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Macross: Scramble Valkyrie

Campaign Netbook
By Ed LaCourse Roycommi@yahoo.com

This netbook is dedicated to Dave Deitrich at the Macross Mecha Designs. Dave has been absent for some years now but his page was the genesis for the Roycommi Automated Factory Satellite page and a host of others that I have seen on the web. Dedicated to all the Pioneers

Table of Contents:
Introduction Campaign
Chapter 1 Chapter 2 Chapter 3 Chapter 4 Chapter 5 Chapter 6 Chapter 7

Characters Mecha and Ships Designer Notes

Introduction:
It is shortly after the conclusion of Space War I with the Bodolza Fleet. Earth has begun its reconstruction, the Zentradi and Meltrandi forces are assimilating themselves into Earth culture. All is not well however as a small, highly advanced Rogue Zentradi/Meltrandi force invades the solar system and attacks the Earth and her defenders. This Campaign Netbook offers GMs and Players the opportunity to play out the events as presented in the Super Famicon (or Super Nintendo in the USA) game Scrambled Valkyrie. To begin, there will then be a chapter dedicated to each stage of the game, explaining the important events. There will then be information on any important characters appearing in the game that GMs will need. Finally there will be a chapter on new/improved mecha and ships. GMs can then recreate the game in the form of a campaign.

Campaign Adventures:

It is the year 2014, Space War I was a victory for the forces of U.N. Spacy, but the Earth was left devastated. The remaining Zentradi and Meltrandi were adapting to the micron culture, and helping to rebuild Earth. After the close of Space War I, the SDF-01 landed on Earth and allowed all the citizens to rebuild their city. The SDF-01 was then converted to be the Military command center for the entire U.N. Spacy military. All Zentradi and Meltrandi forces were also under the command of the U.N. Spacy. As there was significant damage to the SDF-01s superstructure as a result of battle, it underwent a crash-rebuilding program, targeting it hull and weapons systems. Interestingly enough, the city inside the ship was left intact. The main characters are part of the Near Earth Patrol Division, a small group consisting of Valkyries patrolling in or around Earth orbit and monitor for enemy presence. The characters are at the end of a 24-hour patrol, when they start to detect what might be energy signatures coming from the debris belt orbiting Earth. The debris belt is an artificial ring around the earth made up of wrecked hulks and other sorts of garbage from the climactic battle that ended Space War I. As the player characters move in to investigate, some units of unknown configuration and origin come out and attack. A read sensory equipment roll at 35% will show the hostile units are automated. A further read sensory equipment roll at 50% will allow the players to determine the control frequency of the signal used to control the units. After the battle, if they try to contact their patrol base, located on the moon, then they will be told to keep investigating the area and to try to ascertain where the hostile units are coming from, and if possible, who is controlling them. The players are now fully inside the Debris Field. During normal piloting situations, a piloting roll at +10% should be made every melee to avoid hitting any debris. If the PCs are engaged in combat, a piloting roll at 5% should be made. If the PCs attempt any stunts, an additional piloting roll should be made at 30%. If any roll fails, the PCs Valkyrie has struck some kind of debris inflicting damage. GMs should roll on the Random Hit Location for the Valkyrie and assign 4d6 M.D. to the affected area. Alternatively, the PCs may elect to shoot any debris they might hit. PC must inflict 20 M.D. to destroy the standard piece of debris. GMs may add or subtract points as they see fit. Further into the debris field, the PCs are again attacked by more of the automated units. After 5 rounds of being attacked, the PCs must make a Read Sensory Equipment roll at +10%. A successful roll will show that a large ship is coming out of a hyperspace fold jump in this area.

The players must then make a successful stunt roll to avoid any damage from the heat wave generated by the defold. A failed stunt roll means the Valkyrie takes 6d6 to 4 random locations. A failed Read Sensory Equipment roll means the Valkyrie takes 6d6 to 8 random locations, and the pilot is temporarily blinded for one melee from the bright shockwave. A new type of Zentradi Flagship defolds in the debris field, and begins to rapidly speed away. Simultaneously, a signal begins to jam all frequencies and radar. Only a Read Sensory Equipment roll at 10% will restore radar and targeting. The PCs may attack it if they wish. After 2 rounds, the ship is out of range. The PCs must find the center of the jamming. Allow them a Read Sensory Equipment roll to determine that location. As the players approach the location that appears to be the origin of the jamming signal, several automated units and a Zentradi Heavy Command Pod (Resoquomi) attack them. After a few rounds of travel, the PCs will find themselves near the old Liberty Space station. Space station Liberty is an old hulk from the beginning of Space War I. It has pieces falling apart and the players must be extra careful. During combat around the station, there is a 50% chance the concussive blasts from weapons fire and explosions will knock large chunks of the space station off. The PCs must then make an immediate piloting roll at 10% or take 1d6x10 M.D. to a random location. To destroy these chunks, the PCs must inflict 75 M.D. As they approach, a Read Sensory Equipment roll will show there are numerous energy signatures hidden throughout the wreck and the surrounding debris field. More of the automated units attack the PCs and after 3 melees, a swarm of Male Power Armor joins the fray. GMs should base the amount on the level of experience, and number of players present. After half of the Power Armor are destroyed, several battle Pods will engage the players. After several rounds of battle, the Beacon Ship comes into range. The PCs must destroy the ship, while fending off attacking units and debris. Epilogue: Once the Beacon Ship is destroyed, Moon Base contacts them and recalls them to base immediately. Once there, the Wing Commander and Base General debrief them. It turns out the Flagship used the Beacon Ship as a scout for a close earth de-fold. Once in orbit it dropped off several landing units and headed for the outer rim of the solar system. It is not known where the Flagship is now, but the units on Earth must be tracked down.

It is now several days after the events portrayed in Chapter 1. Earth is on alert, and the U.N. Spacy is fanning out al over the globe to track down the rouge Zentran units. With all the strong jamming in orbit, ground based sensors were disrupted so much that they were unable to tell where the enemy units descended to. U.N. Spacy command feels that the Zentran must be wiped out at all costs, lest they form a proper beachhead and begin a new invasion. The PCs are temporarily assigned to patrol the South American continent, near the Argentine coast. There is a village near the small Post. The GM should take this opportunity to allow the PCs to explore the town. A lucky PC in a bar might hear some tales of an unearthly glow that has been reported by some of the local mountain men, coming from the opposite coast. Still another PC might obtain a strange artifact a local picked up traveling thru a nearby mountain pass. The artifact turns out to be the targeting crystal and aiming reticule from a battle pod. This and other items lead the characters to formulate a plan. They plan to investigate the weird glow. Unfortunately, their assigned patrol that evening must take them to a completely different area. If the PCs go this route, they should be forced to either skip the glowing area, or find a way to pull the wool over the eyes of their commander. If they successfully pull the wool over their commanders eyes and make it through this chapter successfully, the PCs will be rewarded with a commendation. As the PCs approach the area of note, they start to receive weird readings from their sensors. Near the coast, the PCs are suddenly beset upon by a large number of automated attack units. After battling some time, they encounter some Heavy Artillery Power Armor. This confirms that this is the location of the Zentradi base camp. Any character that makes a Perception roll will notice that nearby is a tall mountain, and several automated units appear to be coming directly out of the cliff-side. They are in fact coming out of a disguised hole. This is the location of the Zentradi command base. As they enter, several ground mounted turrets open fire. The Valkyries must switch modes to Gerwalk or Battloid mode in order to enter the cliff opening. Any Valkyrie in fighter mode must make a Piloting roll each round at 55% or take 4d6x10 M.D. from careening into the inside of the cave. Once inside, the PCs have to battle past some more automated units until they encounter the Bio-Organic Command Relay. Once destroyed, the PCs will notice that all the automated units

are no longer functioning. Shortly thereafter, they receive a communiqu from their superior telling them an attack ship is closing on the coast and they must intercept it immediately. The players must race as fast as possible back to their base, where just off the coast another Zentradi weapon is approaching. It is a Salando Missile Corvette. If the PCs did not go directly to the cave, but instead finished their patrol, then their will be two Missile Corvettes. For 2 rounds as the PCs are flying to intercept the ship(s), it is firing missiles at the village. The PCs may elect to shoot down the missiles using the standard rules for shooting down incoming missiles. The PCs will be able to engage the Missile Corvette while still offshore. After the ship(s) is destroyed, squadrons of Valkyries from surrounding areas fly in to help clean up any remaining units. If the GM wishes, the PCs may go back to the cave to finish off any manned units. Epilogue: The players have some explaining to do. They must tell their commanding officer why they left their assigned patrol zone. In reality, their CO will give them a commendation for quick thinking if they left immediately for the cave. The reason is because the second Missile Corvette was prepping and the immediate destruction of the Organic Command Relay disrupted this. If the relay had extra time, the second Corvette would be ready to go. There was also a third Missile Corvette found at a secret underwater base. The players should also receive a commendation if they were able to prevent any damage to the village.

U.N. Spacy has sent in some techs to the underwater base and the third Missile Corvette. The technicians have analyzed some of the data and determined there is a Zentradi destroyer hidden somewhere, on Earth, or in orbit. The Missile Corvettes have encoded destination coordinates. U.N. Spacy hatches a plan to fill the corvette with fighters and destroids and send them on an attack mission. The PCs are allowed to take any destroid or Valkyrie they are capable of piloting. The PCs should infiltrate the Zentradi ship and then radio the coordinates so reinforcements can be sent. They are packed into the corvette and the command is set to return to base. The corvette lifts off and begins heading toward Antarctica. Once the corvette reaches the coast it surfaces and begins flying NOE (Nap Of Earth) inland. After almost half an hour, the corvette slows and begins burrowing into the ice. Several hundred feet down is the Zentradi Scout ship in a large ice cavern. The corvette docks against the scouts aft landing bay and then the hatch opens. The players walk out into the landing bay filled with Zentradi Battle pods of every sort, power armor and regular troops loading supplies and going about their duties. As soon as the Players step out they have one melee of free actions before alarms go off and mecha begin to open fire on them. If a player in a mech with hands and fingers stays in the frigate, they may attempt to access the frigates weapon system and fire them. In order to do this, the PC will need to make four Computer systems rolls at 20%. If the PC is proficient in Zentran, or has some other highly technical skill (GM discretion) there is no penalty. Also, an Intelligence Officer that attempts or helps in the attempt adds a +10% to the attempt rolls. If any PC attempts to radio for help, they will discover that the signals are all jammed. The PCs must find someway to either override the jamming, or find a stronger radio. If the PCs dont think of this, allow an NPC to make the suggestion. After the initial surprise, the ship will go on full alert. As they make their way to the radio room or bridge, they will have to fight a long battle. Zentradi in battle armor with rifles will be around every corner. After several minutes, Male Power Armor will also join the fray. The journey toward the Control Center and Comm. Center should be fraught with danger. The entire ship is on full alert and all Zentradi will be ready to do what they do best, fight. The GM is cautioned that the climactic battle in the Control centers will be tough and should not damage the PCs too much early on. GMs are encouraged to get out the deck plans for the Salan Scout and do a deck-by-deck battle.

As the PCs get near the Control & Comm Centers, they will stumble into a room that is in disrepair. The room is foot deep in water and is one of the unused damaged sections (similar to the one in the Episode when Lisa and Hikaru are on Bretais Flagship). As the PCs walk thru it, all the hatches seal and the pipes begin filling the section with water. The room will take two minutes (8 melees) to fill with water. The PCs will be protected if they are in their Valkyrie and the Valkyrie has a reinforced Pilot compartment with at least 45% of its MDC left. If the PCs mecha does not meet this requirement, then the cockpit will fill with water after 6 melees. The PCs spacesuit will keep them from drowning, but the water will short out the avionics. After three turns of filling the cockpit, roll 3 critical rolls on the control list and apply the negatives to simulate the shorting out of the avionics equipment. The PC must exit the water environment to even attempt to fix the problems. The airlock hatches to and from the room are three times as heavy as the standard airlock hatch. Another problem for the characters is that once the room is filled, a Waroster Command Pod will break out of several crates (it was an ambush) and attack the PCs with its beam and missile weaponry. There are several regular battle pods with the Waroster. The crew will finally reach their destination, either the bridge or the radio room. Inside, they will encounter several Male Power Armors and several Zentradi in Body Armor. On the bridge they will also encounter the Commander and his XO. The Zentran will engage in a fierce battle to stop the players. They are all 5th level and higher, with the commander a 9th level Officer. For each weapon that the characters fire that misses, have them roll damage as normally, except the GM should keep a rolling tally of that number. The reason is that every stray shot will hit some fragile equipment in either of the two rooms. After the battle is finished the PCs may be able to access the communications equipment if the collateral damage is 500 M.D. or less. If they do contact the base, reinforcements can be sent Epilogue: After the final unit is destroyed, the reinforcements show up along with a science team to study the ship. If the computer interfaces are not destroyed, then the science team will be able to discover the location of the rest of the Zentradi fleet. If the equipment is destroyed, then the fleets location will remain a mystery.

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While the enemy fleet location is being determined, reports of another Zentradi beachhead have hit headquarters. The location isnt known, but its thought to be near a large crater in South America. The PCs should be sent on a reconnoiter mission to the central parts of S. America. There are several small villages in these parts, and the PCs will have to investigate at least one. A standard setup might be something like this; the town is slightly over 100 people. The residents are poor, but willing to talk for money or booze when approached the right way. Confronting people in the open will lead nowhere since the villagers dont wish to speak of the strange things theyve seen. A little finagling and some role-playing will lead the players to a remote area. The area is pockmarked with large craters. Some are filled with water and have become huge lakes. Once the players have information about where to look, one of the players (volunteer or Roll randomly) is forced to take an Elint Seeker Valkyrie in the squadron to help look for the enemy base. In combat, an Elint seeker adds a +3 to strike, and a +1 to dodge to all other friendly units in contact with it. The players head out to the crater lakes. Have the Elint pilot roll sensory checks frequently. If the player rolls a 10% or less, he has found the base. Once this happens, some powerful radio jamming starts and the PCs loses contact with base. Also, several automated attack drones fly, seemingly out of nowhere, up from the ground and attack the players. The players may either press the attack or flee. If they flee, one of the attack drones will score a critical hit a squadron members main thruster, causing it to slow to such a degree as it will not be able to outrun the drones. If the PCs press the attack, the quickly find an opening in the mouth of one of the craters that will lead into the small base. The Valkyries must change into Gerwalk, or Destroid mode to enter the base. Any Valkyrie that attempts to fly in the caverns will have to make a pilot check every other melee at 25% to avoid the walls. Any failure results in a crash inflicting 1d6x10 M.D. to 4 random locations. The GM should draw a cavern with lots of pathways, small detours etc (this will come in handy later). Once the PCs arrive in the caverns, they will encounter more automated attack drones and automated ground turrets. Try to convey to the PCs that they do not seem to see any actual Zentradi, just automated units. If one Player mentions it first, they should receive a XP bonus. Shortly after this, they will encounter a new mecha, the Automated Attack Drone-Armor Type-05. The Player characters should be pressed into heading further and further into the caverns where they will eventually find the main complex, that houses another small corvette ship. The PCs should attack and destroy it. Once they destroy it, it will detonate its main reactor. At this point the PCs must change to fighter and fly out. If they use the route they used to come in, they will only receive a 10% to their rolls.

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The Elint seeker Valkyrie will negate the penalty entirely if it flies up front. The players should be able to make it out of the cavern base. Once they fly out, describe the scene as something similar to the flight of the Millennium Falcon out of the second Death star in ROTJ. As they fly away, the entire crater will explode in a huge thermonuclear explosion. Epilogue: The PCs will have little time to celebrate their victory over the base and resolve the questions behind the lack of Zentradi. Moments after they clear the explosion, they receive an emergency call from their base that it is under attack. They receive instructions that the base is under heavy attack and they must intercept the enemy immediately. If the PCs were able to locate the enemy fleet in Chapter 3, they should be rewarded with the following. When they begin flying toward the base, some reinforcements from a neighboring base meet up with them. It consists of several Valkyries, and a squadron of destroids flying in a Zentradi reentry vehicle. The PCs may land aboard the Reentry vehicle and repair damage. Players may repair 2d4x50 MDC to their Mecha. Make each player roll an appropriate mechanics roll, and if successful, they may roll again (GMs discretion as to the appropriate repair skill). All mecha may resupply with their choice of missiles (any it may carry from micro-missiles, to long range). The players may also have their Valkyries fitted with armor and made into Armored Valkyries. The Elint seeker may be fitted with wing missiles and a GU-11.

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As the PCs start to approach their base, they receive a transmission from their base that details how a Zentradi flagship and several small support craft are attacking the base. As they approach the base they can see a battle blazing between the base defenders and some attacking mecha, mostly made up of battle pods and power armor. The cloud cover is too heavy (its raining) they cannot see the attacking ship. As they approach, the clouds seem to light up as if its lightning, seconds later a heavy particle beam slices thru the clouds, dissipating them and completely obliterates the base. The attacking mecha then begin to attack the player characters. The senior PC may assume control of the situation. If they decide to flee, then a senior officer in the destroid squadron, orders everyone to attack. The Flagship has descended to about 20,000 feet and is just hovering while its energy reserves build back up. The PC may use this chance to attack. The Valkyries may fly off, but the destroids are dropped onto the top of the flagship. Shortly thereafter, the flagship builds up speed. Allow the PCs to make a Read Sensory Equipment to determine the ships heading. The ship is headed for New Macross City and the SDF-01. The PCs must destroy it before it can destroy the Macross and the surrounding city. The Flagship is picking up speed and the players must make piloting rolls to keep up with it. The destroids have magnetic plates in their feet that will prevent them from flying off, even when walking on the side or ventral surface of the ship. As the PCs are flying around, they receive a signal from the SDF-01. The communications frequencies are being jammed. Have the PCs make a Communications: Radio to break thru the jamming field. The Comm Officer reports that they are monitoring a Zentran attack in that sector and they want the PCs to report current status. Allow the PCs to quickly explain. The comm board then shows another officer, a Commander. She orders the PCs to ascertain the battle status of the enemy ship. Allow the PCs to make a Read Sensory Equipment at 10%. Successful rolls will show that the ships Main Gun is no longer operative. Commander Porter then orders the PCs to reduce the fighting capacity of the flagship as much as possible. The U.N. Spacy will scramble all defenses between them and New Macross City to assist. At this point the Players should commence to destroying the Flagships weapons turrets and missile systems, all the while dealing with its mechanized defenders. Destroying the Laser and Missile turrets is relatively easy, as they are stationary targets and get no dodge. After they destroy several turrets, several bays will open up and enemy Zentran units will come out to defend the flagship from further attack. These will consist of various Power Armors and Automated Defense Units.

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After several rounds, a curious thing happens. The onboard navigational computer in the Valkyries detects objects descending from orbit directly above the PCs. As they look, small meteoroids begin raining down from above. Roll a 1d10 and add this result to 5 for each player. This is how many small meteoroids the PCs must each dodge. Each missed dodge will inflict 1d2x10 M.D. to a random location. Also the pilot must make a piloting skill check to remain flying (transforming to Gerwalk or Destroid mode will eliminate this, but will reduce bonuses to dodge accordingly). A failed roll will result in a flat spin. The PC will then have 1d4 melees to regain control of the aircraft before it crashes. They may do this by making a piloting skill check at 25%. A crash will destroy the aircraft and kill any occupants. The pilot may also eject at any time, or transform. After this curious episode, the PCs must get back into contact with the Flagship. As they fly toward the ship, they pass over the U.N.S. Ulysses, a Prometheus Class Submersible Aircraft Carrier. The Ulysses has deployed its fighters who are now harassing the Flagship. The PCs see various Valkyrie squadrons buzzing about the flagship as it speeds toward New Macross City. There are scores of automated defense units battling the Valkyries. The PCs may battle the automated units, or may elect to try and destroy the Flagship. After several melees have passed, and some game time, The Players hear that they are approaching New Macross City. The Citys outer defenses begin to open fire on the Flagship. If the PCs are being overwhelmed, let this be an opportunity for some ground emplacements to even the score. By this time, the flagship should be almost destroyed, smoke pouring from hull breeches all over the place. At this point the front of the battleship opens up, preparing to fire its particle cannon. The PCs receive emergency orders from the SDF-01 that they are to fly into the maw, and destroy the central power converter immediately. The power converter lies at the base of the maw and has 400 M.D.C. The players have 4 melees to destroy it before the cannon fires. Epilogue: The Flagship explodes in a thunderous fury and the PCs have succeeded. As they fly away, they can see off in the distance, the Macross has taken off and is rising upward. An enemy fleet, complete with a complete command base has appeared in orbit, and the Macross has been called into emergency service to lead the Earth fleet defense. The PCs are hailed by Commander Sammy Porter, XO and Flight Commander and ordered to dock in ARMD-02 to assist. The PCs are allowed to dock, and can have their pick of Valkyrie types, from Armored, to Super, to Strike with any weapons layout permitted.

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The PCs are docked with ARMD-02 and fully repaired and restocked. They have a little bit of time to explore the SDF-01 as it rushes into orbit to rendezvous with the fleet and attack the enemy fleet. The GM should feel free to come up with interesting, yet short side adventures for the PCs. After forming up with the fleet, all Pilots are called into a briefing. The enemy fleet is very small consisting of about thirty ships total. However, the enemy also contains a large command base similar to the Bodolza command structure. The SDF-01 is going to use the same strategy that won Space War 1. The SDF-01 and its support fleet are going to attack head on. The SDF-01 will fly thru the enemy formation and then attack the enemy Command Base directly. It will attempt to breach the exterior hull and get as far inside as possible. All UN Spacy pilots will then commence an attack against the enemy Base Commander himself. Zentradi records indicate that this fleet was one of the first fleets to engage the Inspections Forces millennia ago. It is believed that the entire fleet was destroyed by Inspections Forces. It is clear that the original imperative of this fleet has been altered. The enemy possesses very advanced technology that could not have been produced by Zentradi or Meltrandi. UN Spacy therefore believes that the fleet may have some Inspections forces aboard, or be under their control. At the very least, Inspections forces have contaminated the enemy units. As the briefing comes to an end, the ship begins to vibrate, and then shake. The general alarms sound for immediate battle stations. Over the intercom the pilots hear: Attention all hands, attention all hands. Enemy units have defolded in close proximity. All hands to battle-stations. All pilots report to your fighters for immediate launch! The enemy Zentradi and Meltrandi units have staged a preemptive attack and defolded right in the midst of the UN Spacy fleet. Thirty-two Zentradi and Meltrandi ships as well as a huge number of fighters and support ships have thrown the fleet into disarray. The Player characters launch from ARMD-02 and are thrown right into the chaos. The GM should allow the PCs to encounter extremely high concentrations of enemy battle pods and power armor. The SDF-01 is where the enemy fighters are concentrating their attack. After several rounds, the PCs will receive a distress signal from the SDF-01, its hull has been breached and enemy units are entering it. The PCs should be encouraged to return to protect the SDF-01.

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The PCs are directed to enter the Port Main Engine Assembly or the left leg. As the PCs approach the SDF-01, they see a small Thuverl Reentry/Landing Craft attacking the ship. It is concentrating fire on the left leg and various mecha are leaving its small bay and entering the hull ruptures it is creating. The destruction of this Craft should be the players top priority. After they destroy it, they can enter the Macross. They will fly thru several layers of superstructure but will soon enter the original Macross City. GMs should use the deck plan of the SDF-01 from the Palladium Deck Plans 3 book. Although the city is deserted, the Zentradi and Meltrandi units are wreaking havoc. The Civil Defense Force was removed and the enemy units are almost unchecked. All over the city all the monitors are broadcasting Minmei singing. The enemy is therefore 4 to strike parry and dodge. If the PCs wish to engage the enemy in fighter mode, they will have to roll a piloting skill check 5% every melee to keep from hitting any of the buildings or superstructure. Any other mode will incur no penalty or require any skill check. There are approximately 40 enemy battle pods and power armors inside that must be destroyed. Once this is done, the PCs will encounter the Heavy Meltrandi Power Armor leading the attack. Her unit is equipped with special sound dampening, so she incurs no penalty. She will viciously engage the players and attempt to destroy as much of the city as possible. At least one attack per round must be spent attacking the city. Once this unit is destroyed, the Players are hailed by the Bridge and ordered to rendezvous outside the ship with a nearby Zentradi Gunship. Once the players leave the Macross, they will see the SDF-01 has been heavily damaged. The battle is still raging and the UN Spacy forces are having a rough go. Up above the Macross the Gunship awaits. The players are ordered to dock and not waste any time engaging any enemy units. The GM is encouraged to present some juicy targets however. If the players take the bait, a very indignant Sammy Porter will hail them and give them a good chewing out.

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As the Players fly into the cavernous flight bay, they are ordered to transform to GERWALK mode, land and prepare for reload. Any Armored Valkyries can land and be reloaded as normal without transforming. The PCs units will be quickly restocked with munitions. Also a special gantry comes along side and attaches as small backpack unit to the underside of the fuselage. The Crew Chief tells them to wait until they launch to receive special orders regarding the Special Munitions. The Players all see on their comm. screen the Gunship commander. He informs them that the battle has been going very badly for them and that they are going to stage an immediate attack against the Enemy Command Base. Once the Gunship is in attack range it will fire its particle beam and open an entrance for the Valkyries who will then attempt to destroy the base. The Special Munitions are compact Thermo-nuclear warheads. Once activated, the casing opens and a small disc shaped bomb comes out. It has a timer that will start a countdown at one minute. The bomb does damage as follows: 4d10x200 MD out to a 2000 ft radius, 1d4x100 MD to an additional one mile radius. Several moments later the intercom orders all hands to brace for immediate fold. It also tells all mecha pilots to prepare for immediate deployment. Seconds later the ship begins to vibrate, then it lurches and everything begins to shift out of focus. As the players look around everything becomes slightly blurry. All players must roll a MA check or come down with a headache, giving them 1 to strike parry and doge for the next 5 minutes of game time (20 melees). What seems like two seconds later the ship defolds. The crew will immediately receive launch orders. Outside of the launch bays the players see the IMMENSE Command Base. The PCs Valkyries radar will become overloaded with enemy units. All PCs must make a Read Sensory Instruments check every 4th melee or be 5 to strike with any weapon except missiles for the next melee. They may re-roll every melee if they fail but it costs one attack. One melee after the players launch they hear the Gunship commander tell them the Gunship is starting its firing sequence and will create an opening for them shortly. The last of his message is cut off however. The PCs should receive a high radiation warning from their instruments. A Read Sensory Instruments will show that a Heavy Particle Beam is firing at them. They will receive a dodge with the usual +14 modifier, (A natural 20 roll by the firing ship is treated as a non natural 20). If any fail, they receive 1d2x10 MD to 10 locations randomly across the Valkyrie. The Command base has fired a Heavy Particle Beam at the Gunship. If the PCs glance back they will see their Gunships maw beginning to open just as the Beam slices it in two amidships.

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The Gunship breaks in two with an explosion and the two halves careen away then explode violently a second later. The PCs should also notice that they were the only wing to make it out of the bay in time. They have two options, try and fight or make a mad dash for the Command base and try and gain entrance. If they try and fight, let it be clear that they are outnumbered one thousand to one (this means they WILL die). If they persist, allow them to attack but each round, fifty units will attack each player. If they run, they will get to make an Evasive Action roll. If they make it, no enemy units can hit them. If they dont they must make a Full Melee Dodge (roll a dodge normally, take their piloting skill, divide by ten round and add it to their roll). The Full Melee Dodge is rolled once each melee and counts as the only dodge that melee. 1d20 enemy units will then get to fire on them and will have to beat their full melee dodge. After four melees they arrive at the Command Base. Fortunately, it has a great deal of damage to its exterior allowing the PCs easy entrance. The PCs will enter the command base to find many automated defenses. There is a huge maze of interconnecting conduits. The GM should have a general design for the interior, it should be long, winding with various differences from area to area. GMs should not include ANY manned units in the Command base. Try to make it clear that the base has many, many automated defenses but has NO manned units, such as Battle Pods, or Power Armor. As they near what they think is the Central Core, they encounter living defenses, such as the Regenerative Shield Walls. After the Players blast thru the first Regenerative Shield Wall they come into a chamber that has many smaller side rooms off of it. Inside each smaller chamber is a mecha of some sort. There are organic tendrils that come out of the surrounding walls and appear to be dissecting the mecha. Inside several of the chambers are UN Spacy mecha. There are several Super Valkyries, one Armored Valkyrie, as well as several of each type of destroid. The players can use this as an opportunity to restock all of their weapon systems. There are about a dozen other chambers, several are vacant others contain exotic mecha the characters have never seen before. Most are in complete disarray, as they have been completely disassembled. The GM should try to describe all sorts of advanced weaponry. Allow the PCs to inspect the alien mecha, but if they loiter too long, the tendrils in the surrounding walls will attempt to grab them and begin dissecting them. Each tendril is 4 MD and a successful attack inflicts 1d6 MD to the Valkyrie. There are countless Tendrils that continuously regenerate. 1d4 tendrils attack each melee, and there is NO end to them. After they blast thru several Regenerative Shield Walls and fly thru several more levels of automated defenses, they will come to the Central Chamber. The Central Chamber is a large cavern with several automated defenses. Against the far wall is the Zentradi Fleet Commander. Unlike Bodolza from Space War I, this Fleet commander looks quite different. Organic tendrils come out of the surrounding wall structure and form into a giant brain-like organism, which has been augmented with machines to give it a roughly humanoid appearance. As soon as the players get a good look, the automated defenses begin to open fire. The players may attempt to destroy the Fleet Commander two ways. They may try and destroy the defenses, or they may attack the Commander directly. Either way, when the Commander is destroyed, the defenses will stop. If the players have held their Special Ordinance, this is the time to use it. The cavern is large enough that the players should be able to avoid the blast radius if they are careful. One or two bombs should be quite enough to destroy the Fleet Commander. Once the Fleet Commander dies, all the bases defenses will immediately stop firing. In the space against the wall that the commander occupied, there is now a large tunnel. The cavern behind the PCs will begin to shake and collapse. The GM should use this and other narrative to

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force the players into the new tunnel. The tunnel continues for some distance and opens up into an even grander chamber. In the center of this huge area is a giant round clear chamber with what appears to be a giant fetus growing in it. The fetus will turn to face the PCs if they approach it. After a few moments, the PCs will hear an ancient voice in their head. The voice coming from the intelligence inside the chamber will say to them So now I have a new source of Spirita energy. Unfortunately I shall have to destroy you, but your home world will sustain me for eons.. At this point energy will begin to crackle all along the transparent container. Before the PCs can react, the chamber shatters and the fetus begins a super fast growth from a fetus, to a small child, to an adult. It appears to be a giant male Zentradi standing in front o them. However, the process doesnt stop. Before the PCs eyes the giant Zentran continues to change. Energy courses around its form and mutates it horribly. Giant horns grow from its forehead, its skin becomes dark and ruddy, and a giant tale forms behind it. The creature is a giant Protodevelin. It begins to attack the players. The Protodevelin are quite formidable, and the battle should be very difficult. After the Protodevelin is destroyed, the entire structure will begin to destruct. The Command Base will begin to rip itself apart and the PCs must flee at maximum speed. Any armored Valkyries will have to jettison their armor. The collapsing structure will make it relatively easy for the PCs to find an opening, but also make it hazardous for the PCs to fly around in. Each Melee 1d4 pieces of falling debris will be in the PCs way. The Player Characters must make a successful evasive action or dodge roll to avoid the obstacles. Collision damage is 1d4x10 MD. Epilogue: As the remaining PCs fly free of the base, giant explosions rack its entire structure. A short distance away, the UN Spacy fleet has arrived on scene. The SDF-01 has transformed into cruiser mode and leads a small fleet of cruisers. Commander Porter hails the Valkyries and hails their successes. She tells them to land on ARMD-01 to head to the bridge for a complete debriefing. As the PCs arrive on ARMD-01 the entire flight deck crew cheers them. On the Bridge, the Captain of the Macross personally congratulates them and tells them that they are going to receive special commendations.

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Campaign Characters:
Zentradi Commander Gleg Advisor Gulgazi Protodevelin

Zentradi Commander Gleg

the Protodevelin had taken over the race and used their Spirita energy to sustain him for eons. When Gleg realized the danger present, the Fleet initiated a sterilization of the entire solar system, as was the imperative programmed into every fleet commander when encountering Inspections Forces, or Protodevelin. The operation failed however when, during the massive assault the Protodevelin was able to infiltrate the Command Base and melded itself into the Gleg unit. This effectively made the Gleg unit slaved to the Protodevelin entity. The battle with the Inspections Forces eventually succeeded and the Gleg fleet abandoned the derelict solar system. Several centuries later, the Gleg Fleet under the direction of the Protodevelin came upon a very old research base used by the ancient Protocultures. The Protodevelin had reprogrammed the Zentradi and Meltrandi to be able to repair most of their technology and to a certain extent, learn new skills. There were many advanced technologies in the base that were plundered and integrated into the Gleg Fleet. O.C.C.: Zentradi Fleet Commander Race: Zentran Hybrid Sex: N/A Age: Unknown, at least 50,000 Rank: Supreme Fleet Commander Level: 15 Level Military Specialist Hit Points: 100 M.D. MDC: 200 M.D. Alignment: Miscreant Statistics & Saves: I.Q.: 20 M.E.: 12 M.A.: 16 P.S.: N/A P.P.: N/A P.E.: N/A P.B.: 1 SPD.: N/A PER.: 15 O.C.C. Skills:

Commander Gleg is the name of the sentient organic central computer at the heart of the Command Base. Gleg, like most Zentradi/Meltrandi commanders is tens of thousands of years old. Gleg is physically grafted into the control structure of the titanic base he occupies, which in essence is his body. Approximately eight thousand years ago, the Gleg Fleet encountered a civilization unlike any before encountered. An ancient Protoculture race that identified with the Inspections Forces inhabited the planet. The planet had been corrupted however by one of the insidious Protodevelin. The entire race existed in an eternal half existence as

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Lore (Protoculture): 65% Weapons Systems: 98% Read Sensory Instruments: 98% Computer Operation: 98% Computer Programming: 98% Optic Systems: 98% Radio Basic: 98% Radio Scramblers: 98% Navigation (space): 98% Math Basic: 98% Match Advanced: 98% Military Intelligence: 85% Interrogation: 85%

form. These tendrils are organic data transfer jacks and allow Gulgazi to process vast amounts of data very quickly. O.C.C.: Gleg Fleet Advisor Race: Zentran Hybrid Sex: N/A Age: Unknown, at least 50,000 Rank: Gleg Fleet Chief Advisor Level: 12 Level Field Scientist Hit Points: 50 M.D. MDC: 100 M.D. Alignment: Unprincipled Statistics & Saves: I.Q.: 25 M.E.: 16 M.A.: 13 P.S.: 1400 P.P.: 14 P.E.: 12 P.B.: 1 SPD.: 80 PER.: 15 O.C.C. Skills: Lore (Protoculture): 80% Pilot Zentradi/Meltrandi Mecha (all) Mecha Combat Basic (All Zentradi/Meltrandi Mecha) Weapons Systems: 98% Read Sensory Instruments: 98% Communications: all at 90% Paramedic: 90% Computer Operation: 98% Computer Programming: 98% Optic Systems: 98% Navigation (space): 98% Math Basic: 98% Match Advanced: 98% Biology: 93% Botany: 68% Chemistry: 88% Chemistry Analytical: 78% Basic Electronics: 98% Military Intelligence: 98% Hand to Hand Combat Information: Hand to Hand Type: Special # of Attacks: 5 Initiative: +1 Critical: Natural 20 Strike: +2 Parry: +2 Dodge: +3 Roll: +2 Weapon Type: Tendril Attack 1d4+1 M.D.

Hand to Hand Combat Information: None; Commander Gleg relies on his Zentradi/Meltrandi defenders and automated units to defend him.

Gleg Fleet Advisor Gulgazi

Gulgazi is Commander Glegs Chief Advisor. Like Commander Gleg, Advisor Gulgazi is an hybrid artificial construct and organic organism constructed by the ancient Protocultures eons ago. Gulgazi appears to be a large cranial unit sprouting many tendrils, with a long mechanical spine-like appendage. The neural tissue contained in the cranial unit of Gulgazi is so dense that its computational and storage capacity is better than any type of computer system available to Commander Gleg, thus making Advisor Gulgazis counsel indispensable. Gulgazi also has the ability to interact with the Command Bases systems, other Zentradi units, and Zentradi themselves via the tendrils that sprout from his unusual

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Protodevelin Entity

This unnamed Protodevelin Entity was found on an ancient Protocultures planet by the Gleg Fleet. It had enslaved the planets population and had turned them into its Spirita Energy food source. When the Glegg Fleet approached, it sensed the Spirita Energy in the Zentradi and Meltrandi soldiers and abandoned its dwindeling supplies on the Planet. After successfully integrating itself and taking control of the Glegg Fleet, it spent many centuries roaming the galaxy to build its power base up, and integrating new and advanced technology into the Gleg Fleet. The Protodevelin Entity knew of several secret Protocultures research facilities, and so directed the Gleg Fleet to plunder those resources. Once this was done, the Gleg Fleet had a technology advantage that few other Zentradi or Meltrandi Fleets could match. O.C.C.: Protodevelin RCC Race: EVIL Series Zentran Sex: N/A Age: Unknown, at least 40,000 Rank: N/A Level: 10th level Major Protodeviln Hit Points: 150 MDC: 200 Alignment: Miscreant Statistics & Saves: I.Q.: 25 M.E.: 19 M.A.: 10 P.S.: 65 P.P.: 15 P.E.: 3000 P.B.: 12 SPD.: N/A PER.: 15

O.C.C. Skills: Lore (Spiritia): 70% Lore (Protoculture): 70% Mecha/Robot Electronics: Bioware Mechanics: 98% Mecha/Robot Mechanics: 98% Weapons Engineer: 98% Weapons Systems: 98% Navigation (space): 98% Math Basic: 98% Match Advanced: 98% Biology: 93% Botany: 68% Chemistry: 88% Chemistry Analytical: 78% Military Intelligence: 98% Hand to Hand Combat Information: o o o o o o o o o o Hand to Hand Type: Special # of Attacks: 5 Initiative: +1 Critical: Natural 20 Strike: +2 Parry: +2 Dodge: +3 Roll: +2 Punch: 1D4x10 MDC. Swat: 1D4x10 MDC. Crush w/hands: 2D4x10 MDC per melee Spiritia: 8,000 Barrier Shield: The Protodevelin Entity can generate a shield around itself, protecting it from attack. This shield is similar to the Omni-Directional shield on the original Macross. Spiritia cost: 200 initial use, plus 20/round to maintain. Effect: A spherical force field will completely enclose the Entity, protecting it from harm. All damage is foirst applied to the Barrier before the Entity itself. Flight: The Protodevelin Entity can propel itself at high speeds through both atmosphere and space. By combining this power with the Barrier Shield, it can take people or objets with it, even unprotected through space at sub-light speeds. Effect: Can fly at faster than light speeds, Spiritia cost 25/round. It can also fly at sublight speeds, Spiritia cost 5 / round. Energy Attack: Ability to convert Spiritia energy directly into particle beam blasts identical to those found on most UN Spacy and Varuta warships. Spiritia cost: 150. The most devastating attack of the creature, the beam has

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range of 5000ft, and will inflict 1D6x10 M.D. Spiritia Drain: The Protodevelin Entity can only sustain itself by feeding on the life forces of other living beings. Thus, the creature is capable of draining life from another individual, just like a vampire sucks the blood of a person. This power is very effective vs. other Protodevilin. When attacking those with Spiritia powers (Protodevilin) Spiritia is taken first before ME. Usually they will

grab their target and hold it while stealing its precious Spiritia. Spiritia cost: none. Effect: It steals 3D6x100 spiritia/ME per turn. The victim must roll under his/her current M.E. (Counting the previous effects of drain) to remove themself from the beam's attraction, or else must remain in its thrall, and thus, continue to be drained. Protodeviln need not make a called shot to hit the brain of the target.

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Campaign Mecha and Ships:

Standard Ship-board Systems Zentradi Rogue Fleet Command Base (Gleg Type) Zentradi Thuverl Reentry/Landing Craft Zentradi Beacon Ship Zentradi Missile Corvette (Salando) Standard Mecha Systems Zentradi Heavy Command Pod (Resoquomi) Zentradi Heavy Command Pod (Waroster) Zentradi Reglemo-Ger Heavy Artillery Power Armor Zentradi Organic Command Relay Automated Attack Drone-Fighter Type-01 Automated Attack Drone-Fighter Type-02 Automated Attack Drone-Fighter Type-03 Automated Attack Drone-Fighter Type-04 Automated Attack Drone-Armor Type-05 Regenerative Shield Walls Automated Turrets VF-1SOL Super Valkyrie

Standard Ship-board Systems:


WEAPONS:
1. PLANETARY SCALE CONVERGING BEAM CANNON: Mounted on only the largest Zentradi/Meltrandi structures, these massive weapons are usually located on the very front of these vessels. This immense weapon is capable of disintegrating small continents or destroying small moons. o PRIMARY PURPOSE: Assault o SECONDARY PURPOSE: AntiWarship o RANGE: 200,000 miles in an space. 100,000 miles in an atmosphere. o DAMAGE: Destroys EVERYTHING in its path, regardless of MDC and movement. That's a beam 50 miles wide. The only way to avoid obliteration is to avoid being in the

path of the beam! If used against a planet, the beam leaves a radioactive crater 4D6x100 miles wide and 1D6x10 miles deep. The resulting shockwave will also cause substantial damage to surrounding terrain for an additional 1D6x100 miles from the edge of the crater. o RATE OF FIRE: Once per 7 days. o PAYLOAD: Effectively Unlimited. 2. CONVERGING BEAM CANNONS: These large cannons are usually mounted on huge emplacements/turrets all along the hull of Capital Ships. o PRIMARY PURPOSE: Assault o SECONDARY PURPOSE: AntiWarship o RANGE: 100,000 miles in space. 50,000 miles in an atmosphere. o DAMAGE: 1D6+1x1000 M.D. o RATE OF FIRE: Once per round. o PAYLOAD: Unlimited.

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3. MODIFIED LIGHT CONVERGING BEAM CANNON: A smaller variant of the larger cannons, this weapon fires a beam up to 30,000 miles long and .05 mile wide that inflicts heavy damage to anything in its path. The disadvantage of the weapon is the tremendous power it consumes. Once fired, the cannon takes a full 8 MINUTES (32 melees) to recharge. This special modified version is similar to the larger cannons in that it usually takes up the larger portion of smaller corvette, shuttle type craft. o PRIMARY PURPOSE: Assault o SECONDARY PURPOSE: AntiWarship o RANGE: 30,000 miles in an space. 15,000 miles in an atmosphere. o DAMAGE: 1D4x1000 M.D. o RATE OF FIRE: Once per 8 minutes (32 melees) o PAYLOAD: Unlimited. 4. RETRACTABLE CONVERGING BEAM CANNON: These slightly smaller cannons are situated on retractable wings on either side of the ship. When the cannons are deployed on their wings they become free moving turrets with a 180 rotation and 180 arc of fire. PRIMARY PURPOSE: Assault SECONDARY PURPOSE: Anti-Warship RANGE: 20,000 miles in space. 10,000 miles in an atmosphere DAMAGE: 1D4x500 M.D. per blast RATE OF FIRE: Each cannon can fire once per melee. The cannons can fire individually or be combined to fire a single volley. PAYLOAD: Unlimited. 5. RETRACTABLE LASER TURRETS: Also called Electro-Elementary Particle Beam Guns, these weapons are scattered along the front, sides, and rear of the ship. They are hidden beneath a sliding hatch until needed for combat, when the hatch slides back and they rise up for combat. They are capable of 360 rotation and 180 arc of fire. o PRIMARY PURPOSE: Antiaircraft o SECONDARY PURPOSE: Defense o RANGE: 1000 miles (48.2 km) in an atmosphere. Double in space. o DAMAGE: 1D6x20 M.D. each. Several lasers can be directed to fire in volleys of 3 or more. A volley of 3 beams does 3D6x20 M.D., a volley of 6 beams does 6D6x20 M.D., and so on. A full volley of 20 beams aimed at a single target does 4D6x100 M.D. (!) if it hits. o RATE OF FIRE: Each laser can fire once per melee, and can be combined in any volley combination of 3 or more lasers, up to 20 lasers.

Volleys can be directed at different targets. o PAYLOAD: Unlimited. 6. RETRACTABLE MISSILE TURRETS: These are very similar to the Laser Turrets except that they fire missiles instead of laser beams. They can use several types of missiles according to the mission at hand. Each turret is capable of 360 rotation and 180 arc. o PRIMARY PURPOSE: Antiaircraft o SECONDARY PURPOSE: Defense o RANGE: Varies with warhead used. o DAMAGE: Varies with warhead used. o RATE OF FIRE: Each turret can fire once per melee, and can be combined in any volley combination of at least 10 or more, up to 30 missiles. Volleys can be directed at different targets. o PAYLOAD: Effectively Unlimited. 7. RAPID FIRE HEAVY MISSILE TURRETS: Similar to the standard Missile Turret, the rapid fire turret is capable of more sustained fire. They can use several types of missiles according to the mission at hand. Each turret is capable of 360 rotation and 180 arc. o PRIMARY PURPOSE: Antiaircraft o SECONDARY PURPOSE: Defense o RANGE: Varies with warhead used. o DAMAGE: Varies with warhead used. o RATE OF FIRE: Each turret can fire three times per melee. o PAYLOAD: Effectively Unlimited. 8. SMALL LASER TURRETS: Also called Electro-Elementary Particle Beam Guns, these weapons are usually scattered along the top and bottom of the primary hull. Unlike the larger cousins on Capital ships, they are not retractable. They are capable of 360 rotation and 180 arc of fire. o PRIMARY PURPOSE: Antiaircraft o SECONDARY PURPOSE: Defense o RANGE: 500 miles (804.7 km) in space. 250 miles (402.3 km) in an atmosphere. o DAMAGE: 1D6x10 M.D. each. Both lasers can be directed to fire in volleys. A volley of 2 beams does 2D6x10 M.D. o RATE OF FIRE: Each laser can fire once per melee, and can be combined in any volley up to all 7 lasers. o PAYLOAD: Unlimited.

CAPITAL STARSHIP SYSTEMS: o SPACE FOLD SYSTEM: For

FTL propulsion, most Capital Ships are equipped with a fold system capable of propelling the ship through hyperspace at speeds up to 3.28x10^10 mps (5.25x10^10 kps), or 1 light year per 6 minutes. The range of the fold drive is theoretically unlimited except by the

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life expectancy of the spacecraft (which is unknown). SUBLIGHT ENGINES: As a backup to the Fold System, ships are equipped with impulse engines that could propel them at speeds from 0.01 speed of light (1,600 miles per second) to 0.40 speed of light (64,000 miles per second) in space. Note that these engines were mainly intended for rapid movement inside a planetary system and are not suited for long voyages between star systems. In a planetary atmosphere Capital Ships are usually limited to speeds of Mach 2.0 maximum due to hull stress. ANTIGRAVITY PROPULSION SYSTEM: Capital Ship[s are usually equipped with an anti-gravity propulsion system used for planetary landings and liftoffs. The system is good for vertical ascent/descent only and can lift the ship at speeds of up to 1,320 feet (400 m) per minute. The system will function so long as the main energy system (usually contained in the middle or rear 1/3rd or of most ships) can supply energy to it. THE COMMAND CENTER: This is the heart of the ship. This large area controls and monitors external and internal communications, sensory data, and weapon systems. Computer generated graphics, plotting arms, and superimposed holograms, can display a complete visual image with accompanying data regarding an enemy target. An array of computer banks, data display terminals, monitors. Large screens and holographic displays protrude from the floors, walls, ceilings and even dangle in mid air. Towering over above all this activity is the command bubble. From here the ship's commander and XO can direct and observe all activity. Voice activated Holographic displays are tied into the command bubble and spring to life at the commanders behest. There are between one and six other smaller command bubbles that can control the ship in case of emergencies. NOTE: The Command Bubble is a totally contained area with independent atmosphere and has an MDC of 300. Aux Command Bubbles are also self contained and have an MDC of 75 each. MECHA NAVIGATIONAL OVERRIDE: This system allows a ship to seize control of any rouge Zentran/Meltran units. The Commanding ship can force the unit(s) to perform any action such as returning to their bays. RADAR/RADIO JAMMING: Coordinated through the Command Center, the ship can jam an enemy's Radar and Radio system. Range is a 100 mile area up to 10,000 miles away.

LONG-RANGE TRACKING SENSORS: The Command Center is usually equipped with a complex sensor system that could track and identify up to 10,000,000 craft simultaneously. The system had a 10,000mile range. SUBSPACE MASS SENSORS: As part of the some Capital Ships sensor systems, they are equipped with subspace sensors that could essentially instantly detect mass readings and movement of objects up to .5 AU (46.5 million miles) distant from the ship. Readings taken with the subspace sensors are not very detailed (-25% penalty when trying to identify a detected object) and cannot detect objects of less than 60,000 kg (this includes most mecha). INTERNAL SENSORS: Coordinated through the Command Center, sensors monitor temperature, radiation, motion, and chemical make up of the life support systems. The system can detect Zentran/Meltran size contacts, smaller units do not usually set off the sensors. HYPERSPACE COMMUNICATIONS: This system can span the void of deep space and instantaneously communicate with other Command Bases, Flagships, or ships in distant solar systems. The system has a range of up to 1 AU (93 million miles) distant from the ship. STASIS CHAMBERS: Great numbers of warriors can be safely stored and transported, locked in a timeless sleep of a stasis chamber. Personnel can be awakened when the ship has reached its destination or as needed. NOTE: For 15 minutes following revival, characters are groggy and stiff; -10 to initiative, -6 to strike, parry and dodge, -15% to all skill checks. MEDICAL FACILITIES: The Medical bay is a fully automated, very advanced facility. The automated systems are fully capable of treating any injury as they have complete cloning and surgery bays. Any character brought into this facility that has not been dead for over 15 minutes will be brought back to full health within 24 hours, or shorter depending on the severity of the injury. On smaller ships such as corvettes and shuttles, they come equipped with a smaller Sick Bay. The Sick Bay is a very small, fully automated, dual person medical bay. The automated systems are capable of treating most injuries. Any character brought into this facility that that is still alive, will be brought back to full health within 48 hours, or shorter depending on the severity of the injury. LABORATORY: The laboratory is another fully automated facility aboard the ship. It is able to give data on a wide variety of areas

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including chemical, biological, spectrographic radiation, sound analysis, and is capable of specimen storage and audio/visual data recording. Typically only Officers with Interface Ability use this area. The equipment in this area is capable of performing an analysis using any SCIENCE related skill check. The automated systems will have a base skill in all Science skills of 85%. LIFE SUPPORT SYSTEMS: Capital Ships have sufficient life support to provide breathable air and comfortable temperatures for the maximum crew for an indefinite period of time (air was recycled). In an emergency the life support system could support up to two to 3 times the crew complement at one time. The ship contains

o o

enough food and water onboard to support the crew for an indefinite period of time (with recycling). MECHA BAYS: Numerous large and small storage areas for the ships mecha can be found scattered all throughout the hull. WEAPONS ARMORY: These bays hold the weapons for Marines. They typically contain 3d4x10 laser rifles, 2d4x10 laser pistols, body armor, and other miscellaneous items to fully outfit a Marine. AIRLOCKS: Scores of airlocks can be found on most levels of a ship, especially where mecha is stored. A typical airlock can release up to 64 Zentran/Meltran sized units in one minute. NOTE: It takes an airlock one full minute (4 melees) to fully cycle.

GLEG COMMAND BASE

behind a large bulkhead being Commander Gleg himself. The Protodevelin is able to control the Zentran because he is familiar with the ancient control methods exercised by the Protocultures. RPG STATS: Vehicle Type: Gleg Command Structure Government: Gleg Space Military Manufacturer: Unknown Crew: 100,000. There are one hundred million Zentraedi in Stasis that can be removed as needed. The command base also has complete cloning facility, as well as reduction and enlargement facilities. MDC BY LOCATION:
Planetary Scale Converging Beam Cannon Retractable Laser Turrets (4,400) Retractable Missile Turrets (3,000) Converging Beam Cannons (500) (1)Dorsal Pod (top 1/4) Central Section Command (1)Base (2)Port Wing of Command Base Starboard Wing of Command (3)Base (4)Main Engine (4)Auxiliary Engines (4) (4)Maneuvering Thrusters (4000) Sensor Arrays (20) Armored outer hull (per 40 ft area) 450,000 150 each 100 each 5,000 each 195,000,000 113,000,000 113,000,000 113,000,000 65,000,000 20,000,000 each 200 each 1,000 each 200

BACKGROUND: This ship of the Spiral Nebula Arm Central Fleet Flagship class is the largest ship within the fleet. In the entire Zentradi Army, there are probably 1000 to 2000 ships of this class. Organic in nature, the Gleg Command Base was thought to be tens of thousands of years old. Armed with laser cannons and missile launchers this ship can decimate a planetary surface. The Gleg Base is quite similar in configuration to the Bodolza Command Base, with the main difference being the dorsal pod seems to be quite a bit larger than the Bodolza version. It is unknown if the ship actually grew, or was built this way. Although the Commander Gleg is the commander of the fleet and this ship, the Protodevelin that merged with the Gleg Computer/entity is what is really controlling this Zentradi/Meltrandi fleet. The Protodevlin has a chamber that resides

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Interior walls (per 20 ft area) Starship Size Airlocks/Access Hatches (50) Large Airlocks/Access Hatches (200) Small Airlocks/Access Hatches (500) Interior Airlocks/Access Hatches (Numerous)

50 5000 each 1000 each 400 each 200 each

NOTES: 1. Destroying 1/4 of the Command Base will destroy 1/4 of all weapons and crew and create large holes into the interior section of the command base. If a ship is able to enter the command base and from the inside is able to destroy 1/4 of its structure, then there is a 100% chance the Command Base will violently explode. That's an explosion inflicting 1d10x100,000 MD to any object within 1500 miles. 2. Destroying 1/2 of the Command Base will destroy 1/2 of all weapons and crew and create large holes into the interior section of the command base. There is a 50% chance the Command Base structurally collapse and be destroyed. That's an explosion inflicting 1d10x100 MD to any object within 10 miles. If the ship does not explode, then the ship will be an unsalvageable wreck (filled with interesting technology). If a ship is able to enter the command base and from the inside is able to destroy 1/4 of its structure, then there is a 100% chance the Command Base will violently explode. That's an explosion inflicting 1d10x100,000 MD to any object within 1500 miles. 3. Destroying 3/4 or all of the Command Base will destroy the Command Base. There is a 80% chance the Command Base structurally collapse and be destroyed. That's an explosion inflicting 1d10x100 MD to any object within 10 miles. If the ship does not explode, then the ship will be an unsalvageable wreck (filled with interesting technology). If a ship is able to enter the command base and from the inside is able to destroy 1/4 of its structure, then there is a 100% chance the

Command Base will violently explode. That's an explosion inflicting 1d10x100,000 MD to any object within 1500 miles. 4. Depleting the MDC of the Main Engine will force the ship to rely on its Auxiliary Engines. Depleting the MDC of the main AND secondary engines will leave the ship adrift in space. The maneuvering thrusters will propel the ship at 100 kph in any direction. SPEEDS: Speed (Sublight): 0.10 speed of light (16,000 miles per second) Speed (Auxiliary Drives): 0.01 speed of light (1,600 miles per second) Speed (Space Fold): 1 light year every 6 minutes Planet bound: Can not enter a planet's atmosphere. Maximum Range: Unlimited (estimated life span unknown) STATISTICAL DATA: Length: 1400 km long. Weight: 142,750,000,000 tons Fold System: Fulbtzs-Berrentzs Fold System Cluster Gravity Control System: FulbtzsBerrentzs Gravity Control Cluster Auxiliary Engine: FulbtzsBerrentzs Rocket Motor Cluster Sensor System: Fulbtzs-Berrentzs Standard Tracking Cluster WEAPON SYSTEMS: 1. Planetary Scale Converging Beam Cannon (1) 2. Converging Beam Cannons (500) 3. Retractable Laser Turrets (4,400) 4. Retractable Missile Turrets (3,000) SYSTEMS OF NOTE: COMMANDER GLEG: Commander Gleg is a gigantic living computer at the heart his Command Base. He is physically linked to every part of the Command Base and can control every aspect of it. He also represents the Achilies Heel of the base, in that if he himself is physically attacked and killed, the base will also "die". In order to do this, an attacker must pass thru sores of

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defensive units, automated defenses, and huge bulkheads. Commander Gleg has an MDC of 300. If he is killed, then the Command Base will structurally collapse and be destroyed. That's an explosion inflicting 1d10x100 MD to any ship-size object within 10 miles. PROTODEVELIN CHAMBER: The evil Protodevelin has a sustenance chamber behind Commander Gleg's Control Center. The Protodevelin is contained in a nourishment chamber where it rests in a psychic sleep, feeding on the energy of its victims. It observes and is aware of all that happens around it, however, it wishes to keep its presence a secret and will not act directly unless directly threatened. See the specific entry on the Protodevelin for combat characteristics. SPACE FOLD SYSTEM SUBLIGHT ENGINES THE COMMAND CENTER MECHA NAVIGATIONAL OVERRIDE RADAR/RADIO JAMMING: Range is a
100 mile area up to 10,000 miles away.

The Command base also contains many unknown or unique mecha and ship designs that have never before been seen.

THUVERL REENTRY/LANDING CRAFT

LONG-RANGE TRACKING SENSORS:


Up to 10,000,000 craft simultaneously with a 10,000-mile range. SUBSPACE MASS SENSORS: Range .5 AU (46.5 million miles)

INTERNAL SENSORS HYPERSPACE COMMUNICATIONS STASIS CHAMBERS MEDICAL FACILITIES LABORATORY LIFE SUPPORT SYSTEMS MECHA BAYS WEAPONS ARMORY AIRLOCKS

BACKGROUND: The Thuverl Reentry/Landing Craft looks as if it is a small version of the Thuvrl Salan Destroyer. In fact this small ship is more similar in function to the traditional Zentradi Reentry Vehicle. This ship has 2 forward facing mecha bays with two large drop forward bay doors. These two main bays are situated on the ventral surface on either side of the Main Hull. A third bay is on the dorsal surface facing aft, although it is large enough, it does not carry mecha, but instead carries a flotilla of Attack Bits. When deployed, these bits swarm around the ship and act as defensive units. This ship also has a large converging Beam Cannon in the center of the ship; the front separates much like the Zentradi Gunship. RPG STATS: Vehicle Type: Zentradi Thuverl Reentry/Landing Craft Government: Zentradi Space Military Manufacturer: Qwillokwo 70,872,976th Zentradi FullyAutomated Factory Satellite Crew: 10 assigned crew/personnel, 8 assigned combat soldiers, with capacity for 2 passengers. Total Personnel: 20 MDC BY LOCATION:
Small Laser Turrets (7) Forward 1/2 of Ship (Command (1) Center, Crew bays) Aft 1/2 of Ship (Crew bays, Mecha (2) Bays) (3) Main Thruster (2) (3) Auxiliary Engine Sensor Arrays (2) 100 each 500 800 600 each 250 100 each

MECHA COMPLEMENT: Tactical Battle Pods: 11,000 Light Artillery Battle Pods: 1,000 Heavy Artillery Battle Pods: 1,000 Scout Recon Battle Pods: 500 Officers Battle Pods: 1,000 Fighter Pods: 8,000 Male Power Armor: 10,000 Theatre Scout Recon Pods: 100 Recovery Pods: 100 Reentry Pods: 500 Shuttlecraft: 500 Hover Platforms: 1,000

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Armored outer hull (per 40 ft area) Interior walls (per 20 ft area) Airlocks/Access Hatches (3) Interior Airlocks/Access Hatches per 40ft

50 25 150 each 40

antigravity generators. The maneuvering thrusters will propel the ship at 100 kph in any direction. SPEEDS: Speed (Sublight): 0.10 speed of light (16,000 miles per second) Speed (Auxiliary Drives): 0.02 speed of light (3,200 miles per second) Planet bound: Can land and take off if necessary but not designed to maneuver in an atmosphere for extended periods of time. Maximum Range: Unlimited (estimated life span unknown) STATISTICAL DATA: Length: 855 ft (261 m) Height: 289 ft (88.1 m) Width: 350 ft (107 m) Weight: 18,500 tons (standard) Sublight Drive: Qwillokwo Macro Nozzle Gravity Control System: Qwillokwo Gravity Control System Auxiliary Engine: Qwillokwo Vernier Nozzle Cluster Sensor System: Qwethwal-Ko Standard Tracking Cluster WEAPON SYSTEMS: 1. Modified Light Converging Beam Canon (1) 2. Small Laser Turrets (7) SYSTEMS OF NOTE: ANTIGRAVITY PROPULSION SYSTEM SUBLIGHT ENGINES LONG-RANGE TRACKING SENSORS:
Up to 500 craft simultaneously with a 2,000mile/3,200 km range.

NOTES: 1. Destroying the forward 1/2 of the Reentry/Landing Craft will destroy all laser turrets and the Converging Beam Cannon. It will not impair the ships space flight, but atmospheric maneuvering becomes impossible. Destroying the Command Center will likely kill the command staff (90% Chance) and will force the ship to use the Sensor Arrays for all forms of long range communications, radar and targeting. The ship can still operate, but is at -1 on initiative, -1 to strike, and number of attacks per melee of the weapon systems are reduced by one fourth. Destroying all the main sensory arrays on the ship will have the same effect, but the command staff will not be killed instantly. Destroying both will deprive the ship of all forms of long range communications, radar and targeting. The ship can still operate, but is at -3 on initiative, -3 to strike, and number of attacks per melee of the weapon systems are reduced by one half. 2. Depleting the MDC of the Rear 1/2 of the ship will destroy the Reentry/Landing Craft. All power systems, thrusters, weapon systems, and life support will fail, and (2d4x10)% of the crew will be killed instantly by explosions, debris, and loss of atmosphere. There is a 70% chance the ship will violently explode. That's an explosion inflicting 1d4x2,000 MD to any object within 2 miles. If the ship does not explode, then the ship will be a wreck (though the spacewreck may still be valuable because of the technology contained within the remains). 3. Destruction of a Main Thruster will slow the ships speed by 1/2. Totally depleting the MDC of the main thrusters will force the ship to rely on its secondary thrusters. Depleting the MDC of the main AND secondary thrusters will leave the ship adrift in space. In an atmosphere, the Destroyer will still be able to land and achieve orbit using

INTERNAL SENSORS SICK BAY LIFE SUPPORT SYSTEMS MECHA BAYS: This ship has 2 forward
facing mecha bays with two large drop forward bay doors. These two main bays are situated on the ventral surface on either side of the Main Hull. A third bay is on the dorsal surface facing aft, although it is large enough, it does not carry mecha, but instead carries a flotilla of Attack Bits.

WEAPONS ARMORY

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AIRLOCKS: Two airlocks can be found on the Corvette. A typical airlock can release up to 4 Zentran/Meltran sized units in one minute. NOTE: It takes an airlock one full minute (4 melees) to fully cycle.

MECHA COMPLEMENT: Whenever the craft goes into combat, all units are brought to ready status. Tactical Battle Pods: 40 Light Artillery Battle Pods: 2 Heavy Artillery Battle Pods: 2 Scout Recon Battle Pods: 1 Officers Battle Pods: 1 Male Power Armor: 10 Automated Attack Bits: 20

The Beacon Ship also has a unique transforming nature, when first encountered, it resembled a sphere with a with a large armored shell. When the UN Spacy forces pressed their attack, the armored shell was jettisoned and the ship transformed into the configuration pictured at left. This is the only observed transforming Zentran ship and it is believed to be a design from the very close of the Schism War and hence, quite advanced. The beacon ship also possessed a very advanced sublight engine, capable of propelling it to speeds faster than any Zentran/Meltran ship. It is also equipped with three converging beam cannons, unheard of on a ship this size. Great care should be taken to acquire any future units of this nature intact. RPG STATS: VEHICLE TYPE: Zentradi Beacon Ship GOVERNMENT: Zentradi Space Military MANUFACTURER: Unknown Automated Weapons Plant CREW: 20 assigned crew/personnel, 10 assigned combat soldiers. Total Personnel: 30. MDC BY LOCATION:
(1)Armored Hull Primary Converging Beam Cannon Retractable Converging Beam Cannons (2) Forward Laser Cannons (6) (2)Main Hull (3)Main Thruster (3)Auxiliary Engine (2) (3)Maneuvering Thrusters (9) Sensor Arrays (2) Armored outer hull (per 40 ft area) Interior walls (per 20 ft area) Airlocks/Access Hatches (4) Interior Airlocks/Access Hatches per 40ft 1000 500 250 each 100 each 2,500 1,000 350 each 25 each 400 each 200 40 200 each 40

ZENTRADI BEACON SHIP

BACKGROUND: The Beacon ship is a unique design first encountered when Rogue Zentradi units invaded the solar system shortly after Space War I. Found orbiting Earth in the Debris belt, the Beacon ship was acting as a locator for ships to lock onto for defold operations. Essentially this ship would enter an enemy area, then relay exact coordinates to waiting fleet, the fleet could then use the data to defold at specific areas. When a ship sets coordinates for a hyperspace fold, there is a certain degree of uncertainty about the exact position of the defold unless the area has been previously scouted or occupied.

NOTES: 1. All Damage is applied to the Armored Hull before any is applied to any other part of the ship. Once the Armored Hull is breeched, the hull will be jettisoned and the ship will transform into its combat mode. Until it transforms, it will not be able to fire any weapons.

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2. Depleting the MDC of the Main Hull of the ship will destroy the Beacon Ship. All power systems, thrusters, weapon systems, and life support will fail, and (2d4x10)% of the crew will be killed instantly by explosions, debris, and loss of atmosphere. There is a 70% chance the ship will violently explode. That's an explosion inflicting 1d4x100 MD to any object within 2000 feet. If the ship does not explode, then the ship will be a wreck (though the spacewreck may still be valuable because of the technology contained within the remains). 3. Destruction of the Main Thruster will force the ship to rely on its Auxiliary Engine. Depleting the MDC of the main AND secondary thrusters will leave the ship adrift in space. In an atmosphere, the Beacon Ship will still be able to land and achieve orbit using antigravity generators. The maneuvering thrusters will propel the ship at 100 kph in any direction. SPEEDS: Speed (Sublight): 0.40 speed of light (64,000 miles per second) Speed (Auxiliary Drives): 0.05 speed of light (8,000 miles per second) Speed (Space Fold): 1 light year every 6 minutes Planet bound: Can land and take off if necessary but not designed to maneuver in an atmosphere for extended periods of time. Maximum Range: Unlimited (estimated life span unknown) STATISTICAL DATA: Length: 500 m Height: 170 m Width: 355 m Weight: 35,000,000 tons (standard) Fold System: Sekor Fold System Cluster Sublight Drive: Salan-Minor Macro Nozzle Cluster Gravity Control System: WorklQuatafilla Gravity Control System Auxiliary Engine: Salan-Minor Vernier Nozzle Cluster

Sensor System: Salan-Minor Advanced Tracking Cluster WEAPON SYSTEMS: 1. CONVERGING BEAM CANNON (1) 2. RETRACTABLE CONVERGING BEAM CANNONS (2) 3. FORWARD LASER CANNONS (6) SYSTEMS OF NOTE: ARMORED HULL: When the Beacon Ship
is in normal flight mode, it has a large, spherical, armored outer hull. All damage that is directed at the Beacon Ship is first applied to this hull. At any time the Ship may jettison the Armor and transform. When it transforms, the weapons systems become operational and damage is applied normally to any hit systems.

ANTIGRAVITY PROPULSION SYSTEM SUBLIGHT ENGINES SPACE FOLD SYSTEM The THE COMMAND CENTER:
Command Center on the Beacon Ship was significantly smaller than the larger ships. It consisted of a half-circle room with displays, and the Commander seated behind. There was no command bubble as is customary on larger ships. RADAR/RADIO JAMMING: Range is a 10 mile area up to 5,000 miles away.

LONG-RANGE TRACKING SENSORS:


Up to 1,500 craft simultaneously with a 2,000-mile/3,200 km range.

SUBSPACE MASS SENSORS INTERNAL SENSORS HYPERSPACE COMMUNICATIONS SICK BAY LIFE SUPPORT SYSTEMS WEAPONS ARMORY AIRLOCKS

MECHA COMPLEMENT: There are no onboard mecha.

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SALANDO ZENTRADI MISSILE CORVETTE

BACKGROUND: During the brief skirmishes with Rouge Zentradi/Meltrandi fleet, many previously unseen units participated in the attacks against U.N. Spacy. After the invasion of Earth had begun, several of these units were encountered near the Argentine Coast, attempting to build a beachhead. The Corvette is a shuttle sized ship, more heavily armed than a fighter, but much smaller than a Scout Ship. Surrounding the front or top of the Corvette are six large size rapid fire missile tubes. They are designed to launch a large field of missiles and to overwhelm an enemy target. RPG STATS: Vehicle Type: Zentradi Salando Missile Corvette Government: Zentradi Space Military Manufacturer: Salando-Thrull 58738135th Zentradi FullyAutomated Factory Satellite Crew: 10 assigned crew/personnel, 8 assigned combat soldiers, with capacity for 2 passengers. Total Personnel: 20 MDC BY LOCATION:
Rapid Fire Heavy Missile Turrets (6) Retractable Laser Turrets (2) Airlocks/Access Hatches (2) Hull per 40ft area (12.2 m) Interior walls and Hatches per 40ft (1)Communications Antenna (1)Command Cockpit (2)Main Hull (3)Main Thrusters (3) (3)Auxiliary Engine (6) (3)Maneuvering Thrusters (6) 200 each 150 each 200 each 60 40 55 200 550 350 each 180 each 75 each

1. Destroying the Command Cockpit will likely kill the command staff . The ship can still operate, but is at -3 on initiative, -3 to strike, and number of attacks per melee of the weapon systems are reduced by half. Destroying the Communications Antenna will deprive the ship of all forms of long range communications. The range and targeting capabilities of the secondary systems are limited to a 20 mile radius. 2. Depleting the MDC of Main Hull will destroy the Missile Corvette. All power systems, thrusters, weapon systems, and life support will fail, and (2d4x10)% of the crew will be killed instantly by explosions, debris, and loss of atmosphere. There is a 70% chance the ship will violently explode. That's an explosion inflicting 2d4x100 MD to any object within 4000 ft. If the ship does not explode, then the ship will be a wreck (though the spacewreck may still be valuable because of the technology contained within the remains). 3. Destruction of a Main Thruster will slow the ships speed by 1/3. Totally depleting the MDC of the main thrusters will force the ship to rely on its secondary thrusters. Depleting the MDC of the main AND secondary thrusters will leave the ship adrift in space. In an atmosphere, the Missile Corvette will still be able to land and achieve orbit using antigravity generators. The maneuvering thrusters will propel the ship at 100 kph in any direction. SPEEDS: Speed (Sublight): 0.10 speed of light (16,000 miles per second) Speed (Auxiliary Drives): 0.02 speed of light (3,200 miles per second) Planet bound: Can land and take off if necessary but not designed to maneuver in an atmosphere for extended periods of time. Maximum Range: Unlimited (estimated life span unknown) STATISTICAL DATA: Length: 922 ft (281 m) Height: 308.4 ft (94 m) Width: 377.3 ft (115 m) Weight: 20,000 tons (standard)

NOTES:

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Sublight Drive: Moogqueli Macro Nozzle Gravity Control System: Yithrequa-Qwella Gravity Control System Auxiliary Engine: Qwethwal-Ko Vernier Nozzle Cluster Sensor System: Qwethwal-Ko Standard Tracking Cluster WEAPON SYSTEMS: 1. Rapid Fire Heavy Missile Turrets (6) 2. Retractable Laser Turrets (2) SYSTEMS OF NOTE: ANTIGRAVITY PROPULSION SYSTEM SUBLIGHT ENGINES SPACE FOLD SYSTEM The THE COMMAND CENTER:
Command Center on this ship was significantly smaller than the larger ships. It consisted of a half-circle room with displays, and the Commander seated behind. There was no command bubble as is customary on larger ships. RADAR/RADIO JAMMING: Range is a 10 mile area up to 5,000 miles away.

LONG-RANGE TRACKING SENSORS:


Up to 1,500 craft simultaneously with a 2,000-mile/3,200 km range.

SUBSPACE MASS SENSORS INTERNAL SENSORS HYPERSPACE COMMUNICATIONS SICK BAY LIFE SUPPORT SYSTEMS WEAPONS ARMORY AIRLOCKS

MECHA COMPLEMENT: There are no onboard mecha.

Standard Mecha Systems


RADAR: 200 mile (322 km) range; can track up to 60 targets simultaneously. MOTION DETECTOR & COLLISION WARNING SYSTEM: Close range 200ft (61m); sounds alarm and red lights warn the pilot of impending collision. RADIO/VIDEO COMMUNICATION: Long range, directional communications system with satellite relay capabilities. Range: 600 miles (965.4 km) or can be boosted indefinitely via satellite relay.

LASER COMMUNICATION: Long range, directional communications system, range: 50,000 miles. LASER TARGETING SYSTEM: Range: 100 miles (160 km). Used for increased accuracy in the striking of enemy targets and is partly responsible for the mecha's strike bonus. AUTO-PILOT: The mecha is equipped with a computerized auto-pilot, allowing the pilot to relax or even sleep during long voyages. The auto- pilot can be programmed with a single destination or a complex flight plan involving multiple speeds, directions, and destinations. The onboard computer will alert the pilot when the pod is near its destination, and can also be set to automatically signal when sensors detect objects near the mecha. The auto-pilot was designed with long intra-system space journeys in mind. COMBAT COMPUTER W/HUD DISPLAY: The combat computer can store and analyze data during combat with hostile forces. Data readouts and stats can be displayed either on the cockpit's HUD display or on the dashboard monitors of the aircraft. The combat computer tracks and identifies specific enemy targets, and has a database of over 800 images stored in memory. Patches in with the targeting system. EXTERNAL AUDIO PICKUP: Range: 300 ft (91.5 m). A sound amplification system that can pick up normal conversation up to 300 feet away. LOUDSPEAKER: Loudspeaker that can amplify the pilot's voice to 90 decibels. EXTERNAL VIDEO SURVEILLANCE SYSTEM: A video camera relays images to the cockpit monitor with a 360* rotation. Range is 300ft (91.5m). Telescopic capabilities are 6x magnification. OPTICS: INFRARED: Range: 2000 feet (610 m). This optical system projects a beam of infrared light that is invisible to the normal eye, but detectable by the mecha's sensors. The system allows the pilot to detect hidden/concealed objects by their IR reflectiveness. The beam will be visible to anyone with IR sensitive optics, however.

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OPTICS NIGHTVISION: Range: 2000 feet (610 m). A passive light image intensifier that emits no light of its own, but relies on ambient light which is electronically amplified to produce a visible picture. HEAT AND RADIATION SHIELDS: Special shielding prevents the penetration of life threatening heat and radiation. A radiation detection and alarm system are linked with the shields and will sound an alarm if there is a rupture in the shields and what the levels of radiation are. TACTICAL LIFE SUPPORT SYSTEM: The power armor is pressurized and provides enough air and water to support a full-sized Zentradi for up to 1 week. The armor can automatically seal small holes and punctures to prevent the air from escaping, and if an arm or leg is severely damaged it can be sealed off and jettisoned from the mecha. SHOULDER HEADLIGHT/SPOTLIGHTS: Range 300ft (91.5m) HYDRAULIC PILOT'S CHAIR: Can rise out of the Valkyrie in Battloid mode up to 10ft (3m) and back in. EJECTION SYSTEM: In case of emergencies, the pilot can eject safely. The chair has a parachute and an emergency beacon. It also contains a life support system for deep space, a food/water kit, and other basic survival gear for atmospheric landings. DETACHABLE PILOT'S COMPARTMENT: The reinforced pilot's compartment may be detached, or ejected. It can be carried by other mecha as an emergency escape pod, of sorts. UTILITY ARMS (3): There are a set of three small retractable arms housed in the right and left forearms designed to perform delicate work and to effect repairs. Each arm has an MDC of 3.

RESOQUOMI ZENTRADI HEAVY COMMAND POD

BACKGROUND: During the brief skirmishes with Rouge Zentradi/Meltrandi fleet, many previously unseen units participated in the attacks against U.N. Spacey. In the initial stages of the invasion, this Heavy Command Pod coordinated the attacks of numerous automated units and manned units in and around the Debris Belt orbiting Earth. The Command Pod bears a passing resemblance to the Officers pod with attached boosters. The Command Pod is however much larger. Twice as large in fact. It has a dual cockpit, for one pilot/gunner, and a second command and control officer/gunner. There are two weapon arms similar to that of the Officer's Pod, as well as an overhead cannon. The command pod also features a central laser cannon and a unique gravity wave device, unseen in any other Zentradi/Meltrandi mecha. RPG STATS: Vehicle Type: Zentradi Resoquomi Class: Officer's Command Battle Pod Manufacturer: Zentradi Resoquomi Automated Weapons Plant Crew: Two full-sized Zentradi pilots MDC BY LOCATION:
Laser Cannon Heavy Particle Beam Cannon Arm Particle Beam Cannons(2) Gravity Wave Pod (1)Head Arms (2) (2)Main Body (3)Main Thrusters (4) (3)Maneuvering Thrusters (8) Communications Antenna 50 100 150 each 175 50 75 each 250 50 each 5 each 5

NOTES: 1. Destroying the Sensor Eye/Head of the Resoquomi will knock out most of the mecha's sensor systems.

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However, the Sensor Eye/Head is a small shielded target; -4 for attackers to hit on a called shot. 2. Depleting the MDC of the main body will destroy the mecha. The pilots can attempt to eject but must make a physical prowess (PP) roll at a -5 penalty or suffer 2D6 M.D. damage from personal injuries. 3. Each main thruster destroyed reduces the speed of the armor by 50%. If both main thrusters are destroyed while the armor is in a planetary atmosphere it will crash. The maneuvering thrusters are not powerful enough to keep the armor aloft in gravity. Every two maneuvering thrusters destroyed will impose a -1 penalty to dodge while flying. SPEEDS: FLYING: Mach Eight (5934.5 mph/9550.7 km/h) without a ceiling in an Earth-like atmosphere. Can also hover in place indefinitely. G LIMIT IN SPACE: +7 OPERATIONAL UNDERWATER DEPTH: 150m STATISTICAL DATA: HEIGHT: 85 ft (25.9 m) WIDTH: 57 ft (17.4 m) LENGTH: 180 ft (54.9 m) WEIGHT: 97.2 tons PHYSICAL STRENGTH: Equal to a P.S. of 60 CARGO: Small area behind each crew seat. POWER PLANT: Quad 2.5 GGV class Resoquomi thermonuclear reaction furnace. WEAPON SYSTEMS: 1. ARM PARTICLE BEAM CANNONS (2): Located in the arms are the main particle cannons. These cannons take up the entire arm, precluding the attachments of hands. They are quite powerful and capable of multiple shots per melee. PRIMARY PURPOSE: Assault SECONDARY PURPOSE: Antimecha RANGE: 2 miles (3.2 km) in space, 1 mile (1.61 km) in an atmosphere.

DAMAGE: 1D4x10 M.D. per shot (2D4x10 M.D. Per dual shot at the same target) RATE OF FIRE: Equal to the pilot's combined number of hand to hand attacks. The pilot can lock both cannons onto the same target (counts as one attack). PAYLOAD: Unlimited. 2. GRAVITY WAVE DEVICE: This unique device is located on the underside of the main fuselage. It fires a bolt of energy that explodes near a target creating intense gravity distortions. The end result is that the target tends to get shaken apart, or is hit by debris in the area that is drawn in by the distortions. PRIMARY PURPOSE: Assault SECONDARY PURPOSE: Antimecha RANGE: 4 miles (6.4 km) in space, 2 miles (3.2 km) in an atmosphere. DAMAGE: 1D4x10 M.D. Any debris in the area will be drawn in and inflict damage on nearby units unless they dodge (-5) or shoots the debris. RATE OF FIRE: Once per 2 melees PAYLOAD: Unlimited 3. LASER BEAM CANNON: Located on top of the mecha. This laser system is designed for defense purposes. It has an independent targeting computer and fires independent of the crew. It may not fire any melee in which the Heavy Particle Beam cannon fires. PRIMARY PURPOSE: Assault SECONDARY PURPOSE: Antimecha RANGE: 1 mile (1.61 km) in space, .5 miles (805 m) in an atmosphere. DAMAGE: 1d4x10 M.D. RATE OF FIRE: three shots per melee. PAYLOAD: Unlimited. 4. HEAVY FORWARD PARTICLE BEAM CANNON: Located on the front of the mecha behind the forward hatch, this large cannon is a very light version of the particle beams on larger ships. It has a long recharge rate between firings due to the large amount of energy required. PRIMARY PURPOSE: Anti-mecha SECONDARY PURPOSE: Antispacecraft

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RANGE: 100 miles (161 km) in space, 50 miles (80.5 km) in an atmosphere. DAMAGE: 5D6x10 M.D! per shot. RATE OF FIRE: This cannon may fire once every four melees. PAYLOAD: Unlimited. 6. HAND TO HAND COMBAT: If necessary, the Resoquomi can engage in limited melee combat rather than use a weapon. The armor is somewhat agile and can execute some hand to hand combat moves, such as punches. DAMAGE: Restrained Punch: 1 M.D. Full Strength Punch: 1D4 M.D. "Booster" Punch: 2D6 M.D. (counts as two attacks) Body Block/Tackle: 4D4 M.D. STANDARD EQUIPMENT FOR THE RESOQUOMI POD: RADAR Motion Detector & Collision Warning System Radio/Video Communication LASER Communication LASER Targeting System Auto-Pilot Combat Computer w/HUD Display External Audio Pickup Loudspeaker External Video Surveillance System Optics Infrared Optics Nightvision Heat and Radiation Shields Tactical Life Support System COMBAT BONUSES FOR RESOQUOMI: Advanced training for Zentradi pilots with extensive experience with the Resoquomi Officers Battle Pod. 2 attacks per melee (plus those of the pilot). Add one additional action/attack at levels three, six, nine and twelve. +1 to strike +2 to parry +2 to dodge +3 to roll with a punch or fall with an impact, reducing damage by half Critical strike same as pilot's handto-hand.

WAROSTER ZENTRADI HEAVY COMMAND POD

BACKGROUND: During the brief skirmishes with Rouge Zentradi /Meltrandi fleet, many previously unseen units participated in the attacks against U.N. Spacey. The Waroster Pod was first encountered aboard a Zentradi Scout Ship hiding in the Antarctic Waste. When UN Spacy Valkyries attacked the ship, it began to take off and ascend into orbit. The Waroster was the Command unit leading the counter attack onboard the Scout Ship. This unit has a unique look not seen in other Zentran Battle Pods. Its weaponry consists of two Arm mounted Laser Cannons, a Heavy Laser Cannon on the head, and a Missile Battery in the tail. It has been noted that this unit has a slight bird-like appearance, however when this unit was encountered, it was exceptionally dangerous. RPG STATS: Vehicle Type: Zentradi Waroster Class: Officer's Command Battle Pod Manufacturer: Zentradi Waroster Automated Weapons Plant Crew: One full-sized Zentradi pilot MDC BY LOCATION:
Heavy Particle Beam Cannon Arm Laser Cannons(2) Missile Battery (1)Head Arms (2) Legs (2) (2)Main Body (3)Main Thrusters (2) 50 150 each 175 50 75 each 110 each 250 60 each

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(3)Maneuvering Thrusters (8) Communications Antenna (5)

10 each 20 each

NOTES: 1. Destroying the Sensor Eye/Head of the Waroster will knock out most of the mecha's sensor systems. However, the Sensor Eye/Head is a small shielded target; -4 for attackers to hit on a called shot. 2. Depleting the MDC of the main body will destroy the mecha. The pilots can attempt to eject but must make a physical prowess (PP) roll at a -5 penalty or suffer 2D6 M.D. damage from personal injuries. 3. Each main thruster destroyed reduces the speed of the armor by 50%. If both main thrusters are destroyed while the armor is in a planetary atmosphere it will crash. The maneuvering thrusters are not powerful enough to keep the armor aloft in gravity. Every two maneuvering thrusters destroyed will impose a -1 penalty to dodge while flying. SPEEDS: RUNNING: 120 mph (192 kph) LEAPING: 50 ft (15.2 m) high or 100 ft (30.5 m) long without thrusters. 200 ft (71 m) high or 400 ft (143 m) long with thruster assistance. Thrusters can also be used to stop a fall from any height. FLYING: Mach two (3,350 mph/5,360 kph) with a 30,000 ft (9,144 m) ceiling in an Earth-like atmosphere. Can also hover in place indefinitely. G LIMIT IN SPACE: +7 OPERATIONAL UNDERWATER DEPTH: 100m STATISTICAL DATA: HEIGHT: 85 ft (25.9 m) WIDTH: 57 ft (17.4 m) LENGTH: 180 ft (54.9 m) WEIGHT: 97.2 tons PHYSICAL STRENGTH: Equal to a P.S. of 60 CARGO: Small area behind each crew seat. POWER PLANT: Quad 2.5 GGV class Waroster thermonuclear reaction furnace.

WEAPON SYSTEMS: 1. ARM PARTICLE BEAM CANNONS (2): Located in the arms are the main particle cannons. These cannons take up the entire arm, precluding the attachments of hands. They are quite powerful and capable of multiple shots per melee. PRIMARY PURPOSE: Assault SECONDARY PURPOSE: Antimecha RANGE: 2 miles (3.2 km) in space, 1 mile (1.61 km) in an atmosphere. DAMAGE: 1D4x10 M.D. per shot (2D4x10 M.D. Per dual shot at the same target) RATE OF FIRE: Equal to the pilot's combined number of hand to hand attacks. The pilot can lock both cannons onto the same target (counts as one attack). PAYLOAD: Unlimited. 2. HEAVY FORWARD LASER CANNON: Located on the front of the mecha behind the forward hatch, this large cannon is a very light version of the particle beams on larger ships. It has a long recharge rate between firings due to the large amount of energy required. PRIMARY PURPOSE: Anti-mecha SECONDARY PURPOSE: Antispacecraft RANGE: 100 miles (161 km) in space, 50 miles (80.5 km) in an atmosphere. DAMAGE: 5D6x10 M.D! per shot. RATE OF FIRE: This cannon may fire once every four melees. PAYLOAD: Unlimited. 3. Short range missile battery: Mounted in the tail of the Pod is a large battery of short range missiles. Two hatches slide open to unleash clouds of missiles. PRIMARY PURPOSE: Assault SECONDARY PURPOSE: Antimecha MISSILE TYPES: short range missiles RANGE: Typically anywhere from 1 to 5 miles. DAMAGE: Varies with missile type. Typically 1d6x10 MD RATE OF FIRE: The mecha can fire missiles individually, or in volleys of two up to 10.

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PAYLOAD: 42 short range missiles. 4. HAND TO HAND COMBAT: If necessary, the Waroster can engage in melee combat rather than use a weapon. The armor is extremely agile and can execute most typical hand to hand combat moves, such as punches, jump kicks, leap attacks, rolling with impacts, etc. DAMAGE: Restrained Punch: 1 M.D. Full Strength Punch: 1D4 M.D. "Booster" Punch: 2D6 M.D. (counts as two attacks) Kick: 1D6 M.D. Body Flip/Throw: 1D4 M.D. Body Block/Tackle: 1D6 M.D. Stomp: 1D6 M.D. (only effective against small objects 12 ft or smaller) STANDARD EQUIPMENT FOR THE WAROSTER POD: RADAR Motion Detector & Collision Warning System Radio/Video Communication LASER Communication LASER Targeting System Auto-Pilot Combat Computer w/HUD Display External Audio Pickup Loudspeaker External Video Surveillance System Optics Infrared Optics Nightvision Heat and Radiation Shields Tactical Life Support System COMBAT BONUSES FOR WAROSTER COMBAT TRAINING: Advanced training for Zentradi pilots with extensive experience with the Waroster Officers Battle Pod. 2 attacks per melee (plus those of the pilot). Add one additional action/attack at levels three, six, nine and twelve. +1 to strike +2 to parry +2 to dodge +3 to roll with a punch or fall with an impact, reducing damage by half Critical strike same as pilot's handto-hand.

REGLEMO-GER ZENTRADI HEAVY ARTILLERY POWER ARMOR

BACKGROUND: One of the more advanced Male Power Armor units encountered, the Reglemo-Ger was given the designation as a Heavy Artillery Power Armor due to its stores of heavy missiles. This unit was first encountered off the South American coast of Argentina when the Rogue Gleg Fleet invaded the Solar System. numerous units were guarding the secret base the Zentradi had established in the caves along the coastline. The unit is larger than any other Male Power Armor and is slightly larger than the Meltrandi Queadlunn-Rau. The Zentran pilot sits in the central section with his arms and legs. The left shoulder of the Power Armor has a large Particle Beam cannon, and the right has a Heavy Missile battery. The arms are quite long and rather spindly, but are capable of carrying any sort of Zentradi or Meltrandi style weapon. RPG STATS: Vehicle Type: Zentradi ReglemoGer Class: Zentran Power Armor Manufacturer: Zentradi Reglemo Automated Weapons Plant Crew: One full-sized Zentradi pilot MDC BY LOCATION:
Particle Beam Cannons Long Range Missile Battery Communications Antenna (1) Head (2) Main Body Hands (2) Arms (2) (3) Legs (2) (3) Main Thrusters (2) 55 each 40 8 40 160 10 each 35 each 60 each 60 each

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(3) Maneuvering Thrusters (8)

5 each

NOTES: 1. Destroying the head of the Reglemo-Ger will knock out most of the mecha's sensor systems, and leave the pilot with no protection for her face. However, the face plate is a small shielded target; -6 for attackers to hit on a called shot. 2. Depleting the MDC of the main body will destroy the mecha. The pilot can attempt to eject but must make a physical prowess (PP) roll at a -5 penalty or suffer 2D6 M.D. damage from personal injuries. 3. Destruction of one Leg reduces the running speed of the armor by 90%. If both Legs are destroyed the Power Armor will be unable to walk or run. Each Main Thruster destroyed reduces the flying speed of the armor by 50%. If both main thrusters are destroyed while the armor is in a planetary atmosphere it will crash. The maneuvering thrusters are not powerful enough to keep the armor aloft in gravity. Every two maneuvering thrusters destroyed will impose a -1 penalty to dodge while flying. SPEEDS: RUNNING: 120 mph (192 km/h) LEAPING: 50 ft (15.2 m) high or 100 ft (30.5 m) long without thrusters. 200 ft (71 m) high or 400 ft (143 m) long with thruster assistance. Thrusters can also be used to stop a fall from any height. FLYING: Mach Five (3,350 mph/5,360 km/h) with a 30,000 ft (9,144 m) ceiling in an Earth-like atmosphere. Can also hover in place indefinitely. G LIMIT IN SPACE: +7 OPERATIONAL UNDERWATER DEPTH: 100m STATISTICAL DATA: HEIGHT: 62.5 ft (19.1 m) WIDTH: 61 ft (18.6 m) LENGTH: 36 ft (11 m) WEIGHT: 33250 kg fully loaded PHYSICAL STRENGTH: Equal to a P.S. of 60 CARGO: None.

POWER PLANT: 3 GGV class Gotha thermonuclear converter. WEAPON SYSTEMS: 1. PARTICLE BEAM CANNON: The main energy weapon, the Particle Beam Cannon is mounted on the left shoulder. PRIMARY PURPOSE: Assault SECONDARY PURPOSE: Anti-mecha RANGE: RANGE: 5 miles (8 km) in space, 2.5 miles (4 km) in an atmosphere. DAMAGE: 1D6x10 M.D. per shot RATE OF FIRE: Equal to the pilot's combined number of hand to hand attacks. PAYLOAD: Unlimited. 2. MISSILE LAUNCHER: The ReglemoGer possesses an impressive array of long range, heavy missiles. The launcher is mounted on the right shoulder and the has a reload. The launcher is compatible with both UN Spacy and Zentraedi Long range missiles. PRIMARY PURPOSE: Assault SECONDARY PURPOSE: Anti-mecha MISSILE TYPES: Any type of standard Zentraedi Long range missile. RANGE: Varies with missile type, typically up to 1600 miles (2575 km). DAMAGE: Varies with missile type, typically 4D6x10 M.D. RATE OF FIRE: The launcher can fire missiles individually or in volleys of up to 10 missiles. PAYLOAD: 10 missiles in the launcher, with one reload (20 long range missiles total). 3. HAND TO HAND COMBAT: If necessary, the Reglemo-Ger can engage in melee combat rather than use a weapon. The armor is extremely agile and can execute most typical hand to hand combat moves, such as punches, jump kicks, leap attacks, rolling with impacts, etc. Note that Zentradi tend to prefer close-range hand-tohand combat over distance attacks DAMAGE: Restrained Punch: 1 M.D. Full Strength Punch: 1D6 M.D. "Booster" Punch: 3D4 M.D. (counts as two attacks) Kick: 1D6 M.D. Body Flip/Throw: 1D6 M.D. Body Block/Tackle: 1D8 M.D.

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Stomp: 1D6 M.D. (only effective against small objects 12 ft or smaller)

MELTRANDI HEAVY ARTILLERY POWER ARMOR

STANDARD EQUIPMENT FOR THE REGLEMO-GER POWER ARMOR: RADAR: 100 mile (161 km) range; can track up to 45 targets simultaneously. Motion Detector & Collision Warning System Radio/Video Communication LASER Communication LASER Targeting System Auto-Pilot Combat Computer w/HUD Display External Audio Pickup Loudspeaker External Video Surveillance System Optics Infrared Optics Nightvision Heat and Radiation Shields Tactical Life Support System COMBAT BONUSES FOR REGLEMOGER COMBAT TRAINING: Advanced training for Zentradi pilots with extensive experience with the Reglemo-Ger Power Armor 3 attacks per melee (plus those of the pilot). Add one additional action/attack at levels three, six, nine and twelve. +2 to strike +2 to parry +4 to dodge +2 to leap dodge. A leap dodge is an automatic dodge which causes no loss of attacks per melee. The Reglemo-Ger is so maneuverable that the pilot can dodge an attack while moving to counterattack an enemy. +4 to roll with a punch or fall with an impact, reducing damage by half. Critical strike same as pilot's hand-tohand.

BACKGROUND: The Heavy Artillery Power Armor was first encountered as part of the Gleg Fleet. During the invasion, the SDF-01 was again called into action and led a defensive force to confront the Glegg Mothership. This unit led a direct attack against the Macross and was able to penetrate her defenses and gain entrance to the enclosed Macross City. Once in the city, this unit spread destruction with its onboard weaponry and Attack Bits. Unlike the slightly smaller Quadelunn-Rau, this unit has larger backpack unit with Medium Range missiles instead of the much smaller micro-missiles. RPG STATS: Vehicle Type: Meltrandi highmaneuverability, heavy artillery battle suit Class: Tactical Powered Armor Manufacturer: Unknown Meltrandi Weapons Plant Crew: One full-sized Meltrandi pilot MDC BY LOCATION:
Chest Mounted Impact Cannons (2) Missile Launchers (2) Communications Antenna (1) Face Plate Arms (2) Legs (2) (2) Main Body (3) Main Thrusters (2) (3) Maneuvering Thrusters (14) 20 each 50 each 5 30 45 each 30 each 180 50 each 5 each

NOTES: 1. Destroying the face plate of the Heavy Artillery Power Armor will knock out most of the mecha's sensor systems, and leave the pilot

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with no protection for her face. However, the face plate is a small shielded target; -6 for attackers to hit on a called shot. 2. Depleting the MDC of the main body will destroy the mecha. The pilot can attempt to eject but must make a physical prowess (PP) roll at a -5 penalty or suffer 2D6 M.D. damage from personal injuries. 3. Destruction of one Leg reduces the running speed of the armor by 90%. If both Legs are destroyed the Power Armor will be unable to walk or run. Each Main Thruster destroyed reduces the flying speed of the armor by 50%. If both main thrusters are destroyed while the armor is in a planetary atmosphere it will crash. The maneuvering thrusters are not powerful enough to keep the armor aloft in gravity. Every three maneuvering thrusters destroyed will impose a -1 penalty to dodge while flying. SPEEDS: RUNNING: 120 mph (192 km/h) LEAPING: 50 ft (15.2 m) high or 100 ft (30.5 m) long without thrusters. 200 ft (71 m) high or 400 ft (143 m) long with thruster assistance. Thrusters can also be used to stop a fall from any height. FLYING: Mach Five (3,350 mph/5,360 km/h) with a 30,000 ft (9,144 m) ceiling in an Earth-like atmosphere. Can also hover in place indefinitely. G LIMIT IN SPACE: +7 OPERATIONAL UNDERWATER DEPTH: 100m STATISTICAL DATA: HEIGHT: 65 ft (19.8 m) WIDTH: 60.3 ft (18.4 m) LENGTH: 38 ft (11.6 m) WEIGHT: 33750 kg fully loaded PHYSICAL STRENGTH: Equal to a P.S. of 65 CARGO: None. POWER PLANT: Two 2.4 GGV class Quimeliquola thermonuclear converters. Numerous vernier thrusters.

WEAPON SYSTEMS: 1. CHEST MOUNTED IMPACT CANNONS (2): The Heavy Artillery Power Armor's chest contains two fire-linked Impact Cannons. These cannons can be rotated 15 degrees from the front of the mecha. PRIMARY PURPOSE: Assault SECONDARY PURPOSE: Anti-mecha RANGE: 1 mile (1.61 km) in space, .5 miles (805 m) in an atmosphere. DAMAGE: 4D8 M.D. per double blast (Each cannon firing simultaneously). Half damage for single cannon. RATE OF FIRE: Equal to pilot's number of attacks. One burst counts as one attack. PAYLOAD: Unlimited 2. MISSILE LAUNCHERS (2): The Heavy Artillery Power Armor possesses an impressive array of missile launchers. The back pack units are equipped with missile launchers. The launchers are compatible with both UN Spacy and Zentraedi medium range missiles. PRIMARY PURPOSE: Assault SECONDARY PURPOSE: Anti-mecha MISSILE TYPES: Any type of standard Zentraedi medium range missiles. RANGE: Varies with missile type, typically 1 mile (1.6 km) to 50 miles (80.5 km). DAMAGE: Varies with missile type, typically 3D6x10 M.D. RATE OF FIRE: Each launcher can fire missiles individually or in volleys of up to 11 missiles. The launchers can also be fire-linked to launch combined volleys of up to 22 missiles. PAYLOAD: 11 missiles in each backpack launcher, with one reload each (44 medium range missiles total). 3. AUTOMATED ATTACK BITS: Five autonomous drones are linked to the mecha unit. They take their targeting data from the pilot, then attack independent of the Heavy Artillery Power Armor. See Detailed Description 4. HAND TO HAND COMBAT: If necessary, the Heavy Artillery Power Armor can engage in melee combat rather than use a weapon. The armor is extremely agile and can execute most typical hand to hand combat moves, such as punches, jump kicks, leap attacks, rolling with impacts, etc. DAMAGE:

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Restrained Punch: 1 M.D. Full Strength Punch: 1D6 M.D. "Booster" Punch: 3D4 M.D. (counts as two attacks) Kick: 1D6 M.D. Body Flip/Throw: 1D6 M.D. Body Block/Tackle: 1D8 M.D. Stomp: 1D6 M.D. (only effective against small objects 12 ft or smaller)

ZENTRADI ORGANIC COMMAND RELAY

STANDARD EQUIPMENT FOR THE HEAVY ARTILLERY POWER ARMOR POWER ARMOR: RADAR Motion Detector & Collision Warning System Radio/Video Communication LASER Communication LASER Targeting System Auto-Pilot Combat Computer w/HUD Display External Audio Pickup Loudspeaker External Video Surveillance System Optics Infrared Optics Nightvision Heat and Radiation Shields Tactical Life Support System COMBAT BONUSES FOR HEAVY ARTILLERY POWER ARMOR COMBAT TRAINING: 4 attacks per melee (plus those of the pilot). Add one additional action/attack at levels three, six, nine and twelve. +2 on initiative +3 to strike +3 to parry +5 to dodge +3 to leap dodge. A leap dodge is an automatic dodge which causes no loss of attacks per melee. The Mecha is so maneuverable that the pilot can dodge an attack while moving to counterattack an enemy. +5 to roll with a punch or fall with an impact, reducing damage by half Critical strike same as pilot's handto-hand.

BACKGROUND: Encountered in the depths of the Rogue Fleet's advance Earth base, this bizarre example of Zentradi weapons systems controlled all of the automated units that were operational on Earth. The structure of this unit is composed of two parts; the first being the central area made up of a hard outer shell surrounding a large eye-like structure, and four large trailing tendrils. The central structure contains large amounts of neural tissue. Parts of this neural tissue have been grafted with advanced technology in much the same way that the Zentradi Advisor interfaces with all sorts of Zentradi equipment. The four large tendrils generate large amounts of energy that appear to allow the unit to hover, and move about. They also generate a defensive shield of some sort, and generate bursts of high energy plasma. The immense amount of neural tissue allows an unprecedented level of command and control capability, as the Command Relay acted as the control source for thousands of automated enemy units. When the only example of this unit was engaged in the recesses of a cave in coastal Argentina, it also displayed psychic attack abilities. RPG STATS: Vehicle Type: Zentradi Organic Command Relay Class: Command Relay Manufacturer: Unknown Automated Weapons Plant

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M.D.C BY LOCATION:
(1) Defensive Shield (2) Large Tendril Arms (4) Small Tendril Arms (4) (3) Main Body 250 250 50 300

NOTES: 1. All damage is first applied to the shield before damaging the Organic Command Relay. The shields regenerate 25 M.D.C every melee. Once the shield is breeched, it stops regenerating. 2. When a Large Tendril is destroyed, it reduces the speed of the Organic Command Relay by 20%. When a Small Tendril is destroyed, it reduces the speed of the Organic Command Relay by 5%. If all Tendrils are destroyed while the Organic Command Relay is in a planetary atmosphere it will crash. Every Tendril destroyed will impose a -1 penalty to dodge while flying and hovering. 3. Depleting the M.D.C of the main body will destroy the Organic Command Relay. SPEEDS: FLYING: 250 mp/h (402.3 km/h) with an unlimited ceiling in an atmosphere. 500 mp/h (805 km/h) in space. Can hover in place indefinitely. G LIMIT IN SPACE: +7 OPERATIONAL UNDERWATER DEPTH: 500m STATISTICAL DATA: HEIGHT: 120 ft (36.6 m) WIDTH: 96 ft (29.3 m) LENGTH: 35 ft (10.7 m) WEIGHT: 30 tons CARGO: None. POWER PLANT: Organically generated, equivalent to a 2 GGV thermonuclear reaction furnace. WEAPON SYSTEMS: 1. DEFENSIVE SHIELD: A defensive shield is generated by the central core. It envelopes the entire structure and is regenerating. All damage is first applied to the shield before damaging the Organic Command Relay. Once the shield is breeched, it stops regenerating.

PRIMARY PURPOSE: Defense RANGE: Encompasses all sections of the Organic Command Relay. DAMAGE capacity: 250 M.D. RATE OF Regeneration: 25 M.D. until the Shield is breeched, then 0. 2. PLASMA BURSTS (4): Located in the Large Tendril Arms are areas that generate bursts of high energy plasma. They are quite powerful and capable of multiple shots per melee, but only reach a relatively short distance. PRIMARY PURPOSE: Defense SECONDARY PURPOSE: Antimecha RANGE: 4000 ft (1219 m) in space, 2000ft (610 m) in an atmosphere. DAMAGE: 1D6x10 M.D. per shot RATE OF FIRE: Each Large Tendril may fire two bursts per melee. PAYLOAD: Unlimited. 3. HAND TO HAND COMBAT: If necessary, the Organic Command Relay can engage in melee combat rather than use a weapon. The Organic Command Relay can execute some basic hand to hand combat moves. DAMAGE: Large Tendril Swipe: 1d10 M.D. Small Tendril Swipe: 1D4 M.D. Body Block/Tackle: 1D10+5 M.D. STANDARD EQUIPMENT FOR THE ORGANIC COMMAND RELAY: RADAR Motion Detector & Collision Warning System Radio/Video Communication Combat Computer: The combat computer tracks and identifies specific enemy targets, and has a database of over 10,000 images stored in memory. Patches in with the targeting computer. The advanced Combat Computer also has the capability to link with and control any automated units within its communications range. Optics Infrared Optics Nightvision COMBAT BONUSES FOR THE ORGANIC COMMAND RELAY: This unit is a sophisticated a sophisticated Battle Computer.

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8 attacks per melee +2 to strike. +3 to dodge +1 to Leap Dodge (does not use an attack) +4 to roll with a punch or fall with an impact, reducing damage by half. Critical strike on a natural 20.

MDC BY LOCATION:
Blast Cannons (2) (1) Main Body (2) Main Thrusters (2) (2) Maneuvering Thrusters (6) Communications Antenna 10 each 15 10 each 3 each 3

AUTOMATED ATTACK DRONEFIGHTER TYPE-01

NOTES: 1. Depleting the MDC of the main body will destroy the Automated Attack Drone. 2. When the main thruster is destroyed, it reduces the speed of the armor by 100%. If the main thruster is destroyed while the bit is in a planetary atmosphere it will crash. The maneuvering thrusters are not powerful enough to keep the Automated Attack Drone aloft in gravity. Every two maneuvering thrusters destroyed will impose a -1 penalty to dodge while flying. SPEEDS: FLYING: at 10000 m Mach 1.5 at 30000+ m Mach 3.0 G LIMIT IN SPACE: +7 OPERATIONAL UNDERWATER DEPTH: 100m STATISTICAL DATA: HEIGHT: 2.5 ft (.75 m) WIDTH: 5 ft (1.5 m) LENGTH: 7 ft (2.1 m) WEIGHT: 800 kg CARGO: None. POWER PLANT: .30 GGV class Gilgthweth thermonuclear reaction furnace. WEAPON SYSTEMS: 1. BLAST CANNONS (2): Two small Blast Cannons are situated on the front of the Fighter. They are not very powerful but are capable of multiple shots per melee. PRIMARY PURPOSE: Assault SECONDARY PURPOSE: Anti-mecha RANGE: 1 mile (1.61 km) in space, .5 miles (.80 km) in an atmosphere DAMAGE: 1d6 M.D. per shot, 2d6 per dual shot. RATE OF FIRE: The Blast Cannons can fire two times each per melee. PAYLOAD: Unlimited.

BACKGROUND: Late in the era of the Schism War between the Supervision Army and the Inspections Forces, the Inspections Forces developed sophisticated automatic battle computers to augment frontline units. In this instance, the battle computers have been mated with simple battle craft. Essentially these drones were designed to autonomously fly and attack the enemy units, take targeting data from a Command Relay or other type of mother craft. The onboard combat computer was aware of the combat zone and could dodge incoming enemy fire automatically. When the Command Relay or mother craft is destroyed, the drones become inactive. Like the Battle Pods and Zentradi pilots, these Drone fighters were simple and not very effective 1 on 1. They were produced in incredible numbers and designed to be deployed in huge clouds of units. This unit was of a very simple design, coupling two very low power blast cannons on a simple hull. When launched from Zentradi ships by the thousands or tens of thousands, they become a serious threat. RPG STATS: Vehicle Type: Zentradi Automated Attack Drone Class: Gilgthweth Attack Drone Manufacturer: Zentradi Gilgthweth Automated Weapons Plant Crew: None, fully automated

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STANDARD EQUIPMENT FOR THE Automated Attack Drone-Fighter Type01: RADAR: 50 mile (80.5 km) range; can track up to 30 targets simultaneously. Motion Detector & Collision Warning System Radio/Video Communication COMBAT COMPUTER: The combat computer tracks and identifies specific enemy targets, and has a database of over 100 images stored in memory. Patches in with the targeting computer. The advanced Combat Computer also has the capability to link with the mother craft and take targeting data from it. External Audio Pickup Optics Infrared Optics Nightvision COMBAT BONUSES FOR THE AUTOMATED ATTACK FIGHTER TYPE01: This unit is operated by sophisticated a sophisticated Battle Computer. 4 attacks per melee, only two may be used for attacks. +1 to strike. +1 to roll with a punch or fall with an impact, reducing damage by half. Critical strike on a natural 20.

Vehicle Type: Zentradi Automated Attack Drone Class: Gilgthweth Attack Drone Manufacturer: Zentradi Gilgthweth Automated Weapons Plant Crew: None, fully automated MDC BY LOCATION:
Particle Beam Cannon (1) Main Body (2) Main Thrusters (2) (2) Maneuvering Thrusters (6) Communications Antenna 15 15 10 each 3 each 3

Automated Attack Drone-Fighter Type-02

NOTES: 1. Depleting the MDC of the main body will destroy the Automated Attack Drone. 2. When the main thruster is destroyed, it reduces the speed of the armor by 100%. If the main thruster is destroyed while the bit is in a planetary atmosphere it will crash. The maneuvering thrusters are not powerful enough to keep the Automated Attack Drone aloft in gravity. Every two maneuvering thrusters destroyed will impose a -1 penalty to dodge while flying. SPEEDS: FLYING: at 10000 m Mach 1.6 at 30000+ m Mach 3.2 G LIMIT IN SPACE: +7 OPERATIONAL UNDERWATER DEPTH: 100m STATISTICAL DATA: HEIGHT: 2.5 ft (.75 m) WIDTH: 5 ft (1.5 m) LENGTH: 7 ft (2.1 m) WEIGHT: 800 kg CARGO: None. POWER PLANT: .31 GGV class Gilgthweth thermonuclear reaction furnace. WEAPON SYSTEMS: 1. PARTICLE BEAM CANNON: Situated on the Main body this small particle cannon is the sole weapons system. It is capable of multiple shots and in numbers can inflict heavy damage. PRIMARY PURPOSE: Assault SECONDARY PURPOSE: Anti-mecha RANGE: 1 mile (1.61 km) in space, .5 miles (.80 km) in an atmosphere DAMAGE: 3d6 M.D. per shot

BACKGROUND: The second unit encounters, this unit was equipped with a more powerful particle beam cannon mounted centrally. Its design also included better flight characteristics making it slightly better at evading enemy attacks. RPG STATS:

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RATE OF FIRE: The Particle Beam Cannon can fire two times each per melee. PAYLOAD: Unlimited.

This unit is typically encountered guarding or flying escort to ships. Its large missile capacity makes it a significant threat. These particular units were nowhere near as common as the type 1 and 2 units. RPG STATS: Vehicle Type: Zentradi Automated Attack Drone Class: Klevesharia Attack Drone Manufacturer: Zentradi Klevesharia Automated Weapons Plant Crew: None, fully automated MDC BY LOCATION:
Blast Cannons (2) Missile Launchers (2) (1) Main Body (2) Main Thrusters (2) (2) Maneuvering Thrusters (6) Communications Antenna 10 each 30 each 50 10 each 4 each 4

STANDARD EQUIPMENT FOR THE AUTOMATED ATTACK DRONE-FIGHTER TYPE-02: RADAR: 50 mile (80.5 km) range; can track up to 30 targets simultaneously. Motion Detector & Collision Warning System Radio/Video Communication COMBAT COMPUTER: The combat computer tracks and identifies specific enemy targets, and has a database of over 100 images stored in memory. Patches in with the targeting computer. The advanced Combat Computer also has the capability to link with the mother craft and take targeting data from it. External Audio Pickup Optics Infrared Optics Nightvision COMBAT BONUSES FOR THE AUTOMATED ATTACK DRONE-FIGHTER TYPE-02: This unit is operated by sophisticated a sophisticated Battle Computer. 4 attacks per melee, only two may be used for attacks. +1 to strike. +1 to dodge +1 to roll with a punch or fall with an impact, reducing damage by half. Critical strike on a natural 20.

NOTES: 1. Depleting the MDC of the main body will destroy the Automated Attack Drone. 2. When the main thruster is destroyed, it reduces the speed of the armor by 100%. If the main thruster is destroyed while the bit is in a planetary atmosphere it will crash. The maneuvering thrusters are not powerful enough to keep the Automated Attack Drone aloft in gravity. Every two maneuvering thrusters destroyed will impose a -1 penalty to dodge while flying. SPEEDS: FLYING: at 10000 m Mach 1.0 at 30000+ m Mach 2.0 G LIMIT IN SPACE: +7 OPERATIONAL UNDERWATER DEPTH: 100m STATISTICAL DATA: HEIGHT: 7 ft (2.1 m) WIDTH: 7.25 ft (2.21 m) LENGTH: 7 ft (2.1 m) WEIGHT: 800 kg CARGO: None. POWER PLANT: .35 GGV class Klevesharia thermonuclear reaction furnace. WEAPON SYSTEMS:

AUTOMATED ATTACK DRONEPOD TYPE-03

BACKGROUND:

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1. BLAST CANNONS (2): Two small Blast Cannons are situated on the front of the Fighter. They are not very powerful but are capable of multiple shots per melee. PRIMARY PURPOSE: Assault SECONDARY PURPOSE: Antimecha RANGE: 1 mile (1.61 km) in space, .5 miles (.80 km) in an atmosphere DAMAGE: 1d6 M.D. per shot, 2d6 per dual shot. RATE OF FIRE: The Blast Cannons can fire two times each per melee. PAYLOAD: Unlimited. 2. MISSILE LAUNCHERS (2): located on the back of this unit are two arrays of minimissile launchers. The launchers are compatible with both UN Spacy and Zentraedi micro-missiles. PRIMARY PURPOSE: Assault SECONDARY PURPOSE: Antimecha MISSILE TYPES: Any type of standard Zentradi micro-missile. RANGE: Varies with missile type, typically up to 1 mile (1.6 km). DAMAGE: Varies with missile type, typically 5d6 M.D. RATE OF FIRE: Each launcher can fire missiles individually or in volleys of up to 14 missiles. The launchers can also be fire-linked to launch combined volleys of up to 28 missiles. PAYLOAD: 14 missiles in each back launcher (28 total). STANDARD EQUIPMENT FOR THE AUTOMATED ATTACK FIGHTER: RADAR: 50 mile (80.5 km) range; can track up to 30 targets simultaneously. Motion Detector & Collision Warning System Radio/Video Communication COMBAT COMPUTER: The combat computer tracks and identifies specific enemy targets, and has a database of over 100 images stored in memory. Patches in with the targeting computer. The advanced Combat Computer also has the capability to link with the mother craft and take targeting data from it. External Audio Pickup

Optics Infrared Optics Nightvision

COMBAT BONUSES FOR THE AUTOMATED ATTACK FIGHTER TYPE03: This unit is operated by sophisticated a sophisticated Battle Computer. 4 attacks per melee, only two may be used for attacks. +1 to strike. +1 to dodge +2 to roll with a punch or fall with an impact, reducing damage by half. Critical strike on a natural 20.

AUTOMATED ATTACK DRONEFIGHTER TYPE-04

BACKGROUND: Encountered within the Zentradi Command Base itself, this unit has a powerful laser cannon and missile complement making it almost as capable as a standard frontline Zentradi Fighter pod. These units, like the type 3 are not as common as the smaller automated units. RPG STATS: Vehicle Type: Zentradi Automated Attack Drone Class: Yegshothlew Attack Drone Manufacturer: Zentradi Yegshothlew Automated Weapons Plant Crew: None, fully automated MDC BY LOCATION:
Laser Cannon Short Range Missile Tubes (4) (1) Main Body (2) Main Thruster (2) Maneuvering Thrusters (6) Communications Antenna 10 each 5 each 50 30 each 10 each 15

NOTES:

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1. Depleting the MDC of the main body will destroy the Automated Attack Drone. 2. When the main thruster is destroyed, it reduces the speed of the armor by 100%. If the main thruster is destroyed while the bit is in a planetary atmosphere it will crash. The maneuvering thrusters are not powerful enough to keep the Automated Attack Drone aloft in gravity. Every two maneuvering thrusters destroyed will impose a -1 penalty to dodge while flying. SPEEDS: FLYING: at 10000 m Mach 1.15 at 30000+ m Mach 3.0 G LIMIT IN SPACE: +7 OPERATIONAL UNDERWATER DEPTH: 100m STATISTICAL DATA: HEIGHT: 6.5 ft (2 m) WIDTH: 5 ft (1.5 m) LENGTH: 8 ft (2.4 m) WEIGHT: 800 kg CARGO: None. POWER PLANT: .45 GGV class Yegshothlew thermonuclear reaction furnace. WEAPON SYSTEMS: 1. LASER CANNON: A large Laser Cannon dominates the front of the drone. The laser takes the better part of a melee to charge before firing, hence the slow fire rat, yet high damage. PRIMARY PURPOSE: Assault SECONDARY PURPOSE: Antimecha RANGE: 2 mile (3.2 km) in space, 1 mile (1.61 km) in an atmosphere DAMAGE: 1d6x10 M.D. per shot. RATE OF FIRE: The Laser Cannon can fire once per melee. PAYLOAD: Unlimited. 2. Short range MISSILE tubes (4): These tubes are located on the main body, two to a side. From each, a short range missile and one reload each can fire PRIMARY PURPOSE: Assault SECONDARY PURPOSE: Antimecha

MISSILE TYPES: Any type of standard Zentradi short range missile. RANGE: Varies with missile type, typically up to 1 to 5 miles (1.6 to 8 km). DAMAGE: Varies with missile type, typically 1d6x10 M.D. RATE OF FIRE: Each launcher can fire one missile individually or in volleys of up to 4 missiles. There is one reload for each tube. PAYLOAD: 4 missiles in each tube with one reload (8 total).

STANDARD EQUIPMENT FOR THE AUTOMATED ATTACK FIGHTER: RADAR: 50 mile (80.5 km) range; can track up to 30 targets simultaneously. Motion Detector & Collision Warning System Radio/Video Communication COMBAT COMPUTER: The combat computer tracks and identifies specific enemy targets, and has a database of over 100 images stored in memory. Patches in with the targeting computer. The advanced Combat Computer also has the capability to link with the mother craft and take targeting data from it. External Audio Pickup Optics Infrared Optics Nightvision COMBAT BONUSES FOR THE AUTOMATED ATTACK FIGHTER TYPE04: This unit is operated by sophisticated a sophisticated Battle Computer. 5 attacks per melee, only two may be used for attacks. +1 to strike. +1 to dodge +2 to roll with a punch or fall with an impact, reducing damage by half. Critical strike on a natural 20

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AUTOMATED ATTACK DRONEARMOR TYPE-05

or run. Each Main Thruster destroyed reduces the flying speed of the armor by 50%. If both main thrusters are destroyed while the armor is in a planetary atmosphere it will crash. The maneuvering thrusters are not powerful enough to keep the armor aloft in gravity. Every two maneuvering thrusters destroyed will impose a -1 penalty to dodge while flying. SPEEDS: FLYING: at 10000 m Mach 2 at 30000+ m Mach 3.75 G LIMIT IN SPACE: +7 OPERATIONAL UNDERWATER DEPTH: 100m STATISTICAL DATA: HEIGHT: 14 ft (4.3 m) WIDTH: 9 ft (2.74 m) LENGTH: 4.5 ft (1.4 m) WEIGHT: 800 kg CARGO: None. POWER PLANT: .75 GGV class Mardeklevva thermonuclear reaction furnace. WEAPON SYSTEMS: 1. HIGH POWERED PULSE CANNONS (2): Located in the arms are the Pulse cannons. They are quite powerful and capable of multiple shots per melee. PRIMARY PURPOSE: Assault SECONDARY PURPOSE: Antimecha RANGE: 4000 ft (1219 m) in space, 2000ft (610 m) in an atmosphere. DAMAGE: 3D6 M.D. per shot (6D6 M.D. per dual shot at the same target). RATE OF FIRE: Equal to the pilot's combined number of hand to hand attacks. The pilot can lock both cannons onto the same target (counts as one attack). PAYLOAD: Unlimited. 2. MISSILE LAUNCHERS (2): located in the shoulders of this unit are two arrays of mini-missile launchers. The launchers are compatible with both UN Spacy and Zentraedi micro-missiles. PRIMARY PURPOSE: Assault

BACKGROUND: This most advanced unit bears some striking differences from the other automated units. This unit uses weapons systems found on other units, such as the pulse lasers in the arms and mini-missile launchers, but its internal and external arrangement are not consistent with other Zentran/Meltran design philosophy. That being said, it is the most versatile attacker and is very dangerous. This unit is relatively rare. RPG STATS: Vehicle Type: Zentradi Automated Attack Drone Class: Mardeklevva Attack Drone Manufacturer: Zentradi Mardeklevva Automated Weapons Plant Crew: None, fully automated MDC BY LOCATION:
Single Barrel Pulse Lasers(2) Missile Launchers (2) Arms (2) Legs (2) Head (1) Main Body (2) Main Thrusters (2) (2) Maneuvering Thrusters (8) Communications Antenna 10 each 20 each 15 each 20 each 25 20 15 each 3 each 3

NOTES: 1. Destroying the head of the Drone will knock out most of the DroneArmor's sensor systems negating all bonuses and halving melee attacks. However, the head is a small shielded target; -3 for attackers to hit on a called shot. 2. Depleting the MDC of the main body will destroy the Drone-Armor. 3. Destruction of one Leg reduces the running speed of the armor by 90%. If both Legs are destroyed the Drone-Armor will be unable to walk

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SECONDARY PURPOSE: Antimecha MISSILE TYPES: Any type of standard Zentradi micro-missile. RANGE: Varies with missile type, typically up to 1 mile (1.6 km). DAMAGE: Varies with missile type, typically 5d6 M.D. RATE OF FIRE: Each launcher can fire missiles individually or in volleys of up to 8 missiles. The launchers can also be fire-linked to launch combined volleys of up to 16 missiles. PAYLOAD: 8 missiles in each back launcher with 4 mini-missiles as a half reload (24 total). 3. HAND TO HAND COMBAT: If necessary, the Drone-Armor can engage in melee combat rather than use a weapon. The Drone-Armor is agile and can execute hand to hand combat moves, such as punches, kicks, rolling with impacts, etc. DAMAGE: Restrained Punch: 1 M.D. Full Strength Punch: 1D4 M.D. "Booster" Punch: 2D4 M.D. (counts as two attacks) Kick: 1D6 M.D. Body Flip/Throw: 1D6 M.D. Body Block/Tackle: 1D8 M.D. Stomp: 1D6 M.D. (only effective against small objects 6 ft or smaller) STANDARD EQUIPMENT FOR THE AUTOMATED ATTACK FIGHTER: RADAR: 50 mile (80.5 km) range; can track up to 30 targets simultaneously. Motion Detector & Collision Warning System Radio/Video Communication COMBAT COMPUTER: The combat computer tracks and identifies specific enemy targets, and has a database of over 100 images stored in memory. Patches in with the targeting computer. The advanced Combat Computer also has the capability to link with the mother craft and take targeting data from it. External Audio Pickup Optics Infrared Optics Nightvision

COMBAT BONUSES FOR THE AUTOMATED ATTACK FIGHTER TYPE05: This unit is operated by sophisticated a sophisticated Battle Computer. 6 attacks per melee +3 to strike. +3 to dodge +4 to roll with a punch or fall with an impact, reducing damage by half. Critical strike on a natural 20.

VF-1SOL Valkyrie

BACKGROUND: The VF-1SOL was a joint development project between O-tech and Ohata Industries. Development on the SOL project started in 2011 as the Earth began reconstruction. Ohno industries contributed a number of advances in design and weapon systems that would later be used in the much later VF-2SS Valkyrie. A small number of the VF-1SOL Valkyries were produced and field tested. Although parts of the design were revolutionary, there were important links in the technology chain that were still years away from perfection. The result was a Valkyrie before its time. The cost per unit was prohibitive and this combined with some of its technological shortcomings meant that only a handful of these units were ever produced. RPG STATS: Vehicle Type: UN Spacey VF1SOL Class: Atmospheric/Space Transformable fighter Manufacturer: Ohata Advanced

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Avionics Construction Facility Crew: One UN Spacey pilot MDC BY LOCATION:


Head Laser Mounts EGU-1XX Gun Pod HMMP-02X Micro-missile pods (2) Arm Mounted Missile Pods (1) Head Arms (2) (2) Legs/Engine Thrusters (2) Wings (2) (3) Main Body Reinforced Pilots Compartment Tail (2) 30 each 120 200 each 50 each 85 115 each 180 each 110 each 285 225 60 each

NOTES: 1. Destroying the head of the VF-1SOL will knock out some of the mecha's sensor systems when it is in battloid mode (reduce all ranges by 50% and no bonuses to strike). However, the head is a small shielded target; -2 for attackers to hit on a called shot. 2. Destroying one of the legs will reduce walking/running speed by 90%. Destroying both Legs will eliminate all ability to walk. Destroying one of the engines will reduce thrust/speed by 50%. Destroying both engine pods will eliminate all engine thrust. In space, the armor will become adrift while in an atmosphere it will crash. 3. Depleting the MDC of the main body will destroy the mecha. The pilot can attempt to eject but must make a physical prowess (PP) roll at a -5 penalty or suffer 1D10x10 SDC damage from personal injuries and will roll on the "Side Effects From Critical Damage" chart. SPEEDS: FIGHTER MODE: at 10000 m Mach 2.71 at 30000+ m Mach 3.87 GERWALK MODE: Walking: 100 km/h Flying: 500 km/h BATTLOID MODE: Running: 160 km/h G LIMIT IN SPACE: +7 OPERATIONAL UNDERWATER DEPTH: 100m STATISTICAL DATA:

HEIGHT: 42.6 ft (13 m) in Battloid mode, 22.3 ft (6.79 m) in Gerwalk mode, 16 ft (4.87 m) in Fighter mode WIDTH: 16 ft (4.87 m) at shoulders in Battloid mode, 25.3 ft (7.7 m) wingspan in Fighter and Gerwalk mode LENGTH: 31.8 ft (13 m) in Battloid mode, 22.3 ft (6.79 m) in Gerwalk mode, 16 ft (4.87 m) in Fighter mode WEIGHT: 18.5 tons PHYSICAL STRENGTH: Equal to a P.S. of 70 CARGO: None. POWER PLANT: Dual 3.2 GGV class VF-1SOL thermonuclear converters. WEAPON SYSTEMS: 1. MAULER RV-20 "HEAD LASERS" (4): This weapon is a dual mode laser system located in the "head" of the mecha in Battloid mode, and underneath the cockpit in Gerwalk and Fighter modes. The first mode of fire is a beam type laser that has excellent targeting and range at the expense of damage capability. The second mode is an extended burst fire that can inflict heavy damage at the expense of range. The VF1AR has one head laser, the J Model has two, and the S model has all four. PRIMARY PURPOSE: Assault SECONDARY PURPOSE: Antimecha RANGE: (Beam) 5 miles in space, 2.5 miles in an atmosphere (Burst) 2 miles in space, 1 mile in an atmosphere DAMAGE: (Beam) 1d6 per laser (Burst) 1d6x5 per laser RATE OF FIRE: (Beam) Up to three attacks per melee (Burst) Up to two attacks per melee (Burst mode may be combined with the GU-12 Gun Pod and counts as one attack) BONUSES: (Beam) +4 to strike PAYLOAD: Unlimited. 2. EGU-1XX GUN POD: Utilizing a brand new type of beam weapon, the EGU-1XX was the main gun unit of the VF-1SOL. PRIMARY PURPOSE: Assault

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SECONDARY PURPOSE: Antimecha RANGE: 1.5 miles in space, 4000 ft in an atmosphere DAMAGE: 1d6x10 MD per shot RATE OF FIRE: Equal to the pilot's combined number of hand to hand attacks. The pilot can lock both cannons onto the same target (counts as one attack). The GU-12 and all the head lasers can be combined and treated as one attack. BONUSES: (Beam) +1 to strike with laser targeting PAYLOAD: Power pack is limited to 25 shots 3. ARM MOUNTED MISSILES: Two missiles are housed in each forearm for a total of four missiles. PRIMARY PURPOSE: Assault SECONDARY PURPOSE: Antimecha MISSILE TYPES: Depending on payload, the mecha can carry from short ranged, to medium ranged, to long ranged missiles. RANGE: Varies with missile type, typically anywhere from a mile with short range missiles to over 1600 miles with long range missiles. DAMAGE: Varies with missile type. RATE OF FIRE: The mecha can fire missiles individually, or in volleys of two or more. PAYLOAD: 2 per arm; 4 total. 4. WING MOUNTED MISSILES: The VF1SOL has several hardpoints on the wings that can be loaded with a variety of missile systems. The types of missiles usually carried are short range missiles in the AMM configuration, medium range missiles in groups of three, or long range missiles carried individually. There are four hard points on the wings (two each) and they can carry any combination. PRIMARY PURPOSE: Assault SECONDARY PURPOSE: Antimecha MISSILE TYPES: Depending on payload, the mecha can carry from short ranged, to medium ranged, to long range missiles. RANGE: Varies with missile type, typically anywhere from a mile with

short range missiles to over 1600 miles with long range missiles. DAMAGE: Varies with missile type. RATE OF FIRE: The mecha can fire missiles individually, or in volleys of two or more. PAYLOAD: Each hard point can carry 15 short range missiles in the AAM launchers. Each hard point can alternatively carry three medium range missiles. The outer hard points can carry two long range missiles, while the inner can carry one. The Valkyrie can carry any combination thereof. 5. HMMP-02X MICRO-MISSILE LAUNCHER PODS: Two missile launcher pods are mounted on the back of the Valkyrie. They carry 20 short-range, microwarhead missiles each. They are slightly modified versions of the ones on the back of a standard Super or Strike VF-1. PRIMARY PURPOSE: Assault SECONDARY PURPOSE: Antimecha MISSILE TYPES: Any type of Micro-Missile can be used. RANGE: Varies with missile type, typically 1-2 miles (1.6-3.2 km). DAMAGE: Varies with missile type, typically 2D4x10 M.D. RATE OF FIRE: Volleys of 2 or 4 missiles. One volley constitutes one melee attack, regardless of the number of missiles fired. PAYLOAD: 20 missiles each 6. HAND TO HAND COMBAT: If necessary, the VF-1SOL can engage in melee combat rather than use a weapon. The armor is extremely agile and can execute most typical hand to hand combat moves, such as punches, jump kicks, leap attacks, rolling with impacts, etc. Restrained Punch: 1D6 M.D. Full Strength Punch: 3D6 M.D. "Booster" Punch: 5D6 M.D. (counts as two attacks) Kick: 3D6 M.D. Leap Kick: 4D6 M.D. Body Flip/Throw: 3D4 M.D. Body Block/Tackle: 4D4 M.D. Stomp: 1D6 M.D. (only effective against small objects) COMBAT BONUSES FOR VF-1SOL

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Advanced training for pilots with extensive experience with the VF1SOL Valkyrie or other similar transformable Valkyries 2 attacks per melee (plus those of the pilot). Add one additional action/attack at levels three, six, and twelve. +2 to strike in battloid, +1 in Gerwalk +2 to parry in battloid, +1 in Gerwalk +2 to dodge in battloid, +3 in Gerwalk, +4 in fighter +2 to roll with a punch or fall with an impact, reducing damage by half Critical strike same as pilot's handto-hand.

The Regenerative Shield Wall is an organic growth that acts to protect an area, or room. When damaged, it seems to visibly regrow back into its original form. No unit may pass thru the Wall unless an opening has been blasted into it. MDC BY LOCATION:
(1) Walls (per 20 ft area) 15

NOTES: 1. It takes two melees for the wall to regenerate a 20ft area of itself.

AUTOMATED TURRETS

STANDARD EQUIPMENT FOR THE VF1SOL VALKYRIE: RADAR Motion Detector & Collision Warning System Radio/Video Communication LASER Communication LASER Targeting System Auto-Pilot Combat Computer w/HUD Display External Audio Pickup Loudspeaker External Video Surveillance System Optics Infrared Optics Nightvision Heat and Radiation Shields Tactical Life Support System Shoulder Headlight/Spotlights Hydraulic Pilots Chair Ejection System Detachable Pilots Compartment Utility Arms (3) Heat and Radiation Shields Tactical Life Support System

BACKGROUND: When the Gleg Fleet invaded the Solar System, they came equipped with numerous automated defenses. Chief among these defenses were the various Automated Turrets. These units are mobile in the sense that they can be transported from one location to the other, they are not capable of combat movement. When deployed, they act in a similar fashion to the Automated Attack Bits, they take attack orders from a mothership or Command Relay, and then they use their onboard Battle Computer to target and destroy enemy units. Although there are numerous outward differences between the various turrets, they all follow the same function, that being a stationary laser emplacement. These type weapons are very similar to those found in almost all Zentradi/Meltrandi Starship interiors including the large Command Bases. RPG STATS: Vehicle Type: Zentradi/Meltrandi Automated Turrets Class: Various Manufacturer: Various Zentradi and Meltrandi Automated Weapons Plants Crew: None, fully automated MDC BY LOCATION:
Laser Cannon (1) Main Body Communications Antenna 10 15 3

REGENERATIVE SHIELD WALL

BACKGROUND:

NOTES:

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2. Depleting the MDC of the main body will destroy the Automated Turrets. SPEEDS: None, turrets are stationary STATISTICAL DATA: HEIGHT: Varies, typically 2.5 ft (.75 m) WIDTH: Varies, typically 5 ft (1.5 m) LENGTH: Varies, typically 7 ft (2.1 m) WEIGHT: Varies, typically 800 kg CARGO: None. POWER PLANT: Varies, typically .25 GGV class thermonuclear reaction furnace. WEAPON SYSTEMS: 1. LASER CANNON: Turrets typically have a single Laser Cannon, also called an Electro-Elementary Particle Beam Gun. The swivel in the turrets provides 360 rotation and 180 arc of fire. PRIMARY PURPOSE: Assault SECONDARY PURPOSE: Antimecha RANGE: 1 mile (1.61 km) in space, .5 miles (.80 km) in an atmosphere DAMAGE: 3d6 M.D. per shot. RATE OF FIRE: The Laser Cannon can fire two times each per melee. PAYLOAD: Unlimited.

STANDARD EQUIPMENT FOR THE AUTOMATED TURRETS: RADAR: 2 mile (3.2 km) range; can track up to 10 targets simultaneously. Motion Detector & Collision Warning System Radio/Video Communication: Range 100 miles (161 km). Combat Computer: The combat computer tracks and identifies specific enemy targets, and has a database of over 100 images stored in memory. Patches in with the targeting computer. The advanced Combat Computer also has the capability to link with the mother craft and take targeting data from it. Optics Infrared Optics Nightvision COMBAT BONUSES FOR THE AUTOMATED TURRETS: This unit is operated by sophisticated a sophisticated Battle Computer. 2 attacks per melee. Critical strike on a natural 20

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Designer Notes:
All of the stats presented in this Netbook are condensed versions. If you wish to read the stats in their entirety, and see more extensive pictures and lineart, then please visit the Roycommi Automated Factory Satellite at http://home.earthlink.net/~citizen29 . All information where appropriate is copyright 2002 by me, but you are more than free to use all the information in whole or in part for your own role-playing desires. Feel free to link to this netbook on my webpage, but I ask that you do not distribute it without my permission. As always, if you have any questions, praise or constructive criticisms, please feel free to contact me at Roycommi@yahoo.com .

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