick Boxing. Kick Boxing is a fonn 
  of martial arts self-defense. The charac~ 
  ter who takes Kick Boxing has done 
  maybe a few months or a year of casual 
  training as a supplement to his usual 
  Hand to Hand Combat skill. Bonuses: 
  + 1 to P.E.. +1 to P.S. and + IDIO to 
  S.D.C.. plus add the following strikes to 
  the usual list of known attacks: Round-
  house Kick (3D6 damage). Axe Kick 
  (2D8 damage). Knee Strike (I D8 dam-
  age) and Leap Kick (3D8 damage, but 
  counts as two melee attacks). Humans 
  inflict S.D.C.fHit Point damage. charac-
  ters with Supernatural P.S. inflict the 
  same number of damage dice as M.D. 
  Characters with Robot P.s. inflict half 
  the damage listed as M.D. (i.e., Round-
  house does 2D4 M.D .. Axe Kick I D8 
  M.D. and so on). 
  An automatic kick attack at first level 
  Outdoorsmanship. Bcing an avid 
  (204 damage). 
  outdoorsman and survivalist. this charac-
  Sense of balance (50% +3% per level). 
  ter has spent a significant portion of 
  hislher life living off the land or in the 
  Work paraliel bars & rings (60% 
  wild. As a result, the character is hard ~ 
  +3% per level). 
  cned to the rigors of outdoor life. Re-
  Back Flip (70% +2% per level). 
  quires: Wilderness Survival. Bonuses: 
  Basic Prowl ability (30%; or adds a 
  Add + 1 to P.E.. +2D6 to S.D.C. and 
  +5% to Prowl skill). 
  +5% to the Dowsing. Fasting, J.D. 
  Basic Climb ability (25%: or adds a Plants and Frzllt. and Wilderness Sur-
  +5% to Climbing skill). 
  viva/ skills. 
  270 
  
  Physical Labor. Not all strength and 
  conditioning 
  comes 
  from 
  deliberate 
  training or sports. some comes from old-
  fashioned hard work. This skill repre-
  sents the strength and endurance gained 
  from hard physical labor either due to a 
  physical occupation (such as construc-
  tion. ditch digging, warehouse work 
  loading and unloading boxes. etc.) or rc-
  ally demanding chores at home such as 
  chopping wood, bailing hay. mending 
  fences, etc. Bonuses: Add +2 to P.S., + I 
  to P.E. and +2D8 to S.D.C. 
  Prowl. This skill helps the character 
  to move with stealth; quietly. slowly, 
  and carefully. Techniques include bal-
  ance and fOOling, short steps and pacing. 
  weapon positioning. prone positions for 
  low visibility, and crawling. A failed 
  Prowl roll means that the character has 
  been seen or heard. If the Prowl roll is 
  successful. then the character is not seen 
  ute number before starting to feel fa-
  tigued. Base Skill: 50% +5% per level 
  of experience. Swim Fatigue Note: The 
  act of swimming on the surface of the 
  water has the same fatigue rate as run-
  ning and medium to heavy exertion. es-
  pecially at great speed or for very long 
  periods of time. Note: Characters who 
  faiJ their Swimming skill roll flounder. 
  but manage to stay afloat. they just don't 
  cover any distance. Three failed swim 
  rolls in a row means the character slips 
  underwater and will drown unless res-
  cued. Penalty: Rough waves or stann 
  conditions inflict a -20% penalty to 
  Swimming. Remember. characters are 
  capable of swimming while in power ar-
  mor. but NOT in simple non-powered. 
  M.D.C. body armor unless they can 
  overcome the armor's weight to Slay 
  afloat; -45% penalty to Swimming in 
  body armor unless otherwise noted. 
  or heard and may make a sneak attack. 
  SCUBA. 
  The 
  letters 
  S.C.U.B.A 
  Base Skill: 25% +5% per level of expe-
  stand for Self-Contained Underwaler 
  rience. 
  Breathing Apparatus. Individuals Jearn 
  Running. A routine of running and 
  the methods and equipment needed for 
  exercise to bui ld speed and endurance. 
  skin diving and under-vater swimming. 
  For game purposes. the character is able 
  A character can swim a distance equal to 
  to run at an even pace (half speed) for a 
  2x his P.S. in yards/meters per melee 
  half mile (0.8 km) for every one point of round. This pace can be maintained for a 
  P.E. without undue fatigue. If pushing 
  total of minutes equal to his P.E. before 
  oneself to the limit and running at ma.xi-
  tiring. Base Skill: 50% +5% per level of 
  mum speed, the character can run one 
  experience. Note: The maximum safe 
  third that distance before collapsing. Bo-
  depth one can go without getting the 
  nuses: +1 to P.E., +4D4 to Spd and 
  bends is about 120 feet (36.5 m). Deeper 
  + I D6 to S.D.C. 
  depths arc possible with dcpressur-
  Swimming. The rudimentary skill of 
  ization. special suits. power armor. ro-
  keeping afloat. swimming, diving and 
  bats and submarines. Requires: Swim-
  lifesaving techniques. 
  The percentile 
  mingo S.C.U.B.A. Fatigue Note: Swim-
  number indicates the overall quality of ming underwater with S.C.U.B.A. equip-
  form as well as skill of execution. A 
  ment or other underwater equipment is 
  character can swim a distance equal to 
  considered to be light activity. unless ex-
  3x his P.S. in yards/meters per melee 
  tremely active. involved in combat or 
  round. This pace can be maintained for a 
  fast swimming (in which case it is con-
  lotal of minutes equal to his P.E. attrib-
  sidered strenuous or heavy activity). The 
  271 
  
  buoyancy of water reduccs the weight of 
  most items by 30% when carried under-
  water. This means the fatigue rate for 
  carrying a heavy load is reduced by 
  30%. meaning 30% more can be carried 
  at the nonnal fatigue rate. Characters can 
  also lift 30% heavier weights. 
  Wrestling. As taught in old high 
  schools and colleges. wrestling is marc 
  of a span than a combat skill. but it does 
  provide some useful combat moves. 
  Bonuses: +1 to roll with impactffall. +2 
  10 P.S .. +1 10 P.E. and +40610 S.D.C. 
  Wrestling Special Moves: 
  I. Body Blockffacklc does 104 dam-
  age (double if the wrestler is 8 to 12 
  feet/Z.4 to 3.6 m tall, and 306 damage if 
  larger). The opponent must dodge or 
  parry (push away/deflect attacker) to 
  avoid being knocked down. If knocked 
  down. the opponent loses one melee at-
  tack/action and initiative for the rest of 
  that round. 
  2. Pin/Incapacitate on a natural roll of 
  18. 19, or 20. This means that the wres-
  tler can hold his opponent in such a way 
  that his opponent cannot physically at-
  tack or move. However. the character 
  who is using the "pin" hold cannot at-
  tack or move without releasing his oppo-
  nenl. 
  3. Crush/Squeeze docs 104 S.D.C. 
  damage per squeeze attack (double dam-
  age if 8 to 12 feetf2.4 to 3.6 m tall. and 
  306 damage if larger). Each '·squeeze·· 
  counts as one melee action/attack. 
  Pilot Skills 
  Note: Piloting skill rolls arc made 
  when driving a veh icle under adverse 
  conditions (rain. fog. icc. etc.) and when 
  pel/arming stunts. tricks, jumps. evasive 
  action. under attack, dodging. shooling a 
  weapon 
  while 
  driving. 
  high 
  speed 
  chases. sides\vipe attack. etc. 
  A failed roll either means the "stunt"· 
  maneuver failed/missed. or that the pilot 
  has lost control of the vehicle. I f control 
  is lost. the pilot must roll two successful 
  piloting skill rolls (with penalties) out of 
  three to regain control. Failure to do so 
  means the vehicle crashes. Game Mas-
  ters. use your discretion and common 
  sense. but here are some penalty guide-
  lines (in addition to those presented at 
  the beginning of the skill section). Ad-
  verse weather or road conditions: Poor: 
  -10%, Bad: -15% to -20%. Terrible: 
  -30%: pressure situation: -10% to -30%; 
  shooting and driving: -20%: attaCking 
  ram/sideswipe with vehicle: -20%. pilot 
  is distracted: -10%; pilot is wounded or 
  dazed: -10% to -40% depending on how 
  "out of if" the character may be. 
  Characters may select Pilot skills 
  other than Military as an Oc.c. Related 
  Skill or SecondGlY Skill. They may also 
  be limited to selcct O.c.c.s. For exam-
  ple. most Technical Officers cannot pilot 
  Battloids or Veri tech Fighters. Each Pi-
  101 skill counts as one skill selection. 
  Airplane. Includes old propeller, sin-
  gle and twin engine lypes. Base Skill: 
  50% +4% per level of experience. 
  Automobile. Manual and automatic 
  transmission: includes dune buggies. 
  jeeps. and small trucks. Base Skill: 60% 
  +2% per level of experience 
  Boats: Motor, Race & Hydrofoil 
  Types. These include all types of smal l. 
  motor driven boats. racing craft and 
  yachts. Base Skill: 55% +5% per level 
  of experience. 
  Boats: Paddle Types/Canoe/Kayak. 
  Includes paddled boats and canoes. row-
  boats and knee boards. as well as the 
  Kayak. Speed in still waler is usually 
  272 
  
  equal to the character's P.S. atlribute 
  (treatcd for all purposcs as Spd) and can 
  be maintained for P.E. x5 in minutes 
  without pause. The skill also includes 
  basic principles behind using currents. 
  maintenance. and even ··tricks·' like 
  sculling and right-siding a nipped canoe, 
  etc. Base Skill: 50% +5% per level. 
  Horsemanship: General. Basic abil-
  ity to saddle. mount, ride and care for a 
  horse (or horse-like animal). Not trained 
  for combat. 
  Boats: Sail Types. Small sail boats 
  and medium-sized sailing yachts, and 
  fishing boats. Base Skill: 60% +5% per 
  level of experience. 
  Combat Driving. This skill supple-
  ments other driving skills by helping to 
  make the character a master of the roads 
  when driving automobiles. jeeps, trucks. 
  motorcycles and other ground vehicles. 
  II helps to tum the character intO an ag-
  E.ressive 
  road-hog 
  and 
  cool-headed 
  ::chicken" player. In facL tricks. danger-
  ous maneuvers and 
  high-speed car 
  chases arc challenging and fun for this 
  daredevil. although his passengers are 
  likely to fear for their lives. 
  In game mechanics. skill penalties for 
  tricks, vehicular attacks (ram. sideswipe. 
  c:te.). and evasive maneuvers arc reduced 
  bv half when this character is at the 
  \\:heeL plus he is +2 to dodge when driv-
  ing. +2 to survive a crash/impact, can 
  fire a weapon from a moving vehicle at 
  on ly a -2 penalty. and can even make an 
  Aimed or "Called Shot"· (at -2 to strike) 
  while on a moving vehicle (or talk. or 
  engage in some other activity while driv-
  ing without penalty). This is a supple-
  mental piloting skill applicable only to 
  ground vehicles, including C) clones and 
  Hurricane mecha, and does not have a 
  base skill or level of progression other 
  than reducing penalties an additional one 
  point per level of the driver'S experi-
  ence. 
  The first percenlile number indicates 
  the character's general level of expertist.: 
  in the riding and can: of horses. It is used 
  whenever the character tries to deter-
  mine breed and quality, as well as care, 
  feeding and grooming. Roll under the 
  skill percentile number to succeed at the 
  propa care or assessment of the animal. 
  The second percentile number is used 
  when perfonning any special jumps. 
  tricks and stunts with or on the animal. 
  To avoid being thrown from the horse 
  when jumping, charging. kicking or per-
  fonning some other difficult maneuver 
  or trick, the character must roll under his 
  secolld percentage to remain in the sad-
  dle and in control of his animal. Base 
  Skill: 40%/20% +.t% per level of expe-
  rience. 
  Hovercycles 
  & 
  Hover 
  Vehicles 
  (Ground). Can pilot aJl lypes of hover 
  vehicles used for ground transport. cargo 
  hauling. trucking and hovcrcycles. These 
  vehicles can be tricky. and hovercyclcs 
  can attain great speeds. Note: -20% to 
  piloting skill rolls when pulling jumps. 
  tricks. dodging gunfire and stunt driving. 
  Base Skill: 60% +4% per level of expe-
  rience. 
  Jet Aircraft. Includes large and 
  small commercial transport jets. Base 
  Skill: 40% +4% per level of experience. 
  Jet Packs. Piloting bilckpilck-style 
  units that strap to the back of an individ-
  ual to carry him airborne. The typical jet 
  pack is a onc person unit capable ofho\"-
  ering above the ground and flying at an 
  average altitude of 300-1000 feel (91.5 
  to 305 m). Base Skill: 42% "t-4% per 
  level of experience. 
  273 
  
  Mecha 
  Elite 
  Combat T.-aining 
  (MECT). The ability to pilot mecha (see 
  Battloids. Cyclones and Veritechs. be-
  low) means the character can operate it 
  and use all sensors. features, and weap-
  ons of the mecha HOWEVER. the pilot 
  does so without benefit of bonuses: 
  straight. unmodified die rolls. and the 
  number of attacks is the same as the pi-
  lot's own. and his own Hand to Hand 
  bonuses do NOT combine with those of 
  the mecha. 
  Mecha Elite Combat Training pro-
  vides the pilot with many advantages. 
  Most mecha descriptions end with Bo-
  nuses Jar Elire Combat Training, under 
  Hand to Hand Combat. These additional 
  attacks and bonuses are added to the pi-
  lot's own number of attacks and bonuses 
  whenever he is piloting the specific type 
  of mecha in which he has had Mecha 
  Elite Combar Training (MEeT). Thus, a 
  Veritech pilot with Mecha: Elite Combat 
  Training "'Alpha" gets the extra attacks 
  and bonuses described at the end of the 
  Alpha. Other types of Veritechs in the 
  UEEF include the Beta Cyclone. and 
  Silverback. but to get Elite Combat bo-
  nuses for each. the pilot would have to 
  take each type as a separate Elite Com-
  bal skill selection. Each type selected 
  counts as one MECT skill (i.e. Mecha 
  Elite Combat Training: Bcta, MECT: 
  Cyclone. MECT: Silvetback. MECT: 
  Condor. MEeT: Bioroid Interceptor, and 
  so on). Without MEeT the pilot has only 
  basic fighting skills. 
  MEeT Note: If there are no Bonuses 
  for Elite Combat Training listed at the 
  end of a mecha description then it is as 
  follows: + 1 attack per melee at levels 2. 
  5,8, 12 and 15. +1 on initiative, +2 to 
  strike, +1 to parry, +2 to dodge, +2 to 
  pull punch. + I to roll with impact. 
  This is a supplemental piloting skill 
  applicable only to mecha, including 
  Battloids and Veritechs. and does not 
  have a base skill or level of progression 
  other than reducing penalties an addi-
  tional one point per level of the pilot's 
  experience. 
  Mecha: Pilot Battloids. Knowledge 
  and training to pilot all non-transform-
  able humanoid shaped mecha including 
  the Bioroid Interceptor, Condor, cargo 
  haulers. old-style Destroids. and similar 
  mecha. Piloting and basic operations 
  without any combat training or bonuses. 
  Piloting Bonus & Penalties: A +10% 
  skill bonus to ONE area of Piloting Spe-
  cialty with battloids. In the UEEF. that is 
  usually the Bioroid Interceptor or Con-
  dor. Characters with this skill can only 
  pilot a Veritech when it is in battloid 
  mode, and even then are subject to a 
  -30% skill penalty and -1 attack per me-
  lee round. Note: Must select Mecha: 
  Elite Combat Training in order to get ad-
  ditional combat bonuses for battloids. 
  Those bonuses are presented under each 
  specific mecha. Base Skill: 55% +5% 
  per level of experience. 
  Mecha: Pilot Ground Veritechs. 
  Limited knowledge and training to pilot 
  only the Cyclone motorcycle mecha or 
  Silverback Veri tech 4-whecJed vehicle. 
  Piloting Bonus & Penalties: A +10% 
  skill bonus to ONE area of Piloting Spe-
  cialty. In the UEEF. that is usually a par-
  ticular series/type of Cyclone (VR-030. 
  VR-040 or VR-050 series) or the Silver-
  back. Characters with this skill can NOT 
  pilot a Veri tech Fighter or Battloid, and 
  are subject to a -40% skill penalty and -2 
  al1aeks per melee round should they try. 
  Note: Must select Mecha Elire Com bar 
  Training to get additional combat bo-
  nuses for Cyclones. Those bonuses are 
  274 
  
  presented under each specific meeha. 
  Base Skill: 55% +5% per level of expe-
  rience. 
  trois and handle differently from con-
  ventional vehicles, especially the many 
  ton. armored combat vehicles such as 
  tanks and armored personnel carriers 
  (APes). Thus. special training is re-
  quired to pilot them. Base Skill: 52% 
  +4% per level of experience. Note: 
  Those with this skill can also pilot other 
  types of "tracked vehicles:' 
  Military: Warships & Patrol Boats. 
  Training 
  piloting military 
  warships, 
  combat hydrofoils. patrol boats and am-
  phibious beach craft/transports. Includes 
  a basic idea of how to use sonar and tar-
  geting equipmenl depth charges. torpe-
  does, and other common weapon sys-
  tems, as well as evasive maneuvers and 
  piloting. Base Skill: 40% +4% level. 
  Note: Characters with the Molar Boat or 
  Mecha: Pilot Veritechs. The knowl-
  Ship skill can also pilot these vessels but 
  edge and ability to pilot ALL transform-
  at a -12% penalty. 
  able 
  Veritech 
  mecha including the 
  Motorcycles. This skill includes the 
  Alpha, Beta, Shadow Fighter, Cyclone 
  piloting of all two- and three-wheeled 
  and others. past and present. 
  vehicles such as motorcycles of all 
  Piloting Bonus & Penalties: A + 13% 
  types, dirt bikes. and mopeds as well as 
  skill bonus applies to ONE area of Pi-
  snowmobiles, jet sleds, miniature-ATVs 
  loting Specialty with Veritech Fighters. 
  and other scaled-down vehicles. Base 
  In the UEEF. that is usually the Alpha, 
  Skill: 60% +4% per level of experience. 
  Beta. Shadow Fighter or Cyclone, but 
  Spacecraft: Light and Medium. 
  can be any. Characters with the Pilot 
  This skill covers the piloting of light and 
  Vcritech skill can operate Banloids, but 
  medium hull class ships with a mass un-
  with a -20% skill penalty and -1 attack 
  der 500.000 tons and includes vessels 
  per melee round. Note: Must select 
  used for transportation, light troop and 
  Mecha Elite Combat Training to gel ad-
  cargo haulers, shuttle craft. reconnais-
  ditional combat bonuses for Vcritechs. 
  sanee vessels and other small spacecraft. 
  Those bonuses are presented under each 
  Base Skill: 50%+5%. 
  specific mecha description. Base Skill: 
  Spacecraft: Heavy. This skill covers 
  55% +4% per level of experience. 
  the piloting of heavy hull class ships 
  Military: Jet Fighters. Training in-
  with a mass of between 500,000 tons and 
  eludes flying, maneuvering. aerial com-
  10,000.000 tons. Ships such as the 
  bat strategies, and typical fighter jet 
  Garfish Heavy Cruiser and Tokugawa 
  weapon systems. Base Skill: 50% +4% 
  Class Banlecruiser fall into this catc-
  per level of experience. 
  gory. Base Skill: 45% +5% per level. 
  Military: Tanks & APCs. Military 
  Spacecraft: Capital/Super-Capital. 
  vehicles often have unconventional con-
  Proficiency in piloting the heaviest ships 
  275 
  
  in th~ fleet \\ ith masses over 10.000.000 
  tons. The Ikazuchi class Command Car-
  rier and the SDF-3 Pioneer fit into this 
  hull class, as well as the Ark-Angel Col-
  ony Ship. Base Skill: 35% +5% per 
  level. 
  Sp~lce Fold Operations. The ability 
  to pial jumps using the space fold FTL 
  drives on UEEF ships. Requires: Astro-
  physics and Mathematics: Advanced. 
  Base Skill: 20% +5% per level. 
  Tracked & Construction Vehicles. 
  Includes landcrawlers, half-tracks. light 
  tanks. and big-wheeled heavy construc-
  tion vchicles and t:arthmovcrs like bull-
  dozers, steam shovels/excavators. scrapers. 
  graders. 
  tractors. 
  loaders. 
  backhoes. 
  dump trucks. haulers. etc. Base Skill: 
  40% +4% per level of experience. Can 
  pilot tanks and APCs but al a -15% pen-
  alty and -I attack per melee round. 
  Truck. Specifically applies to driv-
  ing large cargo and transport vehicles 
  like eight- to sixteen-wheeled commer-
  cial trucks and multi-ton transports. Base 
  Skill: 40% +4% per level of experience. 
  Water Scooters. The knowledge and 
  skill of piloting all types of one- and 
  two-man water sleds (underwater) and 
  jet skis (surface sleds). Base Skill: 50% 
  +5% per level of experience. 
  Water Skiing & Surfing. All water 
  skiing techniques. methods and use of 
  mosl types of recreational forms of "rid-
  ing the waves." including skis. water jet 
  scooters. water boards, surfboards and 
  sailboards. Base Skill: 40% +4% per 
  level of experience. 
  Pilot Related 
  Navigation. Training in map reading. 
  star charts. course computation. follow-
  ing landmarks. and use of navigational 
  27. 
  equipment. Includes land. air. and water 
  navigation. as \\ctl as piloting by instru-
  ments alon~. A failed roll means the pi-
  lot is olTcourse. Roll2D6xl00 for most 
  aircraft. 4D6,100 for jets. and 2D6xl0 
  for ground vehic lcs to determine how 
  many miles/kilomelers they are off 
  course. Roll for every hour that one is 
  off course. This skill enables characters 
  to navigate any vehicle. including ships 
  and Olher water vessels that ride on the 
  surface of the water, by charling the stars 
  and landmarks and using instruments. 
  Likcwise. the character can navigate 
  submersibles 
  using 
  instruments 
  and 
  other data. Requires: Basic Mathemat-
  ics, Computer Operation. Sensory Equip-
  ment. and Literacy. Base Skill: 40% 
  +5% per level of experience. 
  Navigation: Space. The methods and 
  techniqu~s used to navigate entirely by 
  instruments. mathematical calculations 
  and the use of star charts. Knows the ins 
  and outs of space fold operations. using 
  black holes. and planetary gravity wells. 
  faster than light speed travel and other 
  aspects of space travel. 
  A skill roll is made for each hour of 
  travel within a solar system and each day 
  of travel outside of a solar system. Each 
  failed roll will put the craft I D4x I 0,000 
  miles (16.000 to 64.000 km) off course 
  in a solar system and 2D6x200,OOO 
  miles (640.000 to 3.8 million km) off 
  course outside of a solar system. Subse-
  quent successful rolls will discover the 
  previous mistakes. requiring they be cor-
  rected: ho\V~vcr. three failed rolls in a 
  row means the navigator is totally lost 
  and the Game Master can whip up an ad-
  venture just to gel the hapless crew 
  home or back on track. Requires: Basic 
  Mathematics. Computer Operation, Sen-
  sory Equipment. and Literacy. Base 
  Skill: 30% +5% per level of experience. 
  
  Rad ar/Sonar O peration: See Scn-
  sory Equipment. 
  Sensory 
  Equipment 
  (30%+5%). 
  Sce Communication Skills for the de-
  scription. 
  Weapon Systems. This is the com-
  plete understanding of wcapon units and 
  systems incorporated into military vt:hi-
  cles. mccha. robot vehicles. and space-
  craft. It includes lasers. particle beams. 
  rail guns. missile and grenade launchers, 
  cannons. 
  turreLS 
  and 
  vehicle/robot 
  weapon systems. Bonus: + I to strike 
  when using these types of weapons: does 
  not 
  include handheld weapons (see 
  Weapon Proficiencics). Base Skill: 40% 
  +5% per level of experience. 
  Science Skills 
  Anthropology. This is lhe behavioral 
  study of man and other intelligent life-
  fonns and their environments. Studies 
  include societies. customs and beliefs. 
  religions. and political structure. as well 
  as rudimentary history and archaeologi-
  cal background. It is important to nole 
  that anthropology is more concerned 
  with the study of modern races and soci-
  eties than ancient ones. This is especially 
  important when dealing with alien races 
  and cultures in order to avoid acciden-
  tally breaking taboos or codes of behav-
  ior. 
  It also tells the anthropologist 
  whether he may be dealing with a dan-
  gerous people (hate humans, fear tech-
  nology, are cannibals. etc.). 
  The skill can also bc used to examine 
  artifacts and ancient or alien ruins to 
  identify the probable people/race, pur-
  pose. culture and technological level. 
  The character can identify the period of 
  time the item was used (contemporary or 
  ancient). and whether il is human or 
  alien. but is not skilled enough to tell 
  whether an arlifact is authentic or a forg.-
  cry. Bonus: +5% to all Lore skills and 
  History: Earth. Base Skill: 30% +5% per 
  level of experience. 
  Archaeology. This is the scientific 
  study of relics from ancient civilizations 
  by excavation and other means. The skill 
  teaches proper excavation (dig) tech-
  niques. analysis. preservation. restora-
  tion. and dating methods (inCluding 
  carbon dating). as well as a rudimentary 
  history and anthropology background. 
  Base Skill: 30%/20% +5% per level of 
  experience. The first percentage number 
  applies to the character's historical and 
  archaeological capabilities. the second is 
  his ability to recognize true historical ar-
  tifacts. as well as his ability to figure out 
  the purpose of the item through exami-
  nation alone (i.c .. without seeing it used 
  in action). 
  Artificial 
  Intellige nce. 
  Specializa-
  tion in robot/cybernetic brains and the 
  2n 
  
  many principles and theories behind ad-
  vanced artificial intelligences, how they 
  '"think" 
  and "understand" the world 
  around them. how to communicate with 
  them and how to rcprogram them. cither 
  directly or by argument. True artificial 
  intelligences (A.l.s) can think and learn 
  for themselves. and are incredibly rare in 
  the UEEF. A.l.s range from .. thinking" 
  computers and devices with problem 
  solving capabilities and the ability to 
  learn and think independent of a human 
  operator. to devices modeled on the neu-
  ral network of the human brain which 
  can think. learn. solve problems, create 
  and even imagine independent of their 
  programming. Requires: Computer Op-
  eration. Bonuses: +5% to all other Com-
  puter skills. including Programing and 
  I lacking. Base Skill: 30% + 3% per level 
  of c:\perience. 
  Astrophysics. Knowledge of stellar 
  astronomy and how it relates to nuclear 
  physics. quantum mechanics. relativity 
  and other explanations for the creation of 
  dcep space phenomena. like quasars and 
  black holes. Requires: Mathematics: 
  Basic and Advanced. Base Skill: 30% 
  +5% per level of experience. 
  Biology. 
  Basic understanding of 
  cells. anatomy. physiology. evolution, 
  and genetics. The character will know 
  how to use a microscope, cultivate bac-
  teria. and how to dissect study. evaluate 
  and classify new organisms. Base Skill: 
  30% +5% per level of experience. 
  Botany. Plants. their categories and 
  functions. arc studied extensively. Char-
  acters will know the basics of cross-fer-
  tilization and germinating. as well as 
  growing experimental plants. Base Skill: 
  25% +5% per level of experience. 
  Chemistry. The basic understanding 
  ratory procedures for analyzing and syn-
  thesizing chemical compounds to act as 
  competent assistants. Base Skill: 30% 
  +5% per level of experience. 
  Chemistry: Analytical. Chemical 
  engineering, analysis, isolation and iden-
  tification, the use of compounds and 
  their practical applications in a variety of 
  areas. Character is highly skilled in the 
  use of laboratory equipment and can an-
  alyze and synthesize chemicals. Base 
  Skill: 25% +5% per level of experience. 
  Requires: Chemistry, Mathematics: Ad-
  vanced. and Literacy. 
  Chemistry: Pharmaceutical. The 
  study of drugs and their interaction with 
  the human body. a familiarity with com-
  mon medical drugs, drug interactions, 
  prescribed dosages, the use/distribution 
  of drugs. their cffects on the human 
  body. and other biological and medicinal 
  applications. The charactcr can recog-
  nize and 
  prescribe common drugs. 
  knows their effects and side effects, rec-
  ognizes poisons/toxins. and can safely 
  administer medicine (painkillers, stimu-
  lants. antibiotics. antidepressants. etc.). 
  Base Skill: 30% +5% per level of expe-
  rience. A failed roll means the drug is 
  improperly administered or prepared, 
  and has no effect. 
  Mathematics: Basic. Knowledge of 
  basic math. including the ability to 
  count. addition. subtraction, multiplica-
  tion, division, and fractions. Base Skill: 
  72% +3% per level of experience. 
  Mathematics: Advanced. Knowl-
  edge of all basic and advanced mathe-
  matics. 
  including algebra, geometry. 
  trigonometry. calculus. and techniques 
  for using advanced mathematical fonnu-
  lae. Base Skill: 64% +2% per level of 
  experience. Requires: Mathematics: 8a-
  of chemical principles and formulae. 
  sic. 
  Characters know enough chemical labo-
  Psychology: See Medical Skills. 
  278 
  
  Xenobiology. The biological and and paper. The character can also copy 
  physiological study of alien species letters and words in any language even if 
  (rather than their culture or society). Pro ~ he does n01 know what it says. Tradi-
  vides a fair understanding of how the 
  lional Calligraphy with a brush is an 
  alien's body works, recognizes natural Asian art and traditionally, any person of 
  weapons. poisons or toxins. strengths culture and education in the Orient. es-
  and weaknesses. presence of natural pecially a noble. is expected to be able to 
  abilities. etc. Without Xenobiology. any produce gorgeous ideograms. Calligra-
  attempts to use a Medical skill on an 
  phy is a skill almost as necessary as Lit-
  alien species has a -20% skiJl penalty. eracy for traditionalists in Asia. Base 
  Base Skill: 30% +5% per level of expe-
  Skill: 35% +5% per level of experience. 
  rience. 
  Zoology. An academic knowledge of 
  wildlife, and the nature and habits of do-
  mesticated and wild animals. This in-
  cludes knowledge of animal habitats, 
  behavior. 
  instincts. 
  mating, 
  hunting, 
  food or favored prey. breeding, physiol-
  ogy and biology, flight/fight responses. 
  natural weapons and defenses. the best 
  way to handle the animals, and so on. 
  This skill may be specialized by taking 
  the skill twice. When specialized, the 
  character receives a one time bonus of 
  +20% to the skill when dealing with that 
  one specific type/species of animal (e.g., 
  apes. snakes, bovines, etc.). Bonus: +5% 
  to Track & Trap Animals and Veterinary 
  Science. Base Skill: 30% +5% per level 
  of experience. 
  Technical Skills 
  Art. The ability to draw, paint andlor 
  sculpt or do craft work. Selection as an 
  O.c.c. Related Skill indicates a profes ~ 
  sional quality, while selection as a Sec-
  ondary 
  Skill 
  indicates 
  a 
  talented 
  amateur. Base Skill: 35% +5% per level 
  of experience. 
  Ca lligraphy. The ability to produce 
  beautiful, fancy, hand drawn letters and 
  script with great legibility and beauty us-
  ing a brush or special set of pens, ink 
  Computer Operation. A knowledge 
  of how computers work, along with the 
  skills to operate peripherals like key-
  boards, printers, and modems. The char-
  acter can follow computer directions, 
  enter and retrieve information. install 
  programs, games and software, use the 
  web/internet and similar basic computer 
  operations. Does 
  flO! include Repair. 
  Programming or Hacking. Base Skill: 
  67% +3% per level of experience. Re-
  quires: Literacy. 
  Comp uter 
  Programming. 
  Ad-
  vanced computer knowledge that in-
  cludes designing. programming, debug-
  ging, and testing computer programs and 
  software. Hacking is possible. but at a 
  penalty of -40% unless the character also 
  has the Computer Hacking skill. Base 
  Skill: 50% +4% per level of experiencc. 
  Requires: Compurer Operation and Lit-
  eracy. 
  Da mage Control & Disaster Re-
  sponse. A specialized skill that includes 
  the methods and techniques of fire-
  fighting. rescue, handling hazardous ma-
  terials, isolating and scaling off danger 
  zones, how to deal with depressurization 
  and oxygen loss, temporary patches and 
  fixes of hull breaches, removing combat 
  damage, ways to minimize damage to 
  spaceships and equipment, and setting 
  up emergency power. lighting and opera-
  tions. Also includes the practiced use of 
  279 
  
  equipment. 100ls and gear nceded in the 
  event of an emergency. Quick thinking 
  Damage Control personnel can save 
  countless lives. minimize damage. and 
  save millions of credits wonh of hard-
  ware. Crew members skilled in Damage 
  Control & Disaster Response are regu-
  larly drilled by members of the Damage 
  Control Corps. Bonus: +5% to the NBC 
  Warfare and Jury Rig skills, and +10% 
  to Excavation & Rescue. Base Skill: 
  35% +5% per level. 
  Excavation & Rescue, A mixed bag 
  of abilities that includes finding one's di-
  rection underground or in the belly of a 
  spaceship without power or filled with 
  debris, estimating one's approximate 
  depth and location, "digging ouC and 
  identifying like areas that might hold 
  survivors. identifying salvage and equip-
  ment from debris. finding and removing 
  survivors from debris safely. digging out 
  and securing/repairing collapsed tunnels 
  and passageways. where to place suppon 
  beams. etc .. and all without any major 
  setbacks or further structural damage. 
  Note: Tunnels and excavation sites that 
  arc made quickly arc not permanent, and 
  can be collapsed by gunfire. combat, im-
  pact. earthquakes, ctc. Trying excava-
  tions without this skill is just asking for 
  trouble and is performed on pure luck. 
  Base Skill: 30% +5% per level of expe-
  rience. 
  General Repair & Maintenance. 
  Characters with this skill arc good with 
  their hands and capable of doing satis-
  factory cleaning and repairs on simple 
  devices. weapons. tools. and parts, as 
  well as sharpening blades, packing their 
  own S.D.C. bullets. changing a tire. re-
  pairing furniture, painting. varnishing, 
  nailing and assisting in basic repairs, 
  WOOdworking. and even doing minor 
  patchwork on annor (restores 
  I D6 
  M.D.C.). Roll once to sec whethcr the 
  character can figure out what is broken. 
  what must be done to fix it. and whether 
  it is beyond his meager abilities to re-
  pair. Roll again to detennine success or 
  failure in making the actual repair. If 
  failure. the player may try again. but 
  only twicc. Base Skill: 35% +5% per 
  level of experience. Reduce skill profi-
  ciency by half if the item is extremely 
  damaged. complex, high-tech or alien. 
  History: Earth. The first percentile 
  number represents a very general knowl-
  edge of Earth and its history. as well as 
  some of the:: most famous myths. leg-
  ends. and rumors about famous leaders. 
  personalities. places and events around 
  the world including the United Earth 
  Government. United Earth Expedition-
  ary Force and the Robotech Wars. 
  The second percentile number indi-
  cates a more in-depth knowledge of a 
  particular subject or region in the world 
  (pick by nation or continent). For exam-
  ~: History of the United Eanh Govern-
  ment focuses on modem history staning 
  around 2007 A.D .. while a particular 
  contincnt such as North America. pro-
  vides a deep knowledge about the his-
  tory of that region and its people. 
  cultures. origins. key figures and events 
  in history and science. as well as a gen-
  eral knowledge of notable lore. legends. 
  myth. religions. traditions. leaders. fa-
  mous individuals, and culture. 
  The History skill may be takcn re-
  peatedly to cover multiple regions/na-
  tions or various subjects (i.c.. 
  art. 
  science. or human conquest of space. in-
  cluding the Moon. Mars and other colo-
  nies: etc.). Base Skill: 35%130% +5% 
  pcr lcvcl of expcrience. 
  Lore: Invid, Study of the Invid and 
  their role in the cultivation of the Flower 
  of Life. the creation of Proloculture. 
  280 
  
  their connections to the Robotcch Mas-
  ters. Tirol and RObotechnology, invasion 
  of Earth and other worlds. as well as 
  Invid 
  rnecha. 
  Hives, 
  Genesis 
  Pits. 
  Regess and Regent. Base Skill: 20% 
  -1-5% per level. 
  Lore: Robotech Masters. Srudy of 
  the Robotech Masters. Iheir homeworld. 
  Tirol. their war machines. culture. his-
  tory and customs. as well as their history 
  and 
  impaci on 
  Earth, 
  the 
  Second 
  Robotech War. and Robolechnology. 
  Base Skill: 25% +5% per level. 
  Lore: Zentraedi. Study of the his-
  tory. 
  cultllre 
  and 
  customs 
  of the 
  Zcntraedi race. and includes common 
  knowledge about Zentraedi integration 
  into the UEEF. Base Skill: 30% +5% 
  per level. 
  Jury-Rig. A character with this skill 
  can repair almost anything. and even 
  build something out of scrap compo-
  nents. There is no guarantee that the 
  jury-rig will hold for very long (406 
  hours or 2D4 days. whichever is most 
  appropriate). or will even work in the 
  ,\<ay intended (roll again. a failed roll 
  means the system is only 50% func-
  tional/works at half its nonnal speed or 
  power level). but it may well save a 
  character's life until he can acquire the 
  proper parts. buy a new unit or get a 
  skilled mechanic to do Ihe job right. Re-
  quirements: At least Basic Mechanics 
  and Basic Electronics. Engineering skills 
  are even better. Bonus: Add +10% to 
  Damage Contro\. Field Annorer. and 
  NBC Warfare. Base Skill: 25% +5% per 
  level or experience. 
  Philosophy. The principles of phil os-
  ophy. eth ics and morals, methods for ef-
  fective debating and examining a subject 
  from a wide perspective. and touching 
  upon aspects of sociology and social 
  consciousness. Base Skill: 30% +5% per 
  level of experience. 
  Photography. Knowledge and meth-
  ods in the use of traditional 35 mm cam-
  eras and digital cameras. the use of 
  lighting. camera tricks, lenses. filters. 
  and other camera equipment, as well as 
  storage. deVelopment/printing, enlarge-
  ment. duplication of film/photos, com-
  puter 
  scanning 
  and 
  enhancemcnts. 
  alterations. and printing. Base Skill: 
  35% +5% per level of experience. 
  Research. The methods, techniques. 
  and mcans of finding infomlation. in-
  cluding public records. libraries. inter-
  views. surveys. 
  demographics. trade 
  journals. computer networks and legal 
  searches. This skill is helpful in locating 
  infonnation about people. places and 
  things. The G.M. should ultimately regu-
  late the availability of accessible. known 
  infonnation regarding a particular sub-
  ject. Any character can do research and 
  ask questions. but the Research skill re-
  duces the amount of time needed by half 
  and the character is trained to notice rel-
  evant infonnation that an untrained char-
  acter is liable to overlook. Thus. for truly 
  secret or difficult infonnation. you must 
  have a character with the Research skill 
  try to uncover it. Only roll to dctennine 
  success on researching these difficult or 
  hushed up bits of information. Base 
  Skill: 40% +5% per level of experience. 
  Salvage. The ability to find. identify, 
  strip down. evaluate and reuse (or sell/ 
  Irade). weapons, E-Clips. tools. parts. 
  wiring and other reusable components 
  from debris. wreckage and junk. Can 
  also strip a piece of wrecked machinery 
  for spare parts and may even be able to 
  make something work again. given time. 
  enough parts and the right skills. Base 
  Skill: 35% +5% per level ofexperiellcc. 
  281 
  
  Weapon 
  Proficiencies 
  Note: Each W.P. provides combat 
  training with 
  a 
  particular type of 
  weapon. All bonuses arc cumulative. 
  Each W.P. counts as one skill. The char-
  acter may select several W.P.s. Charac-
  ters without a W.P. may use that 
  weapon, but without benefit of the W.P. 
  bonuses. 
  There are two categories of Weapon 
  Proficiencies. 
  Ancient 
  and 
  Modern. 
  These are somewhat misleading. since 
  what they really refer to is unpowered 
  melee type weapons (swords. spears, 
  etc.) and modem, powered weapons 
  (guns of every stripe). 
  Ancient Weapons 
  A note about Ancient Weapon Pro-
  ficiencies (\V.P.): Each W.P. provides 
  combat training with a particular type of 
  melee weapon. The result is hand to 
  hand combat bonuses to strike and parry 
  whenever that particular type of weapon 
  is used. Bonuses that increase for that 
  particular weapon are accumulative and 
  arc combined with the character's P.P. 
  attribute, o.C.C .. and Hand to Hand 
  Combat skill bonuses. The Damage stat 
  indicates the number of damage dice 
  case of an M.D. knife. sword. etc .. the 
  Mega-Damage weapon docs the same 
  number of damage dice that it's S.D.C. 
  equivalent would inflict. only it is M.D .. 
  not S.D.C. (e.g .. a sword that inflicts 
  2D6 damage does 2D6 Hit Point/S.D.C. 
  damage if it is an S.D.C. weapon or 206 
  M.D. if a Mcga-Damage weapon.) 
  W.P. Axe. Training with all types of 
  large 3..'(c weapons. including single 
  blade and double-headed axes, battle axe 
  and picks. Damage: 206 or 208 dam-
  age depending on the size and style of 
  the battle axe (small axes and hatchets 
  do 106 damage). Bonuses: + 1 to strike 
  and parry at levels 2. 5. 8. 12 and 15. + I 
  to strike when thrown or to parry at lev-
  els 5. 8 and 12; not designed for throw-
  ing. 
  W.P. Blunt. Training with all types 
  of blunt weapons, including maces. ham-
  mers. cudgels. steel or lead pipes, staves. 
  and clubs. Damage: Typically I D6 and 
  204. with only the largest and spiked 
  weapons doing 206 damage. Bonuses: 
  +1 to strike and parry at levels I. 3. 6. 9 
  and 12. + I to strike when thrown at lev-
  els 5. 10 and 15; not designed for throw-
  ing. 
  W.P. Grappling Hook. Trained use 
  of a grappling hook for climbing (adds 
  +5% to that skill when a grappling hook 
  is used). scaling walls. boarding vessels. 
  or snagging objects. Tripping an oppo-
  rolled to inflict the appropriate amount 
  nent is done by hooking the foot, ankle 
  of damage for that type of weapon. 
  or leg. It does little damage. but success-
  Damage slarts as S.D.C. and when 
  fully knocking an opponent to the 
  S.D.C. is gone. damage comes off the 
  ground causes the victim to lose their 
  Hit Points (H.P.). As a rule, the larger or 
  initiative and one melee attack. Dam-
  better the quality of the weapon. the 
  age: When used in hand to hand the 
  greater the damage. 
  most damage a Grappling Hook docs is 
  Melee weapons that infl ict Mega-
  104 damage, but when swung and then 
  Damage are rarc, and include the 
  pulled back into a victim. the impaling 
  VR-040 series Cyclone Swords and se-
  damage is 106. Bonuses: +1 to strike or 
  Jeet alien weapons. Damage Note: In the 
  entangle when thrown/swung at levels 3, 
  282 
  
  6, 9 and 12. This weapon cannot be used 
  to parry! 
  W.P. Knife. Training with all types 
  of daggers and knives. Damage: Very 
  small: I D4 damage. but a typical sized 
  bladed does 106 damage. Bonuses: + I 
  to strike al levels 2. 4. 7. 10 and 13. +1 
  to parry at levels 1. 3. 6. 9 and 12. +1 to 
  strike when thrown. at levels I. 3. 6. 8, 
  10 and 13. 
  W.P. Paired Weapons (Excl usive to 
  Combll1 O.c.c.s). A tactic in which a 
  one-handed weapon is held in each hand 
  to be used in any combination of combat 
  moves simultaneously. For example. two 
  short swords. or a short sword and 
  broadsword, sword and knife. mace and 
  shield. and so on. Two-handed weapons 
  cannot be used as a Paired Weapon. 
  Users of Paired Weapons can: 
  1. Strike and parry simultaneously. In 
  other words. those skilled in W.P. Paired 
  Weapons can often perfonn two actions 
  for every one melee action/attack. 
  2. Twin, simultaneous strikes against 
  the same target. Both weapons hit the 
  same opponent or target at once. making 
  it ONE melee attack/action (roll only 
  once to strike with both weapons). The 
  defender under attack can only try to 
  parry one of the two weapons coming at 
  him for his defensive parry. The other 
  will strike unless he too has the W.P. 
  Paired Weapons skill and is using two 
  weapons, or a weapon and a shield, to 
  try and block both simultaneous attacks; 
  needs to roll one parry. 
  3. Srrike two different targets (or 
  strike one and parry another incoming 
  attack) simultaneously: both must be 
  within reach. 
  4. Parry two different attackers. one 
  with each hand. 
  Note: A character with W.P. Paired 
  Weapons needs to make two separate 
  rolls if he is: a) Striking two different 
  opponents: b) parrying attacks from two 
  separate opponents: or c) striking once 
  and parrying once against the same op-
  ponent or striking one opponent and par-
  rying a second attacker. The only time 
  that just one roll 10 strike with paired 
  weapons is necessary is when the char-
  acter is either striking the same opponent 
  twice or parrying two attacks from the 
  same opponent. 
  Characters with the W.P. Paired 
  Weapons skill may use any melee weap-
  ons that can be effectively used with one 
  hand (i.e .. one suitable weapon in each 
  hand). A character who gains the W.P. 
  Paired Weapons skill from level ad-
  vancement may usc it with any ooe-
  handed melee weapons he is currently 
  proficient with (has a W.P. in). 1-10\\-
  ever, any weapons being used which the 
  wielder does not have a Weapon Profi-
  ciency in or which is too large or heavy, 
  effl.;':ctively negates the Paired Weapons 
  skill. making it impossible to use both 
  hands and weapons simultaneously; can 
  only attack one opponent and each swipe 
  of the weapon counts as one melee at-
  tack. 
  Characters with W.P. Paired Weapons 
  can EITI-IER parry mUltiple attackers or 
  parry an incoming altack and then get a 
  counter-attack. but cannot do both. 
  Of course, a character with W.P. 
  283 
  Paired Weapons can parry an attack and 
  strike simultaneously only if he still has 
  attacks left. A character who has already 
  used up his attacks can NOT counter-
  strike (hit back) until the next melee 
  round begins. but he can parry until then. 
  A character with W.P. Paired Weapons 
  using both of his attacks simultaneously 
  
  on someone is vulnerable to attack from 
  a second opponent. When fighting three 
  (or more) attackers. the character would 
  be able to try to parry two of the anack~ 
  ers. but any other attacks would be unop-
  posed. 
  Fou r~armed characters only need to 
  take W.P. Paired Weapons once, not 
  once for each pair of arms. A character 
  who already has \V.P. Paired Weapons 
  would not gain any additional bonuses or 
  benefits by taking the skill a second 
  time. Only weapons in which the charac~ 
  ler has a Weapon Proficiency (W.P.) can 
  be used with W.P. Paired Weapons. 
  W.P. Paired Weapons is designed for 
  melee weapons like knives. swords. 
  clubs. etc., not guns. When shooting 1wo 
  guns at once there is a penalty of -2 to 
  strike with the regular hand and ~6 to 
  strike with the off~ hand . 
  W.P. Quick Draw. A practiced 
  move in which the character gets an ini ~ 
  tiative bonus to draw and fire or throw 
  his weapons much faster at the first sign 
  of danger. Note that characters with a 
  high P.P. benefit most from this skill. 
  Bonuses: + 1 on initiative for characters 
  with a p.r. of 17 or less. +2 on initiative 
  for those with a P.P. of 18 to 23. +3 on 
  initiative for those with a P.P. of 24 to 
  nuses (straight die roll). with a penalty of 
  ~ 8 to parry! Blocking thrown knives, 
  spears, arrows and other weapons is ba~ 
  sically the same but is only ~ 3 to parry 
  on an unmodified die roll. The shield has 
  limited S.O.c. and only really takes 
  damage when used to block energy 
  blasts or explosions. or is specifically 
  targeted by an opponent with the inten~ 
  lion of destroying or chopping through 
  the shield. 
  Oamae:e to shields (optional): Sub-
  tract 10% of the damage that would nor-
  mally be inflicted by a weapon when 
  blocked/parried by a shie ld. When all 
  S.O.c. is gone, the shield has too many 
  holes. cracks and weaknesses 10 offer 
  protection. The next strike will punch 
  right through or shatter it and hit the user 
  at full force and full damage. 
  W.P. Spea r. Combat sk ill with large 
  and small spears and javelins (the use of 
  a rine equipped with a bayonet also falls 
  into this category). Damage: Short spear 
  or javelin 106 damage. Long Spear 206 
  damage. Bonuses: + I to strike and parry 
  at levels 1,3,6.9. and 12. +1 to strike 
  when thrown at levels 3. 6, 10 and 14. 
  Maximum Throwing Range: 150 feet 
  (45.7 m). 
  W.P. Sword. Combat skills with 
  30 and +4 to initiative fo r characters 
  large and small swords. including fenc-
  with a p.r. of31 or above. 
  ing type training, includes rapiers. sa-
  W.P. Shield. Combat skills with 
  bers. broadswords. large swords and 
  large and small shields used primarily 
  short swords. Damage: Short Sword or 
  [or parrying and self defense. Damage: 
  Saber: 204. Falchion or Scimitar: 206. 
  106 as a blunt weapon. Bonuses: + 1 to 
  Broadsword: 108+1. Long Sword and 
  parry at levels 1. 3. 7, 10 and 13. A 
  other large swords: 206, Claymore. 
  shield can be used in one hand and a 
  Flamberge and other extremely large 
  weapon in the other. + I to strike with a 
  swords: 306 damage. Bonuses: + I to 
  shield (104 damage) at levels 4.8. and 
  strike at levels I. 3, 6. 9,12 and 15. +1 
  12. No bonus to strike when thrown. A 
  to parry at levels 2, 4,7.10 and 13. +1 to 
  shield cannot be used to block bullets or 
  strike When thro\vn at levels 4,8. and 12; 
  energy blasts. at least not easily. Any 
  swords are not designed for 
  being 
  such attempt is done without any bo~ 
  thrown. 
  284 
  
  W.P. 
  Ta rgeting. 
  Expertise 
  with 
  thrown and projectile weapons (but not 
  bows and arrows. crossbows. or guns). 
  such as the sling. slingshot. boomerangs. 
  shurikcns. throwing knives. throwing 
  sticks. axes (small) and spears. even 
  siege weapons. Bonuses: +1 to strike at 
  levels I, 3. 7 and 10. Characters who st;!-
  lect both W.P. Targeting and another 
  W.P. for a missile weapon (but not 
  thrown swords. large axes. staves. etc.) 
  get the usual bonuses for thai W.P .. plus 
  the bonus from W.P. Targeting. Can also 
  throw two small items. like knives. 
  shurikcns or throwing sticks. simulta-
  neously at the same target. Requires: 
  Anyone W.P. for a missile weapon such 
  as a spear. Note: The character loses all 
  bonuses. and the rate of (ire is half. when 
  running and shooting or throwing. while 
  nying. when riding on horseback or 
  from a moving vehicle. or otherwise un-
  balanced. 
  Tvpical Effective Range & Damage per 
  Weapon Tvpe: 
  Bolas: 30 feet (9 m) - 2D4 damage. 
  Blowgun: 30 feet (9 m) - I D4 damage. 
  Boomerangs: 60 feet (18 m) -
  ID6 
  damage. 
  Brick or Stone. thrown: 50 fecI ( 15.2 
  m)-ID6damage. 
  Dart: 30 feet (9 m) - I D4 damage. 
  Hand Grenade: 100 feet (30.5 m) -
  damage varies. 
  Javelin: 300 feet (91.5 m) -
  I D6 
  damage. 
  Net: 30 feet (9 m) - No damage. 
  Sling or Slingshot: 80 fect (24.4 m)-
  ID6 damage. 
  Spear. thrown: 100 feet (30.5 m) -
  I D6 or 2D6 damage. 
  Throwing Knives & Shurikens - 60 
  feet (18.3 m) - I D6 damage. 
  Throwing Sticks: 40 feet (12.2 m) -
  ID6 damage. 
  Throwing Axes: 40 feet (12.2 m) -
  2D4 damage. 
  Trident: 50 feet (15.2 Ill) - 2D8 dam-
  age. 
  Note: Increase the ejJectn'e throwing 
  range by 30% for characters \\ ith Aug-
  mented P.S. (typically from mecha). 
  50% for Robotic P.S. (typicaJl) mccha) 
  and triple the range for Supematural 
  Strength (uncommon). 
  Spears. javelins. shurikens. throwing 
  knives/irons. throwing sticks. and thra\\-
  jng axes can be thrown by anybody 
  without penalty at the typical effective 
  range listed abovc. 
  Throwing A\\kward hems: Swords. 
  large axes, hammers. clubs. maces. pole 
  anns and most other handheld weapons 
  as well as articles like frying pans. shov-
  els. toasters. large bricks. fumiture. etc .. 
  arc 1101 designed to be thrown. Consc-
  quently. the average throwing range is a 
  mere 20 feet (6 m) and the character is 
  - I to strike. An attacker can try to throw 
  such weapons farther. but is -3 to strike 
  for every additional 10 feet (3 m) be-
  yond 20 (6 m). Note: Characters \\ ith 
  Augmented/Bionic. Robotic or Supernat-
  ural P.S. can throw their weight limit 
  (below) the distance their P.S. allows. 
  but they too are -I to strike tossing the 
  ungainly object at one third the maxi-
  mum possible distance. -3 to strike at 
  half that distance. and -6 to strike farther 
  than half. 
  Heavv Items and Distances: Half the 
  character 5 maximum carrying weight 
  could be thrown one foot (OJ m) per ev-
  ery point of human P.S. For example. a 
  character with a P.S. 9 could throw 45 
  pounds (20 kg) nille feet (2.7 111). a P.S. 
  of IS could throw 75 lbs (34 kg) 15 feet 
  285 
  
  (.t.6 m). or a P.S. 32 could throw 320 
  pounds (144 kg) a distance of 32 feet 
  (9.7 m). The penalties above apply. 
  Double the range (2 feet/O.6 m per 
  P.S. point) for Augmented/Bionic P.5.. 
  and triple the range (3 feetlO.9 m per 
  P.S. point) for Robotic P.5.: the penalties 
  above apply (see Note). 
  No P.S. Damage Bonus: The damage 
  bonus for Strength does NOT apply to 
  arrows fired from a bow. or from a 
  thrown weapon unless the O.C.c. de· 
  scription specifically says that it does. 
  Aimed Attack/Called Shot: A thrown 
  weapon is considered a ranged attack, 
  however. the P.P. anribute bonus to 
  strike does apply. and you can do an 
  Aimed or Called Shot (aimed at a spe-
  cific target. weapon. hand. rope. etc.) 
  with thrown weapons. A thrown weapon 
  can also be used to disarm via an Aimed 
  or Called Shot/toss; bonuses to disarm 
  via Hand to Hand Combat apply. 
  A Natural 19 or 20 Does Double 
  Damage: An unmodified die roll to 
  strike before bonuses are added is a Crit-
  ical Strike with a thrown weapon when a 
  Natural 19 or 20 is rolled, and does dou-
  ble damage. If the attack was an 
  Aimed/Called Shot to disarm. the attack 
  is an automatic success. The only way 
  for this attack to be parried or dodged by 
  an opponent is for the defender to match 
  or better the roll with his own Natural. 
  unmodified. die roll. 
  Attacks per Melee Round: Un less 
  stated otherwise. each thrown 
  item 
  counts as one melee attack/action. Thus. 
  if a character normally has four hand to 
  hand attacks per melee. he can throw 
  four knives or darts per melee round. 
  Some exotic weapons may require a 
  spinning action or time to throw that 
  takes up two or more melee attacks. 
  Modern Weapons 
  No Weapon Proficiency (W.P.): 
  Anybody who does not have a W.P. in a 
  particular weapon Iype CAN pick up a 
  gun and use it. but does so without bene· 
  fit of any bonuses. The bonuses that fol-
  low do not apply to this unskilled 
  character. but a weapon can still be 
  deadly in his hands. P.P. attribute bo-
  nuses and Hand to Hand Combat bo-
  nuses do NOT apply to modem weapons. 
  Furthermore. the untrained shooter does 
  not know how to reload or clean the 
  weapon or anything about ammunition. 
  the gun's kick. how to use a gun sight to 
  aim accurately. or anything about guns 
  or gun safety - all he can do is pick it up. 
  aim as best he can and pull the trigger. 
  Note: A character with no gun profi-
  ciency rolls I D20 with no bonuses to 
  strike. can NOT make an A imed Shot or 
  a Cafled Shol and suffers a penalty of -3 
  to strike with burst attacks, -5 to strike 
  \ ... ·hen shooting a maChine-gun, rail gun. 
  286 
  
  mortar. missile launcher. or other heavy 
  weapon, and ~6 when shooting wild. 
  W.P. Handguns. A familiarity with 
  all types of projectile tiring handguns. 
  including revolvers and pistols. 
  Re~ 
  volvers are the classic cylinder~bascd 
  "six shooter."' Pistols are "automatic" 
  weapons which means the gun keeps fir~ 
  ing while the trigger is depressed and 
  doesn't stop until the trigger is released 
  or the ammunition is spent. 
  Damage: Light caliber guns: 206 to 306 
  S.D.C. Medium caliber guns: 306 to 
  406 S.D.C. Heavy/large caliber hand~ 
  guns: 4D6 (A S automatic) to 6D6 S.D.C. 
  (Magnum revolvers). Double damage 
  for a standard short burst (three rounds! 
  bullets fired), but only pistols (not re ~ 
  volvers) ean fire in bursts. 
  Average Rane.e: 140 feet (42.7 m). 
  Tvpical Pavload: Revolver: Six bullets. 
  Automatic Pistol: 8~ 16 rounds. 
  W.P. Bonuses: + 1 to strike at levels 2,4. 
  6.S, 10.12and 14. 
  W.P. Rifles. A familiarity with the 
  very accurate. single shot, boh ~ action 
  style of rifles used for hunting and snip-
  ing. and automatic and semi ~automalic. 
  military assauh rifles like the M~16 and 
  AK-47. 
  Damage: Light caliber rifles: 506 per 
  single round. Medium caliber rifles: 606 
  S.D.C. per single bullet. Heavy/Jarge 
  caliber rifles: 7D6 to ID6xl 0+-3 S.D.C. 
  per single round. Double damage for a 
  standard short burst (three roundSibullels 
  fired). Triple damage for a long burst 
  (six roundslbullets fired) but counts as 
  two melee attacks. Note: Only semi ~au~ 
  IOmatic and automatic rifles can fire a 
  three round burst. Only bolt~ action and 
  semi-automatic rifles can be used for 
  sniping and firing a single bullet. 
  A vcr3!:!e Rane.e: 1300 feet (396 m). +500 
  feet (152 m; that's ISOO feetl54S.6 m to-
  tal) for precision bolt~action rifles. 
  Tvpical Pavload: 
  Bolt~Action Rifles. 
  Semi~Automatic, and Light to Heavy 
  Caliber Rifles: 5-20 rounds loaded by 
  hand or by one box magazine/ammo 
  clip. Automatic Assault Rifles; 
  20~50 
  round magazines. with some capable of 
  taking a 100 round drum. 
  W.P. Bonuses: +1 to strike at levels 1. 3. 
  5.7,9, II and 13. 
  W.P. Shotgun. A familiariry with the 
  classic double~barrel shotgun and police 
  and military versions of shotguns with 
  ammo drums. 
  Damage: Buckshot: 2D6 S.D.C. (half 
  damage for rock salt) 10 a 10 fOOl (3 m) 
  radius; two S.D.C. (stings like the dick-
  ens) for riot control rubber bullets. Light 
  Shot: 3D6 S.D.C. Medium Shot: 4D6 to 
  506, Ileavy ShotiLarge Bore: 606 
  S.D.C. Note: In all examples listed 
  above, damage is for a single round. 
  double the damage if both barrcJs are 
  fired simultaneously. 
  A verage Ranee: 
  Sawed~Off: 60 feet 
  (IS.3 mJ. Hunting: 200 feet (61 m). and 
  PolicelMilitary Shotgun: 300 feet (91.5 
  m). 
  Tvpical Pavload: 2-6 in common shot~ 
  guns. 20, 50 and 100 round ammo drums 
  for police and military style (each single 
  blast counts as one melee arrack: can '( 
  fire two simultaneous blasts but has 
  rapid~fire and larger payload). 
  W.P. Bonuses: +1 to strike at levels I. 3. 
  6. 10, and 14. 
  W.P. Submachine-Gun. A familiar~ 
  ity with small arms automatic weapons 
  like the Uzi. 
  287 
  Damage: 406 S.D.C. per single round or 
  I D4x 10 S.D.C. per three round burst. 
  Average Range: 
  500 ~600 feet (152 to 
  183 m; an Uzi is the laller range). 
  
  Tvpical Pavload: Fircs pistol rounds. A 
  single bullet does 3D6+1 S.D.C.. 6D6+3 
  for a three round burst. ID6xl0+4 for a 
  long bllrst (six rounds/bullets fired) but 
  counts as two melee attacks. Note: Can 
  only fire in bursts. 
  W.P. Bonust:s: +1 to strike at levels 1,3. 
  6.9,12 and 15. 
  W.P. Heavy Military Weapons. Fa-
  miliarity with military hardware. includ-
  ing grenade launchers. mortars. machinl!-
  guns. mini-guns and S.D.C. and equiva-
  lent light M.D. weapon turrets. 
  Damage: Ugh' or .II./edium Caliber Ma-
  chine-Cun: 506 S.D.C. per single round 
  or 1 D6x 1 0 per short burst ( 12 rounds/ 
  bullets tired: counts as one melee attack) 
  or 2D6x 10+20 S.D.C. per long burst (36 
  rounds fired), but counts as three melee 
  altacks. Note: Can only fire bursts. 
  Heavy Caliber Machine-Cllns and 
  Mini-GlIlls: 7D6 S.D.C. per single bul-
  let. or 1D8x I 0 S.D.C. per short burS! (10 
  rounds/bullets fired: counts as one melee 
  allaek) or 2D8xl0+20 S.D.C. pcr long 
  burst (30 rounds fired). but counls as 
  three melee attacks. Note: Can only rire 
  bursts and is so large. bulky and heavy 
  that it must be mounted on a tripod. ve-
  hide or supponed on a stone or other 
  strong support to use. 
  Grenade Launcher Rifle: 
  1 D6x I 0 
  S.D.C. per grenade to everything in a 10 
  foot (3 m) radius. Can only fire one at 
  time. each shot counts as one melee at-
  tack/action. A grenade launcher may 
  also be mounted on an assault rine. but 
  has a reduced range and ammo capacity: 
  pump action. 
  Portable Mortar/Rocke.t Launcher: 
  2D4xlO S.D.C. per explosive round to 
  everything in a 15 foot (4.6 m) radius. 
  but each shot counts as two melee at-
  tacks. 
  Average Range: Light Machine-Guns: 
  3000 feet (914 m) and Hcav) Machine-
  Guns: 5000 feet ( 1524 01). Grenade 
  Launcher; 1200 feet (366 m), but only 
  800 (244 m) when part of an over and 
  under assault rine. Mortar or Rockel 
  Launcher: 4000 feet ( 1219 m). 
  Tvpical Pavload: Machine-Guns: 300 
  short bursts (3.000-3.600 round belts). 
  Grenade Launcher Rines: 2 hand loaded 
  or 24 grenade drum or six shot pump-
  action on a rine. Mortar: One hand-
  loaded round at a timc. 
  W.P. Bonuses: + 1 to strike 3tlcvels l. 3. 
  6. 10 and 14. 
  W.P. Energy Pistol. Includes lasers. 
  ion blasters. and all types of cnergy fir-
  ing small arms. Mega-Damage: Varies 
  with weapon typc. W.P. Bonuses: + I to 
  strikc at levels 1.3.5.7.9.11.13 and 
  15. 
  W.P. Energy Rifle. Includes all 
  long-range energy firing rines. MeQa-
  Damage: Varies with wcapon type. W.P. 
  Bonuses: + I 10 strike at levels 2. 4. 6, 8. 
  10, 12 and 14. 
  W.P. Beavy Mega-Damage Weapons. 
  Includes plasma ejectors, M.D. rail guns. 
  rocket launchers. mini-missile launchers, 
  and weapon turrets and cannons built 
  into or which arc a key part of giant ro-
  bots. tanks. aircraft and other combat ve-
  hicles. A common skill of designated 
  gunners. Damage varies with the type of 
  weapon and manufacturer. Mega-Danl-
  ~: Varies with weapon typc. W.P. 80-
  ~: + 1 to strike at levels 2. 4. 7. 10 
  and 13. 
  W .P. Starship Artillery. Operation 
  and maintenance of the massive conven-
  tional cannons, rail gll.ns and missile sys-
  tems carried on starships for ship to ship 
  combat. These massive. ship mounted 
  cannons and missile batteries require a 
  288 
  
  team to operate. with fi re control person-
  nel using Ihis W.P. and targeting/radar 
  personnel guiding the shells with the 
  Weapon Systems ski ll. Mega-Damage: 
  Varies with weapon type. Bonuses: + I to 
  strike al levels 2. 4. 8 and 15. 
  W.P. Starship Energy Wea pons. 
  Operation and maintenance of the mas-
  sive energy weapons and beam cannons 
  carried on starships for ship to ship com-
  bat. These massive. ship-mounted en-
  ergy cannons require a team 10 operate, 
  \\ ith fire control personnel using this 
  W.P. and targeting/radar personnel guid-
  ing the beams with the Weapon Systems 
  skill. Mcea-Damaee: Varies with weapon 
  lype. Bonuses: + I to strikc at levels 2. 5. 
  8. 11 and 14. 
  Wilderness Skills 
  Boat Building. Ski ll at building a va-
  riety of rafts. small rowboats. large nat-
  bed boats. and canoes. A small raft (two 
  man) can be made within 106+ I hours if 
  the lumber or other suitable materials 
  and tools are readi ly available. A large 
  raft will take about 4D6 hours. a canoe 
  206 days. rowboat 404 days. large Oat-
  bed I D4x I 0 days. Time is doubled or 
  tripled if trees must be cut down and 
  wood prepared. Of course. the time can 
  be reduced if several knowledgeable 
  people are working on the construction. 
  A fa iled skill roll means the boat has 
  leaks. Trying to patch it will require 404 
  hours. Base Skill: 25% +5% per level of 
  experience. 
  boxes, chairs, tables. fences. etc.). Bo-
  nus: Adds +10% to Boat Building. Base 
  Skill: 25% +5% per level of experience. 
  Dowsing. The ability to locate fresh 
  water whether it be with a divining rod 
  or by marc scientific and logical means. 
  This is done through deductive analysis 
  and knowledge of nature. The percent-
  age number indicates the success ratio of 
  locating fresh water. A person can roll 
  once every melee to sense \\ aler. but 
  must roll two consecutive successful 
  rolls to locate the water. Base Skill: 20% 
  +5% per level of experience. 
  Hunting. The skill of killing and pre-
  paring animals for food. Includes a fair 
  knowledgc of animal habits and patterns. 
  hunting techniques for baiting. trapping. 
  and the construction of blinds and tree 
  stands that conceal his presence and in-
  crease the chance of getting prey. Bo-
  nuses: +2% to Prowl. +5% to Track & 
  Trap Animals. +5% to Skin & Prepare 
  Animal Hides_ +4% to Imitate I'oices & 
  Sounds and + 10% to Cook game animals 
  (rabbit. raccoon. pheasant. deer. etc.) 
  only. 
  Identify Plants & Fruit. Training in 
  the recogn ition of the many different 
  types of wild plants and vegetation. and 
  where they grow. The emphasis is on 
  find ing and identifying edible berries. 
  fruit, vegetables. mushrooms. roots. bark 
  and plants. as well as plants that have 
  herbal and medicinal qualities (and stay-
  ing away from poisonous ones). Roll for 
  every 15 minutes of searching to see if 
  the character has located enough edible 
  food for a decent meal. Roll for every 30 
  minutes to see if the character has lo-
  cated a plant that could be used as a 
  medicine. disinfectant. or herb. Base 
  Skill: 25% +5% per It!vel of experience. 
  Carpentry. A fundamental knowl-
  edge of working with wood. ho\\ to pre-
  pare. treat. preserve and cut wood, 
  recogn ize qual ity craftsmanship, repair 
  damaged wood and wood items. and 
  build furniture and articles (chests. 
  La nd Navigation. To stay on course 
  while traveling over land by means of 
  289 
  
  observation and memorization. It in· 
  eludes 
  mentally 
  marking/recognizing 
  geographic landmarks. estimating dis-
  tance 
  and 
  movement, 
  recognizing 
  sounds, night travel. marking a trail and 
  other navigation tricks. 
  The player 
  should roll once for approximately every 
  three miles (4.8 km) traveled. A failed 
  roll means the character is drifting off 
  course by 201 Ox 1 00 yards/meters. Can· 
  secutive failed rolls means the individual 
  does 110t realize that he' s off course and 
  continues in the wrong direction. Note: 
  A group of average men can cover about 
  five miles (8 km) an hour at a brisk. but 
  relaxed pace through grassland, along 
  din roads or pavement. Travel through 
  dense forest. thicket or jungle at a cau-
  tious pace is about one mile (1.6 km) an 
  hour. Heavy rain or snow. dense fog. 
  swamps. and other environmental condi-
  tions will also reduce speed to a mile or 
  less an hour. Map reading is done by 
  looking at symbols (not words) and is 
  -20%. The use of navigational instru-
  ments is not part of this skill. Literacy 
  and Math are not required for this skill. 
  Base Skill: 36% +4% per level of expe-
  rience. 
  Preserve Food. Knowledge in the 
  preparation of foods [or storage and later 
  consumption. Includes canning fresh 
  fruit and vegetables. making jams and 
  honey, drying fruit, 
  vegetables, and 
  herbs, drying meat and fish, plus various 
  smoking, salting. and piCkling methods. 
  Base Skill: 30% +5% per level of expe· 
  rience. 
  Skin & 
  Prepare Anim al Hides. 
  Training in the methods and techniques 
  of skinning, tanning. stretching. and pre-
  serving animal hides as fur or leather. 
  Adds a +5% bonus to the Sewing and 
  Leather Working skills. Base Skill: 30% 
  +5% per level of experience. 
  Space Survival. The ability to sur-
  vive in an escape capsule. spacesuit. 
  damaged ship or other hazardous and po-
  tentially lethal situation in space. This 
  skill covers oxygen conservation. what 
  to do in case of depressurization or ex-
  posure to vacuum, and hov .. · to keep 
  warm and safe in the generally hostile 
  environs of space. Can survive twice as 
  long as normal (takes half damage) when 
  exposed to the void. Base Skill: 20% 
  +5% per level. 
  Spelun kin g. The art and practice of 
  exploring underground caves. Spelun-
  king is the knowledge of caves and cave 
  types and their individual characteristics 
  as well as training in climbing and navi-
  gating caves, cavems and underground 
  cave nen'lorks. while retaining a sense of 
  direction (including up and down). hav-
  ing a sense of the cave's depth, knowing 
  how to make subtle markings and note 
  formations to find his way out and to 
  better navigate the cave(s) at a later date, 
  as welt as rock climbing. Base Skill: 
  35% +5% per level of experience. Bo-
  nus: +5% to this skill if the character 
  also has Climbing. 
  T rack & T rap Animals. Skill and 
  knmNledge to identify an animal by its 
  tracks, scent. spore, and habits. Can fol-
  low animal tracks and other signs. esti-
  mate how fresh the tracks are, what 
  direction they arc heading. whether the 
  animal is lame. hurt or sick, guess at its 
  age, and knows animal behavior and the 
  basic habits and habitats of an imals. The 
  first percentile !lumber indicates lhe 
  character's tracking abilities and the 
  above knowledge. The second percentile 
  number indicates the character's ability 
  at trapping animals by using and setting 
  snares, clanlp traps (like the iron bear 
  trap). pits, nets and cage traps. Base 
  Skill: 20%/30% +5% per level of expe-
  290 
  
  rience. Tracking humans with this skill 
  is also possible. but the skill is reduced 
  by half. Disarming any traps meant for 
  use against humans is also done at half 
  the skill of using animallraps. 
  Wilderness Survival. Techniques for 
  living off the land, getting waler, food. 
  Adventures 
  As discussed previously. it is the 
  Game Master"sjob to plot adventures for 
  the players to experience. The more the 
  G.M. plots and designs. the better he 'll 
  get at creating exciting adventures. 
  Figuring Out 
  Adventures 
  There are numerous approaches to 
  creating an adventure. I have found it 
  best to have a strong vitlain or group of 
  bad guys and a clear idea for the setting 
  where the majority of the action is going 
  to take place as well as the player char-
  acters' base of operation (and safe ha-
  ven). 
  Remember to work the military set-
  ting to your advantage. As soldiers. the 
  player characters could be sent anywhere 
  and assigned any kind of mission: Res-
  cue, reconnaissance. seek and destroy, 
  guard dUlY, patroL and much. much more. 
  The Shadow Chronicles® 
  Setting 
  Robotech® The Shadow Chroni-
  cles® takes place where the Robotech® 
  New Generation part of the series ends, 
  starting with the battle at Reflex Point. 
  In Robotech® The Shadow Chroni-
  cles. we primarily see the battle from the 
  perspective of the UEEF space fleet and 
  shelter, and help when stranded in wild 
  forests, deserts. or mountains. Characters 
  without this skill will not be able to stay 
  healthy for more than a few days in the 
  wi lderness once thei r supplies run oul. 
  Base Skill: 30% +5% per level of expe-
  rience. 
  the combat that takes place in Earth or-
  bit. 
  If you choose to start your game with 
  this setting you should stan with the 
  United 
  Earth 
  Expeditionary 
  Force 
  (UEEF) arriving to Earth and launching 
  their attack on Reflex Point. The big. bat-
  tle, be it in space or on the ground, is 
  sure to be fun and epic. 
  In the alternative. you could be pan 
  of the advanced UEEF troops sent to the 
  surface using Shadow Technology to 
  cloak their presence to do scouting, set 
  up perimeters and gather resistance 
  fighters 
  (incl ud ing 
  Scott 
  Bernard, 
  Lancer, Lunk, Rook, Rand. Annie, and 
  Ariel) for the big battle. This is depicted 
  in the last three episodes of Robotech® 
  New Generation. This would provide 
  all sons of pre~siege on Reflex Point 
  scouting. information gathering. prep 
  and sabotage missions. Maybe even 
  steering the civilian population away 
  from what will soon become a war zone. 
  More Haydonite treachery. The be-
  trayal of the I-Iaydonites happens in 
  space. during the attack on the Invid 
  nerve center at Reflex Point. Although 
  the Invid leave for pans unknown, the 
  Haydonites are suspected to be lurking 
  nearby and preparing to launch other 
  acts of sabotage or future attacks. 
  Missions involving the Haydonites 
  can involve looking for Haydonite activ· 
  ity. fending off raids or patrols by 
  Haydonite Wraiths or Infiltrators. and 
  291 
  
  perhaps even Haydonites themselves! 
  old military bases? Might they deliber-
  ("Hey. how did you gel in hereT) And a 
  ately cause trouble for Earth"s belea-
  battle or chase ensues. There may be a 
  guered survivors, or use them as bait to 
  follow up mystery to a i·iaydonite sight-
  lure UEEF mecha pilots into traps? We 
  ing or confrontation. What was the 
  don't know what they have up their 
  Haydonite or mecha doing? Spying? On 
  sleeves or why they are dOing these 
  whom or what? Setting a bomb or trap? 
  things, so explore the possibilities. 
  Preparing some other act of sabotage? 
  Whatever- the case may be, and 
  Stealing data - and if so. for what insidi-
  wher-e you start is up to you. There is 
  ous purpose? Was pursuit possible? 
  enough infonnation here that you can go 
  Where did it lead? Were there any clues? 
  back a year or two and play other survi-
  Sear-ching for- Haydonite spies and 
  vors of the ill-fated Mars Base attack. 
  saboteur-s 
  might 
  involve 
  space 
  or 
  Like Scon Bernard, you can be survivors 
  planet-based patrols and conflicts, for 
  who function as resistance fighters ha-
  there are plenty of places in space and on 
  rassing the Invid enemy whenever you 
  Earth where they could hide or be prc-
  can, and helping the people of Earth as 
  paring for new attacks. And speaking of you work your way to Reflex Point. 
  Earth. what trouble, traps and mischief 
  The Haydonite myster-y r-emains. 
  might the Children of the Shadow be up 
  The shocking treachery of the Haydon-
  to on the home world of humankind? Arc 
  ites is fresh in everyone's minds. No-
  they looking for something on Earth? In 
  body can understand why such staunch 
  the remnants of the old Invid Hives or in 
  allies would tum against humanity. Their 
  the wreckage of the old SDF- L and/or 
  treachery bas left the fleet scrambling 
  292 
  
  and everyone talking. What did the Invid 
  mean when they calJed them (and hu-
  mans by association) the Children oj 
  Shadow? Why did the I-Iaydonites de-
  ceive the UEEF? Why pit hunHHl against 
  lnvid and try \0 sabotage the baule? 
  \Vhy the sudden change of heart and 
  sympathics? What is the Ilaydonite 
  agt!nda? Arc there answt!rs to be found 
  for any of these questions? 
  There will almost certainly be more 
  attacks. sabotage and treachery at thc 
  hands of the Haydon ites in the \\ccks to 
  come. Note: More on the Ilaydonites 
  and their schemes shall be revealed in a 
  future sourcebook. 
  Another storyline is the search for 
  the SDF-3 and Admiral Rick I-Iunter! 
  What has happened to him and his 
  forces? Ilow can they be found and res-
  cued? 
  Post-Invid and the aftermath of the 
  battle at Reflex Point. Okay. the Invid 
  have been driven away. but human civi-
  lization remains shattered and 
  frag-
  mented. Eighty or ninety percent of the 
  human population and mOSl major cities 
  were annihilated in one Robotech War or 
  another. When the Invid took over. the) 
  ignored some people and places, en-
  slaved others and made deals with still 
  others. There is no United Eanh Govem-
  ment or even anyone nation. just frag-
  mems and pockets of people doing what 
  they can to survive. 
  Invid sympathizers hunted do\\" like an-
  imals. 
  Tyrants and the power hungry arc 
  likely to use whatever resources they 
  have available to them to seize more 
  power for themselves or hang onto what 
  the) have. FurthcmlOrc. there arc certain 
  to be bandits. raiders. wandering gangs. 
  mercenaries. and others using weapons, 
  vehicles and mecha recovered from the 
  early wars and wreckage of starships 
  from previous attempts to drive away the 
  (nvid. Without the (nvid or some other 
  authority to hold them in check. bandits, 
  mercs. warlords, punks and opporrunists 
  are going to spring from the woodwork 
  10 seize power andlor valuables. Some 
  communities will be able to hold their 
  own against Ihem or remain peaceful. 
  others will become v.ar zones or worse. 
  The UEEF will bc called for help. 
  However. the ExpeditionaT)' Force has 
  its own troubles and limited resources. 
  When the Invid left, they seem 10 have 
  taken all the Prolocuiture on the planet. 
  This has reduced the UEEF's energy re-
  serves. The Expeditionary Force also has 
  limited 
  manpower and 
  must 
  guard 
  against more treachery from Ihe Hay-
  donites. nOI to mention find the SDF-3 
  and Admiral Rick Hunter. Consequentl). 
  it can only do so much to help the people 
  of Earth. Battling meres. bandits. gangs 
  and usurping conquerors can all be part 
  of the adventure that awaits our heroes 
  in the months after the Battle of Reflex 
  Those who sided with the Invid are 
  Point. 
  suddenly abandoned by their alien mas-
  Some adventure ideas include: 
  Icrs. That may leave them vulnerable 
  and under fire from the people they once 
  - Searching for and rescuing downed 
  oppressed. Or the Invid sympathizers 
  pilots. 
  may now be enforcing their rule over the 
  - Searching for sources of Protocul-
  population with salvaged UEEF mecha {llre the invid might have missed. That 
  and weapons. or guns for hire. Or the 
  might mean digging through the wreck-
  to\\ n may be in uller chaos. and the 
  age or spaceships. the ruins of old mili-
  293 
  
  tary bases. and exploring old storage 
  facilities and Protoculture processing 
  plants, even the hideaways and hidden 
  supply depots of mercenaries, bandits 
  and resistance fighters. and other places 
  where Protoculture cells might have 
  been hidden. This may also include in-
  vestigating rumors about locations where 
  a civilian might claim to have seen the 
  Flower of Life. and so on. 
  - Patrols to make sure the Invid are 
  really gone. After all. Ariel (and Sera) 
  both remained behind. could there be 
  others? 
  - Some mutants. dinosaurs and mon-
  strosities have survived the destruction 
  of the Genesis Pits or escaped prior to 
  the 'nvid's departure. leaving monsters 
  loose to plague the land. 
  -
  There can be natural disasters. 
  storms, drought. floods. etc., putting ci-
  vilians in jeopardy and in need of rescue. 
  - There may be crimes and mysteries 
  to solve and lives to be saved. 
  - Our heroes might be called upon to 
  help find a child lost in the woods or 
  kidnapped and taken away by evi ldoers. 
  - Or called in to help rescue workers 
  trapped in a collapsed mine. 
  - And there is plenty of rebuilding to 
  be done. 
  -
  One of the spacecraft in orbit 
  around the Earth or the moon, or moon 
  base probably serves as the player char-
  acters' base of operation, This where 
  they live, seek medical treatment. find 
  their commanding officer, get their as-
  signments and come home to. Word has 
  it that most of the fleet will be moving 
  out in a few months to find Admiral 
  Hunter and the SDF-3. 
  Some specific adventures ideas 
  for post-Invid Exodus Earth 
  There Goes 
  the 
  Neighborhood. 
  When the Rcgess left she took all her 
  Invid with her, right? If that's so, then 
  why do people living in the Appalachian 
  Mountains swear they've seen (ovid 
  coming and going from an old Army of 
  the Mountain Corps base? 
  There can't be any Invid left. can 
  there? The UEEF has dispatched a squad 
  of Marines to get to the bonom of this. 
  What they find is a erazy old hcmlil who 
  happens to be a sort of inventor or mad 
  scientist. lie's scavenged a couple of 
  dead Invid Fighter Scouts and a dead 
  (nvid Enforcer that he's rigged them up 
  to move around on rails. He uses the 
  dead lovid to scare off curiosity seekers 
  and looky-loos so he can conduct his re-
  search in peace. Whatever this research 
  is. and what other things may be lurking 
  in the old base are up to the G.M. 
  Get II Rope. A UEEF Marine peace-
  keeping platoon is inserted into a former 
  Invidforced labor camp that has become 
  a town. The atmosphere in the newly 
  created town is one of fear and paranoia. 
  The mayor and sheriff of the town in-
  form the platoon's lieutenant that they 
  arc rooting out and "punishing" lnvid 
  collaborators. Over the next few days. 
  more and morc alleged "collaborators" 
  are gathered. locked up by the mayor 
  and the sheriff. They arc scheduled for 
  hanging in the town square in the next 
  day or two, There have also been a few 
  incidents of violence and many of the 
  prisoners insist mey are innocent. 
  The lieutenant becomes suspicious of 
  the Invid collaborator story. He sends a 
  squad to get to the bollom of this perse-
  cution before anybody gets lynched. 
  294 
  
  What's the real story here? Arc all 
  these people Invid collaborators, or is 
  there some other vendetta really taking 
  place? Could it be the mayor. sheriff and 
  their henchmen are really the Invid col-
  laborators and they are rounding up and 
  hanging those who openly oppose them? 
  G.M.s, build on this idea. As for the 
  level of dangl::r. the sheriff may pilot 
  some son of mecha and at least a few of 
  his deputiesfhenchmen have CVR-3 ar-
  mor and Mega-Damage firearms. 
  Dangerous Wildlife. While on pa-
  troL a squad of Alphas picks up some 
  strange. slow moving radar signatures 
  about 50 miles (80 km) away. When 
  they go 10 investigate Ihey find six huge 
  flying creature·s anacking a large fann 
  (or small town). The monsters are dive-
  bombing pastures and grabbing cattle 
  while the rancher and his \ .... ork hands try 
  to fend the beasts off with S.D.C. rilles 
  and loud noises. 
  The creatures are Pterodactyls, llying 
  dinosaurs evolved in one of the Invid 
  Genesis Pits. They managed to escape 
  the destruction of the pits when the 
  Regess took her people away. They are 
  stupid. but hostile creatures and have 
  been raiding this ranch for months. 
  When the A Iphas show up, the beasts 
  flee if outnumbered. If there are fewer 
  Alphas than Pterodactyls, the beasts at-
  tack the mecha as rival predators! When 
  the creatures are run ofT. the rancher will 
  be very thankful and can supply the 
  UEEF pilots with not only thanks and 
  hospitality, but infonnation about local 
  happenings. troubles or bandit activity. 
  Pterodactyls: 250 M.D.C.. 5 attacks 
  per melee, +4 to initiative. +2 to strike. 
  +6 to dodge while flying. +2 to roll with 
  fall/impact, Bite ID6xl0 M.D .. Talon 
  Slash 606 M.D .. Wing Slash 206 M.D .. 
  Power Diving Talon Strike (uses two at-
  tacks) 4D4xl0 M.D. 
  Knock Knock. UEEF Engineers are 
  assigned to excavate and rebuild an old 
  military base in the southwest of what 
  used to be the United States. Upon their 
  arrival they discover that they've been 
  beaten there by a pack of looters and 
  scavengers. The looters are stripping the 
  place bare of whatever they can find. in-
  cluding military hardware. and arc un-
  happy about being interrupted by the 
  soldiers. The looters are anned with old 
  assault rilles and a few SAL-9 pistols 
  and FAL-2 rilles and are wearing cob-
  bled together armor with about 35 
  M.D.C. They have a couple of big, old 
  flatbed trucks for hauling their loot awa). 
  Please Rescue My Village. A squad 
  of UEEF Marine engineers (16 engineers 
  and some equipment) has been dis-
  patched to get a hydro-electric dam up 
  and running to supply some power to the 
  communities in the surrounding area. 
  Late one night, an old woman claiming 
  to be a retired military officer bicycles 
  into the Marine camp and asks for assis-
  tance. Her lawn has been under attack 
  for monlhs now by roving bandits who 
  steal food and supplies, assault women 
  and leave just enough behind for the 
  town to survive. Word is that the bandits 
  are on the way back to plunder the town 
  again. The people will be left starving 
  and injured. She asks the Marines to help 
  295 
  
  tum the bandits away from the town for 
  good. 
  This could be a quick. simple mission 
  or a classic . . Hagnificent Seven or Seven 
  Samurai typc conflict. Exactly how dan-
  gerous these bandits are (the assumption 
  is this is an easy mission) will depend on 
  how cunning the band's leader is. the 
  number of bandits, and how well 
  equipped they are with M.D.C. body ar-
  mor. Mega-Damage weapons. combat 
  vehicles and mecha. 
  The situation could be further com-
  plicated if the UEEF cannot offer rein-
  forcements or even additional resupply 
  of ammo and gear. 
  Game Masters. this could become 
  very dramatic. It could also spin off into 
  one or more adventures (where did these 
  bandits get Protocuiture cells for their 
  mecha and weapons?) and/or a reoccur-
  ring villain. 
  How Much in Trade? A UEEF Ma-
  rine patrol comes across a shady looking 
  C;Jravan moving between towns in the 
  \\a5telands. Pleasantries and information 
  arc exchanged. and the patrol is ready to 
  move on when the caravan master offers 
  to buy a couple of their Cyclones. When 
  the Marines rdusc to sell. the caravan 
  they find that the incarcerated pilots' 
  equipment and mccha have gone miss-
  ing. The lown council claim bandits 
  must have stolen them. offers no help in 
  their recovery. and only make a token 
  apology. 
  Did bandits actually take the mecha. 
  or are the town leaders in cahoots with 
  arms runners? 
  Bailout. Four days ago while on a 
  routine patrol. a squad of Alrhas from a 
  newly built airbase were fired on by hid-
  den anti-aircraft weapons. One of the A 1-
  phas was completely destroyed. one was 
  forced down with heavy damage and 
  both pilots manage to eject. The remain-
  ing pilots flew in under heavy fire to res-
  cue their comrades. and havcn't been 
  seen or heard from since. Twenty-four 
  hours ago an 
  aerial 
  reconnaissance 
  sweep of the area picked up one of the 
  pilols' distress beacons about tcn miles 
  ( 16 km) from the cstimated crash. Your 
  characters arc sent out as the search and 
  rescue team. 
  Is this an easy extraction or will our 
  heroes encounter trouble? Who is behind 
  these allacks? Bandits? Mercenaries? 
  Haydonitcs? 
  master and guards 
  rnecha by force. 
  Scammcd. While on patrol. a squad 
  attempt to rake the of Alphas picks up a distress call from 
  Hoosegow. Two UEEF airmen have 
  landed themselves in a local jail. charged 
  with public drunkenness. disturbing the 
  peace and aggravated assault. The local 
  constabulary alleges that the pilots 
  breezed into town one evening, got 
  drunk and staned a massive fight that 
  landed a few people in the infirmary: 
  charges that the pilots vehemently deny. 
  When a squad is sent to bail them out 
  and smooth things over with the town. 
  someone identifying himself as the mas-
  ter of a supply caravan. If the squad goes 
  to investigate. they find a mixed group 
  of bandits in jeeps and land rovers armed 
  \\ ith energy weapons and assault rifles 
  holding up two tracloHraiJcrs at a make-
  shift roadblock. This is a trap. and as 
  soon as lile Alphas come in to assisllhey 
  wi ll be sel upon by both the bandits and 
  the caravan guards. There are two sal-
  vaged Condor Battloids hidden in the 
  trailers (the Condors are pretty battered, 
  reduce M.D.C. and speed by 25%) that 
  296 
  
  will join the fray. These guys are scaven-
  gers and want the mccha mostly intact. 
  To that end they will shoot to disable. 
  hitting weapons. joints and engines. 
  Variations on the Bandit Theme: 
  Kidnappers; Bandits could be kidnap-
  ing women, children. prominent people 
  or evcn one or more Expeditionary Force 
  officers and holding them for ransom. 
  Ransom mighl be money. mccha or 
  weapons. but is just as likely to be for 
  food, booze and supplics. Note: Kid-
  naping by organized gangs of criminals. 
  mercenaries and militia groups is hap-
  pening in our real world loday. In fact. it 
  is a terrible problem in parts of South 
  America (Brazil and Argentina in partic-
  ular), where kidnaping for ransom has 
  rocketed from 50-60 a year to 300-500 
  instances a year! This is how some of 
  these bandits and "rebels" make most of 
  their living. Terrible but true. It cenainly 
  seems applicable to this posi-invid occu-
  pation setting. 
  Our heroes arc kidnapped! A fun 
  variation on the kidnaping theme could 
  be the player characters arc the victims! 
  They gel ambushed. or bushwhacked. 
  tricked. or coerced (maybe they agree to 
  least the most dangerous and powerful 
  items) and make the bad guys pay. Or 
  they might escape. regroup, resupply and 
  come back looking to bring these wea-
  sels to justice. 
  Bandit Town. An entire town run by 
  crooks who cater to bandits and merce-
  naries. May include forced labor and/or 
  slavery. The forced labor might be to 
  build or rebuild the bandits' town. dig 
  for gold. work a plantation or fann, etc. 
  This place is a modern. posl-lnvid ver-
  sion of the worst Old West to .... n imagin-
  able. Many of the oppressed people! 
  peasants arc good people. The guys who 
  run this town. and those who COme to 
  trade their ill-gotten wares and spend 
  money. are violent, mean. brutes. mercs 
  and criminals. This might be a fun. reOC-
  curring location where our heroes have 
  to come from time to time to get infor-
  mation, rescue an innocent person from 
  another town, locate stolen goods. find a 
  desperado. and so on. 
  Bushwhackers. Bad people daring (or 
  desperate) enough to even jump UEEF 
  soldiers. They attack usually with the in-
  tent of killing everyone and taking what 
  valuables and salvage they can. 
  Cattle Rustlers. A town is robbed of 
  be taken if the bad guys let a bunch of its valuable livestock and asks the char-
  innocent women and children go) and 
  acters for help. 
  arc taken prisoner by a ruthless band of 
  brigands. They are stripped of all or 
  most of their gear and weapons and held 
  captive (in a pen. makeshift jail, tied up. 
  put into forced labor, etc.). The bandits 
  plan to hold them and/or their mecha and 
  gear hostage until the Expeditionary 
  Force "pays up .. ' Or maybe the thugs 
  plan to kcep the mecha and gear and sell 
  our heroes into slavery! 
  Mecha Rustlers. Bandits or mcrce-
  naries who raid towns and even UEEF 
  military camps to steal Mega-Damage 
  weapons. armor and Protoculture!!! If 
  their raid can't be stopped, the player 
  characters are likely to be sent out to 
  find them and recover the stolen equip-
  ment. 
  especially 
  scarce 
  PrOloculture 
  cells. 
  Whatever the case. this predicament 
  Interdiction. A UEEF aerial recon-
  becomes an adventure of escape. Or 
  naissance patrol (two Alphas with Betas 
  beller yet. escape. get their stuff back (at 
  attached. four pilots) over Eastern Eu-
  297 
  
  rope is intercepted by an unidentified 
  force comprised of old VF-/ Veriteeh 
  Fighters and/or Conba( Heavy Figizters. 
  In very broken English the patrol is in-
  formed that they have violated sovereign 
  airspace and that they will be escorted to 
  an airbase for questioning. The lead pilot 
  of the unidentified force makes it abun-
  dantly clear that th is is nol a suggestion. 
  and that disobeying will lead to grave 
  consequences. 
  Is this true or a ruse? Who are these 
  guys? 
  Crowd Control. A riot has broken 
  out at a food and medicine distribution 
  center. and a squad of UEEF soldiers 
  find themselves doing ajob they weren't 
  trained for. As the crewmen try to quell 
  the riot. the mob's anention turns from 
  the distribution center workers to the sol-
  diers themsel ves. 
  How does an outnumbered and un-
  prepared Expeditionary 
  Force squad 
  calm a riot of hundreds of people? Are 
  shots fired? What happens when. and if. 
  they are? 
  Hide and Seek. A UEEF Marine re-
  connaissance platoon (mixed force of 
  VR-03SR cyclones and VM-9E Silver-
  backs) have gone missing in the waste-
  lands and a search and rescue squad has 
  been dispatched to recover them. The re-
  connaissance platoon's last communica-
  tion had them investigating an unknown 
  Protoculture signature. 
  When the search and rescue squad ar-
  rives at their last known coordinates, 
  they also pick up an active Protoculture 
  signature. Is it the lost platoon? Why 
  don't they respond? 
  The Protoculture signature is actually 
  a generator that produces a modulating 
  Protocufture signature that was once 
  used to lure Invid into traps. Someone is 
  using it to reel UEEF patrols into am-
  bushes. 
  If the culprits are bandits. they are 
  stealing UEEF mecha and equipment 
  and selling it to warlords and govern-
  ments in the area. What they do with 
  their captives (the missing platoon mem-
  bers and mecha pilots) could vary from 
  killing them or to ransoming them, to 
  forced labor, forcing them to train others 
  to pilot the mecha, or selling them into 
  slavery. 
  If the culprits are Haydon.iles, our 
  heroes could be in real trouble as this is 
  an ambush intended to destroy them. In 
  the alternative. maybe it's bandits who 
  are secretly working for the Haydonites. 
  if so. a couple of Haydonitcs and a 
  Wraith or Infiltrator (or two) are lurking 
  in the shadows. and they will join the 
  battle if they think they can destroy or 
  capture our heroes. Otherwise, they ' ll 
  keep hidden. 
  Haydonite Sabotage. The UEEF 
  may not know why the Haydonites are 
  out to get them. but there can be no mis-
  take that they have it out for our heroes. 
  This means there could be any number 
  of incidents in which Haydonites are 
  found lurking about or messing with , 
  something (Reflex Furnace, life suppon, 
  communications. weapon system, Syn-
  chro Cannons. and on and on). There is 
  as standing order to investigate all sighl-
  ings of Haydonites, and to respond to 
  unprovoked attacks with lethal force. 
  Haydonite Assault. From time to 
  time UEEF patrols, squads and groups 
  are 
  attacked by Haydonite Wraiths 
  and/or Infiltrators without provocation. 
  These assaults include sneak attacks, 
  ambushes, and acts of what seem to be 
  terrorism (i.e., not only do terror based 
  298 
  
  attacks cause damage, but they arc de· 
  signed to evoke fear and uncertainty). 
  Are these anacks meant to test the 
  strengths and weaknesses of the human 
  force? Is there a larger scale attack com-
  ing? 
  Haydonites Want the Robotech 
  Factory. While the UEEF does not 
  know what has provoked Haydonite hos· 
  til ity, it is a safe bet that the Haydonitcs 
  would love to capture, the SDF-3 and the 
  Robotech FaclOry. Any number of ad-
  ventures could unfold around this. 
  UEEF attacks on the Haydonites. 
  With the SDF·3 lost in space. the current 
  level of Protoculture is in short supply 
  for the Expeditionary Force. Haydonitcs 
  use Protoculturc 100. so raiding their 
  ships and small bands of Wraiths and In· 
  filtrators is onc way to acquire the pre· 
  cious fuel. 
  Mea nwhile, the planet Earth may be 
  liberated and free of Invid domination. 
  but human society remains shattered, 
  fragmented and confused. The United 
  Earth Government was wiped out by the 
  Invid. most cities have been turned into 
  ruins. and the people abused and mis-
  used by the Invid. They need help just to 
  survive. let alone begin to rebuild and re· 
  SlOre order. The soldiers of the UEEF 
  fleet will have their hands full dealing 
  with bandits, mercenaries, and individual 
  communities waging war against their 
  neighbors. as well as rebuilding, mass 
  confusion, starvation and other prob-
  lems. 
  New Generation 
  Setting 
  Playing in the time period just before 
  the Invid flee Earth is fun. diverse and 
  action· packed. There will be more infor-
  mation about the Invid. Earth in that 
  time period, and adventures in the up-
  coming New Generalion sourcebook. 
  But till then. here arc a handful of ad· 
  venture ideas and Invid encounters. 
  The setting is Invid-occupied Earth. 
  The lnvid have turned the entire planet 
  into a farm colony that grows and pre-
  cesses the Flower of Life. Humans are 
  enslaved to work the farms and Proto· 
  culture processing plants. Invid and dan-
  ger are everywhere. Resistance forces 
  are small, rag·tag groups who refuse to 
  submit to Invid domination and attack 
  and harass the enemy to the best of their 
  ability. Some gather intelligence on the 
  aliens. others are just out for blood. and 
  still others try to maintain military order 
  and ethics. using guerilla tactics to com· 
  bat the enemy and do what they can to 
  help their fellow man. Some resistance 
  groups are more bandits than heroes. 
  others are mercenaries who sell their 
  skills to protect others, while still others 
  are heroes through and through. 
  299 
  
  The player characters cou ld be pan 
  lier war. Or they could be all that's left 
  of the resistance or be an independent re· 
  of an advance group of UEEF. Jupiter. 
  sistance grollp in and of themselves. 
  Mars or Moon Base reconnaissance 
  They could be survivors of one or 
  Iroops or advance scouts like Sue Gra-
  both 
  of the 
  two 
  ill·fated 
  assaults 
  ham. Their mission: To observe the en-
  launched by Mars Division (like Scott. 
  emy. or to operate undercover while 
  Lunk and Lancer), or veterans of an car-
  organizing and encouraging resistance 
  300 
  
  fighters to observe and harass the en-
  emy. Whenever possible. they sabotage 
  the lnvid and do things to undermine and 
  confound them. provided it does not 
  blow their cover identity (or presence as 
  UEEF soldiers). This may include find-
  ing and organizing groups of resistance 
  fighters. as well as helping the civilian 
  population. 
  Another possibility is the player char-
  actcrs arc a New Generation of heroes 
  born on Earth during the lnvid's occupa-
  tion. Like heroes from New Generation. 
  Rand and Rook. they hate the monsters 
  and have the courage to take a stand and 
  do something about it. As fate would 
  have it. they have managed to acquire 
  UEEF mecha such as a Cyclone and/or 
  an Alpha, Beta. or Condor. The chamc-
  ters have learned how to use their mccha 
  and no\'" fight as vigilante heroes, adven-
  turers or resistance fighters who oppose 
  the Invid. rescue fellow humans from 
  their clutches. and help others in what-
  ever way they can. 
  Adventure ideas for 
  Invid-Occupied Earth 
  Ca n you help a fellow human who's 
  down on his luck? While cooling their 
  heels in a bar in a backwater town. the 
  player characters are approached by a di-
  sheveled young man asking for a ride 
  out of town. While negotiating the terms 
  of his transport, a squad of Invid Soldiers 
  comes into the bar and a scuffle breaks 
  out between the Invid and some of the 
  patrons. The young man offers to help 
  the player characters escape, and will 
  lead them out the back to a place he calls 
  a safe house. What he doesn't do is tell 
  the player characters that he's recently 
  escaped an Invid research lab and is car-
  rying around a bunch of bio-mechanical 
  [nvid cybernetics inside his body. The 
  Invid will track him down wherever he 
  is and retrieve him. destroying anyone 
  else who gets involved. 
  Psst ... Hey pal. A man approaches 
  one of the player characters offering to 
  sell the group some "pre-owned" mili-
  tary hardware. As proof, he takes them 
  to his truck and shows them a crate of 
  H-90 Gallants and 
  I D4+ 1 suits of 
  CVR-3 armor. He claims he has more 
  Slashed away in a secret location. and 
  will take the player characters there if 
  they' re interested. I-Ie sweetens the deal 
  by inSinuating that he has spare parts. 
  Protoculture fuel cells. missiles and even 
  a few Cyclones. 
  If the player characters take him up 
  on the offer. he leads them on a winding 
  path to a large warehouse in an old in-
  dustrial park. He does. in fact. have 
  some fine military hardwarl.! inside. He 
  also has a squad of Invid Soldiers 
  backed up by Shocklroopers. The man is 
  a collaborator and is employed by the 
  Invid to lure freedom fighters out to the 
  warehouse where they can be dealt with. 
  There are cight Soldiers and four Shock-
  troopers. (G.M.s can increase or de-
  crease this number as they see lit.) 
  Care for a swim? The player charac-
  ters have been following a UEEF dis-
  tress beacon for two days and have 
  finally found the source, somewhere at 
  the bottom of a hugc lakc. The lake is 
  about a hundred square miles and icy 
  cold. If the playcr characters take the 
  time to search the lake for the signal they 
  find its source is an intact Horizon-T 
  dropship Slink beneath 250 feet (76.2 m) 
  of water. Salvage will be tricky. but pos-
  sible with either Cyclones or diving and 
  301 
  
  salvage gear. The group of characters 
  can do it themselves or can hire a profes· 
  sional salvage learn from one of the 
  towns that lies along the lake shore. 
  There is a lot of salvage in the ship. 
  including the possibility of a mated AI· 
  phafBeta combo, so the G.M. should feel 
  free to make the recovery of the Horizon 
  as difficult as possible. Furthennore. 
  while an intact Horizon·T ship offers the 
  promise of vast amounts of equipment, 
  ordnance and mecha it is very likely that 
  the vessel had released all of its troops 
  and mecha, and there is nothing left but 
  the empty ship itself. If the vessel still 
  has mccha and equipment, it also means 
  something went wrong for it to end up at 
  the bottom of the lake and inside will be 
  the remains of the dead. A lot of dead. 
  making this a gruesome and sad salvage 
  operation. 
  An alternative plot twist is that this is 
  an Invid trap. The ship is empty (or 
  mostly empty) of bodies and valuables. 
  It is under constant surveillance by the 
  Invid, who wait until salvage is under· 
  way and humans are unden.vater before 
  they attack. 106+6 Invid Soldiers from 
  shore. 104+4 Invid Fighter Scouts, two 
  Shocktroopcrs and an Enforcer from the 
  air, and 104+2 Troopers underwater. 
  The High Road. While moving 
  through a high mountain pass. the player 
  characters have noticed higher than aver-
  age Invid activity. As they proceed 
  through the pass. they see why. The 
  Invid are in the process of building a stilt 
  hive in the pass in an attempt to choke 
  off the now of traffic. This is a perfect 
  opportunity for the heroes to strike a 
  blow against the (nvid. if they can figure 
  out how to go about it without getting 
  everyone in their group killed in the pro-
  cess. 
  302 
  The Low Road. The player charac· 
  {ers have been following a stretch of old 
  highway for hours when it suddenly ends 
  in a thick swamp. Dead trees. brackish 
  water and poisonous fungus stretch to ei· 
  ther horizon. Moving through the swamp 
  reduces speed by 50%. the water is. on 
  average. just over knee deep. with spots 
  that can be up to ten feet (3 m) deep and 
  the bottom is made of thick, sucking 
  mud. Here and there, little islands poke 
  up through the water and are covered in 
  trees. hanging mosses and all manner of 
  animals. As our heroes slog their way 
  through this great swamp, they may 
  come upon any or all of the following 
  (roll 2D 10): 
  01-32%: A small village of I D4x20 
  swam pies who eke out a subsistence 
  level existence. The village is a collec· 
  tion of shacks on stilts connected by 
  rickety walkways and rope bridges. They 
  have little to no technology and are 
  mostly fishermen and hunter.gatherers. 
  All they can offer the player characters 
  is food and sheher. 
  33-59%: An Invid Recon Patrol of 
  104 Scouts and 104 Fighter Scouts nics 
  over and takes an interest in any Proto· 
  culture signatures. 
  60-80%: A lone (nvid Scout nying 
  high above spots the player characters. 
  and unless it is put out of commission it 
  will run off and fetch a reinforcement 
  squad of 104+ I Fighter Scouts. 104 
  Troopers and 104 Shocktroopers. 
  81-100%: A giant alligator attacks 
  the player characters. It is evil tempered. 
  about 40 feet long and is almost cer· 
  tainly an escapee from a Genesis Pit. It 
  will attempt to swallow lone humans 
  whole. and will entangle and attempt to 
  dismember any giant·sized mecha. 
  
  Giant Alligator: Horror Factor: 16, 
  Main Body: 500 M.D.C., Head: 150 
  M.D.C., Tail 100 M.D.C., five attacks 
  per melee. +4 to initiative, +5 to strike, 
  +3 to dodge. Bite inflicts ID4xlO M.D., 
  Claw Swipe 4D6 M.D., Tail Slash 3D6 
  M.D. with a 65% chance to knock down 
  a man-sized or bigger opponent. 
  Purge. A heavy Invid patrol is busy 
  putting a town to the torch. clearing out 
  rebels and taking slaves for work in a lo-
  cal farm complex. There are 106 Fighter 
  Scouts in the air and a dozen (nvid Sol-
  diers on the ground backed up by four 
  Shocktroopers. The whole operation is 
  being overseen by an Enforcer. Slaves 
  are being loaded into a large ex-military 
  truck driven and guarded by six human 
  slavers/collaborators. The collaborators 
  are armed with Wolverine Assault Rifles 
  and the leader has a SAL-9 Laser Pistol. 
  This is a good opportunity for the player 
  characters to do a little heroing and the 
  Game Master should feci free to adjust 
  the difficuhy of the encounter to match 
  the player characters' abilities. If the 
  player group is successful in driving off 
  the Invid. they are lauded as heroes and 
  given access to a hidden stash of military 
  weapons. including Protoculture cells. 
  ammunition and explosives. 
  A case of mistaken identity. A 
  group of human freedom fighters ap-
  proach our heroes. They are well 
  equipped and even have two Condors 
  and an Alpha, as well as a few VR-052 
  Battler Cyclones in their band. Others 
  are clad in M.D.C. body armor (CVR-5 
  and CBR-3), and armed with Gallants 
  and a few other M.D. weapons. They 
  seem friendly. though a bit on edge. 
  They welcome the player group and may 
  offer them food. their assistance. escort 
  to a nearby village, etc. At the first op-
  portunity however, the freedom fighters 
  tum on the player characters and demand 
  they "Surrender or die." 
  No, these fellas are not bandits or 
  Invid henchmen. they are good guys. 
  They just happen to believe (incorrectly) 
  that our heroes are bad guys. and plan on 
  bringing them in, dead or alive. It comes 
  out, as accusations ny, that there is a 
  group of villains impersonating UEEF 
  mecha pilots/soldiers and our heroes fit 
  their description! 
  These impersonators have been ap-
  proaching freedom fighters as UEEF sol-
  diers and then bushwhacking or back-
  stabbing them. Worse. these fiends 
  ~Iaughte r everyone. trash their mecha 
  and vehicles. and leave them out in the 
  open as evidence of their handiwork. 
  This seems to be some sort of vendetta. 
  but nobody can figure out who or why. 
  303 
  
  If our heroes can convince the free-
  dom fighters they arcn't the bad guys. 
  they will let them free to go about their 
  business. Otherwise. the player charac-
  ters may have to fight the freedom fight-
  ers to escape false imprisonment and ex-
  ecution by firing squad. 
  Whether the player group escapes or 
  befriends the freedom fighters. they have 
  a new problem: Who are these imperson-
  ators? Why are they attacking resistance 
  fighters? And how can they (the player 
  characters) find these villains and bring 
  them to justice before any more die? 
  The Bad Guys are part Invid collabo-
  rators (actually being used by the Invid 
  who don't plan to live up to their end of 
  the bargain). led by a high caste. hu-
  man-looking Invid. His Invid Com-
  mander Battloid is hidden where he can 
  get to il when needed, and it is guarded 
  by four Invid Soldiers, two Fighter 
  Scouts and two Shock troopers. The hu-
  man traitors in this group don't know 
  their leader is an Invid himself. and think 
  the Invidjust listed are their contacts. 
  Mixed Blessings. The player charac-
  ters come upon the wreckage of a 
  Garfish class heavy space cruiser that 
  has tom a wide swath through the forest. 
  Unfortunately. an Invid patrol has found 
  the ship first and is hard at work disman-
  tling it. This Invid squad consists of six 
  Fighter Scouts. six Invid Soldiers. four 
  Shocktroopers and 
  an 
  Enforcer, all 
  working away under the watchful eyes 
  of a Commander. There is some fine sal-
  vage in the wreck. including some UEEF 
  mecha (G.M.'s choice on the selection 
  and how many). Protoculture energy 
  cells and basic gear. if the player charac-
  ters can get to it. 
  Oilmen. The player characters come 
  across a petroleum refinery pumping 
  away in lhe wastelands. There is a 
  shanty town sprawling around the refin-
  ery where the workers li ve. and if the 
  player characters observe the place for a 
  while, they see that it runs shins 24 
  hours a day. If the player characters en-
  ter the shanty town. they arc greeted in a 
  friendly but cautious manner. They are 
  shown hospitality. and the workers and 
  their families seem more than willing to 
  share infonnation and give lhem a help-
  ing hand ifrhcy need it. 
  This is. of course. all a cover. The re-
  finery is being used by a small-time war-
  lord to carve himself out a little slice of 
  the wasteland. The leadership of the re· 
  finery and the town are in cahoots with 
  the Invid. and are more than happy to 
  rob the player characters of their belong-
  ings and tum them over to their alien 
  masters. 
  
  Mayday. The player characters re-
  ceive a distress signal while traveling. 
  The caller claims he and his caravan are 
  being attacked by monsters and have 
  wounded. If our heroes go to investigate. 
  they find a trade caravan consisting of 
  half a dozen cargo trucks that arc under 
  attack by . 
  mOllSlers! The creatures 
  laying siege to the caravan are roughly 
  man-shaped with scaly skin. long tails. 
  serpentine heads and four anns. They are 
  carrying mainly crude cudgels. axes and 
  spears with one or Iwo old rines and 
  shotguns in the mix. Maybe even a Gal-
  lant or Valiant energy weapon or two. 
  There are around twenty-five of them 
  and half are locked in melee with the 
  caravan guards while the other half are 
  attempting to loot the trucks. The "lizard 
  men" are primitive mutants spawned by 
  an Invid Genesis Pi!. They've managed 
  to I.!scapc the Pit (or have been released 
  and are being secretly observed by one 
  or two Invid Enforcers or Commanders), 
  and to survive. have been waylaying 
  travelers along this road for months. If 
  the player characters manage to drive the 
  monsters off. the caravan leader is very 
  grateful and has a few things to trade or 
  sell them at good prices. Things like 
  Protoculture cdls. grenades. mini-mis-
  siles, ammunition. medical kits, food. 
  and other essential combat supplies. 
  Lizard Men: 75 S.O.c.. 45 Hit 
  Points. 4 artacks per melee. + I on initia-
  tive, +2 to strike. +4 to parry. +2 to 
  dodge, +2 to entangle. and 3 to save vs 
  Horror Factor. 
  Stampede. While camped out for (he 
  night the characters are startled awake 
  by a terrible noise. The ground is shak-
  ing like there's an earthquake and there's 
  a noise like a herd of can Ie being slaugh-
  tered. As the player characters struggle 
  out of their shelters. about a dozen huge. 
  armored 
  dinosaurs 
  come 
  lumbering 
  through their camp in a panicked stam-
  pede. HOI on the herbivores' tail are two 
  massive camosaurs, who will definitely 
  tum their attention to smaller and easier 
  prey if they can't fell one of the herbi-
  vores. These dinosaurs arc more refu-
  gees from the Regess' Genesis Pits. 
  Stegosaurus: Main Body 550 M.D.C.. 
  Head 150 M.D.C .. Tail 150 M.D.c.. 3 
  attacks per melee. +3 to strike, +2 to 
  parry, bite does 104 M.D., tail slash 
  ID6xl 0 M.D .. and ram 606 M.D. 
  Allosaurus: Main Body 350 M.D.C.. 
  Head 100 M.D.C .• Tail 90 M.D. C .. Legs 
  150 M.D.C. each. 4 attacks per melee, 
  +2 to initiative. +3 to slrike. +2 to dodge, 
  bite ID4xl0 M.D .. kick 506 M.D .. and 
  tail slash I D4x 10M. D. 
  Carnival. The player characters have 
  rolled into lOwn just in time for some 
  kind of local festival. There is plenty to 
  eat and drink. lots of music and dancing. 
  and games of skill. This town is legit, no 
  sympathizers or collaborators. and the 
  player characters should be encouraged 
  to let their hair down and rdax. The eve-
  ning's festivities culminate in a fire-
  works display that. sadly. attracts an 
  Invid Recon Patrol of I D6 Fighter 
  Scouts who can have a Reinforcement 
  Squad on site in less than five minutes if 
  they detect any Protoculture. 
  Iovid Combat Note 
  Standard lnvid modus operandi is to 
  respond to danger. threats and altacks b} 
  swarming the intruder/attacker. to over-
  whelm the enemy by sheer weight of 
  numbers. It may seem wasteful or even 
  tragic or cruel by human standards, but 
  is an effective strategy that has served 
  305 
  
  the Invid well for eons. Thus. like an an-
  gry hornets' nest or beehive, Invid usu-
  ally anack en masse. especially near 
  Invid Hives. Even if they force an oppo-
  nent to flee, the Invid consider it a suc-
  cess. Even if that success cost dozens (or 
  hundreds) of Invid lives. To the Invid. it 
  is a sacrifice worth making if the enemy 
  is destroyed or resoundingly chased 
  away. 
  A typical lnvid swarm is broken 
  down by 20% Invid Scouts, 30% Fighter 
  Scouts, 
  20% Invid 
  Troopers. 
  20% 
  Shocktroopers. 5% Enforcers and 5% 
  others. 
  Various Iovid 
  Combat Groups 
  The following groups can be used as 
  random encounters and quick reference 
  combat data. 
  A few lnvid. Encountering 1-4 Invid 
  should send up a red nag. Invid AL-
  WAYS travel in groups. unless they are 
  sent on a special mission. Consequently. 
  if only one. two. three or four Invid are 
  encountered. especially if it is an Invid 
  Enforcer, Invid Soldier, Commander or 
  306 
  Overlord, it is safe to assume this 
  individual or small group is on a secret 
  mission, probably under the direct orders 
  (and possibly supervision) of an Invid 
  Hive Brain or even the Regess herself. It 
  is also likely that a larger Invid Patrol or 
  Reinforcement Squad is not far away. 
  (nvid 
  Ambush : 
  204+4 
  Invid 
  Troopers and 204+4 Shocktroopers bur-
  ied three feet (0.9 m) underground at 
  strategic locations for a crossfire or am-
  bush. Once the ambush is engaged, 
  106+2 (nvid Scouts or Fighter Scouts 
  and 104+ I Troopers or Shocktroopers, 
  led by one Enforcer or Commander, join 
  the ambush, sweeping in and attacking 
  from the sky. 
  Invid 
  Reconnaissance 
  Patrol: 
  104+2 Invid Scouts and 104+1 Fighter 
  Scouts. This group is likely to attack 
  only if they outnumber their opponents 
  three to one. Otherwise. they observe. 
  make note of the location and call in an 
  Invid Air Patrol, Reinforcement Squad 
  or Seek and Destroy Squad. 
  Invid Air Patrol: A pair of Invid 
  Scouts. 
  104+ I 
  Fighter Scouts and 
  104+ I Troopers or Shocktroopers. 
  lnvid Reinforcement Squad: 
  A 
  group of reinforcements responding to a 
  Scout's call is 104+ 1 Fighter Scouts, 
  104 Troopers, and two Shocktroopers. 
  Invid Seek & 
  Destroy Squad: 
  1D4+2 Invid Scouts. 104+2 Fighter 
  Scouts, 104+ I Shocktroopers, and ~ two 
  Enforcers or one Commander. 
  (nvid Seek & 
  Destroy Swarm : 
  ID6xl0 Invid Scouts. 104xlO Fighter 
  Scouts. 104xl0 Troopers, 606 Shock-
  troopers, 206 Enforcers and I D6 Com-
  manders or Overlords. And these are just 
  the numbers sent to respond to a small 
  threat. Double for a serious threat, and 
  increase by 5-10 times against a major 
  attack. 
  
  (nvid Light Cround Patrol: 104+ I 
  Invid Soldiers and 104 Troopers and/or 
  Shock troopers. 
  (nvid Heavy Cround or Perimeter 
  Patrol: One or two Invid Scouts, ID4 
  (nvid Troopers, 104 Shocktroopers and 
  one Enforcer. 
  Invid Ground Swarm: 506+6 Invid 
  Soldiers, 306+6 Invid Troopers, 2D6+6 
  Invid Shocklroopers, and 106+4 En-
  forcers. And these are just the numbers 
  sent to respond to a small threat Double 
  or triple for a serious threat, and increase 
  by 10 times against a major siege. 
  Space Patrol: 104+2 Invid Scouts or 
  Fighter Scouts equipped with long-range 
  boosters. There may be 
  J 04+ I addi-
  tional Invid Fighter Scouts, Troopers or 
  Shocktroopers trailing behind to offer 
  support. 
  Heavy Patrol or Seek and Destroy 
  Squad: A pair of Invid Scouts, 104 
  Fighter Scouts, 104+ 1 Troopers or 
  ShocktToopers, and one or two Invid En-
  forcers, Commanders or Overlords. 
  Standard Hive Patrol (when all is 
  calm): 104 Invid Scouts. two Fighter 
  Scouts, and 104 Troopers or Shock-
  troopers flying around the perimeter of 
  the Hive. 
  Invid Combat 
  It is easy for green UEEF soldiers to 
  get overconfident when battling the 
  Invid. After all, many UEEF mecha have 
  missiles with superior range to anything 
  most Invid possess. Consequently. an 
  obvious tactic for UEEF soldiers is to 
  pull out of the Invid's range and hammer 
  them with missiles until they are de-
  stroyed. Sounds simple, but it can be-
  come a trap for our heroes if they are not 
  carefuL Expeditionary warriors need to 
  consider the following before launching 
  a missile assault too quickly. 
  I. The noise of even a single explod-
  ing missile can be heard for miles around 
  (5 miles/8 Ian radius). and is likely to 
  cause Invid to investigate. A missile bar-
  rage is unmistakable. and will definitely 
  send lnvid within earshot to swarm to the 
  sight of the conflagration and respond to 
  enemy forces with deadly force. 
  2. Missile fire always signifies an at-
  tack by an enemy, and mobilizes numer-
  ous lnvid squads in the area to respond. 
  The fact that the missile onslaught can 
  be heard for miles, means numerous 
  lnvid Patrols or Squads could pop up all 
  around the UEEF leam -
  including to 
  their sides and behind theml 
  3. When an Invid dies, or is severely 
  injured, the Regess and the Invid Brain 
  of the regional Hive know it, and dis-
  patch more troops to the battle sile to de-
  stroy the enemy, usually in swarms. 
  4. UEEF mecha have limited missile 
  payloads. Once the payload is exhausted. 
  the playing field becomes immediately 
  leveled and the human warriors could 
  suddenly find themselves in trouble. 
  Sure the soldiers can try to hide, but two 
  or more Invid swarms (104) will be 
  searching for them and the entire area 
  will remain on high alert for the next 24 
  hours. That means more patrols than 
  usual looking for trouble. 
  Remember, the Invid dominate the 
  planet Earth. and they are everywhere. 
  The Invid's favorite tactic is to swarm. 
  en masse, to overrun and overpower an 
  enemy. Moreover, the most evolved 
  Invid mecha have missile capabilities 
  too. Judicious use of missiles by UEEF 
  personneL at any range. under any cir-
  cumstances. is highly recommended. 
  307 
  
  Notable Characters 
  landed in South America during a vio-
  lent thunderstorm. Bom and raised in 
  space. Scott I3cmard had never seen 
  Earth until his unhappy crash landing. It 
  was not the homecoming he had imag-
  ined: there was no triumphant victory. 
  only death and destruction awaited them. 
  Among the noble soldiers who perished 
  was his fiancee Marlene Rush. atomized 
  as her Ilorizon-T drop ship burned up 
  and exploded in Earth's atmosphere 
  while under siege by the Invid. 
  Although scared, alone and grieving, 
  Scott set out to make the Invid pay for 
  his pain. Along the \.vay he attracted a 
  rag-tag bunch of freedom fighters. in-
  duding the mysterious girl with amnesia 
  who Scott named Marlene. The group. 
  for variOliS personal reasons. let them-
  selves be swept up in Scott's crusade to 
  purge the Invid from Earth and restore 
  human civiliz~tion. It was during this so-
  journ that Scott and Marlene found 
  themselves falling in love. a love put to 
  the test when Marlene was revealed to 
  be the renegade Invid Princess. Ariel. 
  After crossing two continents and 
  nearly two years of constant travel and 
  lighting, Scott and his motley band of re-
  sistance fighters finally rcached Rene). 
  Point. center of Invid operations on 
  Earth and home to the powerful Invid 
  Scott Bernard 
  Queen. known as the Regcss. His timing 
  was perfect. as the full might of the mas-
  Lieutenant Commander Scott Ber-
  sive fleet of tbe United Earth Expedi-
  nard was pan of the 21st Mars Division. 
  lionary 
  Force 
  (UEEF) 
  had 
  finally 
  sent to Earth in 2042 to liberate the Earth 
  returned home to engage the 1nvid in-
  from the clutches of the Invid. Their 
  vaders in a final and ultimate offensive. 
  doomed attack on Renex Point saw the 
  Scott fought from the air to the depths of 
  entire neet decimated. The only known 
  the main Invid J live and back again dur-
  survivor of his division. Scon crash-
  ing the grueling battle. and survived to 
  308 
  
  see his friend and bcloved Marlene. who 
  had finally been revealed as an Invid 
  herself. lock horns with the lovid Regcss 
  in an epic battle of wills. 
  In the end. the Regcss gathered her 
  lovid children. transfonned them into 
  pure energy. and ned Earth in search of 
  a new and better world to make their 
  home. In the process, she destroyed the 
  oncoming Ncutron-S missiles. saving the 
  Earth from the Expeditionary Force's 
  scorched Earth lactic before disappear-
  ing into the void. A soldier to the cnd. 
  Scan Bernard has joined the UEEF and 
  has. for now. left life on Earth behind to 
  serve in the search for Admiral Rick 
  Hunter. 
  Once united with the Expeditionary 
  Fleet. Scott gets reacquainted with his 
  late fiancee's brother as well as military 
  life. Marlene. now going by her Invid 
  name Ariel. follows Scott and remains at 
  his side. However. Seon's loyalty is 
  called into question when Ariel is re-
  vealed to be an Invid, but is exonerated 
  by Captain Grant and is restored to 
  flight status. 
  Lt. Commander Scott Bernard cur-
  rently !lies with Skull Squadron along 
  with the battlecruiscr Icarus. and took 
  part in the events at Space Station Ub-
  erty. 
  Name: Scott Bemard 
  Rank : Lieutenant Commander. 
  Alignment: Scrupulous. 
  Attributes: LQ. 14. M.E. 12. MA 20. 
  p.s. 14. P.P. 19. P.E. 14. P.B. 15. 
  Spd 14. 
  Hit Points: 34. S.D.C.: 32. 
  Age: 22 
  Sex: Male. 
  Height: 5 feet. 10 inches (1.8 m). 
  Weight: 160 Ibs (72 kg). 
  Experience Level: 6th level UEEF 
  Veri tech Pilot. 
  Occupation: UEEF Veri tech Pilot and 
  Freedom Fighter. 
  Description: Tall and lean. SCOlt carries 
  himself with a straight military bear-
  ing. The time he spent fighting the 
  Invid on Earth has left him a little 
  frayed around the edges. as evi-
  denced by the worry lines on his face 
  and the rough cut of his hair. 
  Disposition: The loss of his tiancee and 
  the events of the past twO years have 
  tempered Scott'S previously hard-
  nosed, no nonsense military attitude. 
  It is a more introspective and com-
  passionate Scott Bernard that joins up 
  with General 
  Reinhardt 
  and the 
  UEEF after the liberation of Earth. 
  He is a noble. honorable and trust-
  worthy soldier committed to serving 
  the UEEF to the best of his ability. 
  Natural Abilities: 60% Trust/Intimi-
  date. and strong sense of loyalty and 
  duty. 
  Skills of Note: Climbing 80160%. Corn-
  putl!r Operation 90%. Demolitions 
  79%. 
  Demolitions Disposal 79%. 
  First Aid 75%. Literacy: English 
  98%. Lore: lnvid 45%. Math: Basic. 
  Mecha Elite Combat Training: C~­
  clones, Mccha Elite Combat Training: 
  Alpha. Military Tactics 50%., Naviga-
  tion 85%. Navigation: Space 85%. 
  Pilot Jet 84%. Pilot Motorcycle 98%. 
  Pilot Specialty: Alpha 98%. Pilot 
  Veritechs 85% (includes Cyclones). 
  Radio: Basic 85%. Running. Sensory 
  Equipment 75%. Space Survival 65°0, 
  Weapon Systems 90%. Wilderness 
  Survival 75%, W.P. Energy PiSlol. 
  W.P. Energy Rifle. and Zero Gravity 
  Combal. 
  Combat Training: Iland to Hand: Ex-
  309 
  pert. 
  
  Attacks per Melee: Six. 
  Bonuses: +2 to initiative. +2 to Percep-
  tion Rolls, +2 to strike, +5 to parry/ 
  dodge, +3 to pull punch. +2 to rol! 
  with punch/impact, +2 to disarm. and 
  critical strike on a Natural 18-20. 
  Weapons and Equipment of Note: 
  Flight suit. CVR-3 body annor. Gal-
  lant H-90_ UEEF Survival Pack, Al-
  pha Fighter. Cyclone, and a tooth-
  brush. 
  Ariel 
  Ariel is the first of what the Regcss 
  calls her Invid "princes" 
  and "prin-
  cesses:' She, like others who would fal-
  low. is highly evolved into a human. or 
  at least human-like, being. Ariel's mis-
  sion was to infiltrate and observe the hu-
  mans and report back to the Invid 
  Queen. the Regess. However. delivery of 
  the spy was botched and Ariel lost all 
  memories of her mission. purpose and 
  Invid identity. She is found by Scott 
  Bernard's team. alone. frightened. naked 
  and he/pless. like an infant. She can 
  hardly speak and seems terrified or ev-
  erything. They assumc she is a rellow 
  human. traumatized by the Invid occupa-
  tion of Earth and who knows what she 
  may have witnessed and endured. They 
  take her in to protect and nurse her back 
  to health. Scott names her Marlene as a 
  knee-jerk 
  reaction. 
  and 
  the 
  learn 
  Marlene in low. c~ntinue their adven~ 
  tures on their way to find Reflex Point. 
  Over the monlhs thaI Marlene/Ariel 
  travels with the New Generation heroes. 
  she learns to better understand the hu-
  man condition and her new, strange 
  emotions (the Invid previously had little 
  experience in the way of human emo-
  tion). She develops a personality and be-
  gins to become an integral part of the 
  3tO 
  group as they fight the Invid. This whole 
  time she believes herself to be human. It 
  is quite a shock to her and the others 
  when it is discovered that she is an 
  Invid, due to an injury that caused hcr to 
  bleed green blood. 
  In an act of bravery, Ariel confronts 
  the Regess during the battle at Reflex 
  Point in an attempt to convince her that 
  what the Invid are doing is wrong. as 
  wrong as when another race evicted 
  them rrom their homeworld. Joined by 
  
  Invid Princess Sera, they give the Regess 
  enough doubt and concern that she de· 
  cides to leave Earth, taking all but a tiny 
  handful of rogue Invid with her to pans 
  unknown, elsewhere in the universe. 
  Ariel stays behind when the Invid 
  leave Eanh, because she feels more hu-
  man than invid, and because she is in 
  love with Scott Bernard. When Scon 
  leaves Ariel on Earth to join with the Ex-
  peditionary Fleet, she follows him via 
  lnvid Icleportation. 
  Name: Ariel 
  Also Known As: Marlene. 
  Alignment: Scrupulous. 
  Attributes: I.Q. 15, M.E. 11. M.A. 20. 
  P.S. 12. P.P. 12. P.E. 20. P.B. 20, 
  Spd 12. 
  Hit Points: 45. S.D.C.: 60. Both in-
  creased since she has accepted her 
  (nvid heritage and powers. 
  Age: Approximately two years old as an 
  evolved. human Invid. Even now she 
  has no memory of her life as an invid 
  before being evolved to a higher state 
  of existence. 
  Sex: Female. 
  Height: 5 feet, 2 inches (1.57 m). 
  Weight: 112 Ibs (50.8 kg). 
  Experience Level: Considered to be a 
  second level Invid Commander/Prin-
  cess. 
  Occupation: Ariel was created to be an 
  evolved invid "Simu/agenl" (human-
  oid spy) and infiltrate the humans. 
  However, Ariel has gone rogue, helps 
  humans and has, at least for the mo-
  ment, 
  rejected 
  her 
  mother, 
  the 
  Regess, and the Invid people to stay 
  with her human love, Scon Bernard. 
  Ariel aspires to learn more about hu-
  man beings, in the hope that she can 
  help humans and Invid some day find 
  peace together. In this sense. she is an 
  unofficial Invid ambassador. Whether 
  or not she can accomplish such a 
  lofty goal is yet to be determined. and 
  some members of the Expeditionary 
  Force still question her loyalty. 
  Disposition: Ariel has come into her 
  own since being discovered by Scott 
  Bernard and his crew as a hapless 
  amnesiac. She has grown both emo-
  tionally and spiritually. and has ac-
  cepted her nature as Princess of the 
  Invid and daughter of the Regess. 
  Description: Ariel is small and lithe 
  with long red hair. crimson eyes. and 
  a strange, unearthly beauty. 
  Natural Abilities: Normal human vi-
  sion, appearance and physical capa-
  bilities; 60% chance to 
  Channl 
  Impress (70% 10 impress or intimi· 
  date when using her Invid powers). 
  Sense Protoculture: Same as any 
  Invid. but must concentrate. 
  Protocuiture Optics: Same as de-
  scribed under #4 Optical Enhance-
  ment System in Sensors and Features 
  Common to Invid, only Ariel must 
  concentrate to do so. 
  Sense Other Invid: Ariel can sense 
  the presence of as few as one Invid 
  up to 30 miles (48 km) away and 
  knows when they are coming in her 
  direction. This ability triggers auto-
  matically whenever Invid are present. 
  Teleportation via Energy Conversion! 
  Travel: Like the Regess, Ariel can 
  transform into a being of pure energy 
  to 
  travel 
  through 
  space 
  and/or 
  teleport. 
  Travel as an energy being can 
  reach light speed. 
  Teleportation is instant. Currently, 
  Ariel can telepert up to 400,000 
  miles (640.000 km). and she can only 
  311 
  
  take two people (any race) with her 
  (temporarily turning them into energy 
  as well). However. with time and ex-
  perience her range and ability to take 
  others arc likely to increase on a geo-
  metric level until they are equal to 
  those of the Regess. 
  Simple TclcQOrtation: Ariel can tele-
  port 3 short distance (short compared 
  to Tdeportation via Energy Conver-
  sion. above) or 30.000 miles (48.000 
  km) per level of experience and carry 
  up to fOllr other people with her. in 
  the blink of an eye (counts as two 
  melee actions/attacks). lIowever. it is 
  draining on her and requires Ariel to 
  sit down and rest for at least IS min-
  utes. Without rest. she is -I melee ac-
  tion/attack and Spd and combat 
  bonuses are reduced by half until she 
  recuperates. After a brief rest. she is 
  okay and does not suffer any penal-
  ties. 
  Telepathic Communications: Similar 
  abilities to her "mother'" Ariel can 
  communicate directly with the Regcss 
  regardless of her location in the uni-
  verse. She can also communicate 
  with lower caste Invid. including the 
  Invid Brains. up to 3.000 miles 
  (4,800 km) away. However. while 
  she and speak fo them via telepathy. 
  and they may consider her words, 
  they are under no obligation to obey 
  her. The commands of the Regess 
  (and Regent) supercede Ariel. To use 
  telepathy. Ariel must concentrate for 
  one full melee round (15 seconds) 
  and focus on the transmission. She 
  can also receive telepathic transmis-
  sions sent to all Invid by the Regess 
  or Hive Brain. but not narrowly fo-
  cused communications sent to one or 
  a handful of specific Invid. 
  Pilot Invid Commander and Over-
  lord: Though she does not realize it 
  yet. Ariel instinctively knows how to 
  pilot the Invid Commander and Over-
  lord: +2 attacks per melec when pi-
  loting either one. 
  Other Ahilities may manifest over 
  time. 
  Skills of Note: Cook 45%. Land Navi -
  gation 50%. Literacy: English 70%. 
  Lore: Invid 90%. and Mathematics: 
  Basic 98%. Though she doesn't real-
  312 
  
  ize it 
  ~eL she instinctively kno\\ s 
  how to pilot the Invid Commander 
  and Overlord. 
  Co mbat Training: She has no combat 
  experit!nce. although she will find 
  that she can operate an Invid Com-
  mander or Overlord instinctively. She 
  tends to be less combat oriented and 
  morc intellectual and spiritual. Marlene 
  will spend her efforts helping the 
  sick. the wounded. the hungry and 
  the homeless. rather than take up 
  arms against the Invid. She will try to 
  avoid battling against her own peo-
  ple. but can not condone what they 
  are doing. 
  Attacks per Melee: Five: instinctive. 
  Ariel is a noncombatant and avoids 
  direct combat. and takes only evasive 
  and defensive action. However, should 
  she decide to fight. as an Invid Com-
  mander/Princess she has instinctive 
  abilities (see Anacks per Melee. Nat-
  ural Abilities and Bonuses). 
  Bonuses: + I on Perception Rolls (+2 
  when the Invid are involved). + 1 10 
  parry. +2 to dodge. + 1 to roll with 
  impact. and +5 10 save vs mind con-
  trol. 
  \Veapons and Equipment: Only the 
  clothes on her back and gear pro-
  vidcd to her. She is a noncombatant. 
  Note: Ariel makes her first appearance 
  in the New Generation TV series. ep-
  isode #70, Enter Marlene. 
  Lt. Commander 
  Jean Grant 
  Doctor Grant has served in the Expe-
  ditionary 
  Force's medical corps for 
  ncarly twenty years. She is an osteo-
  pathic doctor. and has provided care and 
  counseling to hundreds of young men 
  and women over the years. She serves 
  proudly beside her husband. who she 
  worries about constantly due 10 his des-
  perate mission to cling to his youth. She 
  is clIrrently the Chief Medical Offieer of 
  the Icarus. and is proving a valuable as-
  set in these trying times of strife and be-
  trayal. 
  Name: Jean Grant, D.O .. Psy.D. 
  Rank: Lieutenant Commander. 
  Alignment: Principled. 
  Attribute" I.Q. 19. M.E. IS. M.A. 23. 
  P.S. 10. P.P. 17. P.E. 14. r.B. IS. 
  Spd 13. 
  Hit Points: 60. S.D.C.: 25. 
  Age: 49 
  Sex: Female. 
  Height: 5 feel. 4 inches (1.62 m). 
  Weight: 125 Ib, (56.3 kg). 
  Experience Level: 9th level UEEF Fleet 
  Medical Services Officer. 
  Occupation: Chief Medical Officer of 
  the Icarus. 
  Disposition: Caring and empathic. Dr. 
  Grant has an excellent bedside man-
  ner and makes a very good counselor. 
  This bedside manner extends to her 
  husband only to a point. Still a wife. 
  and a woman who doesn·t suffer her 
  husband's foolishness gladly, shc 
  doesn't cut Vince any slack when it 
  comes to bed rest and physical ther-
  apy. 
  Description: Jean is petite and prell) 
  with expressive violet eyes and styl-
  ish blue-black hair, one of her few 
  vanities. She is slipping into her mid-
  dle age very gracefully. and her 
  chestnut skin is still relatively un-
  touched by worry and laugh lines. 
  She intends to keep it this way 
  through the applicalion of various 
  3'3 
  
  skin care and anti-aging products. her 
  skin is her other small vanity. 
  Natural Abilities: Charismatic; evoke 
  Trust/Intimidate 75%. 
  Skills of Note: Biology 98%, Chemistry 
  90%. Chemistry: Analytical 90%. 
  Computer Operation 98%. Field Sur-
  gery 72%. Lore: [nvid 85%. Lore: 
  Robotcch 
  Masters 
  85%. 
  Lore: 
  Zentraedi 
  90%, 
  Medical 
  Doctor 
  98o/~98%. Military Etiquette 95%. 
  Military History 95%, Military Tac-
  tics 95%. Pathology 95%. Psychol-
  ogy 
  95%. 
  Radio: 
  Basic 
  95%. 
  Running. Space Survival 80%, Sen-
  sory Equipment 95%. W.P. Knife. 
  W.P. Energy Pistol, W.P. Energy Ri-
  ne. Xenobiology 80%, and Zero 
  Gravity Combat. 
  Combat Training: Hand to Hand: Ba-
  sic. 
  Attacks per Melee: Six. 
  Bonuses: +2 on Perception Rolls, +3 to 
  strike, +4 to parry/dodge. +2 to pull 
  punch. +\ to disann. +2 to damage. 
  and +2 to roll with fall/impact. 
  Weapons and Equipment: Most of Dr. 
  Grant '5 military and medical equip-
  ment is provided by the service. As a 
  senior officer in the medical services 
  corps, she has access to any infinna-
  ries. clinics and medical laboratories 
  in the UEEF appropriate to her secu-
  rity clearance. Her personal equip-
  ment includes a library of medical 
  and psychological texts. an old style 
  doctor bag that she carries for on-
  board or ship-to-ship "house calls'-' a 
  hologram pendant of Bowie playing 
  the piano. a book by the founder of 
  osteopathic medicine, a Freud bobble 
  head doll. and access to all fleet med-
  ical equipment. medicine and facilities. 
  Captain Vince Grant 
  Captain Grant entered the service for 
  the same reason so many young men be-
  fore him had, to get an education. He en-
  rolled in the Academy in 2007 at the age 
  of 17. following his big sister Claudia 
  into the United Earth Defense Force 
  (UEDF). Good with numbers and a tal-
  ented mechanic, Vince pursued studies 
  in Mechanical Engineering with an em-
  phasis on the new Robotech mecha. His 
  world was turned upside down in the 
  314 
  
  second year at the Academy when the 
  Zentraedi attacked Macross Island dur-
  ing the commissioning ceremony for the 
  SDF-1. 
  When the SDF-I folded away and 
  swept the entirety of Macross City up 
  with it. Vince was caught up in the 
  chaos. Once the survivors were resettled 
  in the belly of the giant space fortress, 
  Vince attempted to get back to his stud-
  ies. He eventually received enough cred-
  its to graduate and was commissioned as 
  a junior officer in the UEDf. Upon grad-
  uation, he was immediately put to work 
  designing and implementing improve-
  ments to the weapons and defensive sys-
  tems of the Banloid mecha designs 
  known as Destroids. He worked in the 
  Mecha Research alld Development De-
  partment throughout the next few years. 
  his inventions. tweaks and improve-
  ments garnering him recognition and 
  praise from his superior officers. 
  After the First Robolech War, Vince 
  gladly joined the United Earth Expedi-
  tionary force (UEEf) under the com-
  mand of Rick Hunter. and became a well 
  respected fleet ofticer. He is good 
  friends with Rick and Lisa Hunter. has 
  earned the rank of Captain. and has been 
  given command of his own ship. 
  Captain Grant is now in his mid-fif-
  ties, but looks like a man tcn years youn-
  ger. He follows a vigorous regimen of 
  exercise, including boxing and the study 
  of Aikido. and is very careful about what 
  he cats. While he denies it, his obsession 
  with health and fitness is stoked by his 
  fears of aging and facing his own mor-
  tality. dying his hair to mask his age. He 
  is seemingly clinging tooth and nail to 
  his youth, and tends to overcompensate 
  and overextend himself to prove he can 
  still run with the young men and women 
  under his command. While his wife. 
  Doctor Jean Grant. is happy to see him 
  take his health so seriously, she is a bit 
  concerned about the motivation behind 
  it. 
  Na me: Vincent Simon Grant 
  Rank: Captain. 
  Alignment: Scrupulous. 
  Attributes: I.Q. 19. M.E. 14, M.A. 17. 
  P.S. 22, P.P. 15. P.E. 20, P.B. 13, 
  Spd 13. 
  Hit Points: 65. S.D.C.: 60. 
  Age: S4 
  Sex: Male. 
  Height: 6 fcct (1.8 m). 
  Weight: 240 Ib, (108 kg). 
  Experience Level: 8th level UEEF Fleet 
  Technical Officer. 
  Occupation: UEEF Engineer and Com-
  manding Officer of the Icarus. 
  Disposition: Gruff and to the point, 
  Captain Grant is a born leader. and an 
  good judge of character. He has great 
  insight and knows when to ask for 
  advice or help. He excels at playing 
  to the strengths of his crew members 
  and subordinates. giving them assign-
  ments where they can shine and im-
  prove their skills. He is deeply 
  devoted to his friends and crew, as 
  well as his wife. Jean Grant. but is 
  distant from their son Bowie. a fact 
  that greatly troubles him. 
  Description: A massive black man with 
  honey colored eyes. broad shoulders 
  and a face that looks like it was 
  carved from a block of stone. Vince 
  Grant may be getting on in years, but 
  he still takes good care of himself 
  with an intense workout regimen. 
  Natural Abilities: Physically strong, ag-
  ile and smart: 45% to Trustllntimi-
  date. 
  315 
  
  Skills of Notc: Basic Electronics 90%. 
  Basic Mechanics 90%. Body Build-
  ing and Weight Lifting. Boxing. 
  Computer Operation 90%. General 
  Athletics. History: Pre-War Music 
  80%. History: Civil Rights 80%. 
  Lore: Invid 75%. Lore: Robotech 
  Masters 80%. I ristory: Robotechnol-
  ogy 85%. 
  Lore: 
  Robotechnology 
  85%. Lore: Zentraedi 80%. Mathe-
  matics: Basic and Advanced 98%. 
  Mecha Elite Combat Training: Cy-
  clones. Mechanical Engineering 80%. 
  Military Etiquette 90%. Military His-
  tory 85%. Military Tactics 90%. Pilot 
  Motorcycle 90%. Pilot Specialty: Cy-
  clones 83%. Pilot Ground Veritcchs 
  70%. Radio: Basic 95%. Research 
  90%. Robotcchnology Engineering 
  80%. Running. Space Survival 70%. 
  W.P. Energy Pistol, W.P. 
  Heavy 
  M.D. Weapons. W.P. Energy Rine. 
  and Zero Gravity Combat. 
  Combat Training: Hand to Hand: Mar-
  tial Arts and [laxing. 
  Attacks per Melee: Six. 
  Bonuses: +1 on initiative. +2 on Percep-
  tion Rolls. +2 to strike. +6 to parry/ 
  dodge. +5 to pull punch. +5 to rol1 
  with fall/impact. +2 to disarm, +2 to 
  entangle. +5 to damage. + t 0% to 
  save vs coma/death. and +3 to save 
  vs poison. 
  Weapons and Equipment : The major-
  ity of Vince's military equipment is 
  issued to him through the service. Ilis 
  personal equipment includes a collec-
  tion of mechanical engineering and 
  mathematical texts. books about the 
  twentieth century 'S civil rights move-
  menL a precision tool kit. a vast mu-
  sic collection full of soul and R&B 
  music from the mid- to late Twenti-
  eth Century in electronic formal. and 
  a framed photo of himself. his wife 
  and Rick Hunter. 
  Admiral Lisa Hunter 
  If you would have laid Lisa Hayes 
  twcnty years ago that she would become 
  not only an Admiral. but one of the most 
  famous and respccted military leaders in 
  the past hundred years. she would have 
  laughed at you . This is. of course. ex-
  actly what has happened. A veteran of 
  the Firs! Robolech War. Lisa served 
  with Captain Gloval aboard the SDF- I, 
  where shc proved herself time and time 
  again to be a resourceful and capablc 
  leader. Not only that. but a leader who 
  earned the fierce loyalty of her crew and 
  all who witnessed her in action. 
  Lisa Hayes was given command of 
  the short-lived SDF-2. and then led the 
  Pioneer Expedition to Tirol as an Admi· 
  ra!. For twenty years she has led the 
  UEEF through one crisis after another. 
  Recently. she sufTered life threatening 
  wounds when the SOF· 3 was attacked 
  by the traitorous General Edwards. Her 
  recovery and the loss of the unborn child 
  she was carrying has left her cxhaustcd. 
  and she has had to make some tough de-
  cisions about her command and her 
  place in the UEEF. Now in her late 
  Ilftics. the Admiral has retired from mili· 
  tary service. turned ovcr full control of 
  the UEEF to her husband, T"iee Admiral 
  Rick Hunter. and has taken on the role of 
  Ambassador to the Sentinels. 
  Maiden Nam e: Lisa Hayes 
  Rank: Admiral (Retired). 
  Alignment: Principled. 
  Attr ibutes: I.Q. 14. M.E. 22. M.A. 14. 
  P.S. 10. 1'.1'. 12. P.E. 12. P.B. 14. 
  Spd 12. 
  316 
  
  Hit Points: 72. S.D.C.: 45. 
  Age: 58 
  Sex: Female. 
  Height: 5 feet. 9 inches (1.75 m). 
  Weight: 150 Ibs (68 kg). 
  Experience Level: 14th k:vel UEDF 
  Communications Ofticer. 
  Occupation: Recently retired Admiral 
  of the. UEEF and current Ambassador 
  to the Coalition of Free Peoples. also 
  known as Ihe Sentinels. 
  Disposition: Always smart, resourceful, 
  and quick thinking cven during a cri~ 
  sis. Lisa's thirty-some years of mili-
  tary service has helped her grow even 
  more capable. Her inner strength. 
  compassion and wisdom is infamous. 
  Lisa is the highest ranking nag offi-
  cer in the UEEF and an elder 
  statcswoman. who is using her iron 
  will and honed leadership skills to 
  bring peace and cooperation across 
  the stars. 
  Description: Tall and long limbed with 
  hcr chestnut hair fading to gray. Lisa 
  has aged very well and is still quite a 
  handsome woman. Her blue eyes 
  have lost none of their sharpness. and 
  recalcitrant emissaries and insubordi-
  nate subordinatcs still wither under 
  her piercing stare. 
  Skills of Note: Cook 90%. Cryptogra-
  phy 98%. Dance 90%, Electronic 
  Countermeasures 98%. 
  First 
  Aid 
  90%, Laser Communications 98%. 
  Lore: Invid 75%. Lore: Rob01cch 
  Masters 75%. Lore: Zcntraedi 900/<1, 
  Military Etiquette 98%. Military His ~ 
  tory 90%, Military Tactics 90%, Op-
  tic Systems 98%. Pilot Airplane 90%. 
  Pi lot Jet 90%. Radio: Basic 98%. 
  Sensory Equipment 98%, Weapon 
  Systems 80%. W.P. Energy Pistol. 
  W.P. Energy RiDe. and W.P. Hand-
  Combat T raining: Hand to I land: Ba-
  sic. 
  Attacks per Melee: Six. 
  Bonuses: +3 to Pcrception Rolls, +2 to 
  strikc. +4 to parry and dodge, + I 10 
  disarm. +4 to pull punch. +4 10 dam-
  age, +4 to roll with impact. +4 to 
  damage. and critical strike on a Natu-
  ral 19-20. 
  Weapons and Equipment: The major-
  ity of Ambassador Hayes-Hunter's 
  military equipment is issued to her by 
  the service. Her personal equipment 
  includes her old UEDF dress uni-
  form. her father"s diary, Captain 
  Glovars ship logs from the SDF- l. 
  and a copy of "Madam Secretary:' a 
  memoir of a famous politician and 
  Ambassador to the UN from the late 
  Twentieth Century. 
  Vice Admiral 
  Rick Hunter 
  Admiral Rick Hunter has comc a 
  long way from the callow young man 
  who new to Macross island to sec his 
  friend Rov Fokker off in 2009. A veteran 
  of the Fi;sl Robotech War and a highly 
  skilled pilot, Riek has been making a 
  name for himself as a leader of mcn for 
  the past thirty years. In his capacity as a 
  nag officer in the UEEF. and co-leader 
  of the Pioneer £'Cpedi(ion. Rick was the 
  fi rst to recommend a coalition with the 
  frce alien races known as the Sentinels. 
  It was also at his urging that the techno-
  logical exchange with the J Jaydollites 
  took place. a decision he has come to re-
  gret. 
  After the defeat of the Invid Regent 
  and the traitorous General T. R Edwards. 
  Admiral Hunter became Supreme Com-
  guns. 
  317 
  
  mander of the UEEF, and instituted the 
  Earth Reclamation Mission to take back 
  Earth from the (nvid. His plans worked 
  very well. and the Earth has been liber-
  ated. but Admiral Hunter disappeared 
  with the SDF-3 after a disastrous test of 
  the Neutron-S missiles in the Omicron 
  Sector. His ship crippled and helpless, 
  Admiral Hunter was last reported to be 
  drifting into a black hole formed by the 
  Neutron-S missile. After the Haydonitcs 
  were defeated at Space Slat ion Liberty. a 
  rescue mission headed by Captain Vince 
  Grant was dispatched to find Admiral 
  Hunter and the SDF-3 and bring them 
  home. 
  Name: Richard "Rick'" Hunter 
  Rank: Vice AdmiraL Commander of the 
  United Earth Expeditionary Force. 
  Alignment: Scrupulous. 
  Attributes: I.Q. 12, M.E. 15. M.A. 15. 
  P.S. 15. p.\'. 18, P.E. 14, P.B. 15. 
  Spd 14. 
  Hit Points: 75. S.D.C.: 40. 
  Age: 54 
  Sex: Male. 
  Height: 5 feet. 6 inches (1.67 m). 
  Weight: 160 1bs (72 kg). 
  Experience Level: 12th level UEDF 
  Veri tech Pilot. 
  Occupation: UEEF Fleet Admiral and 
  leader of the Expeditionary Force. 
  Disposition : Callow and carefree in his 
  youth. military service and the events 
  of the past thirty years have forged in 
  Admiral Hunter a man of deep princi-
  ple. strong judgement and great com-
  passion. 
  Description : The events of the past few 
  years 
  have 
  left 
  Admiral 
  Hunter 
  scarred and weary. His once black 
  hair has turned nearly while. and he 
  has aged visibly since he was be-
  trayed by General Edwards. He sti ll 
  stands strong. however. and many 
  look up to him as a great example of 
  the fighting spirit orlhe UEEF. 
  Skills of Note: Aircraft Mechanics 85%. 
  Computer Operation 
  98%. 
  Lore: 
  lnvid 85%. Lore: Robotech Masters 
  85%, Lore: Zentraedi 90%. Mecha 
  Elite Combat Training: Cyclones. 
  Mecha Elite Combat Training: Gladi-
  ator. Mccha Elite Combat Training: 
  UEDF Veritechs. Mecha Elite Com-
  bat Training: Alpha. Mecha Elite 
  Combat Training: Beta. Mecha Me-
  3t8 
  
  chanics 98%, Military History 85%. 
  Military Tactics 90%. Navigation 
  98%. Navigation: Space 98%. Pilot 
  Airplane 
  98%, 
  Pilot 
  Automobile 
  98%. Pilot Ballioid (including UEDF 
  Destroids) 85%, Pilot Jet 98%, Pilot 
  Motorcycle 98%, Pilot Veritechs 
  98%. 
  Pilot Specialty: 
  Old Style 
  Veri tech and Alpha 98%, Prowl 90%. 
  Radio: Basic 90010, Swimming 90%. 
  Space Survival 90%. W.P. Energy 
  Pistol. W.P. Energy Rine. W.P. Ri-
  fles, W.P. 
  Submachine-Gun, 
  and 
  Zero Gravity Combat. 
  Combat Training: Hand to Hand: Ex-
  pert. 
  Attacks per Melee: Six. 
  Bonuses: +2 on Initiative. +4 to strike, 
  + 7 to parry/dodge. +3 to pull punch, 
  +2 to roll with impact. +3 to disann. 
  and +3 to damage. 
  Weapons and Equ ipment: The major-
  ity of Admiral Hunter's military 
  equipment is issued to him through 
  the service. and as a flag officer he 
  has access to any and all weapons, ar-
  mor. ordnance and Veri tech fighters 
  as well as any military and research 
  facilities as allowed by his security 
  clearance. 
  Notable personal equipment in-
  cludes memorabilia from his long 
  service career, a photo of him and 
  Roy Fokker on thc day of the launch 
  of the SDF-1. a picture of him with 
  Max Sterling and Ben Dixon in their 
  flight suits, and the last remaining 
  VF-I S. the now-retired Skull One. 
  Note: Current whereabouts. unknown. 
  Lt. Louis 
  "Louie" Nichols 
  Doctor Louie Nichols' military career 
  started modestly cnough as a Spartas 
  Hovertank pilot in the 15th Alpha Tacti-
  cal Armored Corp (A TAC) of the Army 
  of the Soulhern Cross rASC). A gifted 
  mechanic and computcr tcch, Louie en-
  listed for much the same reason as Cap-
  tain Grant. to pay for college. Hc went 
  through basic training and then tech 
  school, where hc was trained as a mecha 
  mechanic and mechanical engineer. He 
  was assigned to the 15th A TAC as a 
  tanker and tech support trooper, and 
  served under the command of Dana 
  Sterling. 
  Louie first came to the notice of Doc-
  lor Miles Cochrane, a leading Robotech 
  Engineer, when he deduced a way to 
  cripple the nearly unstoppable Robotech 
  Masters' motherships. After that. Doctor 
  Cochrane kept an eye on the ingenious 
  young engineer. Later in the Second 
  Robotech War, Louie devised a targeting 
  device to help him win an FPS video 
  game that was popular on basco Two 
  ASC Skunkworks engineers happened to 
  be in the bar where Louie debuted his 
  "'toy," and tricked Louie into helping 
  them design new target acquisition soft-
  ware and sensors for the war effort. At 
  first. Louie was distraught that his inven· 
  tion had been stolen and used for war. 
  but he slowly came to peace with it as he 
  saw his targeting system save the lives 
  of countless soldiers and pilots fighting 
  to keep Earth free from alien invasion. 
  After the Second Robotech War, 
  Louie mustered out of the Alpha Tactical 
  Annored Corps and joined the Robotech 
  Corp of Engineers. He worked on Space 
  Station Uberty, still in orbit over Earth. 
  31 9 
  
  ditionQlY Force (UEEF) after Liberty 
  joined up with the Pioneer Expedition. 
  During the I.!vents surrounding the search 
  for the traitor General Edwards. Louie 
  comes to the attention of Captain Vince 
  Grant. The Captain needed a good engi-
  ncer for his new ship, the Icarus. and 
  upon finding out that nOl only docs 
  Louie have combat experience. but that 
  he served with Grant's son. Bowie. he 
  signs Louie right up. Ever since then. 
  Louie has served aboard the Icarus as the 
  ship's engineer. as well as acting as a 
  personal technical advisor to Captain 
  Vince Gran!. 
  Name: Louie Nichols. MS Eng .. Ph.D. 
  Robotcchnology. 
  Rank: Doctor Nichols held the rank of 
  StafT Sergeant in the Arm) of the 
  Southern Cross. but he now carries 
  an officer"s commission at the rank 
  of Lieutenant. 
  Alignment: Scrupulous. 
  Attributes: I.Q. 24. M.E. 15. MA 13, 
  P.S. 12. P.P. 17. P.E. 13. P.B. 13. 
  Sp<l17. 
  Hit Points: 54. S.D.C: 44. 
  Age: 35 
  Sex: Male. 
  Height: 5 feet. 8 inches (1.73 m). 
  Weight: 135 Ibs (61.2 kg). 
  Experience Level: 4th level ATAC 
  It was on Liberty where he reconnected 
  Tanker (Engineer M.O.S.). 4th level 
  with Doctor Miles Cochrane and was 
  UEEF Fleet Science Officer. 
  taken on by the doctor as an assistant 
  and junior engineer. When the Invid in-
  vaded. Louie was well into his studies in 
  Robotechnology Engineering and was 
  swept away to deep space with everyone 
  else when Liberty folded to escape the 
  lovid swann. 
  Occupation: Chief Engineer of the 
  Icarus and technical advisor to Cap-
  tain Vince Grant. 
  Disposition: Painfully literal and pedan-
  tic, Louie is a gearhead and techic to 
  the bonc. More at easc with machines 
  than people. he is only truly comfort-
  able elbow-deep in a Reflex drive or 
  working out a long and incomprehen-
  Eventually. Louie became a commis-
  sioned officer in the Uniled Earlh Expe-
  320 
  
  sible equation. Louie regularly hides 
  Ihi~ discomfort behind a mask of 
  drollery and technobabblc. lie real-
  izes his social shortcoming.s and tries 
  hard 10 curb his tech speak around 
  ogy Engineering 75%. Runmng. Sen-
  sory 
  Equipment 
  9(Wo. 
  Spucdold 
  Operations 
  85%. 
  Space Sur\ ivul 
  60%. W.P. Energy Pislo\. \V.P. 1:.n-
  ergy RiOe. and Zero Gravit~ Combat 
  others. 
  rhis earnestness. combined 
  Combat Training: Hand to Iland: Ex-
  with a natural nerdy charm. has won 
  him more friends than he could have 
  imagined. His ingenuity and coolness 
  under fin:: has earned him the respect 
  and admiration or both Captain Grant 
  and Lt. Commander Maia Sterling. 
  Description: Tall and lanky. Louie 
  looks like he's buill oul or tinker toys 
  and pipe cleaners rather lhan skin and 
  bones. Ile's got the kind or complex-
  ion you get rrom staring at a monitor 
  all day. a mop or shaggy brown hair. 
  and hides behind a pair or multi-optic 
  imaging goggles that are sort or like a 
  security blanket ror him. 
  Skills of Note: 
  ATAC Skills (Frozen at 4th leve1): 
  Automobile Mechanics 95%. Mathe-
  matics: Basic and Advanced 90%. 
  Mecha Elite Combat Training: Vcri-
  tech Hovertank. Mechanical Engineer 
  90%. Mecha Mechanics 90%. Navi-
  gation 75%. Pilot I lover Cycle 98%. 
  Pilot Specialty: Hovenank 88%, Pilot 
  Veritcchs 75%. Weapon Systems 
  90%. Sensory Equipment 75%. 
  UEEF Officer Skil1s: Astrophysics 
  75%, Artificial 
  Intelligence 75%. 
  Computer Operation 98%. Computer 
  Programming 85%. Electrical Engi-
  nee;ing 75%~ Computer Repair 85%. 
  lIistor. 
  80%. 
  Mccha 
  Electronics 
  75%. Lore: Video Games 98%. Lore: 
  Invid 70%, Lore: Robolcch Masters 
  70%. Lore: Zentraedi 75%. Military 
  Etiquette 80%. Military History 75%. 
  Military Tactics 80%. Radio: Basic 
  85%. Research 90%. Robotechnol-
  pen. 
  Attacks per Melee: Fivt.!. 
  Bonuses: +2 on Perception Rolls. +3 to 
  strike. +4 to parry/dodge. +3 to pull 
  punch. +2 to roll with impact. +2 to 
  disarm. and +10% to all skills I.Q 
  bonus. 
  Weapons and Equipment: All or Doc-
  tor Nichols' military and scientific 
  equipment is provided by the service. 
  He has access to most, ir not aiL of 
  thc labs and research racilities or the 
  UEEF due to his very high security 
  clearance. His personal equipment in-
  cludes a vast library of scientific and 
  engineering texts, books about the 
  history of video games as well as 
  thousands or games and the hand-
  he Ids and game consoles to play 
  them. his own kit of precision tools. 
  his Southern Cross AT AC Armor 
  with his 15m AT AC patches. a 
  rramed picture of the 15th ATAC 
  squad. a transfonning scale modd of 
  a Il ovenank painted in the 15th 
  ATAC's colors. and his multi-optic 
  imaging goggles. 
  321 
  
  322 
  Lt. General 
  Gunther Reinhardt 
  General Reinhardt. like Maia Ster-
  ling, is the scion of an influential mili-
  tary family within the UEEF. lIis father. 
  Colonel Adam Reinhardl. was com-
  mander of the Pioneer Expedition's 
  ground forces and a career United Earth 
  Marine Corp officer. The latc Colonel 
  Reinhardt led the Marine Corps' ground 
  forces from 2022 until his untimely 
  death at the hands of the Regent's Invid. 
  Gunther was promoted to rill his father's 
  shoes. and his dedication to duty. trllst-
  worthiness and tactical brilliance have 
  served him well in his risc through the 
  ranks. 
  When lhe SDF-.J Liberator was com-
  missioned. Admiral Hunter needed a 
  captain for her thaI he could count on to 
  gel the job done. He found that man in 
  General Reinhardt. by then a leading ex-
  pert on anti-Invid tactics. Gcncral Rein-
  hardt gladly accepted the mission and 
  became the first Marine Corps officer to 
  command a super-capital flagship. Gen-
  eral Reinhardt's mission to reclaim Earth 
  was wildly successful by the standards 
  sct previously by the ill-fated 10th and 
  21st Mars Divisions. A close friend of 
  both Admiral Hunter and Captain Vince 
  Grant, General Reinhardt sent Capt. 
  Grant and the Icarus on a rescue mission 
  to find the SDF-3 after the Haydonitc at-
  tack at Space Station Liberty. 
  Name: Gunther Reinhardt 
  Rank: Lieutenant General. 
  Alignment: Scrupulous. 
  Attributes: I.Q. 15, M.E. 20. M.A. 15. 
  P.S. 19. 1'.1'. 14. P.E. 18. P.B. 13. 
  Spd IS. 
  Hit Points: 58. S.D.C.: 50. 
  
  Age: 51 
  Sex: Male. 
  Height: 5 feet 9 inches (I. 75 m). 
  Weight: 175 Ibs (79 kg). 
  Experience Level: 8th level United 
  Earth Marine Corps Officer. 
  Occupation: Supreme Commander of 
  the UEEF ground forct::s and Acting 
  Supreme Commander of the UEEF. 
  Disposition: General Reinhardt is a by-
  the-book. hard-nosed Marine Corps 
  officer. Stern and demanding. he ex-
  pecls only the best from his fl.!lIow 
  officers and subordinates. and works 
  around 
  the 
  clock to ensure Ihe 
  success of Ihe Earth Reclamation 
  Mission and the survival of Ihe 
  Marines under his command. A me-
  ticulous and decisive adminislrator. 
  he was one of the largest proponents 
  of Admiral Hunter's coalition build-
  ing among the alien races of the Sen-
  tinels. His work ethic and strength 
  have earned him the respect of Admi-
  rals Hunler and Hayes-Hunter. and 
  the admiration of the Marines and a 
  great number of UEEF aviators and 
  crew members. 
  Description: An average looking man 
  with a sharp jaw and the ramrod 
  bearing of a career Marine. He rarely 
  smiles and has a very intense stare. 
  Natural Abilities: Smart. decisive. +3 lO 
  save vs insanity. +6% 10 save vs 
  coma/death. +2 to save vs poison. +3 
  to save vs Horror Factor. 
  Skills of Note: NBC Warfare 85%. 
  Camouflage 75%. Climbing 90/80%. 
  First Aid 95%. Lore: Invid 7()O/o. 
  Lore: Robotcch Masters 70%. Mili-
  tary History 85%. Military Tactics 
  90%. Military Etiquette 9()%. Radio: 
  Basic 95%, Running. Space Survival 
  70%. W.P. Energy PistoL W.P. En-
  ergy Rifle, W.P. Handguns. W.P. 
  Shotgun. and Zero Gravity Combat. 
  Combat Training: Hand to Hand: Ex-
  pert. 
  Attacks per Melee: Five. 
  Bonuses: + 1 on initiative. +3 on Percep-
  tion Rolls. +2 to strike. +3 to parryl 
  dodge. +3 to pull punch. +2 to roll 
  with impact, +2 to disann. critical on 
  a Natural 18-20. 
  \Veapons and Equipment: The major-
  ity of General Reinhardt's military 
  equipment is issued to him through 
  the service. H is personal equipment 
  includes an antique Browning .45 
  MEU (SOC) USMC Force Recon 
  pistol. an album full of pictures and 
  articles <lbout his father. Colonel 
  Adam Reinhardt. his father'S medals 
  mounted on velvet and framed. and a 
  bust of Samuel Nicholas. the firsl 
  Commandant of the Marines. 
  Lt. Alex Romero 
  Lieutenant Alex Romero is the typi-
  cal class clown. Known throughout his 
  graduating class at the Academy as an 
  inveterate prankster and smart aleck. 
  Alex spent as much time in trouble with 
  teachers and superior officers as he did 
  studying and nying. He and Marcus 
  Rush quickly became friends in Ihe 
  Acadcmy through the ages old PO\\ er of 
  attraction of oppositcs. Alex's brashness 
  and overbearing and slightly off-kilter 
  sense of humor is balanced out by 
  Marcus' seriousness. and they are a pair 
  to be reckoned with in and out of an 
  Shadow Fighter's cockpit. 
  Sadly. Lieutenant Romero dies in a 
  brave but tragic way during the first bal-
  tic with the treacherous Haydonitcs. 
  Faced with overwhelming odds and the 
  323 
  
  disabling of their shadow cloaks and 
  Synchro Cannons. Alex and his new 
  Skull Squadron squad mates were sitting 
  ducks for lhe Haydonilc fighters. While 
  the rest of the squad scrambled for home 
  and dumped their overloading Synchro 
  Cannons. and in disobedience of a direct 
  order from Lt. Commandl:r Sterling. 
  Alex new his crippled Shadow Fighter 
  into the Huydonite squadron and self-
  destructed. 
  324 
  Name: Alex Romero 
  Rank: Lieutenant. 
  Alignment: Principled. 
  Attributes: I.Q. 12. M.E. 10. M.A. 17. 
  P.S. 14. 1'.1'. 19. P.ll. 18. P.E. 13. 
  Spd 18. 
  Hit Points: 32. S.D.C.: 35. 
  Age: 19 
  Sex: Malc. 
  Height: 5 feel. 10 inches (1.78 m). 
  Weight: 160 Ibs (72 kg). 
  Experience Level: 4th level UEEF 
  Veri tech Pilot. 
  Occupation: 
  Recon 
  pilot 
  for 
  Wolf 
  Sql13dron. 
  Disposition: Alex is charming and cock-
  sure. the opposite side of the coin 
  from his partner Marcus's slight so-
  cial awkwardness and self-doubt. lie 
  can be a linlc overbearing at times. 
  and is constantly acting the clown. 
  even when (some wou ld say. espe-
  Cially when) it is totally inappropri-
  ate. He also seems to think he's much 
  better with the ladics than is actually 
  the case. 
  Description : Alex is tall and handsome 
  with brown hair and hazel eyes. He is 
  rarely seen without a sm irk or a smile 
  on his face. 
  Natural Abilities: Trustllntimidatc 45%. 
  CharmlImprcss 40%. 
  Skills of Note: Detect Ambush 60%. In-
  tcllie.encc 58%. Mccha Elite Combat 
  Trai;ing: 
  Cyclones. 
  Mccha 
  Elite 
  Combat Training: 
  Alpha. 
  Mecha 
  Elite Combat Training: Beta. Military 
  Etiqucne 65%. 
  Navigation 
  75%. 
  Navieation: Space 75%. Pilot Jet 
  760.10.~ Pilot Motorcycle 91%. Pilot 
  Veritechs 90%. Radio: Basic 75%. 
  Running. Sensory Equipment 65%. 
  Space Survival 55%. Wilderness Sur-
  
  vival 65%, Wcapon Systems 80%. 
  W.P. Energy Pistol. and Zero Gravity 
  Combat. 
  Combat Training: Hand 10 I land: E~­
  pen. 
  Attacks per Melee: Five. 
  Bonuses: +2 on initi<llive. +3 on Percep-
  tion Rolls. +4 to strike. +5 to p<lrry/ 
  dodge. +3 to pull punch. +2 to roll 
  wilh rail/impact. +2 10 disanTI. 
  \Veapons a nd Equipment: The major-
  ity of Alex's military equipment is is-
  sued to him through the service. 
  Lt. Marcus Rush 
  Marcus was just <l young boy when 
  his big sister Marlene and her fiance 
  Scan Bernard shipped out to Earth with 
  the 2/ sf Mars Division. The loss nearly 
  crllsht.:d him. and to deal with the pain he 
  joined 
  the 
  Robotcch 
  Academy and 
  trained vigorously. lie graduated near 
  the top of his class and was assigned to 
  Wolf Squadron. along with his close 
  friend. A/ex Romero. as a reconnaissance 
  pilot. The apparent deaths of his sister 
  and Scott. along with the human race's 
  history of war with the Tiralians and 
  lnvid have hardened his hean against all 
  alien races. lie saves a special kind or 
  hate for the Invid. who he see;;s as being 
  responsible ror the destruction of his 
  family. So obsessed is he with his hatred 
  or thc lnvid and his thirst for revenge. he 
  carves a notch for ~v~ry Invid he kills on 
  a hologranl pendam given to him by 
  Scott and Marlene before the 21st Mars 
  Division left for Eanh. 
  Marcus is overjoyed at reuniting with 
  SCOtl Bernard after the lnvid Oet! Eanh. 
  llis happinl:ss is short-lived. however. 
  \\ hen Scott confirms that Marlene died 
  in the assault. Marcus soldiers on. intro-
  ducing Scon to his squad mates and 
  Commallder Aloia Sterling. Whl.:'n he 
  discovers that the Earth girl Ariel is actu-
  ally an lnvid. he nies into a rag!.: and 
  draws his weapon on both Scan and 
  Ariel. Marcus is restrained by Alt.:x. but 
  325 
  
  the sense of betrayal and his blinding 
  hate for the Invid drive him to denounc!.! 
  Scott and make wild accusations about 
  him. 
  This event, plus the sense]!.!ss loss of 
  his wingman, Alex. during the first baule 
  with the treacherous Haydonites. drives 
  Marcus into a deep depression. During 
  the battle at Space Station Liberty. 
  Marcus attempts to follow Alex into 
  death in a suicidal charge into Haydonitc 
  fighters after rescuing Lt. Commander 
  Sterling's escape capsule. As the Neu-
  lron-S missiles armed by Captain Grant 
  destroy the 
  bas!.! and the attacking 
  Haydonile baltle group. Marcus is res-
  cued from his disintegrating Shadow 
  Fight!.!f by Ariel. This. plus the earlier 
  discovery that his commanding officer is 
  half-Zentraedi. seems to have tempered 
  his hatred for aliens and teaches him that 
  not everything is as it seems. 
  Name: Marcus Rush 
  Rank: Lieutenant. 
  Alignment: Unprincipled. 
  Attributes: I.Q. 14. M.E. 10. M.A. II. 
  P.S. 14. p.r. 20. r.B. 13. r.E. 19. 
  Spd 15. 
  Hit Points: 29. S.D.C.: 30. 
  Age: 18 
  Sex: Male. 
  lIeight: 5 [eeL 6 inches (1.67 m). 
  Weight: 140 Ibs (63 kg). 
  Experience Level: 4th Level UEEF 
  Verit!.!ch Pilot. 
  Occupation: Recon 
  pilol 
  [or Wol[ 
  Squadron. 
  Disposition: Marcus is generally good 
  natured. bUI serious and slig.htly awk-
  ward young man who is riddkd with 
  self doubt. The aching loss of his sis-
  ler and his surrogate brother Scott 
  Bernard with the 21 SI Mars Division 
  has left him embittcred and slightly 
  obsessed with revenge against the 
  Invid. Marcus is noticeably bad with 
  the ladies due to his social anxiely. 
  and he knows it. A lillie bit of per-
  sonal wisdom not shared by his part-
  ner Alex. 
  Description: Marcus is middling height 
  with a mop of orange hair and bro\\ n 
  eyes. He rarely smiles and always 
  seems to have an intense and hungry 
  look on his face. 
  Skills of Note: Detect Ambush 60%. In-
  telligence 58%. Mecha Elite Combat 
  Training: 
  Cyclones. 
  Mccha 
  Elite 
  Combat Training: 
  Alpha Mecha 
  Elite Combat Training: Beta. Military 
  Etiquette 
  65%. 
  Navigation 
  75%, 
  Navigation: Space 75%. Pilot Jet 
  76%. Pilot Motorcycle 91%. Pilot 
  Vcritechs 90%. Radio: Basic 75%. 
  Running. Sensory Equipment 65%. 
  Space Survival 55%. Wilderness Sur-
  vival 65%. Weapon Systems 80%, 
  W.P. Energy PisloL and Zero Gravity 
  Combat. 
  Combat Traini ng: Hand to Hand: Ex-
  pert. 
  Attacks per Melee: Five. 
  Bonuses: +2 on initiative. +3 on Percep-
  tion Rolls. +5 10 strike, +6 to parry/ 
  dodge. +3 to pull punch. +2 to roll 
  with fall/impact. +2 to disarm. +8% 
  to save vs coma/death. and ~2 save 
  vs poison. 
  '''capons and Equipment: The major-
  ity of Marcus' military equipment is 
  isslled to him through the service. Ilis 
  personal c;:quipment includes the ho-
  logram pendant given to him by Scott 
  and Marlene before Ihe 21
  51 Mars 
  shipped off to Earth. 
  326 
  
  Lt. Commander 
  Maia Sterling 
  Maia is the youngest daughter of the 
  Sterling military family. Whereas her big 
  sisler Dana stayed behind on Earth and 
  took up driving hovenanks with the 
  Army of rhe Southern Cross. Maia was 
  born and raised in space aboard thc ships 
  of the UEEF. According to Max Sterling. 
  his baby girt's first word was "ny" and 
  she was playing with flight simulators 
  before she could walk. While sure!) pa-
  rt.!ntal hyperbole. therc's no doubt that 
  Maia is a gifted Veritcch Pilot with a 
  natural feel for both atmospheric and 
  space night. IleT talent for piloting 
  Veritcchs is inherited from her father. 
  while Maia's maturity and unshakable 
  will are gifts from her mother. the for-
  mer Zcntracdi ace, Mir(vQ Sterling. Maia 
  embraces her half-lcntracdi ancestry. 
  and tries to model herself artcr her 
  mother. She takes great pride in her nat· 
  ural abilities. and prefers to rely on her 
  piloting skill as opposed to the auto--
  mated systems of her Shadow Fighter. 
  The youngest graduate from 
  the 
  Robotcch Academy. and the youngest 
  commissioned oJ1iccr 10 hold night ::>ta· 
  lLlS. Maia has been a phcnorn. Her rise 
  through the ranks at such a tender age is 
  due both to her incredible talent and rna· 
  turity, as \\clt as the terrible toJ[ that 
  more than a decade of warfare has Laken 
  on 
  the 
  United 
  Eanh 
  ExpeditionaT) 
  Force. Now she is a Lieutenant Com· 
  mander. the leader of her parents' old 
  combat wing. Skull Squadron, and the 
  Commander of Air Group (CAG) of Ihe 
  battlccruiser {carlls. 
  327 
  
  i\i1aia's current assignment leaves her 
  feeling like she's in over her head. She 
  compensates for this by playing up the 
  v.ardor stereotype and hiding her unease 
  bl:hind a mask of cool professionalism. 
  Despite her misgivings. she is a very ca-
  pablc leader and has the potential to 
  grow into one of the great leaders of the 
  UEEF. 
  Name: Maia Sterling 
  Rank: Licutcnam Commander. 
  Alignment: Scrupulous. 
  Attributes: I.Q. 15. M.E. 18. M.A. 14. 
  p.s. 15. 1'.1'. 24. P.E. 20. p.B. 19. 
  Spd 17. 
  lIit Points: 45. S.O.c.: 35. 
  Age: 19 
  Sex: Female. 
  Height: 5 feel. 4 inches ( 1.62 m). 
  Weight: 120 (54 kg). 
  Experience Level: 6th level 
  UEEF 
  Veritcch Pilot. 
  Occupation: Veri tech Pilot. leader of 
  Skull Squadron and CAG of Icarus 
  and later. the Ark-Angel. 
  Disposition: Maia is sarcas[ie and a little 
  stand-offish. especially with men. 
  and treats her subordinalcs with cool 
  profession<llism. In combat she is 
  super confident in her abilities. and is 
  vcry protective of her pilots. She is 
  also fiercely proud of her family and 
  her half-Zentraedi ancestry. and dis-
  pia) s some very Zentraedi-like char-
  acter traits such as her obsession with 
  combat skill. 
  Description: Maia is petite and solidly 
  muscled \\ ilh la\ c:nder hair and eyes. 
  She has inherited the uncanny quick-
  ness of her fatht:r and her mother's 
  toughness of both will and hody. In 
  the right light. she looks exactly like 
  her mother. the legendary Miriya 
  Sterling. 
  328 
  Natural Abilitics: 45~ 'o Charmllmpress. 
  Skills of Notc: Basic Mechanics 85%. 
  History 75%, Lorc: Zcntracdi 80%, 
  Lore: Roboteeh Masters 70%. Mccha 
  Mechanics 60%. Mecha Electronics 
  40%. Military Tactics 55%. Mccha 
  El ite Combat Training: C) clones. 
  Mceh<l Elite Combal Training: Al-
  pha. Mecha Elile Combat Training: 
  Bela. Navigation 85%. Navigation: 
  Space 85%. Pilot Jet 84%, Pilot Mo-
  torcycle 98%. Pilot Specialty: Alpha 
  98%. Pilot Veritechs 85%. Radio: 
  Basic 85%. Running. Sensory Equip· 
  ment 75%. Space Survival 65%. 
  Weapon Systems 90%. Wilderness 
  Survival 75%. W.P. Energy Pistol. 
  W.P. Energy Rinc and Zero Gravity 
  Combat. 
  Combat Training: Iland to Hand: Ex-
  pert. 
  Attacks per Melee: Five. 
  Bonuses: +2 on initiative. +3 on Percep-
  lion Rolls. +7 to strike. +8 to parry! 
  dodge. +3 to pull punch. +2 to roll 
  with impact. +2 to disann, critical 
  strike on a Natural 18-20. + 10% save 
  vs Coma/Death. and +3 save vs Poi-
  son. 
  Weapons and Equipment: The major-
  ity of Maia's military equipment is 
  issued to her through the service. Iler 
  personal equipment consists of her 
  civilian clothes. a photo album full of 
  pictures of her family and friends 
  from school and the service. a holo-
  gram pendant wilh a message from 
  her parents she got for her graduation 
  from !light school. some books about 
  the Zentraedi. military tactics and the 
  history of night and space night. a 
  tool kit she put together from tools 
  scavenged from the night deck, and 
  lWO finely crafted scali.: models of th\'! 
  
  UEDF Veritechs piloted b) her par-
  Attributes: 1.0. 12. M.E. IS. M.A. 13. 
  cnts. 
  P.S. 14. P.P. 17. P.E. 15. P.B. II. 
  Commander 
  Daryl Taylor 
  Commander Daryl Taylor was a 
  hardened veteran of the UEEF Pioneer 
  expedition. Taylor cut his teeth flying 
  under Jock Baker in Wolf Squadron and 
  saw lots of action on and around Tirol. 
  and distinguished himself in the action 
  against the renegade General T.R. Ed-
  wards. When the Earth Reclamation 
  Mission left Tirol with the SDF-.J Liber-
  ator. Baker stayed behind on Tirol. but 
  Wolf Squadron and Commander Taylor 
  shipped out to take back Earth. Taylor 
  proved a good pilot and a competent. if 
  not vcry creative. leader. His drive and 
  tcnaeity gained him the respect of Wolf 
  Squadron. and he was always very close 
  to his pilots. 
  Sadly. Commander Taylor was killed 
  in action over Eanh during the battlc for 
  Reflex Point. In a moment of distraction 
  after a bombing run on a ballle group of 
  Invid Carriers. he allowcd an lnvid 
  Fightcr Scout to get too close. The Invid 
  speared his Shadow battloid. puncturing 
  his pilot's compaJ1ment and CYR-3 ar-
  mor. running the Commander through 
  then annihilating him and his Shadow 
  Fighter with ils cannons. With the loss 
  of its commander and most of its pilots. 
  Wolf Squadron was disbanded and the 
  remaining pilots, including Lieurcnanfs 
  Rush and Romero. were absorbed into 
  Skull Squadron under the command of 
  Maia Stcrling. 
  Na me: Daryl Taylor 
  Ran k: Commander. 
  Alignment: Scrupulous. 
  Spd 18. 
  Hit Points: 67. S.D.C.: 40. 
  Age: 36 
  Sex: Male. 
  Height: 5 reeL 7 inches (1.70 mi. 
  Weight: 155 Ibs (70 kg). 
  Experience Level: 10th level UEEF 
  Veri tech Pilot 
  Occupation: leader of Wolf Squadron. 
  Disposition: Commander Taylor is by 
  the book and no nonsense. lie has 
  quitc a bit of empathy though. and his 
  obvious concern for his pilots has 
  earned him the respect and love of 
  the young men and women who fly 
  under him. 
  Description: A pilot of average height 
  and build. Commander Taylor is dis-
  tinguished by his chiseled good looks 
  and the large scar that runs down the 
  right side of his face. Rather than 
  marring his looks, the scar gives him 
  a dangerous and dashing air. 
  Skills of Note: Mecha Elite Combat 
  Training: 
  Cyclones, 
  Mecha 
  Elite 
  Combat Training: 
  Alpha. 
  Mecha 
  Elite Combat Training: Beta. Military 
  Etiquette 
  95%. 
  Navigation 
  98%. 
  Navigation: Space 98%, Pilot Jet 
  98%. Pilot Motorcycle 98%. Pilot 
  Veritcchs 98%. Radio: Basic 98%. 
  Running. Sensory Equipment 95%. 
  Space Survival 85%. Wilderness Sur-
  vival 95%. Weapon Systems 98%. 
  W.P. Energy Pistol. W.P. Energy Ri-
  fle. Zero Gravity Combat. 
  Com bat Training: Hand to Hand: Ex-
  pert. 
  Attacks per Melee: Six. 
  Bonuses: +2 on initiative. +3 on Percep-
  tion Roll. +3 to strike. +4 to parry/ 
  329 
  
  dodgc. +3 to pull punch. +2 to roll 
  \\ ith impact. +3 to disarm. +3 to 
  damage. critical strike on a Natural 
  18·20. 
  Weapons and Equipment: Alpha. Beta, 
  Cyclone. standard issue weapons and 
  equipment and pretty much has ac-
  cess to any mecha. 
  fighter and 
  weapon in the UEEF. 
  Janice 
  - Cybernetic Entity 
  The lunctioned Artificial Neuro-Inte-
  grat~d Cybernetic Entity Mark II. other-
  wise 
  known 
  as 
  '·J.A.N.I.C.E." 
  or 
  ··Janice." is Ihe second android with an 
  artificial intelligence (AJ.) to be created 
  by Dr Emil Lang with that name. 
  The original Janice was built before 
  the United Earth Expeditionary Force 
  (UEEF) left for Tirol. to act as an assis-
  tant to Dr. Lang in his scientific and en-
  gineering pursuits. During the trip to 
  Tirol. this first Janice was programmed 
  with military and combat skill sets to as-
  sist thc Expeditionary Force. During the 
  mutiny of the traitorous General Ed-
  wards. Janice Mark I bravely sacrificed 
  hersclrto buy the Expeditionary soldiers 
  time to evacuate before a planetary bom-
  bardment that destroyed her and Ed-
  wards. !lowevcr. Janice was able to 
  upload the majority or her consciousness 
  to the new Mark II body that was nearly 
  complete in Dr. Lang's lab. Iler appear-
  ance inside the new android body was a 
  welcome surprise. 
  The new Janice is quite different 
  rrom her previous incarnation. Il er per-
  sonality is largely the samc. but she is 
  more forward and tends to believe. mal-
  ter-or-raclly. that as a machine. she is Sll-
  330 
  perior to humans. This is in no way 
  mean-spirited or condescending. Janice 
  values and appreciates humans. and 
  works hard to help and protect them. 
  Rather her sense of superiority comes 
  from an acceptance that she is a ma-
  chine. and machines are better. stronger. 
  and raster than human beings. Her out-
  ward appearance has also changed. as 
  she has accepted her new dcrault holo-
  graphic appearance. which looks more 
  exotic than Ihe "girl next door" rornl she 
  previously donned. 
  Ji1-
  I 
  
  All of these linle changes have made 
  those familiar with her wonder if Janice 
  is the same entity at all. They attribute 
  the changes to the fact that her new body 
  was 
  designed 
  in 
  concert 
  with 
  the 
  Haydonites. and her systems are at least 
  half Haydonile. On onc hand, her new 
  assertive personality makes her seem 
  marc human. On the other hand. her ad-
  vanced robotics and A.I. with advanced 
  computing capabilities truly make her 
  superior to the average human. 
  Janice Mk. II was serving on the 
  Deukal ion during the test of the Ncu-
  tron-S missiles in the Omicron Sector. 
  When the Deukalion was rescued by the 
  Icarus. she was discovered onboard by 
  Dr. Nichols and Ll. Commander Ster-
  ling. The only survivor of the crew, she 
  carried vital information about the fail-
  ure of the missiles. Throughout the 
  events surrounding the b~trayal of the 
  Expeditionary Force by their onc time 
  allies. the Haydonires. Janice's technical 
  expertise and knowlcdge about them 
  helped immensely. When she defied the 
  Haydonitcs who came to reclaim her. 
  she cemented her position as a valued 
  crew member aboard the Icarus. How-
  ever. one must wonder if any of her 
  Haydonitc systems and technology may 
  be sabotaged and a ticking time bomb in 
  the future. 
  Name: J.A.N.I.C.E. Mk. II (Junctioned 
  Artificial Ncuro-Intcgrated Cyber-
  netic Entity). 
  Alignment: Principled. 
  Attributes: I.Q. 24. M.E. N/A. M.A. 24. 
  1'.5.24.1'.1'.24. P.E. N/A. P.B. 14 in 
  her natural fonn: her holographic dis-
  guise has a Physical Beauty of 24, 
  Spd 22. 
  M.D.e.: 150 
  Age: U:ss than a ycar in current form. 
  Sex: Janice is programmed with a fe-
  male personality. 
  Height: 5 feel 2 inches (1.54 m). 
  Weight: 302 pounds (136 kg). 
  Experience Level: EquaJ to 8th level in 
  most areas. Janice is programmed 
  with a variety of skill packages with 
  fixt.!d percentages. 
  Occupation: Emissary and Scientist. 
  Disposition; Friendly and approachable. 
  Janice is programmed to be a people 
  person, so to speak. She also enjoys 
  the company of humans. although she 
  is completely sure of her superiority 
  over them. 
  Description: Janice's natural fonn is 
  one of a sleek gray and red humanoid 
  robot with a roughly feminine shape. 
  The disguise she uses is of a beautiful 
  young woman with red hair and 
  Slightly exotic features. 
  Natural Abilities: Charm/Impress at 
  70%. Truslflntimidate at 80%, Ma-
  chine Interface. 
  Skills of Note: Domestic Skill Program: 
  Cook 80'%, Dance 80%. Poctry 80%. 
  Sing 80%. 
  Science Skill Pro2.ram: Mathematics: 
  Basic 100%. Mathematics: Advanced 
  95%. Chemistry 95%. Chemistry: 
  Analytical 95%, Astronomy 95%. 
  Astrophysics 95%. 
  En£?ineering 
  Program: 
  Basic Me-
  chanics 95%. Basic Electronics 95%. 
  Computer Operation 95%, Computer 
  Programming 95%. CompUler Hacking 
  95%. Electrical Engineer 95%. Labo-
  rat0T)' Procedures 95%. Mecha Engi-
  neering 95%. Mechanical Engineer 
  95%, Robotechnology Engineering 
  95%. 
  Military Program: Camouflage 80%. 
  Detect Ambush 80%. Demolitions 
  331 
  
  332 
  80%. Intelligence 80%. Interrogation 
  Techniques 80%. Military Tactics 
  800/0. Military Etiquette 80%. Prowl 
  80%. 
  Combat Program: W.P. Handguns. 
  W.P. Rines. W.P. Energy Pistol, 
  W.P. Energy Rifle. W.P. Heavy Mili-
  tary Weapons. W.P. Heavy M.D. 
  Weapons. W.P. Knife. W.P. Blunt. 
  W.P. Paired Weapons. and '·Iand to 
  Hand: Commando. All of these skills 
  are at cquivalcnt of 8th level. 
  Attacks per Melee: Six. 
  Bonuses: +4 on initiative. +2 on Percep-
  tion Rolls. +5 to strike. +8 to parry 
  and dodge. +3 to automatic dodge 
  (the act of dodging does not use up 
  one melee attack). +3 to pull punch. 
  +3 to roll with impacl. +3 to body 
  nip/throw. +2 to disaml. +1 1 to dam-
  age. and + IOta save vs Horror Fac-
  tor. 
  Weapons and Equipment: Janice really 
  has no equipmt.!nt or personal belong-
  ings 10 speak of and does not covet 
  possessions. Any scientific or mili-
  tary equipment she may need is as-
  signed to her on a mission by mission 
  basis. 
  
  Optional 
  Robot Combat 
  Damage Tables 
  Here are some optional. random hit 
  location and damage tables for "bOIs. ro ~ 
  bot vehicles and power armor. Obvi-
  ously. if a robot's hand is blown off it 
  loses the usc of that hand. 
  Side Effects 
  by Location 
  The following optional tables can be 
  rolled on when a specific hit location has 
  suffered major damage (a loss of 60% of 
  the M.D.C. in that location/limb). 
  Hands 
  01-30% : Paralysis! Cannot flex fin-
  gers or pick up and carry or hold an ob-
  ject. The hand is in an opened position. 
  333 
  the fingers spread slightly apart. Cannot 
  make a fist. punch docs half damage. 
  31-50% : Frozen in one position. The 
  hand and fingers are locked in the COIl-
  figuration it was in when the damaging 
  blast struck. This may mean locked in a 
  list. or clutching a weapon. etc. Punch 
  does half damage unless in a clenched 
  fist or karate style open fist. 
  51-75% : Structurally weakened. Can-
  not lift. carry or hold more than 200 
  pounds (90 kg). Punch docs half dam-
  age. 
  76-00% : Joints lock at random times 
  without warning. Roll every time the 
  hand is used. 01-50% chance that the 
  hand will suddenly lock-up/freeze and 
  cannot perfonn the desired function 
  (pick up. hold. etc.). Stays frozen for 
  104 melees. 
  
  Arms 
  01-20%: Paralysis! Cannot move. 
  Just dangles uselessly at the side of the 
  robol. Cannot strike or parry with that 
  arm. 
  21-30%: Frozen in one position. The 
  arm is locked in the configuration it was 
  in when the damaging blast struck. This 
  may mean locked in a raised. out-
  stretched or other position. Cannot make 
  a strikt; or parry with that aml unless the 
  robot moves its emire upper body to do 
  so. Damage is heM. 
  31-50%: Sluggish response. Penalty: 
  -I hand ro hand attack per melee and -I 
  to parry. 
  51-60%: Structurally weakened. Can-
  not lin. carry or hold morc than 300 
  pounds (135 kg). Punch docs half dam-
  age. 
  61-80%: Joints lock al random times 
  without warning. Roll every lime the 
  arm is used. 01-50% chance that the aml 
  will suddenly lock-up/freeze and cannot 
  perform the desired function (punch. 
  move. etc.). Stays frozen for 104 me-
  lees. 
  81-00%: Any special weapon or sen-
  sor features built into the hand. arm. and 
  shoulder do NOT respond. Special sys-
  tems arc completely inoperable: requires 
  106 hours of repairs. 
  Legs 
  01-20%: Frozen in onc position. The 
  leg is stiff and unmoving. Cannot bend. 
  reducing spccd by 50%. and making 
  leaps impossible. Climbing ability is 
  also reduced by 25% and the robot is -I 
  to dodge. 
  21-40% : Sluggish response. Penalty: 
  -1 to dodge and reduce speed and length 
  of leaps by 25%. 
  4 1-60% : Structurally weakened. Kick 
  attacks do half damage. 0\-50% chanct! 
  thaL the leg \vill buckle each time: the ro-
  bot is hit by more than 20 M.D.C. (any-
  where on its body), dropping to onc knee 
  and losing one mclee attack. 
  61 -80% : Joints lock at random times 
  without warning. Roll ever) time the leg 
  is used to make a kick or leap. or is run-
  ning at 45 mph (72 km) or higher (roll 
  once for every five minutes of sustained 
  running). 01-65% chance that the leg 
  will suddenly lock-up/freeze and cannot 
  perfonn the desired function. Same pen-
  alties as frozen in one position. number 
  01-20. Stays locked up for I D6 melees. 
  81-00%: Any special weapon or sen-
  sor features built into the foot. leg. and 
  hip do NOT respond. Special systems 
  are completely inoperable: requires 106 
  hours of repairs. 
  Main Body 
  The damage to the main body can be 
  accumulative. Roll once when the main 
  body has had 60% or its M.D.C. de-
  picted. Roll again for every additional 40 
  M.D.C. points of damage. 
  01 -10%: Dual 
  images on 
  radar 
  screen showing twice as many radar 
  blips as really exist: impossible to distin-
  guish between real target and ghost im-
  age. Penalty: -8 to strike without visual 
  confimlation. 
  11 - 15% : Radar and sonar arc lost: 
  requires \ D6 hours of repairs. Pilot must 
  rely on visual contact. 
  16-20% : Spotlightslheadlights lost; 
  must be replaced. 
  21-30% : Laser targeting system lost. 
  Penalty: -2 to strike: requires I D6 hours 
  to repair. 
  334 
  
  31-40%: Communications damaged: 
  reduce range by half. requires 1 D4 hours 
  to repair. 
  41-50%: Communications and audio 
  system lost effectively deaf. Requires 
  2D6 hours 10 rcpair. 
  51 -60%: Electrical system damage. 
  Secondary control panels catch on fire. 
  knocking 
  out 
  personal 
  computer(s): 
  emergency hack-up system engages. but 
  nOl before the pilot's compartment is 
  filled with smoke. Penalty: Lose two at-
  tacks that one melee round. -4 to strike. 
  parT) 3nd dodge until the smoke dears 
  in 206 melees. 
  61-70% : Severe internal damage. 
  Reduce speed by half. -1 attack per me-
  lee. -2 on initiative. -2 to dodge. 
  71-80%: Computer memory dam-
  age! Cannot remember how to perform 
  one of the following (roll or G.M.'s 
  choice): 
  01 -20%: Flight if robot vehicle. one 
  skill program if a fully automated robot. 
  21 -40%: Life Support: Includes tem-
  perature control and air recycling and 
  circulation. AboUl six hours of breath-
  able air in a \Iery hOI and stuffy compart-
  ment. Penalty: - Ion initiative, strike and 
  parry (pilot is distracted). If a fully auto-
  mated robol the unit smells of burning 
  rubber and rollen eggs. 
  41 -60%: 
  Weapon 
  Systems: 
  One 
  weapon system is completely forgotten 
  and therefore. unusable. 
  61 -80%: Target idemification is lost. 
  Cannot distinguish between friend and 
  foc. weapon systems must bc manually 
  opcraled and arc -1 to strike and - Ion 
  initiative. If a fully automated 'bot it 
  cannot decide who is friend or foc and 
  suffers a -3 initiative roll and usually 
  will not allack until attacked first. 
  81 -00%: Voice actuated access sys-
  tem does not recognize any voices or 
  spoken codes. Access hatches, locks. and 
  command functions must be handled 
  manually. Furthermore. it cannOI re-
  member how to tum the self-destruct 
  system on or off. J f a fuJly automated ro-
  bot it does not recognize. acknowledge 
  or obey its master (if any) and suffers a 
  - IO%skill penalty to all skills. 
  81-90% : Enginc damage! Cannot en-
  gage any jet thrusters. ny or perfonn jet 
  thrust leaps. and there is a minor radia-
  tion leak if nuclear powered (not yet life 
  threatening). 
  91-00%: Sensor sygem is down (88% 
  dead) and all combat bonuses are lost. 
  Requires 3D6 hours 10 repair. 
  335 
  
  S 
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