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Robotech Homefront

The Homefront Expansion for Robotech The Macross Saga RPG

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yeetus Deleetus
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93% found this document useful (15 votes)
5K views290 pages

Robotech Homefront

The Homefront Expansion for Robotech The Macross Saga RPG

Uploaded by

yeetus Deleetus
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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“You have survived the alien menace once.

But
new threats emerge from the darkness of space
to descend upon the Earth. Armed with the
latest Robotechnology, it falls on you and your
friends to defend what remains of humanity’s
broken home. Do not expect an easy victory.
Victory through survival. Resist at all costs.”

Welcome to the Homefront.


Robotech: Homeland
1st Edition - Version 1.0

Game Design: Jeff Mechlinski


ASC/Masters, Scenario writing & Associate Design:
Justin Grulke
Associate Design: Ian Gray
Michael J. Di Lorenzo
Thomas Ryan
Lore Editor / Scenario Writing: Martin Hanze
Scenario & Story Writing: Bryan Young
Concept Art: Steven Lyons & Timothy Grulke
Illustrations: Francisco Etchart
Copy Editor: Katherine Monasterio

A special thank you to R Scott Taylor for allowing the use


of his before the Invid Storm artwork series.

A special thanks to all of our Kickstarter backers who


made this book possible and helped support Homefront.

Special Thanks: Joshua Gómez, Jonathan Lye, Jose


Ortiz, Tim Wing, Björn Palmqvist, Jason Lang, Peter W.
Walker, Joakim Hanze, Yui Yuasa, Richard Lindström, Jack
Duddington, Shaun Bentley, Byron Mclntosh, Zachary
Creamer, the Robotech Discussion Group and Robotech:
The Masters War groups on Facebook, and our fans in the
Strange Machine Games Party House on Discord.

Special Acknowledgement: Carl Macek, Tommy Yune,


Yasuo Hasegawa, Jinzo Toriumi, Tomonori Kogawa,
Hiroshi Ogawa, Hirotoshi Okura, Takashi Ono, Katsuhisa
Yamada, Sukeshiro Tomita, Yoshitaka Amano, Hideki
Kakinuma, Shinji Aramaki, James Luceno, Brian Daley, Bill
Spangler, and Fred Perry.

ROBOTECH © 1985, 2021


Harmony Gold USA, Inc. All Rights Reserved.
ROBOTECH®, MACROSS®, and all associated
names, characters and related indicia are
trademarks of Harmony
Gold USA, Inc. All Rights Reserved.

ISBN Digital 13: xxx


ISBN Physical 13: xxx

In association with Funimation.


Strange Machine Games, LLC; 2021
www. strange machine games .com
Table of

Introduction 7 The ASC 57 The Masters 91


What is Robotech 8 Challenges 58 Robotech Vessels 92
Your First Steps 8 Challenge Types 58 Vessel Basics 92
Designer Note 8 Failure 58 General Naval Loadouts 92
Rolling Dice 9 Timeframe 59 General Mecha Loadouts 93
Learn to Play Fast 9 Special Challenge Options 60 UEDF Vessels 94
Robotech Universe Basics 9 Challenge Difficulties 60 SDF-1 94
Game Basics 10 Heroic Moves 61 RDF Naval Vessels 97
Game Design 10 Being Heroic 61 RDF Space Veritechs 98
Key Terms 10 Skills 62 Prototype Veritech Fighter 98
Robotechnology 12 Using Skills 62 First Generation Veritechs 99
Creating a Hero 14 Skill Quick List 64 Veritech Upgrades 102
Understanding Your Hero 14 Skill List 66 Second Generation Veritechs 106
Build Sequence 16 Talents 76 RDF Destroids 108
Race 17 Using Talents 76 RDF Space Vehicles 114
Careers 18 Leadership 76 RDF Ground Veritech 116
Archetype Suggestions 25 Piloting 78 UEDF Vehicles 117
Nature 26 Social 79 UEDF Gear 121
Rank & Fame 27 Tactical 81 Basic Light Gear 121
Hero Progression 30 Technical 82 Mecha Upgrades 123
Stress 33 Engagements & Encounters 83 Companions 125
Drama 33 Gear & Kits 84
Fatigue 34 Environments 86
Burnout 34 Use the World 86
Mental Break 35 Officer Stations 86
Recovery 35 Entertainment Venues 88
Iconic Characters 36 Terrain Tactics 89

4
Contents

The UEEF 127 The Invid 153 Scenarios 187


Zentraedi Vessels 128 Game Rounds 154 Discovery 189
Way of Life 128 0. Conflict Description 154 Timeline 190
Zentraedi Naval Vessels 129 1. Communication Phase 154 Scenario 0 196
Zentraedi Base Ship 134 2. Getting the Drop 155 The Cauldron 196
Zentraedi Pods 138 3. Take Action 155 Scenario 1 198
Zentraedi Power Armor 143 4. Slowed 157 Genesis 198
Zentraedi Utility Craft 144 Initiative 157 Scenario 2 208
Malcontent Stingers 146 Actions 158 Battle Cry 208
Zentraedi Gear 148 Combat 160 Scenario 3 222
Weapons 148 Weapons & Damage 160 Homecoming 222
Armor 149 Structure 161 Scenario 4 226
Mecha Upgrades 150 Wounds 163 Battle Hymn 226
Zentraedi Stress & Fame 151 Combat Rules 164 Scenario 5 230
Zentraedi Stress 151 Ranges and Speed 166 Wedding Bells & Force of 230
Zentraedi Fame & Wealth 151 Commanding Subordinates 167 Arms
High Lethality Mode 168 Scenario 6
Conflicts 169 Reconstruction & 238
Swarms 169 Doomsday
Bosses 170 Scenario 7 250
Naval Vessels 171 Malcontent Uprising 250
Social 172 Alternate Scenario Ideas 254
Environmental 173 Character Sheet 256
Game Play 175 Conflict Cards 258
Narrative Rules 179 GM Track Sheet 259
Simulation Rules 181 Index 260
Example of Play 182

5
Backer piece 1
environment

6
Introduction
Beachhead
“The first phase of Operation Beachhead is
complete. The initial wave of ships has made planet • What is Robotech: 8
fall at Forward Operating Base Kilo, or Point K. We
have established air supremacy within a radius of • Game Basics: 10
200 kilometers and our ground forces have taken
defensive positions. • Robotechnology: 12
We’ve contacted local towns to help
secure logistical chains and even encountered some
survivors of the 7th Mars Division that founded the
• Creating a Hero: 14
original outpost at the end of the Second Robotech
War, which will help us settle in. Once the rest of
• Careers: 18
our transports touch down, we hope to set up a full
Aerospace Defense Base within two months. • Nature: 26
So far, there has only been minor skirmishes
with the Invid. It seems the theory of their territorial • Rank & Fame: 27
nature, that they will not attack unless we pose
a direct threat to their hives, holds true so far. Or • Hero Progression: 30
they’re just scared of a force this large. Next up we
will start our offensive from this defensive position • Stress: 33
and take out their strongholds one by one.
With a force of over 2000 Veritechs and • Iconic Characters: 36
6000 of our best soldiers, handpicked by Admiral
Hunter himself, how could we possibly fail? We will
not let the good Admiral down.”

Log of Lieutenant Colonel Torsten Johansson, 22nd


Mars Division
Recovered by scavengers in May 2043

7
Homefront
Supplement

Robotech: Homefront is a supplementary book that Designer Note


continues the Robotech Saga. You will first need Robotech:
The Macross Saga Roleplaying Game before using this book. Welcome to Robotech: Homefront. It was so much fun to
The Macross Saga has all the rules for hero building, combat, develop and publish, and we are excited that so many people
and encounter resolution. Homefront is made to extend the are having fun using the system in all kinds of ways. We
information in the universe. In this book we have added the want to truly thank all of you for supporting our game and
following new rules to help you tell a story that covers both Robotech. We take pride in our work and are honored to bring
The Masters Saga and the New Generation Saga of Robotech: you a new book, which we think is just as dynamic as The
Macross Saga. This book contains significant lore related to
• New Races The Robotech Masters, UEEF, ASC, and the Invid. It was a joy
• New Careers to review all the gear, weapons, races, and vehicles associated
• New Skills with these factions. We worked hard to bring the necessary
• New Talents flavor into our game system and see it play out on a gaming
• New Combat and Game Play Rules table. If something isn’t to your liking, feel free to change it to
• New Lore and Conflicts get the experience you expect. It is our honor to continue to
• ASC Weapons and Mecha bring Robotech content to you.
• The Robotech Masters Weapons and Mecha
• UEEF Weapons and Mecha Thanks!
• The Invid Weapons and Mecha —Jeff Mechlinski and the Team
• New Scenarios

Page Numbering Game Expectations

There are several entries that reference information in The When playing Homefront, you can expect a different game
Macross Saga book. These page numbers are described with experience than what you find in The Macross Saga. Here are
the letter “M” in front, such as M123. This refers to page 123 in a few things to keep in mind:
The Macross Saga. Any page number without the letter “M”
refers to a page from that book. • Earthbound: You and your team are bound to Earth, or
the immediate space around the Earth. You should not
expect to travel across the stars or even the solar system.

• Scale: The overall scale is much smaller than ‘The


Macross Saga’. The ships are smaller, and much of the
story emphasis is on lighter arms and vehicles.

• Survival and Scavenging: If playing a human faction, you


will be working to survive, not just fight threats directly.
You will have little support and may find resupplying
quite a challenge.

• Confrontations: Due to the stressful situations, not


everyone of your own race will treat you kindly—Humans
especially. Encountering and engaging other groups may
be stressful or dangerous. Don’t expect everyone to be
like-minded or have the same goals as you.

8
• Invid: A race of organisms that feed on the Flower of Life.
Key Terms They were attracted to Earth and have occupied it in the
search for their final evolved state.
• Army of the Southern Cross - ASC: A part of the UEDF • Masters: See Robotech Masters.
(United Earth Defense Forces) that was the Earth’s main • Robotech Masters: The Masters are a collective of
defensive army before the Invid invaded. ancient Tirolians who have gained and maintained vast
• Bioroid: A mecha of Tirolian design. It is an advanced power. They brought many millions of Tirolians to Earth
mecha that the pilot operates mentally with a neural link, and sought to gain power over Humans as well.
thus increasing their combat efficiency. • Stage: A step in the evolutionary process of an Invid.
• Division: Both the ASC and UEEF are broken into smaller • Tirolian: A race of human-like sentients that live across
specialized groups. These groups are called Divisions. the galaxy and originated from Tirol, a moon of Fantoma.
• Evolve: Invid have the ability to evolve from a simple They are the creators of the Zentraedi and possess
slug-like entity to a powerful weapon of war. The Invid advanced technology.
Regess controls the Invid’s evolutionary chain. • Triumvirate: When a Tirolian is deemed exceptional,
• Genesis Pit: A facility set up by the Invid for evolutionary they are given a title by The Masters and their genetics
research. are used to create a line of Triplets. The 3 members form a
• Global Military Police - GMP: A military police unit called a Triumvirate and are psychically linked. They
organization that is part of the UEDF and which handles can sense each other’s thoughts and feelings.
matters of internal and external security and intelligence. • United Earth Expeditionary Force - UEEF: The UEEF
• Hive: A home or base of operations for the Invid. Different is a part of the UEDF that operates in deep space and is
hives have different purposes. They are well defended. commanded by Rick Hunter.

9
Story Progression
New Technological Advancements enough people with the skills and abilities to feed them. With
most farmland and transport hubs completely destroyed,
With the destruction of the SDF-1, the original source cities had it rough until the UEG managed to re-establish
of Robotechnology, humanity has found itself working the economy on a global scale. However a number of cities,
alongside other races to increase its own understanding of including Monument City and Neo-Tokyo, have recovered
this fantastical technology. Human engineers have continued spectacularly. Their skylines are dominated by new shining
to work with the Zentraedi, Tirolians, and Invid to adapt skyscrapers, and they have well-developed infrastructures,
their own systems, slowly progressing toward a time when flourishing businesses, and modern conveniences. The large
humanity will be able to walk their own path, relying less on middle- and upper-class citizens are thriving, with families
what has come before and instead forging ahead with their living in comfortable homes with plentiful food and fancy
own branches of Robotechnology. These new technologies new hover cars. These huge gulfs in recovery between cities
not only benefit of the military, but have also greatly affected have led to a society full of tension and anger.
everyday society and the lives of the average person.
Global transportation has also changed dramatically. While
the flight industry still exists and advances in Robotechnology
have created new aircraft that are faster and more efficient
Everyday Life than ever, personal air travel has become a luxury only the
well-off can afford, and wide-scale tourism has become
The Standard of Living outdated. Lack of worldwide travel has meant that many
Despite more than a decade of reconstruction after the Rain areas that once depended on the income from outside have
of Death, many parts of Earth still suffer hardships. In most had to restructure their local economies as best they could.
rural areas, economic prosperity is low, meaning that many Road networks have been rebuilt around the most critical
have to struggle just to scrape by, forced to live a subsistence sections—cities and major transport hubs—to allow for the
lifestyle, living off what they can eke from the land. Most transportation of goods across large areas of the county.
newly established towns and villages exist in a state closer However, the state and length of these roads depend on the
to that of the 19th century and not the 21st. Many towns regions involved.
and cities throughout the world were born from temporary
refugee camps, their buildings made up of mass-produced Healthcare has greatly benefited from new techniques
temporary housing modules that became permanent over derived from Zentraedi technology, the most important of
time, expanding slowly as other survivors trickled in from which was a new type of vaccine that can be considered a one-
outside. shot immunization against most of the viruses on Earth from
the common cold to HIV. It is a commonly held belief that
mass production and distribution of this vaccine prevented
the recurrence of long-thought eradicated illnesses and
staved off several pandemics. However, even at the peak of
medical developments in the 2020s, the challenge to provide
adequate healthcare across the planet still remains. As a
result, the general life expectancy of much of the world has
lowered significantly.

Through adapting Zentraedi technology, the field of


cybernetic prosthetics has also seen many breakthroughs,
allowing those who have lost limbs or sight to regain some
semblance of normalcy. As a side effect of these medical
improvements, cybernetics have been embraced by certain
alternative subcultures looking to artificially improve
their bodies. While most cybernetics are purely medical
prostheses, some have been designed to replace or augment
parts of a living being without injuries. Everything from eye
replacements to improved limbs to artificial organs can be
Even established cities that survived the Rain experienced installed. Higher-end implants also include internal wireless
a major decline as the local economic climate changed connections and the ability to link to cellular networks via
drastically; there were far too many mouths to feed, and not subdermal implants.
10
Scrap Technology the porch just fine. It’s not ideal, but it works. Trade of certain
The Rain of Death destroyed the majority of the world’s major parts, however, requires a more discreet seller; it is common
industries, including mines, refineries, and the infrastructure knowledge that just about any part, from light bulbs to
needed to produce virtually everything. However, Earth deadlier materials, can be found at the black markets of Free
now holds a veritable treasure trove of highly advanced Town and Neo-Tokyo—for the right price, of course.
technology courtesy of the large numbers of wrecked and
destroyed Zentraedi warships that lit the surface of the More salvage has long been available from the cloud of
Earth and hover in close orbit above it in massive debris destroyed Zentraedi and Earth warships in orbit. While large
clouds. This has left the survivors in possession of immense numbers were thrown out into the solar system or pulled down
amounts of useful components and valuable materials for onto one of the astronomical bodies, a large cluster of those
reconstruction. Salvaging has become a primary way of life that remained in Earth’s gravity field created what became
known as the Great Debris Field. With so many
incapacitated or destroyed ships making up the
cloud, the Great Debris Field is a constant danger for
orbital and close-Range spaceflight in the area, as
well as for Earth itself, as larger chunks of destroyed
ships could enter the atmosphere and crash down
to the surface at any time. Originally, UEDF—and
more recently, ASC fleet units—monitor and patrol
the debris field to prevent re-entry of debris and to
check the wrecks for Malcontents—that is, space
pirates and illegal scavenging operations hiding
within the vessels.

The debris littering space on and around Earth only


expanded after the many battles of the Second and
Third Robotech Wars. When Earth fell to the Invid,
they regularly patrolled The Great Debris Field,
drawn there by residual Protoculture signals. It
became an outer perimeter of sorts, encompassing
the entirety of the Invid’s influence over the Earth.
Their ability to find and track Protoculture would
also add another level of danger to salvaging and
trading military-grade Robotechnology.

Environmental Engineering
for many humans and Zentraedi. Every component had its With the Rain of Death devastating the surface of the planet, a
price. While a handful of power couplers could get you a day’s large portion of the Earth was rendered all but uninhabitable.
worth of water and food, a fully functioning Fold Drive (due Countless species of animals and plants went extinct within
to its rarity and humanity’s inability to reproduce them en moments of the orbital bombardment, leaving only isolated
masse) could set you on your way to early retirement. While areas of preserved wildlife. These surviving habitats were
salvaging was once considered a certainty for lone seekers quickly turned into highly-protected nature reserves. Using
to make their fortune, many of these seekers have begun these as a basis, additional Natural Recovery Planning Zones
finding themselves pushed out of the market by larger- were established all around the Earth in an attempt to reclaim
scale operations. As large corporations buy up the rights for the desolate wastes.
crashed hulks, independent salvagers are forced to search out
previously undiscovered wrecks—often in less accessible and New technologies were developed to purify the air and
potentially dangerous regions. soil, removing pollutants and radioactive materials. The
populations around these zones have done their best to
Salvaged tech is either sold forward to market peddlers or to prevent more harm from coming to the wildlife. Their efforts
one of the many recycling factories that strip down the parts bore fruit, as slowly but surely, the environment recovered—
for use in other industries. Former Zentraedi technology but with a constant reminder that the fragile ecology could
has consequently become commonplace in everyday life. A collapse at any time. Expertise, experience, and a host of
helical quasi-diode from a Zentraedi cruiser may not have new technologies born from these efforts would be beneficial
been intended for use by a human household, but it lights up during later off-world colonization attempts.

11
Invasive Alien Species Broadening Use of Mecha
The Zentraedi were not the only alien life that came to Earth With the increased availability of Robotechnology across
at the end of the First Robotech War. Some Zentraedi ships the world, mecha and Power Armor use is no longer
were also infested with small, long-eared animals with fluffy restricted to the military. More and more civilian variants
white, pink, or lavender fur. Showing a strange attraction to are entering the market, configured mainly for emergency
Protoculture, these creatures clustered near fuel supplies. services, law enforcement, and fields requiring heavy labor.
Probing the Zentraedi for information, it was revealed that While the conventional ways of working will never become
these creatures were pests called Pollinators, although it outdated, automation has always offered new possibilities.
is currently unknown what they pollinate. Pollinators have Robotechnology-based solutions have become undeniably
now spread across all parts of the world. Since Pollinators valuable, not only during the restoration of Earth, but
are generally friendly to humans, some people keep them as for colonization efforts and space-based construction,
pets. Colloquially, they are referred to asCha-Chas. taking over from full-sized Zentraedi after the last of them
underwent micronization.
Unfortunately, the Pollinators were not the only major
biological issue that Zentraedi brought to Earth. A number of While civilian classes of mecha are unarmed and lightly
foreign germs came along, infecting the human population. armored, in the wrong hands they can be modified with
The most famous example is the so-called Z-Flu that plagued surplus military hardware. Skilled engineers have been known
Earth in the years after the Rain of Death, which only increased to rebuild these mecha from the chassis upwards, turning
human antagonism against the Zentraedi. Fortunately, a cure them into dangerous weapons. The UEG has attempted to
for the Z-flu was found in Zentraedi records, but there are still regulate the use of mecha, however, these attempts have
yearly outbreaks in remote and rural areas. been unsuccessful due to the abundance of new and old
equipment freely available on the black market.

The most damaging direct result of the Second Robotech Security personnel in the private sector have also started
War was the introduction of the alien Flower of Life to Earth’s using lightly armed security mecha (both crewed and
flora. Releasing spores containing psychedelic properties, the uncrewed) and modified Power Armors. These are typically
flower has been known to cause mass psychosis in humanoid used for protecting premises likely to be targeted by raiders,
races as it infests local air and water sources. While the Invid such as storage sites and factories, or potential targets of
kept the Flower of Life in check during the occupation, they terrorist attacks, like Reflex plants and aerospace ports.
also developed experimental areas known as Genesis Pits, Mecha and Power Armor are also utilized in new sports
used to study all sorts of reawakened prehistoric life or alien that are gaining popularity. These events are typically full-
lifeforms. Inevitably, some of these organisms slipped out of contact or collision sports which are both crowd-pleasing and
containment, causing severe disturbances to Earth’s fragile attractive to gamblers. Some examples are Power-Armored
ecological balance and potential danger to humans. boxing and wrestling, mecha racing on obstacle courses or
open terrain, and mecha gladiatorial battles, both sanctioned
and illicit. Mecha and Power Armor have also found use in
performance entertainment such as circus acts, parades, and
dramatic reenactments.

Great strides have also been made within the fields of


robotics and artificial intelligence. With advanced AI no longer
restricted for military use, many high-end consumer products
now contain a helpful AI program. Spearheaded by research
at the Robotech Research Center in Neo-Tokyo, robots can
appear and act as if they were alive. The Shin Ueno Robo-
Zoological Garden in Neo-Tokyo is famous for its true-to-life
robotic replicas of nearly every animal species that became
extinct in the Rain of Death and its aftermath. As a side
result, the 2020s saw a trend of robotic animal pets among
the wealthy. There are rumors that the Robotech Research
Center is secretly working on robotic beings that look and
behave no different from flesh-and-blood humans.

12
Hyperspace Fold Drives hyperspace also cause the internal space-time manifold to
For many years, the greatest challenge for Earth’s Robotech oscillate, which makes anything inside appear blurry and
engineers was the reproduction and adaptation of Fold often causes headaches and nausea. In rare cases, there
Technology for the fleet. With no known source of Monopole have been reports of strong hallucinations which have made
ore, a key requirement for hyperspace Fold Drives, Earth’s superstitious people claim that these are visions of other
scientists and engineers were forced to salvage and recycle universes.
drives from Zentraedi shipwrecks. While useful, these
engines were unreliable and limited to short-range folds due Hyper-comms
to age and maintenance issues. Fortunately, by the time of Faster-than-light communication, more commonly known
the Third Robotech War, UEEF engineers had gained access as hypercomm, is another application of hyperspace, using
to better resources and an increased understanding of the a transmitter-to-receiver in semi-stable fold bubbles. This
fold phenomena, giving them a way to mass-produce more allows signals containing messages to travel at the speed
capable and reliable Fold Systems. of light within hyperspace itself, translating to near real-
time communication between almost any point in normal
Hyperspace itself is a higher dimensional region of space, space. Early versions of hyper-comms suffered from the use
co-existing alongside our own universe. While little is known of older, badly maintained Fold Systems, limiting them to
about the properties and workings of hyperspace or what it Short Range. This forced the use of a relay network to allow
really contains, what is known is that passing through the fabric the UEEF to stay in contact with the solar system. Moon
of hyperspace considerably decreases travel time between Base Luna and Space Station Liberty were two of the most
two points in our own space-time, effectively bypassing important nodes of the relay chain, both equipped with the
lightspeed limitations. In order to enter hyperspace, a ship’s most powerful and reliable hyper-comms available. The
Fold Drive generates a spherical fold bubble, surrounding the Robotech Masters considered severing the chain to be one of
vessel and anything within a certain distance with a pocket the most important opening gambits of their campaign. By
of normal space-time, shielding anything inside it from the destroying Moon Base Luna and using their blockade to jam
strange physics of hyperspace as the bubble surface interlaces transmissions, they effectively cut communications out of
with (or folds into) the higher spatial dimensions. the Earth Sphere. The Invid also used their broadcast towers
to scramble human hyper-comms, but not as successfully.
Before executing the jump between two separate points
in space, navigational coordinates for both entry and exit Since a hypercomm signal could theoretically be intercepted
points are crucial to calculate a correct trajectory through by anyone with access to either end point or access to
hyperspace. Earth’s first attempt at a fold confirmed that the wavelengths used, it is standard procedure to encrypt
any attempt at entry and exit to hyperspace would need to messages so that only the sender and receiver can decode
be a certain distance away from a strong gravitational field, the information. It is also possible to send wide-band
otherwise be thrown off course. In the case of the Earth transmissions from a hypercomm to anyone within a certain
itself, the safe fold distance is considered beyond lunar orbit. area; this was used to great effect during the end days of the
The size of the fold bubble is proportional to the amount of Third Robotech War when the UEEF sent messages to anyone
Protoculture energy that is fed to the Fold Drive, with the listening on Earth to rally the resistance movement to take
upper limit determined by the size class of the Fold Drive. By the fight to the Invid before the arrival
increasing the radius of the fold bubble, one vessel can be used of the Third Reclamation fleet for
to transport a group of ships, either to conserve Protoculture the final battle.
or to escort ships that lack Fold Drives or are incapacitated.

During a fold, time passes slower for those


within the fold bubble than for those
outside. Interactions between
the fold bubble and

13
Deployment of the Hyper-Missile network was considered
as a more cost-effective and adaptive defense system for
Military the protection of Earth and the solar system, as opposed
to the series of static, centralized Grand Cannons—planned
Energy Barriers to be the lynchpin of planetary defenses before the First
Many ship types, especially those military in nature, are Robotech War. Unfortunately, this missile defense hinges on
equipped with a standard energy-based protective barrier. accurate targeting data, meaning that the Masters’ fleet’s
Unfortunately, these are nothing like the near-impenetrable advanced stealth and jamming systems kept the Hyper-
omnidirectional barrier of the SDF-1 (which has yet to be Missiles from launching until the Masters were already on
replicated) and can only repel minor attacks or collisions. top of Earth. While the yield of the missiles was designed to
These barriers are helpful against common space dangers sink or at least heavily incapacitate Zentraedi ships, those
such as micrometeorites, space debris, or small weapons that hit their target barely damaged the Tirolian motherships’
fire. Extended impacts on these barriers will wear on them, impenetrable defenses.
eventually causing them to dissipate. While these barrier
systems are imperfect, they are reliable and easy to mass- Shadow Technology
produce, and steady improvements are always being made. Lauded as a quantum leap in the use of Robotechnology,
Shadow Technology was developed and deployed by the
Vision Track Firing System UEEF as a final trump card in their attempt to liberate Earth
The Vision Track Firing System (VTFS), or the “pupil pistol,” is from the Invid. With the use of a special defense system
an advanced eye-tracking targeting system that was originally known as a Shadow Device, any vessel so equipped can
designed by ASC engineer Louie Nichols in an attempt to create a Shadow Dimensional Field. The field conceals a
improve his performance in video gaming. Thinking it would mecha or ship from detection by most types of Invid sensors
be a game changer in the upcoming battles with the Robotech using a fourth-dimensional shift to hide the active use of
Masters, the ASC branch of the Robotech Research Group co- Protoculture. The Shadow Device manipulates the fourth
opted the technology and began an accelerated development dimension similar to the way that three-dimensional space
of the system, quickly implementing them in frontline is manipulated in a space fold, and by combining these two
mecha. While this improved the performance of the ASC principles in an identical and interchangeable function,
military across the board, the Masters countered this with other major forces such as gravity and atomic bonds can
the introduction of the fearsome Invid Fighter Bioroid, and be manipulated. This underlying principle influenced the
the ASC never got the edge they sought. With the evacuation construction of new weapon systems such as the Synchro
of Earth by the ASC, the UEEF forces picked up the system, Cannon, the Destabilizer Cannon and the Neutron-S Missile.
which became standard in all subsequent human mecha.

Weaponized Folding
With ever-expanding knowledge of Fold technology, the
Robotech engineers discovered new ways to weaponize the
fold process itself. One of the most infamous of these tactics
is the Orbital Warp Blast. A prerequisite for the maneuver is
that the ship is at a gravitationally stable area in space, similar
to a Lagrange point, where the ship activates an unstable • Synchro Cannons: Synchro Cannons are an evolution of
fold bubble, causing anything within the fold area to enter the older Reflex Cannon. By focusing multiple channels
hyperspace. When the folding ship reverses the Fold Drive, of Protoculture energy into a synchronous blast, the
returning to the exact same point in normal space, everything weapon has a more energy-efficient yield, a higher fire-
pulled with it is left in hyperspace to be torn apart at the rate, better reliability, and most importantly, is more
molecular level, akin to being swallowed by a black hole. This easily mass-produced than Reflex Cannons. Synchro
tactic is considered highly dangerous, as the folding ship may Cannons can also be scaled down to fit a mecha, giving
suffer the same fate as its targets. them the ultimate anti-mecha weapon as well as true
anti-ship capabilities.
The other major new type of fold weapon is the Hyper-
Missile. This ultra-long-distance missile contains a primitive • Destabilizer Cannons: Destabilizer Cannons fire particle
short-distance, single-use Fold System that can be launched beams that have been modulated by onboard Shadow
from a ground-based silo, a submarine launch platform, or a Devices to not only cause heavy damage, but also
ship-based missile battery. Mounted with either a powerful interference to nearby energy fields. The Destabilizer
cobalt catalyst or with standard Reflex Torpedos, Hyper- Cannons can thus be tuned to cancel out the powerful
Missiles are required to clear the gravity well before they can Protoplex Barriers that protect Invid hives, and can also
activate their Fold Booster, sending it several light hours from disturb the bioelectric signals in Invid mecha—which can
the launch point to within a short distance of the target. cause them to malfunction.

14
• Neutron-S Missiles: The Neutron-S Missiles were beliefs go against the Zentraedi code and would likely be
designed as a weapon of last resort. Once activated, cracked down upon, the faith survived only through an oral
the warheads would completely destroy Earth’s surface tradition that was handed down to a select few to avoid
and burn the atmosphere, wiping out all Invid life on the detection. When the Zentraedi started to live on Earth after
planet in the process. However, since this would also kill the Rain of Death, the more accepting environment made
all remaining humans still living on Earth, these missiles it possible for the religion to spread across the solar system
were only meant to be used if all hope of freeing Earth to both humans and Zentraedi. Insight into the movement is
was lost. These enormous missiles were built into the restricted as the members have sworn to not reveal anything
derelict hulks of re-purposed Angel Class Colony Ships, to the public, even keeping their membership secret, and
dwarfing even the largest warships in the UEEF fleet. defections are rare. This secrecy has inspired all types of
They required a single Ikazuchi as a command and control conspiracy theories about the movement. Surprisingly,
ship as they were folded into the solar system. preliminary sociological studies of the Tirolian refugees have
revealed that they possess a cultural concept similar to the
Note: A Neutron-S Missile detonation would actually create Shapings, only it is treated closer to a natural fact rather than
a black hole that would not only consume the Earth, the a belief system, which seems to be at odds with the rational
Invid, and the UEEF fleet above, but would also vacuum up nature of the Tirolians.
the whole solar system over time. The UEEF did not know
this until after the end of the Third Robotech War. It was The Faithful/The Church of the Recurrent Tragedies
only through the actions of the Invid Regess, who realized The Faithful was a small Neo-Christian religious group
the devastating destructive potential of the missiles, that founded shortly after the arrival of the Visitor. The group
the warheads were destroyed before they could be used. believed that Robotechnology is forbidden and dangerous
knowledge, and that the SDF-1 was sent by the devil to
corrupt and damn humanity. The movement, which was often
accused of being a fanatic sect, was known for organizing
large anti-Robotech protests. As the founder, Dr. Conrad
Religions and Philosophies Wilbur, left the movement and later died under mysterious
circumstances, the movement fractured and a militant
All major world religions and philosophical theories survived faction emerged. The faction performed several horrifying
the Rain of Death, and most of the smaller religions are still terrorist attacks on Macross Island and other locations
practiced in some fashion. Some entirely new religions and symbolic of the new technology. After the Rain of Death, the
philosophies have also emerged and are gaining popularity nonviolent faction of the Faithful evolved into the Church of
throughout the world. Some examples include: Recurrent Tragedies. Their core belief is that if humanity does
not change their ways, more tragedies like the Rain of Death
Church of Culture will befall them. The new movement took on more spiritual
The Church of Culture is best described as a philosophy ideas and focused their public advocacy on opposing the
tied to a semi-religious ceremonial context. No single god presence of Zentraedi on Earth, holding the opinion that all of
is worshipped; rather, the practitioners adopt a belief in them should be banished to Mars instead. This iteration of the
a holistic form of divinity that is imbued in all people, and movement struck a chord with a larger portion of the human
the actions they take effect the world around them. The population, and their following increased dramatically during
movement was founded after the First Robotech War by the Malcontent Uprisings, but their numbers have decreased
Zentraedi that had integrated into human society, and was since then. Both the Faithful and the Church of the Recurrent
a direct renouncement of the traditional Zentraedi ways. The Tragedies had and continue to have strong ties to the Anti-
core belief is that through living in peace and embracing the Unification movement.
human way, with all kinds of cultural expressions, a person
will live a life of fulfillment. A typical gathering involves some HEARTH
kind of common experience of cultural content, like listening The Heal Earth Hajj (more commonly abbreviated as HEARTH)
to music together, or watching a movie at a theater. The is an offshoot of the Church of Recurrent Tragedies that was
religion is small and concentrated in urban areas, and has mostly active in the Southlands in the years between the
increased steadily throughout the years. Malcontent Uprisings and the Invid Invasion. This movement
focused on a more positive message than the church which
The Faith of the Shapings they were born from, and preaches that the Earth needs
Not much is known about the belief in the Shapings since the healing after all the wars and tragedies that have befallen
practitioners are very secretive of their teachings. What is it since the discovery of Robotechnology. The movement
known is that it is deeply esoteric and talks about a mystical, strictly opposes the UEG and thinks that mankind should not
supernatural force called the Shapings that is connected to rely on alien technology to solve Earth’s issues. They believe
Protoculture and controls the destiny of the universe and that the UEG’s endless efforts to rearm the military is meant
all within it. It is believed that the religion was historically to foster fear in the populace and to consolidate the UEG’s
practiced by a handful of Zentraedi in secrecy. Since these power. Instead, they demand a worldwide commitment to
15
the healing of the planet. Despite their original intentions, the The Modern Youth social movement was also formed in direct
teachings were twisted to form the violent fundamentalist opposition to the Orphaned Generation. They see the Rain of
militant arm called The People’s Army. These insurgents, led Death as a welcome reboot of civilization, and they want to
by a former officer of the Southern Cross group named Aaron form an ideal society based on harmony, community, duty,
Rawlins, were able to fight off the ASC and local forces in parts discipline, selflessness, justice, cleanliness, and preparedness
of the central Southlands. From the conquered territories, for the future.
the group formed a quasi-state and went on burning down
any religious buildings and schools, as well as holding a Invid worship
purge where politicians, academics, and non-believesr were While not in any way a unified religion, various forms of
tortured or murdered. While finally torn from their land by the worship of the Invid, often in the form of smaller cults, have
Invid, The People’s Army continues to live on as a scattered popped up all around the world since the invasion. Invid
guerilla force fighting ruthlessly for the Earth against the collaborators often manufacture belief systems to manipulate
Invid. the local population and quell resistance in the area, but more
genuine examples exist too. From a psychological point of
The Starchildren view, these can be explained from a desire to make sense of
The Starchildren is the media-coined name for a quasi- what, for many people, is an unfathomable concept—that
religious movement, often accused of being a cult, that humanity has now become subjects and even slaves to an
organizes a privately funded space colonization program. The alien race. The utter strangeness and powers of the Invid
group is led by the charismatic Dr. Kaaren Napperson, a former can also be easier to grasp by equating it to a mystic divinity.
system analyst on the Visitor Restoration project and the Interestingly, a handful of these cults may have originated
construction of the SDF-2 and SDF-3, and is based in Ciudad before the Invid Invasion, which raises the question: did they
Lanzar (“Launch City”) in the central Argentina Quadrant. The actually know what would befall Earth, and if so, how?
movement is characterized by a deep dedication to pacifism
(though they have been forced to organize a militia for self- Note: Religion can be a sensitive theme and does not fit every
defense), and like The Church of the Recurrent Tragedies, gaming group. Religion is a spice best used for adding realism
they believe that Earth will inevitably be affected by war and and complexity to a story and to form motivations for the
tragedy in the near future. They urge their followers to come characters. It’s best to not overgeneralize and to treat the
together to build colony ships on which they can escape the subject with respect.
planet before disaster strikes. With the motto “Space for any
and all,” they give a fair chance to anyone through a lottery,
unlike the stricter vetting processes in the UEG’s colonization
process. The movement saw a surge of new followers during The United Earth
the Second Robotech War and its aftermath, but the relatively
high concentration of Robotechnology and Protoculture in New Feudalism
Ciudad Lanzar made it a prioritized target by the Invid during In the aftermath of the Zentraedi attack, the world fell into
the invasion, leading to a massacre. anarchy and the governance of nearly all nations dissolved.
As the chaos calmed, new power structures and systems of
The Orphaned Generation governance started to form. Small nations and city-states
The Orphaned Generation is the name given to a worldview started to crop up, oases of civilization in the devastated
common among the people born between 2008 and 2020, wildland. However, competition for resources led to fighting
who were raised in part during the disordered and tragic between groups.
Reconstruction Era and have lost at least one parent. They
have few or no memories of the so-called “Golden Times” In an effort to once again stabilize the world, the United Earth
before the Rain of Death, and have been shaped by living was reformed, but it is now a loose union of these autonomous
with next to no social security and scraping by to survive. As a micronations and city-states. If a member state complies with
result, many have adopted a cynical and nihilistic worldview common legislation and trade agreements, contributes to the
and an ambiguous sense of morality, embracing alternative UEG budget, and offers up a proportional share of its citizens
lifestyles and subcultures focused on escaping reality with for civil or military service, it earns the right of protection of
alcohol, drug use, casual sex, and mind-altering technologies. the United Earth’s standing army, the Army of the Southern
They typically show an indifference to what happens to Cross, and will receive aid in meeting the basic needs of the
themselves, others, and even the world itself. This lack of fear people. It is a fragile arrangement, but for many regions, the
of the future comes from the belief that things simply cannot UEG is the only thing that still upholds some semblance of
be worse than they already are. There’s often a deep-rooted law and order.
anger and sorrow over the simpler and happier life that was
denied to them. The Earth First ideology directly counters the This new system has been likened to medieval lords swearing
Orphaned Generation. Popular in the Southlands, it works for fealty to the crown in exchange for fiefs and protection.
restoration of the world as it was before the Rain of Death. Some people, especially the opponents of the system, even

16
call it “New Feudalism.” In this metaphor, the ASC are the rejects law proposals from the lower house, the parliamentary
sovereign’s loyal knights, ready to serve and protect the United Earth Assembly. The Assembly, which is the legislative
United Earth with their lives. Like knights, the ASC gets their body that holds the most power, is elected in a worldwide
tithe in the form of many benefits after completed service general election every four years through the principle of
time. universal suffrage. This means that even citizens who have no
democratic right to elect their local government have a say in
The term New Feudalism also applies to how the local the international proceedings. However, many local despots
communities tend to organize, and the individual’s role in still make sure to suppress voters or rig elections so that their
the community. Many people have completely lost faith in preferred representatives get elected. The legitimacy of this
the world government and look to the local village council, system is also under question by many local governments
governor, pastor, gang leader, mob head, or warlord for since many member states do not have large enough
security and the means of survival. populations to get even one seat in the Assembly, and the
space colonies have no representation at all. This inability to
uphold civil rights for all citizens, one of the basic principles
under which the world was originally united, is a common
criticism of the system.

The term “United Earth Government” is often incorrectly


used for the whole political organization. It only applies to
the executive authority. The head of government is the Prime
Minister, who is elected by the Assembly. The government
itself consists of the Ministries that cover specific sectors
of administration and the Governing Council, the Prime
Minister’s closest advisors.

Internal Political Unrest


To increase their influence in the Assembly, some states try
to merge or incorporate smaller towns and regions outside
theirs, but the rest of the quadrants often take measures to
oppose such actions. Disputes between member states are
common. Each member state is free to form local military
forces for internal defense, but unfortunately, there are
many cases where they use these forces against other
The Political System member states to settle disputes. The United Earth Council
The member states are free to organize and tend to their is a collective body that comprises the heads of state of
internal business as they like, and while most states are each member state and the Prime Minister of the UEG. The
democratic in essence, many autocratic forms of government Council’s primary purpose is to settle these disputes and
exist too. The member states are grouped into geographical deescalate these armed conflicts to maintain order. Whenever
regions called Quadrants, which are further grouped into negotiations and sanctions fail, the GMP acts as the central
large administrative blocks called Sectors, which typically police and peacekeeping force, and goes in to restore order.
follow the precincts of the continents. Each member state The ASC is primarily meant to deal with external threats,
has a vote in electing the Sector Administration, which deals such as protecting Earth from potential alien invasions and
with issues of regional relations, trade matters, and other keeping the various rogue states in check. However, parts
inter-state issues to promote stability and development. of the ASC can be used for peacekeeping actions under the
jurisdiction of the GMP.
The Sector Administration also appoints a number of
senators, proportional to the Sector’s total population, to The system is fragile, deeply infested by corruption and
the United Earth Senate. The Senate is the upper house of nepotism, but so far it has worked. For many regions of the
the bicameral legislature of the United Earth and accepts or world, it is the only thing that still upholds law and order.

17
Monument City The city holds the Governmental Headquarters, Assembly
Amongst the first new settlements founded in the days after Hall, Senate Building, and many other governmental bureaus
the Rain of Death, Monument City was to be one of the most and services. The Central Operations Headquarters of the
important cities in the new world. Built almost wholly by ASC and the Ministry of Terrestrial Defense are both situated
Zentraedi loyal to Commander Breetai, the city, like many of in the UEDF Headquarters Tower, which is by far the largest
its kind, was built around the hull of a crashed warship. The and most dominant building of Monument City’s skyline and
immense hull was an important resource allowing for the is linked via road and tunnel to multiple bunkers and facilities
salvage of the necessary materials for construction. Located throughout the city.
only a few kilometers from its sister city of New Macross (the
newly built capital of the resurrected UEG), Monument City A large number of military facilities and installations can also
would see a large-scale overspill of civil workers and military be found around the city, from its large network of crewed
personnel into its housing. military units, to the massive Fokker Field Aerospace Station,
to the Camp Porter Logistics Base, to smaller installations like
the multiple Hyper-Cobalt Missile sites and the widespread
training facilities for all arms of the ASC and UEDF forces.
Combined, these make up the components of the largest
military complexes on Earth. A more recent addition to the
governmental bureaus, the GMP has added its North American
Sector headquarters to the city. Its on-site operatives are kept
busy protecting VIPs, keeping the local military units in line,
and counteracting espionage attempts from foreign agents.

Despite a strong military presence around the city, it is


inevitable that a settlement of this size attracts shady
or outright illegal elements. In Monument, those are
concentrated in or around the Gauntlet District, a rundown
area near Monument’s Old Town. Here, you can find an
ever-expanding black market, illegal gambling dens, drug
suppliers, seedy brothels, and all sorts of illegal services. In
essence, if you want it, you can find it in the depths of the
city. The authorities mostly turn a blind eye to these activities
so as to not cause friction between law enforcement and the
mobs that rule the underworld, and to have a known and
observable outlet for the frustrations of their many citizens.

In recent years, much of the “underground” of Monument


City has literally moved underground to avoid detection,
expanding into the network of passages, shelters, and
As a predominantly Zentraedi-populated settlement, the city emergency storages built underneath the city in case of
came to spearhead a branch of their civil rights movement another alien attack. Some of the city’s more dangerous
that advocated autonomy for both itself and other Zentraedi- residents have claimed areas of the underground for their
dominated cities. These hopes were crushed with the personal use and as a focal point for their own less-than-
devastation of New Macross City in the final attack of the First legal business deals. Amongst the more infamous of these
Robotech war. The destruction of much of New Macross and residents are the smuggler rings, the mercenary guilds, and
the flood of refugees from the rapidly escalating radiation multiple arenas used for deadly blood sports and mecha
meant that the population of Monument quadrupled within gladiator fights.
weeks. Although this caused a chaotic period for the city,
its inhabitants welcomed the refugees, who soon started to Otherwise, Monument City is a symbol for a prosperous
integrate. The temporary refugee camps gradually turned middle class that has moved beyond the struggle that the rest
into permanent housing. While the Malcontent Uprisings of the world faces. It offers every convenience imaginable
continued for several more years, Monument City proved and can provide luxuries to those who call it home, including
to both humans and Zentraedi across the world that it was a rich cultural scene, commercial opportunities, and a
possible to live together. Due to this unique settlement, the lively nightlife. Simple pleasures such as the trendy holo-
UEG made Monument City the new capital in a political move cinemas and the world famous Arcadia amusement park
to placate both humans and non-humans alike. As such, the are intermixed with distinguished cultural institutions and
city is now not just the administrative center of the North elegant establishments for the rich and powerful. The city
American sector, but the seat of power for the entire UEG, is also a financial hub with many globe-spanning businesses
and by extension all its colonies in space. and banks established within the city borders.
18
The success story of Monument city comes to an end at the and a host of other desiccated areas. The people take great
climax of the Second Robotech War. A Reflex Cannon impact pride in the rebuilding of their city the way it was, even if it is
from one of the Robotch Masters’ warships impacted the only surface level.
city, which annihilated the UEDF HQ tower and much of the
city center, as well as devastated the surrounding area with The less well-off and the outcasts of society are forced to
shockwaves and debris. After the war, this led to a crisis of stay in the outskirts of the city. These outskirts are dense city
major proportions for the UEG. With most of the political and blocks full of cramped communal homes or run-down slums,
military leaders dead or in hiding and unwilling to emerge squeezed in between the industrial zones and maintenance
from safety, there is no direction for the masses of survivors facilities that support the city’s reconstruction.
across the world. The arrival of the Invid puts an end to the
once-beautiful city, and the remaining citizens abandoned Encompassing the skyline of Neo-Tokyo is the vast and
Monument due to its proximity to Reflex Point. However, expansive Robotech Research Center complex. Sitting on the
freedom fighters still hide in the city ruins as part of their
mission to gather intelligence on the Invid. It has become a
popular destination for scavengers of the brave or desperate
kind.

Neo-Tokyo
Built on the ashes of its namesake, Neo-Tokyo is amongst
the most important metropolises of the new age. Designed
and constructed during the Reconstruction era in the years
following the Rain of Death, Neo-Tokyo was designated a
Special Economic Zone by the UEG, causing a large amount
of money and resources to be poured into the area. As the
lynchpin city in its area, it saw rapid growth and prosperity. Its
importance continued to rise as it was assigned as the capital
of the Japan Quadrant as well as the central hub for the
entire Far East sector. It is currently one of the most densely
populated areas on Earth, one of the strongest economies
in the world that attracts fortune seekers from all over the
planet.

While most cities established after the Rain of Death took


precautions in case another similar event occurred, no
other city took that to heart as much as Neo-Tokyo. A full
half of the city is built inside an interconnected complex of
vast caverns, tunnels, and underground domes, enough to
shelter the entire population of the city and its surrounding
settlements from planetary bombardment in comfort and bay and built to replace the original center once established
safety. Both layers are permanently connected through the to research the alien technology found on the Visitor, this
tunnel systems by superhighways and numerous elevators; massive vertical structure stretches from hundreds of meters
the city closely regulates who can actually use them. The below the lower city to high above the buildings of the upper
underground portion of the city, nicknamed the Geo-Grid, side. Home of the greatest minds of their generation, this
uses an evolved form of the Enhanced Video Emulation world-renowned scientific institution continues to develop
system once used in the SDF-1 to simulate a sky with a day new Robotechnological inventions at rapid pace, and is the
and night cycle, and thanks to improvements to the system, major reason why this city is the most advanced settlement
shifting weather patterns. The illusion is so all encompassing of the world. Leading the RRC as its director and successor
that if you were not aware that you were underground, you to Dr. Emil Lang is Professor Lazlo Zand, expert in the field
would barely notice the difference. or Robotechnology and one of the most influential figures
in multiple scientific fields. Zand also boasts strong ties
The districts of Neo-Tokyo are filled with top-of-the-range, throughout the upper tiers of the military and into the UEG
advanced, and perfectly organized high-rise buildings, while itself.
others are faithful recreations of the city blocks of old pre-
Rain Tokyo, complete with the famous landmarks. There The Far East Sector has a long history of political turmoil,
are also the world-famous high-tech commercial districts, and the latest incarnation of its capital city is not unaffected.
bustling entertainment districts, sprawling market sites, During the Global War, most of what constituted the Far
giant sport arenas, prestigious academic wards, and large East Sector was part of the military alliance known as the
public spaces, each dotted with zen gardens, Shinto shrines Northeast Asian Co-Prosperity Sphere. This alliance was one
19
of a handful of major forces ideologically opposed to world
unification. Ever since, even in the days after the devastation
of the Zentraedi bombardment of Earth, this area has been a Other Powers
continuous breeding ground for anti-unification sentiments,
breakaway factions, and AUL terrorists. Furthermore, Independent States
because of the influx of people from all over the world, Neo- Ironically, the United Earth is no longer that united. Many new
Tokyo is a tumultuous mix of cultures and ideas that further states were formed on Earth after the Rain of Death, but not
increase political tensions. all joined after the reformation of the UEG. The chaotic and
devastated state of the Earth after the Rain of Death meant
To quell this turmoil as well as the nihilistic tendencies of the that many of the new states were cut off and disconnected
rising Orphaned Generation subculture, the local government from each other. Most had to tend to their own business for
continues to advocate enforcement of traditional social a long while without UEG support. Since it took many years
norms, including discipline and conformity. However, those for trade routes to be reconnected, it took some time to re-
efforts do little to suppress the wants and desires of the establish communications with many smaller states in the
disenfranchised youth of the post-war era, with many finding most remote areas of the Earth, with new self-governed
their way into the clutches of local gangs, angry mobs, and villages still appearing. The turmoil of the periods between
organized crime in the shape of the Yakuza. As groups of each war also led to many states rising and falling only to be
highly hierarchical crime syndicates, the Yakuza have a long replaced with new ones, often which no longer acknowledged
history of nestling into almost every level of society through the UEG. In addition, with much land still unclaimed, new
violence, bribery, and extortion. micro-states formed by optimistic pioneers continue to crop
up and not all have an intention of joining the United Earth.
When the local government fell at the end of the Second
Robotech War, an alliance of the most powerful Yakuza Several of these states stand in direct opposition to the world
families led by Oyabun Kan Shimada took charge of the city by government. Though few of them have the military capability
force. Seceding from the UEG, the Yakuza planned to weather to be a direct threat to the UEG, they tend to harbor or
the storm of the Invid Invasion by moving their people and support terrorist organizations with the aim to destabilize
crime syndicates into the lower city. The plan was a partial the United Earth. Fortunately, they are also often too divided
success; although the slopes of the nearby sacred Fuji-san by ideological differences or conflicting political interests to
are now covered by Invid hives and Flower of Life farms, the band together against the UEG. Other non-member states are
underground portion of the immense city was overlooked on good footing with the UEG. Some of these friendly states
and spared. However, as Protoculture became harder to include the reborn Vatican State and the Helvetica Republic
get during the occupation, the importance of Neo-Tokyo (formerly Switzerland), both of which remain neutral due to
dwindled as energy sources diminished, forcing a gradual but age-long traditions. Humanity can also be found in space; with
inevitable shutdown of the city, turning it into little more than the UEG moving offworld, some small independent space
a gilded cage, a prison for its ever-impoverishing population. colonies rose up, either founded by migrants from these non-
compliant states or taken over by freedom seekers.

Underground

Found on an unidentifiable corpse in


Zone 7-G, Neo-Tokyo. Those low-life Leaguers
double-crossed me! That shipload of power
armors they pushed onto me is a pile of junk, not
even worth selling as scrap parts to Freetown.
And now the gimps are onto our plan! Could that
crooked senator be in on this too? The rotten
traitor! Oyabun will surely have my head for this
disaster – or worse. I gotta ditch, fast.
Better take a cue from that song and “go
underground”, lie low in the grid for a while…”

Audio log used as evidence in GMP case


2029.142-36

20
Criminal Organizations Conversely, the Zentraedi integration into human society led
The post-apocalyptic Earth opened a wealth of opportunity to a rise in anti-alien sentiment amongst Earth’s survivors.
for unscrupulous survivors. Exploitative bandits and gangs Some take their misgivings and xenophobia to the next level
praying upon outlying settlements became commonplace. by becoming full-blown terrorist groups. One such group,
During the time in which the ASC and United Earth attempted the Earth’s People’s Front (EPF), advocated for the exile of
to curtail these activities, new organized crime groups all Zentraedi from Earth and its solar system, and resorted to
also came into being and grew in strength. Some of these numerous violent acts.
organizations were revitalized and reborn versions of groups
that existed before the Rain of Death; others were entirely Other terrorist groups sought to take control over the
new crime syndicates. Some Zentraedi Malcontents were fractured United Earth, or otherwise seize its territories or
employed amongst these groups or the heads of their own. colonies for themselves. In the wake of the fall of Earth, these
For years, the GMP attempted to stop these activities and groups disappeared or took on new forms, sometimes as
bring down the syndicates, but the semi-fractured and resistance groups. During the Invid occupation of Earth, the
somewhat lawless nature of the United Earth as well as its remains of the United Earth and UEEF operating offworld
burgeoning colonies off-world meant that stamping them labelled any Invid collaborators in the course of the war as
out was next to impossible. Some syndicates amassed such terrorists and enemies of the state.
wealth and influence that they gained the backing of UEG
member states and territories, arming themselves with
surplus military gear, legitimized by some independent states.
Some groups took advantage of the colonization efforts to
Earth People’s Front
obtain their own small commercial vessels and operate across
worlds. Some became space pirates targeting the burgeoning “All members of the GMP are to be on the
space industries that came with colonization. lookout for known members of the Earth Peoples’
Front, several of whom have been confirmed to
Along with the rise of these criminal elements, various have begun disruptive activities.
mercenary and vigilante groups often acted outside the law,
As of 12:00 hours today, the EPF has
either for profit or out of a sense of justice. Examples include
the so-called Holy Order of the Knights Gloval, a widespread been placed on the Terrorist watch list. Identified
vigilante group working to uphold old-world ideals they feel as radical human supremacists, their primary
have been lost after the Robotech Wars, and the mercenary motivation is the segregation of Human and
group Tucson Corporation, which only accepts what they see Zentraedi and the deportation of all non-human
as morally just jobs. from the planet.
Their ideology is based on the premise
Many of these dissident groups continued to be active long
after the UEG on Earth dissolved, adapting to the new reality that the forced integration of Zentaredi with
of the Invid occupation, and some moved to take control in human populations will eventually cause a
the ensuing power vacuum, sparking numerous conflicts. conglomeration of races, which would result in
the slow extinction of humans as they are today.
Terrorist Organizations They also believe that forcing Zentraedi
Since its foundation, the UEG has faced opposition. The state
to live in close proximity with humans will only
of the Earth and the fractured United Earth following the
First Robotech War allowed many regions that had harbored foster greater animosity that could lead to more
anti-unificationist sentiments to break away and become human casualties.
independent states. The Anti-Unification League resurrected Have no doubt, the EPF are radical
itself and became a movement of violence, attempting to racists and have resorted to the use of force,
bring down the UEG. Many armed conflicts and terrorist including violent protests and acts of terrorism
attacks plagued the United Earth during the years in which it
against human and Zentraedi targets, this
re-asserted itself.
includes a failed but highly destructive attempt to
Remaining Malcontent fighters who did not fall in among the seize the Robotech Factory Satellite.
bandits and criminal underworld still linger on, fighting in the Dismantling this organization is now a
name of Zentraedi honor—or in some cases, simply because critical directive for the GMP.”
they could. Others declared themselves eternally loyal to the
Robotech Masters and continued to battle the United Earth’s
A memo from the Vice Director of the GMP
forces. Rather than being considered an enemy army, they
were eventually relegated to domestic terrorist threats that Intelligence Bureau: 11/10/2019
operated in and around the solar system.

21
New Races
As alien species continue to descend and wage war upon • Invid Royalty - page xxx: Royals are evolved to explore
Earth, refugee Humans and Zentraedi continue to encounter the possibilities that Invid may become. They are the
new races. There are 2 additional races found in this book that Invid’s final form on Earth. They are extremely powerful
you may choose from: Tirolian and Invid. and use the best gear and mecha.

• Tirolian: Tirolians are the people of the Robotech Masters • Invid Simulagent - page xxx: When the Invid need spies,
Empire. Tirolians are a proud and ancient people with a Simulagents are created from the DNA of the species
culture filled with art, science, and music. However, the they wish to surveil. The Simulagent will appear as their
overlords of their race, the tyrannical Robotech Masters copy in every way, but with a link to the hive mind to
themselves, rule them with an iron fist and have twisted report their findings.
them into an emotionless caste-based society where
free thought is outlawed. Genetics and cybernetics have
altered their human-like form to create slave-like clones
and psychic-bound triplets to create a visually perfect
society of uniformity.

• Invid: The Invid are the children of Optera. A race of slug-


like aliens who traveled the galaxy in their quest to survive
and obtain the sacred Flower of Life—the source of
Protoculture stolen from them long ago by the Robotech
Masters to fuel their empire. The Invid are bound to a
greater hive mind ruled over by their king and queen,
and toil away in servitude to the greater good through
their assigned tasks. They seek to evolve from their base
form by combining with the Protoculture to become the Review the options below:
ultimate life form and ascend as a species, changing and
growing with each new form of their evolution. • Playing as an Alien Sympathizer: Depending on the
scenario the GM establishes, you may wish to play a
The following is a list of Invid’s evolutionary states. Reference Human, possibly former UEEF or ASC affiliated, who is
their stats from the pages listed: working for the other side. You are considered a traitor
by your former allies. Since the aliens don’t fabricate
• Invid Slug - page xxx: This is the least-evolved Invid type. the weapons you are used to, you may have to scavenge
These creatures operate with animal intelligence and are parts after Conflicts to resupply. It is possible that the
easily controlled by the Queen-mother or King-father. aliens modify their own weapons or mecha for you to use.

• Invid Worker - page xxx: This type of Invid is capable • Playing as a Human Sympathizer: After witnessing
of specializing in specific tasks. Workers create the Invid your advanced alien culture attack and destroy the
infrastructure and fight in powerful mecha. Earth without regard, you switch sides and fight with
the Humans. You are considered a traitor by your former
• Invid Warrior - page xxx: Of all types, Warriors are the alien comrades. The Humans may not understand your
only ones specifically tasked with military duties. They technology, or have a way to fabricate weapons or gear
pilot powerful mecha with advanced weaponry, or for you. You may have to scavenge weapons you are
control advanced vehicles. familiar with or train the Humans to build your tech.

• Invid Keeper - page xxx: The most elite form an Invid • Playing as a Renegade: You choose no sides and only
can take. Keepers are trusted with decision making for look out for yourself and a few close comrades. After
the greater good of all Invid. They gain access to the most becoming disenchanted with the war effort, you abandon
advanced mecha and have the greatest responsibilities. your race, but choose not to join any side. You live to
Some are chosen by the Regent or Regess to serve as survive and try to stay out of trouble. Unless you trade
advisors, master engineers, or scientists. for goods, you must scavenge for weapons and gear.

22
BACKER PIECE 2

23
New Careers
working with high-tech equipment in the pursuit of
knowledge or creation.
Triumvirate
• Equipment: Any to support your role as a technician
“We as three, and three as one. We are the voice of the Masters; or specialist: any 3 Kits, 1 Hand Weapon - Combat
we are their righteous hand.” Knife, Tirolian Armor, and 1 Pistol.

To improve the efficiency of Tirolian civilian and military Proficiencies
operations, the Robotech Masters devised a system that • All ground vehicles.
bound individual Tirolians into psychically linked groups of • Any Bioroid.
three, each of whom share one mind. Feelings, thoughts,
and memories are unified. With all three members of the • Musician: For the Robotech Masters’ plan to come to
Triumvirate working together, they work far more efficiently fruition, Musicians play the most important role. Each
together, sensing the next move that the other would member of the Triumvirate holds a different instrument,
make. As time progressed, the Tirolian refugees under the but they play as one. Their perfect rhythm fuels and
Masters’ control became increasingly more dependent on calms the Tirolian Plebeians, but mostly keeps the Clones
the Triumvirate. The Triumvirate is an honor bestowed to the under control. While the Musicians play, their songs spill
most talented and promising Tirolians under the Robotech outward and into the minds of those nearby. They can
Masters’ command. sing their people to sleep, motivate them to work long
and hard hours, or send them into a violent rage. You are
The Masters formed groups for combat, music, and custodial in your Element when you are emboldening or supporting
activities. Platoons of Tirolian combatants operate in their your allies through music.
Triumvirate squads of three. They are always outfitted
identically, as The Masters believe that conscription is the • Fame: Recorder [F1]
key to efficient operation, whether it be tactical, technical, or • Equipment: Any to support your role as a voice for
social in nature. the Masters: 1 Cosmic Instrument, any 1 Kit, 1 Pistol,
Hoverdisc, and a Portable Barrier Projector.
While the benefits of being part of a Triumvirate are obvious,
there are significant downsides as well. The members become Proficiencies
codependent, losing their ability to think individually, and to • Hoverdisc.
some degree, losing creativity and the ability to adapt. Once
an enemy knows this secret, they can exploit it with disastrous • Soldier: A Plebeian who has proven themselves on the
effect. battlefield may gain the Masters’ notice. Their genetic
template is entered into greater storage and in essence,
• Requirement: To take this Career, your race must be they become immortal. A Soldier Triumvirate is an elite
Tirolian or another race that has been indoctrinated by force tasked with achieving victory, no matter the cost.
the Masters. Lost members can be replaced with clones, but the
• Talent: Any 1 Tactical or Social plus “Linked” listed below. Masters have precious little time and Protoculture left.
• Rank: Princeps or Minister [R2]. They expect nothing less than perfection. You are in
• Fame: Based on Element, see below. your Element when you are working as a team in heavy
• Equipment: Based on Element, see below. combat situations.

Proficiencies • Equipment: Any to support your role as an elite


Based on Element, see below. fighting unit: 1 military vehicle or Bioroid, any 1
Bioroid upgrade, any 2 Kits, 1 Pistol, 1 hand-held
Elements weapon - Combat Knife, and Triumvirate Armor.
• Custodian: In the Masters’ arsenal, they have a great
need for technicians, scientists, caregivers, and medical Proficiencies
specialists. These roles are filled by a caste known as • All Ground vehicles.
Custodians. You are in your Element when you are • All Bioroids, Bioroid Upgrades, and variants.

24
Career Talent (All Elements): Linked
“I feel what they feel and know what they know, and we think The Triumvirate is made up of members: A, B, and C. C
as one. We are the three who are one.” becomes separated from A and B. Therefore, A and B take a
Hindrance to all rolls, and member C takes a Disadvantage.
You operate as three separate beings that all share the same If B also becomes separated, then all members will take a
thoughts, feelings, and experiences. You are connected with a Disadvantage.
psychic link that remains active as long as you are within 1 km
of each other. For each member outside of the Range, the
other members take 1 level of penalty. You are provided
the same equipment.

Playing a Triumvirate
Though you are playing three separate characters
at once, you create only one character following the
typical rules. But in addition, Triumvirate, in total,
have 9 Light Wounds. Since they operate as one,
you may spread damage across the three different
Triumvirate members. You also triple their Mecha
Structure points. In certain instances, the GM may
declare that a single individual takes a specified
amount of damage. In this case, you may need
to track Wounds and damage separately.

• Wound Increases: Talents or Abilities


that provide Wound increases grant the
listed increase and no more. Do not apply
the benefit to each Triumvirate individual.
The benefit is assumed to enhance the
Triumvirate in total. If needed, apply the
benefit to any single member as you see fit.

• Skills: From a role playing standpoint,


you may choose to use Skills and
Actions from any combination of
individuals. You do not gain more
dice or additional Actions.

• Separation and Loss: If a


member of the Triumvirate
becomes knocked out, killed,
or separated from the
others by more than 1 km,
the Triumvirate will take 1
Fatigue from Stress. For
each member lost, the
subgroup takes 1 level
of penalty until they can
acclimate to the loss,
which takes days.

25
• Stalker: You are a one-person vengeance machine. You
strike across the desolation to enact revenge for yourself
Nomad or a comrade. You have perfected tracking, hunting, and
interrogation. Only accomplishing your goal or death will
“Another mile traveled and another ghost town uncovered. It end your personal strife. You are in your Element when
seems that there is no end to this carnage.To think, years ago, all you are in hot pursuit of your target.
these towns had people filling them. Every house had families;
had children playing. Now they are all just bones—dried, dead • Trader: Even a Nomad needs to make a living, and every
bones.” —Dusty Ayres, searching for revenge against his former little bit helps. You know the terrain, the people, and how
allies, who left him behind for the Invid. much water you can get for this hyper-capacitor. You are
in your Element when you seek out wreckage and items,
Nomads make their homes in the wilderness and wastelands and trade with others.
of the Earth after alien devastation. They are hardened
against the environment and have developed keen survival Career Talent: Caches
instincts. Many operate as traders, turning over valuable tech “I’ve got everything I need. It’s all around us. It might take a bit
or Protoculture cells for food and supplies. to find, but I’ve got it all.”

Nomads often operate alone and have a general distrust Within familiar territory, you are never more than days away
for everyone and everything. They have few loyalties and from a supply cache that contains 1 general supply item that
may trade with an enemy if it provides a big enough benefit. is crucial to your adventures. In unfamiliar territory, you can
Nomads have many hiding places, and the most successful always find something of value within days.
keep caches of supplies hidden in the desolated
remains of the Earth.

Nomads tend to be Human, but a few Invid,


former Triumvirate, and surviving Zentraedi have
been encountered as well. If you have goods to
trade, many don’t care who they trade with as
long as it helps them survive. Times are tough and
keep getting tougher. Those who cannot survive
die. Those who can endure the hardships become
Nomads.

• Talent: Choose any 1 Talent from any category


plus “Caches” listed below.
• Rank: Civilian [R0] or Corporal [R1], though
your rank may not be recognized.
• Equipment: Hovercycle, Pistol, Rifle - any,
Survival Kit, and any 1 other Kit.

Proficiencies
• All ground vehicles.
• Select 1: Any single Mecha + variants, any
single space vehicle, all aerial vehicles, all
surface Naval Vessels, any single Naval Vessel,
or any single Mecha upgrade.

Elements
• Explorer: You have no master. The world
is yours to rediscover. You only care about
pressing forward, surviving, and learning.
You wander to unite people, spread news of
victory, or to find a new place to settle. You
are in your Element when you are surviving
in the harshest conditions, traversing the
most arduous terrain, and discovering the
unknown.

26
New Elements
The new world is a harsh and dangerous place. There are
many enemies, some of whom appear as friends. Add the Marine - Scout
following Elements to your Career lists when playing in any
harsh environment: Armies can be crushed in an instant if they walk into a trap
or a well-organized enemy. Recon pilots’ abilities have their
limitations, but you can stay in the field for an indefinite
period, hunting and reporting on every facet of enemy
Pilot - Recon Pilot activity—assuming you don’t get discovered. You are in your
Element when you are prowling and keeping a low profile in
With communications knocked out and electromagnetic combat situations.
interference, the best way to get information about the
enemy and outside world is to go in search of it. You are in your
Element when you are alone, on the lam, seeking information
or providing it to others. You are quick-thinking and always Technician - Scavenger
have a contingency in place if things go sideways.
Earth is home to far fewer people, but the good news
• Rank: Corporal [R1] for you is that it’s full of high-tech debris. Ancient and
powerful technology waits for you, ready to be discovered,
Career Talent: AWACS repaired, and fused into even more powerful items. You are
“Fly in real low, skim those hills—I want to see the farmers’ hats in your Element when you are building, understanding, and
blow off. Hit them hard and fast.” upgrading existing items from objects you scavenge.

During the first round of a Conflict, you gain +1 extra Action
that is used to take any Support Action. This allows you to
take 3 Actions in total. You must be piloting a Mecha or aerial
vehicle with advanced sensors or ECM to take advantage of
this Talent.

Officer - Logistics

Sometimes the most important jobs are the easiest to


overlook. Without supplies and proper communication, it’s
impossible to fight. You are in your Element when you’re
making many small, integrated decisions to get supplies and
people where they need to go. This takes knowing people,
using your authority, and working within a bureaucratic
system.

Spy - Information Dealer

Knowing the right people, the right places, and intel on the
enemy can be very lucrative. Getting this information is not
easy; it can take years building the right relationships with the
right people, and trust is easier to lose than to earn. You are in
your Element when you covertly seek and deal in information,
including working with your sources.

27
New Skills
and comport yourself as etiquette dictates, blending in
while putting everyone at ease.
Alpha Strike • Technical: Using standard parts and tools usually leads
to desired results.
“There’s no holding back. I have to hit them with everything I
have! It’s now or never!”

No matter the task, you are ready to confront it with tools, Fade to Black
missiles, or contacts. This Skill allows you to use everything
you have at hand, and throw it at the problem. However, “Sometimes the best way to beat your enemy is to avoid your
calling in favors and chain-firing your lasers can wear your enemy. Become nothing, and you become everything.”
mecha’s battery to nothing.
With a slight and calm technique, you disappear into the
• Benefit - Get Everything: You use everything you have at background. You seamlessly merge into any environmental
your disposal to defeat the conflict in front of you. or social situation. No one seems to miss or notice your
• Cost - Weakened: Afterward, you have little left. You’ll disappearance. This offers you time to investigate or hide.
need to refit or recover to get back to full strength. However, your position would become quite precarious if you
were discovered.
• Physical: You fire all weapons and hold the trigger down
until the enemy is nothing but a ball of fire. • Benefit - Stealth: You or your work become difficult to
• Social: You lead in with all your facts and arguments, notice. It may be carefully hidden or hiding in plain sight.
providing reason after reason why your idea is better • Cost - Exposure: When you are hiding, you must move
and your rival is wrong until only your idea is left with any cautiously. During this time, you are unable to defend
credibility. yourself if something were to move to Attack you.
• Technical: You salvage all the best parts from the
damaged Veritechs so you can get the ace pilot back into • Physical: You stick to the shadows to sneak by the guard.
the air as quickly as possible. • Social: During an officer’s party, you try to blend in as
one of the higher ranks to gather more information.
• Technical: You build the hidden camera so it looks like a
common item.
By the Book

“Keep the formation tight—we’re expecting heavy fire. We’ll


have the best chance of completing the mission by following Keep Pushing Forward
the plan.”
“Marines! They’re running low on ammunition, push through
You or your team take action based on tried and true practices. now! Charge!”
These practices offer the best statistical chance of success.
When done properly, your actions execute in a beautiful No matter the circumstance, you are able to get something
rhythm. Those who operate by the book often become the done. However, it is an all-or-nothing endeavor. Once you
teacher of the book, instructing the next generation best start, you must push through to see the results, and they
practices. may not always be pretty. Use this Skill to assault a heavily
guarded emplacement or turn a hostile mob to your favor.
• Benefit - Coordinate: Your team acts as one, in unison,
with perfect timing. Everyone knows each other’s • Benefit - Make Progress: Regardless of the situation,
positions and jobs. you make some amount of progress. You may be low
• Cost - Telegraph: An enemy familiar with your technique on ammunition, have a heavily damaged reputation, or
can rip it apart with ease. Those who don’t know your have few tools available for repair.
technique will catch on quickly. • Cost - Stubbornness: Once you start to take action,
you are beholden to continue until the action has been
• Physical: You pilot in a textbook fashion so that your completed. In many cases, this is dangerous; in a few, it’s
wingmates know what you have planned. dire.
• Social: At social functions, you address people properly
28
• Physical: Despite this being your third sortie of the day,
you still leap into the cockpit to defend your allies.
• Social: Despite the looks of doubt, you stick to your guns. Treasure Hunt
You know you are right and will ultimately be vindicated.
• Technical: Bay after bay is filled with damaged Veritechs “I know where the old UEDF cache is, thanks to a tablet I took
and Destroids. With a sigh and no end in sight, you pick off a long-dead marine. They were just bones, but I got the
up your tools. It will be a long shift, but you’ll get it done. tablet working.”

Finding buried treasure can make you rich, but it isn’t an


easy task. It takes careful planning, dedicated research, and
Last Stand following all the right clues to uncover the riches of your
wildest dreams. Use this Skill to uncover something hidden,
lost, or forgotten. To use it to its full potential, you must have
a clue or previously known information guiding your actions.

• Benefit - Uncover: After careful work and long hours,


you uncover a long-hidden secret.
• Cost - Clues: To find the treasure, you need clues. You
must be on the right track already or have previously
received information.

• Physical: With study, you reveal details about enemy


tactics that you can take advantage of when the battle
arrives.
• Social: You have studied your business rival, but have
just found the information that will take them down,
giving you the lucrative contract.
• Technician: You uncover a special aspect of a long-lost
technology.

Valued Opinion
“We accept our fates, my Queen. As you order, we throw down
our lives for the future of the Invid.” “I’ve been there before. The Invid are vicious, but they can be
defeated if we work together.”
You are backed into a corner. There’s nowhere to go and
nothing left to do but give it your all in this last attempt at Through expertise in a field, past performance, or good
success. Use this Skill when the enemy has the drop on you, character, your opinions and thoughts are valued by your
or you are pinned down with no escape. allies and sometimes even your superiors. Use this Skill to add
weight to your ideas and plans. It enables you to provide your
• Benefit - Desperation: With nothing else to lose, you expertise to people who normally would not heed to your
make one last attempt against all odds. This may be your thoughts, such as a superior officer.
last idea, missile, or a desperate speech to turn the tides.
• Cost - Consumed: In the effort, something is consumed • Benefit – Sway: You have the ability to change people’s
or lost. An ally may be Wounded or killed, or a valuable opinions.
item may become destroyed. • Cost – Expertise: You can’t just bluff—you must truly
have expertise in the field in which you are expressing
• Physical: In a one-on-one fight, you’re no more skilled your opinion.
than the next pilot. But surround you with enemies, and
you fight like an ace. • Physical: Those above you will often take your tactical
• Social: When the argument seems lost, your conviction recommendations into consideration.
and eloquence shine through. • Social: Friends and associates seek your advice about
• Technical: The enemy is on its way, parts and ammo are relationships, fashion or other personal topics.
low, and your crew is exhausted—yet somehow you have • Technical: You are regarded as an expert in your field and
the Veritechs repaired, armed, and ready to launch. are sought after for answers of a technical nature.
29
Next, select 6 Skills from the standard Skill list and place
these under any of the categories. You must have at least 1
Skill Creation Guidelines Skill in each category. You may choose the same Skill to place
under 2 different categories.
The following are guidelines to help Game Masters create
their own Skills to add to those in the Robotech RPG:
Alis chooses the following Skills to place in her categories:
1. Familiarize yourself with the Skill rules on pages M62-66.
2. The Skill’s title should be concise and evoke an image of Physical: 2
what it does in the game. If it cannot spur the imagination Rapidfire
into action, then it needs more work. Flash Move
3. It must cover actions across all spectrums of the game: Close Quarters
Physical, Social, and Technical. Your write-up of the Skill Technical: 1
should provide a solid example of each. I Can Fix It
4. Each Skill requires a benefit and cost. The benefit is the Scanning Sweep
overall concept of what the skill provides. The cost is Social: 0
either a contingency for activation, or the Skill’s downside I Can Fix It
when it is used.
5. Each turn, players use 2 Skills. The new Skill you are The next step is to allocate points to the Skills. Choose 1 of the
designing must be able to be used in concert with the following arrays, and apply the values 1 per 1 to your chosen
existing Skills in the game. Skills:
6. A Skill should be its own thing and not reproduce the
effects of another Skill. A small amount of crossover is • Specialized: 4,4,3,2,1,1
acceptable. The Skill should have its own portion of game • Focused: 4,3,3,2,2,1
space it controls. You can still use it toward the fringe of • Versatile: 3,3,3,2,2,2
its concept, but take penalties for doing so.
7. A Skill should be usable under many situations, but not
all and not too few. Alis chooses the Versatile array:
8. A Skill should not alter or add extra rules beyond the Physical: 2
above guidelines. Rapidfire: 3
9. Keep a written record on hand during play that can be Flash Move: 3
referenced by the GM and other players. Close Quarters: 2
Technical: 1
I Can Fix It: 3
Scanning Sweep: 2
Alternate Skill System Social: 0
I Can Fix It: 2
For a more traditional structure in the Skill list, take advantage
of these optional rules. The alternate skill system categorizes New purchases and increase of costs function as per usual. A
Skills into the following 3 categories: pool of 0 rolls 2 dice with Disadvantage. Note: Burnout works
• Physical as per usual.
• Social
• Technical From there, hero creation continues as per the book—see
M16.
Place the following values into any of the categories:
• 2
• 1 Alis piloting their AGAC finds themselves in combat and
• 0 wants to Attack an enemy Bioroid. They create a pool from
Physical and employ the Rapidfire Skill, creating a pool of
5 dice. In a Social situation, the pilot attempts to ignore an
Alis wishes to play a Pilot, so she chooses to place 2 points insult. They use the Social category and do not have a Skill
into Physical, 1 point into Technical, and 0 points into that fits, so it counts as a value of 0. Therefore, the attempt
Social. is made using 2 dice, but takes a Disadvantage. While in
the hangar, the pilot is waiting for their Veritech’s missiles
Physical: 2 to be loaded. Getting impatient, they try to start loading
Technical: 1 the missiles themselves. The pilot’s Technical Skill is 1, and
Social: 0 they choose to use their I Can Fix It Skill for a total pool of 4.

30
New Talents
Pure Beam Energy
By summoning a powerful internal force, you can emit an
Invid Psychic Talents energy beam from your hands or eyes. The beam has a Range
of Short, ignores 1 point of your opponent’s Armor, and inflicts
“Rise, my little Invid, rise. Soon this land will give us what we 2x Light-class damage. When piloting an organic-based
need to evolve. You will all be rewarded. You have worked so Mecha, this Attack is enhanced to Mecha-class damage. You
hard and for so long, and you have suffered greatly.” may use an Attack Action with this Talent.

Higher-evolved Invid have exceptional mental capabilities.


They are exceedingly smart and some can use powerful
mental abilities. Choose these Talents when upgrading or Leadership
creating your Invid character. Treat them like any other type
of Talent, except activation requires using an Interact Action Battle Order
(unless otherwise noted) and spending 1 point of Fatigue. “If we do this right, we can make it out of here alive!”
Targets can Resist your Attacks using an Inhibit Action.
You are decisive and calm under pressure. Those under your
Each option below counts as 1 Talent choice. command follow your orders without question. Once per
Conflict, you may give an order to an ally or subordinate who
These Talents are only available to the following races: has a lower rank than you. When following this order, they
• Invid King-Father or Queen-Mother. do not take Fatigue from exceeding their Burnout. Make the
• Invid Royalty. order in the Communication Phase.
• Any sentient subject to Invid experimentation. This is
based on your hero’s background; discuss with your GM. Combat Leader
“Gamattru Wing, you are to dive on the enemy position after
Telekinesis their volley of anti-air cover. Use a parabolic entry pattern. They
You can move objects with your mind. You may move 10 kg will not be able to adapt.”
of objects 10 m, or the Talent may be altered to move 100 kg
of material 1 m. You may choose to split up the weight and
distance as you see fit. The objects move 3 m over moments.
Enemies that are lifted from the ground are unable to move.
By using 2 Interact Actions and spending 2 Fatigue, you may
lift 2 targets at once.

Mental Invade
Using the strength of your mind, you reach into another’s
thoughts and can see what they are thinking. The invasion
lasts for minutes based on the strength of the attempt. When
invading, you hear and see through the target’s senses. The
subject must be in visual range of your or another Invid in the
adjacent hive mind. You may only invade 1 mind at a time.

Possession
Some of the most mentally powerful Invid can take over
another’s body. To initiate this Attack, you must have visual You excel at leading in the thick of combat. Your keen instincts
contact or be adjacent to another Invid in the hive mind. and ability to sense the enemy’s motives have led to many
When you have control, your body slumps over and your mind glorious victories. Once per Conflict, gain +1 bonus Action.
enters your target’s body. You cannot review the target’s This bonus Action may only be used to make a Support or
memories, but have full control of their body. Possession lasts Ops Action (assuming you have not taken an Ops or Support
for seconds. Action in the Conflict already).

31
Good Reputation
“This unit has scanned and eliminated 203 humanoid lifeforms.
My calculations indicate that I will eliminate 414 more before Piloting
evolving.”
Advanced Maneuvering
“Tactical assessment indicates that using the asteroid debris
will result in a 92 percent chance of escape.”

With a sharp mind and even sharper reflexes, you push your
Mecha to the limit. Using every Vernier Thruster and your
intuition, you dive through space like an elegant dancer.
When performing a Defend or Redirect Action in a suitable
flying Vessel moving at least at half Speed, gain the following
equipment suite:
• Uses: Unlimited
• Skill: 5 + take 1 damage to your Vessel due to the Stress
of the maneuver

Years of dedicated service have yielded you many accolades.


People who know your track record take your word seriously. Defensive Fighter
You have a good reputation among a specific population of “So many missiles. We can make it through if we split them.
sentients—which is chosen when this Talent is taken. You gain Hang on, we’re about to experience some turbulence.”
an Edge when engaging in social situations with this group.
You watch the tides of battle and know how to dodge and
Inspirational weave. Your positioning mitigates the worst of most impacts.
“We have so little, and our enemy is well prepared, but we can When moving at least at half-speed in your Mecha or aerial
still make a difference. Each of us can change the game if we are vehicle, gain +1 Armor against area of effect damage and
smart and determined!” Attacks with a Range of Short. This is a continuous effect. You
may also decide to burn this to gain +1 Armor when making a
You stand on a fallen tree to project your voice. As you Defend Action once per Conflict.
engage your friends, more and more people approach to hear
what you have to say. By the end of your speech, you have
the whole company enamored. Once per Conflict, you may Fox Amongst the Hounds
give an inspirational speech. It takes minutes to complete, “No worries, Bravo leader—my signature is masked and I’m just
but all those who hear it have their Burnout raised by 1 for going to ease on in…right in the middle of these Invid.”
the Conflict.
You are an expert at breaking up any formation and making
Legendary Hero enemy attacks a danger to their own allies. Gain the “Fox”
“See that one? I heard they took on an entire swarm of Invid Element. You are in this Element when surrounded by multiple
Scouts with just a knife. I’m glad they are on our side.” weaker foes. When engaging a swarm of targets, if you have
targeted the swarm in your previous round, you may use the
Once, a long time ago, you walked into the jaws of hell and “Fox Amongst the Hounds” equipment suite:
emerged unscathed. Increase your Fame by 1 level. Once per • Uses: Unlimited
Conflict, you may invoke your legendary status to spur your • Skill: 2
fellow soldiers onto greatness. When Attacking and being
Attacked, gain +3 automatic Successes, but take +1 Wound
or damage automatically. Equipment cannot be used to Head Hunter
mitigate this damage. “My Queen did not evolve me to waste my time tangling with
these rats. I desire a real challenge.”
That Is How It Is Done
“The battlefield isn’t just a trial for you. It’s a trial for them, too. You gain the Head Hunter Element. You are in this Element
Show them the way.” when searching for and engaging enemy aces, officers, and
warriors of renown in single combat. During the course of
Once per Conflict, gain the following Benefit: In the turn a Conflict, you may bank Attack Actions when targeting
after you have Success with an Action, any allies within Short an enemy pilot of renown. Later in the Conflict, you may
Range who witness your Action may make a reroll if they add these banked Actions to an Attack Action against your
perform the same Action in the same way. Enact this Ability rival. Each banked Action allows you to ignore 1 point of the
after you have succeeded, at the beginning of the turn. target’s Armor and gain +1 automatic Success.
32
Just Hold Together same group of people, or you can choose not to take a Drama
“All right baby, I know you won’t like this—but If I give you just a from the interaction.
bit more juice, you can get that signal out.”
Sentimental Trinket
You know your Mecha and have luck on your side. During a “This glass unicorn is all I have left of my daughter.”
Conflict, a Pilot can make any and all damaged or destroyed
Systems and Hardware function without penalty inside the
Mecha or aerial vehicle you are operating. This can happen
in any round after the damage has occured. The duration of
the effect lasts for seconds. This Talent will not allow a system
that requires ammunition to fire again if the ammunition has You have a single object or trinket in your possession that
been expended. you carry at all times. You may destroy the trinket/object to
automatically succeed a challenge—treat this as a Sacrifice
Mag Dump (see more on M60). When the trinket is destroyed, gain a
“Once you get a targeting solution, fire! And make sure not to Drama. You only gain a new trinket from this Talent after the
let off that trigger!” Drama from the destroyed trinket has been resolved. Gain
the Element “Sentimental.”
As a pilot, you have come to count on your trusty Gun Pod.
When using a Gun Pod equipment suite, spend 1 additional Unhinged
point of Use, but double the Skill dice and ignore 1 additional “Breaking protocol. Queen-Mother’s instructions are less
point of your target’s Armor. efficient. I will make the adjustments required.”

You have always been a touch unstable. Most of the time,


it gets you in trouble, but you have learned to harness this
Social instability. You gain the “Unhinged” Element and are in your
Element when acting erractly or during a mental break.
A Reason to Come Home Permanently lose -1 point of Stress; you now have access to
“I will never leave you behind. I will be back, no matter what.” 4 boxes instead of 5. When you mentally break, the GM may
only control 1 of your Actions. You still control the other.
When you take this Talent, gain a Drama relating to your
desire and reason to survive and return home. Once during a You Are the Stage
Conflict, you may ignore 1 source of damage to reduce your “No light? No stage? Just some dead trees and big rocks? This
Wounds. In addition, you gain the “Journeyer” Element. You will be the best performance of my career!”
are in this Element when attempting to return to the source
of your Drama. Your brilliance is always the main attraction; everything
else is just for show. When performing, you may use a listed
Exaggerated Reputation equipment suite benefit associated with a venue that you
“Yeah, of course I took out that Triumvirate myself. The ASC has have access to with your current Fame. You do not need
advanced capabilities now.” access to a venue to gain this benefit. You may activate this
Talent once over days.
Treat your Fame as 1 level higher than it is. However, you will
often be accosted by those who believe your exaggerated
reputation, and people may either avoid you or harass you
depending on its nature. Additionally, gain an Edge when Tactical
interacting with people socially who are not aware of the
truth due to the outlandish and bombastic stories that Built Tough - Update*
surround you. Gain a Drama if those people find out you are “Evolution has been kind to this one. It has made this one strong
not genuine. and able to serve this one’s Queen.”

Slick As Water You become tougher and harder to kill. *This Talent may be
“I am truly sorry for my actions. As long as we all come together, taken 2 times. The list found on M81 extends the options to
we can work past this.” the races found in this book:

You always know what to say to get out of a jam. You make • Tirolians: Tirolians gain +2 additional Brawl Wounds; the
mistakes, but they never seem to impact you socially. When second time taken grants +1 additional Critical Wound.
you make a social mistake or misqueue, you can turn it into a • Invid: Invid gain +1 Resist, which may be added to any
positive effect by taking 1 point of Fatigue. The positive effect Resist provided from gear but not Vessels. Gain an
could be getting an Edge the next time you interact with the additional +1 Resist if taken a second time.
33
Camouflage
“The mud here is thick and filled with calcium. It will obfuscate
our heat signatures.” Technical

You master the environment and blend into it. Given seconds Jury Rig
to hide yourself and your allies, gain an Edge to stealth- “Well, all the capacitors here are blown, but those over there are
related checks. Given minutes to prepare, gain an Advantage. just fine. Seems like a simple decision.”
This assumes you are on foot, carrying limited gear. When in
Mecha or vehicles, this benefit is reduced by 1 level. Quick thinking and resourcefulness have gotten you through
some tough times. Gain the Element “Resourceful.” When
Demolitionist you do not have time or the parts to properly fix a damaged
“Everything has a weak point. Nothing is impenetrable.” system, you can scavenge parts from another system. The
system you took the parts from becomes damaged to a
You know exactly how to crack an egg—well, an egg with degree based on the level of repair completed.
1-m thick composite Armor. When planting demolitions on a
Structure and within an appropriate amount of time, increase Intensify
Shaped Charge to 3x Mecha damage and double the radius of “All right, I now have the Boosters linked with the jet pack.
Fragmentation demolitions. Attacking and defending with one push of a button.”

Dirty Fighter As you quickly rewire and rewrite protocols within a vehicle,
“Aim for the gonads! Wait, does it have gonads? Aim for the system, or Vessel, you link multiple systems together to
gonads anyway!” intensify your capabilities. Once per Conflict, you may use
up to 2 equipment suites instead of 1. However, this costs 1
There’s no such thing as a fair fight. Gain the Element “Dirty additional use from either equipment suite activated. The
Fighter.” You gain an Edge the first time you Attack a target systems must be complex to modify them technically.
with a Melee Attack. If you surprise your target, ignore 1 point
of their Armor. Scavenger*
“Now, this place, this place always comes through for me. That
Ground Pounder cruiser’s debris spread all over these hills as she was coming
“I don’t need vehicles, gizmos, or mecha. We have everything down.”
we need right here in our hands.”
You are adept at using limited materials to keep Mecha and
Troopers are fragile but nimble, and gain a slew of tactical gear in working order and obtain the materials to do so. On
Advantages—especially where guerilla warfare is needed. any supply test to obtain Mecha or equipment, you count as
Gain the Element “Guerilla.” Gain +1 Resist to your personal having 1 additional Success.
gear-based Light Armor. This benefit is passive and continues
indefinitely. You may choose to burn this benefit to gain +3 *You may take this Talent a second time; when you do any
Resist against an Attack. test for obtaining supplies, count as having 2 additional
Successes.
Snipe
“With these weapons? There’s only one way to beat them. You Well Stocked
must aim for the eye. Don’t miss.” “I carry everything in my utility vest…dental floss, pliers, a tape
measure, neural wiring harness, tracking device...”
Gain the Element “Patient.” You wait for as long as it takes
to get the perfect shot. During a Conflict, you may choose Gain the Element “Prepared.” You knew lugging that case of
to bank Attack Actions as part of your steady aim. Each supplies around would come in handy at some point. You gain
Action banked provides 1 level of bonus, assuming you take +1 additional use of a non-weapon-based equipment suite
an Attack Action on the target you have been aiming at and you have access to. This Talent may be used once over the
remain undetected. span of hours.

34
35
New Rules
Resist/Resistance
Some creatures or systems are so tough, they do not succumb
New Gear Rules to damage easily. Resistance allows them to shrug off damage
that would take down lesser Structures. If a Vessel or system
Weapon and Technology Properties is given the Resist rule, it ignores Armor penetration equal to
As per M92, weapons have various properties associated the Resist value. The Resist rule only affects weapons of the
with them, described under the weapons entry. These rules same damage class as the Vessel or system’s Armor Class.
are represented by symbols to note special properties. The
following special property is present in the Macross book,
but is added here to make referencing easier due to a high A Mecha is hit with a weapon that ignores/reduces 2
number of weapons with this property: points of Armor. That Mecha has Resist 1, so the Attack
only ignores 1 point of Armor instead. If a Light weapon
• [Px/x] - Penetration: The weapon ignores or reduces a that ignores/reduces 2 points of Armor hits a Mecha-class
number of points of enemy Armor equal to the value of Armored target, the weapon’s Armor penetration does not
X. A weapons pen only affects Armor values of the same affect the Mecha and the Resist does not take effect.
type as that weapon’s damage type.

Combination/Docking
Weapons with Light damage and Pen 1 do not reduce Some mecha and vessels are able to dock together and
a Mecha-Armored target’s Armor by 1. Where a symbol combine their strength, such as the Alpha and Beta Fighters.
indicates [Px/x], the second number is the Pen value under Sometimes this may confer an equipment suite or additional
specific circumstances described in the weapons entry. Hardware.

The following weapons and equipment suites from the When 2 Mecha/Vessels are docked/combined, use the Mecha
Macross book have the [Px/x] trait and are listed here for or Vessel that has the highest Armor value and Resist of
clarification: the 2 for determining damage soak. Their Speed is equal
to the higher Mecha’s/Vessel’s Speed. The Structure of the
• Heavy Burst - GU-11 Gunpod - [P1] combined Mecha is equal to the value of both docked Mecha/
• Penetrating Missiles - Armored Valkyrie/Jotun Valkyrie/ Vessels, and they share all Hardware and systems when
YF-4 Prototype/UEDF Penetrating Missiles upgrade - [P1] assigning damage.
• Beam Cannons - YF-Prototype/Destroid Tomahawk - [P1]
• Punishing Burst - GU-13 Gunpod - [P1] Combined Mecha are able to use each other’s weapons and
• Mace Hand Weapon - Destroid Spartan - [P1] equipment suites as if they were 1 Mecha. When the Mecha
• Hail of Fire - Destroid Defender - [P1] separate, divide the damage taken to Armor and Structure as
• Bombard Cannons - Destroid Monster - [P2] evenly as possible between them.
• Rail Cannons - Lancer II - [P1]
• Main Cannon - Centaur Hovertank - [P1]
• Machine Gun - Armored Vehicles/MPV/UEDF Light Arms/ An Alpha with 2 Armor, 2 Structure and 5 Hardware and a
Zentraedi Officer Pod - [P1] Beta with 3 Armor, 3 Structure and 8 Hardware dock using
• Assault Rifles - UEDF Light Arms - [P1] the docking feature. They are now considered 1 Mecha
• Sniper Rifle - UEDF Light Arms - [P1] with Armor 3 and Structure 5 with 13 Hardware Points,
• Power Kick - Zentraedi tactical Battlepod - [P1] using the Beta Fighter’s Speed since it is higher than the
• Heavy Beam Cannons - Officer pod- [P1] Alpha’s. When the combined Fighter takes damage, it
• Gun Arm - Officer Pod - [P1] may be assigned to either the Alpha or Beta’s Hardware.
• Power Blades - Zentraedi weapons - [P1] In combat, when it takes 3 damage to its Structure and
• Combat Pistol - Zentraedi weapons - [P1] undocks in the next round, the player distributes 2 of the
• Heavy Gun - Zentraedi Weapons - [P1] Structure damage to the Beta and 1 to the Alpha.
• Assault Cannon - Zentraedi Mecha Upgrades - [P1/2]

36
Supplies A GM should keep in mind that they can do away with these
Unfortunately for mankind, after the alien invasions, supply checks and make supplies a reward for an adventure or as
shortages quickly became daunting. As a resistance force, part of a hook for an adventure. Use the following chart as a
not only do you need plenty of essentials such as food and guideline for Successes required on gathering supplies:
clothing, but also ammunition, weapons, and parts for repairs
to mecha. There is a restricted military supply chain, but you
may not have access to it if you are former military or not in Minutes: +2 100 or less: +3

Time Spent

Enemy Alert Population


the military at all. If you get lucky, you may run into a supply Hours: +1 1000+: +2
cache or could seek them out through investigation. In most Days: +0 10,000+: +1
cases, you will need to scavenge and barter for what you Weeks: -2 100,000+: +0
need—if you can build a rapport with local suppliers.
1 Person: +1 Active Base: +2

Searching
Instead of assuming that you have everything you need, Small Group:+0 Constant Patrols: +1
you must make supply checks separately for essentials: Scouting Party: -1 Random Scouts: +0
food, clothes, tools, parts, and ammunition. Parts and Entire Party:-2 Scattered Activity: -1
ammunition checks must be made between each battle for
each group member’s weapons and vehicles. A failure on a Very Rare: +3 Nothing Useful: +0

Scarcity
parts or ammunition check means that your vehicles cannot Rare: +1 Minor Benefit: -1

Trading
be repaired and their ammunition will not be refilled. Certain Uncommon: +0 Useful: -2
activities and situations may confer modifiers: Common: -1 Very Needed: -3

• Population: Areas with high population will be more No Clues: +0


likely to have what you need.
Knowledge 1 Clue: -1
• Enemy Activity: It’s hard to scavenge when enemies are 2 Clues: -2
in the area. 3 Clues: -3
• Time: Scavenging and bartering can take hours to days.
You’ll need to put the time in to finding what you need.
• Information: Any knowledge of supply depots, old
military bases, or abandoned caches will come in handy.
The more you know about the immediate area, the more You are searching for an item with the following aspects:
likely you will be to find supplies.
• Scarcity: Sometimes an item is found in abundance, and Days Searching: +0
other times an item is nowhere to be found. Small Group Looking: +0
• Trading: If you have something they need, you can Rare Item: +1
increase your reward. 1 Clue: -1
Area with 5000 People: +2
Checks related to gathering supplies are based on the time Constant Enemy Patrols: +1
allocated, the number of people involved, the population,
and what you know about the area. When making a check You need 3 Successes to find the supplies you are looking
for Scavenging, the number of Successes required is based for. In the event the modifiers end up in the negatives, it is
on information gathering and recon. Gaining Advantage or impossible to find the item the players are searching for in
Disadvantage is based on population, time, Invid activity and that area.
scarcity. Population is a negative in this case, as the more
people are around, the more people have picked at a ruin or Divisions
battle site. The ASC and the UEEF are two new components of Earth’s
military forces that are distinct yet related. Due to the
When trading, it is important to note what you have to trade, difference in their missions, each has some mecha, vehicles,
as money has little or no value. Ammunition serves as the and gear unique to them or one or more of their sub-branches,
closest object to currency, as it is always in demand. Trade but there is overlap. In this book, the specific sub-branches
may not necessarily be with goods you own; keep in mind that use each particular mecha or vehicle will be listed among
that you may also barter services. the Stats under “Division” when relevant. The divisions are
generally written out with the foremost adopter first, and
When scavenging, keep in mind that it is not enough to just then in falling order. This helps GMs and players determine
find wrecks or ruins. You may need special tools to dismantle, what is available for play, but the intention is not for it to
explore, and harvest from them. A means of transporting be followed to the letter. There could be situations when all
parts and ammunition is required, which may affect the price ASC equipment is available to members of the UEEF and vice
or time of gaining supplies. versa, and it’s ultimately up to the GM’s discretion.

37
Fatigue & Morale Rules Combat Rules

Fatigue Complex or Basic Vehicles


Characters and NPCs alike cannot keep up physical activity In general, Mecha are complex, and as such, have Hardware
indefinitely. All characters have an Endurance rating of Points, while Light and Naval units use a basic structure
between 1 to 6. When called to make a Fatigue check, the system. These rules are found on M161. However, to
player rolls a pool equal to the current Stress rating, with the determine whether a vehicle or unit is considered to have
Endurance of the character equaling the number of Successes Hardware Points, it is now listed clearly under each entry as
required to continue. On a failed Fatigue check, a point of one of the following:
Stress is lost, and once the character is at 0 Stress, he can no
longer take physical Action. • Hardware Points - Basic: This denotes the unit as basic.
• Hardware Points - 4: This denotes the unit as having 4
• Extreme Activity: A check is taken after Seconds. total Hardware Points.
• Heavy Activity: A check is taken after an Minutes.
• General Activity: A check is taken after Hours. Naval Vessels, while basic, have each of their weapon systems
• Light Activity: A check is taken after Days. detailed in banks. Even for basic units, any weapon or feature
that could be considered a piece of Hardware gear is noted
A rest of minutes to hours in length will reset the clock on the under the description. The GM may choose to employ
time until a check is required again. Hardware Points for basic units depending on the situation or
scenario of play.
The Fatigue rating of different races is:
• Humanoids: 3 Planetary Combat
• Zentraedi: 2 The Macross Saga (M167) focuses on 2 major weapon Ranges:
• Non-Sapient Creatures: 2 small arms (Light weapons) and massive weapons (Naval
weapons) operating in space. However, this book includes
Morale many weapons that are larger than small arms in size, but are
Very few forces are willing to fight until they are completely being fired in atmospheric conditions. A new Range scale has
wiped. Squads may become shaken once they have taken 25 been added below for use when firing Mecha weapons:
percent casualties and may decide to flee, regroup, or merge
with other damaged units. At a 50 percent casualty rate, units • Melee: Under 100 m or 10 Ground Units.
are more likely to splinter into individuals who flee for cover, • Short: 100 m to 500 m or 10 to 50 Ground Units.
or an officer of the unit may order a retreat. At 75 percent, • Medium: 500 m to 2 km or 1 to 4 Space Units.
many units’ morale is broken, and they will fracture apart or • Long: 2 km to 5 km or 4 to 10 Space Units.
make an aggressive retreat. The GM should apply this rule • Extreme: Over 5 km or 10 Space Units.
when necessary and it is not to be considered procedural; it is
a guideline to be used when it enhances the fiction. Curvature of the Earth
Many weapons can fire very far, so far that the operator may
Due to Beats and the Timer run on M177, most combat will not be able to see their target due to the Earth’s curvature.
not exceed 3 rounds, and this rule may not apply. It’s best A unit such as a Mecha standing on the ground, will not be
used during longer combat, or applied to units that have able to see another Mecha at a 20 km distance. Use the chart
taken casualties before the current combat has started. below to take in how much is obscured at distance:

Weapon firing at 2 m height:


• 2 m height is obscured at a 10 km distance.

Weapon firing at 5 m height:


• 11 m height is obscured at a 20 km distance.
• 80 m height is obscured at a 40 km distance.

Weapon firing at 1 km altitude:


• 1 km altitude is obscured at a 230 km distance.
• 5 km altitude is obscured at a 365 km distance.

Weapon firing at a 10 km altitude:


• 10 km altitude is obscured at a 715 km distance.
• 100 km altitude is obscured at a 1500 km distance.
38
New Optional Rules

Initiative - Optional
Many players may enjoy using a traditional type of initiative
system. This allows players to take turns in order, based on
the highest-rolled results. Roll a pool of D6 equal to your
remaining Stress +1. The GM is required to roll for NPC
swarms, vessels, and bosses, tracking each result. Characters
take turns in order, choosing any 2 Actions regardless of
initiative phase.

There are 2 major rules when using the initiative system:

1. Negative Costs: Negative effects from Skills, such as


the Slow cost from the Precise Targeting Skill are not to
be mitigated. The GM is obligated to move or reassign
your Action’s initiative based on the Skills chosen as they
relate to the positioning.
2. Contingent Costs: The GM may forbid you from using
a skill that has a contingency until the contingency is
met—which may occur later in the round. As soon as the
contingency is met, you can roll for the Action.

This means that your initiative may be split into 2 scores: the
first for the faster Actions, and the second for the slower.

Heroic Synergy - Optional


These optional rules allow you to combo your Skills into a
Heroic Move. To do this, when you take 2 Actions in the same
phase of play—known as a “Synergy”—you may choose to
take a Heroic Move. The Move must be related to the 2 Skills
coming together to make one awesome cinematic. You may
only combo the same 2 Skills once. This means if you have a
total of 6 skills, you may make a total of 3 Heroic Synergies.
Drama Points - Optional Once a Skill has been used this way, place a tick next to it on
Drama Points are awarded in-game for strong roleplaying the PC sheet.
and creative problem solving. They may be spent to increase
the modifier on a roll by +1 or to make a minor alteration in a
scene; similar to a Heroic Move, but much weaker. You cannot Here are your 6 Skills:
hold more than half your Burnout in Drama Points. You do not • Rapidfire
automatically start with any Drama Points, and they do not • Close Quarters
regenerate once spent; they must be earned. • I Can Fix It
• Blend In
Examples of play that may earn Drama Points: • Heavy Encryption
• Rally Cry
• During an enemy raid, they leave their supplies
undefended. You move in to attack, risking yourself By selecting to use both Rapidfire and Close Quarters in
to ensure the enemy will lag behind in following your a Synergy, you choose to make a Heroic Synergy. You use
retreat. Rapidfire and Close Quarters to create a Move that blasts
• During an investigation of alien technology, you discover an entire unit of enemies who are close to you. You then tick
that you can replicate the enemy’s comms systems and both of these Skills and cannot use either to make a Heroic
install them in your unit’s Mecha. Synergy until the GM refreshes them.
• You notice that enemy attacks are well-timed and oddly
precise. You think that a comrade may be working with Note: This optional rule replaces the standard Heroic Move rules
the enemy, so you check the comms logs and find that found on M61.
someone has been using an encrypted channel recently.
39
New Conflict

• Active Threats: The GM actively challenges the group and


Wilderness forces them to allocate direct attention to the Conflict.
These threats can be wild animals, alien creatures, snake
The wilderness can pose as much of a risk as an enemy bites, wildfires, floods, and disease. The group should
weapon. The sun will sear your skin, the frost will freeze your allocate resources to the Conflict that will challenge their
muscles, and the swamps will infect you with disease. There’s ability to cope with other Conflicts. Active threats can
always a risk of becoming hurt and not being able to get help, inflict any type of harm the GM wishes. Potential active
or becoming lost. Use a wilderness Conflict when it poses threats include:
a severe obstacle to overcome. If the journey is short and
the group is highly trained and well-equipped, a wilderness • Animals: Players will need to find food, and animals
Conflict may not enhance the story you are telling. However, serve as nutrition. However, a pack of wolves or a
with few supplies in the far outreaches of the wilds, even a rabid bear can pose quite a danger. They can get into
well-trained squad may fall victim to exposure. food stores or even attack directly.
• Poison: Snakes, scorpions, or any number of strange
There are 3 types of wilderness threats: passive, active, and alien creatures carry toxin or poison. Getting bit will
pathway: reduce your ability to function.

1. Passive: You are always affected by passive wilderness • Pathway Threats: Physical obstacles that cut off the
Conflicts. Usually these challenges arise from exposure. group’s path, or force them to take long routes around.
Take steps to mitigate the problems. These obstacles use up time and cause changes in the
2. Active: Specific events that pose immediate threat are direction of travel. They are most effectively deployed
active wilderness Conflicts. These take the form of animal when time is of the essence, forcing the group to make
attacks, disease, starvation, and damage from falling. tough choices or reallocate resources.
3. Pathway: These Conflicts affect direction and time.
This includes navigation, terrain passability, lighting, Wilderness Stress
and physical obstacles such as canyons and mountains. The overall discomfort of the Conflict is expressed via
Dealing with these may cause you to lose time, or Stress. The GM can inflict the group with Drama or Fatigue.
increase your exposure to active and passive wilderness Regardless of how prepared you are, any real amount of time
Conflicts. spent traveling through wilderness is tiring and stressful. The
Drama this can create should be based on the environment.
The amount you wish to challenge the party is divided
amongst the number of challenges per day of travel and the
difficulty of the Conflicts. Wilderness Conflicts may last for Example 1: After 3 days of travel through swamp and
days, weeks or even months while the group fights enemies forest, Travis’ Stress boxes are full, so the GM creates the
and forges on with their adventure. Choose any number of Drama “Heavy Storm.”
the following to challenge the players with over the arc of
time, typically Days to Months: Example 2: While the players travel a desert, the GM
creates a new Drama, “Sandstorm,” that traps them with
• Passive Threats: These provide a Hindrance or dwindling supplies. This drives NPCs and PCs into conflict
Disadvantage to checks made in active Conflicts that over the lack of supplies and time lost, requiring them to
happen during the wilderness Conflict. The exact penalty find a way to cope with the storm’s effects by hunkering
is based on how exposed the group is to the environment. down or navigating through it.
Passive threats include:
Navigation
• Disease: Microorganisms delivered via insect bites One or more of the group may make navigation checks
or tainted water can wreak havoc on your body. to ensure they are on their intended path. Traveling
Getting sick will inhibit your ability to function. underground, crossing a mountain, or getting trapped in a
• Starvation: Starvation does not occur at once, but snowstorm adds a threat to these checks. Using them when
will creep up on you. The GM will let you know how time is of the essence can add to the story in a meaningful
much time you have before hunger or dehydration way—and so can players getting lost.
starts to take its toll.

40
Environmental Assistance Living Off the Land
The GM should be aware of local environment features that At some stage, the group may run out of food or decide to
may assist the players in surviving and traversing the wilds. augment their supplies. They have a choice of to 2 activities:
Fresh water that is drinkable and teeming with fish, trails that hunting live prey, or gathering fruits, vegetables, roots, and
provide easy and direct travel, or a friendly hermit with advice nuts. Don’t forget to consider that the food may be tainted or
and directions could come into play and provide the group a contain poison. The group should take care to make sure they
reprieve. know what they are eating. They also must dedicate time to
find the food, and once gathered, store it properly.
However, heavy combat may scare the fish away, and if you
are not polite to the hermit, you may risk his ire and gain a
Drama.

Weapons Overview
With so many weapons systems and combat models,
it can be a challenge to keep track of what weapons
are employed by what Mecha. Any handheld
weapon may be substituted with another—
however, there may be limitations on
refitting ammunition in the field. Not all
Mecha will have integrated capability to
recharge handheld energy-based weapons.
Use the chart below as a reference for the
standard loadouts of handheld weapons:

Gun Pods EP Series: Plasma projection energy-based


GU Series: Kinetic ammunition-based • EP-13: Handheld - Alpha
• GU-9: Integrated - VF-X • EP-14: Handheld - Jaguar
• GU-10: Handheld - Thunderstrike • EP-15: Integrated - Beta
• GU-11: Handheld - Valkyrie • EP-20: Handheld - Logan
• GU-12: Integrated - Optional
• GU-13: Handheld - Alpha DU Series: Destabilizer energy-based
• GU-18: Handheld - MODAT • DU-01 Destabilizer Gun Pod: Handheld -
Shadow Fighter
EU Series: Particle beam energy-based
• EU-9: Handheld- Battloids Rifles
• EUN-9: Handheld - Battloids • EPR-2A: Handheld - Spartas
• EU-11: Handheld - Battloids
• EU-12: Handheld - Condor Cannons
• EU-13: Integrated - Spartas • G-12: Integrated - Spartas
• EU-15: Integrated - AGAC • HBPC-1A: Integrated - Spartas
• EU-35: Integrated - Beta Fighter • HPC-22 Heavy Particle Cannon: Integrated -
Archon Tank
• D3-3 Destabilizer Cannon: Integrated -
Archon/Destabilizer Tank

41
Backer piece 5
asc

42
THE ASC
First Time
I’ll mand is to learn what makes
Robotechnology tick. Gain a respect for it. Because • What is Robotech: 8
if you don’t, you’re going to be a sitting duck. And
who knows what waits for us as we embark on our • Game Basics: 10
journey to Tirol; we need to be ready for anything.
• Robotechnology: 12
Taken from the journals of Admiral Rick Hunter
• Creating a Hero: 14
• Careers: 18
• Nature: 26
• Rank & Fame: 27
• Hero Progression: 30
• Stress: 33
• Iconic Characters: 36

43
Background

History Organization

The Army of the Southern Cross has its roots in an organization Under Supreme Commander Leonard, the ASC was
called the Southern Cross Group, founded in the wake of shaped into a streamlined and deadly fighting force. They
the Rain of Death by survivors of UEDF units located at the expected to fight enemies low on resources and capability,
Antarctica Base. Once they acquired equipment, supplies, like Malcontents, rogue paramilitary forces, and breakout
and personnel from abandoned bases, rebel stockpiles, and nations opposed to the UEG. Taking advantage of the newest
local volunteers, Colonel Anatole Leonard led them through and latest in Robotechnology, they commissioned smaller,
South America, regrouping with other units and recruiting faster, and lighter mecha capable of operating both in the
and training a militia across the sector to uphold law and new urban environments as well as the multiple inhospitable
order in the name of the UEG. For years, the group fought zones around the planet where dissidents could seek refuge.
a fierce war against Malcontent Zentraedi and human rebels This mindset also came with an emphasis on widespread
in the region. The group became known for its dedicated use of infantry and conventional vehicles beside the new
and skillful soldiers, excellent execution of tactics, and brutal Veritechs and non-transforming mecha—a combined-arms
efficiency. In the wake of warlord Khyron’s destruction of the approach to warfare, using the strengths of each part of the
SDF-1, 2, Admiral Gloval, and a large number of the general ASC in unison.
staff, the UEG called on Colonel Leonard to pave the way to
the future for the UEDF. The ASC divided its assets between several specialized
branches, much like the old UEDF branches they replaced.
In the global military reorganization that followed, the UEG While each was distinct in operation, purpose, and
split its armed forces into two separate combat arms under the equipment, there was naturally some overlap between them.
UEDF banner. The United Earth Expeditionary Force formed While rivalry between the branches was common, they were
the arm of the UEDF operating in deep space. Meanwhile, the trained to fight effectively together and joint operations are
part that remained on Earth was reorganized as a dedicated the norm.
planetary defense force. Led by now-Supreme Commander
Leonard, this arm was modeled after his previous successful These branches of the ASC are: Tactical Corps (TC), Tactical
Southern Cross Group and assumed the moniker Army of the Air Force (TAF), Tactical Space Corps (TSC), Tactical Armored
Southern Cross in its honor. Each branch focused on a single Space Corps (TASC), Alpha Tactical Armored Corps (ATAC),
objective; the UEEF as the space-based agency would combat Civil Defense Unit (CDU), Civil Defense Flying Corps (CDFC),
enemy forces in deep space, while the ASC was responsible Combat Logistics Corps (CLC), and the Strategic Naval Force
for peacekeeping, law enforcement, and planetary defense. (SNF).

With military forces stationed in every part of the world, a Tactical Corps - TC
sizable space fleet, and a world-wide network of planetary The Tactical Corps serves as the primary infantry and
defense systems, the ASC was prepared in case the mechanized branch of the ASC ground forces. As the largest
UEEF failed in their diplomatic Pioneer Mission. of the branches, this corps forms the backbone of the ASC
However, they had not anticipated the sheer using a combination of infantry, Power Armor, Battloids,
might of the Robotech Masters. Though they and conventional armored vehicles. The TC is composed
ultimately won the war, the ASC sustained of general battle units and Special Forces divisions.
major losses, including most of the Upper The Special Forces divisions all train their soldiers in
Command. When the Invid invaded shortly asymmetrical warfare, stealth, and clandestine operations,
afterward, the ASC couldn’t withstand but they are all specialized to operate against foes in
the onslaught. It soon ceased to exist as a specific environments and use their own
functioning fighting force. Only a specialized gear. Despite this
few pockets of resistance specialization, every member
fighters held up the of the TC is first and foremost
mantle during the Invid an infantry person. On its own or
occupation. together with other branches, the
TC is capable of deploying to any
type of battlefield on Earth.

44
Included within the Tactical Corps Special Forces are the Alpha Tactical Armored Corps - ATAC
following divisions: The Alpha Tactical Armored Corps’ role is similar to
that of traditional armored cavalry, just adapted to the
• Cold Division - CD: Trained to handle arctic and cold- Robotechnologized era. These expert tankers are trained
weather missions such as the poles and freezing tundras. to be fast-response armored units, mobile artillery, and
• Desert Division - DD: Units that operate in extreme mechanized infantry all in one, able to engage enemies from
heat and sandy environments, as well as within the vast afar and up close as the mission requires. Using a variety of
wastelands caused by the Rain of Death. variable ground-based mecha, the ATAC are most famous for
• Forest Division - FD: This division uses airborne tactics their use of the venerable Spartas Hovertank, whose speed,
to deploy into dense woodland areas before switching power, and versatility came to represent the ATAC spirit.
over to guerrilla tactics.
• Marsh Division - MD: Units that operate in tropical Civil Defense Unit - CDU
locations and wetlands where other mechanized and Operating mainly in urban civilian areas as the public face
infantry forces struggle to deploy. of the ASC, the Civil Defense Unit is a reserve branch of
• Mountain Division - MoD: These units are trained for the UEDF that can be called up for disaster response, law
combat at high altitudes and in unstable terrain, including enforcement, military peacekeeping, and other emergency
on top of mountains and the kilometers-tall shipwrecks services. Whenever civilians are at risk, the ASC calls in CDU
that litter the world. members to take up arms. CDU groups primarily use infantry
• Naval Division - NaD: These units excel at marine- tactics and conventional gear for standard tasks, but have
based combat, blue and brown water insertions, and access to non-lethal Battloids when and if required. As the
underwater operations. war against the Robotech Masters raged on and casualties
• Recon Patrol Division - RPD: Units that act as fast- mounted, the CDU was called onto the front lines. When not
moving scouts and operate behind enemy lines on active duty, they live as regular civilians.
pinpointing targets, sabotaging facilities, raiding
supplies, and otherwise harassing the enemy. Civil Defense Flying Corps - CDFC
A sister branch of the CDU, the Civil Defense Flying Corps
Tactical Air Force - TAF fulfills a complementary role, providing air support for
As the largest air force on the planet, capable of operating CDU missions. Their tasks run the gamut from disaster
from air bases and aircraft carriers on every landmass and relief, search and rescue, and supply missions. CDFC fighter
every sea, the Tactical Air Force keeps the skies of the Earth squadrons also help patrol and defend vital air routes and
safe. Flying variable and non-variable aircrafts as well as a airports linking communities, and transport squadrons help
number of larger support aircraft, they assist ASC operations keep those communities and their people supplied and safe,
by maintaining air superiority and provide close air support to especially during emergencies and enemy attacks.
ground forces.
Combat Logistics Corps - CLC
Tactical Space Corps - TSC Amongst the largest branches of the ASC, the Combat
Specialized in infantry and mechanized warfare in the Logistics Corps is still a crucial part of the ASC organization,
vacuum of space, the Tactical Space Corps are akin to their tasked with providing combat service support to sustain all
surface-based marine counterparts. The TSC are trained in the fighting branches. The organization includes a terrestrial
orbital warfare, zero-G combat, and boarding operations based Transport Division (TD), a space-based Interplanetary
against spaceships and space installations. Their reputation Transport Division (ITD), a Supply Division, (SD), and a
as fearless soldiers was cemented during the bloody clearing Medical Division (MD).
of hostiles from the Great Debris Ring during the Malcontent
Uprisings. The TSC primarily uses armored infantry and Strategic Naval Force – SNF
the Manticore Power Armor for those tasks, transported to As opposed to the “Fleet,” as the space going ships of the ASC
their targets by squadrons of Pegasus Assault Shuttles and are termed, this maritime branch of the ASC is often simply
supported by the Chimera Heavy Attack Fighter. referred to as “the Navy.” They operate surface, submersible,
and amphibious vessels both in littoral zones and across the
Tactical Armored Space Corps - TASC oceans of the world.
The people of the Tactical Armored Space Corps pilot the
ships and shuttles of the ASC space fleet. Within their ranks While the age of space warfare has lessened the importance
are also pilots tasked to be the first line of defense against of naval warfare as a whole, TAF fighters still need carriers
spaceborne threats and to protect the fleet and other space- to reach areas that most of their fighters are unable to reach
based assets. Piloting cutting-edge craft such as the Logan alone, and TC armored vehicles and mecha still need landing
and AGAC Veritech Fighters, TASC pilots are often seen as ships to cross the vast oceans of the planet. Naturally, the SNF
the best of the ASC’s forces. The TASC also keeps orbital and has a close working relationship with the TC Naval Division.
surface-based bases across the solar system.

45
Command. Mainly focusing on policing, security matters,
and maintaining discipline within the UEEF ranks, the military
Global Military Police intelligence gathering and analysis role was, for the most
part, spread out across the branches of the UEEF.
The Global Military Police is the third independent agency
of the reformed UEDF alongside the ASC and the UEEF,
reporting directly to the UEDF Upper Command. As it’s
smaller than the other agencies, the GMP has only a little
dedicated combat force of their own mecha and equipment,
but can conscript members from the other agencies of the
UEDF when required. As the name suggests, the organization
is primarily responsible for policing other UEG forces and the
civilian population, but is known best as a covert intelligence
agency to protect the Earth from domestic, international, and
interstellar threats. The double-headed eagle in the GMP’s
emblem reflects this dual nature:

• Enforcement Bureau - EB: The law enforcement section


is the main combat arm of the GMP, dedicated to keeping
a close watch on the conduct of all UEDF forces and
standing ready to keep them on the straight and narrow.
They also handle security for UEG VIPs and important
installations, perform security checks of all UEDF
personnel, and investigate criminal offenses involving
military forces (and occasionally in cases involving
civilians). They sometimes insert “undercover” soldiers
and officers into other UEDF branches to perform
investigations.

• Intelligence Bureau - IB: The main intelligence branch


of the GMP that performs general intelligence gathering
and analysis along with covert or clandestine operations
such as espionage, surveillance, sabotage and even
targeted killings against external and internal threats.
The IB contains a Military Intelligence Bureau, the Bureau
of Robotechnology Analysis, an Anti-Terrorism Unit, and
the notorious Special Section, rumored to perform all
manner of black ops and undercover activities for the
UEG.

With their sweeping powers, the GMP functions as the only law
enforcement agency that can cross jurisdictions and operate
across the solar system and beyond. The GMP is essential to
the running of the UEG in order to root out any corruption or
dissidence that could threaten its own purview. However, the
GMP has become infamous for its own corruption, leading
to an ever-increasing amount of distrust of the GMP among
certain government officials, military personnel, and the
public, culminating with the call for more restrictions on their
power and transparency regarding their actions. As a result,
tensions have arisen between UEDF and GMP forces.

Like the ASC, the GMP on Earth dissolved after the Invid
invasion. With the loss of the mother organization, the
remnants of the GMP out in space were forced to reform
and turned into smaller, more traditional law enforcement
organizations operating independently within the UEEF,
reporting only to the Plenipotentiary Council and the UEEF
46
ASC Vessels

Background General Naval Weapons

As a consequence of the war against the Zentraedi, humanity The ASC has adapted to the new fleet requirements by the
was forced to learn a number of painful and valuable lessons creation and standardization of all new Naval weapons
regarding their vast inexperience in space-based combat and packages. Unless otherwise noted, the following are found
the inadequacy of their meager space forces. Only a handful on all ASC Naval Vessels:
of their first-generation vessels survived the war, a fact which
proved their ineffectiveness in the eyes of the surviving UEDF • Anti-Ship Particle Cannons: Built upon the weaponry of
hierarchy. the previous era of ships, these advanced Naval Particle
Cannons pack the same punch at less than half the size.
This allows smaller Vessels to inflict Naval-class damage.
They have a Range of Medium. [B20]
• Anti-Ship Missiles: Advanced Missiles developed for
long-distance engagements, built to allow ASC Vessels
to engage Zentraedi ships from safer distances and to
launch massive barrages on enemy formations. These
weapons have a Range of Long and can fire further. They
deal Naval-class damage. However, Attacking with them
at Melee or Short Range incurs a Hindrance. [E] [B20]
• Point-Defense Lasers: These advanced defense lasers
are installed as an array across the ship’s hull. They use
powerful pulse fire to track and intercept Mecha and
other strike craft. These weapons inflict Mecha-class
Most of these surviving vessels would continue to serve damage and ignore 1 point of Armor. [P1]
alongside a handful of intact Zentraedi ships converted to be • Torpedo Launchers: The anti-ship variant carries an
co-crewed by humans, yet the combined forces still struggled additional suite of Reflex Torpedoes for taking down
to fill the gaps in the Earth’s defenses. capital ships. This weapon can only be used with an
During the Reconstruction Era, humanity re-examined their equipment suite. [B50]
naval fleet and used the experiences of the war to develop • Hyper-Cobalt Missiles: These advanced Missiles have
and construct a new generation of warships: a fleet that would large tactical warheads deployed from the ship’s Torpedo
meet their new-found tactical needs thanks to the massive Launchers. While limited in number, these warheads
improvements in technology from the salvaged Zentraedi are an evolution of Reflex Torpedos, causing massive
fleet and the recovery of the Robotech Factory Satellite. damage to enemy Naval craft, and can be fired from a
Soon, all pre-war ships were either mothballed or transferred very long distance. This weapon can only be used with an
to patrol or colony defense duty, and the main fleet was filled equipment suite. [B50]
by modern ships in their place.

While the first post-war ship class to be finalized was the


Tokugawa-class battleship, its first plans had actually been General Naval Features
drafted prior to the war, making its technology outdated the
moment it rolled off the line. All of the general Naval features found on M92-93 apply, as
well as the following:
The Stellar series of ships became the first modern fleet series
produced by the UEDF and served as the basis of the ASC and • Escape: All ASC ships are capable of atmospheric
UEEF’s naval power for the next two decades. These new ships entry, terrestrial landing, and have an escape index of 3
were built with speed and utility in mind while embodying the Gravitational Units.
ever-improving capabilities of the fleet, including the ability • Fold System: ASC Vessels carry a Fold System, allowing
to operate as well in atmosphere as in space, and the ability to the ship to make long jumps instantaneously across
perform space folds. Unfortunately, even these newer vessels space. It takes hours to program the system to make a
were outmatched by the ships of the Masters and Invid fleets, flawless jump. Any Vessels or terrain within 100 meters of
slowly but surely phased out for newer designs. the ship will also be carried along with the fold.
47
Features
• Crew: The Tristar Class requires 400 crew to operate
Naval Vessels effectively. It is assigned approximately 240 pilots and
120 troops.
Tristar-Class Command Cruiser • Complement: The Tristar Class can be fitted with up to
220 Mecha or space Fighters depending on their size.
Developed as one of the first fold-capable ships in human Smaller Necha take up 1 slot and larger Necha take 1.5
hands, the Tristar is, at 460 meters long, the largest and slots. Shuttles take up 3 slots or more.
most powerful of the Stellar series of naval ships. Heavily • Orbital Warp-Capable Fold Engine: The Tristar’s Fold
armed and armored, and carrying a large air group, the System is more powerful than a standard ASC Naval
Tristar is primarily a fleet command cruiser using its advanced Vessel’s, capable of making a large fold bubble to bring
command and control arrays to support and lead large other ships along with it. It may also, on occasion, be
numbers of ships, or occasionally as an independent heavy used as a weapon.
cruiser for long-distance patrols. Each Tristar is equipped with
heavy particle weapons and mounts a series of Hyper-Cobalt Equipment Suites
Missile launchers for additional Long-Range Attack capability. Orbital Warp Blast: An extremely dangerous maneuver
Its onboard Fighter component also gives the Tristar power first attempted in practice by the Tristar itself under General
projection beyond its typical weapons systems. The earliest Emerson during the war against the Robotech Masters. By
of these ships were loaded with a number of Valkyries until manipulating the fold bubble and inverting the fold direction,
they were replaced with homegrown ASC Fighters. The most the ship can generate a powerful slingshot effect that causes
famous ship of the class was itself called Tristar, which acted everything around it to break apart and be cast into another
as General Emerson’s flagship of the ASC fleet in the war dimension. While dangerous for the ship, the blast is far more
against the Robotech Masters. dangerous to anything nearby, and hits everything within
Short Range of the Vessel. After the move has been used, roll
a single D6; on a 1, the ship suffers damage equal to half its
total Successes.
• Feature: Orbital Warp-Capable Fold Engine
• Uses: 1
• Skill: 6

• Required Rank: 5
• Class: Super-Dimensional Command Cruiser (SDCC)
• Designation: Tristar Command Cruiser
• Division: ASC-TASC, UEEF-TASC
• Stats:
• Armor - Naval: 3 Ramming Speed: Equipped with a heavily reinforced bow
• Structure - Naval: 4 and thick armor plating, the Tristar can achieve an efficient
• Locations: Standard and relatively safe Ramming maneuver used to devastating
• Speed: 1200 kph / 2 km / 4 Space Units effect during the Second Robotech War. When this equipment
• Locations: Standard suite is used, the ship may make a Movement Action toward
a target at high Speed before crashing into the target. The
Weapons Tristar’s powerful reinforced hull gives it +1 additional point
• Weapon Banks: The Tristar Class has 2 banks of Particle of Armor during a Ram Action.
Cannons, 2 banks of Point-Defense Laser arrays, 2 Hyper • Uses: Unlimited
Cobalt Missile Silos and 1 each of Anti-Ship Missiles and • Skill: 3
Torpedo Launchers.

48
Torpedo Launch: Tristars can deploy several Reflex Missiles in Cobalt Missile Silo and 1 Torpedo Launcher.
an attempt to destroy enemy Vessels. These anti-ship Missiles
can Attack up to Extreme Range. Reflex Missiles inflict Naval Features
damage and are typically ineffective against Mecha-sized • Crew: The Binary Class requires 126 crew to operate
Vessels. [E] [B50] effectively. It is assigned approximately 82 pilots and 52
• Uses: 4 troops.
• Skill: 2 • Complement: The Binary Class can be fitted with up to
72 Mecha or Fighters depending on their size. Smaller
Hyper-Cobalt Missiles: As the successor to Reflex Missiles, Mecha take up 1 slot and larger Mecha take 1.5 slots.
Hyper-Cobalt Missiles have a Range of Long and are meant to Shuttles take up 3 slots or more.
penetrate thick Naval hulls. These Missiles can travel across a
system and have enough power to escape up to 3 Gravitational Equipment Suites
Units. They ignore 2 Naval-class Armor. [B50] [E] [P2] Torpedo Launch: The Binary can deploy several Reflex
• Weapon: Hyper-Cobalt Missiles Missiles in an attempt to destroy enemy Vessels. Make an
• Uses: 2 Attack with these anti-ship Missiles up to Extreme Range.
• Skill: 4 Reflex Missiles inflict Naval damage and are typically
ineffective against Mecha-sized Vessels. [E] [B50]
Binary-Class Battle Cruiser • Uses: 2
• Skill: 2
The Binary class is considered the heavy hitter among the
Stellar series of warships. While almost 40 percent shorter Hyper-Cobalt Missiles: As the successor to Reflex Missiles,
than the Tristar class at 285 meters long, the Binary is equipped Hyper-Cobalt Missiles have a Range of Long and are meant to
with a powerful anti-ship Rail Cannon in the nose and several penetrate thick Naval hulls. These Missiles can travel across a
retractable cannon turrets and anti-ship missile launchers on system and have enough power to escape up to 3 Gravitational
the flanks. This weapons load makes it a powerful and highly Units. They ignore 2 Naval-class Armor. [B50] [E] [P2]
competent combatant for its size, and without the heavier Weapon: Hyper-Cobalt Missiles
armor of larger ships, it can reach fast speeds rapidly enough • Uses: 2
to intercept and outmaneuver most Zentraedi ships. As one • Skill: 4
of the most powerful ships in the fleet, the Binary class ships
were often the primary target during the Masters’ attack, Drill Down: With all of its main guns and Rail Cannon facing
thus isolating and destroying entire squadrons in short order, forward, the Binary begins to lay down a bombardment of
many before they could launch Fighters or engage their heavy weapons fire while continuously and rapidly firing the
weapons. However, these ships hold the record for the most Rail Cannon to drill into and tear apart enemy Vessels at Long
enemy ship kills by the ASC. Range. The time required to reset the Rail Cannon, however,
means that it can only be used every other round.
• Required Rank: 4 • Weapon: Rail Cannon
• Class: Super-Dimensional Battlecruiser (SDBC) • Uses: Unlimited
• Designation: Binary-Class Battlecruiser • Skill: 5
• Division: ASC-TASC, UEEF-TASC
• Stats:
• Armor - Naval: 2
• Structure - Naval: 2
• Locations: Standard
• Speed: 1500 kph / 2.5 km / 5 Space Units

Weapons
• Rail Cannon: The advanced Rail Cannons originally
deployed on the SDF class ships are now compact
enough to be installed on a new generation of Earth
Vessels. This powerful weapon provides the Binary with
a high-kinetic impact and a Long Range Advantage over
standard particle weapons. Rail Cannons are designed
to pierce Naval-class Armor and take down much larger
Vessels, such as Zentraedi raiders. The Rail Cannon of the
Binary can fire at Extreme Range, deals Naval damage,
and ignores 1 point of enemy Armor. [B5] [P1]
• Weapon Banks: 1 Rail Cannon, 1 Point-Defense Laser
array, 1 Particle Cannon, 1 Anti-Ship Missile Silo, 1 Hyper
49
Pulsar-Class Light Cruiser • A - Assault: Marine operations variant with fewer
weapons but more room for Battloids, Power Armors,
The last of the Stellar-class ships, the Pulsar is a multi-role assault shuttles, and TASC space marines. This variant
light combat cruiser capable of quick refits into a number loses -1 bank of Torpedo Launchers and gains +1 bank
of configurations ideal for front line deployment in a large of Point-Defense Laser arrays, and the complement is
variety of roles. It’s the true workhorse of the early UEDF expanded to 116 Mecha slots.
fleets. While small in size compared to its sister ships at only
190 meters in length, the Pulsar is still capable of dishing Equipment Suites
out impressive firepower across all of its variants, ably Reflex Torpedoes: The Pulsar can hit as hard as any other
assisted by its fighter complement. Overall, depending on its Naval Vessel when engaging an enemy with Reflex Missiles.
configuration, this flexibility makes any single Pulsar vessel a Reflex Missiles have Extreme Range. [B50]
match to the smaller Zentraedi warships they may encounter. • Weapon: Torpedo Launchers
Due to their size and capabilities, the Pulsar made up the • Uses: 2
majority of ships in the ASC fleet, constructed in series at • Skill: 4
every shipyard available to the Earthbound forces. A number
were also attached to the UEEF fleet during the run up to and Survey the Area: Using the powerful sensor suites within the
the launch of the Pioneer group. ship’s hull, the ship can achieve Long-Range and extremely
detailed scans, which can be processed and relayed in real
• Required Rank: 4 time via Hypercom to fleet command.
• Class: Super-Dimensional Light Cruiser (SDCL) • Vessel: Patrol and Escort Variant
• Designation: Pulsar-Class Light Cruiser • Uses: Unlimited
• Division: ASC-TASC, UEEF-TASC • Skill: 2
• Stats:
• Armor - Naval: 2 Emergency Repairs: The Pulsar is able to deploy emergency
• Structure - Naval: 1 EVA craft for repairs to allied craft to keep them in battle—
• Speed: 2400 kph / 4 km / 8 Space Units however, deployment can be dangerous in a combat scenario.
• Locations: Standard • Vessel: Engineering Variant
• Uses: 4
Weapons • Skill: 3
• Weapon Banks: 2 Particle Cannons, 1 Anti-Ship Missile
silo, 1 Point-Defense Laser array. Note: Variants listed
below modify loadout. Fortitude-Class Missile Boat/Multi-Purpose Transport

Features At only 120 meters long, the Fortitude-class is one of the


• Crew: The Pulsar Class requires 72 crew to operate smallest classes of naval ship in the UEF inventory, designed
effectively. It is assigned approximately 30 pilots and 40 and deployed as a multipurpose corvette. A large portion of
troops. the ship’s internal volume is reserved for a single sizable cargo
• Complement: The Pulsar Class can be fitted with up to hold that can be configured based on the mission profile. As
48 Mecha or Fighters depending on their size. Smaller such, it can take on the role as a heavy missile boat, a medium-
Mecha take up 1 slot and larger Mecha take 1.5 slots. sized supply transport, short-distance scout ship or medical
Shuttles take up 3 slots or more. transport. Its sleek design also gives it trans-atmospheric
capabilities, meaning that it does not require the use of orbital
Variants bases or shuttlecraft to deploy its cargo. The drawback of the
• AS - Anti-Ship: Standard configuration with 1 bank of design is the lack of a Fold Drive, which means that Fortitude-
Torpedo Launchers. class ships need to tag along within a larger ship’s fold bubble
• ES - Escort: Replaces some of the heavier armament for when folding. Fortitude ships were eventually replaced by
1 additional Point-Defense Laser bank and an advanced the heavier and more versatile Garfish. With the deployment
Early Warning and Control system (EWAC). of the newer vessels, the vast majority of the Fortitude-class
• PB - Patrol: Comes with a balanced armament and ships were moved in squadron strengths to colony defense
stronger sensor arrays, making it suitable for patrol and forces or relegated to mothballs, where they were broken up
scout missions. It is often used to protect space lanes for materials or used to protect convoys and newly developed
and colonies and for extrasolar exploration. It gains 1 outposts within the UEEF sphere.
additional bank of Particle Cannons.
• E - Engineering: Lightly armed support and salvage • Required Rank: 3
variant with top- and bottom-mounted multi-purpose • Class: Space Corvette (SFS)
cranes, and enlarged maintenance areas that typically • Designation: Fortitude-Class Corvette
carry multiple EVA crafts and engineering shuttles. It • Division: ASC-TASC, UEEF-TASC
loses1 bank of Anti-Ship Missiles. • Stats:
50
• Armor - Mecha: 4
• Structure - Mecha: 9
• Speed: 3000 kph / 5 km / 10 Space Units
• Locations: Standard

Weapons
• Weapon Banks: 1 Particle Cannon, 1 Anti-Ship Missile
silo, 1 Point-Defense Laser array. Note: Variants listed
below modify loadout.

Features
• Crew: The crew has 45 personnel in total, with 3 on the
bridge and operating in 3 shifts.
• Non-Fold Capable: This is the only non-fold-capable
warship in the ASC defense fleets due to its size and role.
It must operate out of bases around the solar system and
can only remain in the field for 180 days.
• Transport: The Fortitude base model serves as a small
logistics and transport ship that can carry several tons of
supplies and materials. While it can carry some small and
medium Mecha, it is not designed to launch them. It can
carry up to 42 troops.

Variants
• T - Transport and Logistic Variant: This is the base
variant of the corvette designed to carry supplies and
serve as a logistics and support Vessel. It loses the Anti-
Ship Missile bank, but gains 1 Point-Defense Laser bank
and its complement is increased to 64 troops or 60
additional deck crew.
• M - Missile Boat Variant: This modified wartime variant is
deployed on patrol as well as seek-and-destroy missions.
It loses all transport capabilities but gains 1 additional
Anti-Ship Missile silo bank.

Equipment Suites
Kill Shot: The Fortitude approaches its targets and delivers a
full payload of its Anti-Ship Missiles in a concentrated Attack
to eliminate or disable enemy Vessels in a single barrage
before retreating. Use this suite when Attacking an enemy
Vessel.
• Weapon: Anti-Ship Missiles
• Uses: 2 for each bank
• Skill: 3

51
Attacker Mode and behind the neck in Battloid Mode for
defense against airborne threats. Their Range is Short,
First-Generation Veritechs but can fire further. The lasers inflict 2x Light damage. [E]
[H]
The first-generation attempt at a variable technology aircraft, • Punch: The Thunderstrike’s hands are massive. It can
while expensive and resource-intensive, would culminate make Punch Attacks in Melee without penalty when in
in the development of the VF-1 Air/Space Superiority Battloid Mode. [M]
Fighter. It was the first aircraft to fully incorporate a variable
transformation into a weapon system to increase its versatility Features
and combat power. The project was an immediate success • Transformation: The Thunderstrike has a 2-Mode
and led to the production of the VF line of Fighters and the transformation capability. Gain the benefits for
development of various smaller air and ground projects. transformation found on M165.
Unfortunately, many such projects were abandoned at the • Attacker: Its Attacker Mode is heavily modeled after
start of the First Robotech War, as finances and resources the venerable A-10 Thunderbolt II ground-attack
originally earmarked for research were channeled into aircraft, but it differs by having a flattened nose. Like
completing the Grand Cannon project. its ancestor, it is designed for close air support to
ground troops.
Thunderstrike • Battloid: Battloid is used in close combat with
ground targets. The large engines end up on the
The Thunderstrike (AKA the “Robohog’’) is a first-generation back as a giant jet pack. The wings angle from the
2-Mode ground-attack Veritech, first proposed before shoulders like racks of missiles. The Thunderstrike
the First Robotech War as a complement to the Valkyrie. does not have an in-between Guardian Mode.
Development was halted at the prototype stage due to • Atmosphere Only: The Thunderstrike is not built to
the war, but the design was resurrected by the budding withstand the vacuum of space and lacks the Vernier
Southern Cross group in order to quickly deploy their own Thrusters to maneuver in low gravity. It has an escape
aerial Veritech. The Thunderstrike served valiantly during the index of .7 Gravitational Units.
Malcontent Uprisings, but it was soon clear that the design • Indexing Hands: In Battloid Mode, a hand deploys on
was outdated; it was removed from active duty only a few each arm. The hand is fully functional. It can be used to
short years into its service. During the Second Robotech pick up objects and has a sensitivity of .5 kg.
War, several hundred were kept in reserve in case they were
needed. Some regional armed forces still use them, although Equipment Suites
a few units have ended up in the hands of various rogue Tactical Missiles: The Thunderstrike has a small complement
separatist groups and terrorist cells. of Tactical Missiles it can release from its Hardpoints. The
Missiles have a Range of Long. [B5]
• Rank Required: 2 • Uses: 2
• Designation: VA-1 • Skill: 4
• Division: ASC-CDFC, ASC-TAF
• Stats: Rock and Roll: The Thunderstrike comes barreling in with
• Armor - Mecha: 2 both GU-10s blazing fire. As the rounds are ejected from both
• Structure - Mecha: 2 chambers in rapid succession, the locked target is ripped
• Hardware Points: 4 apart; its pieces can be found hundreds of meters away.
• Speed - Attacker Mode: 680 kph / 1100 m / 110 When the Thunderstrike can bring both GU-10s to bear, it can
Ground Units activate this Skill. Massive amounts of ammunition are used,
• Speed - Battloid Mode: 300 kph / 500 m / 50 Ground so when the last point is expended, the GU-10s’ ammunition
Units is considered depleted. [B3]
• Uses: 3 (see below)
Weapons • Skill: 3
• GU-10 Gun Pods: The Thunderstrike is equipped with
2 of these heavy guns. Each fires a high-velocity round Dual Action: When in Battloid Mode, the Thunderstrike can
smaller than that of the GU-11. In Attacker Mode, they are deploy both GU-10s and fire each, covering a 90 degree arc.
mounted to the underside of the craft, but can be pulled This Attack hits all targets in the front arc of the Mecha within
up into each hand in Battloid Mode. If both weapons can Medium Range. It shares a pool of uses with the Rock and Roll
fire at the same target within Short Range, ignore 1 point equipment suite above. [C]
of Armor. They have a Range of Long. [H] [H] [P0/1] • Uses: 3 (see above)
• Tactical Missiles: A small complement of Tactical • Skill: 2
Missiles can be mounted on Hardpoints attached to the
underside of both wings. [H] Defensive Cone: The Anti-Aircraft Lasers defend against
• Anti-Aircraft Laser Turret: Two laser guns sit in the tail in incoming munitions fire such as missiles or grenades. The
52
effect can target any missiles fired into the Laser’s cone at the plasma dissipates quickly. The weapon inflicts Mecha-
Short Range. It may only be used when defending against class damage and ignores 2 points of enemy Armor, but
missiles or similar projectiles. [C] is limited to Short Range. The weapon may be fired in
• Uses: Unlimited Melee combat as well. [M] [H] [P2]
• Skill: 2 • EP-20 Gun Pod: The EP-20 is a specially formatted
• compact Gun Pod, suitable for the Logan’s smaller frame.
It has Medium Range. The Gun Pod can fire 12 full bursts
before the internal energy clip needs to be recharged,
Second-Generation Veritechs an action that takes 4 minutes. It deals Mecha-class
damage. [H]
While the YF-4 prototype and the VF/A-6 Alpha were the very • Tactical Missiles - Optional: The Logan has 2 Missile
first second-generation Veritech Fighters to be produced, Hardpoints on either side of the fuselage in Fighter
development continued, and all-new models were made that Mode. The Tactical Missiles cannot be used in Battloid
could fill previously unexplored niches. Generally speaking, Mode. This weapon can only be used via an equipment
the second-generation Veritech Fighters included overall suite. [H]
improvements such as stronger engines, stronger armor, and • Punch: The VF-8 has a hand on each arm that may be
heavier weapons. They were optimized for mass production used in Melee combat to punch and tear at the enemy. It
in the new automated Robotech Factory Satellites. Other deals 5x Light-class damage. [M]
trends included a general reduction in size and volume of the
crafts and the inclusion of internal and energy-based weapon Features
systems. • Hover: A compact lifting body configuration kept in the
air through raw thrust. Several secondary thrusters give it
Logan VTOL functionality and high maneuverability. The Logan
can hover in place in Fighter Mode.
The Logan is the premier lightweight Veritech Fighter in use • Transformation: The VF-8 has the ability to transform
by the ASC and the UEEF. As a transatmospheric Fighter between Guardian and Fighter Modes. It gains all the
capable of flight both in planetary atmosphere and within the benefits from transforming between these Modes found
vacuum of space, its small size and maneuverability make it on M165.
an agile target that is well-adapted for fighting tense aerial • Fighter Mode: Its small, compact, fast Fighter Mode
dogfights as well as engagements in urban environments or is able to jink rapidly, allowing for extreme Speeds
other confined areas. In Battloid Mode, the Logan stands at while strafing targets.
a relatively small 5.35 meters, with armaments that focus • Guardian Mode: The Logan has a semi-humanoid
primarily on energy weapons over larger missile payloads Battloid Mode that shares many characteristics
to keep the craft’s mass and weight down. Even though the with a traditional Guardian Mode; the arms and legs
VF-8 type fared well against the Masters’ Bioroids at the start unfold around its main cockpit with all the utility and
of the war, the Logan was too lightly armed compared to maneuverability that comes with excellent close
other mecha in use by both sides. As a result, the TASC began quarters agility and firepower.
switching to the AGAC approximately halfway through the • Space Capable: The Logan has powerful engines for its
war. size that are capable of operating outside an atmosphere.
The Logan has an escape index of 1.5 Gravitational Units.
• Rank Required: 1 • Indexing Hands: The VF-8’s hands are fully functional
• Designation: VF-8 and can pick up small objects. They have a sensitivity of
• Division: ASC-TAF, ASC-TASC, UEEF-ArTAC, UEEF-CDF .5 kg.
• Stats:
• Armor - Mecha: 1 Variants
• Structure - Mecha: 1 • VER-8 Eagle Eye: The Eagle Eye is a heavily modified
• Hardware Points: 2+1 stealth recon variant of the Logan. With fewer armaments
• Speed - Fighter Mode: 2400 kph / 4 km / 8 Space and a new outer frame reminiscent of older Global War
Units stealth bombers that provides a greater stealth profile,
• Speed - Guardian Mode: 1800 kph / 3 km / 6 Space it incorporates electronic surveillance and warfare
Units equipment for recon and tactical support of other ASC
squadrons. This variant exchanges its Plasma Cannon for
Weapons an EWAC system mounted in the spare internal spaces.
• Plasma Cannon: The Logan is equipped with a hard-
hitting triple-barreled Plasma Gun mounted in the nose. Equipment Suites
Its triple barrels grant the weapon a rapid cycle, allowing In the Fray: The Logan is small and nimble, excelling in ever-
for the weapon to quickly melt through enemy armor. changing, chaotic environments with enemy units coming
This weapon is designed for close-quarters combat, as from all directions. Use this Skill when you can take advantage
53
of chaotic combat situations and heavy combat. shoulders and 2 on the legs. [H] [H]
• Uses: Unlimited • Ejectable: The Armor upgrade may be ejected, reverting
• Skill: 3 the Armadillo back into a standard Logan. This includes
losing all additional Armor and all Mini-Missiles listed
Tactical Missiles: The Logan’s 2 Missile Hardpoints carry a below.
small suite of Tactical Missiles. When they are deployed, they
aggressively seek their target. Tactical Missiles have a Range Equipment Suites
of Long. [B5] Mini-Missiles: The Armadillo comes loaded with an array of
• Uses: 2 powerful Mini-Missiles mounted in 4 banks. Make an Attack
• Skill: 4 with these Mini-Missiles up to Medium Range. [B3]
• Uses: 6
The Eagle’s Eye: The VER-8 Eagle Eye variant of the Logan • Skill: 3
mounts a powerful EWAC suite capable of Long-Range
scanning and electronic warfare. This makes this small, 1-pilot Advanced Sensor Eyes: The Armadillo has a powerful sensor
recon Veritech a powerful asset in the field, able to support eye that feeds additional information to the pilot through the
allied forces from hidden locations. This Skill enhances enclosed Armor.
normal scanning operations and can be used to disrupt • Uses: Unlimited
enemy information gathering and scanner readings. Use this • Skill: 1
Skill when observing, redirecting, hindering, assisting, or
otherwise confusing enemies or aiding allies.
• Variant: Eagle Eye Sylphid
• Uses: Unlimited
• Skill: 2 Designed as a low-cost multipurpose interceptor and a partial
successor to the aging VF-1, the Sylphid is an atmosphere-
Logan Upgrade optimized, two-Mode Veritech Fighter built for the ASC’s air
wings. At 12.8 meters long, it’s relatively large for a second-
Armadillo Armored Combat Pack generation Veritech, and much of the bulk is used for extra
While the large canopy of the Logan offers good all-around powerful engines. With a number of control surfaces covering
visibility, the perspex frame also leaves the pilot exposed and the fuselage, the Sylphid was one of the most agile Veritech
vulnerable. The Armadillo Armor tries to rectify this weakness Fighters in production, only surpassed at the time by the
by encasing the upper frame with a thick armor shell and a limited production VF-5C variant model that used a forward-
set of advanced sensors across the entire Fighter, filtering swept wing design for even greater performance. Deployed
through to displays on the inside of the canopy. This allows en masse during the opening battles of the Second Robotech
the pilot improved protection as well as an unimpeded view War, the Sylphid was too light in both armor and armament to
of the battlefield. An extra addition or armor modules with counter the forces of the Robotech Masters. Those that were
internal missile launchers are added to the forearms and sent up against Assault Dropships were blown out of the air
lower legs to improve first-strike firepower. within moments, leading to high casualties among TAF pilots.

• Rank Required: 3 • Rank Required: 1


• Designation: GBP-8A • Designation: VF-5A
• Stats - Replace the Logan’s Stats with the following: • Division: ASC-TAF
• Armor - Mecha: 2 • Stats:
• Structure - Mecha: 1 • Armor - Mecha: 1
• Resist: 1 • Structure - Mecha: 2
• Hardware Points: +2 • Hardware Points: 3
• Speed - Guardian Mode: 1800 kph / 3 km / 6 Space • Speed - Fighter Mode: 3000 kph / 5 km / 10 Space
Units Units
• Speed - Guardian Mode: 1500 kph / 2.5 km / 5 Space
Features Units
• No Transformation: The Armadillo hinders
transformation to Fighter Mode, locking the Mecha in Weapons
Battloid Mode. • Particle Cannons: While in Fighter Mode, twin Particle
• Enhanced Armor: The Armor panels mounted on the Cannons sit in the wing roots of the Sylphid on either side
Logan increase its Armor value. However, the Armor of the nose. When transformed into Guardian Mode, the
module may be ejected, allowing the Fighter to act as a Fighter’s power is directed to a pair of Particle Cannons
normal Logan. installed into the arms. The Particle Cannons fire at
• Armored Sting: The Armadillo Armor has integrated Medium Range, but may target enemies at extended
Mini-Missile launchers on each Armor piece with 2 on the Ranges. [E] [H]
54
• Laser Pulse Turret: A Laser Turret consisting of 3 rapid- Tactical Missiles: Tactical Missiles have advanced tracking
firing Cannons can be found on the underside of the systems and carry a larger payload. They have increased
Mecha while in Fighter Mode. They have a Range of Range and force over Mini-Missiles. Make an Attack with
Short, but can fire at extended Ranges. The Turret can Tactical Missiles up to Long Range. [B5]
also act in a defensive capacity, shooting down incoming • Uses: 2
missiles. They inflict 2x Light damage. [E] [H] • Skill: 4
• Missile Hardpoints: On each side of the lower aft fuselage
are 2 Missile Hardpoints. The Sylphid holds either Tactical Defensive Cone: The Sylphid’s Turret can defend against
or Mini-Missiles—choose 1 type. [H] incoming munitions fire, such as Missiles or Grenades. The
• Punch: The Sylphid has 2 hands. It can make Punch effect can target any Missiles fired into the Laser’s Cone at
Attacks during Melees without penalty when in Guardian Short Range. This Skill may only be used when defending
Mode. [M] against Missiles or similar projectiles. [C]
• Uses: Unlimited
Features • Skill: 2
• Transformation: The Sylphid has the ability to
transform into 2 Modes, similar to a Logan unit. It gains
all the benefits from transforming found on M165.
• Fighter Mode: Allows the Sylphid excellent Speed and Third-Generation Veritech
surface control for dogfighting enemy aircraft. Its wings
and fuselage are given over mostly to the engine block. Ever since the incorporation of the VF-1 Valkyrie into UEDF
• Guardian Mode: The Sylphid can quickly change to service, Veritech Fighters were cast in the same mold, with
Guardian Mode, extending arms and legs for VTOL incremental improvements but nothing truly revolutionary.
operations and extra maneuverability and adaptability The Armored Gyro Assault Chopper (AGAC common
during dog fights. pronunciation: “Ajax”)” would change that.
• Atmosphere Optimized: The Sylphid is designed to
perform best in an atmosphere, but due to its hefty Described as the first third-generation Veritech, the AGAC
size, it carries powerful engines that allow it to reach completely rethought what a Veritech Fighter could be and
low orbits on its own, with an escape index of .9 crammed all the latest technology into a compact frame.
Gravitational Units. After a long and troublesome development, the AGAC finally
• Indexing Hands: In Guardian Mode, a hand deploys on began field-tests by the start of the Second Robotech War,
each arm. The hand is fully functional. It can be used to but wasn’t ready for wide-scale deployment until about
pick up objects and has a sensitivity of .5 kg. halfway through the conflict, finally allowing the ASC forces
to fight against the Masters on more equal grounds.
Variant
• VF-5C: This version has swept-forward wings that allow Some of the AGACs that survived the Invid Invasion were
for greater maneuverability. It gains the Aerial Trick brought along in the evacuation of Earth, and the battle data
equipment suite below. retrieved from them reached the hands of UEEF engineers
and military analysts. They used it to not only upgrade their
Options own small supply of AGACs, but also to adapt its advanced
• Optional Gun Pod: The Sylphid has the option of systems to upgrade their other mecha.
mounting a GU-10 on the centerline of the Mecha. In
Guardian Mode, the GU-10 is typically held in 1 of the AGAC
Mecha’s hands. [H]
The AGAC, or VFH-10, is among the top human achievements
Equipment Suites in battlefield systems, capable of three transformation
Aerial Trick: The VF-5C is especially nimble in the air. It can Modes: Fighter, Helicopter, and Battloid. In Helicopter
Attack or Defend against non-area Attacks when in Fighter Mode, the AGAC uses a rotary configuration, allowing the
Mode. AGAC to maneuver extremely quickly around the warzone
• Uses: Unlimited without sacrificing firepower. While the VFH-10 with its
• Skill: 2 length of 8.9 meters is much smaller than a VF-1, its compact
transformation mechanisms and energy-based weapons
Mini-Missiles: Mini-Missiles carry a small payload and are allow it to be fitted with thicker armor. The production
fired in large salvos to ensure effectiveness. They are tactically variant’s endurance and immense firepower made the AGAC
limited but are inexpensive to produce. Make an Attack with a formidable weapon platform in the final battles against the
Mini-Missiles up to Medium Range. [B3] Robotech Masters.
• Uses: 3
• Skill: 3 • Rank Required: 2
• Designation: VFH-10
55
• Division: ASC-TAF, ASC-TASC, UEEF-ArTAC space and on the ground.
• Stats: • Sensor Cluster: This multi-spectrum sensor array is
• Armor - Mecha: 2 supported by an AI that informs the pilot of battlefield
• Structure - Mecha: 2 conditions. It has a Range of Long and gains an Edge
• Resist: 1 to Observe Actions. The Sensor Cluster is found in the
• Hardware Points: 5 nose of the AGAC in Fighter Mode and forms the head in
• Speed - Fighter: 2100 kph / 3.5 km / 7 Space Units Battloid Mode.
• Speed - Helicopter: 1200 kph / 2 km / 4 Space Units • Indexing Hands: The AGAC’s hands are fully functional
• Speed - Battloid: 300 kph / .5 km / 1 Space Unit and can pick up objects. They have a sensitivity of .5 kg.

Weapons Equipment Suites
• Integrated Gun Pod Hardpoints: Mounted to each Eyes of the Raptor: The advanced sensor package allows
forearm is a Hardpoint fitted with an integrated energy- the AGAC to sweep and identify optimal targets within Long
based Gun Pod. In Battloid Mode, the Pods are fired from Range. It may be used to support all battlefield operations.
the forearms. In Fighter Mode, they sit on the flanks of Loss of the Sensor Cluster eliminates the ability to use this
the cockpit and fire forward. Typically, the ACAG will be Skill.
outfitted with 1 of each option. [H] [H] (see below) • Uses: Unlimited
• EU-15 Gun Pod: The EU-15 is the most advanced energy- • Skill: 2
based Veritech Weapons in the ASC. The EU-15 is a twin-
barrelled Beam Cannon that rapidly cycles, allowing for Cluster Missiles: Cluster Missiles have advanced tracking
an inundation of Armor-melting fire. The weapon may systems and carry a larger payload that breaks up into many
fire continuously. The EU-15 has a Range of Long and smaller sub-munitions that all independently hone in on the
ignores 1 point of the target’s Armor. If another Gun Pod target or spread out to catch a group of targets. They have
can fire at the same target, it ignores a total of 2 points of increased Range and force over Mini-Missiles. Make an Attack
Armor. [B1] [E] [P1/2] with Cluster Missiles up to Long Range. [B10]
• EP-20 Gun Pod: The EP-20 is a specially formatted • Uses: 3 + 3 (1 per Hardware point)
compact Gun Pod, modified for the AGAC as a secondary • Skill: 4
Gun Pod. It has a Range of Medium. The Gun Pod can fire
12 full bursts before the internal energy clip needs to be Relentless: The AGAC has a massive array of weapons that
recharged, which takes 4 minutes. It deals Mecha-class can drill down a target instantly. All the AGAC’s weapons
damage. fire at a single target within Medium Range, blowing it into
• Beam Cannon: The nose of the AGAC, when in Fighter or pieces. It ignores 2 points of a target’s Armor. The turn this
Helicopter Mode, is fitted with a turret-mounted Beam Skill is used, gain +1 extra point of Armor. Using this Skill
Cannon. It has a Range of Medium, but can fire further. It requires 2 uses of Cluster Missiles - see above. [P2]
ignores 1 point of the target’s Armor. It also destroys the • Uses: 1
Sensor Cluster and Eyes of the Raptor equipment suite - • Skill: 4, and ignores 2 Armor while gaining +1 Armor
see below. [E] [H]
• Cluster Missile Pods: The VFH-10 is fitted with 2 large Defensive Cone: The AGAC’s turret-based Beam Cannon can
pods that hold advanced Cluster Missiles. The pods are defend against incoming munitions fire, such as Missiles or
fitted on the Mecha’s winglets in Fighter Mode and over Grenades. The effect can target any Missiles fired into the
the shoulders in Battloid Mode. [H] [H] Laser’s Cone at Medium Range. This Skill may only be used
• Punch: The AGAC has massive hands that deploy when when defending against Missiles or similar projectiles. [C]
in Battloid Mode. The Mecha may make Punch Attacks • Uses: Unlimited
without penalty. • Skill: 2

Features
• Transformation: The AGAC has a fully functional
3-Mode transformation. It gains all the benefits from Battloids
transforming found on M165.
• Fighter Mode: Used for Speed and agility and is The Destroids, which had been the main ground-based
optimized for (but not limited to) use in space. mecha of the UEDF during the First Robotech War, were large
• Helicopter Mode: Enables the same kind of VTOL and loaded with internal weapons and thick armor. They
and loitering ability as a conventional Guardian sacrificed speed and mobility, which made them easy targets
Mode. While it is limited to use within an atmosphere, and susceptible to enemy attacks. The Army of the Southern
the short transition time needed to reach Helicopter Cross had another design philosophy for their second
Mode from Fighter Mode has proven to give the generation of ground-based mecha, using advancements
AGAC an edge in many situations. in Robotechnology that allowed much smaller and nimbler
• Battloid Mode: Provides superior mobility both in robotic structures for their Battloids. They were all based on
56
a similar inner frame, which was customized and outfitted
with carefully chosen outer parts to form highly specialized Cyclops
mecha. They all had articulated hands, which allowed them
to carry a wide array of Gun Pods, giving them high flexibility. Designed as a technologically advanced scout mecha that
Standing around 7 meters tall, a Battloid is a simple human- can relay real-time information to nearby allied forces, the
shaped mecha that cannot transform. As such, Battloids Cyclops is durable and reliable enough to join other units
are somewhat limited in capability and cannot typically fly. in the field, doubling as a fast-response, frontline battle
However, they serve an important role, as Battloids provide unit. It is fitted with a comprehensive acquisition system to
more firepower and sustainability than Power Armor units identify and track enemy movements, and has a low radar
can deliver. Using the advanced automated manufacturing profile, which is perfect for scouting operations. Cyclops are
provided by Robotechnology, the new Battloids were easy typically deployed by Recon Patrols in teams of two to four
to mass produce and the ASC designed and fielded several units. The Battloid is light and maneuverable with a number
models. of small thrusters and stabilizing wings, giving it a limited
flight capability. Similar to its Salamander stablemate, it
• Rank Required: 1 comes in 3 different variants that are assigned based on rank,
• Division: ASC-TC, ASC-CDU, UEEF-CDF but despite slight differences in the head unit, they function
• General Stats: almost identically.
• Armor - Light: 8
• Structure - Light: 16 • Designation: FRB-7A, -7E, -7L
• Resist: 1 • Specific Stats:
• Speed - Running: 150 kph / 240 m / 24 Ground Units • Hardware Points: 3

General Battloid Features Loadout
• Atmospheric Operation: Battloids are not designed • Gun Pod [H]
for operation in low-gravity or vacuum environments. • Advanced Sensor Unit [H]
While the units are airtight and have standard filtration • Stealth Profile
systems, they will only provide a pilot with life support • Flight Booster [H]
for minutes in space.
Unicorn
Salamander
With civil unrest, riots, and both anti-unification and anti-
As the most common and recognized fighting vehicle in the Zentraedi sentiments growing stronger around the world
military, the CBH-4 Salamander is considered the workhorse since the Rain of Death, the UEDF deployed a light mecha
of the ASC and especially the Tactical Corps. The Salamander under the auspices of local police forces, allied militia, and
is a general battle mecha with capabilities that can be seen later the command of the CDU to assist in quelling these
as basic and offering no frills. It also has a reputation of being violent disturbances. Wildly successful in this role, the UEDF
quite uncomfortable to pilot. Throughout their service, these expanded the Unicorn’s duties, including supporting the
units took heavy and ever-increasing losses, but in doing defense of population centers and to assist in fire-fighting
so provided a substantial contribution to the war effort operations and other emergency situations. Its built-in
against the Masters. The Salamander comes in three main weapons are consequently a mix of mainly defensive and
variants: The CBH-4A baseline variant, the CBH-4B variant nonlethal weapons. While it may not look like it, the Unicorn
for non-commissioned officers, and the CBH-4S variant for is surprisingly agile and is well-adapted to urban warfare.
commissioned officers. The latter two have unique head
units with upgraded sensors and communication arrays. The • Designation: CBL-6
Salamander held the record for the fighting unit with the • Specific Stats:
highest production run since the advent of Robotechnology • Hardware Points: 3
until the Cyclone was introduced.
Loadout
• Designation: CBH-4A, -4B, -4S • Light Particle Cannons: 2 mounted in the head
• Specific Stats: • Gun Pod [H]
• Hardware Points: 4 • Integrated Grenade Launcher: 1 in each forearm. [H] [H]
• Anti-Energy Armor
Loadout
• Gun Pod [H] Dryad
• Light Particle Cannons: 2 mounted in the head.
• Arm Shields [H] [H] A dedicated engineering Battloid fitted for combat, the
• Anti-Energy Armor Dryad’s adaptive Hardpoints and combat-level armor allow it
• Advanced Sensor Unit: CBH-4B, -4S [H] to take to the field alongside other mecha units or to assist
57
in dangerous operations in and around major settlements, as
well as salvage and rescue missions. Its light armament also • Designation: SRB-9
allows it to be deployed in situations where close-quarters • Specific Stats:
combat may be expected. Its integrated engineering tools, • Hardware Points: 5
which are typically used in civil demolition or rescue missions,
can also tear a mecha to pieces in moments, making the Loadout
Dryad a serious threat. The mecha is typically used by the • Gun Pod [H]
Forest Division to clear heavy vegetation and other laborious • RL-6R Integrated Recoilless Rifle: 1 in each shoulder.
tasks. [H] [H]
• ARR-2: 1 on each forearm. [H] [H]
• Designation: CBL-8 • Anti-Energy Armor
• Specific Stats:
• Hardware Points: 3 Basilisk

Loadout The CBH-5 Basilisk is a heavy combat Battloid specifically


• Gun Pod [H] designed to withstand inhospitable and dusty environments
• ARR-2: 1 on Each Forearm. [H] [H] that currently make up the majority of the Earth’s surface
• Plasma Cutter post-Rain of Death. It is reinforced and sealed to accept the
harsh radioactive wastelands that it patrols. The Basilisk is
Triton equipped with an advanced gyroscopic system and enhanced
leg joints to help it walk over uneven terrain. As such, it
In the years after the First Robotech War, Zentraedi is typically used by the TC Desert Division. Heavily armed
Malcontents were known to hide in the depths of rainforests and armored, the Basilisk comes equipped with the newly
and swamps, where the humidity and muddy terrain caused deployed Anti-Energy Armor as well as a versatile array of
all sorts of logistical and maintenance issues for ground weapons, including head-mounted Particle Cannons and
mecha. To counter this, the Triton was specifically designed a Mini-Missile Launcher. A number of these units fought
to work efficiently in these kinds of environments and is alongside the Satyr during the Invid occupation.
therefore a perfect fit for the TC Marsh Division. It can also
be fully submerged for extended times, making it useful for • Designation: CBH-5
riverine warfare, and it was consequently also used by TC • Specific Stats:
Naval Division forces from time to time. It is heavily armed and • Hardware Points: 4
armored, and a capable combat mecha. When underwater, it
can move at half Speed; while on the surface, it can move at Loadout
full Speed. • Gun Pod [H]
• Two Light Particle Cannons: 2 mounted in the head.
• Designation: CBL-10 • Anti-Energy Armor
• Specific Stats: • GR-105 Mini-Missile Launcher [H]
• Hardware Points: 2
Garm
Loadout
• Gun Pod: Typically the EUN-9 [H] Designed and assigned as a Battloid class unique to the Global
• Plasma Cutter [H] Military Police, the Garm is a light patrol and rapid-response
• Anti-Energy Armor mecha dedicated to the tasks of securing and guarding GMP
installations, escorting VIP transports, and when the need
Satyr arises, to detain rogue elements within the ASC. The Garm is
not intended for heavy combat, but has recently been forced
Dedicated for combat in mountainous or rocky terrains, the into that role as the war against the Masters becomes even
SRB-9 Satyr is an advanced Battloid model equipped with more desperate for the ASC.
ARR-2 navigation systems, an enhanced jumping ability,
sturdy feet, and strong hands with good traction, as well as • Designation: SCP-5
powerful built-in arm spikes to allow it to climb otherwise • Specific Stats:
impassable areas. Naturally, it is the mecha of choice for the • Division: GMP
TC Mountain Division. For defense, the Satyr mounted the • Hardware Points: 2
updated Anti-Energy Armor systems, a standard gun pod and
a large store of hard-hitting recoilless rounds mounted in the Loadout
shoulders. Due to its ability to traverse rocky ground and its • Gun Pod [H]
special armor, many units saw prolonged action during the • Advanced Sensor Unit [H]
Invid occupation.
58
Variant lightly armored and soft targets. They have a Short
• QCP-5 Golem: The Golem is an uncrewed version of Range and ignore 2 points of Light-class Armor. [M] [P2]
the Garm. The onboard AI, which is derived from recent • Punch: All Battloids have strong hands, made from
developments in AI spearheaded by the JANICE project, durable alloys. They may make Melee Attacks without
is fully autonomous. While the AI is far from perfect with penalty. These Attacks inflict 5x Light-class damage. [M]
a number of systems occasionally malfunctioning when • RL-6R Integrated Recoilless Rifle: This version of the
facing complex situations, the performance of the Mecha RL-6 is integrated into the Battloid’s frame. The weapon’s
is still more than enough to act in support to GMP officers internal magazine holds 8 Rockets. It ignores 3 Light-
when things go hot. class Armor and inflicts 10x Light-class damage. It has a
Range of Medium. [E] [B3] [H] [P3]

Weapons Features
• ARR-2: The ARR-2, or Accelerated Ram Rod, is a • Anti-Energy Armor: This special Armor has a strong
magnetically accelerated spike driven down a short rail resistance against energy-based effects. It adds +4 to the
at high speeds. Designed to clear debris, rescue trapped Armor Values against Energy Attacks.
pilots, and as a last-ditch Melee weapon, the spike moves • Arm Shields: High-density composite plates are fitted to
fast enough to crack concrete and penetrate Mecha the Battloid’s forearms. When the Battloid takes heavy
Armor. It inflicts 8x Light-class damage and ignores 5 fire, the arms can be raised or pulled inward to protect
points of Light-class Armor. [M] [H] [P5] the Battloid. An Arm Shield may be destroyed to negate
• EU-9 Gun Pod: This low cost, energy-based Gun Pod is all damage taken from an Attack. This also destroys the
based on the Zentraedi Battle Rifle, firing a Light particle arm and any associated weapon. [H]
beam pulse capable of penetrating Light vehicle Armor • Advanced Sensor Unit: Some Battloids have advanced
with massed fire from multiple units capable of taking sensor packages built into them, allowing for more
down Mecha-class vehicles. The EU-9 can engage targets detailed reconnaissance and communication in the
at Medium Range. It inflicts 5x Light-class damage. The battlefield. Data and telemetry is shared between officers
EU-9 can fire 10 times before its internal power cell is and scouts to the rest of the unit, enhancing targeting
drained. Each Battloid has a charging port, allowing the and navigation. [H]
weapons to recharge, taking minutes. [H] • Indexing Hands: Battloids all have fully functioning
• EUN-9 Gun Pod: The EUN-9 is the Naval version of hands that can pick up objects. They have a sensitivity of
the EU-9 with a modified energy profile, allowing it to .5 kg.
operate underwater. Its Range is limited to Short. [H] • Plasma Cutter: A Plasma Cutter welds or removes
• EU-11 Heavy Gun Pod: The EU-11 series Gun Pod was material in salvage, repair, and rescue operations. This
designed to provide greater firepower for Battloids, Mecha-sized tool is a hundred times more effective than
but as a result is slightly bulky, requiring 2 hands to handheld units. While not meant for Melee combat, it
operate, firing salvos of focused Particle Beams capable may be used as a weapon when desperate. All Attacks
of penetrating heavier Mecha. It’s similar to the cannons are performed at a Hindrance. It inflicts 5x Light-class
found on battlepod and Destroid designs in order to grant damage, but ignores 1 Mecha-class Armor. [M] [H] [P1]
the Battloids a heavier option when dealing with more • Stealth Profile: A Battloid has a Stealth Profile when
aggressive armored foes. The EU-11 can engage targets its engines, radar, and thermal output are reduced so
at Medium Range but may fire further. It deals Mecha- they are invisible to sensors. A Battloid with a Stealth
class damage. It can fire 12 times before its power cell is Profile when moving requires 1 Success to detect and 2
drained, but is compatible with the Battloid’s charging Successes when standing still.
port, only requiring minutes to recharge. [E] [H] [C]
• GR-105: This integrated cluster launcher is used to
provide the Battloid an extra punch in combat. It comes
loaded with 18 Mecha-class Mini-Missiles. Mini-Missiles
have a Range of Medium. [B3] [H]
• Integrated Grenade Launcher: Some Battloids have
Grenade Launchers integrated into the unit’s frame,
each holding 24 munitions and able to fire the Grenades
rapidly. Its standard Fragmentation Grenades inflict 3x
Light-class damage and HE grenades inflict 5x damage.
The Range of the weapon is Medium. [Frag - B5] [HE -
B2] [H]
• Light Particle Cannon: Miniaturized Particle Weapons
can do the work of more antiquated ammunition-based
weapons, but take up far less space and are easier to
repair and install. These weapons are used to engage
59
Options
• Flight Booster: Any Battloid may be fitted with a Flight
Booster (except the Cyclops, which has an integrated Power Armors
flight system as default). This pod-like cell attaches to the
unit’s back, with thrusters that allow it to fly for minutes While the newest generation of Battloids are much smaller
or make an infinite number of leaps. The Booster gains than their predecessors, the ASC has begun to field even
an escape velocity of .5 Gravitational Units. When in use, smaller mecha, between 2 and 3 meters tall, that are power-
refer to the following Speed profile: [H] amplified body armors, or “Power Armors” for short. Power
• Speed - Flight: 200 kph / 320 m / 32 Ground Units Armors are not so much piloted as they are worn. Unlike the
• Leap: +50 m of linear movement / +25 m of vertical Cyclones that were used by the UEEF, operation of these
movement earlier Power Armors does not rely completely on feedback
• Space Optimized: Battloids may be upgraded with from the wearer’s own movements and still requires some
environmental systems and Vernier Thrusters that hand- and foot-operated controls. In that regard, these Power
allow it to operate in space without penalty. These Armors are more similar to the Zentraedi Female Power
Space Optimization Kits were reconstructed from older Armor, only scaled for humans.
Destroid models. When fitted, refer to the following
Speed profile: • Rank Required: 1
• Speed - Space: 300 kph / .5 km / 1 Space Unit • General Stats:
• Armor - Light: 4
Equipment Suites • Structure - Light: 8
Mini-Missiles: The GR-105 comes packed with 18 Mecha- • Hardware Points: Basic
killing Mini-Missiles, waiting to take down whatever is in • Resist: 2
their way. Make an Attack with these Missiles up to Medium • Speed - Running: 40 kph / 64 m / 6 Ground Units
Range. [B3]
• Weapons: GR-105 General Weapons
• Uses: 3 • Braced: Weapons operated by the pilot count as being
• Skill: 3 Braced.
• Handheld: Power Armor is capable of holding and using
Rapid Recoilless: The integrated RL-6 can rapidly cycle any portable small arms. Standard 2-handed rifles may
munitions, allowing the Battloid to inundate an area with be operated with 1 hand.
fire. Use this Skill up to Medium Range. Due to the amount of • Powered Punch: Powered Armor enhances the pilot so
explosives, a massive 20 m blast is created. [B20] [P5] they are more powerful. The suit may make an Attack
• Weapons: RL-6 in Melee without penalty. Punches inflict Light-class
• Uses: 3 munitions total until ammo is depleted damage and ignore 1 point of the target’s Armor. [M] [P1]
• Skill: 1 + ignore 5 Light-class Armor
General Features
Suppressive Burst: The EU-11 Heavy Gun Pod may be used to • Power Assist: The wearer of the Suit is considered to gain
fire a long burst of particle energy. At Short Range, the burst the Strength and Endurance aspects of the Heightened
enhances its cone of fire, trapping enemies under a barrage, Talent when wearing the Suit.
but risks depleting its charge. When all uses of this Skill have • Environmental: The Suit is capable of sustaining the pilot
been depleted, the EU-11 is considered out of ammunition in extreme environments, including space operations.
and cannot be used until recharged. [P1] The Suit provides enough air for days and full radiation
• Weapons: EU-11 protection.
• Uses: 2
• Skill: 2 and ignore 1 point of Armor with each use Minotaur

Scan, Advance, Communicate: Battloids move forward by A general-purpose, combat-capable Power Armor that is
scanning the environment ahead with their advanced sensor used widely within the Tactical Corps’ infantry forces and the
packages while relaying information and orders back to the GMP, the Minotaur is commonly used by Assault Teams to
squad. Battloid units may use these advanced sensors to enter hazardous or high-risk environments such as radiation
inform squadmates of target locations or to provide valuable hotzones and crashed starships, or to clear fortifications
information on the area ahead. ahead of the main push by UEDF forces. The GMP and CDU
• Feature: Advanced Sensor Unit have both used the Minotaur for patrol, riot control, and high-
• Uses: Unlimited risk police operations.
• Skill: 2
• Designation: HPSI-2
• Division: ASC-TC, ASC-CDU, GMP, UEEF-ArTAC, UEEF-
CDF
60
and maintenance missions.
Loadout
• Breach Charge [H] • Designation: HOPSI-5
• Anti-Personnel Lasers [H] • Division: ASC-TSC, UEEF-TSC, UEEF-CDF
• • Specific Stats:
• Armor - Light: 5
Kraken • Speed - Space: 300 kph / 500 m / 1 Space Unit

Specialized for deep sea combat and patrols along shorelines, Loadout
the Kraken is uniquely suitable for commando assaults and • Breach Charge [H]
boarding operations against naval targets including pirates, • Mag-Boots [H]
rogue warships, and other enemy craft. A common secondary • Jetpack [H]
task includes breaching the hulls of wrecked or damaged ships
to rescue crew and passengers, or the retrieval of casualties Power Armor Weapons
aboard said vessels. The suit is equipped with an integrated • Anti-Personnel Lasers: These are mounted to the
navigation system and personal propulsion system, allowing forearms. They have a Range of Medium and inflict Light-
for freedom of movement underwater. class damage, ignoring 1 point of Light-class Armor. If
both lasers can fire on the same target, they ignore 2
• Designation: HADS-10 points of Armor. [H] [P1/2]
• Division: ASC-TC Sea Squad, UEEF-ArTAC • Breaching Charge: 1 Breaching Charge is held within an
• Specific Stats: armored compartment. This explosive allows the Power
• Speed - Water: 25 kph / 40 m / 4 Ground Units Armor to penetrate the thick Armor of Naval Vessels.
It inflicts 2x Naval-class damage to a hull, blasting a
Loadout human-sized hole that allows the pilot to breach the ship.
• Marine-Capable However, the charge will never do more than 1 damage
to a Naval Vessel. It has a magnetic lock, allowing it to
Fenris stick to the side of the ship. [H] [B2]
• Integrated RL-6 Recoilless Rifle: This powerful, all-
Based on the Minotaur Power Armor, the Fenris adapted purpose weapon is integrated into the Power Armor’s
the basic suit’s pressure seals, heating units, and armor, torso. The weapon’s magazine holds 6 rockets. It ignores
leading to a modified chassis more suitable for cold-weather 3 Light-class Armor and inflicts 10x Light-class damage. It
environments such as the poles, tundras, and icy worlds the has a Range of Medium. [E] [H] [P3]
UEEF may encounter during their exploration. With built-in
stabilizers and retractable arm and feet spikes, the Fenris Power Armor Features
is able to find steady footholds on almost any below-zero • Jetpack: A Jetpack increases linear and vertical
environment. The suit is also equipped with a jetpack that movement. Each round, the Power Armor’s Speed
allows the wearer to make long leaps or to slow falls if needed. increases, and the Pack allows the suit to leap 100 m long
and 25 m vertically. [H]
• Designation: HPSI-4 • Speed: +25 kph / +40 m / +4 Ground Units
• Division: ASC-TC Cold Division, UEEF-ArTAC, UEEF-CDF • Marine Capable: Power Armor is designed to withstand
• Specific Stats: the pressures of underwater operations. It can descend
• Speed - Jump: 80 kph / 128 m / 13 Ground Units to a depth of 200 m without issue.
• Mag Boots: These boots allow the Power Armor to
Loadout latch onto any metal surface or bulkheads in zero-
• Anti-Personnel Lasers [H] environments.
• Integrated RL-6 Recoilless Rifle [H]
• Jetpack [H] Equipment Suite
Rapid Recoilless: The integrated RL-6 can rapidly cycle
Manticore munitions, allowing the pilot to inundate an area with fire.
Use this Skill up to Medium Range. Due to the amount of
Outwardly nearly identical to its sister Power Armor the Fenris, explosives, a massive 20-m blast is created. [B20] [P5]
the Manticore is based on a heavily modified Minotaur chassis • Weapon: Integrated RL-6 Recoilless Rifle
and is intended for use in space or microgravity environments. • Uses: 3 munitions total until ammo is depleted
Using the pressurized suit as a basis, the Manticore comes • Skill: 1 + ignore 5 Light-class Armor
equipped with heavier Armor, increased power systems, and
a set of Vernier Thrusters to allow for maneuvering in zero-G.
Designed and built primarily for boarding enemy Vessels, the
suit has been used far more often for extravehicular repair
61
• 24 Troopers
• Command Center: The Pegasus is often the linchpin
Space Vehicles in an assault operation. As such, it has an advanced
command suite used to coordinate tactical units. With
Pegasus Assault Shuttle both communications ciphering and a versatile sensor
package, it provides highly valuable data to nearby ally
The first of the ASC’s primary landing craft, the Pegasus units.
was designed as a 77-meter-long light assault shuttle. With • Shuttle Bay: The Pegasus can deploy its entire
relatively strong Armor and plenty of defensive weapons, the complement at once through a single large bay, exiting
Pegasus’s strengths lie in its ability to push through enemy through a single hatch.
defenses to deliver its cargo of troops and mecha. If facing • Escape: The Pegasus has powerful engines that, when
a larger enemy, the shuttles often operated in swarms to assisted by launch Boosters, allow the ship to reach space
land larger forces (as opposed to the single shuttle or smaller with ease. It has an escape index of 4 Gravitational Units.
groups for stealthy insertion of special ops squads). To allow
onboard commanders to direct operations, the Pegasus has Equipment Suite
advanced communication and command systems. Porcupine: The Pegasus has sufficient weapons to fire in any
direction, making approaching and engaging these craft a
• Rank Required: 3 tricky prospect for intercept Fighters. These weapons allow it
• Designation: AS-14 to ward off multiple assaults during missions with a surprising
• Division: ASC-TASC, ASC-TSC, ASC-CLC, UEEF-TSC, amount of success—however only for a short time.
UEEF-CDF • Weapons: Point Defense Lasers
• Stats: • Uses: 1
• Armor - Mecha: 2 • Skill: 4
• Structure - Mecha: 8
• Hardware Points - Complex: 4 Command and Conquer: Once threats have been identified,
• Speed: 1,500 kph / 2.5 km / 5 Space Units you are able to send the relevant information to units in your
assault group. The Command Center is constantly receiving,
Weapons analyzing, and distributing tactical data. Use this Skill to
• Laser Turrets: Four heavy-powered, turret-mounted provide a bonus to Assisting and Interacting with ally units
Lasers are fitted to the Pegasus. Two are mounted on the within Long Range.
wings, with the others mounted to the dorsal and ventral • Features: Command Center
sides of the fuselage. They have a Range of Medium and • Uses: Unlimited
inflict Mecha-class damage. Up to 3 Lasers may cover any • Skill: 2
quarter of the boat. Each Laser that can fire on an enemy
inflicts an additional 1x damage per gun. [H] [H]
• Point Defense Lasers: Spaced evenly around the hull Roc Transport
of the Pegasus are 8 Point Defense Lasers parsed into
2 banks. These lasers are designed to cut down enemy A sister ship to the Pegasus, the Roc is a simple dedicated
Mecha. Each laser inflicts 3x Light-class damage, but up transport shuttle which, at 80 meters long, was designed to
to 4 of them can cover each quarter arc of the vehicle. meet the needs of the ASC logistics fleet to rapidly move
This allows them to concentrate fire, inflicting Mecha- supplies between planetary installations and installations or
class damage. Point Defense Lasers have a Range of ships in orbit. It needs a reusable Rocket Booster to escape
Short. [H] [H] gravity and it can also fly in an atmosphere like a normal
• Ramming: The Pegasus cannot inflict damage in Melee cargo plane. There also exists an Early Warning and Control
combat other than to Ram. variant that trades the cargo room for advanced sensors and
• Weapon Banks: The Pegasus has 4 Weapon Banks: 2 communication equipment to support allied forces.
Laser Turrets and 2 Point Defense Lasers.
• Requires Rank: 2
Features • Designation: SC-32/SE-32
• Crew: The Vessel requires 5 crew members to operate • Division: ASC-CLC, ASC-TASC, UEEF-TASC, UEEF-CDF,
effectively: pilot, co-pilot, navigator/communications, UEEF-EMC
and 2 gunners. Without all 5, the ship may take penalties. • Stats:
• Complement: As an armored transport Vessel, it’s the • Armor - Mecha: 1
Pegasus’ job to get units from the ground and into space. • Structure - Mecha: 4
Typical complements are as follows - choose 1: • Hardware Points: 0
• 4 Spartas, Logans, or Battloids • Speed: 2,700 kph / 4.5 km / 9 Space Units
• 2 AGACs
• 8 Power Armor Suits Weapons
62
• Ramming: The Roc has no close-combat weapons. on autopilot while the crew enjoy the time between stops;
Ramming is its only Melee combat option. [M] the only time that the main cabin is crewed is if the ship’s
cargo is of the utmost import. The Sphinx was so successful
Features that a civilian variant named the Gagarin Class shuttle was
• Crew: Three crew are required to operate the commissioned for use in the private sector. A large number
Roc effectively: pilot, co-pilot, and navigator/ were used by the ASC during the evacuation of Earth.
communications. Operating the Vessel without a
complete crew may result in penalties. • Rank Required: 2
• Escape: When launched with its re-usable, detachable • Designation: SC-37
Rocket Booster, the Roc is capable of escaping Earth’s • Division: ASC-CLC, ASC-TASC, UEEF-TASC, UEEF-CDF,
gravity and is often launched from facilities on a planetary UEEF-EMC
surface. It has an escape index of 3 Gravitational Units. • Stats:
• Cargo Shuttle: The Roc has a medium-sized cargo room • Armor: 1
with the capacity of 100 tons of supplies. • Structure: 9
• Hardware Points: 3
Variant • Speed: 2,700 kph / 4.5 km / 9 Space Units
• EC Roc Eye: The EC model of the Roc, designated the
“Roc Eye,” was designed for longer flight time and Weapons
installed with state-of-the-art electronic surveillance • Ramming: The Sphinx has no close-combat weapons.
and communications technology. It replaced the older Ramming is its only Melee combat option. [M]
Tigers Eye EWAC Aircraft with a more modern version • Particle Cannons: The Sphinx has a small array of 3
also capable of space operations. The SE-32 trades its Particle Cannons operated by the crew in an emergency.
cargo capacity for a large communications hub operated These weapons have a Range of Medium and deal
by an additional 6 specialists and a commander who Mecha-class damage. [H] [H] [H]
coordinates operations and relays new orders and
intelligence to forward units. Features
• Crew: The Sphinx has a crew of 9: 1 pilot, 1 co-pilot, the
Equipment Suites captain, a communications officer, a medical officer, 1
The Roc’s Eyes: The SE-32 variant of the Roc has powerful security officer and 3 engineers.
command and communications capability afforded by its • Escape: When using a pair of reusable, detachable Rocket
mobile command center that replaces its cargo capability. The Boosters, the Sphinx is capable of escaping Earth’s
Roc’s crew use this to provide valuable battlefield intelligence gravity and is often launched from facilities on a planetary
by coordinating and detecting enemy movements to allow surface. It has an escape index of 3 Gravitational Units.
front line units to better respond. This equipment suite gives • Life Support Systems: The Sphinx has a minimal area
+1 additional automatic Success on Observation Actions. to support crew habitation during extended flights using
• Variant: SE-32 Roc Eye scaled-down versions of the systems found on larger
• Uses: Unlimited Naval Vessels. They include extended life support for
• Skill: 2 several months and contain all the facilities needed to
support the crew.
Static Storm: When the crew of the Roc are threatened, • Cargo Hauler: The Sphinx has a large transport capacity
they begin broadcasting an array of electronic interference and can carry within its holds several hundred tons of
across many broadband frequencies to create a sensor supplies or almost 200 people.
blackout in an area, preventing communications and serving
as countermeasures against attacks. Use this Skill when Equipment Suite
redirecting, defending, hindering or obscuring. Full Blast: The Sphinx is a transport Vessel and cargo hauler,
• Uses: Unlimited often left with no defense other than to eat into its vast fuel
• Skill: 3 reserves to accelerate as quickly as it can. This is typically
used to escape incoming enemies and accelerate past them.
When you use this equipment suite, gain a sudden burst of
Sphinx Heavy Shuttle engine power, increasing your Speed.
• Uses: 1
Completing the trio of shuttles, the Sphinx is a large, • Skill: 5 + 3,900 kph / 6.5 km / 13 Space Units
130-meter, heavy-duty cargo ship used for the transport of
supplies and equipment between planetary surfaces and orbit.
While not fold-capable, it is capable of interplanetary jaunts
within a single star system due to its size and fuel capacity.
Because the shuttle has all the required facilities to sustain
its small crew during these long hauls, the ship is usually left
63
• Speed: 2,700 kph / 4.5 km / 9 Space Units

Aerial Vehicles Weapons


• Ramming: The Phoenix has no close-combat weapons.
While mecha and space vessels were front and center during As such, Ramming is its only Melee combat option.
the days of the Second Robotech War, the ASC’s aerial
Fighters saw the largest scope of mission profiles—aerial Features
Fighters carrying mecha-level weaponry in a fast attack • Crew: Two crew are required to operate the Phoenix
package. While their survivability against the Masters’ effectively: pilot and co-pilot/navigator. Operating the
weapons was limited, these vehicles rarely dawdled over Vessel without a complete crew may result in penalties.
a battlefield, deploying their payloads and burning out of • Complement: While the Phoenix is valuable to support
sight before the last bombs hit the ground. Mecha that were military logistics, it may be used tactically to deliver
trapped, pinned down, or facing superior enemy numbers or forces onto a battlefield. After deploying, Phoenix
positions found close-fire support reaching out of the sky into transports evacuate the area as quickly as possible. Each
the enemy ranks. ship may hold 1 of the following:
• 8 Spartas or Battloids
Larger aerial vehicles were pressed into service as transports, • 3 AGACs
tankers, or supply craft, while others were used as gunships • 12 Power Armor Suits
and bombers to provide support or evacuation for the troops • 36 Troopers
on the ground. The largest of these were used to deploy • Countermeasures: The Phoenix is so fast that it doesn’t
ground mecha and Power Armor to hot spots quickly and need to fight its way out of trouble; it can outrun most
in numbers strong enough to evacuate those they were other Vessels. To help, it comes with an advanced suite of
protecting or to retake a stronghold. countermeasures. [H]
• Bay: The Phoenix can deploy its entire complement at
After being largely ineffective during the First Robotech War, once through a single large hatch.
aerial vehicles were given enhanced armor and increased • Low Orbit: The Phoenix has powerful enough engines to
structure along with improved weapons and avionics climb above Earth’s atmosphere—however, its Structure
developed from UEDF projects or engineered by civilian is not designed for long-distance space travel. It can
companies from the wreckage of Zentraedi ships. Most of operate in low Earth orbit only. It has an escape index of
these craft were unable to operate past the atmospheric 5 Gravitational Units.
barrier, as they lacked the proper engines, thrusters, and life
support systems. Some aerial crafts, however, have been Equipment Suite
modified as trans-atmospheric vehicles, meaning they can Sun and Run: Relying on its supply of advanced
reach space by their own thrust and reenter the atmosphere countermeasures, the Phoenix fires its engines and dumps
without any harm. A much smaller number are now also flares in a bid to escape enemy fire. However, this technique
equipped to function in space, but at a Disadvantage. has its limits due to the limited number of flares and the risk
of an engine burnout. Use this Skill to gain +4 Space Units of
Speed and defend against enemy missiles and range fire.
Phoenix Space Plane • Feature: Countermeasures
• Uses: 2
As a sub-orbital space plane, the Phoenix is the fastest • Skill: 3 +1200 kph / 2 km / 4 Space Units
transport plane used by the ASC, which, at its length of 68
meters, is designed to transport supplies in large amounts
across the world at-ultra high speeds. Using a standard Phantom III
Naval-class engine, these transport planes can reach above
the atmosphere where there is no air resistance and hit great The Phantom III is a lightly armed 7.3-meter VTOL rotorcraft
speeds that make them almost untouchable by interceptors. used for reconnaissance and light, close air support. The rotor
The Phoenix has two primary uses: to deliver crucial aid to fans used for lift are embedded in the underside of the craft,
allied forces in need, and to rapidly deploy fighting units to putting them in a somewhat less sensitive position than the
the front through airborne drops. rotors of a helicopter. The main thrust comes from a pair
of dorsal jet engines mounted at the rear, above the main
• Rank Required: 2 rotor, allowing for forward propulsion. This configuration also
• Designation: SC-37 makes it both agile and silent when needed.
• Division: ASC-CLC, ASC-TAF
• Stats: • Rank Required: 1
• Armor - Mecha: 1 • Designation: AEH-15
• Structure - Mecha: 7 • Divisions: ASC-TAF, ASC-CDFC (AHR-15 variant: ASC-
• Hardware Points: 1 TASC, UEEF-ArTAC, UEEF-TASC, UEEF-CDF)
64
• Stats:
• Armor - Light: 3 Equipment Suites
• Structure - Light: 10 Mini-Missiles: The aircraft carries a payload of Mini-Missiles
• Hardware - Basic: 2 used for taking down Mecha and aircraft swiftly. The Phantom
• Speed - Aerial: 600 kph / 960 m / 96 Ground Units III makes an Attack with Mini-Missiles at Medium Range,
inflicting Mecha-class damage. [B3]
Weapons • Uses: 3
• Accelerator Mini-Cannon: The Phantom III is fitted • Skill: 3
with a pintle-mounted rail accelerator. This weapon can
output a stream of tungsten rounds. It inflicts 5x Light- Scrambled Eggs: The Phantom’s ECM operator initiates a
class damage to everything in a 1-m-wide line at Long Long-ange pulse from the suite of electronic countermeasures
Range. The hardened bullets ignore 3 Light-class Armor. systems that fills the airwaves with static, disrupting
[1L] [H] [P3] communications, radar, sensors, and targeting in a large
• Tactical Missiles: The Phantom III carries 2 Tactical area around the Phantom. Use this equipment suite when
Missiles on the underside of the craft to engage forward combatting and disrupting electronics. This suite affects all
targets that threaten operations. [H] targets within Long Range. The ECM can be overpowered,
causing it to burn out after 2 uses, increasing the Skill pool
Features and the Range to Extreme.
• Crew: The Vessel requires a team of 2 to operate • Uses: Unlimited or 2
the Phantom III optimally: 1 pilot, and 1 radio/ECM/ • Skill: 2 or 4
and cryptographer operator. Without both crew, the
Phantom III’s operation is hindered. Emergency Repairs: The Genie is used in space as a
• Hover: As a VTOL craft, the Phantom III is able to hover construction vehicle, and the tools within its robotic arms
like a helicopter or travel at speeds that would stall fixed- can perform emergency repairs. These repairs are rarely done
wing aerial craft. in battle since space work requires delicate precision, but
• Stealth Profile: When the Phantom III is out of visual they can be used to quickly patch holes and seal leaks. Use
range, sensors have a difficult time detecting it due to its this equipment suite when attempting to repair and patch
Stealth Profile. Hearing the craft further than Medium Structures and systems.
Range requires 2 Successes and detecting it on sensors • Uses: Unlimited
requires 1 Success. • Skill: 2
• ECM: The Phantom has a powerful Electronic
Countermeasure system that serves as its primary
armament by scrambling electronic systems, shorting Chimera
enemy radar, and disrupting enemy computers while
simultaneously recording and gathering sensor and The Chimera is a heavy trans-atmospheric attack Fighter
visual data to be relayed back to friendly forces. that, when measured from tip to tail, is 20 meters long. Three
large missile hatches make up most of the rear half of the
Option fuselage, turning the craft into a flying missile battery. While
• Mini-Missile Pod: To more effectively support ground the majority of the craft’s mass is taken up by these weapons
operations, a pod of Mini-Missiles may be fitted in place and their launchers, a Heavy Particle Cannon was wedged
underneath the main body. The Pod holds 12 Mini- into the forward hull powerful enough to penetrate enemy
Missiles and is shaped so as not to disrupt the Phantom hulls or rip through mecha with ease. Unfortunately, the
III’s Stealth Profile. Mini-Missiles have a Range of Medium heavy weaponry and thick hull comes at a price; the Chimera
and inflict Mecha-class damage. This weapon may only carries little in the way of point defense, making it vulnerable
be used through an equipment suite. [B3] [H] to fast-moving, nimble enemies such as Bioroids.

Variant • Rank Required: 1


• UH-15 Genie: The Genie is a heavily modified space- • Designation: F/A-212
capable variant of the regular Phantom III. The biggest • Divisions: ASC-TSC, ASC-TAF, UEEF-TSC, UEEF-CDF
difference is that the rotor fan is replaced with 2 ion • Stats:
thrusters and lack of ECM. This variant is mainly used as • Armor - Light: 6
a Light shuttle for transports between ships or space- • Structure - Light: 12
based installations and other extravehicular activities. • Resist: 1
The Genie can be equipped with construction arms for • Hardware Points - Basic: 4
assembly and repair of space structures and starships. • Speed - Aerial: 1200 kph / 2 km / 4 Space Units
The arms are equipped with dexterous claw hands with
inbuilt tools. These may be used as Melee weapons that
deal 5x Light damage. [M] Weapons
65
• Heavy Particle Cannon: The Chimera has a single • Divisions: ASC-CDFC, ASC-TAF
powerful Particle Cannon mounted within its Structure. • Stats:
Its power allows the Chimera to blast apart Mecha and • Armor - Light: 6
take chunks out of enemy Naval Vessels if needed. It • Structure - Light: 8
has a Range of Long and deals Mecha-class damage. It • Hardware - Basic: 3
ignores 1 point of Armor. [H] [P1] • Speed - Aerial: 1500 kph / 2.5 km / 5 Space Units
• Tactical Missile Bays: The Chimera has 3 Missile Bays
mounted with heavier Long-Range Missiles for engaging Weapons
targets. This equipment can only be used as part of an • Accelerator Mini-Cannon: The Falcon II’s main weapon
equipment suite. [H] [H] is an updated Mini-Cannon that is assisted by a rail
• Mini-Missile Bay (Optional): The Chimera’s 3 Missile accelerator. This weapon can output a stream of tungsten
Bays may carry a Mini-Missile loadout instead of a Tactical rounds. The weapon inflicts 5x Light-class damage
Missile loadout for increased anti-Fighter firepower. This to everything in a 1-m-wide line at Long Range. The
weapon can only be used as part of an equipment suite. hardened bullets ignore 3 Light-class Armor. [L1] [H] [P3]
[H] [H] • Pulse Lasers: The Falcon II is also equipped with Mecha-
class Lasers, mounted in the front of the nose. These
Features Lasers have a limited Range of Short. [H]
• Crew: The Chimera has a crew of 2: 1 pilot and 1 gunner • Tactical Missiles: Four underwing Hardpoints mount
who operates the missile targeting. a total of 8 Tactical Missiles. These Missiles are used to
• Countermeasures: The Chimera, due to its lack of engage targets at Long Range. [B5] [H]
maneuverability, has additional countermeasures in the
form of electronic scramblers, flares, and chaff launchers. Features
The Chimera gains an Edge when taking a Defend Action. • None of Note
There are enough charges for 2 uses. [H]
• Clumsy: The Chimera is a heavy vehicle meant to deliver Equipment Suites
a large payload. It does not have the ability to make tight Stream of Lead: As the aircraft dives forward to mow down
maneuvers. It takes a Hindrance when engaging targets ground targets, the Accelerator Mini-Cannon spools up and
that are smaller and faster. carves a line of fire across an area in a straight line before the
aircraft dives up again to avoid incoming fire. However, this
Equipment Suites kind of Attack drains ammunition fast and is very wasteful.
Tactical Missiles: The Chimera has a complement of Tactical When all uses of this equipment suite have been expended,
Missiles that it can release from its bays. The Missiles have a the aircraft’s Accelerator Mini-Cannon is considered out of
Range of Long. [B5] ammo and can no longer be used. [L10]
• Uses: 2 • Uses: 4
• Skill: 4 • Skill: 3

Mini-Missiles: The aircraft carries a payload of Mini-Missiles Tactical Missiles: Some aircraft are outfitted with a Long-
for taking down Mecha and aircraft swiftly. The aircraft makes Range strike payload. In space or aerial combat, this allows
an Attack with Mini-Missiles at Medium Range, inflicting them to engage before the enemy can respond. The aircraft
Mecha-class damage. [B3] makes an Attack with these Missiles at Long Range, inflicting
• Uses: 3 Mecha-class damage. [B5].
• Skill: 3 • Uses: 2
• Skill: 4

Falcon II Gatekeeper: The Falcon is an expert at air defense and
is entrusted with guarding the skies as Light interceptors
The Falcon II is a 19-meter fast-response and non- against intruding aircraft. However, the craft’s fragility means
transformable atmospheric interceptor designed to counter it must rely on numbers and combined fire to ensure success.
enemies both in the air and on the ground. Five high power When working with other Falcon II Fighters in Short Range,
engines give the Falcon a fantastic acceleration and incredible gain an additional +1 die to use with this Skill.
climb rate, allowing it to come into contact with the enemy • Uses: Unlimited
in a short time. Originally designed to defend settlements • Skill: +1 for each friendly aircraft within Short Range
against Zentraedi Fighter pods belonging to the Malcontent (max +3)
forces and salvaged Veritechs belonging to rebel forces, the
Falcon was used mostly as an escort and support Fighter.
Wyvern Gunship
• Rank Required: 1
• Designation: F-210 Similar to an upscaled Phantom III, the Wyvern is a 17-meter
66
rotorcraft/jet engine hybrid dedicated to service as a gunship
or troop-insertion craft, relying on two large rotor fans in its Equipment Suites
stubby wings for lift and rapid VTOL ability. While not the Stream of Lead: As the aircraft dives forward to mow down
fastest craft in the ASC’s inventory, it is fast enough to keep ground targets, the Accelerator Mini-Cannon spools up and
up with its typical escorts, meaning that convoys of these carves a line of fire across an area in a straight line before the
craft can be moved in and out of enemy space under the aircraft dives up again to avoid incoming fire. However, this
watchful eye of the air forces of the ASC. The Wyvern can be kind of Attack drains ammunition fast and is very wasteful.
equipped with specialized cargo modules adapted for almost When all uses of this equipment suite have been expended,
any mission need. The standard troop carry configuration the aircraft’s Accelerator Mini-Cannon is considered out of
allows it to carry a full squad of TC infantry with full gear and ammo and can no longer be used. [L10]
limited supplies. It is also equipped with additional fire ports • Uses: 4
for the embarked troops to assist in clearing a landing zone. • Skill: 3
Other modules available include medivac, general cargo, and
refugee pods. Field of Fire: The Wyvern can deploy its weapons and fire at all
targets in Short Range by spinning as it unleashes a torrent of
• Requires Rank: 1 bullets. All known targets in sight and within Short Range will
• Designation: AH-78 be affected. If all the uses of this Skill are used, the Sponson
• Division: ASC-TAF, UEEF-ArTAC Machine Guns are considered depleted of ammunition. This
• Stats: suite shares its uses with the Stream of Lead equipment suite.
• Armor - Light: 5 • Weapons: Accelerator Mini-Cannon and Sponson
• Structure - Light: 15 Machine Guns
• Hardware Points - Basic: 2 • Uses: 4
• Speed: 1200 kph / 2 km / 4 Space Units • Skill: 2

Weapons Mini-Missiles: From each sponson, the Wyvern unleashes a


• Accelerator Mini-Gun: The Wyvern has a single flurry of Mini-Missiles. These Missiles can engage at Medium
Accelerator Mini-Cannon mounted underneath its Range and inflict Mecha-class damage. [H]
forward cockpit section, which it uses to support infantry • Weapon: Mini-Missile Pods
and clear landing zones with strafing runs, picking apart • Uses: 2
Light targets. It has a Range of Medium and inflicts 5x • Skill: 3
Light-class damage to everything in a 1-m-wide line at
Long Range. The hardened bullets ignore 3 Light-class
Armor. [1L] [H] [P3] Gryphon Dropship
• Sponson Machine Guns: Fired by the transported troops
set to disembark from open fire ports on each side of The Gryphon is a large 35-meter armored VTOL dropship
the craft. The Machine Guns dress down and suppress meant to deliver a full Battloid, Tank, or Hovertank squadron
any enemy infantry present at the LZ. This weapon has safely through enemy fire to the frontline, or to haul bulk
a Range of Medium, deals 2x Light-class damage, and ammunition, supplies, or general cargo from place to place.
ignores 2 points of Armor. [P2] The Gryphon is a wingless aircraft that relies on four large
• Mini-Missile Pods: Mounted on each sponson is a pod vectored jet engine pods for lift, thrust, and maneuverability.
that holds 4 Mini-Missiles. These clear heavier targets out While this configuration delivers far more precise steering
of landing zones and provide air support to the infantry for a supply craft, it sets a limit on operational ceiling, speed,
forces deployed from the Wyvern. This weapon can only and range. Because the Gryphon has few weapon systems, it
be used as part of an equipment suite. [H] often depends on an escort for protection and to secure the
• Ram: The Wyvern has no Melee weapons; its only option landing site.
in Melee is to Ram. [M]
• Required Rank: 2
Features • Designation: VC-44
• Crew: The Wyvern has a crew of 4: 1 pilot and 1 co-pilot, • Division: ASC-TAF, ASC-CLC, UEEF-EMC
plus 2 additional crew who operate its Sponson Machine • Stats:
Guns. • Armor - Mecha: 1
• Open-Side Transport: The Wyvern carries a full squad of • Structure - Mecha: 6
12 infantry. These infantry can fire out of the open side • Hardware: 1
hatches of the gunship. • Speed: 900 kph / 1.5 km / 3 Space Units
• Stealth Profile: The rotors on the Wyvern can enter a
Stealth Mode where the sounds are dampened and its Weapons
hull is designed to avoid radar. It requires 1 Success to • Accelerator Mini-Cannon: The Gryphon main weapon
spot. is an updated Mini-Cannon that is assisted by a rail
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accelerator. This weapon can output a stream of tungsten of a miniaturized mecha that was operated by the driver from
rounds. The weapon inflicts 5x Light-class damage an internal cockpit, rather than being a worn exoskeleton suit
to everything in a 1-m-wide line at Long Range. The like the later Cyclones.
hardened bullets ignore 3 Light-class Armor. [1L] [H] [P3]
MODAT
Features
• Crew: The Gryphon has a crew of 3: 1 pilot, 1 co-pilot, and The first in what would be a long and troubled line of attempts
1 gunner. to create light and self-contained ground-based Veritechs, the
• Drop Bay: The Gryphon’s underbelly storage bay is prototype MODATs were a transformable heavy motorcycle.
designed to hold and deploy 12 ASC medium Mecha, Designed to be capable of moving infantry soldiers rapidly
including Hovertanks and Battloids. to combat zones, they also gave said soldiers a boost in both
• VTOL: The Gryphon is able to hover in place and take off armor and firepower. At 4 meters long in Cycle Mode and
and land vertically with its vectored engines. standing just as tall in Battloid Mode, the MODAT is suited
for and used mainly in urban combat zones. The MODAT has
Equipment Suites also been adopted by the GMP for police duties across the
Stream of Lead: As the aircraft dives forward to mow down world. While the mecha suffers from some teething problems
ground targets, the Accelerator Mini-Cannon spools up and with its miniaturized transformation mechanism, it has
carves a line of fire across an area in a straight line before the overall been a success that paved the way for the concept of
aircraft dives up again to avoid incoming fire. However, this motorcycle-based Veritechs.
kind of Attack drains ammunition fast and is very wasteful.
When all uses of this equipment suite have been expended, • Required Rank: 2
the aircraft’s Accelerator Mini-Cannon is considered out of • Designation: VM-5
ammo and can no longer be used. [L10] • Division: GMP, ASC-CDU
• Uses: 4 • Stats:
• Skill: 3 • Armor - Light: 5
• Structure - Light: 8
• Hardware Points: Basic
• Speed - Running: 75 kph / 120 m / 12 Ground Units
Second-Generation Ground Veritechs • Speed - Riding: 260 kph / 420 m / 42 Ground Units

The Centaur proved that Robotechnology-based Mode- Weapons


shifting could increase the combat capability and flexibility • GU-18 Gun Pod: Though the largest Gun Pod that could
of armored vehicles—not as drastic a success as the VF-1 fit in the transformation sequence, it is not as powerful
Valkyrie, but a concept worth exploring. The Army of the as other contemporary Mecha. It’s not possible to fire it
Southern Cross pioneered development of ground-based in Cycle Mode. The weapon has a Range of Medium, but
Veritechs with the Eurotas Project, which resulted in the can fire further. It deals 3x Light damage and ignores 3
complete revamp of the Veritech Hovertank concept. The points of Armor. [E] [H] [P3]
goal of the project had been to create a versatile and capable • Punch: The MODAT’s strong hands can be used as a
weapons platform light enough and durable to perform deep weapon. They inflict Light-class damage and ignore 1
recon missions, yet heavy enough to provide armored support point of the target’s Armor. [M] [P1]
and artillery fire all the way to the front lines. The result was
the VHT-1 Spartas, a vehicle which would go on to be one Features
of the most influential mecha in the Second Robotech War. • Transformation: The MODAT has 2 transformation
In addition, the VHT-2 Myrmidon was produced as a lighter states and gains the variable transformation properties
complement to the Spartas. found on M165.
• Cycle Mode: A heavy motorcycle with plenty of raw
In parallel to the heavier Hovertank platforms, lighter ground- power, but it needs some skill to use properly.
based Veritechs, most notably based on motorcycles, were • Battloid Mode: A small and surprisingly agile
also explored as a possible line of support for infantry units. humanoid combat Mecha with the driver somewhat
Attempts to miniaturize the transformation mechanisms uncomfortably crammed into the chest.
proved to be a challenge, however. The first experimental • Indexing Hands: The MODAT has fully functional hands
models of Veritech Motorcycles were simple conversions of built into the suit. They have a sensitivity of .1 kg.
existing Battloid frames that needed external equipment
and parts to convert between motorcycle and Battloid Options
Mode. The VM-5 MODAT (Military Operations Dynamic • Shield: Mainly used for riot protection, the shield also
Armored Trooper) was the first model with an integrated provides tactical usefulness in Mecha combat. The shield
transformation mechanism. Due to the constraints of the cannot be stored in Cycle Mode, so it must be dropped
technology at the time, the MODAT’s Battloid Mode was more before transformation. The Shield may be destroyed to
68
negate all damage taken from a non-area-based Attack.
[H] • Rank Required: 1
• N-1 Net launcher: This weapon fires a net made of • Designation: VHT-1
strong filament that expands outward. It is meant as a • Division: ASC-ATAC, UEEF-ArTAC, UEEF-CDF
less lethal deterrent and for crowd control. It’s limited to • Stats:
Short Range. If the Attack is Successful, a target becomes • Armor - Mecha: 2
ensnared. They cannot move and take a Disadvantage • Structure - Mecha: 2
on all Actions. The net has 5 Light Wounds, and setting • Hardware Points: 3
someone free requires Actions over seconds. [H] • Speed - Hover: 225 kph / 360 m / 36 Ground Units
• Speed - Battloid: 120 km/h / 200m / 20 ground units
Equipment Suites / .5 Space units.
Tow Cables: The MODAT is used by GMP and CDU members • Speed - Artillery: 40 kph / 64 m / 6 Ground Units
in high-speed pursuits and law enforcement. It comes
equipped with tow cables it can fire from its front and rear to Weapons
latch onto and drag vehicles and Mecha in order to stop them. • EPR-2A Electron Phase Rifle: The apex of handheld
The cables fire out over 10 m and magnetically latch onto or rifle technology intended for smaller Mecha, the EPR-
entangle targets, hindering their ability to move. Use this 2A combines the best of beam and particle weapon
equipment suite when Redirecting, Assisting, or Inhibiting a attributes. Designed to be used by the smaller VHT-1
target. frame, the EPR-2A fires a thin cohesive beam that is
• Uses: 2 Long-Ranged, accurate, and pierces Armor. It can fire
• Skill: 2 9 full bursts before needing to recharge, which takes
minutes via charging port. It has a standard Range of
Big Brother: The MODAT is equipped with a hyper-advanced Medium, but can fire further. It ignores 1 point of Armor
sensor suite that has both thermal and night vision as at Short Range. The weapon is only available in the
well as directional microphones. The GMP and CDU use Hovertank and Battloid Modes. [E] [H] [P0/1]
these systems for surveillance of both military and civilian • G-12 Archangel Cannon: This 105 mm Cannon is an
targets taking advantage of the MODAT’s small size and integrated version of the GU-12 Gun Pod, sitting in the left
inconspicuous nature. arm of the Spartas. It rapidly fires exploding shells at hyper
• Uses: Unlimited velocities. The 60 rounds of ammunition have hardened
• Skill: 2 tips which penetrate into the target before exploding.
The Archangel has a Range of Long, and ignores 1 point
Spartas of the target’s Armor. The G-12 can typically only be fired
in Gladiator Mode, but can be deployed in Battloid with
The Spartas Veritech Hovertank (commonly called simply a Hindrance. The weapon always suffers a Hindrance for
the “Veritech Hovertank”) was the first second-generation targeting enemies at Short Range. [E] [H] [P1]
ground-based Veritech to enter service in the UEG forces. As • EU-13 Gun Pod: The EU-13 is an integrated Laser Pulse
a single-driver, three-Mode mecha, it’s armed with powerful Weapon (LPW). It is built into the right arm of the VHT-1.
weapons, heavy armor, and a surprisingly fast top speed. It retains the 13 designation, as it is the predecessor to
It is designed to respond to threats quickly with superior the Alpha’s EP-13 Gun Pod. It fires small pulses of beam
adaptable firepower in order to assist standard Battloids fire. The EU-13 can typically only be fired in Gladiator
and other ground forces. The Spartas used hover technology Mode, but can be deployed in Battloid with a Hindrance.
for propulsion in its 7.5-meter Tank Mode, which allows it to While its Range is limited to Short, the weapon rains fire
operate in almost any environment without being Slowed by in a conical pattern and ignores 1 point of the target’s
difficult terrain. The Gladiator Mode stands at 4.5 meters tall Armor. [C] [H] [P1]
and allows the Spartas to assume the role of self-propelled • Fists: While Spartas are small, their advanced linear
artillery, providing support from longer ranges when needed. servos pack a punch, literally. The VHT-1 can make Melee
Finally, the agile 6.2-meter-tall Battloid Mode allows it to join Attacks without penalty when in Battloid Mode. [M]
the fray at the frontlines.
Features
Unfortunately, the Spartas was forced to sacrifice some of the • Transformation: The Spartas is capable of transforming
original features to accommodate its speed and firepower, and has 3 transformation states. It gains the benefits of
the most obvious of which was the lack of cupola for its transformation found on M165.
driver seat—which left the driver exposed in the Hovertank • Hovertank: The Spartas has a compact, open-
and Gladiator Modes. Throughout the war with the topped Hovertank Mode for transportation and rapid
Robotech Masters, the Spartas were one of the most reliable redeployment at high speeds, but limited firepower.
weapons the Earth forces could field, with many updates • Gladiator: In the Spartas’ Gladiator Mode, 2 legs
and supplemental weapons packs developed to increase its deploy similar to the Guardian Mode found on aerial
effectiveness. Veritechs, and the heavy weapons extend above
69
it, allowing the exposed driver to bring the most Ground Pound: As part of a Melee Attack, the VHT uses its
powerful fire to bear. powerful thrusters to make a massive leap in Battloid Mode
• Battloid: The Spartas has a Battloid Mode that fully before crashing into the ground, crushing anything it lands on
encloses the driver and is surprisingly agile. and staggering anything around it with the force of its impact.
• Arm Shields: The VHT-1 has heavy plating over the arms It affects everything within Short Range of the location
that cover the G-12 Archangel and the EU-13 Gun Pod. the Spartas lands after its move and inflicts 2x damage to
The shields can take a punishing amount of fire. An Arm Structures.
Shield may be destroyed to negate all damage taken • Uses: Unlimited
from a non-area based Attack. This also destroys the arm • Skill: 2
and the associated weapon.
• Indexing Hands: The VHT-1 has fully operational hands Full Bore Stream: The HBPC-1A can be opened up to create
and fingers that can pick up objects. The hands have a a particle beam stream. This taxes the system’s electronics,
sensitivity of .5 kg. but offers staggering benefits. The weapon can sweep across
• Powered Leap: The VHT-1 has small Vernier Thrusters several targets within 500 m of each other, or be brought to
that allow it to make controlled leaps. It can take 100 m bear against 1 target within Long Range. A single target takes
horizontal jumps that provide 25 m of vertical height. 2x Mecha-class damage and has 2 points of Armor ignored.
Opening the system can only be performed once per weapon
Options service. Any additional attempts will destroy the system. [L1]
• HBPC-1A Heavy Bore Particle Cannon: Some of the [P2]
Spartas were fitted with an energy-based main Cannon, • Weapon: HBPC-1A
which replaced the G-12 Archangel. The HBPC-1A is a • Uses: 1
massive weapon that typically was only able to be fitted • Skill: 5 + 2x damage + ignore 2 points of Armor
on stationary artillery or larger Mecha. The Heavy Bore is
not complex; it fires a giant stream of particle energy. The Mini-Missile Pods: The VHT-1 may be fitted with pods that
weapon is accurate and reliable. It can shoot at Extreme hold a small complement of Mini-Missiles. Each pod sits
Range. Any targets within Medium Range have 1 point of on the flank of the Spartas. Mini-Missiles have a Range of
Armor ignored. [E] [H] [P1] Medium and a 3-m blast. Up to 2 pods may be fitted on the
• Space Capable: By installing environmental systems, an Spartas. [B3] [H]
environmental driver compartment, and adding Vernier • Uses: 2 per pod
Thrusters, the Spartas is fitted to become operational in • Skill: 3
space. It gains the following Speed profile:
• Speed: 600 kph / 1 km / 2 Space Units Myrmidon

Equipment Suite The Myrmidon is similar in design to the Spartas Hovertank,
Angelfire: The powerful G-12 Archangel Cannon, once but smaller, with its Battloid Mode standing at only 5.5
trained on a target in Gladiator Mode, is capable of unleashing meters tall. It is designed to take part in light-recon, skirmish
a massive barrage of sustained fire. It saturates an area combat and includes a Gladiator Mode to turn into a capable
with high-velocity rounds at the cost of enormous ammo anti-infantry and anti-air platform. It has two main roles when
expenditure. The G-12 gains a blast radius of 20 m. When all teaming up with other ground forces: to back up or supplant
uses of this equipment suite are gone, the G-12 is considered the Spartas when the Myrmidon’s smaller size allows it to
out of ammo and cannot be used further until the Spartas is operate in places where the Spartas would struggle, and to
rearmed. [B20] perform as an outrider unit, securing the flanks and clearing
• Uses: 4, 15 rounds of ammunition per use the airspace above the battlefield from threats, allowing the
• Skill: 4 +[B20] main units to focus on their immediate tasks.

Dragon’s Breath: The Spartas is capable of unleashing a • Rank Required: 2


swathe of fire from its many different weapons, and as a • Designation: VHT-2
mobile artillery Mecha, it is capable of defending itself from • Division: ASC-ATAC, UEEF-ArTAC, UEEF-CDF
many targets. Thanks to its EU-13, the Spartas is capable • Stats:
of devastating all sorts of Light infantry, aircraft, and other • Armor - Mecha: 1
targets that would seek to overwhelm it. While in Gladiator • Structure - Mecha: 1
Mode, use this equipment suite when making an Attack with • Hardware Points: 3
the EU-13. This weapon inflicts double damage to soft targets, • Speed - Hover: 270 kph / 432 m / 43 Ground Units
swarms, and aircraft. • Speed - Battloid: 150 kph / 240 m / 24 Ground Units
• Uses: Unlimited / .5 Space units.
• Skill: 3+ double damage to soft targets, swarms, and • Speed - Artillery: 40 kph / 64 m / 6 Ground Units
Light-class aircraft
Weapons
70
• EU-13 Gun Pod: The Myrmidon contains a small compact This upgrade was formed out of the space-capable
and powerful EU-13 in both of its arms. This weapon can attachments developed for both the Spartas and
only be fired in Gladiator Mode. While its Range is limited Myrmidon, but can be applied separately. The Myrmidon
to Short, the weapon rains fire in a conical pattern, gains Resist 1.
dealing Mecha-class damage and ignoring 1 point of the
target’s Armor. [C] [H] [H] [P1] Equipment Suites
• EU-9 Gun Pod: This low-cost, energy-based Gun Pod Dragon’s Breath: The Myrmidon is capable of unleashing
widely used by Battloids is based on the Zentraedi Battle a swathe of fire from its many different weapons, and as a
Rifle. The EU-9 fires a Light particle beam pulse capable mobile artillery Mecha, it is capable of defending itself from
of penetrating Light vehicles and is only available in many targets. Thanks to its EU-13, the Myrmidon is capable
Battloid Mode. Mass fire from multiple units can take of devastating all sorts of Light infantry, aircraft and other
down Mecha-class vehicles. The EU-9 can engage targets targets that would seek to overwhelm it. While in Gladiator
at Medium Range. It inflicts 5x Light-class damage. The Mode, use this equipment suite when making an Attack with
EU-9 can fire 10 times before its internal power cell is the EU-13. This weapon inflicts double damage to soft targets,
drained. The Mecha has a charging port allowing the swarms, and aircraft.
weapon to recharge, taking minutes. [H] • Uses: Unlimited
• Fists: The Myrmidon has fists which it can use to engage • Skill: 3+ double damage to soft targets, swarms and
foes in Melee while in Battloid Mode. [M] aircraft.

Features Forward Spotter: The Myrmidon comes equipped with


• Transformation: The Myrmidon has 3 transformation numerous sensors, targeting relays, and advanced
states. It gains the variable transformation properties communications systems, which it uses to transmit
found on M165. information captured with its data acquisition unit. This data
• Hovertank: The Myrmidon has a small compact helps direct the fire of friendly artillery and aircraft. Use this
Hovertank Mode that exposes the driver. equipment suite when assisting friendly units within radio
• Gladiator: The Myrmidon deploys 2 legs and walks range that are making Attacks at Long and Extreme Range.
while its exposed driver brings its main guns to bear. If the assisted allies’ target is within visual range of the
• Battloid: The Myrmidon has a small nimble and agile Myrmidon, Attacks against that target gain Edge.
Battloid Mode. The driver is enclosed in this Mode. • Uses: Unlimited
• Arm Shields: The VHT-2 has heavy plating over the • Skill: 2 + Edge against targets in visual range of the
arms that cover the twin EU-13 Gun Pods. The Shields Myrmidon
can take a punishing amount of fire. An Arm Shield may
be destroyed to negate all damage taken from a non- High Speed, Low Drag: The VHT-2 is incredibly fast, capable
area based Attack. This also destroys the arm and the of moving in and out of areas quickly as part of its role as
associated weapon. forward scout for Armored Cavalry forces. It uses this speed,
• Indexing Hands: The VHT-1 has fully operational hands combined with its maneuverability and small size, to push its
and fingers that can pick up objects. The hands have a hover engines to extremes as it swerves and drifts to avoid
sensitivity of .5 kg. enemy fire. This equipment suite is used in Tank Mode when
• Powered Leap: The VHT-2 has small Vernier Thrusters dodging, redirecting, or attempting to maneuver.
that allow it to make controlled leaps. It can take 100-m • Uses: Unlimited.
horizontal jumps that provide 25 m of vertical height. • Skill: 2
• Advanced Sensor Unit: Some Battloids have advanced
sensor packages built into them, allowing for more Scan, Advance, Communicate: The Myrmidon moves
detailed reconnaissance and communication in the forward by scanning the environment ahead with their
battlefield. Data and telemetry is shared between officers advanced sensor packages while relaying information and
and scouts to the rest of the unit, enhancing targeting orders back to the squad. Myrmidon units may use these
and navigation. advanced sensors to inform squadmates of target locations
or provide valuable information on the area ahead.
Options Feature: Advanced Sensor Unit
• Space Capable: By installing environmental systems, an • Uses: Unlimited
environmental driver compartment, and adding Vernier • Skill: 2
Thrusters, the Myrmidon is fitted to become operational
in space. It gains the following Speed profile:
• Speed: 600 kph / 1 km / 2 Space Units
• Armored Cupola: Later-model units of the Myrmidon ASC Armored Vehicles
from 2030 onwards incorporated armored canopies
over the driver’s seat to provide additional protection Aware that not every mission would require the complicated
and improve operations in hazardous environments. and expensive variable technology forces, the Army of the
71
Southern Cross developed and used a number of more
traditional ground vehicles alongside their fledgling Veritech • Designation: M-4A
and Battloid defense forces. However, unlike the former • Division: ASC-CDU, ASC-TC
UEDF vehicles still in use in most regions, these new mainline • Specific Stats:
vehicles were built from the ground up with Robotechnology • Armor - Mecha: 2
and deemed far more useful to the ASC due to the lower • Structure - Mecha: 3
cost of purchase and maintenance than the older vehicles. • Speed: 75 kph / 120 m / 12 Ground Units
The ASC commanders’ expectations were that most of them
would operate across more of the various terrains of Earth Loadout
than they had already proven capable of, especially in the • Anti-Energy Plating
early days after the Rain of Death. • Particle Cannon
• Pintle-mounted Pulse Laser
• Rank Required: 1
• General Stats: HERMES
• Hardware Points: Basic
The HERMES (High Energy Radio Mobile Erector System)
General Features hover vehicle is a mobile C4 system (Command, Control,
• Crew: The ASC ground vehicles each have a crew of 3. Communications, Computing). It is used primarily by the
• Smoke Launchers: Each ground vehicle is configured Civil Defense Unit, police units, and local forces as a mobile
with smoke discharges it can use to help conceal its tactical command post to assist in urban peacekeeping and
profile. policing operations. While equipped with only Light Armor
and the bare minimum of armament, it is surprisingly fast and
Arbalist Missile Launch System able to respond quickly when needed.

The Arbalist is a 6.5 meter flexi-drive vehicle equipped with • Designation: M-46
a heavy multi-missile launch system, normally armed with • Division: ASC-CDU, GMP, UEEF-CDF
heavy Long-Range surface-to-air missiles for Long-Range • Specific Stats:
bombardment of enemy positions, large formations, or • Armor - Light: 3
lumbering aircrafts. Small and nimble targets like Bioroids • Structure - Light: 25
and Invid Scouts can usually avoid these missiles. Due to • Speed: 55 kph / 90 m / 9 Ground Units
the size of the launchers, the Arbalist is only protected by a
single pintle-mounted Laser Cannon, meaning that Arbalists Loadout
are most efficiently deployed in groups or in support of other • Pintle-Mounted Pulse Laser
forces. • Radar Dish

• Designation: M-400 Janissary


• Division: ASC-TC, ASC-CDU
• Specific Stats: A multi-purpose combat vehicle, the Janissary is mainly
• Armor - Mecha: 1 used as a troop transport or for priority courier duties. Its
• Structure - Mecha: 2 compact frame is 6 meters long and 3 meters wide. Primarily
• Speed: 55 kph / 90 m / 9 Ground Units armed with a single high-output laser cannon that lets it
act as a light Tank and infantry support, it can also carry a
Loadout single pintle-mounted pulse laser for defense. This vehicle
• Arbalist Heavy MMS is equipped with a modular frame, allowing for multiple
• Pintle-mounted Pulse Laser - Optional variants, versions, and configurations for the various needs
of the ASC forces. Arguably the most important of these is
Highlander Tank the Command version, replacing the troop compartment
and main armament with advanced sensors, communication
Developed in-house by the Southern Cross group during devices, and a telescoping observation platform, thus giving
the Malcontent Uprisings, the Highlander was the first commanders optimal control of battlefield operations.
main battle Tank to serve with them and then later with the • Designation - IFV: M-2200,
newly formed ASC. Unlike most current armored vehicles, • Designation - Command: M-2204
the Highlander has a tried-and-tested Tank design that • Division: ASC-TC, ASC-CDU, UEEF-ArTAC
utilizes conventional tracks, but features the most advanced • Specific Stats:
Robotech-enhanced armor, sensors and weapons. However, • Armor - Mecha: 1
it was quickly supplanted by other mecha and Hovertanks of • Structure - Mecha: 2
the ASC, causing the Highlanders to revert to the reserves, or • Speed: 240 kph / 150 m / 15 Ground Units
to be used as defensive forces in areas with open fields of fire.
72
Loadout advanced sensor packages built into them, allowing for
• Troop Transport more detailed reconnaissance and communication in
• Reinforced Troop Compartment the battlefield. Data and telemetry is shared between
• Heavy Laser Turret officers and scouts to the rest of the unit, enhancing
• Pintle-Mounted Pulse Laser - Optional targeting and navigation.

Weapons Equipment Suites


• Heavy Laser Turret: Replacing the older autocannons Smoke Screen: The vehicle deploys a series of smoke
of the former APC generations, the new Turreted Laser grenades to obscure and conceal it. Use this equipment suite
Cannon is mounted in a forward turret position and when taking Obscuring, Defending, Redirecting, or Inhibiting
provides a decent amount of firepower while no longer Actions.
requiring room for ammunition, allowing the armored • Uses: 2
vehicle to dedicate space to other uses or systems. It has • Skill: 2
a Range of Long and deals 5x Light damage. [H]
• Particle Cannon: The Highlander’s main weapon is an Tactical Missiles: The Arbalist MMS carries a payload of these
advanced Particle Cannon miniaturized from the original Long-Range Tactical Missiles, which it uses to shoot down
design found aboard UEDF Mecha platforms, giving enemy aircraft and provide limited artillery fire. They inflict
this Robotech Tank incredible firepower on a par with Mecha-class damage and have a Range of Long. [B5]
Destroids. It has a Range of Long, inflicts Mecha-class • Uses: 3
damage, can fire further, and ignores 1 point of enemy • Skill: 4
Armor. [E] [H] [P1]
• Pintle-Mounted Pulse Laser: A triple-barreled rotary Scan, Advance, Communicate: The command vehicle moves
Cannon with a very high rate of fire found on the forward, scanning the environment ahead with their advanced
Highlander and HERMES, and optionally, on the Janissary sensor packages, while relaying information and orders back
and Arbalist. It can fire up to Long Range, deals 2x Light to the squad. Battloid units may use these advanced sensors
damage, and ignores 2 points of Armor. [E] [H] [P2] to inform squadmates of target locations or provide valuable
• Arbalist Heavy MMS: The Arbalist has a heavy surface- information on the area ahead.
to-air missile system designed to shoot down enemy • Feature: Advanced Sensor Unit
aircraft. These Long-Range heavy Tactical Missiles excel • Uses: Unlimited
at taking down less nimble targets. This weapon can only • Skill: 2
be used as part of an equipment suite.
Shut Them Down: Using the HERMES’ powerful electronic
Features recon systems and transmitter, the crew begin broadcasting
• Troop Transport: The Janissary is able to carry 12 ASC an array of electronic interference across many broadband
Infantry within its hull. frequencies to create a sensor blackout in an area, preventing
• Reinforced Troop Compartment: The Janissary has a communication and disrupting enemy plans. Use this skill
reinforced troop compartment designed to withstand when Redirecting, Hindering, or Obscuring.
the vehicle’s destruction, allowing its cargo to bail out. It • Uses: Unlimited
can take 1 ablative hit from Mecha damage. • Skill: 3
• Anti-Energy Plating: The Highlander’s highly reinforced
armor with anti-energy features was the first attempt at
using this technology, and allowed this Tank to duke it
out with heavy Zentraedi forces. It gains +1 Armor and
gains +1 Resist against energy-based Attacks.
• Radar Dish: This powerful Radar Dish is used as part of
the surveillance systems built within the HERMES, and
provides additional electronic warfare capabilities as it
sends and receives signals.

Variants
• Janissary Command: The M-2204 was designed for
Short-Range support for tactical commanders who MPV
wanted to be near the battle. The Command variant
swaps out its Heavy Laser Turret for an Advanced Sensor The rapid advancement in Robotechnology in the years
Unit. before the Rain of Death created fantastic Personal Motorized
Vehicles with high control and safety standards.
Features
• Advanced Sensor Unit: The Janissary vehicle can have Shortly before the arrival of the Zentraedi, the newest
73
technology in motorization was the development and mass Magnetic Tow Cables: Known as Mag-Tows, the 2 powerful
production of hover technology. The first production runs magnets on heavy cable spools can pull a trailer, pull other
were employed by the military for use in armored vehicles Hovercycles or Light vehicles, or drag damaged Power Armor.
and aircraft. Post-war, this technology proliferated alongside They can also be launched rearward at vehicles while driving
standard Robotechnology, allowing for vehicles such as to inhibit their ability to maneuver, or even cause them to
Hovercycles to become one of the most popular Modes of slow down or stop—a typical tactic of the GMP.
personal transportation for decades to come. • Uses: 1
• Skill: 3
Hovercycles
Configurations
The latest advancements in hover technology led to the All sidecars sacrifice the Nimble equipment suite. Some
development of Hovercycles. A combination of high-speed sacrifice performance further:
and all-terrain capability has made them extremely useful for • Cargo and Medic Configuration: A cargo sidecar is
both the military and civilians in the post-Rain of Death world. attached and a small trailer may be pulled behind via Mag-
Tows. The extra space can carry an additional person or 8
• Rank Required: 1 Kits: 4 in the sidecar and 4 in the trailer. Couriers, medics,
• Divisions: ASC, GMP, UEEF - All and field mechanics often use this configuration, and so
• General Statistics: do soldiers on long wilderness missions.
• Armor - Light: 1 • Passenger and Weapons Configuration: A sidecar
• Structure - Light: 4 which sacrifices Nimble for a seat to carry an additional
• Hardware Points: Varies passenger and a mount which braces a small-arms
• Speed - Riding: 200 kph / 320 m / 32 Ground Units weapon. This is a common configuration for the Tactical
Corps and its Special Forces Divisions.
General Weapons • Recon Configuration: The GMP created this
• Handheld: A Hovercycle operator may hold any standard configuration as a mobile surveillance unit. The sidecar
handheld weapon. Expert Hovercyclists learn to hold is fitted with Mecha-grade surveillance sensors and ECM
steady with just their legs while the cycle autopilots, systems. The Hovercycle is also fitted for Silent Running
allowing them to fire shots with a 2-handed rifle— (see Features below).
though the predictable course of an autopilot-enabled
Hovercycle leaves them vulnerable to return fire. Features
• Ram: A Hovercycle is not capable of making Attacks in • OSS-32 Battle Data Acquisition Unit: The OSS-32 is a
Melee. Its only option is to make Ramming Attacks. special camera device that may be carried or integrated
into Mecha units. It is designed to record and detect
General Features system designs of other Mecha. It operates at a Range of
• Configurations: The basic heavy Hovercycle can carry Short. Note: This item counts as a Kit.
a modular sidecar, at the cost of its ability to use the • Silent Running: A Hovercycle is very quiet, and has a low
Nimble equipment suite. thermal output, making it hard to detect. Detecting a
• Autopilot: A Hovercycle can drive itself on a steady, Hovercycle requires 1 Success.
straight-line course or on a simple route autonomously
if provided coordinates. The cycle will keep itself upright Options
and move straight toward a programmed coordinate. Its • Sidecar: A Hovercycle may be fitted with a sidecar
sensors detect terrain it cannot simply hover over, and allowing a passenger to mount and brace a weapon, such
redirects the cycle to a safe route. as a Machine Gun. A sidecar passenger has a wide field
• Storage: A Hovercycle may carry a passenger on the of fire with any handheld weapon. A sidecar reduces the
back without suffering penalties to maneuvering. It also Hovercycle’s Speed by 25 kph / 40 m / 4 Ground Units.
can store up to 2 Kits and holster a rifle.
• Unarmored: A pilot operating a Hovercycle without Variants
wearing personal Armor uses the stats above, but does • Flashclapper Hovercycle: The Flashclapper is the
not gain any Resistance benefit. standard Light multipurpose Hovercycle for all branches
of the ASC. Simple to use and maintain, the Flashclapper
Equipment Suite is used by every base and outpost in the solar system for
Nimble: The Hovercycle is Light and has a powerful engine everything from patrolling perimeters, scouting enemy
for its size. It is quick, and an experienced pilot can run circles forces, courier work, and to travel across the expanses of
around enemy fire. When in open terrain, use this Skill to the largest of ASC facilities. Thanks to the vehicle’s strong
avoid fire, Redirect, or Confuse the enemy. damping systems, it can survive drops from relatively
• Uses: Unlimited high positions, making it a useful Mode of transportation
• Skill: 3 in almost any terrain.

74
• Designation: M-32

• Viggen Heavy Hovercycle: Designed as a heavier, more


durable compatriot to the Light Flashclapper, the Viggen
is a bulked-out, reinforced Hovercycle offering additional
protection for military forces that found the smaller cycle
insufficient for their needs. The Viggen is often part of
armed patrols into explicitly dangerous territory, often
with armed sidecars attached. The tradeoff for the size
and protection is less sound reduction and a slightly
reduced top Speed compared to the Flashclapper.

• Designation: M-36A
• Specific Stats:
• Armor: 4
• Speed - Riding: 170 kph / 270 m / 27 Ground
Units

75
76
77
ASC Gear

• Speed - Surface: 25 kph / 40 m / 4 Ground Units


Light Gear • Speed - Leaps: 40 kph / 60 m / 6 Ground Units

Robotechnology has allowed for the continuing Equipment Suite


miniaturization of UEDF equipment to further enhance Pin Cushion: The Leviathan can increase its rate of fire for
and improve the adaptability of infantry in the field. a short time at the expense of heavy ammunition cost. The
Included amongst these improvements are more advanced operator may fire additional ammunition to increase damage
environmental gear. While often reserved for specialists within Short Range.
based on mission profiles, versions of this equipment are • Uses: +25 ammunition
widely available at most ASC installations. • Skill: 3

As an ever-evolving military force, the Army of the Southern Small Arms
Cross developed various sidearms for its divisions. As
technology advanced, many of these weapons changed from Pistols
ballistic and projectile weaponry to more advanced forms of Pistols are easy to use and often the weapon provided to
energy weapons. pilots and officers. They are small and unobtrusive, making
them easy to bring along in a cockpit or to an officer’s dinner
General Gear party. Pistols have a Range of Medium.

Jet Pack [R2]: The ASC Pattern Armor is capable of accepting • LP-09 Laser Pistol: A recently introduced Laser Pistol
a jet pack on its back. Tactical Corps commandos and special sidearm that is intended to be adopted by most branches
forces teams use this equipment, as well as the TSC and other of the ASC over time.
space operators. The jet pack allows the trooper to fly and can • IP-20 Ion Pistol: A Light and compact semi-automatic
be used continuously for Minutes at a time, or make powered Ion Pistol, which unfortunately suffers from Short Range
leaps indefinitely. and a short-duration energy pack. The small size makes it
suitable as a sidearm for pilots in the CDFC and TAF.
• Speed - Flying: 75 kph / 120 m / 12 Ground Units • M-33 “Tayra” Semi-Automatic Pistol: An older gun that
• Speed - Leaps: 25 m high and 100 m long / 10 Ground has been mostly phased out, but can still be found in use
Units by the CDU and CDFU. Decommissioned or abandoned
stockpiles have also been known to reach the hands of
ADU-20 “Leviathan” Amphibious Unit: The Leviathan is an various rogue factions.
underwater weapon pod preferred by the TC Naval Division • M-35 Ferret: Semi-automatic pistol meant to be used as a
and other forces of the UEDF. It uses an armature attached standard sidearm. However, its heavier recoil and heavier
to the diver to stabilize the unit and allow for hands-free weight has made it less popular among the troops. Laser
operation. This weapon is equipped with the ability to use a sights or flashlights may be mounted underneath the
number of projectile types: barrel.
Amphibious Ammunition: The Pod holds 150 spear-point
flechettes. At the surface, they have a Range of Medium, and Machine Guns
underwater, a Range of Short. The flechettes can rip through Machine Guns have a Range of Long but can fire further. They
armor, inflicting terrible wounds. The weapon causes 2x Light must be stabilized before firing, which takes 1 Action or will
damage and ignores 2 points of the target’s Armor at the cost confer a penalty. [E]
of 5 rounds. [P2]
• GGA-5 Brasilia: The Brasilia has a high rate of fire with its
• Micro-Torpedoes: The Shark holds 4 small Torpedoes. 20 mm Gauss Cannon. It was designed to engage enemy
The entire projectile spins, pulling the munition through Armor as an emplaced weapon. These weapons must be
the water up to Long Range as well as on land. Each set up in position and assembled, which takes minutes.
inflicts 5 Light-class damage and ignores 5 Armor. [P5] The gun has Light Armor 5 and Structure 5. It must be
connected to an appropriate power source to fire the
• Booster: The ADU-20 also is equipped with a Booster weapon. It has a Range of Long and can fire further. It
which increases Speed both on land and underwater, and deals 5x Light-class damage and ignores 5 points of
assists with making powered leaps: Armor. [E] [P5]
• Speed - Underwater: 6 kph / 20 m / 2 Ground Units
78
Explosives Modular Energy Weapon Systems
While Modular squad-based heavy weapons became
common use for the ASC, other heavy weapons systems were In need of a large-scale development of new weapons for its
still distributed to infantry forces. Traditional but updated forces, the ASC realized that it did not have the resources, the
ballistic weapons, including Rockets and High Explosives, finances, or the time to create an entirely new line for every
are commonly used by all branches, but other more exotic weapon needed. The solution was modular energy-based
weapons systems exist for specialized units. firearms, where the exchange of a few components such
as lenses and capacitors could allow a single weapon to go
• Grenades: These handheld explosives may be thrown up from a Short-Ranged Pistol to a Sniper Rifle and everything
to 30 m / 3 Ground Units with an Extended Range. [E] in between. A single soldier could carry the equivalent of
• HEAC - High Explosive Advanced Cobalt: These two or three weapons based on the mission parameters
explosive Grenades are used by the ASC ground without drastically increasing the carried weight. Modules or
troops to clear out fortified positions and enemies in configurations are used to modify a Modular Weapon. Use the
cover. They’re especially effective against full-sized following to modify the base weapon’s stats:
Zentraedi. They have a Range of Short. They Inflict
5x Light damage. A typical loadout pack holds 3 • Carbine Module: Carbine Modules transform the Laser
Grenades. [B5] or Ion Rifles into a Shorter-Ranged, smaller, compact
• Smoke: ASC forces use these grenades to shroud weapon equal in stopping power and flexibility to the
their movements and obscure areas during larger version. A Rifle with a Carbine Module has Short
operations. Smoke Grenades of different colors Range. When firing the Carbine, you may expend 2 shots
may be used as signals and for coordination. When to either fire at Medium Range or ignore 1 point of Armor.
deployed, Smoke Grenades create a 20-m area of [E] [P1]
heavy smoke. [B20] • Sniper Module: Sniper Modules add scopes, advanced
• Grende Launcher: This carbine-sized launcher can target systems, and longer barrels to the standard Laser
fire 1 Grenade at a Range of Medium. The stock may Rifle, allowing for the weapon to function as a Long-
be removed so the launcher may be mounted to a Ranged weapon. Any rifle equipped with Sniper Modules
weapon of at least rifle size. has a Range of Long with the ability to fire further. It also
reduces target Armor by 1. However, any weapon with
Special Weapons the Sniper Module will suffer a Hindrance when engaging
The extensive diversification of the ASC, in particular its targets at Short Range. [E] [P1]
mainline Tactical Corps units separated into various sub- • Shotgun Module: Shotgun Modules allow the Laser,
branches with different operational requirements, opened Ion, and Plasma Rifles to act like a shotgun by creating a
the door to more specialized weaponry. These weapons spread from its barrel when fired to cover a wide area at
employ small-scale magnetic acceleration. While these Short Range. Such weapons are limited to Short Range.
weapons are larger than rifles, they are not heavy enough to [C] [M]
need stabilizing before firing. • Submachine Gun Module: Sub Machine Gun Modules
allow the Plasma or Ion Weapon to maintain very high
• M-27 “Mountaineer” Grapple Gun: Used mainly by the rates of fire at Short Range while reducing size and
Mountain Division, this magnetic accelerator is a tool weight, making it ideal for close-quarters combat. SMG
used for rock climbing. By changing the ammunition, Modules are limited to Short Range and deal Light
the weapon can fire grapples for climbing cliffs as well damage, ignoring 2 points of the target’s Armor. [M] [P2]
as for crossing chasms or anchoring a line, or smaller • Flamethrower Module: The Flamethrower Modules
pitons used for anchoring climbing positions. The M-27 allow for plasma to be fired in rapid streams at
may be used as a pistol and ignores 1 point of Armor. The Short Range that can devastate groups of targets.
weapon’s reloadable magazine holds 12 pitons. [P1] Flamethrower Modules deal 3x Light damage, but are
• M-29 “Arbalist” Projectile Weapon: The weapon is based limited to Short Range. The weapon also ignores 2 points
on the same frame as the M-27, however, it functions of Armor. [C] [P2]
differently. The Arbalist was developed for clandestine • Wide Beam Module: The Beam Module allows the Ion
and wetwork operations, and is favored by the Forest Weapon to fire a longer continuous beam. They can fire
Division. The weapon’s ammunition is so expensive up to Medium Range but can fire further. It inflicts 2x
to manufacture that it is only distributed for mission- Light damage and ignores 1 point of Armor. At Short
specific operations. It uses magnetic acceleration to Range, it ignores 2 points of Armor. [L1] [P2]
fire plasma-tipped flechettes of the same caliber as the
M-27’s pitons. The bolts sear through thick Armor and an
embedded flechette penetrates the soft internals. The Laser Weapons
weapon fires silently, up to Medium Range. It inflicts 2x The ASC makes use of various modern laser weapons that
Light-class damage and ignores 3 points of Armor. [P3] serve as the standard armament for most troops. The standard
rifle’s powerful laser capacitor allows for increased armor
79
penetration and exceptional ammo capacity thanks to quick- Particle Weapon used primarily for squad support. Quite
rechargeable power packs, an advantage over older ballistic heavy, can be mounted to a vehicle.
weapons. Certain variants of these weapons are modified • Rotary Cannon: Standard configuration as a triple-
for use in water by amphibious units. They have a Range of barreled Rotary Cannon with a very high rate of fire. It
Medium and ignore 1 point of Armor. These weapons are very deals 2x Light damage and ignores 2 points of Armor. [C]
easy to use and handle. Laser Rifles can equip the following [P2]
modules: Carbine Module, Sniper Module, and Shotgun • Charged Cannon: The wide barrel allows it to charge up
Module. [P1] and fire a large particle bolt that explodes on impact. The
weapon deals 5x Light damage. [B5]
• LAR-10 Multi-Variant Laser Rifle: A post-RW1 design • Focus Beam: The thin barrel makes it possible to fire a
that became the first mass-produced ASC Energy focused and continuous particle beam that is devastating
Weapon and quickly adopted as the standard infantry when sweeping across enemy ranks. The weapon inflicts
weapon. This allowed the ASC to save on resources for 3x Light damage and ignores 1 point of Armor. [L3] [P1]
ammunition with a still-depleted manufacturing base. It
saw use fighting Malcontents and quickly became a tried Armor
and tested platform.
As the human understanding of Robotechnology expanded,
Plasma Weapons ASC command was able to place human infantry back on the
Plasma Guns are high armor penetration weapons with a front lines of combat as part of their desired combined arms
Short Range, capable of firing bolts of plasma that can melt approach. This led to a wave of new and powerful combat
through most known substances. All base Plasma Weapons Armor. Using improved materials and dedicated training, this
are Carbines and typically have a Short Range, but can fire Armor changed the face of warfare for the typical ground-
further. In addition, they ignore 2 points of Armor. Plasma pounder. As the armor can absorb blasts from heavier mecha
Weapons can equip the following modules: Shotgun, weapons, it ensures the soldiers’ survival without sacrificing
Submachine Gun, and Flamethrower Modules. [E] [P2] dexterity, making the infantry once again a force to be
reckoned with. As a result of the all-round performance of the
• LPW-3 Light Plasma Carbine: Designed to fill in the close- combat armor, it was distributed to infantry, Tank crews, and
quarters need of the ASC, the LPW-3 is a shorter Carbine all the way through to embarked marines and the ASC pilot
that fires a contained blast of plasma that, while Short- corps. The GMP has also adopted their own variants.
anged, eats through Armor. It’s also a soldier’s best friend
in cold environments, since heat radiates off it. • ASC “Gusoku” Combat Armor [R1]: The ASC used various
stylistic changes to differentiate the Armor between
Ion Weapons divisions. The ASC-pattern combat Armor provides 3
Ion Weapons use accelerated heavy ion beams as hyper- Light Armor, and grants Resistance 1. The Armor is fully
capable munitions. They’re more efficient over longer ranges sealable, protecting the wearer from gas and other
then Plasma Weapons and can pack more of a punch then airborne hazards, and typically holds enough oxygen to
standard Laser Weapons while still being ammo-efficient. last for several hours. The Armor also has the capability to
The standard Carbine form of these Ion Weapons is limited to mount a series of interchangeable backpack units based
Medium Range. At Short Range, the weapon ignores 2 points on mission needs, including survival packs, medpacks,
of Armor. Ion Weapons can equip the following modules: advanced communication gear, alpine packs, diving, and
Wide Beam, Shotgun, and Sub Machine Gun Modules. [P0/2] even jet packs. They can carry an additional Kit (3 total).
• ASC “Tedate” Combat Shield [R1]: The Combat Shield
• IPC-12 Ion Pulse Carbine: The IPC-12 was designed is part of the ASC Armor and can be attached to the
with a simple goal in mind: the range of a Laser Rifle forearm to defend against small-arms Attacks and to
and the penetration of a Plasma Carbine. This short Ion brace weapons on. This comes standard with most ASC
Pulse Carbine has a downside—Armor penetration only Armor and attaches seamlessly. It does not prevent the
happens at Close Range—but the lack of much heat wearer from using their arms. Some of the shields used
generation means that it’s perfect for space combat. by the GMP, especially officers, also have a slot where a
handheld weapon can be stored. An Arm Shield may be
Machine Guns (Stabilized) destroyed to negate all damage taken from a non-area
The ASC employs Modular versions of their Heavy Weapons based Attack. This destroys the shield and it cannot be
Systems. These weapons can swap out modules in the field to used further. ASC Gosuke Pattern Armor can only hold
provide infantry squads with adaptive fire support based on one of these at a time.
the target. They have a Range of Long and may fire further.
They must be stabilized before firing, which takes 1 Action or
will confer a penalty. [E]

• HSW-6 Heavy Squad Support Weapon: A portable Heavy


80
effect, but risks depleting the weapon’s rounds. When
all uses of this Skill have been exhausted, the GU-13 is
Mecha Upgrades & Options considered out of ammunition and cannot be used until
refitted. [P1]
Pupil Pistol [R3]: The Pupil Pistol (or VTFS) was originally • Uses: 3
developed by ATAC member Louie Nichols. The device works • Skill: 2, and ignore 1 point of Armor with each
by reading the movements of a pilot’s eyes and tracking their use.
location in order to better calculate and assist in aiming and
boosting reaction time. The ASC quickly installed the device Armadillo Armored Logan Variant - Upgrade [R3]: The
in most of their remaining mecha and used it against the Armadillo is an up-armored version of the Logan with
Robotech Masters’ forces. Any ASC Mecha can be upgraded increased firepower and protection for the pilot. Its enclosed
with Pupil Pistols. While piloting a mecha equipped with armored canopy and additional missile systems for sustained
this upgrade, any Skill used to make an Attack Action gains combat restrict it to Battloid Mode, much like the earlier
the Benefit: Quick Reflexes. Note: This may cancel out or Armored Valkyrie designs. The upgrade can be ejected,
neutralize a cost associated with moving or reacting slowly. allowing the Logan to operate as normal in Fighter Mode. See
page XXX for details.
Anti-Energy Armor [R2]: Some advanced Armor types used
in ASC Mecha are capable of being outfitted with Anti-Energy
Armor capable of partially deflecting and absorbing energy
blasts from various types of weapons. This special Armor has
a strong resistance against energy-based effects. It adds +4
to the Armor Values against Energy Attacks. Any ASC Mecha
or vehicle with Light Armor can be fitted with this upgrade.

Mini-Missile Pod [R2]: Many Battloids, Mecha, and aircraft


can be fitted with additional missile pods in the form of
Multiple Launch Rocket System system pods to provide
additional firepower. Mecha and ground vehicles can be
equipped with up to 2 of them. Mini-Missiles have a Range of
Medium and a 3-m blast. [B3] [H]
• Uses: 3
• Skill: 3

Club [R2]: Clubs may be used by any Mecha with indexing


hands. These updated versions can be charged electrically
to stun larger foes such as Zentraedi and lighter Mecha. A
Club may be used as a backup weapon when Melee fighting
becomes necessary. A target that takes damage from this
weapon is Slowed during the next round of combat. [M]

EPR-2A Electron Phase Rifle [R3]: The apex of Mecha-sized


handheld rifle technology, the EPR-2A combines the best of
Beam and Particle Weapon attributes. Designed to be used
by the smaller VHT-1 frame, the EPR-2A fires a thin cohesive
beam that is Long-Ranged, accurate, and pierces Armor. It
can fire 9 full bursts before needing to recharge, which takes
minutes via charging port. It has a standard Range of Medium,
but can fire further. It ignores 1 point of Armor at Short Range.
[E] [H] [P0/1]

GU-13 Gun Pod [R2]: The latest ballistic Gun Pod. This
workhorse of a weapon is fitted with a magnetic accelerator
capable of firing exploding rounds at high velocity. It has a
Range of Medium, but has the option to fire further. [B3] [E]
[H]

• Punishing Burst: The Gun Pod may fire a long burst of


rounds. At Short Range, the long burst causes increased
81
82
83
ASC Characters

Angelo Dante – NCO

The senior Non-Commissioned Officer of the 15th Alpha Tactical


Armored Corps and the oldest member of the unit, Angelo Dante
serves as the reliable right hand of the 15th’s commander. His solid
disposition leads many to see him as the bedrock of the squadron.
As the elder member of the squadron, Angelo (or “Angie,” as
he’s known, much to his chagrin) is far more experienced and
cautious compared to the younger members of the group. His
reservations keep him from serious injury or danger unless the
enemy forces him to act or because of his own unit’s shenanigans.

As a lifelong military man, Angelo is one for the rules and, although
he tries to stick to those rules, he is often forced to cover for his
squad for some of their less-than-lawful actions. Fiercely protective,
Angelo is distrustful of others and especially of Zor Prime when he
joins the squad. But Angelo eventually takes it upon himself to keep
an eye out for Zor until the very end.

Because of his title as an NCO, Angelo doesn’t see himself as a leader,


preferring to impart his wisdom to others while living his life in a
simple, straightforward way. Still, in the chaotic time that followed
the war, Angelo received a field promotion and became for a time
the commander of the 26th ATAC Squadron, tasked with mopping
up Tirolian remnants. He would later evacuate Earth after the Invid
Invasion and join up with the UEEF.

vitals stress skills talents

Level: 4 Burnout: 6 Cover Your Buddy: 4 Got Your Back


Man At Arms: 3 Combat Leader
Speed: 3 gu / 30 m Drama 1: Dana is so impulsive Rapid Fire: 3 Just Hold Together
Wounds: 2 b / 1 c and disregards the rules. Dying Keep Pushing Forward: 4 Watchdog
under the command of a ditzy Survival Expert: 3
Disposition: Caring teenager isn’t exactly the way Ironclad Strategy: 2
Demeanor: Disgruntled I hoped to go out.

Career: Pilot
• Element: Wingmate
proficiencies equipment
Rank: 2 - Sergeant
Fame: 0 VHT-1 Spartas Hovertank ASC “Gousoku” Pattern Armor
MPV ASC “Tedate” Combat Shield
BP Unspent: 3 LP-09 Laser Pistol
Combat Knife
LAR-10 Multi Variant Laser Rifle

84
Bowie Grant - Warrior Poet

As the son of Jean and Vince Grant, officers of the United Earth
Expeditionary Force, and as nephew of the war hero Claudia Grant,
Bowie Grant never expects a normal life. In fact, with Major General
Rolf Emerson as his godfather and with the first Zentraedi/Human Dana
Sterling as his best friend, Bowie has resigned himself to the fact that
“normal” will likely never be a word in his vocabulary.

When the Pioneer Fleet leaves, Bowie dedicates himself to graduating


from the Robotech Academy, and he is assigned as a Private to the
15th Alpha Tactical Armored Corps alongside his old friend Dana
Sterling. A kind and gentle soul with an affinity for music, Bowie
is not cut out for life in the military, but by necessity and loyalty,
stands by his friends and squadmates against all odds, including
the occasional scuffle against other units if they dare to insult the
15th.

With the Second Robotech War’s devastation on Earth, Bowie is forced


to go into battle again and again, willing to fight, but regretting the need
to hurt others. Things turn around for him when he encounters Musica
aboard the Mothership of the Robotech Masters, and the two bond over
a mutual love of music. Bowie becomes infatuated with Musica before
falling madly in love with her, causing his doubts about himself and the
war to become even more pronounced. When Musica deserts, she and
Bowie go AWOL together to abandon the war, but Bowie returns to help
Musica save her people and stop the war. Bowie and Musica flee into
space after the Invid invasion, eventually marrying on Tirol.

vitals stress skills talents

Level: 3 Burnout: 5 Angelic Grace: 3 Parlay


Smooth Method: 3 Got Your Back
Speed: 3 gu / 30 m Drama 1: I should never have Cover Your Buddy: 3 Friends In High Places
Wounds: 2 b / 1 c been a soldier; I’m just not cut Man At Arms: 3
out for it. Even though I’m the Trade Craft: 2
Disposition: Innocent general’s godson, I just want to Precise Targeting: 2
Demeanor: Timid play the piano.

Career: Pilot Drama 2: I can’t get Musica out


• Element: Wingmate of my head, and every time I
think about her, fighting the proficiencies equipment
Rank: 1 - Private enemy feels more and more
Fame: 0 pointless. VHT-1 Spartas Hovertank ASC “Gousoku” Pattern Armor
MPV ASC “Tedate” Combat Shield
BP Unspent: 1 Pegasus Shuttle LP-09 Laser Pistol
Combat Knife
LAR-10 Multi Variant Laser Rifle

85
Dana Sterling - Brash Hero

Dana Sterling was a hero before she could even walk, a pivotal player
in the First Robotech War even as a baby. She is the firstborn daughter
of Max Sterling, the greatest pilot the RDF had ever known, and
Miriya Parino, the most fearsome Zentraedi pilot ever bred. As
the first human-Zentraedi child, Dana grew up with the legacy
of war on her shoulders. She was raised for a short time with her
parents, but they eventually took orders with the Expeditionary
Force fleet. She stayed behind and her godparents—the former
Zentraedi spies, Rico, Konda, and Bron—looked after her.

Inheriting her parents’ skill as a pilot, Dana quickly becomes squad


leader of the 15th Alpha Tactical Armored Corps in the Army of the
Southern Cross after her graduation from the Robotech Academy.
Despite her great skill, Dana has a tendency to be naive and childish,
leading some to think she is unsuited to the life of a soldier. However,
Dana’s ability to always look on the bright side lets her fearlessly lead
her squad and inspire others.

As Dana battles the Robotech Masters, she finds herself drawn to


the Red Bioroid piloted by Zor Prime. Her compassion is almost too
much to overcome when it’s discovered that the pilots of Bioroids are
living people. She argues constantly for non-lethal means of defeating
the Robotech Masters and avoids killing wherever she can. When Zor
Prime is assigned to her unit, she quickly develops deep feelings for
him.

Dana is instrumental in the defeat of the Masters, but the loss of Zor,
the trauma of the conflict with the Robotech Masters, and the fall of
Earth leave her battle-scarred and weary. She evacuates Earth after
the Invid invasion and has a strained reunion with her family.

vitals stress skills talents

Level: 4 Burnout: 6 Close Quarters: 4 Timed Shot


Rapid Fire: 3 Mad Thinker
Speed: 3 gu / 30 m Drama 1: I’m afraid I may never Cover Your Buddy: 3 Defensive Fighter
Wounds: 2 b / 1 c be good enough to live up to my Hunker Down: 2 Martial Artist
family’s legacy, no matter how Counter Position: 4
Disposition: Insecure hard I try. Man at Arms: 3
Demeanor: Flippant
Drama 2: I can’t justify killing
Career: Pilot my enemy when they might be
• Element: Ace Pilot just like us humans. proficiencies equipment

Rank: 3 - 1st Lieutenant Drama 3: Maybe it’s because VHT-1 Spartas Hovertank Communications Kit
Fame: 0 of my alien heritage, but I am MPV ASC “Gousoku” Pattern Armor
drawn to Zor Prime. There’s Pegasus Shuttle ASC “Tedate” Combat Shield
BP Unspent: 1 just something about him. I LP-09 Laser Pistol
can’t look away. Combat Knife
LAR-10 Multi Variant Laser Rifle

86
Louis Nichols - Genius Inventor

Master of engineering and the most technologically gifted member


of the 15th Alpha Tactical Armored Corps, Louie Nichols was always
destined for greatness. With a more technical and scientific mind
than most, Louie is an essential part of his squadron. His genius
allows him to understand the technology of the Robotech Masters
in a way that almost no one else on Earth can, enabling him to offer
advice to both the 15th and the entire Army of the Southern Cross.
Thanks to his breakthroughs and discoveries, battle plans often
change for the better.

He develops a revolutionary computer system that registers eye


movement to allow for rapid targeting, something that combines
his love of both science and gaming. It’s only through the words
of his new squad member Zor Prime that he is able to truly come
to terms with the military’s confiscation of this technology, as Zor
reminds him that the cost of war is high, and that anything that can
save the lives of those on their side must be used. Louie’s inventions
do just that.

Louie is not only logical and pragmatic, but flexible enough to fall
in behind Dana Sterling’s often absurd plans. As Earth is lost to
the Invid, he evacuates and goes on to get his doctorate studying
under Dr. Miles Chochrane. He later serves as a science officer under
Vince Grant aboard the Icarus and later the Ark Angel during the war
against the Haydonites, and forms an unconventional relationship
with Janice Em, an android.

vitals stress skills talents

Level: 2 Burnout: 5 Science That: 4 Get It Done


I Can Fix It: 4 Quick Diagnostics
Speed: 3 gu / 30 m Drama 1: These aliens are Psychoanalysis: 2 Weapon Expert
Wounds: 2 b / 1 c fascinating and have some of Exology: 2
the most advanced technology Man At Arms: 2
Disposition: Nervous I have ever seen. I could spend Scanning Sweep: 3
Demeanor: Loyal years studying it.

Career: Technician Drama 2: They took my peaceful


• Element: Engineer invention and turned it into a proficiencies equipment
weapon. They lied to me, and
Rank: 1 -Corporal now I’m responsible for so VHT-1 Spartas Hovertank Engineers Kit
Fame: 0 many deaths. MPV ASC “Gousoku” Pattern Armor
ASC “Tedate” Combat Shield
BP Unspent: 1 LP-09 Laser Pistol
Combat Knife
LAR-10 Multi Variant Laser Rifle

87
Marie Crystal - Ace Pilot

The pride of the Tactical Armored Space Corps is Marie “Angel”


Crystal, an ace pilot who becomes a true hero through the many
space battles of the Second Robotech War. As squadron commander
of the 12th TASC squadron, the Black Lions, this aerial prodigy is
also a skillful leader and seen (by some) as the second coming of
the legendary Roy Fokker.

As a squadron commander and lead pilot, Marie is cool and


capable under fire, earning a reputation on the battlefield that
allows her to climb ranks quickly. Unfortunately for Marie and
her ego, she repeatedly comes into conflict with members of
the 15th Alpha Tactical Armored Corps squadron, infamous
for their ill discipline and hair-trigger tempers. She considers
her greatest opponent in the 15th to be Dana Sterling due to her
undisciplined manners. Even with this rivalry, the two work together
many times during the war and eventually put aside their differences
with respect for each other’s skills.

In the closing months of the war, Marie is shot down in battle by a


group of Bioroids from the Robotech Masters’ fleet. In dire straits, she
finds herself rescued by the 15th’s Sean Phillips. While she’s nursed
back to health in the hospital, an attraction arises between her and
Sean and they form a connection, but Marie hesitates due to Sean’s
long history of womanizing. Marie eventually joins the evacuation
from Earth and rebuilds the Black Lions as an elite squadron in the
UEEF while deepening her relationship with Sean.

vitals stress skills talents

Level: 4 Burnout: 6 Flash Move: 4 Crucial Orders


Strafing Run: 3 Advanced Maneuvering
Speed: 3 gu / 30 m Drama 1: Sean is infuriating. Rapid Fire: 3 Hardlock
Wounds: 2 b / 1 c First he saves me, then he Alpha Strike: 3 Fast Transform
acts like cares, then like he’s Angelic Grace: 2
Daemenor: Gentle interested in me, but he keeps Counter Position: 1
Disposition: Strong-Willed flirting with other women.

Career: Pilot Drama 2: Dana and I are polar proficiencies equipment


• Element: Squadron Leader opposites, but she is a worthy
rival. VF-8 Logan Survival Kit
Rank: 3 - 1st Lieutenant VFH-10 AGAC ASC “Gousoku” Pattern Armor
Fame: 0 Pegasus Assault Shuttle ASC “Tedate” Combat Shield
MPV LP-09 Laser Pistol
BP Unspent: 0 Combat Knife
LAR-12 Laser Assault Rifle

88
Nova Satori - GMP Officer

In the devastated wastelands of Earth after Dolza’s Rain of Death, it falls


on the Global Military Police to keep order amongst the survivors.
Nova Satori is one such officer, a dedicated member of the Global
Military Police and primary aide to Colonel Alan Fredricks, a senior
commander of the force.

She is quick to enforce military regulations and discipline onto the


famously lax members of the 15th Alpha Tactical Armored Corps,
who are notorious for their contemptuous disregard for rules and
regulations. Nova is serious to a fault and is often at odds with the
head of the 15th, her friendly rival Dana Serling.

Known for her steadfast support of the rules, Nova occasionally


shows pity and bends those rules slightly for the 15th. Despite her
standoffish personality, she is a romantic and caring person. Her
sangfroid is an affectation that comes from her need to project an
air of competent professionalism as one of the youngest members of
the Global Military Police. Nova attempts to keep her cool at all times,
but finds herself flustered around others, especially Zor Prime, which
leads to the accidental revelation of military secrets. During the course
of the Second Robotech War, Nova’s personality softens. She even has
a fling with Dennis Brown, but their duties keep them from finding
time to deepen their relationship. She eventually helps the 15th put
an end to the war and evacuate the endangered Tirolian people left for
dead by the Robotech Masters.

During the Invid occupation, Nova stays behind on Earth and leads
a resistance cell, determined to do her best to maintain order as the
world around turns to anarchy.

vitals stress skills talents

Level: 4 Burnout: 6 Machinations: 4 Unseen


Psychoanalysis: 4 Contacts Everywhere
Speed: 3 gu / 30 m Drama 1: Why can’t I seem to Treasure Hunter: 3 Snipe
Wounds: 5 b / 1 c control myself around Zor? Multi-Process: 3 Bureaucrat
I keep revealing far more Infiltration Specialist: 3
Disposition: Honest than I should, and he gets me Scanning Sweep: 2
Demeanor: Stern flustered everytime. I really
should be more careful with
Career: Spy what I say. proficiencies equipment
• Element: Shade
Drama 2: I’m gonna make sure MPV Infiltration Kit
Rank: 2 - 3rd Lieutenant to keep Dana and her misfit Battloids Communications Kit
Fame: 0 squad in line and out of trouble. Power Armor ASC “Gousoku” Pattern Armor
And when she is finally brought ASC “Tedate” Combat Shield
BP Unspent: 3 to justice, I’ll be there to make LP-09 Laser Pistol
sure she’s properly penalized. Combat Knife
LAR-12 Laser Assault Rifle

89
Rolf Emerson - General

Growing up in Australia as a child soldier fighting oppressors during the


Global War, Rolf Emerson goes on to join the UEDF, believing in the
promise of a better world. He eventually rises to become one of the
highest-ranking officers in the ASC. As a good friend of Vince Grant
who left Earth with the Pioneer Mission, Rolf agrees to watch over
Vince’s son, Bowie, while the boy’s parents are away.

During the Second Robotech War, Major General Emerson serves as the
chief of staff under Supreme Commander Leonard, and in the second
half of the war, he is made the commander of all space forces. He
leads many skirmishes against the Robotech Masters, though most
of those battles lead to failure in the face of the enemy’s superior
technology. Rolf puts on an exterior that leads most to believe he’s
a cold and calculating man, but he cares deeply about the people of
Earth and those in his charge. He also never loses hope for a peaceful
end to the conflict through diplomacy, even though his stance leads to
disagreements with the Supreme Commander.

Over the course of the war, he has a troubled relationship with his
godson, Bowie. Rolf does his best to intervene on behalf of his godson—
which Bowie, who wants to stand on his own, does not appreciate.

During the final assault of the Robotech Masters, Rolf is taken prisoner
until the 15th Alpha Tactical Armored Corps rescues him, but on
the way out, he is killed taking a shot meant for his godson. Though
Bowie believed all of the cold bravado his godfather exhibited, Rolf
dies tenderly holding the boy’s hand. He takes responsibility for his
shortcomings and warns the 15th to not repeat his mistakes. His last
words are “Goodbye, Bowie.”

vitals stress skills talents

Level: 8 Burnout: 7 Ironclad Strategy: 4 Embolden


Multi-Process: 2 Pride Of The Fleet
Speed: 3 gu / 30 m Drama 1: I worry for my godson, Bowie. Keep Pushing Forward: 3 Crack Team
Wounds: 2 b / 1 c He was left in my care and I must use Last Stand: 3 Inspirational
my position to shield him, because he Machinations: 3 Good Reputation
Disposition: Analytical was never meant to be a soldier. Rally Cry: 3
Demeanor: Solemn
Drama 2: These aliens have us
Career: Officer completely at their mercy. We must
• Element: Marshal cease this senseless violence and
pursue other means of victory, either proficiencies equipment
Rank: 5 - General through peace talks or otherwise.
Fame: 0 All ASC Naval Vessels Tristar
Drama 3: Supreme Commander MPV Uniform
BP Unspent: 0 Leonard does not listen to me and Combat Knife
sees me as an opponent to his political Pistol
scheming.

90
Sean Philips - Casanova

Sean was the original commander of the 15th ATAC squadron and is
in part responsible for the unit’s reputation as both an elite squadron
and the black sheep of the ATAC. He reached this position based
on pure skill, but Sean’s well-known personality issues soon caused
his fall from grace. As a notorious womanizer and with a carefree
spirit, he has frequent run-ins with the Global Military Police and,
most notably, with Officer Nova Satori. His final mistake, just prior
to the outbreak of the Second Robotech War, is making a move on a
woman who wasn’t just the wife of a colonel, but also the daughter
of a high-ranking general. This leads to his swift demotion back to
private second class.

The humiliation makes Sean the joke of the squadron for a while,
but the event is a wake-up call and eventually leads him toward
self-improvement. He fights hard alongside his squadmates
throughout the war, and Dana, his new commander, frequently
relies on his experience and skill.

His life changes permanently after he saves fellow pilot Marie Crystal
from certain death at the hands of a Bioroid attack. Taken with
the young woman, he pursues her romantically. As the war drags
on, Sean realizes his true feelings and sets aside his womanizing
tendencies. This change in behavior even affects his duties, which
he performs in a far more professional way. After the Invid invasion,
Sean and Marie both evacuate Earth and start a life together.

vitals stress skills talents

Level: 2 Burnout: 5 Smooth Method: 4 Tactical Action


Psycho Analysis: 2 Track Star
Speed: 5 gu / 50 m Drama 1: I can’t help that I’m Multi Process: 3 Parlay
Wounds: 2 b / 1 c a ladies’ man, but that sure Adept Negotiator: 3
does get me in trouble. Now I’m Blend In: 2
Disposition: Jovial demoted and lost command of Grand Presence: 1
Demeanor: Playboy the 15th.

Career: Marine Drama 2: I really like Marie, but


• Element: Suppressor I just keep getting it wrong. I
think it might be serious this proficiencies equipment
Rank: 1 - Private time. I can’t mess this up.
Fame: 0 VHT-1 Spartas Hovertank ASC “Gousoku” Pattern Armor
MPV ASC “Tedate” Combat Shield
BP Unspent: 0 LP-09 Laser Pistol
Combat Knife
LAR-10 Multi Variant Laser Rifle

91
An Impossible Task. A grand vision.
Anatole Eli Leonard - Supreme
Commander I have been given an impossible task.
The United Earth Government has divided our
Leonard had a long military career. As an acclaimed veteran
of the Global War, he was made a colonel in the newly formed military and given me the lesser half. The lions share of
UEDF. Known for his sharp yet unconventional tactical what remains of our military has been seconded to the
sense, Leonard was deemed the perfect fit to supervise the Expeditionary Force under the Hunters. What remains
development of the Earth’s new ground-based mecha in shall fall under my Army of the Southern Cross. The
Project Excalibur. At the time of the Rain of Death, he was dregs, militia and reserves are mine to command. They
commander of the UEDF Antarctica Base which, by a sheer
are all I have with which to defend humanity and Earth.
miracle, was not hit.
So now I must repeat the monumental task I
As the scope of the apocalyptic event became apparent, have already performed once. I must reforge an army
Leonard sprang to action and led the base’s forces to South from the remnants of the world. I must perform the same
America. There, he organized aid and military protection to miracle twice and transform my Southern Cross Group
the despairing people. Eventually, he formed the Southern into a global army. Worse still, I am expected to do so with
Cross Group, a militia-aided military division specialized in
almost no resources.
combating Malcontents with effective, cold-blooded tactics.
Due to these accomplishments, Leonard eventually rose Even in the face of this problem, I am
to the top as the Supreme Commander of the UEDF forces determined to solve it. I will reform the military from the
on Earth, which he reformed into the Army of the Southern ground up. A new force with new weapons. New designs.
Cross. New technology. I will form an image anew of a military
that will inspire the masses. To invoke pride and passion
Leonard was a firm leader—in fact, many called him inflexible—
within the people. To speak to history and culture we had.
and stubbornly confident in the strength of his soldiers. He
was often at odds with General Emerson. Leonard was also An image of power and strength. I will take who and what I
a man of contradictions and had two deep secrets: first, that can find from among those not given to Hunters wherever
he fathered the son of Seloy Deparra, a Zentraedi and later I can to help me in this task. I will grind out every inch of
Malcontent leader. Second, in his early days in the UEDF, he blood, sweat and talent from the people of earth.
harbored anti-UEG sentiments and acted as a conspirator It will take years of training and construction
and mole for the Anti-Unification
and I will need to temper this new army in the crucible of
League.
battle. Sadly, the only anvil is the fractured world I must
Leonard died at his post keep watch over. Poor sport for those who may have to
when the Robotech one day defend this planet from an alien invasion that
Masters bombarded could have the same destructive power as the Zentraedi.
Monument City in the But when I am done. My Army of the Southern
closing battle of the
Cross will stand proud and defiant. The backbone of
Second Robotech War,
commanding his forces humanity and the greatest defenders of mankind. And I will
to the very end. be their leader.

- From the memoirs of Anatole Leonard


- ‘The Price of Greatness.’

92
Dennis Brown - Squadron Leader

As commanding officer of the 22nd TASC squadron, the Crimson Raptors,


Dennis Brown is a talented and accomplished pilot. His bravery, charm, and
camaraderie makes him well-liked and respected by everyone around him.

Having once served directly under General Emerson, Dennis feels a deep
loyalty to him. When Emerson is ordered to lead a seemingly hopeless
second attack wave against the Robotech Masters, Dennis expresses fears
that Supreme Commander Leonard is actually trying to use the attack to
get rid of his political rivals. But Emerson is not swayed from performing
his duty. Thanks to a single moment of absent-mindedness by Nova Satori,
Dennis fails to get the needed clearance to join the attack
wave. Dennis later takes the blame for Marie Crystal’s
reckless driving under the influence to save her from public
humiliation. He is eventually able to join the space attack force
and leads the air support as the 15th ATAC squadron charges
into the Masters’ flagship. He is later taken prisoner along
with Marie and Emerson, and fights together with the 15th
Squadron in the final battle of the war to allow the Tirolian
civilians to escape the Mothership.

After the Invid invasion, Dennis stays behind on Earth


and serves in Nova’s resistance cell. While the attraction
between the two lingers, they are both too focused on their
duties to fully commit to their feelings.

John Carpenter - Major

Major John Carpenter is a UEEF officer stationed on the Tokugawa-class


ship sent to Earth as the first relief force. During the perilous journey, the
commanding officer of the ship is killed in an Invid attack, and Carpenter
assumes command of the ship as acting captain. Despite the fact that the
relief mission does little to break the Tirolian blockade, and that they deliver
the bitter news that the UEEF can’t send more reinforcements, Carpenter
and his crew are still seen as heroes who give a glimpse of hope to the war-
weary ASC soldiers.

In the wake of the Invid invasion, Carpenter joins up with his old friend
Colonel Johnathan Wolfe and helps organize the resistance forces in the old
Valhalla Base, later called Soldiertown. During this time, he meets Bekka
Cade, a pilot from ALuCE Base who had penetrated the Invid defenses
and returned to Earth. She becomes his lifelong partner. Following
Wolfe’s reluctance to join the attack on Reflex Point in 2038,
friction arises between the old friends. Carpenter breaks off
and forms his own resistance cell called the Splinters, which
relocates to the abandoned ruins of Pinnacle Base in the
Rocky Mountains.

His Splinters later join up with the GMP remnants led by Nova
Satori and participate in the final assault on Reflex Point. After
the Invid occupation, Carpenter resigns from the military and
serves as mayor in the small town he settles down in.

93
94
THE MASTERS
Too Primitive
At first, it seemed the micronians were
far too primitive to challenge us. Their tactics, • What is Robotech: 8
technology, and overall skill were completely
inferior to ours. It seemed it was going to be an easy • Game Basics: 10
conquest.
Their mecha were grounded, ours were • Robotechnology: 12
not, we had the advantage. We were working in
teams, they were floundering or standing around, • Creating a Hero: 14
shooting wildly in a confused fashion. We quickly
dispatched several of them with ease. It was easy. • Careers: 18
My Triumvirate were at a consensus, the
war was already over and decided. Our consensus
was quickly proven wrong as another group of
• Nature: 26
micronians appeared. Their mecha didn’t appear all
that more impressive. They were also ground bound
• Rank & Fame: 27
and appeared to be artillery based. They were too
late to save many of their comrades. • Hero Progression: 30
We assumed they were just as incompetent.
We moved in for the kill thinking they’d fight even • Stress: 33
more poorly at close range.
It was a trap. They reconfigured their • Iconic Characters: 36
mecha and eliminated my clone brothers! I was now
in a fight for my existence and barely hurt these new
enemies. The sudden order to retreat is burned in
my mind as it would have been more merciful to die
in battle.
They adapted, they were creative, they
were fearless, and tenacious. They were full of hope.
All these things we Tirolians lost long ago.
Perhaps this was our greatest mistake.

Klei’f Te’nor of the Te’nor Triumvirate


Sub Commander to the 27th Bioroid phalanx,
Legio Begin’iazn

95
Background

What are Tirolians? Tirolian Culture

The Robotech Masters are both the title of the Tirolian leaders Under the rule of the Robotech Masters, and from the blessings
and the common name of the dominating faction of the received by Robotechnology, Tirolian culture changed
Tirolian people. The Tirolians come from Tirol, a moon of the drastically. Ruling with iron fist, the Robotech Masters sought
gas giant Fantoma in the Valivarre star system in the cluster complete control of all aspects of the life of their people.
of stars known as the Local Group. Though the workings of As a result, Tirolian society has become highly regimented,
a cosmic mystery, they are indistinguishable from humans ordered, and sterile. Personal freedom is stripped away in
down to the genetic level. the name of stability. Using eugenics, genetic modification,
suppression of emotions, and other types of mind control,
Their whole civilization changed drastically after the Flower the Robotech Masters have formed an unwavering loyalty
of Life was discovered by the Tirolian scientist and explorer to their rule. Obedience is emphasized, as is the belief in the
known as Zor Derelda. Zor invented the Protoculture Matrix, eternal power and glory of their empire by fostering a sense
which produced Protoculture from the flowers. Protoculture’s of hyper-patriotism. The Masters reinforce this by invoking
immense energy could power the new type of advanced the ancient imagery of the Tirolian people, using its aesthetics
technology known as Robotechnology. This new technology to manipulate the people with a sense of ancient glory. The
sparked the so-called Aeon Robotech, the great age of final tool for the Robotech Masters’ indoctrination, perhaps
Robotechnology, which led to unprecedented prosperity and the most important, is using the harmonious music of the
even the means to eternal life. Mistresses of the Cosmic Harp to pacify the clone population.

A portion of the Tirolian ruling elite, consumed by greed, Since time immemorial, the number three has held a special
seized power and transformed their once-peaceful republic role in Tirolian culture. It has always been seen as a magical
into an authoritarian dictatorship under their rule. The number, and triplets, especially identical ones, were always
newborn Tirolian Empire led by the self-proclaimed Robotech treated with reverence. As such, it was natural that the Flower
Masters set out on a conquest to expand beyond their star of Life, with its flowers grouped in threes, would come to fill
system. Several alien species throughout the Local Group and an important role in their culture, to the point that the flowers
beyond were forced under their will. The Imperial Zentraedi were honored and worshipped. Tirolians now pray and sing
Armada was created to defend the empire from outside praise to the Flower of Life and its seeds, which are the source
threats and keep the order within. of the Protoculture that is the lifeblood of their society—and
what they believe shapes their destinies.
Zor came to deeply regret his role in creating so much
agony. In an act of defiance against the Robotech Masters, Tirolian Castes
he stole the last remaining Protoculture Matrix, placed it on Tirolian society has long been caste-based, which was only
his personal Battle Fortress, and sent it far away from their further emphasized with the advent of Robotechnology.
greedy clutches. Consequently, the Protoculture supplies Drawing inspiration from the Flower of Life, the Robotech
dwindled across the whole empire. The Zentraedi were tasked Masters used advanced genetic manipulation to devise a new
with finding Zor’s Battle Fortress, but when the Robotech and more desirable way of life in which each person is born
Masters detected energy readings that suggested the total as part of a triplet known as a Triumvirate. While the three
annihilation of their Grand Fleet, they had no other choice siblings are technically clones derived from the same template
than to appear themselves in a last desperate chase after the and very similar in appearance, each individual member of a
Matrix. Triumvirate—a triumvir—is different in some way. However,
this variation only serves to emphasize the oneness of the
A fleet of enormous motherships were filled with the trio. Each Triumvirate shares their life together, almost as if
worthiest Triumvirates of their people and a minimum of they’re three of the same person, or “three as one, in thought,
essential personnel. They all embarked on a decades-long action, and reaction”. The members of a Triumvirate share a
journey, leaving their home world and entire empire behind, weak psychic link that allows them to experience shared-
toward the insignificant blue planet that the local people consciousness. These connections were found to be easier
called Earth. to manipulate and created more stability in Tirolian society.
They became the standard form of life, regarded more highly
In 2029, they arrived, and the Second Robotech War began. than living as individuals, which became increasingly rare.

96
One’s worth and status to the empire and the Robotech climb higher. However, relatively few of this caste were
Masters is determined by the circumstances of one’s birth: seen worthy to be taken along on the long techno-
voyage to Earth.
• Zentraedi: The Zentraedi can technically be seen as
a Tirolian caste, though they’re often forgotten or • Triumvirates: The Triumvirates are the high nobility
discounted. While the name is derived from the words of the Masters’ empire, and they live in luxury and
for “honorable warriors,” the Zentraedi are the lowest comfort. They are selectively bred clone triplets who
of the low as far as regular Tirolians are concerned. are genetically and sometimes cybernetically enhanced
These warrior-slaves are treated as disposable objects to create the image of the perfect Tirolian people as
rather than people. The valor the Zentraedi have won on envisioned by the Robotech Masters. Their physical
countless battlefields was accredited to the ingenuity of superiority is emphasized culturally by the “three as one”
the Robotech Masters and no one else. Zentraedi have no philosophy. If you’re not born into a Triumvirate, the only
actual place in Tirolian society and are kept completely way to become one is to rise in rank and fame enough to
apart from it. Therefore, most Tirolians have only vague purchase the ability to create a new line of Triumvirates
knowledge of the Zentraedi, and the Zentraedi basically from your genetic lineage. However, Triumvirates who
know nothing of importance of their creators. Only a lose one or more of their members are considered faulty,
miniscule number of Zentraedi have ever even met or and are automatically bumped down to the status of
seen a Robotech Master. citizens or even non-citizens.

• Non-Citizens: Non-citizens are the non-Triumvirate Tirolian Language


clone population. Formed from standard genetic The Tirolian standard language is known as simply Tirolian,
templates and grown in vats until adulthood, the clones but its historical root language was once spoken in the region
are created with a preprogrammed disposition that around Tiresia, the Tirolian capital. In their effort to keep
makes them subservient. They lack a will of their own, control of the population, the Robotech Masters outlawed
to the point that they’re barely more than automatons, all other languages among Tirolians until they were no
but can develop a personality if they break away from the longer practiced. However, the Tirolian language can still
mind control. They are often augmented with cybernetic be subdivided into two varieties: High Tirolian, spoken by
implants that enhance performance in their assigned the elite, and the colloquial Low Tirolian, which is spoken by
task. These clones are treated as no more than slaves the lower castes and secondary citizens of the empire (i.e.,
used for manual labor. If they can endure long enough members of conquered races). The difference is slight, just
to learn and gain experience to rise in rank through the enough to make one’s speech indicative of their status.
Tirolian society, they are treated with a modicum of
respect. They have the fewest rights, almost non-existent The Zentraedi language is derived from the colloquial form
in comparison to the other Tirolian castes. of Tirolian, specifically the dialect spoken in the mining
colony of Zarkopolis on Fantoma, from which the first of
• Citizens: Citizens are the regular people of the Tirolian the warrior-slaves were taken. However, since the language
society. They live their lives from childhood as individuals, was standardized and taught to the clones by automatic
but they are seen as having inferior genetics and lack any computers for many generations, the Zentraedi language
real genetic or cybernetic enhancement. They live highly remained static while the civilian use was free to change over
regimented lives, controlled by the Masters’ societal time. The Zentraedi language therefore sounds rural and
edicts. Citizens do have rights that allow them to live old-fashioned. This upholds the notion that the Zentraedi
relatively freely within the structural confines of the belong at the bottom of the social ladder. Since the Zentraedi
society. They are the backbone of the empire, working as language has become a common second language for many
the main labor, administrative, and organizational force humans on Earth, communication between Tirolians and
of the Robotech Masters’ society. They fill every position humans during and after the Second Robotech War was often
in the middle class but are restricted in their ability to workable, though not optimal.
97
Tirolian Technology Prime and are of lower castes. The Triumvirate forces are
That the Tirolians are masters of Robotechnology is not among the most indoctrinated in Tirolian society to ensure
an over-exaggeration. Tirolian mecha and ships are true they are utterly loyal to the Masters and their protection.
engineering marvels with technology that most races can
only dream of. Tirolian bioengineering is just as impressive; As the Second Robotech War dragged on, the Tirolian forces
they’ve become experts of genetic manipulation and cloning started to feel the effects of the war and the supply of clone
technology, and have gained the means to control life itself. soldiers started to dwindle. To bolster their forces, the
Their technology is far more sophisticated than that of Masters kidnapped human civilians and implant them with
humanity and the Zentraedi, the latter of whom were held in cerebral mind control probes, forcing them to act as mindless
check by the denial of access to more advanced technology slave soldiers for them.
in case they would ever take up arms against their Masters.
During the Second Robotech War, the Robotech Masters Rank Structure
were only held back due to their lack of Protoculture. The Masters’ rank structure is divided between Military Ranks
and Civil Ranks. While one’s rank generally correlates to one’s
The sophisticated nature of Tirolian technology often makes caste, exceptions occur where Tirolians are promoted based
it difficult to comprehend even for a trained scientist or on their achievements. Most ordinary citizens and non-citizen
engineer. While compatible with human Robotechnology caste members occupy ranks between 0 and 2. An exceptional
in theory, one needs to be a genius or receive assistance citizen or non-citizen may rise to be a Princeps or Minister in
from actual Tirolians to integrate human and Tirolian-made rare cases. Triumvirates begin at Rank 3, and are the only ones
components. Stingers made from Bioroid parts are therefore who can reach the highest ranks. The elite members of the
rare on Earth after the Second Robotech War, but not unheard Vada Prime typically exist at the level of Centurion at their
of. However, human understanding of Tirolian technology lowest and all the way up to Adjutant.
gradually increased over time through collaborations
between the UEEF and their alien allies. • R0: Clone Warrior/Plebeian
• R1: Legionnaire/Proletariat
• R2: Princeps/Minister
• R3: Centurion/Magistrates
Tirolian Military Forces • R4: Prime/Patrician
• R5: Adjutant/Warden
While the Zentraedi used to be the first line of defense for the • R6: Legate/Counselor/Robotech Master
Tirolian Empire, they were never the total of Tirolian might.
The Tirolians’ own forces, known collectively as the Tirolian • Clone Warrior/Plebeian: The Plebeians make up the
Legions, are the special forces tasked to protect Tirolian majority of unskilled laborers and servants in the
worlds and people, especially their leadership. They were Empire. The Clone Warriors fill the rank and file as freshly
also meant to keep the Zentraedi forces in check in case the decanted soldiers whose low level of independence
warrior-slaves decided to defect. During the Second Robotech makes them only marginally more autonomous than
War, the remnants of the Tirolian Legions were forced to the drones. Those who occupy this low rank are either the
frontline to fulfill the will of the Robotech Masters. most undesirable of low-caste citizens with minimal
rights and genetic tampering, or clones bred from pre-
The Tirolians Legions are split in two forms: determined templates.
• Triumvirates
• Non-Triumvirate Clone Forces • Legionnaire/Proletariat: Those of this low rank are
afforded some recognition and make up the mainstay
The mecha-based Bioroid Legions, the Terminator Legion of the Tirolian and Robotech Masters’ population. The
infantry forces, and Tirolian Imperial Navy are filled with the Legionnaires are professional soldiers and the Proletariat
ranks of clones controlled by the Masters’ mind control and act as civil servants and artisans. This rank is dominated by
the music of the Muses. The Vada Prime, on the other hand, Tirolian citizens. Some among the Legionnaire rank who
consists of proper Triumvirate Tirolians of the upper castes form the Bioroid squads may be clones, but typically have
who act as the Masters’ personal guards and agents, and are been programmed with advanced combat knowledge
entitled to the finest comforts available. Named after great rather than obtaining it through skill. Proletariat artisans
warriors of ancient legends, they are the elite forces of the are often highly respected for their craft and devote
Masters and operate more advanced Bioroids. themselves to it, while Legionnaires serve as the devoted
footsoldiers and protectors of the people.
They are selectively paired and bred with other high-caste
Triumvirates to create the most formidable of warriors. Other • Princeps/Minister: This rank corresponds to low-ranked
forces consisting of Triumvirates are the Clone Control squads commander and civilian authorities, typically occupied
and Internal Security forces that uphold law and order within by the highest and most esteemed non-citizens who
civilian society, though these are less esteemed than the Vada accrue experience through service, or well-stationed
98
and experienced citizens who, through hard work, have and governors of a planet, though typically only minor
risen to the highest level afforded to their caste. Princeps colonies.
often lead squads of Bioroids piloted by Clone Warriors
and Legionnaires using Subcommander Bioroids as • Legate/Counselor: The highest rank a regular Triumvir
the equivalent of NCOs. Ministers serve as low-level can achieve. Legates are the generals and admirals of
administrators and assistants to much higher-ranking the Masters’ forces who direct entire Bioroid legions and
Tirolians and often find themselves in direct service in often command their own mothership. Counselors make
offices commanded by a Triumvir. up the majority of the Senate and may act as governors
over entire systems or even whole sectors of the empire.
• Centurion/Magistrate: A mid-level rank occupied by They can also be direct aids and advisors to the Robotech
the lowest-ranked Triumvirates and a rare exception Masters. Whether civilian or military, Triumvirates of this
of citizens. Citizens who work their way up to this rank rank serve as the direct subordinates to the Robotech
either through the civil or military routes have achieved Masters and answer only to them. In times of emergency,
the near-impossible within Masters society. A young the power of the Masters may defer to members of these
and inexperienced Triumvir often starts their career at ranks when any Master is unavailable. After the Second
this rank. As Centurions, they lead formations of Bioroid Robotech War, when the Masters were either dead or
forces using Commander models, coordinating entire scattered, most of the control of the Tirolian Empire’s
platoons in an area. Magistrates, on the other hand, remnants passed to the Counselors, leading to further
occupy middle-management, serving as overseers for division. The Masters left the Senate behind on Tirol
tasks handed down by the Senate. Some Magistrates when they went to Earth, leaving the Senate to rule over
may even step onto the battlefield when entrusted with a what remained of the empire.
direct task by the Masters’ commissar that requires them
to act in the same capacity and authority as Centurions, • Robotech Master: The highest rank within the Tirolian
such as being a commissar. Empire, they are the ultimate authority. At the very top
is the Robotech Masters Triumvirate themselves, who
• Prime/Patrician: A relatively high rank of authority have long since ascended to the peak of power, obtaining
within the Masters’ society dominated by Triumvirates. functional immortality and unlimited wealth. The
Primes command entire companies or serve as the supreme command of the Tirolian Legions and Zentraedi
commanders of naval vessels and their crews. Patricians is theirs and theirs alone with power carefully assigned to
are affluent and well-established nobility who manage their trusted Legates and Counselors. The Masters lead
high-level civil affairs departments, and sometimes act their people with an iron fist with the original Masters, the
as dignitaries and diplomats on behalf of the Masters and Elders, acting as advisors, ceremonial figureheads, and
Senate. The ranks of the elite Vada Prime units typically leaders of the Senate who coordinate the vast schemes
begin here, using their rank to enforce the Masters’ will. of the Empire’s ambition. Directly under the Masters
serve the Council of the Robotech Masters, a cabinet
of ministers comprised of several Triumvirates, each
masters of a single aspect of Tirolian society, dictating
policy and leaving it to the lower levels to enforce. These
include the Science Masters, Clone Masters, War Masters,
Security Masters, Politician Masters, and so on.

• Adjutant/Warden: A high rank of command and


authority in all aspects of the Masters’ society, reserved
fully for the Triumvirate caste. Adjutants are often the
commanders of powerful warships or entire divisions of
Bioroids and fleet flotillas. The Wardens are the lowest
level of Senator, representatives of the people who
control daily functions and matters of policy within
the empire, often designated as sub-commanders

99
a mental break. Extreme depression or anger may well
up, as they are unable to control emotions that they
Tirolian Stress have never experienced before. They may even become
violent and uncooperative with authority, or lapse into
Tirolians can experience Stress the same way as humans, extreme docility.
but often suppressed by the influence of the Masters’
indoctrination, bio-inhibitors, and programming. Some key Tirolian Fame and Wealth
differences exist in all Tirolians: Fame among the Tirolians is gained through merit and social
status distributed by the Robotech Masters. Tirolian artisans
• Independent Thought: Breaking through the and scientists are known for their craft and well-respected, as
programming of the Robotech Masters and gaining the traditional arts are often reserved and publicly endorsed as
independent thought is an extreme crime. It’s a stigma part of the Masters’ agenda to propagate Tirolian superiority.
which reflects badly on any Tirolian, and to be caught is to Warriors are rarely acknowledged unless their achievements
be subject to reprogramming. The effects of developing are notable enough to see them rise above their station.
such independence can cause a clone or indoctrinated Centurions are often noted for their skill and effectiveness in
Tirolian to question themselves and their society. battle, while some ship commanders may be acknowledged
for their service and defense of the Empire. Muses and other
• Pragmatism: The Tirolians are taught from birth to entertainers are often treated with much adoration and
sacrifice everything and treat all objects as disposable respect by the commoners who enjoy their works for their
so long as their purpose is achieved. This mentality is ability and complexity.
expressed in many aspects of the Tirolian people and
extends to even the lives of their fellows. This extreme Fame is split into Military and Musician Categories:
pragmatism makes them inured to loss. So long as
something or someone fulfills their purpose, there is no Military
need to grieve or lament. • Herald [F1]
• Knight [F2]
• Superiority: The natural superiority of the Tirolians • Champion [F3]
instilled into them has led them to think of themselves • Lord [F4]
as above any and all creatures. They often refer to other
creatures not by their names, but rather as Micronians. Musician
When brought down or humiliated, they have • Recorder [F1]
experienced anxiety, depression, anger, and obsession. • Savant [F2]
• Composer [F3]
Tirolian Mental Break • Virtuoso [F4]
A Tirolian can suffer a mental break when their programming
is broken by exposure to independent thought and human Wealth
emotion. They may act out in the following ways. Wealth is a great symbol of power and is accrued both
physically and by one’s worth as a person in Tirolian society.
• Inquisitive: A Tirolian may become extremely inquisitive Genetic purity and line of birth greatly enhance a person’s
and curious about their newfound liberties, freedoms, wealth and also determine the potential of the citizen to rise
and emotions. Their urge to explore and try new things in rank. Those of higher purity, such as Triumvirates, gain
may see the Tirolian become an outcast among their own access naturally to higher-grade gear and commodities, while
people and feel more isolated. others must work tirelessly to obtain the level of comfort
• Emotional Swings: Mood swings are common during given freely to these affluent nobles.

100
TIROLIAN VESSELS

• Torpedo Launchers: While perhaps a bit primitive


Background considering the high technological level of the Robotech
Masters, these anti-Naval, missile-based Torpedos are
Tirolian naval vessels have undergone numerous iterations still powerful weapons that get the job done. They are
over the long years of the Tirolian Empire. While the designs launched from tubes that line the ship’s hull. They are
still in service are considerably old, they were made at the very similar to the torpedoes used by Zentraedi forces.
height of the Robotech Masters’ power, resulting in complex, This weapon can only be used via an equipment suite.
powerful, and dangerous vessels that possessed the most
technologically advanced systems available to the fleet’s
architects. Equipped with regenerating hulls, energy shields,
and the most modern and perfected Reflex Cannons, these General Naval Features
ships eclipse Zentraedi vessels in every way. While they are
technically few in number compared to the armadas of the All of the general Naval features found on M92-93 apply, as
other powers of the galaxy, a single Tirolian vessel from the well as the following:
lowest mercantile transport to the massive mothership is
more valuable to the Tirolian people than an entire Zentraedi • Escape: Tirolian Vessels are capable of atmospheric
battlegroup. entry, terrestrial landing, and have an escape index of 5
Gravitational Units.
Upon their arrival in Earth space, the defending ASC forces
were unprepared for the strange and often puzzling designs • Fold System: Tirolian Vessels carry a Fold Drive, allowing
of these advanced ships and their incredible power, allowing the ship to make long jumps instantaneously across
the Masters to tear the defending forces apart. However, as space. It takes hours to program the system to make a
powerful as these vessels are, they are not invulnerable, and flawless jump. Any Vessels or terrain within 100 meters of
most of the Masters’ ships brought to Earth suffered from the ship will also be taken for the trip.
Protoculture shortage, which heavily limited their capabilities.
• Advanced Electronic Warfare, Avoidance, and
Projection Systems: Tirolian Vessels are each equipped
with far more powerful sensors and computer systems
General Naval Weapons then any other, allowing for extremely long-distance
electronic warfare, enabling the Masters to not only
xxx disrupt enemy observations, but also produce various
decoys and sensor ghosts combined with heat and radar
• Hyper-Particle Cannons: Tirolian Vessels are equipped dampening. This allows the ships excellent mobility when
with some of the most advanced Naval weapons ever not observed directly. Tirolian ships have Advantage on
developed by the Robotech Masters. Their primary Observation and Obscure Actions.
armament is a sophisticated Particle Cannon capable of
accelerating highly condensed beams at near the speed • Armor Matrix: This system automatically repairs hull
of light, giving them incredible range and penetration breaches and the armor plating of the cruiser once it has
over other Naval Vessels. These weapons have a Range been destroyed. However, if the Armor Matrix is knocked
of Medium and may fire further. They inflict Naval-class offline, the hull cannot be repaired until it is returned to
damage and ignore 1 point of Armor. [E] [B5] [P1] operation. It can use the technical routing equipment
suite found on M87 in addition to 1 other suite each
• Phased Pulse Lasers: The Point Defense systems of round.
Tirolian Vessels fire rapidly oscillating laser pulses to
surround the ship with a wall of anti-Fighter flak. These
Pulse Lasers phase partially in and out of existence,
allowing them to penetrate and pass through objects
with devastating effect as they re-enter normal space,
often inside their targets. These weapons have a Range
of Medium. They inflict Mecha-class damage and ignore
1 point of Armor. [P1]

101
that of the Rineunadou Lojmeuean gunship of the Zentraedi
fleet and even Zor’s Battle Fortress itself, making this ship
Naval Vessels superior to any known vessel in the galaxy.

Tirolian Mothership Each Mothership was designed and built to be completely


self-sustaining, enough to support an entire city and its
The Nupars-Zytsche-Class Tirolian Mothership is among the population within its hold. Its crew, passengers, and the
most powerful and impressive ships ever built. It’s the pride massive numbers of military personnel could theoretically
of the Robotech Masters and a symbol of their supremacy. live in comfort for as long as the ship’s fuel held out. These
The Mothership is a hexagonally shaped vessel, immense in ships are supported by a veritable armada of Bioroids, enough
size at 7,260 meters long and 5,815 meters wide, and acts as to overwhelm the point defenses of any ship known to the
both battle fortress and colony vessel. The peak of Tirolian Masters. The ship’s large internal spaces, docks, hangers, and
technology and knowhow, it is the only known ship to deploy holds were built to contain the Nupars-Zytsche-class’ escort
advanced energy barriers as its primary defense against fleet. Heavy cruisers, corvettes, and a number of auxiliaries
enemy attack. These powerful energy fields are backed up are docked inside for fold travel or when under repair. With
by a form of self-repairing armor and a heavily reinforced enough Protoculture, these ships can fold their entire fleet.
structure similar to that of the fleet’s heavy cruisers. The
vessel’s segmented design serves to keep any boarders at An amassed flotilla of these vessels led the fleet of the
bay long enough for the on-board defenses to mobilize. Robotech Masters on their journey to Earth. They blockaded
While the Motherships are not indestructible, their sheer bulk and besieged the planet during the course of the Second
and mass means that the amount of punishment they can Robotech War. By the time they entered the solar system, the
take is astronomical. Backing up these almost-impenetrable Tirolian fleet was greatly devoid of power and unable to bring
defenses are enough cannons and launchers to outfit an their full might to bear. Still, what little remained was more
entire fleet, including a single Reflex Cannon far superior to than enough to eradicate Earth’s defenses.

102
Required Rank: 6 Features
Class: Mothership/Battle Fortress • Crew: The Mothership has a massive crew of 9,000 under
Designation: Nupars-Zytsche-Class Mothership the direct command of a Triumvirate of Governors or
Stats: Robotech Masters. Each Mothership has a troop and
• Armor: 6/8 with Web Barrier Bioroid pilot complement of 45,000, and carries within
• Structure - Naval: 36 its walls a civilian population of up to 270,000 Tirolians.
• Engines: 1200 kph / 2 km / 4 Space Units • Complement: The Mothership comes bearing an army,
• Locations: Standard, except - Commons, Citadel, one with the standalone capability to conquer territory
Production, Reflex Furnace, Science Labs, Atrium, or defend the Mothership.
Reprogramming Centers, Production. • Bioroids: 25,000
• Cruisers: 12
Locations • Assault Dropships: 500
The Mothership is a massive ship, and as such, has several • Support Craft: 12,000
areas that specialize in keeping the craft operational: • Web Barrier: The Mothership has a barrier system,
appearing as a web of lightning, that stretches to a
• Commons: The Mothership houses a vast population diameter of around 50 meters. Several smaller barriers
of Tirolian civilians. They live in district blocks known as can be projected away from the ship that together form a
the Commons. Most of the civilians have duties on the larger wall that can stop missile barrages and advancing
Mothership, making them soldiers or laborers. Fighters in their tracks. The barriers can also be shaped
• Atrium: Located near the inner hull surrounding the as domes to protect larger structures on the hull of the
Commons are vast greenhouses. Many of the specimens Mothership. However, in a Protoculture-depleted state,
are gathered from across the galaxy and serve some the barriers cannot cover the entire ship at once.
practical function, but nevertheless create a small jungle- • Combine: The Mothership can combine and dock
like biome within the Vessel. Small stores of the Flower of with other Motherships, allowing them to act as one
Life are also grown here. and support each other by sharing Protoculture and
• Reprogramming Centers: Located in the substructure of supplies in an emergency. When this occurs, all ships’ Cell
the ship’s hull beneath the Commons, the Reprogramming Shields increase by +1 for each additional Mothership
Centers are devoted to the restraint of aberrant members interconnected.
of society while they are reprogrammed to be more
compliant and faithful to the empire. These facilities Equipment Suites
include reeducation sections, storage sections, and bio- Command Communications: The Mothership is a mobile
scanning sections, as well as dormitories to house the battle fortress supported by its own fleet of escort Vessels,
adherents in. cruisers, and entire legions of Bioroids. From within its central
• Citadel: Deep in the central hull of each ship is the nexus, the Masters and Tirolians who command such Vessels
well-defended home of the Mothership’s leaders— distribute orders and coordinate their vast Naval defenses
normally the Governors, but in the flagship, that against any intruder bold enough to face them.
means the Robotech Masters themselves. The Citadels • Uses: Unlimited
are surrounded by complicated roadways and heavy • Skill: 3
defenses of all kinds, making it challenging to assault.
• Production: With its large automated manufacturing Reflex Cannon: Each Mothership has an enormous Reflex
bays, the Mothership is capable of producing everything Cannon that can obliterate entire areas. Mecha are completely
it needs to sustain itself indefinitely. This includes disintegrated and capital ships torn asunder by a massive
production of basic Equipment, Weapons, and Mecha. beam of energy. It takes minutes for the Reflex Cannon to
• Reflex Furnace: The Mothership has a fully functioning recharge, but it consumes a huge amount of Protoculture.
reactor running on Protoculture. The reactor is located in Make an Attack at Extreme Range, inflicting Naval-class
an internal armored compartment, heavily guarded with damage and ignoring 3 points of Armor. The weapon fires for
automated responses and patrolling soldiers. many million kilometers. [E] [L100] [P3]
• Science Labs: The Robotech Masters are on the • Uses: 1
cutting edge of science and technology. They have vast • Skill: 6
technological resources at their disposal and archives of
millions of individual projects. The Labs are filled with Torpedoes: Even while old and outdated by Tirolian
equipment used in prototyping the next generation of standards, the Mothership can unleash a barrage of Torpedos
weapons, biotech, and energy-based innovations. from its hull-mounted tubes to strike out and target enemy
capital ships. These weapons have a Range of Long. They
Weapons inflict Naval-class damage and ignore 1 point of enemy
• Weapon Banks: The Nupars-Zytsche Mothership has the Armor. [B50] [P1]
following banks: 12 Hyper Particle Cannons, 12 Phased • Uses: 2
Pulse Lasers, 8 Torpedo Launchers, 1 Reflex Cannon. • Skill: 4
103
Tirolian Heavy Cruiser [P3]
• Uses: 1
The powerful and sturdy Taul Detrel-Class Heavy Cruiser is • Skill: 5
the largest, most powerful mass-produced ship in the Tirolian
fleet at 390 meters long. An indomitable and heavily armored Tirolian Transport
ship, the cruiser serves as the standard patrol vessel and
fleet escort for the Nupars-Zytsche-class Motherships. Many The Quiltra-Draenitzs-class Transport Ship is the single most
of these cruisers are carried aboard the far larger vessels in common vessel in the Tirolian fleet due to the fact that they
specially built large docks aboard the vessels they escort. are highly modular and easy to build. The ships support the
While lacking the Motherships’ complex energy barriers, greater Tirolian fleets in all sorts of roles for both military
the Taul Detrel is heavily defended with thick armor plating and civilian purposes, such as general-purpose transports,
and a reinforced structure, both far beyond that of common command vessels for fleet maneuvers, electronic warfare
Zentraedi capital ships. vessels, and as tankers. At a length of 510 meters, the main
hull contains the main cargo holds and is roughly shaped
The cruisers are also extremely heavily armed for their size, like a tapering rectangular box with multiple irregular
with weapons ranging from standard particle weapons and features across it, including a tall command tower near
missile launchers to smaller but highly advanced Reflex the center and several docking arms on the sides. The
Cannons. Taul Detrel-class ships also hold a large complement huge cargo holds are capable of hauling everything from
of Bioroids, Corvettes, and Interceptors. However, due to troops and mecha to raw resources mined in deep space
fuel depletion, these ships are underpowered and have to be and finished goods all required by the huge Motherships.
carried to their destination aboard the command ships. But
even at a fraction of their capabilities, these vessels took a These ships are also used for atmospheric landings from
heavy toll on the ASC Naval forces. the Motherships in orbit. While not particularly well-armed
(and lacking both the defense barriers of the larger ships
Required Rank: 4 and the heavy armor of the rest of the fleet), the transports
Class: Heavy Cruiser proved durable enough to weather fire from the Army of the
Designation: Taul Detrel-Class Heavy Cruiser Southern Cross for a substantial period. Like all other ships
Stats: in the Masters’ fleet, these ships are capable of space folding
• Armor - Naval: 3 when sufficiently fuelled. However, most of the time they
• Structure - Naval: 6 are folded to their new locations within the hangars of the
• Speed: 1500 kph / 2.5 km / 5 Space Units Motherships.
• Locations: Standard
Required Rank: 3
Weapons Class: Modular Transport
• Banks: The Heavy Cruiser has 3 banks of Hyper-Particle Designation: Quiltra-Draenitzs-Class Transport Ship
Cannons and 2 banks of Defensive Lasers. Stats:
• Armor - Naval: 2
Features • Structure - Naval: 3
• Crew: A Primus commanding a crew of 90 Tirolians • Speed: 1200 kph / 2 km / 4 Space Units
operate this Vessel. An additional 130 Troops are • Locations: Standard
stationed on board.
• Complement: The Heavy Cruiser’s loadout enables it Weapons
to defend itself against attacks and to support smaller • Weapon Banks: 2 Banks of Particle Cannons, 3 Banks of
operations or more vulnerable ships. Phased Pulse Lasers
• Bioroids: 72
• Support Craft: 10 Features
• Crew: The Quiltra-Draenitzs has a crew of 60 commanded
Equipment Suites by either a Centurion or Magistrates. They can carry an
Fire the Reflex Pulse Cannon: The Tirolian Heavy Cruisers are additional 500 troops and crew as support staff and pilots.
each outfitted with a powerful variant of the Reflex Cannon: • Complement: When transports are loaded for battle,
the Reflex Pulse Cannon, more sophisticated and energy- they carry enough troops to engage a single strategic
efficient than the older, cruder weapon. Unlike the traditional objective.
cannon, this weapon launches Reflex Energy condensed into • Bioroids: 420
green orbs that detonate upon impact and destroy everything • Support Craft: 50
in a sizable radius of the target. Once launched, there is little • Infantry: 500
to no energy leakage like the beam of the standard Reflex
Cannon. Make an Attack up to Extreme Range, inflicting
Naval-class damage and ignoring 3 points of Armor. [B100]
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Equipment Suites to inflict damage in close quarters. They inflict 5x Light-
Bulk: These large Vessels are lightly armed for their size, class damage. [M].
but during desperate times, they can use that size to inflict
damage when Ramming. A transport ship may Ram, but only General Features
takes half damage from any Ramming damage incurred. • Space Capable: Bioroids are capable of operating in void
Rams may only be taken against other Naval Vessels. The ship environments without penalty. They are equipped with a
must be moving at least half Speed to be able to use this Skill. life support system that lasts for weeks.
• Uses: Unlimited • Amphibious: All Bioroids are capable of operating
• Skill: 2 + takes half damage from the Ram underwater up to a depth of 400 meters.
• Focus Lock: Lower-caste Bioroid pilots tend to be
single-minded in the completion of their missions to the
exclusion of all others without a commander to direct
Bioroids them properly.
• Indexing Hands: All Bioroids have fully functional and
The humble Bioroid is the backbone of the Tirolian legions. indexing hands with a sensitivity of .25 kg.
The Bioroid is a small Protoculture-powered mecha of • Integrated Musculature and Control System - Basic: All
incredibly advanced design whose power belies its relatively Legion-class Bioroids are considered Basic. Hardware is
small 6.5-meter size. The Bioroid’s most powerful feature listed for roleplay purposes only.
apart from its incredibly versatile humanoid frame is the • Hover Sled Dock: A Bioroid is capable of docking and
way in which the mecha is operated. It features no standard attaching to the Bioroid Hover Sled of any variant. These
controls used by lesser races but is instead piloted by thought Sleds increase the Speed and maneuverability of the
alone from a pilot housed within an armored cocoon located Mecha as well as provide protection.
as its center. With a mere thought, the elite Bioroid pilot • Nano Patch Repairs: The nature of the Bioroid design
can send impulses to the highly advanced fiber bundles that means it can be repaired quickly in the field with large
make up the musculature of the mecha, allowing the Bioroid metallic patches that disperse nanobots into the
to act like the pilot’s physical body. This provides the Bioroid damaged area to begin repairs and weld the patch to the
its greatest strength in its almost supernatural and precise Mecha Armor.
movements that allow it to far eclipse any other mecha in • Hibernation Mode: The life support system of the
terms of movement and agility. The Bioroids themselves Bioroid’s armored cocoon cockpit can induce a medical
come in many models, each featuring various improvements coma to preserve the life of the pilot and leave them in a
or upgrades to accommodate needed features. The later state of Hibernation for up to a decade.
iterations became more and more powerful, but used far
more Protoculture in their operation. General Equipment Suite
Nimble: The Bioroid is quick and agile thanks to its powerful
Legion-Class Bioroids design and complex mind impulse controls that enable the
pilot to move the Mecha as if they were moving their own
The Legion-class Bioroids are the oldest and most common body. When in open terrain, use this Skill to avoid and dodge
Bioroid class used by the Robotech Masters. This standard incoming enemy fire, redirect enemies and confuse enemies
Bioroid is easily adapted with many variants in service for with quick movements.
fulfilling whatever battlefield role is required. These models • Uses: Unlimited
also have the added benefit of requiring far less Protoculture • Skill: 2
to run at the cost of a minor downgrade in armor and
firepower. Variants
There are 5 variants of Legion-Class Bioroids:
General Stats: • Soldier - Blue
• Armor - Light: 8 • Scout - Blue
• Structure - Light: 18 • Subcommander - Green
• Resist: 2 • Combat Engineer - Purple
• Hardware Points: Basic • Mortar - Gray
• Speed - Running: 150 kph / 240 m / 24 Ground Units
• Speed - Leap: 225 kph / 360 m / 36 Ground Units Soldier Bioroid - Blue

General Weapons The Soldier Bioroid is the standard mecha and backbone of
• Bioroid Gun Pod: A Bioroid is outfitted with 1 type of Gun the Tirolian Legion. As such, it has the most basic functionality
Pod. Scouts and trooper variants use lighter Pods which of all Bioroids, but it is still agile and tough, making it a mean
require less resources to manufacture. Heavy Pods are opponent. It is usually piloted by either low-level clones or
reserved for commanders and elite troopers. bio-androids with little free will, but the pilots have been
• Bioroids Fists: Bioroids have fists which may be used taught well and are not easily outsmarted. The clones are
105
dependent on the presence of a unit commander or higher However, if needed, the Combat Engineer Bioroid can be
ranking officer to perform coordinated attacks. used in a fight with just the same combat capability as the
Soldier Bioroid.
Rank Required: 1
Designation: Nous’dohl Rank Required: 2
Designation: Nous’Gul
Scout Bioroid - Blue
Loadout
The Scout Bioroid can be difficult to distinguish from the • Gun Pod [H]
regular Soldier Bioroid since both are blue in color, but the • Repair Tool [H]
Scout variant has a slimmed-down frame which makes it faster • Minelayer Equipment [H]
and nimbler on foot, although at the cost of less protective
armor. With its extensive sensor and communications Mortar Bioroid - Gray
suite, it is ideal for recon missions and data acquisition and
distribution on the battlefield. Otherwise, it is just as capable A lighter artillery Bioroid rarely deployed during the war
a Fighter as the standard Bioroid Soldier. on Earth by the Robotech Masters due to its imprecise and
relatively defensive nature. As the name suggests, the
Rank Required: 1 Mortar variant carries a large plasma mortars attached to
Designation: T’sienramp its shoulder. These are capable of indirect fire, allowing the
Specific Stats: mecha to provide covering fire for the Tirolians. Carrying less
• Armor - Light: 6 armor then a typical Bioroid, it is light on its feet and can
• Structure - Light: 14 therefore change position relatively quickly, even without the
• Resist: 1 need of a Hover Sled.
• Speed - Running: 180 kph / 280 m / 28 Ground Units
• Speed - Leap: 225 kph / 360 m / 36 Ground Units Required Rank: 2
Designation: T’sienszrax
Loadout Specific Stats:
• Gun Pod [H] • Armor - Light: 6
• Recon Suite [H] • Structure - Light: 16
• Stealth Profile • Resist: 2
• Speed - Running: 180 kph / 280 m / 28 Ground Units
Subcommander Bioroid - Green • Speed - Leap: 225 kph /360 m / 36 Ground Units

The Bioroid Subcommander is, as the name suggests, Loadout


given to unit commanders. The pilots are most often more • Gun Pod [H]
sophisticated clones and bio-androids that trained in leading • Dual Plasma Mortars [H] [H]
lower-ranking troops. Compared to the Bioroid Soldier, this
variant has thicker armor to protect the more essential pilot Weapons
and greater firepower from the added Particle Cannons on • Particle Cannons: The Bioroid sub-commander has
the head. 2 integrated Particle Cannons mounted on its head,
capable of engaging a variety of targets as backup
Rank Required: 2 weapons. These weapons have a Range of Short and deal
Designation: T’siendral 2x Light-class damage when fired at the same target. [H]
Specific Stats: • Dotz-Megohr Drum Gun Pod: This drum-shaped Gun
• Armor - Mecha: 1 Pod is the simplest Gun Pod, standard issue for the
• Structure - Mecha: 2 Soldier, Subcommander, Scout, and Combat Engineer
• Hardware Points: 2 Bioroids. It has a Range of Medium but may fire further.
This weapon deals 5x Light damage and ignores 3 points
Loadout of Armor when fired at Short Range. In an emergency,
• Gun Pod [H] the Drum Pod may be used for Melee. [H] [E] [M] [P0/3]
• Particle Cannons [H] • Uhl-Megohr Disk Gun Pod: A slightly more powerful
and compact disk-shaped Gun Pod that is normally used
Combat Engineer Bioroid - Purple by the Commander and Invid Fighter Bioroid. It has a
Range of Medium but may fire further. This weapon deals
A Bioroid with enhanced physical strength that is the Mecha-class damage and ignores 1 point of Armor when
workhorse of the Bioroid forces. In the field, it’s used fired at Short Range. In an emergency, the Gun Pod may
primarily for manual labor: field repairs, building barricades be used as a Melee weapon. [H] [E] [M] [P0/1]
and emplacements, planting landmines, and similar tasks. • Zolkor-Gohr Precision Gun Pod: An advanced elongated
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Gun Pod with a large sensor unit, it can provide precise
long-distance fire and is normally issued to the Scout Equipment Suites
Bioroids based on the mission profile or for Stealth Eyes of the Legion: The Bioroid Scout serves as Long-Range
Bioroids as standard issue. This weapon fires at Long recon and provides visual and audio data transmitted back to
Range but can fire further. This weapon inflicts Mecha- Legion commanders and the Masters via the reconnaissance
class damage and ignores 2 points of Armor, firing in a suite housed inside its hull. This device can feed entire
straight line 1 m wide, allowing it to penetrate multiple formations tactical information that the commander may
targets. [H] [L1] [E] [P2] process to better direct the Bioroid Legions.
• Terlog-Gohr Heavy Gun Pod: A powerful cylinder- • Feature: Recon Suite
shaped, rapid-fire Gun Pod. Since both of the Bioroid’s • Uses: Unlimited
hands are needed to operate the Gun Pod, it cannot be • Skill: 3
used while operating a Skysled. The rapid-firing nature of
the weapon causes it to consume Protoculture quickly, Unyielding Fire: The Heavy Gun Pod is capable of saturating
resulting in limited deployments. Typically issued to an area with mass fire from its barrels while advancing
Soldier, Subcommander, or Commander Bioroids. This into the fray undaunted. However, the massive amount of
weapon has a Range of Medium. It inflicts Mecha damage ammunition quickly taxes the system and can cause the
and ignores 1 point of Armor, firing in a cone. [H] [C] [P1] Heavy Gun Pod to overheat and damage its firing systems.
• Evad-Gorul Heavy Particle Bazooka: A destructive Use this Skill when making Defensive or Offensive Actions
cannon that fires explosive bolts of heavy particles. Since while pushing forward toward the foe. Gain +1 point of Armor
both of the Bioroid’s hands are needed to operate the when using this Skill.
cannon, it cannot be used while operating a Skysled. The • Weapon: Heavy Gun Pod
Heavy Particle Bazooka is normally issued to either the • Uses: 2
Commander, Subcommander, or Invid Fighter Bioroids • Skill: 3 + 1 point of Armor to the wielder
based on the mission profile. It has a Range of Medium
and inflicts Mecha damage, ignoring 1 point of Armor Overcharge Particles: The Bioroid Heavy Particle Bazooka
with a large blast radius. [H] [B10] [P1] is a powerful anti-armor weapon capable of immense
• Ev’er-Gorul Plasma Mortar: The Bioroid Mortar variant is destruction. When the situation requires it, the weapon can
outfitted with a Plasma mortar mounted on its shoulder be Overcharged to release highly unstable particle bolts with
capable of indirect fire to better support smaller squads larger explosive radius but less power, allowing the weapon
and Legion Bioroid attacks. This weapon can only be to be more effective against mass targets. However, doing so
used as part of an equipment suite. [H] [H] [B10] multiple times will exhaust the weapons Protoculture supply.
Due to the instability the weapon’s blast is increased to 20 m
Features but does not ignore any Armor.
• Recon Suite: Bioroid Scouts are equipped with powerful • Weapon: Heavy Particle Bazooka
sensor systems that connect in real-time to not only the • Uses: 2
Masters’ command center, but other Bioroids, through • Skill: 2 +[B20]
which it transmits data and tactical information gathered
across multiple scanning frequencies. Smart Mines: The Bioroid Engineer carries into battle a
• Repair Tool: A handheld multi-purpose Repair Tool used minelayer that can plant smart mines into various locations.
for Mecha or vehicle patch-up in the field or at the base. These mines can be activated and triggered by the Bioroid
Can be used by any Bioroid, but is typically operated by or when a target comes into contact with the mine. It takes
Combat Engineer Bioroids. This counts as a Kit. minutes for mines to be planted when using this Skill, and
• Minelayer Equipment: An equipment to plant mines they can be detonated as an equipment suite for Actions
in soil or rock cracks. The mines are detonated either involving this suite. The mines deal Mecha damage and have
by pressure or remotely. This can only be used as an a blast radius of 10 meters per mine. [B10]
equipment suite. • Feature: Minelayer
• Stealth Profile: When the Bioroid Scout seeks to • Use: 4
approach, it can do so quietly thanks to the design and • Skill: 3
materials of its armor that make it hard to detect via radar
or thermals, especially when stationary and monitoring. Plasma Mortar Bombardment: Plasma Mortar is capable
A Bioroid with a Stealth Profile when moving requires 1 of firing in wide acrs at Long Range. The Plasma Mortars are
Success to detect and 2 Successes when standing still to also capable of combined fire to bombard and saturate an
be detected by systems. area with dense fire, covering advancing Bioroid troops. The
plasma mortars when fired deal 3x Light damage and ignore
Options 2 points of Armor when fired at Medium Range. When both
• Second Gun Pod: A Bioroid can wield a second small mortars are fired at the same target, the blast of the weapon
Drum Gun Pod or Disk Gun Pod in its other hand, but increases to encompass a wide area of 30 m. Use this Skill
can’t operate a Hover Sled while doing so. when Attacking, Redirecting, or Assisting allied forces with
107
covering fire. [B30] [P2] body. When in open terrain, Use this skill to avoid and dodge
• Weapon: Plasma Mortars incoming enemy fire, redirect enemies, and confuse enemies
• Uses: Unlimited with quick movements.
• Skill: 3 • Uses: Unlimited
• Skill: 2
Imperial-Class Bioroids
Variants
The Imperial-class Bioroids were powerful and advanced There are 4 variants of Imperial-Class Bioroids:
Bioroids that, due to low levels of Protoculture compared • Commander - Red
to the amount which they consumed for operation, were • Imperial - Yellow
hardly used during the Masters’ war with humanity and often • Stealth - Black
reserved for commanders and special assignments. This class • Destroyer - Dark Green
featured more powerful armor and greater firepower that
belies a mecha of their size. Commander Bioroid - Red

Rank Required: 3 The Commander Bioroid is a rare sight in the Bioroid forces as
General Stats: it is only given to battalion commanders. Based on the same
• Armor - Mecha: 2 basic frame as the Subcommander Bioroid, the Commander
• Structure - Mecha: 2 Bioroid is built to be very tough and maneuverable (second
• Speed - Running: 150 kph / 240 m / 24 Ground Units only to the Invid Fighter). It also has advanced communications
• Speed - Leap: 225 kph /360 m / 36 Ground Units systems and tools to keep track of the battle area and issue
orders to all units.
General Weapons
• Bioroid Gun Pods: Bioroids are designed to carry a Designation: Gister’dohl
variety of large, handheld Gun Pods that give the Bioroid Specific Stats:
Fighter of the Legions large tactical flexibility. Any • Hardware Points: 3
Bioroid Gun pod may be wielded by any type of Bioroid,
however, some Gun Pod types are typically only assigned Loadout
to certain models. • Bioroid Gun Pod [H]
• Bioroid Fists: All Bioroids have large metallic robotic • Plasma Cannon [H]
hands which can punch quite hard, making them • Advanced Sensor Suite [H]
dangerous Melee combatants when required. They inflict
5x Light-class damage. [M] Imperial Bioroid - Yellow

General Features The Imperial Bioroid is the rarest Bioroid and is only
• Space Capable: Bioroids are capable of operating in void given to Tirolians of the upper castes who act as official
environments without penalty. They are equipped with a representatives of the Tirolian Empire, or are under direct
life support system that lasts for weeks. orders from the Robotech Masters. It can be high-ranking
• Amphibious: All Bioroids are capable of operating officers, commissars who keep track of the Bioroid forces,
underwater up to a depth of 400 meters. other VIPs, or the Robotech Masters’ personal guard. It is also
• Indexing Hands: All Bioroids have fully functional and used for ceremonial purposes. Receiving an Imperial Bioroid
indexing hands with a sensitivity of .25 kg. is considered to be one of the greatest honors. While lacking
• Bioroid Advanced Integrated Musculature and Control head lasers and with slightly thicker armor, it is otherwise on
System: All Imperial-class Bioroids are considered par with the Commander Bioroid performance-wise.
complex.
• Hover Sled Dock: The Bioroid is capable of docking and Rank Required: R4
attaching to the Bioroid Hover Sled of any variant. These Designation: Tiroliszoth’dohl
Sleds increase the Speed and maneuverability of the Specific Stats:
Mecha as well as providing protection. • Armor - Mecha: 3
• Hibernation Mode: The life support system of the • Structure - Mecha: 2
Bioroid’s armored cocoon cockpit can induce a medical • Hardware Points: 3
coma to preserve the life of the pilot and leave them in a
state of Hibernation for up to a decade. Loadout
• Bioroid Gun Pod [H]
General Equipment Suites • Advanced Sensor Suite [H]
Nimble: The Bioroid is quick and agile thanks to its powerful • T’zeilnet Imperial Spear [H]
design and complex mind-impulse controls that enable the
pilot to move the Mecha as if they were moving their own Stealth Bioroid - Black
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the Drum Pod may be used for Melee. [H] [E] [M] [P0/3]
The Stealth Bioroid is typically used for special operations, • Uhl-Megohr Disk Gun Pod: A slightly more powerful
surprise attacks, and deep espionage. With speed and the and compact disk-shaped Gun Pod that is normally used
element of surprise, the Stealth Bioroid can unleash a lot of by the Commander and Invid Fighter Bioroid. It has a
damage to unaware targets. The pilots are specially trained in Range of Medium but may fire further. This weapon deals
asymmetrical warfare and will do anything to take down their Mecha-class damage and ignores 1 point of Armor when
target. The Bioroid uses the same kind of invisibility system fired at Short Range. In an emergency, the Gun Pod may
as Terminator Armors to avoid detection. Since the system be used as a Melee weapon. [H] [E] [M] [P0/1]
drains Protoculture quickly, this mecha was only used in rare • Zolkor-Gohr Precision Gun Pod: An advanced elongated
cases during the Second Robotech War. Gun Pod with a large sensor unit, it can provide precise
long-distance fire and is normally issued to the Scout
Designation: Sonteos’dohl Bioroids based on the mission profile or for Stealth
Specific Stats: Bioroids as standard issue. This weapon fires at Long
• Hardware Points: 3 Range but can fire further. This weapon inflicts Mecha-
class damage and ignores 2 points of Armor, firing in a
Loadout straight line 1 m wide, allowing it to penetrate multiple
• Bioroid Gun Pod [H] targets. [H] [L1] [E] [P2]
• Invisibility System [H] • Terlog-Gohr Heavy Gun Pod: A powerful cylinder-
• Wrist Claws [H] shaped, rapid-fire Gun Pod. Since both of the Bioroid’s
• Stealth Profile hands are needed to operate the Gun Pod, it cannot be
used while operating a Skysled. The rapid-firing nature of
Destroyer Bioroid - Dark Green the weapon causes it to consume Protoculture quickly,
resulting in limited deployments. Typically issued to
The Destroyer Bioroid is typically employed for intimidating Soldier, Subcommander, or Commander Bioroids. This
operations of terror and destruction against insurrectionists, weapon has a Range of Medium. It inflicts Mecha damage
the Invid, and others who would stand up to the Robotech and ignores 1 point of Armor, firing in a cone. [H] [C] [P1]
Masters. While this design is slower than other Imperial Class • Khasol-Gadol Plasma Thrower: A large Gun Pod
Bioroids and requires a Hover Sled to be effective, it gains one that spits out a plume of scorching plasma over short
heavy tank for storage of plasma or toxic substances used as distances to melt and burn almost any matter. The
ammunition for its terrifying weapons. It’s designated the plasma strikes fear in the enemy and leaves a streak of
“Destroyer” for its role as a shocktrooper unit meant to break destruction in its path. Because of its niche usage, the
lightly armored lines. While less effective against mecha, this weapon is rare amongst the Tirolian Legion and is only
unit excels in targeting infantry and other vehicles. issued to Imperial-class Bioroids, primarily the Destroyer
Bioroids, which have built-in plasma storage containers
Rank Required: 4 that increase the weapon’s duration. This weapon has a
Designation: Reckaris’dohl Range of Short, fires in a cone, deals 3x Light damage,
Specific Stats: and ignores 2 points of Armor. This weapon is also
• Armor - Mecha: 3 effective at Melee Range. [H] [C] [M] [P2]
• Structure - Mecha: 2 • Glasij-Gadol Directed Chemical Thrower: The Directed
• Hardware Points: 3 Chemical Thrower is one of the most obscure and
dangerous weapons employed by the Masters and their
Loadout Bioroid legions. This weapon fires from its storage of
• Plasma Thrower [H] hazardous chemical vapors derived from the mutated
• Heavy Storage Tanks [H] [H] Flower of Life—highly toxic for most carbon-based
lifeforms on contact. Destroyer Bioroids are specifically
Options outfitted with these to use in conjunction with their
The Destroyer Bioroid may exchange its Defoliator for a storage tanks. This weapon fires at Short Range and can
Directed Protoculture Thrower. This means that the Heavy be used in Melee at no penalty. It deals 3x Light damage
Storage Tanks are filled with corrosive Protoculture vapors and ignores both 4 points of Armor and Resist, but cannot
instead of plasma. harm Mecha. [H] [C] [M] [P4]
• Evad-Gorul Heavy Particle Bazooka: A destructive
Weapons cannon that fires explosive bolts of heavy particles. Since
• Dotz-Megohr Drum Gun Pod: This drum-shaped Gun both of the Bioroid’s hands are needed to operate the
Pod is the simplest Gun Pod, standard issue for the cannon, it cannot be used while operating a Skysled. The
Soldier, Subcommander, Scout, and Combat Engineer Heavy Particle Bazooka is normally issued to either the
Bioroids. It has a Range of Medium but may fire further. Commander, Subcommander, or Invid Fighter Bioroids
This weapon deals 5x Light damage and ignores 3 points based on the mission profile. It has a Range of Medium
of Armor when fired at Short Range. In an emergency, and inflicts Mecha damage, ignoring 1 point of Armor
109
with a large blast radius. [H] [B10] [P1] destruction. When the situation requires, the weapon may be
• Sze-Khinz Wrist Claws: The Stealth Bioroid is a terrifying Overcharged to release highly unstable particle bolts with a
Melee fighter with several energy-charged Wrist Claws larger explosive radius but with less power, making it perfect
attached on the wrists behind both hands. This weapon against mass targets. However, doing so multiple times will
ignores 1 point of Armor. [M] [P1] exhaust the weapon’s Protoculture supply quickly. Due to the
• Druj-Iz Plasma Cannon: The Commander model of the instability, the weapon’s blast is increased to 20 m but does
Bioroid has a head-mounted Plasma Cannon effective at not ignore any Armor.
Short Range only that fires in a 1-m-thick line. It inflicts • Weapon: Heavy Particle Bazooka
Light-class damage and ignores 1 point of Armor. It is • Uses: 2
often used to intercept enemy missiles. [P1] • Skill: 2 +[B20]
• T’zeilnet Imperial Spear: This ornamental spear-like
halberd is wielded by the Imperial Bioroid and is a symbol Invisibility System: The Stealth Bioroid has the most
of status more than a true weapon. However, it is still a advanced stealth systems ever devised by the Robotech
finely crafted polearm fitted with energy-charged blades Masters. It’s primarily used by the Destroyer Bioroid and is
that allow it to cut metal as well as Zentraedi weapons. It capable of rendering the Stealth Bioroid almost completely
ignores 1 point of Armor in Melee. [M] [P1] invisible. The stealth field is also capable of covering any
Hover Sled that it’s riding as well. However, this system uses
Features Protoculture fast, rapidly draining the Bioroid power supply.
• Stealth Profile: When the Bioroid Scout seeks to After all uses of this suite have been depleted, this Mecha is at
approach, it can do so quietly, and thanks to the design a Hindrance until it can be fully repowered. Use this Skill when
and materials on its armor, it is hard to detect via radar or making Obscure, Redirection, or other Actions that hide and
thermals, especially when stationary and monitoring. A confuse the enemy.
Bioroid with a Stealth Profile requires 1 Success to detect • Use: 2
when moving and 2 Successes when standing still. • Skill: 3
• Advanced Sensor Suite: The Imperial-class Bioroids are
often used by commanders and important figures, and Bioroid Command: The Bioroid has integrated advanced
are outfitted with advanced C3 suites that are capable intelligent communications suites, allowing the commander
of feeding commands and intelligence through the data to fight even while directing the squadrons of lesser Bioroids.
network to coordinate the Legion Bioroid squadrons. [H] Use this Skill when assisting or commanding friendly Bioroid
• Heavy Storage Tanks: These tanks are standard with units within communications range of the commander.
the Destroyer Bioroid, used for storing the plasma or • Feature: Advanced Sensor Suite
Corrosive Protoculture by-product. These tanks, while • Use: Unlimited
resilient, are not indestructible, and can be destroyed with • Skill: 1
focused fire that will spill the contents of the container
onto the Mecha and anyone around them. These can also Triumvirate-Class Bioroid
be retrofitted for use as bombs on the Destroyer’s Hover
Sled. [H] [H] [B5] The last class of Bioroids is also the latest and most advanced,
and the Tirolians consider it the ultimate evolution of the
Options Bioroid. The most distinguishing feature is the use of the
• Second Bioroid Gun Pod: A Bioroid can wield a second Triumviroid System, which allows a set of three unified pilots
small Drum Gun Pod or Disk Gun Pod in its other hand, to communicate telepathically by linking their minds, leading
but cannot operate a Hover Sled while doing so. to the three Bioroids being able to fight as one.

Equipment Suites Bioroid Invid Fighter


Unyielding Fire: The Heavy Gun Pod is capable of saturating
an area with mass fire from its barrels while advancing As the name suggests, the Bioroid Invid Fighter was originally
into the fray undaunted. However, the massive amount of meant to be the Robotech Masters’ last line of defense against
ammunition quickly taxes the system, and can cause the the anticipated Invid storm, and it was built around the new
Heavy Gun Pod to overheat and damage its firing systems. Triumviroid system. As the Second Robotech War dragged
Use this Skill when making Defensive or Offensive Actions on, the Masters instead opted to deploy this mecha against
while pushing forward toward the foe. Gain +1 point of Armor the humans in a last desperate gamble to end the war before
when using this Skill. the Invid arrived. It was therefore the last type of Bioroid
• Weapon: Heavy Gun Pod produced before the fall of the Robotech Masters. It is also
• Uses: 2 called the Armored Fighter Bioroid due to it being incredibly
• Skill: 3 +1 point of Armor for the wielder. well armed and armored while remaining small and mobile
like most other Bioroids. This great performance comes,
Overcharge Particles: The Bioroid Heavy Particle Bazooka however, at the cost of high Protoculture consumption.
is a powerful anti-Armor weapon capable of immense
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Rank Required: 3 based on the mission profile. It has a Range of Medium
Designation: Inbida T’siendiel and inflicts Mecha damage, ignoring 1 point of Armor
Stats: with a large blast radius. [H] [B10] [P1]
• Armor - Mecha: 3
• Structure - Mecha: 2 Features
• Resist: 1 • Space Capable: Bioroids are capable of operating in void
• Hardware Points: 2 + 2 optional environments without penalty. They are equipped with a
• Speed - Running: 150 kph / 240 m / 24 Ground Units system to sustain life for weeks.
• Speed - Leap: 225 kph /360 m / 36 Ground Units • Amphibious: All Bioroids are capable of operating
underwater up to a depth of 400 meters.
Weapons • Indexing Hands: All Bioroids have fully functional and
• Bioroid Gun Pods: Bioroids are designed to equip a indexing hands with a sensitivity of .25 kg.
variety of large handheld Gun Pods that give it tactical • Bioroid Advanced Integrated Musculature and Control
flexibility. Any Bioroid Gun Pod may be wielded by any System: All Triumvirate class Bioroids are considered
type of Bioroid—however, some Gun Pod types are complex.
typically only assigned to certain models. • Ground Bound: The Bioroid cannot escape Earth’s
• Bioroids Fists: All Bioroids have large metallic robotic gravity unaided.
hands which can punch quite hard, making them • Hover Sled Dock: The Bioroid is capable of docking and
dangerous Melee combatants when required. They inflict attaching to the Bioroid Hover Sled of any variant. These
5x Light-class damage. [M] Sleds increase the Speed and maneuverability of the
• Dotz-Megohr Drum Gun Pod: This drum-shaped Gun Mecha as well as providing protection.
Pod is the simplest Gun Pod, standard issue for the • Triumviroid System: The Invid Fighter uses the new
Soldier, Subcommander, Scout, and Combat Engineer Triumviroid system, which connects the minds of 3 clone
Bioroids. It has a Range of Medium but may fire further. triplets (each piloting their own Invid Fighter), allowing
This weapon deals 5x Light damage and ignores 3 points them to combine their senses, intelligence, and skills as
of Armor when fired at Short Range. In an emergency, one entity. This lets the pilots plan and perform intricate
the Drum Pod may be used for Melee. [H] [E] [M] [P0/3] tactics and combat moves with a level of teamwork
• Uhl-Megohr Disk Gun Pod: A slightly more powerful otherwise impossible. [H]
and compact disk-shaped Gun Pod that is normally used • Advanced Sensor Suite: The Triumvirate-class Bioroids
by the Commander and Invid Fighter Bioroid. It has a incorporate the Masters’ most advanced targeting and
Range of Medium but may fire further. This weapon deals detection systems. They are outfitted with advanced
Mecha-class damage and ignores 1 point of Armor when C3 suites that are capable of feeding commands and
fired at Short Range. In an emergency, the Gun Pod may intelligence through the data network to coordinate with
be used as a Melee weapon. [H] [E] [M] [P0/1] other Bioroids. [H]
• Zolkor-Gohr Precision Gun Pod: An advanced elongated • Hibernation Mode: The life support system of the
Gun Pod with a large sensor unit, it can provide precise Bioroid’s armored cocoon cockpit can induce a medical
long-distance fire and is normally issued to the Scout coma to preserve the life of the pilot and leave them in a
Bioroids based on the mission profile or for Stealth state of Hibernation for up to a decade.
Bioroids as standard issue. This weapon fires at Long
Range but can fire further. This weapon inflicts Mecha- Equipment Suites
class damage and ignores 2 points of Armor, firing in a Nimble: The Bioroid is quick and agile thanks to its powerful
straight line 1 m wide, allowing it to penetrate multiple design and complex mind impulse controls that enable the
targets. [H] [L1] [E] [P2] pilot to move the Mecha as if they were moving their own
• Terlog-Gohr Heavy Gun Pod: A powerful cylinder- body. When in open terrain, use this Skill to avoid and dodge
shaped, rapid-fire Gun Pod. Since both of the Bioroid’s incoming enemy fire, redirect enemies, and confuse enemies
hands are needed to operate the Gun Pod, it cannot be with quick movements.
used while operating a Skysled. The rapid-firing nature of • Uses: Unlimited
the weapon causes it to consume Protoculture quickly, • Skill: 2
resulting in limited deployments. Typically issued to
Soldier, Subcommander, or Commander Bioroids. This Unyielding Fire: The Heavy Gun Pod is capable of saturating
weapon has a Range of Medium. It inflicts Mecha damage an area with mass fire from its barrels while advancing
and ignores 1 point of Armor, firing in a cone. [H] [C] [P1] into the fray undaunted. However, the massive amount of
• Evad-Gorul Heavy Particle Bazooka: A destructive ammunition quickly taxes the system and can cause the
cannon that fires explosive bolts of heavy particles. Since Heavy Gun Pod to overheat and damage its firing systems.
both of the Bioroid’s hands are needed to operate the Use this Skill when making Defensive or Offensive Actions
cannon, it cannot be used while operating a Skysled. The while pushing forward toward the foe. Gain +1 point of Armor
Heavy Particle Bazooka is normally issued to either the when using this Skill.
Commander, Subcommander, or Invid Fighter Bioroids • Weapon: Heavy Gun Pod
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• Uses: 2 Designation: Yer’kimi Hava Karsi
• Skill: 3 +1 point of Armor for the wielder Stats:
• Armor: As Bioroid Pilot
Overcharge Particles: The Bioroid Heavy Particle Bazooka • Structure: As Bioroid Pilot
is a powerful anti-Armor weapon capable of immense • Hardware: +3
destruction. When the situation requires, the weapon can be • Speed - Flying: 2700 kph / 4.5 km / 9 Space Units
Overcharged to release highly unstable particle bolts with a
larger explosive radius, but less power, making it the perfect Loadout
weapon against mass targets. Doing so multiple times will • Heavy Particle Cannons [H] [H]
exhaust the weapon’s Protoculture supply quickly. Due to the • Riding Attachment [H]: Losing this destroys the Sled
instability, the weapon’s blast is increased to 20 m, but does • Remote Controlled
not ignore any Armor. • Bioroid Link
• Weapon: Heavy Particle Bazooka • Non-Transatmospheric
• Uses: 2 • Hand Controls
• Skill: 2 + [B20]
Heavy Hover Sled
Three-as-One: The Triumvirate of the Invid Fighters are
strongest when in groups of 3, synched up via their natural The Heavy Hover Sled is a larger version of the standard Hover
state as triplets and further enhanced by the Triumviroid Sled with additional weapons and a width of 8 m, enough
system. Use this Skill when making any Action with at least for 2 Bioroids to ride side by side. Typically, 1 of the Bioroids
1 other Mecha from the same Triumvirate nearby. You gain pilots the Sled while the other acts as a passenger or gunner
+2 dice from this suite’s skill for each Mecha in the same with a heavy weapon during assaults.
Triumvirate still operational in the area working together to
complete this Action. Rank required: 2
• Feature: Triumviroid System Designation: Yer’kimi Seru Karsi
• Uses: Unlimited Stats:
• Skill: 2-4 for each Linked Triumvirate Member • Armor - As Bioroid Pilot
• Structure - As Bioroid Pilot
Bioroid Command: The Bioroid has integrated advanced • Hardware Points: +4
intelligent communications suites allowing the commander • Speed - Flying: 2700 kph / 4.5 km / 9 Space Units
to fight even while directing the squadrons of lesser Bioroids.
Use this Skill when assisting or commanding friendly Bioroid Loadout
units within communications range of the commander. • Heavy Particle Cannons [H] [H]
• Feature: Advanced Sensor Suite • Gravity Cluster Bombs [H]
• Use: Unlimited • Riding Attachment [H]: Losing this destroys the Sled
• Skill: 1 • Remote Controlled
• Bioroid Link
Bioroid Hover Sleds • Non-Transatmospheric
• Hand Controls
The Bioroid’s humanoid design allows it a great deal of
versatility in the equipment it can use. However, this comes Weapons
with some obvious weaknesses, such as lacking atmospheric • Heavy Particle Cannons: The Bioroid may freely operate
flight. To this end, the Tirolian Legion’s Bioroids use powerful the Hover Sled’s weapons while piloting it. The Hover Sled
Hover Sleds, which Bioroids can operate to act as an airborne has 2 Heavy Particle Cannons that can fire at Medium
threat. Hover Sleds are sleek and offer an increase in fire power Range, in a 1-m line, and deal Mecha-class damage.
and maneuverability, letting the Bioroid become both a fast When both Particle Cannons are fired at the same target,
dogfighter in space and air cavalry within an atmosphere. they ignore 2 points of Armor. [L1] [H] [H] [P0/2]
• Gravity Cluster Bombs: These weapons are only capable
Trooper Sled of being fired at targets directly under the Sled. The
weapon has a Range of Short and deals 2x Mecha-class
Designed to be the standard Hover Sled for the Tirolian damage. [B5] [H]
Legion’s Bioroid forces, this sled delivers power, but requires
fewer resources to manufacture. It enhances the Bioroid’s Features
offensive package, adding powerful Particle Cannons and • Riding Attachment: While a Bioroid is riding the Hover
a fast attack capability. Its 4-meter frame allows it to only Sled, the entire Sled is treated as a single Hardware point
support a single Bioroid. in addition to its Hardware Points for its weapons.
• Remote Controlled: The Sled can be remote-controlled
Rank required: 1 from a distance of 5 km by a Bioroid and is capable of
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flying and attacking without a rider in the direction of a
linked Bioroid.
• Bioroid Link: When a Hover Sled is started up, the
piloting Bioroid can link its own systems with the Hover
Sled’s, allowing the Bioroid pilot to monitor the status of
the Hover Sled and control it remotely.
• Non-Transatmospheric: The Sled is capable of flight in
space and atmosphere, but is not capable of escaping
Earth’s gravity unassisted.
• Hand Controls: A Mecha primarily operates the Sled
via its hand controls. This requires the Mecha to have at
least 1 free arm while driving the sled, even with a link
established.
• Passenger: The Heavy Hover Sled is larger than the
standard model and is capable of transporting a second
Bioriod. The second Bioroid often carries a heavy weapon
whose operation prevents that Bioriod from operating
the Sled.

Equipment Suite
Sweeping Jink: The Hover Sled is incredibly fast and allows
the quick, already-flexible Bioroid to not only traverse greater
distances, but offers flight capability and mobility. Bioroids
on a Sled are able to use its quick engines to jink away from
danger to avoid incoming fire and circle around foes. Use
this Skill when Defending, Maneuvering, Redirecting, or
otherwise moving at high Speeds.
• Uses: Unlimited
• Skill: 3

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Bioriods plus their Hover Sleds that it can deploy from a
single large cargo bay.
Space Vehicles
Equipment Suites
Assault Dropship Armored Oppression: The Assault Dropship is a heavily
armored beast whose sheer presence and durability can
The Assault Dropship is one of the toughest units in the strike fear into the hearts of any who see it hover above
Tirolian forces. It carries heavy weaponry and thick armor the battlefield. These indomitable flyers are incredibly hard
impenetrable to most weapons across its impressive to take down and often provide support fire while looming
120-meter-long frame. It mainly acts as a carrier corvette and menacingly above the battle.
heavy air support for Bioroid forces, but its surprisingly agile • Use: 2
nature allows it to enter dogfights with enemy Fighters. It • Skill: 2
can carry different loadouts based on the mission objectives.
Since the Assault Dropship is crucial for extraction of Bioroid Legion Mobile Command: The command crew located in the
forces, if it is endangered, the whole force typically retreats. rear of the Dropship coordinates Bioriod forces the Assault
Dropship disperses. They also help relay tactical battlefield
Rank Required: 3 data for commanders and subcommanders while using its
Designation: Roil-Tiluvo sensitive equipment to provide electronic warfare support.
Stats: Use this Skill when Assisting, Redirecting, Hacking, or
• Armor - Mecha: 3 otherwise confusing targets.
• Structure - Mecha: 8 • Uses: Unlimited
• Hardware Points: 6 • Skill: 2
• Speed - Flying: 1800 kph / 3 km / 6 Space Units
Assault Sweep: The Assault Dropship can build up energy
Weapons and fire all 4 of its Pulse Beam Cannons at the same time,
• Twin Particle Cannons: These 2 nose-mounted Heavy causing a massive blast capable of leveling city blocks. Use
Particle Cannons devastate Mecha targets. This weapon this Skill when making an Attack Action, the Attack creates a
has a Range of Long, deals Mecha-class damage, and massive blast and deals 2x Mecha damage. [B30]
ignores 1 point of Armor. [B2] [H] [H] [P1] • Uses: 1
• Laser Turret: The Laser Turret mounted on the underside • Skill: 4
of the craft provides point defense fire that covers its
vulnerable parts. This Turret fires rapidly at Short Range Assault Interceptor
and inflicts 5x Light-class damage, and ignores 2 points
of Armor. [H] [P2] This single-pilot air supremacy Fighter craft is superficially
• Pulse Beam Cannon: The Assault Dropship has 4 Pulse similar to the Assault Dropship, but is only half the size at an
Beam Cannons mounted in ball turrets with 2 on either impressive length of 60 meters. Still large by most standards,
side of the ship. The Cannons can fire in modulating these fast multi-role interceptors are primarily deployed in
rapid-fire patterns that devastate enemies at Short space combat where dog fights are necessary and Bioroids on
Range. These weapons have a Range of Medium, deal Hover Sleds have tactical limitations. The Assault Interceptor
Mecha-class damage, and ignore 1 point of Armor at carries only a small complement of Bioroids for boarding and
Short Range. [H] [H] [P1] mop-up operations.

Features Rank Required: R2


• Planetary Capabilities: The Dropship is capable of Designation: Roil-Telavi
traversing the atmosphere and has an escape index of 5. General Stats:
The Assault Dropship is fully sealed and space capable. • Armor - Mecha: 2
• Hover: Anti-gravity pods within the Dropship allow it • Structure - Mecha: 5
to hover in place in an atmosphere even with its heavy • Hardware Points: 2
mass. • Speed - Flying: 3000 kph / 5 km / 10 Space Units
• C3 Electronic Command and Warfare Node: Mounted
in the rear in a subsection of the Dropship is a command Weapons
and control suite crewed by 3 technical operators and a • Twin Particle Cannons: 2 nose-mounted Heavy Particle
subcommander who coordinates. [H] Cannons devastate Mecha targets. This weapon system
• Crew: The pilot crew of the Dropship is made up of has a Range of Long, deals Mecha-class damage, and
3 clones who work in tandem to operate its systems. ignores 1 point of Armor. [B2] [H] [H] [P0/1]
Attempting to pilot the Dropship with less crew will • Plasma Torpedo Projector: The Interceptor is outfitted
result in Disadvantage. with a large plasma launcher based on the Bioroid Plasma
• Bioriod Orbital Transport: The Dropship carries 14 Mortar that launches semi-cohesive plasma blasts at
114
enemy targets for disabling and breaching the hull. The 3-meter-wide spherical mind-control cockpit outfitted with
Plasma Torpedo is ejected from a deployable launcher a variant of the Inertia-Vector Control System found on the
and held together by a weak magnetic field that impacts Zentraedi Female Power Armor. While very nimble and hard
the side of enemy Vessels. The weapon has a Range of to hit, it lacks armor, and the craft’s configuration is simply
Short and deals 5x Mecha-class damage, and ignores 2 much harder to pilot with mind-control. Supplanted by
points of Armor. [H] [B10] [P2] Bioroids, the Combat Pod has come to be mostly used as a
trainer craft. Some have also been converted to drones or are
Features used as platforms for arms development.
• Crew: The pilot crew of the Interceptor is made up of 2
clones. One pilot and 1 co-pilot. Rank Required: 0
• Space Capable: The Interceptor is capable of traversing Designation: T’siani-Gult
the atmosphere and has an escape index of 5. The Stats:
Interceptor is fully sealed and space capable. • Armor - Light: 4
• Hover: Anti-gravity pods within the Interceptor allow it • Structure - Light: 10
to hover in place in an atmosphere, even with its heavy • Hardware Points: Basic
mass. • Speed - Flying: 3000 kph / 5 km / 10 Space Units
• Bioriod Transport: The Interceptor serves also as a
dropship and carries 6 Bioroids plus their Hover Sleds Weapons
that it can deploy from a single large cargo bay. • Triple Particle Cannons: Three Particle Cannons are
spread across the front surface of the pod, giving it a
Equipment Suites high-fire arc. These Particle Cannons have a Range of
Swift Runs: The Assault Interceptor is incredibly fast and able Medium. The weapon inflicts Mecha-class damage. [B2]
to change direction on a dime, allowing it to perform quick • Ram: The Combat Pod has no ability to engage in Melee
Attack runs as well as evade enemy Attacks with unparalleled combat other than Ramming.
swiftness, making it hard to target. Use this Skill when
Evading, Dodging, Maneuvering, or otherwise redirecting Features
and confusing foes. • Inertia-Vector Control System: The Combat Pod
• Uses: Unlimited features a high-tech system that allows it to move with
• Skill: 2 unworldly precision as it darts in and around. Without
this system, lose the ability to use the Jink and Jive
The Legion’s Fangs: The fast dagger-like Interceptors serve equipment suite.
as the fangs of the Tirolian Bioroid Legions, striking deep
into the heart of enemy Fighter formations with their sheer Variants
bulk and power, crushing any enemy that dares stand against • Combat Drone Variant: This variant replaces the
them. The Interceptors brush aside lesser fire with lightning existing pilot cockpit with machinery for automated
speed while blasting their weapons forward, breaking up and remote control of the Combat Pod. This variant was
enemy swarms. Use this equipment suite when Attacking a commonly used after the ascension of the Bioroid as a
swarm with Twin Particle Cannons. Until the start of the next security and patrol drone for seek-and-destroy missions
round, the Interceptor gains +1 Armor. [L4] or as disposable screens. The drone is fully sealed
• Uses: Unlimited and programmed to respond to directed commands
• Skill: 3 + 1 Armor from Tirolian computers and can also be operated by
authorized voice commands.
Plasma Acceleration: The Plasma Torpedo Projector • Triumviroid Variant: This variant was the testbed for
can overcharge to deploy an overcharged, more focused the new Triumviroid system, which was envisioned to
penetrating blast by increasing its magnetic containment enhance the Masters’ Triumvirates and their Bioroids
field to ensure the blast is more cohesive. However, doing so for combatting the Invid. They were rarely used beyond
damages the Projector over time. When all uses of this suite testing or in actual combat, but the Masters grew
are depleted, the Projector can no longer be used and the desperate toward the end and required field tests on
Interceptor takes 1 point of damage. When using this suite, occasion. The system gives access to the “Three as One”
the Plasma Torpedo Projector deals Naval-class damage and equipment suite; see page XXX.
ignores 1 point of Armor. [B30] [P1]
• Weapon: Plasma Torpedo Projector Equipment Suites
• Uses: 2 Jink and Jive: The Inertia-Vector Control system allows the
• Skill: 3 Combat Pod to perform maneuvers with high precision. Apply
Successes to defend against Attacks from any source other
Combat Pod than the source you have Attacked this or the last round.
Feature: Inertia-Vector Control System.
As an early predecessor to the Bioroid, the Combat Pod is a • Uses: Unlimited
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• Skill: 3 Hoverdisc

All Cannons Forward: The Combat Pod levels its 3 Particle These personal hover platforms are between 1 and 3 meters
Cannons forward to lay down a withering amount of in diameter, and are designed for either a single person or a
concentrated forward firepower. If the Combat Pod is within full Triumvirate to ride on. They are often used as personal
Short Range of an enemy target, it can focus its Particle transportation around the Masters’ Mothership and cities.
Cannons on that target and inflict maximum destruction. They are based on a simple anti-gravity hover design with
[B10] railings that a passenger holds onto while standing on the
• Weapon: Particle Cannons disc.
• Uses: Unlimited
• Skill: 3 Required Rank: 0
Stats:
• Armor - Light: 1
• Structure - Light: 3 Basic
Ground Vehicles • Speed: 30 kph / 50 m / 5 Ground Units

Tirolian Hover Platforms Weapons


• Particle Gun Arm - Optional: Some Hoverdiscs, especially
The Tirolian Hover Platforms are small, lightly armored those that belong toTirolian VIPs in the upper castes,
ground vehicles between 3-8 meters long that move via have built-in automated weapons for the protection of
anti-gravity devices. The Tirolian people use them as basic the riders. Common Hoverdiscs have a small Particle
transport vehicles and to patrol platforms and APCs for Gun at the end of a flexible arm mounted on the bottom
Tirolian security forces. They come in a number of shapes, but of the vehicle. The gun arm has great precision, inflicts
the most common are the simple patrol platform and truck- Light-class damage, and fires automatically at targets
like conveyor, which hauls both people and supplies. the operator indicates. [H]

Required Rank: 0 Features


Designation: Thran-Rigul • Carry: The Hoverdisc can safely hold or carry 500 kg.
General Stats: • Hover: While the Hoverdisc does not move quickly, it is
• Armor - Light: 3 stable, and can hover for indefinite periods of time.
• Structure - Varies: Basic • Shield: A competent rider can use the Hoverdisc to
• Speed: Ground Units - see below defend themselves. The Hoverdisc will absorb damage
from an incoming Attack, but it takes double damage if
Weapons used this way. If the Hoverdisc is destroyed, it absorbs all
• Grusan-Gohr Heavy Support Rifle - Optional: Some overkill damage and protects the rider.
models of the hover platforms can be equipped with • Space Capable: A Hoverdisc can operate in space
mounted Heavy Support Rifles for basic defense and use indefinitely, but is limited to an escape index of .3. It
by the security personnel. This weapon fires at Medium offers no void protection for the user.
Range but can fire further. It deals 2x Light damage and
ignores 2 points of Armor. [E] [C] [P2]
• Tlihahg-Gorul Rocket Launcher - Optional: Some
hover platforms have a mounted version of this Rocket
Launcher installed. It’s a Self-Homing Plasma Rocket Drones
Launcher that can do severe damage against Mecha. It
can fire at Long Range and deals 10x Light damage. [B5] The Robotech Masters make use of different types of
automated drones for a variety of tasks. Drones are lightly
Features armored, occasionally armed, and serve mostly in a utility
• Light: Hover platforms have Light Structure and a role such as maintenance or security.
damage capacity according to size, between 10 and 25.
• Hovers: The Hover Platforms are capable of flying Rank Required: 1
meters above the ground and as such, little terrain poses General Stats:
any issue for them. • Armor - Light: 1
• Ground Speed: • Structure - Light: 5
• 3-person Patrol Platform: 10 damage capacity / 100 • Hardware Points: Basic
kph / 160 m / 16 Ground Units
• Hover Armored Transport Conveyor: 25 damage General Loadout
capacity / 80 kph / 130 m / 13 Ground Units • Unmanned Operations

116
Repair Drone • Anti-Personnel Lasers: The Spy Drone is equipped with
small Anti-Personnel Lasers that are extremely weak
The Repair Drone takes the shape of a 3-meter spheroid. and intended only for self defense and for use in law
It has two arms with utility tools to recover, repair, and enforcement. They have a Range of Medium. They deal
maintain vehicles and equipment both in atmosphere and Light-class damage and ignore 1 point of Armor.[H] [P1]
space environments. They sometimes accompany specialized • Plasma Cutters: The service and robotic arms that the
Bioroid groups in need of their mechanical skills for certain Spy Drone uses for its labor have Plasma Cutters fitted
operations. in their arms. These can be used as Melee weapons to
tear enemies apart. They inflict Light-class damage and
Designation: Kimse Onarim ignore 2 points of Armor. [M] [H] [P2]
Specific Stats:
• Speed - Flying: 190 kph / 300 m / 30 Ground Units Features
• Unmanned Operations: The Drone is fully sealed
Loadout and programmed to respond to directed commands
• Plasma Cutters from Tirolian computers, and can also be operated by
• Unmanned Operations authorized voice commands.
• Space Capable • Space Capable: The Drone is capable of flight via anti-
• Repair Arms gravity devices, allowing it to operate in space as well
• Indexing Hands as in atmosphere, where it can hover. The Drone has an
• Automated Repair Sensors escape index of .3.
• Repair Arms: The arms of the Drone are fitted with
Searchlight Drone various sensitive claws capable of grabbing and using
complex instruments. The arms also have a host of built-
At 3 meters tall, the Searchlight Drone looks like a large in tools for conducting repairs. This can be used as a
spotlight on two legs. While unarmed, it carries advanced Repair Kit.
optical sensors and communication equipment. Typically • Indexing Hands: On each of the Drone’s arms is a fully
used in groups, they act as automatic perimeter guards to indexing hand with a .25 kg sensitivity.
Tirolian military installations and as forward observers to • Automated Repair Sensors: The Drone is equipped with
locate and mark targets for other Tirolian units. a sensor tied to its operating system to autonomously
scan damaged areas and begin the correct repair
Designation: Isil’dak Kimse procedures.
• Spotter Lights: Spy Drones are equipped with massive
Loadout floodlights often used in exploration, observation, and in
• Unmanned Operations limited security capacity, providing ground illumination
• Spotter Lights with focused white light.

Spy Drone

An advanced surveillance drone carrying all sorts of cameras


and optical sensors often used to spy on enemies. Close to
spherical in shape, it has a diameter of 1 meter and uses an
anti-gravity hover system to move around. Its small size and
clever AI can outsmart enemies and stay out of sight. It has
small Anti-Personnel Lasers for self defense.

Designation: Kesif Kimse


Specific Stats:
• Armor - Light: 2
• Structure - Light: 3
• Resist: 1
• Speed - Flying: 60 kph / 100 m / 10 Ground Units

Loadout
• Anti-Personnel Lasers
• Encrypted Comms
• Space Capable

Weapons
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118
TIROLIAN GEAR

Tirolian Light Gear


Equipment
Small Arms
Gear & Kits
• Tzaa-Gohr Battle Rifle: A standard laser rifle used
by Terminator soldiers and legionnaires alike. Deadly • Itz-Ishilan Portable Barrier Projector: A large orb-
precise and powerful for its small size, this weapon fires shaped device that projects a web-like barrier to protect
at Medium Range but can fire further. It ignores 1 point troops from incoming artillery or air attacks when planted
of Armor. In addition, the ease of use and aim confers an on the ground. Once powered, it automatically responds
Edge when using it. [E] [P1] to incoming attacks, but is limited to 8 uses and it takes
minutes to recharge. This device covers a small 10-meter
• Grusan-Gohr Heavy Support Rifle: A powerful particle area, and all those within gain +2 points of Armor, plus
rifle often used to lay down fearsome cover fire for an additional +2 points of Armor from the barrier against
advancing troops, it has a short stock and an under- energy-based Attacks. It is possible to walk through the
barrel handgrip for stability. This weapon fires at Medium barrier and to fire at targets from within it while the
Range but can fire further. It deals 2x Light damage and barrier is deployed.
ignores 2 points of Armor. [E] [C] [P2]
• Puruto-Denagahl Proto-Emitter - Kit: This small and
• Szerasan-Gohr Light Support Rifle: This is a carbine highly accurate navigation device emits Protoculture
version of the Heavy Support Rifle with a recoil signals and detects reflected resonance signals from
suppression stock and no forward handgrip. It can fire up other Protoculture sources. The device can be tuned
to Short Range, deals Light damage, and ignores 2 points to track specific Protoculture sources. The Tirolian
of Armor. [C] [P2] population uses it to navigate the large Motherships, but
the signal also makes it possible to track the emitter by a
• Furohztan-Megohr Destabilizer Gun: A type of beam similar device or other Protoculture detectors. It can be
gun that is tuned to stun and paralyze people without used when making rolls for navigation.
any other harm. The weapon has a Range of Medium and
is not capable of killing a target. Any Successes scored • Szong-Atta Rocket Boots: These boots are used by
with this weapon against an organic creature can be Light infantry and scouts. The powerful rockets in the
used to instead incapacitate it. The number of Successes boots, which are activated by pulling a string in one’s belt,
becomes the difficulty for that creature to Resist being allows limited flight, usually for high and long jumps and
rendered unconscious. to parry long falls. A wearer can leap 25 m high and 100 m
long, or 10 Ground Units for minutes, or make powered
• Aztlor-za-Megohr Particle Pistol: A small pistol used as leaps of 15 m high and 50 m long indefinitely.
a backup weapon by security personnel and officers. It
can fire up to Medium Range. • Reu-Ponentz Shock Net Launcher: A compact device
that fires a conducting net capable of delivering a taser-
• Nladast-Megohr Plasma Pistol: A powerful yet compact like electric shock. The voltage can be adjusted so that
crescent-shaped pistol. It has a high armor-piercing even mechanical equipment can be disabled. Used
effect. It can fire at Short Range and ignores 2 points of whenever someone or something needs to be captured
Armor. [P2] in a non-lethal way. The device launches a net at Short
Range that entangles the target. The net has 3 Light
• Tlihahg-Gorul Rocket Launcher: A portable self-homing Structure.
plasma Rocket Launcher that can do severe damage
against Mecha. It can fire at Long Range and deals 10x • Cosmic Instrument: The Musician caste of Triumvirate
Light damage. [B5] play their Cosmic Instruments at the behest of the
Masters. While they function as ordinary musical
instruments to be used in artistic endeavors, Cosmic
Instruments also serve to calm the Clone population and
keep them ordered. Cosmic Instruments come in many
shapes and sizes, and none are more famous than those
119
played by the Muses, the personally chosen musicians of carry on even with severe wounds. After taking this
the Masters and the Cosmic Harp. Cosmic Instruments stimulant, the individual gains the benefit of the Built
can be used for performance or to calm nearby Tirolians, Tough Talent (M81 & pgxxx) for a matter of hours and
preventing them from suffering Fatigue while the Heightened Talent Endurance (M81). A double dose
Instrument plays. can be taken to gain the second benefit of the Built
Tough Talent and extend the duration to days. After the
stimulant has worn off, the individual will take Fatigue.
It is possible to die from injuries sustained during its use.

Light-Class Armor • Bio-Energy Supplement: Used to stabilize the mental


states of the clone population when the music of the
Personal Armor Muses is not enough, this is a powerful Flower-of-Life-
based drug capable of lowering inhibition and enabling
Bioroid Pilot Suit mind control. This stimulant lasts for 12 hours per dose.
This is a basic Pilot Duit of Bioroid pilots. It resembles a It reduces Fatigue, but makes the user highly susceptible
skintight wetsuit that belies its protective abilities. Able to to suggestion.
shield the pilots from impacts and injuries as well as self-
repairing, the material is surprisingly durable. The pilot suit • Ocular Stimulants: A mixture that stimulates the eyes
confers 1 Light Armor to the wearer against explosions, blast, and visual system. It makes it possible to see much longer
impacts, and shrapnel. distances and to see in darkness without the assistance
of technology. Taking the stimulant gives an Edge to
Tirolian Security Armor Actions involving vision and gains the benefit of the
The Tirolian Security Armor was used by the Masters’ security Heightened Talent (M81) for Agility for hours. Additional
forces and later by conscripts during the final battles against doses can make it last longer, but after it has worn off, the
Earth’s forces during the Second Robotech War. It is not fully user takes Fatigue.
sealed, but has a helmet that gives visual data and aid in
navigation and threat detection. It confers 2 Light Armor to
the wearer.

Bioroid Terminator Armor [R2] Mecha Upgrades


Wearing the Terminator Suit confers 4 Light Armor. In
addition, the Armor confers the strength and reflex aspects Bioroid Enhanced Armor Pack [R2]: As part of a stopgap
of the “Heightened” talent on M81. The Armor also has an measure to get more out of the aging and failing Legion-class
optical camouflage that actively obscures the wearer and Bioroids, the Masters instituted small upgrade programs.
requires any player to achieve 1 Success on an Observe Action The enhanced Armor Pack was designed to provide greater
to spot while camouflaged and moving, 2 Successes when durability and armored protection for Bioroids while
stationary. The Armor is fully sealed and vacuum capable, maintaining their famous speed and dexterity. This upgrade
as well as protecting the wearer from any poisons, particles, was designed for both the Legion-class Bioroids and the
gasses, or hostile elements in the atmosphere, and has Bioroid Commander model. When equipped with this Mecha
enough oxygen for operation for 3 hours. upgrade, increase the Bioroid Armor by 4 if the Bioroid’s
Armor is Light-class or by 1 if the Armor is Mecha-class.

Combat and Riot Shield [R2]: When Bioroids take on a police


and security role, they can carry optional Combat and Riot
Bio-Stimulants Shields for extra protection. This Shield is held with a Bioroid’s
free hand but can be attached to the wrist. A Combat and
Bio-Stimulants are the result of the Masters’ many Riot Shield may be destroyed to negate all damage taken
years of practice in the field of pharmaceutical and from a non-Area-based Attack. This destroys the Shield, and
chemical engineering brought about during their genetic it cannot be used further. Bioroids can only hold 1 Shield at a
experimentation. Each Bio-Stimulant has the ability to create time and cannot operate a Hover Sled while doing so.
powerful effects within the humanoid body of Tirolians and
other creatures on a cellular level. The Masters use these in Zel-Neq Enforcer Whip [R2]: A Bioroid-sized Whip made of
a number of different ways. Most are of a medical nature but flexible metallic components used for keeping order during
have found their use in other areas thanks to the Masters’ pacification missions. The Whip counts as a Hand Weapon.
manipulations. [M]

• Anti-Pain Serum: A powerful pain inhibitor that also Equipment Suite


gives a strong adrenaline rush. This can make a soldier • Electrifying Whip: The Zel-Neq is capable of activating
120
an energy pack installed in the hilt that electrifies the
Whip’s flexible structure, allowing it to electrocute and
stun those hit or caught in its grasp. Use this Skill when
Attacking, Redirecting, or Hindering with this weapon.
• Uses: Unlimited
• Skill: 2

Hover Sleds [R1]: Bioroids can take a Hover Sled as an


upgrade to increase their speed and gain the ability to fly. See
Hover Sled on page xxx.

Heavy Hover Sled [R2]: Bioroids can take Heavy Hover Sleds
as an upgrade to increase their speed and mobility while
carrying a passenger. See Heavy Hover Sled on page xxx.

121
122
123
124
125
Musica, Octavia, & Allegra – The Muses

At the heart of the Robotech Masters’ flagship, a Triumvirate


known as the Muses play a continuous, interwoven song from
their cosmic instruments. Their soothing melodies ease the
minds of the clone population keeping order and ensuring
obedience, even as the war against the humans worsens.

Musica has the central position in the trio as the Mistress


of the Cosmic Harp, with her sisters Allegra and Octavia
accompanying on the Celestial Barbiton and Empyrean
Harmonium, respectively. While the three are a
Triumvirate, their harmony is thrown into disarray
after Musica encounters a human soldier named
Bowie Grant during an infiltration of the mothership.
Enraptured by this human who shares her love for
music, Musica questions both herself and her belief
in the Robotech Masters. These confused feelings
grow, culminating in her refusal of her match to Karno
of the Warrior Triumvirate. She betrays her people,
freeing the captured soldiers of the Alpha Tactical
Armored Corps and escaping with them.

During her time with the humans, Musica awakens the


buried memories of Zor Prime before assisting the 15th
squadron during the last months of the war. This comes
at great cost, as she loses her sister, Octavia, during
the final battle. Beset with grief, Musica is comforted
only by her love for Bowie and the knowledge that
she saved her people left to die by the Robotech
Masters. After the war, she becomes an advocate
for her people and makes sure that many escape the
Invid Invasion.

vitals stress skills talents

Level: 4 Burnout: 6 Angelic Grace: 6 Linked


Star Quality: 6 You Are The Stage
Speed: 3 gu / 30 m Drama 1: Ever since Musica Flash Move: 3 Wealthy
Wounds: 2 b / 1 c made contact with the human Heavy Encryption: 1
Bowie, she has become Wing And A Prayer: 1
Disposition: Strong-Willed unstable, feeling emotions Tradecraft: 2
Demeanor: Gentle and independent thought,
endangering us all.
Career: Triumvirate
• Element: Musician Drama 2: I’m drawn to Bowie
and have developed strange proficiencies equipment
Rank: 4 - Patrician feelings for him that I cannot
Fame: 2 - Savant explain. Hoverdisc Cosmic Instruments
Portable Barrier Projector
BP Unspent: 0 Drama 3: Even after the death Pistol
of our sister, Allegra and I need Proto Emitter
to help our people.

126
The Robotech Masters - Rulers of
the Tirolian Empire

The Master Triumvirate, Grand Imperators of the


Tirolian Empire, Sovereigns Over Sovereigns, High
Masters of Robotechnology…the formal titles of
the Tirolian supreme rulers are many, but they are
most often referred to as simply the Robotech
Masters. The Triumvirate brothers Shaizan, Dag,
and Bowkaz are the personification of greed and
hunger for power. While all three are highly intelligent
and cunning, they are wise enough to surround
themselves with a council consisting of several
Triumvirates who are all experts in their respective
fields. Faced with the crisis of their people caused by
the Protoculture shortage, the Masters take charge,
determined to reclaim Zor’s Protoculture Matrix at all
costs so that they can restore their once-great empire
and continue their conquest of the known universe.

The Elders are natural-born triplets who once served


as senators in the old Tirolian Republic, but eventually
carried out a coup and seized control, forming the
Tirolian Empire under their rule. They became so
ancient that they appeared withering despite the
most potent life-extending technologies known
to them, the Elders handed the reins to their loyal
yet independently acting clones so that they
could simply enjoy the fruits of their labor during
their final centuries, only acting as revered
ceremonial figureheads. The new Robotech
Masters are killed at the hands of Zor Prime at
the end of the Second Robotech War.

vitals stress skills talents

Level: 12 Burnout: 8 Ironclad strategy: 6 Linked


Machinations: 5 Wealthy
Speed: 3 gu / 30 m Drama 1: We must have the Psychoanalysis: 4 Fast Planner
Wounds: 6 b / 3 c Protoculture Matrix. With it, we Science That: 4 Crack Team
can return to absolute power in Exology: 3 Supply Drop
Disposition: Arrogant the universe. We are eternal. Heavy Encryption: 4
Demeanor: Pragmatic
Drama 2: The Protoculture
Career: Triumvirate reserves are running
• Element: Custodian dangerously low and our
control of the clones is proficiencies equipment
Rank: 6 - Robotech Masters crumbling. We must sacrifice
Fame: 0 everything and risk our entire All Bioroids Pistol
species to reach our goals All Masters Naval Vessels Combat Knife
BP Unspent: 0 before the Invid arrive. All Masters Ground Vehicles Portable Energy Barrier
Hoverdisc Hoverdisc

127
Zor Prime - Clone of the Progenitor

Heralded as the father of Robotechnology, the Tirolian scientist Zor was


easily the most influential person in all of the known universe. Through
his scientific exploits, Zor became the first Robotech Master. However,
as he witnessed his creation causing so much strife, he turned on the
Robotech Masters. He seized the single remaining Protoculture Matrix
and sent it far away aboard his Battle Fortress so that no one else
could use it. Then he took the secret of its location to his grave.

Zor Prime is the Robotech Masters’ last great ploy: a clone of the
late Zor. Zor Prime is the only successful clone they could make
and the Robotech Masters’ hope to use his genetic memories to
lead them to the Protoculture Matrix on Earth, allowing them to
rise to power once again.
Initially, Zor Prime leads the Bioroid Legions of the Robotech
Masters in numerous assaults on the Earth using his distinct red
Bioroid Commander. During the course of the war, the Masters
plant the amnesiac Zor Prime amongst the humans in a bid to
jog his memory for the location of the Protoculture Matrix. He
is assigned to Dana Sterling’s unit, and the humans believe him
to be a captured human forced to fight for the Tirolians.

Zor Prime’s memories eventually resurface, causing him to turn


on the Robotech Masters. He is their doom, killing them all as
he crashes their ship into the planet’s surface, hoping to destroy
the Invid Flowers of Life in a bid to save Earth from the Invid.
Ironically, his actions seal the fate of Earth, spreading the spores
instead of destroying them, hastening the arrival of the Invid.

vitals stress skills talents

Level: 6 Burnout: 6 Rapid Fire: 4 Embolden


Scanning Sweep: 3 Head Hunter
Speed: 3 gu /30 m Drama 1: I have no memories Smooth Method: 3 Sympathetic Damage
Wounds: 2 b / 1 c of who I am. It’s a jumble of Blend In: 2 Mysterious Past
terrifying images and sounds Rally Cry: 1 Swiftstrike
Disposition: Nervous that haunt me. I wish to Last Stand: 3
Demeanor: Loyal discover the truth of who I am.

Career: Officer Drama 2: I feel a strange


• Element: Marshal lingering connection with
Dana, but my focus must be on proficiencies equipment
Rank: 3 - Centurion discovering the truth.
Fame: 0 All Bioroids Pistol
Drama 3: Whatever the Masters VHT-1 Spartas Hovertank Combat Knife
BP Unspent: 0 have done to me, I will have MPV Uniform
vengeance.

128
Karno, Darsis, & Sookol – Tirolian
Warriors

Karno and his brothers Darsis and Sookol form a warrior


Triumvirate and are high-ranking members of the esteemed
Vada Prime caste. As skilled and cunning fighters with deep
loyalty to the Robotech Masters’ cause and the Tirolian
people, they are seen as possible future Warrior Masters.
Karno and his brothers are chosen to lead the first Tirolian
battalion to be outfitted with the new Invid Fighter Bioroid,
and they fight with great dedication and cunning against the
human forces.

Due to their high standing, the three brothers are honorably


selected as mates for the Muses of the Cosmic Harp, but
Karno is rejected by Musica as she harbors feelings for a
human, Bowie Grant. Unable to understand Musica’s
newfound emotions and individuality, Karno tries
desperately to woo her. When it is evident that his
arranged fiancée won’t change her mind and even
supports the enemies of the Tirolian Empire, Karno
doesn’t hesitate to open fire at her.

Karno and his brothers are thought to be killed in


a firefight with the 15th Squadron onboard the
Robotech Masters’ flagship at the end of the Second
Robotech War, though the report is never confirmed.

129
130
THE UEEF
Lonely Soldier Boy
“You know, I really thought that this would
put an end to the nightmares. The feeling that I • What is Robotech: 8
should have gone down with the rest of the squad.
But then what would I know, I’m a typical foot • Game Basics: 10
slogger you know?
When they told me about this mission, • Robotechnology: 12
these Cyclones and what they could do, I figured I
finally had the chance to pay the bastard bugs back • Creating a Hero: 14
for the mates I lost; more weapons, heavier armor
and the training to use the damn thing against the • Careers: 18
Invid.
It worked, it really did work, everything I
needed to beat the tar out of Invid troops, missiles,
• Nature: 26
rifles, pistols, anything and everything I could carry
that allowed me to kill these things dead. I need to
• Rank & Fame: 27
kill s0 many of them dead. I need to kill all of them
dead. • Hero Progression: 30
If you ask me, a full troop in these things
will break any Invid detachment you can name. You • Stress: 33
give it some fixed weapons, maybe a launcher or
two... Perhaps a mounted laser cannon of some kind • Iconic Characters: 36
and you’d have something that would put the fear
into those unfeeling slug bastards.
I tell you something though it’s a shame my
mates never made it here with me, they’d have had
the time of their lives.
But it’s just me now. Me and my ride. And
it’s a long road to Reflex Point”

Personal journal of Sgt Harriman Kreig


1st Cyclone Infantry Company, 21st Mars Division

131
Background

Locked in a war with the Invid Regent, the male counterpart


History to the Regess, the UEEF was only able to send a handful of
relief forces to Earth during the Second Robotech War, with
The Gloval Initiative was a doctrine formulated by Admiral the largest not even arriving until after the war was over.
Henry Gloval shortly before his death in 2014. Knowing that
the Robotech Masters, the creators and proprietors of the In response to the conquest of Earth by the Invid, the UEEF
Zentraedi, still sought the Protoculture Matrix believed to formed a subcommand known as the Reclamation Mission,
be hidden onboard the SDF-1, he rightly ascertained that tasked to retake Earth by all means. The first Reclamation
war could one day return to Earth. This could very well lead Force, launched in 2038, failed miserably by underestimating
to another holocaust that would end the human race. To the number and power of the Invid forces on Earth. After this
prevent this, the doctrine laid out a plan for humanity to major loss, it wasn’t until 2042 that a second major assault
leave the cradle of Earth, conduct extensive surveys in deep was attempted, but it also failed. Even when the Regent
space, and find suitable worlds for colonization. As part of the was finally killed, the UEEF became occupied with a civil war
doctrine, the Pioneer Mission would locate the homeworld instigated by the treacherous General T.R. Edwards. Only once
of the Robotech Masters and then either negotiate peaceful that ordeal had been dealt with could the Third Reclamation
relations or neutralize their capacity to make war. Finally, Force return in 2044 for a final attempt to reclaim Earth from
the United Earth Expeditionary Force was created as a new the Invid. However, this force constituted the great majority
combat arm of the United Earth Defense Force, dedicated of the available UEEF forces. Another loss would have been
to the protection of Earth and its future colonies from any devastating to the UEEF and doom the population of Earth
spaceborne threat. to Invid control for decades to come. As a last-ditch effort to
eradicate the threat of the Invid, the UEEF brought powerful
The UEEF built colony ships and assembled the Pioneer Shadow Technology weapons, including the Neutron-S
Mission, a massive fleet of ships equipped with the most Missiles designed to wipe out everything on the surface of the
advanced and powerful Robotechnology that humanity could planet. As such, the UEEF would be either the liberators or the
create at the time. In the lead was the SDF-3 Pioneer under executioners of the people on Earth.
the command of the heroes of the First Robotech War: Rick
Hunter and Lisa Hayes. The UEEF Pioneer Mission launched
in 2022 and folded toward the coordinates thought to lead
to Tirol, handed down by the Zentraedi allies. Unfortunately,
those coordinates were part of the misinformation fed to the Organization
Zentraedi by the Robotech Masters to keep them in check.
When the UEEF arrived at the coordinates, Tirol was nowhere While the UEEF is formally subordinate to the UEG, the
to be found, and thus began a years-ong pursuit to find the executive power over the branch was handed to the
Robotech Masters’ home world. In the meantime, the UEEF Plenipotentiary Council, a group of both civilian and military
continued its colonization efforts and set up a rigorous representatives, due to the difficulties and risks in forwarding
logistical network across the vastness of interstellar space. commands over such long distances. The Plenipotentiary
When Tirol was finally found, it had been overrun by the Council went on to act as the civilian government in exile
forces of the Invid Regent. Before long, the UEEF was caught during the Invid occupation of Earth, but most of the council
in a war with this new strange foe. Together with an alliance eventually went missing along with the SDF-3.
of freedom fighters known as the Sentinels, which consisted
of some of the alien peoples once enslaved by the Robotech As a space-based expeditionary force, the UEEF was built
Masters, the UEEF took up the mantle of liberators, protecting for the rigors of deep-space exploration and combat for an
and freeing many worlds that the Invid had torn apart. unknown period of time. After their departure in 2022, the
fleet was in continuous service for over two decades. In the
Despite the original intent of the mission, the UEEF failed to beginning of the Pioneer Mission, some degree of transfer of
prevent the war from coming to Earth. In a twist of cosmic personnel, weapons, and supplies from Earth existed, but that
irony, the Robotech Masters had already departed their home stopped with the Second Robotech War, and the UEEF had to
world long before the Pioneer had left the solar system. They manage all on their own. Similarly, contact with Earth and the
bypassed the human forces and attacked the Earth directly, colonies established from the late 2010s was also difficult but
leading to the Second Robotech War. Not long after the not unheard of. However, by recruiting among colonists and
Masters were defeated by the ASC, the forces of the Invid the children of the servicepeople, as well as building ships and
Regess would also invade and take full control of the Earth. mecha with ever-higher automation using captured Robotech
132
Factory Satellites, the military force was able to keep up with works closely with the TASC, but also operates some ships
the losses. Lessons learned from fighting the forces of the that act as mobile bases of operation. They typically use
Invid Regent also led to new and refined military hardware armored space units as well as heavier mecha and equipment
and tactics developed throughout the war. Consequently, the to help carry out offensives in all environments. Since General
force composition of the UEEF that returned to retake the Breetai commanded the TSC until his death, the TSC has
Earth was vastly different from the UEEF that left. Some of a larger proportion of Zentraedi within its ranks than other
the youngest recruits felt a disconnect with their so-called UEEF branches, something which has affected their tactics
home world that they have never even seen with their own and corps traditions.
eyes. Why would such a run-down planet as Earth need to be
recaptured? The Colonial Defense Force - CDF
Tasked with the long-term protection of human colonies
Just like the ASC, the UEEF consisted of several branches. throughout the galaxy, the Colonial Defense Force is not,
Many of these branches were similar to those found in its as some might expect, simply a space-based version of the
sister agency, but the complex nature of the UEEF and its self- ASC’s Civil Defense Unit. The CDF is instead a fully realized,
reliant operations in deep space forced a more streamlined multi-arm branch of the UEEF armed forces. These combined
structure containing fewer branches with broader roles and units are drawn mainly from the colony populations and are
higher overlap in shared equipment. Also as in the ASC, expected to defend the colony and its denizens from enemy
soldiers from different branches are trained to cooperate in threats. All off-world colonies, no matter the size or shape,
an efficient manner during joint missions. have some form of CDF presence. However, as the war against
The branches of the UEEF are: The Armored Tactical Assault the Invid dragged on and the ranks of the UEEF depleted from
Corps (ArTAC), Tactical Armored Space Corps (TASC), Tactical the multiple failed reclamation attempts, more and more
Space Corps (TSC), Colonial Defense Force (CDF), and the CDF troops would be transferred to the ArTAC units.
Expeditionary Medical Corps (EMC):
The Expeditionary Medical Corps – EMC
The Armored Tactical Assault Corps – ArTAC Unlike in the ASC, where their Medical Division is just a
The Armored Tactical Assault Corps branch specializes in subsection of the logistical organization, the UEEF developed
planetary assaults against enemy worlds. Often used as the and established a dedicated Medical Corps for two reasons.
vanguard of an attack, the ArTAC typically operates by first The first reason was to ensure that its medical ships could
neutralizing enemy orbital defenses, then inserting aerial operate isolated from supporting forces to engage in
units to achieve air supremacy, and finally landing troops operations whenever and wherever necessary. The second
to establish bases and to take control of the beachhead by was to ensure that the corps could move their personnel
eliminating and seizing assets. To this end, much of their without pulling other UEEF ships off the line. Far more than
equipment, munitions and tactics revolve around fast and a simple conglomeration of medics and doctors, the EMC
aggressive blitzkrieg-style attacks to overwhelm enemy engages in second-tier missions such as search and rescue,
positions before they can muster a response, combining medical supply delivery, refugee aid, and minor peacekeeping.
armored, aerospace and mobile infantry assets. Once a The EMC is outfitted with its own units, including warships,
planetary target is under full control of the UEEF, occupational transports, mecha, and infantry personnel, allowing them to
forces consisting of units from both the ArTAC and other defend themselves without support from the other branches.
branches are responsible for defending it.

The Tactical Armored Space Corps – TASC


The Tactical Armored Space Corps of the UEEF is similar in
role to the ASC version, but the UEEF TASC easily eclipses
the ASC version in size and power, with most resources in
the UEEF funneled into their vessels, given the larger scope
of their operations. It’s the largest single branch of the UEEF,
operating the hundreds of ships in the fleet. However, unlike
the ASC, the UEEF’s TASC leaves the fighter-based fleet
defense role to other branches and has a large logistical
sub-branch dedicated solely to the transport of supplies and
personnel between worlds, plus space-based installations
that keep the UEEF running.

The Tactical Space Corps – TSC


Like its ASC counterpart, the Tactical Space Corps comprises
the space-based marine elements of the UEEF fleets,
dedicated to defending the fleet as well as carrying out
boarding actions against hostile vessels. The TSC naturally
133
UEEF VESSELS

to enemy Naval craft, and can be fired from a very


Background long distance. This weapon can only be used with an
equipment suite. [B50]
After years of service, the UEEF made an evolutionary leap
from the older Stellar series ships to the current generation. General Naval Features
The new designs were constructed during the conflict with All of the general Naval Features found on M92-93 apply, as
the Invid in the Local Cluster and were initially introduced in well as the following:
2030. For the UEEF, automation on starships allowed them • Escape: All UEEF ships are capable of atmospheric entry
to field more vessels with fewer crew while also expanding and terrestrial landing, and have an escape index of 2
their ability to operate independently with variable loadouts Gravitational Units.
and builds. While they are light on anti-capital ship weapons • Fold System: UEEF Vessels carry a Fold System, allowing
compared to the older vessels that were designed to combat the ship to make long jumps instantaneously across
Zentraedi, the amount of firepower was scaled down to be space. It takes hours to program the system to make a
able to better carry increased fighters’ loadouts that could be flawless jump. Any Vessels or terrain within 100 m of the
tailored to any target. ship will also be carried along with the fold.
• Long Term Sustainability: All UEEF ships are designed
for long-term deployment, intended to operate for
months or even years without service. All UEEF ships
carry heavy life support and technical redundancy
Naval Vessels systems that allow for continued operations.

General Naval Weapons SDF-4 Liberator


The UEEF has adapted to the new fleet requirements with
the creation and standardization of all new Naval weapons With the SDF-3 now two decades old and few other large
packages. Unless otherwise noted, the following are found command ships remaining to the mobile forces of the UEEF,
on all UEEF Naval Vessels: the fleet command staff ordered the construction of a new
• Triple Beam Cannon Turrets: Even though these battle fortress. Designed and built using the materials and
weapons are smaller than previous versions, the cohesive technical expertise of a number of alien allies, the SDF-4
nature of the beams melts through armor as easily as the Liberator is currently the largest combat ship in human hands
old Zentraedi Naval Particle Cannons. The Turrets have at 1.3 kilometers in length. Developed to act as the spearhead
a Range of Long and inflict Naval-class damage. They of the Third Reclamation Fleet against the Invid, the Liberator
ignore 1 point of Armor. [B5] [P1] is also the only one of its kind to hold the designation of
• Torpedo Tubes: UEEF Vessels sport dozens of missile Shadow Dimensional Fortress due to the powerful Shadow
tubes of varying sizes. They are mainly loaded with Reflex Technology housed within the hull that renders it invisible to
Missiles in order to engage other Naval-class ships. This Invid scanners.
weapon can only be used via an equipment suite. [B50]
• Point Defense Laser Cannons: The Point Defense The SDF-4 was designed using the lessons humanity learned in
Cannons cycle a high rate of laser fire, which shrouds the decades since the Pioneer Mission’s journey into the stars,
the ship in a cocoon of energy pulses. These Cannons giving it a practical and no-frills hull. Lacking any scientific,
are capable of tearing incoming Mecha to pieces and are diplomatic, or residential sections like its predecessors, the
accurate enough to shoot down approaching Missiles. Liberator is built as a purely military vessel functioning as
They have a Range of Medium and inflict Mecha-class a combination of supercarrier, fleet command vessel, and
damage. They ignore 1 point of Armor. [P1] portable space dock. The core of this battlefortress’ offensive
• Anti-Ship Particle Cannons: Built upon the weaponry armament is a single massive Synchro Cannon capable of
of the previous era of ships, these advanced Anti-Ship eradicating any known target. This main gun is the most
Particle Cannons pack the same punch, but are less than powerful weapon in the UEEF’s arsenal, even eclipsing the
half the size. This allows smaller Vessels to inflict Naval- Reflex Cannons of all previous SDF classes.
class damage. They have a Range of Medium. [B20]
• Hyper-Cobalt Missiles: These advanced Missiles are Backed up with a trio of Super Laser Cannons and a vast
large tactical warheads deployed from the ship’s Torpedo array of Anti-Ship Particle Cannons, Missile Launchers, and
Tubes. While limited in number, these warheads are an Point Defense Lasers, the Liberator is also one of the most
evolution of Reflex Torpedos, causing massive damage comprehensively armed weapons platforms in existence.
134
Supporting the main weapons, the SDF-4 carries in excess • 800 Alpha Fighters
of one thousand Veritech Fighters as complement, as well as • 400 Beta Fighters
thousands of other mecha and accompanying ground forces. • 300 Battloids/Destroids
These are usually deployed when required by the onboard • 16,000 Cyclones
complement of Horizon-T dropships, allowing for the • 3000 Silverbacks
immediate use of these units for planetary invasions. Many • 4 Horizon-T Dropships
of the dropships are also used as local command posts after • Sojourn Array: As the Liberator’s primary goal was
deployment. to free the Earth from the Invid, it is equipped with an
advanced communication system that can reach the
In the wake of the SDF-3’s disappearance, the Liberator entire reclamation fleet. With this system, the Sojourn
now functions as the de facto flagship of the UEEF. A small Array sends heavily encrypted messages across the
number of other ships of this class are under various stages of galaxy. The signals are also designed to replicate
construction for large-scale deployment to the myriad UEEF standard background radiation, making them hard to
fleets. detect unless they are being sought out specifically.
• Ground Command Facility: To support the Earth
Rank Required: 6 reclamation efforts, the Liberator is designed to hold
Class: Shadow Dimensional Fortress and drop a static Command Facility. See page xxx for
Designation: SDF-4 complete statistics.
Division: UEEF-TASC • Shadow Device: The largest Shadow Device ever created
Stats: shrouds the Liberator’s hull. The Device makes engaging
• Armor - Naval: 5 the Liberator in Naval combat effectively impossible, as
• Structure - Naval: 12 all detectable signals from the craft are masked. It still
• Resist: 1 can be seen with the naked eye, but detection systems
• Hardware Points - Basic: 10 are unable to lock onto its position.
• Speed: 1800 kph / 3 km / 6 Space Units • Escape: The Liberator is capable of terrestrial landing
• Locations - Standard Except: Synchro Cannon, Ground and has an escape index of 5 Gravitational Units.
Command Facility, Sojourn Array • Fold System: The SDF-4 carries a Fold System, allowing
the ship to make long jumps instantaneously across
Weapons space. It takes hours to program the system to make a
• Alpha Synchro Cannon: The biggest Synchro Cannon flawless jump. Any Vessels or terrain within 300 m of the
ever made, the Alpha was designed specifically for the ship will also be pulled along inside the fold.
Liberator. Sitting in the center of its hull, the Synchro
Cannon runs nearly half the length of the ship. When Equipment Suites
fired, everything in its path is completely destroyed. The Hyper-Cobalt Missiles: As the successor to Reflex Missiles,
weapon has limited firing capability and is prone to inflict Hyper-Cobalt Missiles have a longer range and are meant to
friendly casualties, so it must be used wisely. [L200 km] penetrate thick Naval hulls. These Missiles can travel across a
[H] system and have enough power to escape up to 3 Gravitational
• Super Laser: A trio of Super Lasers form the Liberator’s Units. They ignore 2 Naval-class Armor. [B50] [E]
secondary weapon system, with 2 at the front of each • Weapon: Hyper-Cobalt Missiles
arm and 1 in the lower Ground Facility module. A Super • Uses: 2
Laser is a cluster of powerful Laser Cannons that form a • Skill: 4
single devastating beam when fired at the same time.
Note that the third Super Laser separates along with the Fire the Alpha Synchro Cannon: The largest ship-borne
Ground Facility and cannot be used when the module is weapon created by human hands, the Synchro Cannon fires
detached. They deal 2x Naval-class damage. [L300 km] outward, creating an unstoppable path of molten destruction
[H] [H] [H] that disintegrates any obstacle instantly. The Synchro Cannon
• Weapons Banks: The SDF-4 has 4 banks of Beam Cannon only may fire from the forward center of the Librator’s hull.
Turrets, 3 banks of Torpedo Tubes, 3 Super Lasers, 2 Everything within 200 km of the beam is destroyed. Vessels
Hyper Cobalt Missile Silos and Synchro Cannon. up to 500 km away take Mecha-class damage. The Cannon’s
beam travels for 200,000 km before dissipating. After firing,
Features the weapon requires minutes to reset and recharge. However,
• Crew: The SDF-4 houses over 8,400 crew members and it may be fired in rapid succession. If done so, the Alpha
a troop complement of aproximently 20,000, including Synchro Cannon may blow up from repeated fire, inflicting 2
pilots, marines, and air groups. If more than half of them Naval damage to the Liberator. [L200 km] [P2]
are lost, the ship will take penalties to its operation. • Weapon: Alpha Synchro Cannon
• Complement: The Liberator is a true SDF-class ship. It • Uses: 1 + 1
carries enough forces to spearhead an assault on and free • Skill: 6
Earth from the Invid.
135
Shadow Device: The Shadow Device makes the Liberator communicate with any friendly forces between Mars and
invisible on every known sensor, increasing the difficulty Venus. Using the Communication Array, the Command
of fighting it due to the inability to lock onto or fire on it. Facility can coordinate operations across a wide field of
The device is also able to block the Invid’s ability to sense space without detection.
Protoculture usage. In the dark vacuum of space, it’s • Super Laser Offline: While the Ground Facility houses
impossible to even see the Liberator from more than a few one of the Liberator’s Super Laser arrays, it cannot be
kilometers away. On the ground, a vehicle with a Shadow fired after detachment from the ship, since it requires the
Device can dart in and out of cover, making it hard to track. higher energy output provided by the Liberator’s main
When a Shadow Device is activated, apply the Skill bonus Reflex Furnaces.
based on the situation.
• Feature: Shadow Device Equipment Suites
• Uses: Unlimited Tactical Missiles: The Facility swarms the enemy forces with
• Skill: 3-6 Tactical Missiles. Any hostile target that approaches within
Long Range is inundated with fire. [B5]
Ground Command Facility • Weapon: Tactical Missile Turrets
To support the Earth reclamation efforts, the Liberator can • Uses: 8
hold and drop a static Ground Command Facility. This facility • Skill: 4
is held in the center of the ship and doubles as a massive
escape pod in case of a catastrophic situation. The Command Tokugawa
Center is 325 meters long and 175 meters wide, and although
it may be dropped from orbit, once landed, it cannot move As the first second-generation capital ship produced shortly
again without being retrieved by the Liberator. The Command after the end of the First Robotech War, the Tokugawa-class
Facility is fitted with advanced communications systems and battleship is the oldest capital warship still in active service
enough weapons to defend itself. in both the UEEF and ASC fleets. It stands at 1.1 kilometers
long. Since design work began before the war, the final
Rank Required: 4 ships produced in this line do not benefit completely from
Designation: GDF-04 the combat experience gained from battling the Zentraedi,
Stats: though it has a venerable status in the UEDF fleets.
• Armor - Naval: 1
• Structure - Naval: 2 The Tokugawa-class was originally designed to be a
• Hardware - Basic: 4 heavily armed and armored battleship capable of either
accompanying and commanding a whole battlegroup, or to
Weapons perform lone operations for an extended period of time. The
• Tactical Missiles Turrets: To engage threats at Long Tokugawa’s devastating main weapons are mounted on three
Range, Turrets carrying Tactical Missiles are installed articulated and retractable cannon turrets (two forward of
across the Facility. The Turrets may deploy when the bridge and one behind it) that are stored within the main
incoming threats are detected. [B5] [H] [H] hull for easier maintenance. The ship can also quickly launch
• Accelerator Mini-Gun Defensive Array: To help clear an impressively large air group of over a thousand Fighters
smaller targets from the immediate vicinity of the and mecha, making it in a sense an evolution of the ARMD-
Facility, dozens of Mini-Guns are placed in an array. Each class carriers.
weapon inflicts 5x Light-class damage to everything in
a 1-m-wide line at Long Range. The hardened bullets Required Rank: 5
ignore 3 points of Light-class Armor. [1L] [H] [P3] Class: Super Dimensional Battleship
Designation: SDBB
Features Division: UEEF-TASC, UEEF-TSC, UEEF-CDF, ASC-TASC
• Crew: Over 650 crew members are required to maintain, General Stats:
operate, and defend the Facility. • Armor - Naval: 4
• Complement: The Command Facility houses a force • Structure – Naval: 5
used to defend the base and support local fighting. If • Engines: 1200 kph / 2km / 4 Space Units
deployed, this complement is taken from the Liberator’s • Locations: Standard plus Fleet Comm Center
total:
• 2000 Cyclones Location
• 300 Silverbacks • Fleet Comms Center: The exploratory and long-term
• 110 Alpha Fighters capabilities of the Tokugawa, along with its secondary
• 40 Beta Fighters role as a fleet command ship, means it was installed
• 10 Scout and Utility Craft with a massive Fleet Comms Center located within its
• Expedition Communication Array: The Expedition Array central hull. From this large command facility, dozens
is a smaller version of the Sojourn System, meant to of operators work under the watch of commanders to
136
coordinate and command the various fleet elements of Designation: SDCV
Fighters and escort Vessels.

Weapons Equipment Suites


• Anti-Ship Missiles: In the ship’s Missile Silos are advanced Command Communications: The Tokugawa is a massive
Missiles developed for longer-distance engagements, Vessel designed to support entire fleets and air wings. Its
built to allow UEDF Vessels to engage Zentraedi ships communications systems and Fleet Comm Center is large
from safer distances and to launch massive barrages to help in this task, and staffed by trained communications
on enemy formations. These weapons have a Range of officers who work tirelessly to direct the Vessels escort fleet.
Long and can fire further. They deal Naval-class damage. Use this equipment suite when aiding and coordinating with
However, Attacking with them at Short Range incurs a other friendly Naval Vessels.
Hindrance. [E] [B20] • Location: Fleet Comm Center
• Rail Cannon: The advanced Rail Cannons originally • Uses: Unlimited
deployed on the SDF-class ships have been reduced in • Skill: 2
size to install them on a new generation of Earth Vessels,
including the Tokugawa-class ships. This powerful Launch Torpedoes: The Tokugawa has a large complement
weapon provides a high kinetic impact and a Long Range of Reflex Torpedoes and a large number of forward-mounted
Advantage over standard particle weapons. Rail Cannons torpedo tubes that allow it to unleash a devastating barrage
are designed to pierce Naval-class Armor and take down on enemy Vessels when combined with its other weapons.
much larger Vessels, such as Zentraedi Raiders. The Rail Make an Attack with these Anti-Ship Missiles at Extreme
Cannon of the Tokugawa can fire at Extreme Range, deals Range. Reflex Missiles inflict Naval damage and are typically
Naval damage, and ignores 1 point of enemy Armor. [B5] ineffective against Mecha-sized Vessels. [B50]
[P1] • Weapons: Torpedo Tubes
• Weapons Banks: 6 banks of Particle Cannons, 6 banks of • Uses: 3
Point Defense Lasers, 1 bank of Torpedo Tubes, 2 banks • Skill: 4
of Rail Guns, 2 banks of Hyper-Cobalt Missiles, 4 banks of
Anti-Ship Missiles. Hyper-Cobalt Missiles: As the successor to Reflex Missiles,
Hyper-Cobalt Missiles have a longer range and are meant to
Features penetrate thick Naval hulls. These Missiles can travel across a
• Crew: The Tokugawa has a crew of 2600 and a troop system and have enough power to escape up to 3 Gravitational
complement of 3900, including pilots, marines, and air Units. They ignore 2 Naval-class Armor. [B50] [P2]
groups. • Weapon: Hyper-Cobalt Missiles
• Reinforced Prow: The Tokugawa has a large reinforced • Uses: 1
prow to Ram with extreme effectiveness and reduce • Skill: 4
the damage from Attacks that this Vessel takes by 1.
Ramming is usually done in desperation, but it does turn Ikazuchi
the large ship into a powerful weapon.
• Complement: Originally considered a replacement for the older ARMD and
• 720 Veritechs Tokugawa-class ships, the Ikazuchi was the premier space
• 360 Aerospace Crafts (i.e. Comet) carrier of the burgeoning UEEF fleet. At 700 meters long, the
• 200 Support Craft Ikazuchi-class ships are among the largest mass-produced
• 60 Battloids/Destroids vessels in human hands. Built as a dedicated carrier capable
of quick deployment of its vast Veritech complement, these
Tokugawa Super Carrier Refit Variant carriers are considered the heart of almost any UEEF fleet
Halfway through the war against the Invid Regent, the age group. Defended by an impressive network of Point Defense
of the Tokugawas started showing. Heavy Cannon fire just Guns, multiple hull-mounted Anti-Ship Particle Cannons, and
wasn’t effective against the Invid’s swarm tactics, and a large both forward and rear Missile batteries, this impressive and
portion of the ships were therefore rebuilt into dedicated heavily armored capital ship is capped off with an armored
super carriers. These ships have received major external and Ramming prow to allow for boarding actions. Often assigned
internal upgrades, including a much-needed modernization an escort fleet due to its importance to Fighter operations,
of everything from the computer systems to the furnishings. these vessels would unfortunately find themselves ill-
The large retractable turrets have been replaced with many equipped to deal with the mass swarm tactics of the Invid,
additional external Point-Defense Cannons, which frees up and consequently suffered many casualties at the hands of
internal space for more hangars and quick launch bays. When the alien horde.
Shadow Technology became available in the 2040s, these
ships were fitted with Shadow Devices. Rank Required: 5
Class: Super Dimensional Carrier
Class: Super/Shadow Dimensional Carrier Designation: SDCV
137
Division: UEEF-TASC, UEEF-TSC The Minokawa-class ships are a limited-production heavy
General Stats: cruiser originally designed to support the aging Tokugawa
• Armor - Naval: 3 ships in the UEEF fleets. The ship class is based on the basic
• Structure - Naval: 4 Ikazuchi hull, but with some major revisions. The whole
• Hardware Points - Basic: 4 front half of the ship is heavily modified to fit a massive Rail
• Speed - Space: 1,500 kph / 2.5 km / 5 Space Units Cannon, replacing the Ramming Prow and all the hangar
• Locations: Standard space in that part of the ship. Therefore, the Minokawa packs
a bigger punch in Naval combat, but at the cost of a greatly
Weapons reduced complement of Fighters and other Mecha.
• Ramming Prow: A long, heavy Ramming Prow allows
the Ikazuchi to engage other Naval Vessels in close Class: Super Dimensional Cruiser
combat. The heavy Prow can crush the hull of enemy Designation: SDC
Vessels without taking damage from Ramming. [M] [H]
• Weapon Banks: Ikazuchi-class Cruisers have 2 banks of Weapons
Triple Beam Cannon Turrets and Torpedo Tubes each. It • Rail Cannon: An upscaled and more powerful version
also has 1 bank for a Ramming prow. of the Rail Cannon found on the older Binary class
battlecruiser. Rail Cannons pierce Naval-class Armor
Features and take down much larger Vessels. The Rail Cannon of
• Crew: A total of over 1100 crew and marines are required the Minokawa can fire at Extreme Range, deals Naval
to operate and defend the carrier effectively. damage, and ignores 1 point of enemy Armor. [B5] [P1]
• Quick Reaction Bays: In addition to the conventional
hangars, the Ikazuchi has several Quick Reaction Bays Equipment Suites
where Alpha Fighters are stored in Battloid Mode, with Reflex Missiles: As the Ikazuchi releases its complement of
their pilots on standby, ready to be launched at the first Mecha into the fray, it releases a flurry of ship-killing Missiles.
sign of enemy activity. Reflex Missiles have a Range of Extreme and deal Naval
• Complement: Almost 600 full-sized Mecha and 3000 damage. [B50]
Cyclones of all patterns are carried within the Ikazuchi’s • Weapon: Torpedo Tubes
holds. • Uses: 4
• 300 Alpha Fighters • Skill: 4
• 160 Beta Fighters
• 100 Battloids/Destroids Ramming Speed: The Ramming Prow of the Ikazuchi may be
• 3000 Cyclones and Silverbacks in total used to inflict massive damage. While the hull is reinforced
• 1 Horizon-T Dropship to allow this, it is a risky proposition for any captain. Once
• 30+ Scout and Utility Craft the Ram is complete, hatches across the nose of the Vessel
open up to allow carried Mecha to board the Vessel or unleash
Variants their own firepower into the enemy ship, akin to the Daedalus
2044 Refit: With the formation of the Third Reclamation Attack of the SDF-1. Other hatches can allow a full Missile
fleet, all surviving Ikazuchi-class ships were recalled and barrage into the hole to cause heavy damage to the internal
refitted with upgraded systems. This includes improved Point decks of the target. When Ramming, based on Speed, choose
Defense Cannons, upgraded Shadow Fighters and Shadow a Skill value between 1 and 6. Your Ikazuchi must make a solid
Beta Fighters, and most critically of all, the installation of impact with the target Vessel for this equipment suite to be
Shadow Technology (such as the Shadow Cloak) to improve effective. Your ship will take half damage rounded down from
survivability against Invid scanners. Other up-to-date internal the Attack. Once this Skill is used, the Prow is considered to
and external components have been added, replacing be damaged and cannot be used again until repaired.
decades-old parts. Several ships have also seen their bridge • Weapon: Ramming Prow
sections replaced completely and moved to the centerline of • Uses: 1
the ship. Several of the refitted ships are specifically used as • Skill: 1-6
tenders to the Neutron-S Missiles that accompany the Third
Reclamation Force’s fleet. Hell Unleashed: Upon impact with its Ramming Prow,
onboard Mecha or Missile Silos can be used to Attack. One
Class: Shadow Dimensional Carrier can be used followed by the other if required. However, there
Designation: SDCV is a risk of hull damage once Missiles are launched.
Shadow Device: Each Ikazuchi-class cruiser has a Shadow • Weapon: Mecha
Device installed, masking its presence from radar and • Uses: 1
detection systems. The Ikazuchi will be nearly impossible to • Weapon: Missiles
engage outside of visual contact. • Uses: 1

Minokawa Variant Shadow Device: To properly deal with the Invid scourge,
138
the Ikazuchi is equipped with a Shadow Device that renders It is completely unarmed and used solely for large-scale
it invisible to scanners and radar systems. They can still be space freight both by the military and private sector.
seen with optical sensors, and the Vessel’s position can be • Silverfish: The Silverfish is a configuration of the Garfish
triangulated. that carries a special module packed with various sensors
• Vessel: Ikazuchi for reconnaissance missions. The Beam Cannon Turret is
• Uses: Unlimited replaced with a powerful sensor package.
• Skill: 2-4 • Zebrafish: The rarest configuration with only a handful
ever commissioned into service, the Zebrafish is a science
Garfish ship variant heavily based on the Silverfish configuration,
replacing the sensors with extra equipment for
Based on the older and versatile Boarfish tenders adapted performing scientific readings and data processing. The
from ships found aboard the Robotech Factory Satellites, most famous ship of this subclass is the Deukalion. It has
the Garfish was the UEEF’s attempt to turn the successful no offensive weapons, but retains its defensive cannons.
auxiliary support ship into an efficient and capable combat • Lionfish: This configuration has an extra-large underbelly
vessel. The resulting 180-meter streamlined ship was the storage compartment to act as a transport for Mecha
Garfish multi-purpose cruiser. As one of the first of the next that cannot fit on the regular Garfish—for example, the
generation of UEEF warships, it would become one of the Tiger.
longest-serving mass-produced ships in the fleet. While only • Tilapia: The Tilapia acts as a small hospital transport ship.
lightly armed with a large, wide-arc, triple-barrel Particle It has no offensive weapons, but does retain its defensive
Cannon and a handful of Missile Launchers and smaller anti- guns. It has several medical bays and 2 surgical centers.
mecha Laser Cannons, the standard Garfish is outfitted with • Swordfish: With the ever-increasing losses to the UEEF
a hangar section under the main hull to double as a light fleet during the Earth Reclamation Mission, a stopgap
carrier. The hangar section can also be replaced with other design was needed to shore up the defensive fleets
mission-specific modules. This in combination with the innate that had been stripped of much of their long-distance
modularity of its predecessor allows the Garfish to be refitted firepower. The Swordfish has its engines altered and its
and modified for serving almost any specialized role, making Beam Cannon moved to the top of its hull, and a Rail
it the most abundant line of ships in the fleet. Cannon is mounted beneath the hull.
• Rail Cannon: The advanced Rail Cannons originally
Rank Required: 3 deployed on the SDF-class ships have been reduced
Class: Super/Shadow Dimensional Light Cruiser in size to install them on a new generation of Earth
Designation: SDCL Vessels. This powerful weapon provides a high kinetic
Division: UEEF-TASC, UEEF-TSC, UEEF-CDF, UEEF-EMF, impact and a long-distance advantage over standard
General Stats: particle weapons. Rail Cannons are designed to
• Armor - Naval: 1 pierce Naval-class Armor and take down much larger
• Structure - Naval: 1 Vessels, such as Zentraedi Raiders. The Rail Cannon
• Hardware Points: 2 of the Swordfish can fire at Extreme Range, deals
• Speed: 1500 kph / 2.5 km / 5 Space Units Naval-class damage, and ignores 1 point of enemy
• Locations: Standard Armor. [B5] [P1]
• Shadowfish: The Shadowfish is a full-scale reconstruction
Weapons and upgrade of the decades-old classic Garfish frame.
• Weapon Banks: The Garfish has 1 bank of a single Triple As the name suggests, this craft was redesigned to
Beam Cannon Turret, Point Defense Laser Cannons, and incorporate Shadow Technology from the hulls upward,
Torpedo Tubes. including a Shadow Device and a Synchro Cannon. To
fire the Cannon, the front of the main hull must separate
Features vertically in half, similar to the Zentraedi Gunship. The
• Crew: The Garfish holds a total of 57 crew who perform ship also holds additional Missile Launchers and Point
piloting, navigation, communication, and engineering Defense Guns. While it retains the ability to replace the
tasks. underslung hangar with other mission-specific modules,
• Complement: The Garfish carries a small defense group the vast majority of the ships of this class use the standard
used to escort it or support other units: hangar configuration.
• 15 Alpha Fighters • Mark I Tactical Synchro Cannon: The Tactical
• 1 EVA Pod / shuttle Synchro Cannon was designed to penetrate through
heavy Invid shielding and to disintegrate Invid hives,
Variants making this weapon extremely powerful for its size.
The Garfish is a versatile platform that may be adapted to fit It inflicts 2x Naval-class damage to everything in a
multiple roles: 10-m-wide line. Everything within 20 m of the beam
takes Mecha-class damage. Between 20- and 50-m
• Boarfish: A cargo tender on which the Garfish is based. Light-class damage is inflicted. The weapon fires
139
at Extreme Range. Once fired, it takes minutes to
recharge and fire again. [L10 - 50] [E]

Equipment Suites
Reflex Missiles: The Garfish can hit as hard as any other Naval
Vessel when engaging an enemy with Reflex Missiles. Reflex
Missiles have a Range of Extreme and deal Naval damage.
[B50]
• Weapon: Torpedo Tubes
• Uses: 2
• Skill: 4

Survey the Area: Using the powerful sensor suites within


the ship’s hull, the Silverfish can achieve Long-Range and
extremely detailed scans, which can be processed and relayed
in real-time via Hyper-comm to fleet command.
• Vessel: Silverfish Variant
• Uses: Unlimited
• Skill: 2

Shadow Device: As the war with the Invid continues, it


becomes apparent that a more versatile array of ships was
needed to combat them, leading Shadow Devices to be
installed on the latest Garfish-class variant, the Shadowfish.
The Shadow Device makes a ship invisible to sensors, but can
still be seen with optical sensors, and the Vessel’s position can
be triangulated.
• Vessel: Shadowfish Variant
• Uses: Unlimited
• Skill: 2-4

Overcharge Rails: The safety limits and capacitors on the


Rail Cannon are overloaded and pushed to their breaking
point. The immense energy and heat disables and melts the
weapon’s rails, making it unusable but ensuring its next shot
is launched with enough force to penetrate even the thickest
hull. After all uses of this suite are spent, the Rail Cannon is
destroyed and cannot be used further. The weapon ignores 3
points of enemy Armor.
• Vessel: Swordfish
• Uses: 1
• Skill: 3 + ignore 3 points of Armor. [P3]

140
141
Second-Generation Veritechs

Condor

The Condor (also known as “The Invader’’


among its pilots) is a heavily armed,
9-meter-tall, three-Mode Veritech
Attacker, optimized for combat against
capital ships, space installations,
and ground targets. Condors
form small lances of three
to four mecha, traveling
in a tight pack
toward their target
before striking
hard, destroying or
boarding their target with an eye toward capturing
enemy ships. While Fighter crafts such as Conbats
or Alpha Fighters are often assigned to cover the
slower Condor lances, it is the Condors that serve as
the hammer punch, delivering airstrikes and heavy
munitions to break enemy formations and drive them
from the battlefield.

Rank Required: 1
Designation: VA-5
Stats:
• Armor - Mecha: 3 Features
• Structure - Mecha: 2 • Crew: The Condor supports
• Hardware Points: 4 a single pilot operator. Advanced
• Speed - Battloid Mode: 300 kph / .5 km / 1 Space Unit computer systems help them
• Speed - Fighter Mode: 1800 kph / 3 km / 6 Space Units cycle through Veritech Weapon
options quickly in order to unleash the
Weapons appropriate munitions.
• EU-12 Gun Pod: The EU-12 is a Mecha-sized, high- • Transformation: The Condor has full 3-Mode
powered Heavy Beam Cannon, formatted to fit under transformation capability. It gains all the benefits found
a Veritech Unit. The EU-12 can be handheld in Battloid on M165:
Mode. The Heavy Beam Cannon is a powerful smaller • Fighter Mode: Used for Speed and optimized for
version of the standard Naval armament used by many (but not limited to) use in space.
capital ships. It can fire 6 times before needing to be • Battloid Mode: Hefty with heavy armor to resist
recharged via energy port on the Condor, taking Minutes. most firepower as it advances.
The Heavy Beam Cannon has a range of Medium. It • Booster Units - Optional: Three pod-like Boosters attach
deals 3x Mecha Class damage but suffers a penalty when behind the shoulders of the Condor in Battloid Mode.
attacking fast moving craft, such as Mecha. [B5] [H] They provide a higher Speed for space engagements.
• Mini-Missiles: Although the Condor is an attack craft, When a suitable Attack Speed is attained, the Booster is
its tough frame allows it to stay in the fight long enough discarded. [H] See page xxx.
to engage multiple smaller enemy craft and support
beleaguered Fighter units. The Mini-Missiles help in Equipment Suite
this regard. They are fired from pods that sit on wing Top Bird: The Condor is packed with a level of weaponry
Hardpoints. [B3] [H] unique in the realm of Mecha. It can unleash a torrent of
• Torpedo Bay: This large bay holds a small store of Reflex firepower in an instant, blowing apart anything it faces. All
Missiles. The single bay may only be opened when the targets at Medium Range within a Short cone are affected.
Mecha is in Fighter Mode. [B5] or [B30] [H] [C]
• Punch: The Condor has a powerful frame and can make • Uses: Requires 3 EP-12 charges and 1 Mini-Missile
devastating Punch Attacks in Guardian and Battloid Usage
Modes. [M] • Skill: 5
142
Mini-Missiles: The Condor comes with a complement of
Mini-Missiles integrated into weapon pods mounted
under the wings. Make an Attack with these Missiles
up to Medium Range. [B3]
• Uses: 2
• Skill: 3

Reflex Missiles: To assist its prime role of assaulting


Naval Vessels and installations, the Condor’s
ordnance bay is fitted with Reflex Missiles.
These Missiles inflict Naval-class damage
and can engage a target at Extreme
Range. [B50]
• Uses: 1
• Skill: 4

Third-Generation Veritechs

Alpha Fighter - Late Block

The first models of the Alpha Fighter served


valiantly in the early days of the UEEF’s mission,
though it was not deployed as widely as
originally intended. Throughout its service,
it was clear that the Alpha Fighter needed
further development to reach its full
potential. The original model has received
a long series of block updates and new
variants have been developed to increase the Weapons
combat capabilities of the Veritech. The Alpha’s Gun Pod • EP-13 Gun Pod: The
is now energy-based and is more likely to sustain during EP-13 is one of the most
prolonged battles. One of the newly developed Cyclones advanced Gun Pods developed by
can now be stored within the Alpha as an emergency back- the UEEF. It rapidly fires bolts of beam-based cohesive
up Mecha. Additionally, the newer Alphas can also dock to plasma energy that eats through Armor at increased
various Booster units, including the Beta Fighter Veritech ranges. The EP-13 is loaded with enough plasma to fire
Bomber, which turns the Alpha into a formidable and versatile 300 mini-bolts with the ability to carry a magazine that
Fighter. As a result of these improvements, the Alpha Fighter adds another 75 shots. The weapon has a Range of Long
is now a cornerstone of the UEEF forces, deployed by most and ignores 1 point of the target’s Armor. [H] [B2] [P1]
branches in at least some capacity. • Integrated Light Lasers: The Alpha has 2 small Light
Lasers fitted on the nose that provide a complementary
Required Rank: 1 weapon source to the Gun Pod. The Lasers have a
Designation: VF/A-6 Veritech Alpha maximum Range of Short. These lasers cannot be fired
Division: UEEF-ArTAC, UEEF-CDF in Battloid Mode. [H]
• Head Missile: The Alpha is not equipped with Lasers on
Stats: the head like the older VF-1 models, but does have the
• Armor: 2 ability to deploy Mini-Missiles. Head-launched Mini-
• Structure - Mecha: 2 Missiles may be fired at Short Range. [M] [H]
• Hardware Points: 5 • Weapon Banks: The Alpha has Mini-Missile Banks stored
• Speed - Docked: 4200 kph / 7 km / 14 Space Units in internal bays in the shoulders and legs. [H] [H]
• Speed - Fighter Mode: 3600 kph / 6 km / 12 Space Units • Punch: In Battloid Mode, the Alpha may make Punch
• Speed - Guardian Mode: 2100 kph / 3.5 km / 7 Space Units Attacks in Melee without penalty.
• Speed - Battloid Mode: 1500 kph / 2.5 km / 5 Space Units

143
Features
• Transformation: As a Veritech, the Alpha has complete
3-Mode transformation capability. It may take advantage
of the benefits found on M165.
• Fighter Mode: Used for Speed and agility with swift
reactions and excellent performance in atmosphere
and space.
• Guardian Mode: The VTOL Guardian Mode provides
excellent maneuverability and versatility without
sacrificing firepower or Speed.
• Battloid Mode: Used for superior mobility both in
space and on the ground.
• Cyclone Storage: The Alpha Fighter has room to
store 1 Cyclone. It may be ejected while the Alpha
is in flight at low altitudes or retrieved after landing.
Instead of a Cyclone, the Alpha may carry up to 5 Kits.
• Beta Docking: The Alpha is designed to dock with a Beta
Fighter. Once docked, they become a single machine of
raw power. Docking takes 1 Action to accomplish, and
once docked, the Alpha pilot acts as the main pilot and
the Beta’s pilot as a co-pilot. When docked, either pilot
can use the Ultimate Fusion equipment suite. While
docked, the Alpha can still transform into any Mode.
All the Beta’s weapons except the Gun Pods and chest-
mounted Missiles become available for the Alpha to
use when docked. Their combined form gains the Beta
Fighter’s escape index.
• Indexing Hands: The Alpha is designed with large hands
and fingers that function fully. They can be used to pick
up objects and have as little as .5 kg of sensitivity.
• Hover: The Alpha Fighter has several secondary thrusters
that give it VTOL functionality and high maneuverability.
The Alpha can Hover in place in Fighter Mode. Note: The second-generation
• Earthbound: The Alpha cannot escape Earth’s gravity. It Alpha Fighter described in the
has an escape index of .8 Gravitational Units. Macross Saga RPG book on
M107 is the command variant
Variants due to having an FLTA based on
The Alpha Fighter comes in several variants. They each have the VF-1S.
distinct head units and different standard colors:

• VF/A-6I: The I is the standard mass-produced version of


the Alpha Fighter. Standard color is green.
• VF/A-6H: The H is a special variant for commanding
officers. It comes fitted with an advanced Forward
Looking Targeting Array (FLTA). Standard color is blue.
• VF/A-6Z: An air superiority version introduced late in the
Third Robotech War with improved performance in an
atmosphere and stronger engines. Standard color is red.
• VQ-6 Alpha Drone: The Alpha Drone is a Veritech
Fighter controlled either remotely or by the onboard
semi-autonomous AI system. While largely similar to
the Alpha Fighter, it lacks some major features, such as
the Beta Fighter’s docking ability and Cyclone’s storage
compartment, and it only has claws for hands. Since it has
no pilot, the drone is able to perform high-G maneuvers
that would normally kill a human. It therefore has an
Edge in dogfights. However, the AI system has problems
processing what to do when facing many enemies.
144
Equipment Suite
Eviscerating Burst: The EP-13 fires a
long Burst of coalesced beam energy.
At Medium Range, the long Burst causes
increased effect, but risks depleting the
weapon’s energy. When all uses of this
Skill have been depleted, the EP-13 is
considered out of ammunition and
cannot be used until recharged,
which takes minutes. [P2]
• Weapon: EP-13 Gun
Pod
• Uses: 3
• Skill: 3 + ignore 2
points of Armor
with each use

Mini-Missiles - Internal
Bay: The Alpha is fitted with a
large loadout of Mini-Missiles. These Options
Missiles are stored in several forward- Additional Gun Pod Hardpoint: The Alpha Fighter may carry
facing internal bays. Mini-Missiles have a a second handheld Gun Pod, but the Hardpoints on the Alpha
Range of up to Medium. [B3] must be adjusted to a symmetrical offset to allow for enough
• Weapon: Mini-Missiles clearance when in Fighter Mode. Any handheld Gun Pod may
• Uses: 3+3 be used except for the G-12. The Alpha may not have the
• Skill: 3 proper ports to recharge certain types of energy Gun Pods.

Hard Brake: The Zeta version of the Alpha is nearly unmatched See page xxx for Gun Pod options.
in atmospheric conditions with at least .5 BAR. It elegantly
moves using the air’s pressure, its specially enhanced wings, Alpha Boosters
and additional mini-thrusters. This Skill is associated with Boosters are simple modules that the Alpha Fighter can dock
piloting maneuvers. with in a similar manner as a Beta Fighter. Some variants also
• Mecha: VF/A-6Z contain additional weapons or equipment to enhance the
• Uses: Unlimited Alpha’s specialization to carry out a specific task.
• Skill: 2
Rank Required: 3
Advanced FLTA: The VF/A-6H has an advanced Forward Designation: Varies - See Below
Looking Targeting Array that helps the Vessels target the Specific Stats:
enemy. You may choose to activate this equipment suite any • Hardware Points: +1
time you take an Action that uses the Mecha’s Sensors. The • Speed - Fighter Mode: 3600 kph / 6 km / 12 Space Units
package is located in the Mecha’s head unit. • Speed - Guardian Mode: 2100 kph / 3.5 km / 7 Space
• Mecha: VF/A-6H Units
• Uses: Unlimited • Speed - Battloid Mode: 1500 kph / 2.5 km / 5 Space Units
• Skill: 2
Variants
Ultimate Fusion: When docked together, the Alpha and • AB-00 Trans-Atmospheric Booster: The 00 variant is
Beta Fighters become an awesome threat. The Beta provides a powerful booster package. It helps the Alpha evade
enhanced Speed, an escape index of 3, and the ability to danger and escape gravity. The Booster provides the
engage dangerously close targets. The Alpha focuses on Alpha with an escape index of 3 Gravitational Units.
engaging direct threats and making evasive maneuvers. • EB-01 Alpha Eye: This variant is fitted with a Sensor
When docked, use this Skill to gain a benefit to any piloting Array, replacing the upper missiles in the fuselage and
skills. attaching sensors to the engines. This package turns the
• Mecha: Docked Alpha and Beta Fighters Alpha into a fighting scout. Reduce the number of Uses
• Uses: Unlimited for the Alpha Fighter’s Mini-Missiles equipment suite by
• Skill: 3 2 per Hardpoint. Gain the Alpha Eye equipment suite.

145
• DB-03 Point Defense Booster: The 03 variant is fitted Rank Required: 3
with 3 rapid-fire Lasers similar to those found on older Designation: VF/A-6X
Destroids. The Lasers fire in close quarters and target Division: UEEF-ArTAC
incoming Missiles. The Lasers may also be synched to Stats:
fire as an Offensive Weapon at Short Range. They inflict • Armor: 3
3x Light-class damage. • Structure: 2
• Hardware Points: 5
Features • Speed - Docked: 4800 kph / 8 km / 16 Space Units
• Hardware: The Booster counts as a piece of Hardware. It • Speed - Fighter Mode: 4200 kph / 7 km / 14 Space Units
may be selected as Hardware and destroyed. • Speed - Guardian Mode: 2700 kph / 4.5 km / 9 Space
• Docking: Before a mission, the Booster may be attached Units
in a hangar or docked with in space. The process takes • Speed - Battloid Mode: 1800 kph / 3 km / 6 Space Units
moments.
• Ejectable: If the Booster becomes destroyed or a Weapons
burden, it may be ejected. This reverts the Alpha back to • DU-01 Destabilizer Gun Pod: The DU-01 is an advanced
its original state. weapon which may fire in 2 Modes [H]:
• Beam Cannon - Handheld or Hardpoint-Mounted:
Equipment Suites The DU-01 is used as a high-powered rapid-fire
Alpha Eye: The Alpha Eye’s sensor is keen to discover, track, Cannon unleashing bolts of plasma into the enemy.
or investigate targets up to Long Range. The large disc sits A sustained hit is devastating. It has a Range of Long
atop the Alpha in Fighter Mode and folds behind it in Battloid and ignores 2 of the target’s Armor. [P2]
Mode. • Destabilizer - Shoulder-Mounted: When used as a
• Feature: EB-01 Alpha Eye destabilizer, the DU-01 can ignore and disable Invid
• Uses: Unlimited Protoplex barrier systems, meaning that once a
• Skill: 2 barrier has been hit, a 20-m area is neutralized for
minutes. If targeting a Mecha or smaller vehicle
Point Defense Shield: As enemy missiles come streaking in, with a barrier, the Cannon takes it completely down.
the 3 lasers on the EB-03 come to life. They prioritize missile As the high-energy port is mounted in the Alpha’s
targets and engage them with the utmost efficiency. shoulder, this may only be used when in Battloid
Use this Skill at Short Range to defend Mode. Note: This Mode is only used
against Missile fire. via equipment suite.
• Feature: EB-03 Point • As Alpha Fighter - see
Defense Booster page xxx: Other than the
• Uses: 4 DU-01 Gun Pod, a Shadow
• Skill: 4 Fighter has weapons
typical to the H-variant
Shadow Fighter of the Alpha Fighter.

Introduced at the end of the


Third Robotech War, the Shadow
Fighter is the latest evolution of
the Alpha Fighter line. This extensive
refit of the classic frame incorporates
several new Shadow Technology inventions
such as a Shadow Device, shielding it
from detection by most sensors, and a
new, powerful Destabilizer Gun Pod. Features
The mecha has also received major • As Alpha Fighter - see page xxx:
revisions of the basic frame, stronger The Shadow Fighter has all the features of the
armor, improved and integrated H-variant of the Alpha Fighter except Hover.
sensors, and higher-output engines • Shadow Device: This is the ultimate
as a form of life extension. Though first achievement of UEEF technology. The Shadow
used in the UEEF Civil War by Edward’s Device eliminates a vehicle’s signature from
faction, it was recognized as a potent sensors. While it can still be seen with standard
anti-Invid platform and was eventually optics, all signatures are eliminated.
adopted by the again unified UEEF as
the main Veritech Fighter for the Third
Reclamation Force and beyond.
146
Variants Destabilize: The DU-01 releases a pulse of energy that
• VF/A-6ZX: A special version of the Shadow Fighter interferes with standard electrical systems as well as
produced in limited numbers and only handed to the best biological electric impulses. The weapon may be fired at
of the best. Superficially, it looks like a Shadow Fighter Medium Range to disrupt the function of any complex system
with the head unit of the Alpha Fighter’s Z-variant. It has and inflicts Mecha-class damage. Any Light or Mecha-sized
some additional communication and command systems object will also have its barrier deactivated for minutes, and
that aid squadron commanders and has slightly improved Structures or Naval Vessels have a 20-m hole ripped open for
performance, gaining the Hard Brake equipment suite of minutes.
the Z-variant of the Alpha Fighter. • Weapon: DU-01 Destabilizer Gun Pod
• VQ-6X Shadow Drone: The Shadow Drone is the • Uses: 6
Shadow technology refit of the Alpha Drone. The refit • Skill: 2
mirrors many of the changes made to the Alpha Fighter
to make the Shadow Fighter, such as incorporating a Shadow Device: Although still visible to the naked eye, the
Shadow Device and the Destabilizer Gun Pod, but goes Shadow Device makes the Mecha invisible on every known
even further in some regards. Since there’s no need for sensor, increasing the difficulty of fighting it due to the
a cockpit, life-sustaining systems, or Cyclone storage, inability to lock onto or fire on it. The device also blocks the
the internal parts have been rearranged, allowing for Invid’s ability to sense Protoculture usage. In the dark vacuum
VTOL thrusters and more Mini-Missiles in its remodeled of space, it’s impossible to even see the Mecha more than a
shoulder launchers. The AI system has also improved few hundred meters away. On the ground, a vehicle with a
from the Alpha Drone and is fully autonomous, and can Shadow Device can dart in and out of cover, making it hard
control a Shadow Beta while docked. to track. When a Shadow Device is activated, apply the Skill
bonus based on the situation.
Equipment Suite • Feature: Shadow Device
As Alpha Fighter - see page xxx: The Shadow Fighter has • Uses: Unlimited
all the equipment suites listed for the H-variant of the Alpha • Skill: 2-4
Fighter.
Hard Brake: The ZX version of the Shadow is nearly
unmatched in atmospheric conditions with at least .5 BAR.
It elegantly moves using the air’s pressure, its specially
enhanced wings, and additional mini-thrusters. This Skill is
associated with piloting maneuvers.
• Mecha: VF/A-6ZX
• Uses: Unlimited
• Skill: 2


147
Beta Fighter Rank Required: 3
Designation: VF/B-9
Standing 13.7 meters tall and 8.5 meters wide in Battloid Division: UEEF-ArTAC, UEEF-CDF
Mode, the Beta Fighter is among the most imposing figures General Stats:
on the battlefield. Developed primarily as a heavily armed air- • Armor: 3
to-ground support craft, the Beta was redeveloped in part to • Structure: 3
work as a Booster system for the Short-Ranged Alpha Fighter. • Hardware Points: 8 + 2
The Beta increases the smaller Fighter’s weapons capacity, • Speed - Docked: 4200 kph / 7 km / 14 Space Units
armor strength, fuel, and range across the board. On its own, • Speed - Fighter: 3300 kph / 5.5 km / 11 Space Units
the Beta is still considered a veritable killing machine, armed • Speed - Guardian: 1500 kph / 2.5 km / 5 Space Units
with multiple powerful weapons systems, including multiple • Speed - Battloid: 900 kph / 1.5 km / 3 Space Units
Beam Cannons, a sizable cache of Missile Launchers, a Bomb
Bay, and Hardpoints for various mission-specific weapons Weapons
packs. Once docked with the Alpha, these heavy armaments • EU-35 Gun Pod: In Battloid Mode, the Beta Fighter has 3
and the incredible speed of the fused unit means that the Pulse Beam CCannons sitting in a row in the forearm of
Alpha/Beta can engage almost any type of target at any each arm. The EU-35 is a triple-barrelled Beam Cannon
range. that rapidly cycles, allowing for an inundation of Armor-
-melting fire. The weapon may fire continuously. The
EU-35 has a Range of Long and ignores 1 point of
the target’s Armor. [B1] [E] [H] [H] [P1] Note: These
weapons may only be used while in Battloid Mode.

• EP-15 Gun Pod: In


Guardian and Fighter Mode,
the Beta Fighter has two 80-
mm triple-barreled EP-15 Gun Pods
mounted in the legs and below the nose
in Fighter Mode. The EP-15 is a Light Beam
Cannon, firing long bolts of plasma. It has a Range of
Short and deals 3x Light damage, ignoring 1 point of the
target’s Armor. [H] [H] [H] [P1] Note: These Hardpoints
may only be used while in Fighter or Guardian Mode.
• Internal Missile Bays: The Beta has Missile Bays
mounted in the chest and shoulders. These Bays
hold Mini-Missiles. The chest Launchers, when
docked with an Alpha, are rerouted to the shoulder
Launcher by internal mechanisms. [H] [H]
• Bomb Bay: While in Fighter Mode, the Beta
can make use of its Bomb Bay. This Bay drops
Smart Bombs or holds 1 type of Missile:
Mini-Missile, Tactical, or Reflex. Smart
Bombs fall downward and glide into their
target, inflicting 2x Mecha-class damage.
They have a Range of Short. [H] [B10]

148
• Brutal Punch: The Beta has the largest hands of any • Escape: The Beta has massive thrusters and can escape
Mecha built by the ASC, UEDF, or the UEEF. When the Earth’s gravity. It has an escape index of 3 Gravitational
Beta is in Battloid Mode, it can Attack in Melee without Units.
penalty. The punches inflict Mecha-class damage and Variants
ignore 2 points of the target’s Armor. [M] [P2] Like the Alpha Fighter, the Beta Fighter comes in several
• Weapon Banks: The Beta has 2 banks of each of the variants, and they are designed to specifically complement
following: Internal Missile Bays, EP-15 Arm Gun Pods, EP- the corresponding Alpha Fighter variant. The Beta variants
15 Leg Gun Pods. It has 1 bank for the Bomb Bay. each have distinct head units and different standard colors:

Features • VF/B-9I: The I is the standard version of the Beta Fighter.


• Transformation: The Beta Fighter has full 3-Mode The standard color is green.
transformation capability, similar to a Valkyrie Fighter. It • VF/B-9H: The H is a special variant for commanding
gains all the benefits found on M165. officers, equipped with FTLA systems for servicing Beta
• Fighter Mode: Used for Speed and optimized for squadron flight leads. The standard color is blue.
space with brute force acceleration. • VF/B-9Z: To supplement the air superiority role of the
• Guardian Mode: Provides additional maneuverability Z Alpha, the Z Beta adds even stronger engines with an
and versatility, including VTOL, for the normally escape index of 4 that allow the combined Alpha-Beta
unwieldy Mecha, especially in atmosphere. to battle while criss-crossing over the Kármán line (the
• Battloid Mode: Lacks agility, but has incredible edge between the atmosphere and space) with ease. The
firepower and stability. standard color is red.
• Alpha Docking: The Beta is designed to dock with an • VF/B-9X: The X is an upgraded version of the Beta
Alpha Fighter; once docked, they become 1 machine of Fighter utilizing the new Shadow Technology, intended
raw power. Docking takes 1 Action to accomplish, and to pair with the Shadow Fighter. It is equipped with a
once docked, the Alpha pilot acts as the main pilot and Shadow Device, allowing the Beta Fighter to better avoid
the Beta pilot as a co-pilot. When docked, either pilot can detection when operating alone or to avoid giving away
use the Ultimate Fusion equipment suite. While docked, its paired Shadow Fighter’s location.
the Beta must remain in Fighter or Guardian Mode.
• Indexing Hands: The Beta has large hands that are fully
indexing. They have a sensitivity of .1 kg.
• Aerial Awkward: The Beta is not suited for atmospheric The Flying Monster
conditions. All Actions related to piloting take a Hindrance
when flying in an atmosphere. The Beta does not take a The first time I laid eyes upon the
penalty for operating in Battloid Mode on the ground. Behemoth that was the Beta Fighter, it was
the likes of which I had never seen... Almost
impractical. Even crazier was the idea that this
had been boxed up for the past 15 years; would
it even function?
Absolute stupidity from the people
in charge in my opinion. Well, now its an
overcooked flying monster. Who needs anything
else when one of these has the firepower of
an entire squadron? No need for lumbering
Destroids - when this beauty can do everything
they can and still give that sweet cool factor of
being a Veritech. If our enemies could feel fear,
they should fear the Beta Fighter. The Condor it
replaced may have been the top bird in its day,
but the Beta is the new monarch of the skies. And
all I can say as the first pilot to be issued one,
“hail to the king baby!”

- Lt Rhaj Aliman, 3rd Marine Aviator “King”


Squadron, UEEF ArTAC, 3rd Saturn Division.

149
Ultimate Fusion: When docked
together, the Alpha and Beta Fighters become an
awesome duo with the Beta, providing enhanced
Speed, an escape index of 3, and the ability to
engage dangerously close targets. The Alpha
focuses on engaging direct threats and making
evasive maneuvers. When docked, use this Skill
to gain a benefit to any Piloting Skills.
• Mecha: Docked Alpha and Beta Fighters
• Uses: Unlimited
• Skill: 3

Advanced FLTA: The VF/B-9H has an advanced Forward


Equipment Suites Looking Targeting Array that helps target the enemy. You
Arc Strike: The Beta Fighter comes may choose to activate this equipment suite any time you
barrelling in with all 3 EP-15s blazing take an Action that uses the Mecha’s sensors. The package is
of fire in Fighter Mode. As the plasma is located in the Mecha’s head unit.
fired in rapid succession, the locked target • Mecha: VF/B-9H
is melted; what’s left is more slag than enemy. • Uses: Unlimited
When the Beta Fighter can bring the EP-15s to bear, • Skill: 2
it can activate this Skill. For each Hardpoint of the EP-15s
remaining, the equipment suite ignores 1 additional point of Hard Brake: The VF/B-9Z version of the Beta is far more
Armor. Massive amounts of plasma rain down onto targets, efficient in atmosphere, moving using air pressure and its
so when the last point is expended, the EP-15’s ammunition is specially enhanced wings and additional mini-thrusters. This
considered depleted. [C] Skill is associated with Piloting maneuvers.
• Uses: 2 • Mecha: VF/B-9Z
• Skill: 3 +1 [P] for each EP-15 Hardpoint • Uses: Unlimited
• Skill: 2
Hornet’s Nest: The Beta unleashes a horde of Missile fire,
filling a large area with flame and death. The Mini-Missiles Shadow Device: Although visible to the naked eye, the
launch into a pattern that saturates an area, leaving little Shadow Device makes the Mecha invisible on every known
chance for the target to escape. You must spend 4 uses of sensor, increasing the difficulty of fighting it due to the
Mini-Missiles to activate this Skill. The Missiles explode at inability to lock onto or fire on it. The device also blocks the
Short Range in a 50-m blast area. [B50] Invid’s ability to sense Protoculture usage. In the dark vacuum
• Weapon: Mini-Missiles of space, it’s impossible to even see the Mecha more than a
• Uses: Expend 4 Mini-Missile uses few hundred meters away. On the ground, a vehicle with a
• Skill: 5 Shadow Device can dart in and out of cover, making it hard
to track. When a Shadow Device is activated, apply the Skill
Mini-Missiles: The Beta can release a horde of Mini-Missiles bonus based on the situation.
from its many internal bays and Hardpoints. They have a • Feature: Shadow Device
Range of Medium. [B3] • Uses: Unlimited
• Weapon: Mini-Missiles • Skill: 2-4
• Uses: 3 for each Internal Bay / 3 for each Wing
Hardpoint and Bomb Bay Options
• Skill: 3 • G-12 Cannon: The Beta is so large that it may requisition
an Archangel Cannon. The Beta is so large, it can hold the
G-12 in it’s hand. See page xxx.

150
Jackal

Third-Generation Destroids

As the war against the Regent raged on, it was clear to all
that the UEEF’s second-generation Destroid forces were at a
severe disadvantage against the hordes of Invid Inorganics.
With casualty rates climbing, demands for new Destroids
reached the commanders of the fleet. Thankfully, a number
of new advances in Robotechnology allowed for the rapid
research and design of an entirely new line. These newer
Destroids redefined the formula of their predecessors, but
did not so much replace the older models as complement and
support them.

The new Destroids are more akin to a new generation of


Battloids, hybridizing both the Battloid and Destroid concepts
to carry a heavy weapons loadout, allowing them to engage
multiple enemies at the same time, thus better supporting
older generation mecha. Additionally, they are equipped with
more powerful thrusters to move freely in space; they do
not need to be confined to the hulls of the warships they are
assigned to defend. The First and Second Earth Reclamation
Force carried a number of third-generation Destroids to
Earth, and while most were destroyed in orbit, a large portion
did manage to reach the surface, joining with or salvaged by
the freedom fighters.

Required Rank: 1
General Stats:
• Armor: Light - 12
• Structure: Light - 18
• Resist: 1
• Hardware Points: Basic
• Speed - Running: 190 kph / 300 m / 30 Ground Units
• Speed - Flying: 1500 kph / 2.5 km / 5 space Units Bulky and cumbersome, the Jackal is a powerful Destroid
designed primarily for frontline combat against multiple
General Weapons incoming waves of enemies. However, with its thick
• Punch: All Destroids have strong hands made from armor and heavy armament, the Jackal is not the most
durable alloys. They may make Melee Attacks without maneuverable mecha on the ground, and risks being flanked
penalty. These Attacks inflict 5x Light-class damage. [M] by more agile enemies, although it can count on support from
other Destroids. Its lack of agility is further counteracted with
General Features a number of thrusters that allow it to leap through the air
• Space Capable: All third-generation Destroids operate and maneuver through space. The combined power gives it
in space and are vacuum-sealed with enough oxygen for enough thrust to deploy from a dropship high in the air.
hours of operation.
• Flight Capable: Due to their design aspects and lighter Designation: HBR-15-MK II
frame, all third-generation Destroids can maneuver and Divisions: UEEF-TSC, UEEF-ArTAC
fly in atmosphere much like a Veritech Battloid. However,
unlike the Alpha Fighter, the Destroid’s flight time is more Loadout
limited, as are the atmospheric heights it can reach. • Light Beam Cannons [H] [H]
• Cyclone Storage: The Destroids have room to store 1 • Mini-Missile Pods [H] [H]
Cyclone. It may be ejected while the Destroid is in flight • Airdrop
at low altitudes or retrieved after landing. Instead of a • Hardpoints
Cyclone, the Destroid may carry up to 5 Kits. • Indexing Hands

151
Jaguar Cougar

The ultimate support mecha, the Cougar is armed with both


Anti-Air Cannons and multiple Missile Launchers. Its heavy
defense-focused loadout has rapidly led it to replace the
RAIDAR X and the Shark Destroids in aerospace defense and
artillery support roles. As with the Jaguar, the Cougar is also
quick on its feet at the expense of armor, giving the mecha
the capability of relocating quickly as well as keeping pace
with lighter mecha units.

Designation: SDR-13-MK IV
Division: UEEF-TSC, UEEF-ArTAC, UEEF-CDF
Specific Stats:
• Armor - Light: 8
• Structure - Light: 16
• Speed - Running: 250 kph / 400 m / 40 Ground Units
• Speed - Flying: 2100 kph / 3.5 km / 7 space Units

Loadout
• Light Beam Cannons [H] [H]
• Tactical Missiles [H]
• Mini-Missile pods [H] [H]
• Indexable Hands

The Jaguar is a medium-weight combat Destroid developed


as a lighter, faster, nimbler version of the older Tomahawk
and Excalibur lines. Armed with handheld Plasma Guns
and Missile Launchers within the chest area, it packs
quite a punch for a mecha of its size. The Jaguar is
light and nimble on its feet, using its speed
to intercept enemy forces or assist allied
units quickly. The trade-off, however,
is limited armor thickness, giving it a
reputation of being something of a glass
cannon, so much in fact that it is usually
relegated to less dangerous assignments such
as recon missions or guard duty.

Designation: MBR-14-MK VI
Division: UEEF-TSC, UEEF-ArTAC
Specific Stats
• Armor - Light: 8
• Structure - Light: 16
• Speed - Running: 250 kph / 400 m / 40 Ground Units
• Speed - Flying: 2100 kph / 3.5 km / 7 space Units

Loadout
• EP-14 Plasma Machine Cannons [H] [H]
• Mini-Missile Pods [H] [H]
• Stealth Profile
• Advanced Sensor Unit [H]
• Arm Shields [H] [H]
• Indexing Hands
152
Boxer

Like the first-generation Spartan Destroid, the Boxer is a


close-Range heavy assault unit, armored with the most up-
to-date materials possible and heavily reinforced in the
forward section and arms. With its armor, the Boxer
is capable of repelling entire swarms of Invid
units or resisting almost any type of hostile
environment. As the name suggests, the Boxer
can deliver devastating punches in hand-to-
hand combat. Its incredible strength is not
only suitable for crushing enemy mecha, but
also to assist combat engineers and Search
and Rescue units in a heavy labor role.

Designation: HAR-14-MK II
Division: UEEF-TSC, UEEF-ArTAC, UEEF-CDF
Specific Stats:
• Resist: 2

Loadout
• Mini-Missile Pods [H]+[H]
• Arm Shields [H] [H]
• Brute Strength
• Indexable Hands

Weapons
• Light Beam Cannons: To provide some Destroids with
additional integrated firepower, they are equipped with • Mini-Missile Pod: Up to 3
2 rapid-fire triple-barreled 20 mm Light Beam Cannons, pods holding Swarming Missiles
1 in each forearm that rapidly cycles between the barrels can be mounted on the Hardpoints
for rapid fire without a loss in power. They can fire up on the shoulders. These Mini-Missiles
to Medium Range and inflict 5x Light Class damage, can only be fired as part of an equipment suite.
ignoring 5 points of Armor. [B2] [H] [P5] [H]+[H]+[H]
• Mini-Missile Launcher: Mini-Missile Launchers in the • EP-13 Gun Pod: The EP-13 is one of the most advanced
legs similar to those of an Alpha Fighter have a Range Gun Pods developed by the UEEF. It rapidly fires bolts of
of Medium. This weapon can only be used as part of an beam-based energy. The cohesive plasma eats through
equipment suite. [B3] [H] Armor at increased Ranges. The EP-13 is loaded with
• Tactical Missile Launcher: Located over the head for enough plasma to fire 300 Mini-Bolts. It also can take a
Long-Range artillery support, these weapons can only be magazine that adds another 75 shots. The weapon has a
fired as part of an equipment suite. [H] [B5] Range of Long and ignores 1 point of the target’s Armor.
• EP-14 Plasma Machine Cannons: These handheld Plasma [H] [B2] [P1]
Cannons rapid fire plasma bolts at a high rate of fire, with
design based on older Zentraedi Plasma Machine Pistols Features
that were often dual wielded. Effective for engagements • Airdrop: The Jackal is built tough and has strong enough
at Close to Medium Range. The weapon inflicts 5x Light thrusters that it can perform a controlled airdrop from a
damage and ignores 2 points of Armor. [M] [H] [P2] dropship in the upper atmosphere and land safely on the
ground.
• Hardpoints: The Destroids have 3 Hardpoints on its
Optional shoulders and neck to mount various weapons systems.
• Heavy Beam Cannons: Up to 2 Beam Cannon banks • Arm Shields: High-density composite plates are fitted to
made of 2 Heavy Beam Cannons can be mounted on the the Battloid’s forearms. When the Battloid takes heavy
Hardpoints on the shoulders. They can be fired at Long fire, the arms can be raised, or pulled inward to protect
Range but may be fired further. The weapons inflict the Battloid. An Arm Shield may be destroyed to negate
Mecha-class damage. [E] [L2] [H]+[H]+[H] all damage taken from a non-Area Based Attack. This
also destroys the arm and any associated weapon. [H]

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• Advanced Sensor Unit: Some Battloids have advanced Equipment Suites
sensor packages built into them, allowing for more Mini-Missiles: The shoulders and legs hold launchers for
detailed reconnaissance and communication in the Mini-Missiles that serve as auxiliary weapons against fast-
battlefield. Data and telemetry is shared between officers moving swarms and armored targets. Make an Attack with
and scouts to the rest of the unit, enhancing targeting Mini-Missiles at Medium Range. [B3].
and navigation. [H] • Weapon: Mini-Missile Pods
• Stealth Profile: A Battloid has a Stealth Profile when • Uses: 3 + 3
its engines, radar, and thermal output are reduced so • Skill: 3
they are invisible to sensors. A Battloid with a Stealth
Profile requires 1 Success to detect when moving and 2 Tactical Missiles: The Cougar is loaded with longer-distance
Successes when standing still. Tactical Missiles for engaging enemies allowing it to act as
• Indexing Hands: All Battloids have fully functioning both fire support and anti-air battery for the other Destroids.
hands that can pick up objects. They have a sensitivity of Make an Attack at Long Range with Tactical Missiles. [B5]
.5 kg. • Weapon: Tactical Missile Launcher
• Brute Strength: The Boxer is a competent Melee fighter • Uses: 2
and its reinforced hands allow it to smash through most • Skill: 4
objects. When making a Melee Attack with its arms, it
ignores 1 point of Armor. [P1] Eviscerating Burst: The EP-13 fires a long burst of coalesced
beam energy. At Medium Range, the long burst causes
increased effect, but risks depleting the weapon’s energy.
When all uses of this Skill have been consumed, the EP-13
Jackals in the Woods is considered out of ammunition and cannot be used until
recharged, which takes minutes. [P2]
We managed to figure out the Invid were • Weapon: EP-13 Gun Pod
• Uses: 3
drawn to our energy signatures. It had been a
• Skill: 3 + ignore 2 points of Armor with each use
few weeks since we hit the ground running on
Earth. Most invasion forces weren’t as lucky. Rapid Cycling: The Jackal and Cougar are able to cycle fire
The Destroids we had, however, were their Light Beam Cannons in high rotation bursts to suppress
made for this. We took it in stride and applied the incoming swarms of attackers with punishing volleys. Use this
same tactics we had been taught. The 3rd Gen Skill when Attacking or Redirecting targets to suppress them.
When all uses of this suite are exhausted, the weapons are
was developed for fast operations and guerrilla
overheated and cannot be used further.
warfare. Keep moving, keep fighting. Boris was a • Weapon: Light Beam Cannons
veteran of wars with the Invid in deep space and • Uses: 2
we followed his lead, laying in wait on the forest • Skill: 2 + [L5]
floor in the underbrush. We had one of our crew
use the emergency Cyclones to lure the Invid to Bull Rush: The Boxer is often used for breaching operations,
and when moving at speed with its thrusters, it becomes a
the forest edge.
powerful battering ram that smashes everything in its path.
When they got close, we sprung the Use this Skill when moving fast and making Defense or Attack
trap. The Jackals blitzed out from the cover of Actions involving Melee.
the wood’s straight up above the sluggers. As we • Variant: Boxer
rained down fire on them, we split quickly before • Uses: Unlimited
flying back down to the surface to lure them in. • Skill: 3
Once they took the bait, and followed us in the
Scan, Advance, Communicate: Destroids move forward
forest, Khalim in the Boxer finished the stupid by scanning the environment ahead with their Advanced
slug with a good old sucker punch straight to the Sensor Units while relaying information and orders back to
eye. the squad. Jaguar Destroid units may use these Sensors to
Had to clean the mucus off the Destroids inform squadmates of target locations or provide valuable
fist for a week. It still smells. information on the area ahead.
• Feature: Advanced Sensor Unit
• Uses: Unlimited
- Corporal Rorri Bask, 112th Armored “Sabre” • Skill: 2
squadron, UEEF TASC, 21st Mars Division

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Features
• Crew: The Tiger requires 1 pilot who may also act as a
Advanced Armored Artillery gunner. There is room for 1 co-pilot/gunner/navigator.
• Advanced Targeting Systems: The Tiger comes with a
Tiger package that assists with targeting—particularly Long-
Range targeting. When scanning for targets up to Long
At just under 12 meters long and 9 meters tall, the Tiger is the Range, gain +1 automatic Success.
first of the third-generation Destroids to be deployed by the • Powered Leaps: Using the rear Retro-Thrusters, the Tiger
UEEF. Shaped loosely like a Veritech Hovertank in Gladiator can make Powered Leaps of up to 15 m high and 120 m
Mode, the Tiger is tuned to the demands of the UEEF’s own long.
ground forces. This heavily armed and armored artillery mecha • Retro-Thrusters: At the end of each cannon is a nacelle
can be used for both direct and indirect fire against enemy with a powerful thruster. The Thrusters allow the Tiger to
units or fortifications, allowing it to redeploy to ever-evolving make Powered Leaps and stabilize against the massive
combat situations. Armed with two massive Rail Cannons, recoil of the CKAC. If the Thrusters are destroyed, the
the Tiger can dish out incredible amounts of damage while an Tiger can no longer make leaps, and the CKAC is fired at
optional Heavy Laser Cannon can be mounted to protect the a Disadvantage. [H]
vehicle at Close Range. Smaller and lighter than the Goliath, • Stable: The Tiger’s legs are massive and formidable.
the Tiger is considered more of a complement to the Goliath The Tiger gains an Advantage to all rolls made against
instead of a direct replacement. Redirect Actions or Abilities that confer knockdown or
knockback.
Rank Required: 3
Designation: HWR-04-MK V Equipment Suites
Divisions: UEEF-ArTAC Indirect Fire: The Tiger can strike an area up to 50 km away.
Stats: However, for every 15 km, the weapon takes 1 level of
• Armor - Mecha: 3 penalties unless nearby troops can redirect subsequent fire.
• Structure - Mecha: 3 Indirect fire requires additional ammunition use, but also
• Hardware Points: 5 expands the field of effect.
• Speed - Running: 50 kph / 80 m / 8 Ground Units • Weapon: CKAC
• Speed - Leaps: 75 kph / 120 m / 12 Ground Units • Uses: 2 CK rounds per barrel
• Skill: 0 +[20B]
Weapons
• Charged Kinetic Accelerated Cannon - CKAC: This Point Blank: Both CKACs fire at a target within Medium
advanced weapon utilizes a combination of particle Range. The CK rounds crack through the target’s Armor and
energy and electromagnetic acceleration technology to tear into the soft internals. For each Success gained, you
peel open its targets. Upon impact, the particle energy of may choose to deal 1 level of Penalty to a target’s systems
the shot is released, cracking open Armor, allowing the or destroy 1 Hardware point. This Skill may only be used on a
kinetic round to tear through the target’s structure. The target moving at Speeds less than 400 kph, unless targeting
CKAC has an Extreme Range. The Tiger holds 12 charged help is provided.
kinetic (CK) rounds with 1 round being expended per shot, • Weapon: CKAC
per barrel. The CKAC deals Mecha-class damage and • Uses: 2 CK rounds
ignores 2 points of the target’s Armor for each Cannon • Skill: 2 +system damage
fired. However, it takes seconds for the Cannon to charge
and gain this benefit. [B5] [H] [H] [P1/2] Overcharge: The Tiger’s rail accelerators may be overcharged
• Heavy Defense Laser - Optional: The Tiger may mount to increase the particle energy output of the kinetic round.
1 laser turret which deploys from under the chassis. It However, each time this is used, the CKAC fires at a 1-level
repels smaller attackers that get under the cannon’s line Penalty thereafter. After being used once, the Cannons are
of fire. The laser’s Range is limited to Short, but it inflicts fired with a Hindrance, and a Disadvantage after 2 uses. It
Mecha-class damage and ignores 1 point of the target’s may be used a third time, but the Cannons become inoperable
Armor. [H] afterward.
• Kick: The Tiger has no dedicated Melee Weapons. As • Weapon: CKAC
such, it must rely on its bulk in close combat. It can kick • Uses: 3
for Mecha-class damage, but the Attack is performed at • Skill: 2 +2 penetration per barrel
a Hinderance. [M]
• Weapon Banks: The Tiger has 2 banks of CKACs.

155
General Features
• Transforming: Cyclones can transform into 2 Modes:
Third-Generation Ground Veritechs Cycle and Armor. Choose the best Mode for the best
circumstance. It may take advantage of the benefits
Cyclones found on M165.
• Cycle: The pilot rides the Cyclone as a motorcycle.
The evolution of the earlier ASC MODAT project and the In this Mode, the Cyclone is nimble and fast. It is also
UEEF’s own attempts to create a miniaturized mecha to quiet due to its Protoculture-driven engine.
augment or replace standard soldier armor, the Cyclone • Battloid: To transform into Battloid Mode, the
combines Power Armor and Veritech Technology to create a rider must be wearing CVR-3 Combat Armor. As the
versatile weapons platform. In its Standard Mode, the Cyclone transformation occurs, the Cyclone wraps around
is little more than an armed motorcycle powered by a small the pilot and integrated servos key into the CVR-
Protoculture cell feeding the reciprocating electric motors. 3. A rider cannot transform into this Mode without
However, with the addition of a pilot clad in CVR-3 Combat wearing the CVR-3 Armor.
Armor, the full power of the onboard Protoculture cell is • Autopilot: A Cyclone can pilot itself autonomously if
activated. The Cyclone transforms into a powerful and flexible provided coordinates. The Veritech will keep itself upright
mecha, and the motorcycle itself shifts around the armor and move straight toward a programmed coordinate. It
and encompasses the rider. With the early models successful can detect dangerous terrain and will go around if there
beyond their wildest dreams, variants of these tough and is a safe route within sensor range.
versatile mechas have been created, each with configurations • Flight: A Cyclone can maintain Flight for minutes at a
to help it fill a specialized role. During the ongoing conflicts time in Battloid Mode. It cannot fly indefinitely.
with the Invid, the Cyclones were so successful that the Invid • Compact: A Cyclone can transform into a cube for
evolved special units dedicated to confronting them. storage or to use as a reserve unit contained inside
another Mecha or vehicle.
Rank Required: 1 • Power Assist: The Cyclone is a powered suit as much as a
Designation: VR Cyclone Series Veritech. It provides its pilot with increased strength and
Division: UEEF-ArTAC, UEEF-TSC, UEEF-EMF, UEEF-CDF, endurance when transformed in Battloid Mode. The pilot
GMP can lift 50 kg indefinitely without Fatigue or 100 kg for
General Stats: minutes before becoming Fatigued.
• Armor - Light: 8 • Storage: A Cyclone may carry a passenger without
• Structure - Light: 6 penalties to maneuvering. It may store up to 3 Kits.
• Resist: 1 • Unarmored: Someone operating a Cyclone without
• Hardware Points: Basic wearing personal Armor uses the stats above, but does
• Speed - Running: As User +2 Ground Units not gain a Resistance benefit.
• Speed - Riding: 200 kph / 320 m / 32 Ground Units • Space Capable: The Cyclone is space capable, but is
• Speed - Aerial: 260 kph / 410 m / 41 Ground Units limited to an escape index of .4 Gravitational Units. It
has enough air for the pilot to operate for hours. When
General Weapons transformed into Battloid Mode, the pilot is immune to
• Configurations: Cyclones were designed as a series, airborne effects, such as toxins, smoke inhalation, and
each created to fit a specific battlefield role with loss of atmosphere.
individual configuration options for its weapons and • Conventional Engines: A Cyclone can run in Cycle Mode
equipment loadout. After choosing a Cyclone, choose 1 using high-capacity batteries for days before needing
of the configuration options and note its weapons. All to recharge. Using battery power masks Protoculture
weapons listed in the configurations are considered to be energy usage from Invid detection.
integrated. This means they can be used in either Cycle or
Battloid Modes. General Equipment Suite
• Hand Held: A Cyclone operator may hold any standard Nimble: Cyclones are Light and designed with a huge amount
or heavy handheld weapon, and when the weapon is of power. It is quick, and an experienced pilot can run circles
operated by the Cyclone, it counts as being braced. around enemy fire. When in open terrain, use this Skill to
Infantry 2-handed weapons, such as assault rifles, avoid fire, Redirect, or Confuse the enemy.
may be operated by a single hand without penalty in • Uses: Unlimited
Battloid Mode. In Cycle Mode, the rider has their typical, • Skill: 3
unenhanced strength.

156
Scout Cyclone • Armor: 9
• Structure: 8
One of the earliest variants of the basic Cyclone, the 038 series • Speed - Riding: 180 kph / 290 m / 29 Ground Units
is smaller and also the lightest, as well as the fastest and most • Speed - Aerial: 210 kph / 330 m / 33 Ground Units
agile Cyclone model in production. However, the Scout’s lack
of heavy armor or integrated defensive weapons may be an Configuration Options
issue in direct combat.
VR-041H - Blade
Designation: VR-038 Equipped with 2 CADS Ceramic Blades on each arm for close-
Specific Stats: Range combat and Mini-Missile launchers in the chest for fire
• Armor - Light: 6 support.
• Structure - Light: 5
• Resist: 1 Loadout
• Speed - Running: As User +3 Ground Units • CADS Ceramic Blades [H] [H]
• Speed - Riding: 250 kph / 400 m / 40 Ground Units • GR-103 Mini-Missile Launcher System [H]
• Speed - Aerial: 300 kph / 480 m / 48 Ground Units
VR-041M - Medic
Configuration Options A dedicated field medic variant which trades missiles for
storage of various emergency medical equipment and
VR-038A - Courier supplies. The CADS Blades are mainly used for cutting troops
The Courier is an unarmed configuration. It is used for basic out of broken Mecha, but it is of course used for self defense
transportation. as well.

Loadout Loadout
• Handheld Weapons Only [H] • CADS Ceramic Blades [H] [H]
• Silent Running • Bio-Detection Sensors [H]

VR-038L - Anti-Armor Dancer Cyclone


The L model comes armed with the RL-6 Recoilless Rifle and
is perfect for hit-and-run strategies. Specially tuned for a number of allied covert operations units,
the Dancer is an updated version of the Saber modified for
Loadout clandestine missions or priority tasks that need deniability.
• RL-6 Recoilless Rifle [H] Unfortunately, after several major mishaps, the performance
• Silent Running of the Dancer was deemed insufficient and only a limited
number were produced before the line was terminated.
VR-038R - Recon Shortly thereafter, it was resurrected as Shadow Technology
A dedicated recon and surveillance Cyclone, usually issued made real stealth for most Mecha a distinct possibility.
with a video recorder and battle data acquisition unit as
standard. Rank Required: 2
Designation: VR-046
Loadout Specific Stats:
• Handheld Weapons Only [H] • Speed - Riding: 180 kph / 290 m / 29 Ground Units
• OSS-44 Battle Data Acquisition Unit [H] • Speed - Aerial: 210 kph / 330 m / 33 Ground Units
• Silent Running
Configuration Options
Saber Cyclone
VR-046P - Puma
While fast and agile, the Scout Cyclones were insufficient for The Puma is a limited-production configuration designed
frontline use. Building on the earlier design, the 041 series for special operations. The Puma is equipped with a mix
was designed as a larger and heavier alternative. The Saber of weapons for any mission. On each forearm sits a CADS
was equipped with thicker armor to protect the user and the Ceramic Blade, while mounted on the hilt of the blades sits
ability to carry heavier weapons for frontline combat. In- a pod that launches Smoke Grenades. Mounted internally on
field variants also came into service as individual platoons the right side of the torso is an integrated Particle Cannon.
re-equipped their Sabers with specialized equipment for
battlefield tasks. Loadout
• CADS Ceramic Blades [H] [H]
Designation: VR-041 • EP-50 Particle Cannon [H]
Specific Stats: • GR-97 Grenade Launcher - Smoke [H]
157
It is currently undergoing field testing in limited numbers
VR-046X - Shadow Dancer before going into mass production.
Same as the P variant, except it has a miniaturized Shadow
Device and updated targeting systems. Only a few were Rank Required: 2
made before the Third Earth Reclamation Force’s liberation Designation: VR-057
attempt. Specific Stats:
• Armor: 9
Loadout • Structure: 8
• CADS Ceramic Blades [H] [H] • Resist: 2
• EP-50 Particle Cannon [H] • Speed - Riding: 180 kph / 290 m / 29 Ground Units
• GR-97 Grenade Launcher - Smoke [H] • Speed - Aerial: 210 kph / 330 m / 33 Ground Units
• OSS-44 Battle Data Acquisition Unit [H]
• Shadow Device [H] Configuration Options

Battler Cyclone VR-057S - Super


A standard configuration commonly called the Super Cyclone
Requiring a standard Power Armor or mecha for the UEEF whose heavy weapons can take on swarms of Invid. Often
infantry units, the 052 series is a medium-weight model paired with the new HGR-70 Rail Gun, the “S” configuration
perfectly balanced between speed, durability, and firepower. brims with weapons. Its massive firepower can be sustained
A slight modification to the earlier models allows for hot- due to its advanced armor.
swapping of Hardpoints, meaning that new munitions
can be added in a few moments—a huge reduction to the Loadout
minutes its predecessors took. After thorough testing by • HRG-70 “Crusher” Accelerator Rifle [H]
selected units within the UEEF and with infantry regiments • GR-97 Mini-Missile Launcher [H]
that accompanied the Earth Reclamation fleets, the Battler
quickly became the standard-issue Cyclone. VR-057D - Destroyer
A heavy weapons support configuration that can dish out a
Designation: VR-052 lot of hurt and do it fast. The added weight and drag from the
size of the weapons have a negative impact on its Speed and
Configuration Options mobility.

VR-052F - Fighter Loadout


The standard configuration has a forearm-mounted Mini- • GR-105 Grenade Launcher - Fragmentation [H]
Missile launcher, often complemented with a handheld • RL-8 Recoilless Rifle [H]
weapon. • H-109P Destabilizer [H]

Loadout Cyclone Weapons


• GR-97 Mini-Missile Launcher: Mounted to each forearm • CADS Ceramic Blades: Since the majority of Invid use
[H] [H] claws in Melee combat, the CADS is a perfect counter
for close-quarters combat. The Blades are often worn in
VR-052T - Assaulter pairs. In Melee combat, 1 blade ignores 2 Light Armor,
A light assault configuration that comes loaded with the EP- and if both blades are used together, they ignore 5 Light-
40 Heavy Laser Pistol for added range and ammo. class Armor and deal 2x damage. [M] [P2]
• EP-37 Pulse Beam Rifle: This Rifle is a staple weapon of
Loadout the UEEF forces. It is accurate, reliable, has Long ange,
• EP-40 Heavy Laser Pistol [H] and packs a punch. The cohesive bolts ignore 2 Light-
class Armor and the weapon can fire further than Long
Devastator Cyclone Range. The plasma magazine has enough to power 12
mini-bursts. [E] [P2]
The Devastator Cyclone is a heavier, more advanced, and • EP-40 Heavy Laser Pistol: The EP-40 provides the
heavily improved variant of the 052 series Battler Cyclone. Cyclone rider heightened accuracy and firepower in
Set to become the new standard-issue model for infantry close-quarter situations. The EP-40’s advanced design
battalions, the Devastator is equipped with a stronger frame, agitates the laser with ionized particles to help the
superior armor layout, a complete overhaul of its internal beam pierce enemy Armor at close Ranges. It can fire
systems, and the ability to carry more and heavier weapons at Short Range and inflicts 2x Light-class damage while
than any previous Cyclone. The hot-swap technology has also ignoring 2 Armor. It has an energy pack, allowing it to
been improved upon, with the Devastator able to accept any fire 8 full-powered shots before needing recharged. The
known weapon currently in use by the UEEF infantry corps. weapon can be fired at extended Ranges, but it loses the
158
additional benefits. [M] [E] [P2] may be calibrated for other species. Medics use the unit
• EP-50 Particle Cannon: The Devastator is fitted with to diagnose health problems and detect if wounded
this integrated, high-powered weapon, currently the soldiers are alive. It can detect through 1 m of material.
most powerful energy weapon employed by Cyclones. Note: This item counts as a Kit.
The weapon ignores 5 Light-class Armor and inflicts 5x • GR-105 Smoke Grenade Launcher: The GR-105 may be
Light-class damage. It has a Range of Long. It can be loaded with non-deadly Smoke Grenades, which may
fired 5 times before needing to cool for minutes. With be deployed up to Medium Range. The smoke is used
each additional instance of use, the weapon will explode, to obfuscate movements, which may aid in attacking or
inflicting 1 Wound to the Cyclone and pilot on a roll of a retreating. Note: This item is only used via an equipment
1. [P5] suite.
• GR-97 Mini-Missile Launcher: The Cyclone is armed with • OSS-44 Battle Data Acquisition Unit: The OSS-44 is a
small pods mounted on the forearms that each contain 2 special camera that may be carried or integrated into
small Missiles for a total of 4. The Missiles are launched in Mecha units, allowing them to detect and record the
sequence and mimic much larger Mecha-class weapons. system designs of other Mecha. It may also be adjusted
The Mini-Missiles have a Range of Medium and inflict to investigate Invid physiology. It operates at a Range of
Mecha-class damage. [B3] Note: This weapon is only Short. Note: This item counts as a Kit.
used via equipment suite. • Silent Running: A Silent Running Cyclone is very quiet
• GR-103 Mini-Missile Launcher: Built into the chest are and has a low thermal output, making it hard to detect.
a pair of small launchers. Each bay holds 6 Mini-Missiles. Detecting a Cyclone using such systems requires 2
The Mini-Missiles have a Range of Medium and inflict Successes.
Mecha-class damage. [B3] Note: This weapon is only • Shadow Device: Once installed, the Shadow Device Kit
used via equipment suite. masks Protoculture usage and any other signals that may
• GR-105 Grenade Launcher: When the need for fire be measured by a sensor. This makes ranged detection
suppression arises, the Devastator can deploy the GR- impossible for typical sensors. The Cyclone can still be
105. This triple-barreled launcher can deploy weapons seen, but will be difficult to engage at Range.
at an astonishing rate: up to 6 Grenades at a Range of
Medium. The Grenades inflict 3x Light-class damage. [B5] Equipment Suites
• H-109P Destabilizer: This portable ionization weapon Area Suppression: The GR unit launches its payload in a tight
penetrates the Invid’s energy-based Protoplex barriers. volley toward the enemy forces. The Grenades’ explosive
When firing this weapon, Light-class barriers are effects are amplified. As long as 3 Grenades remain in the GR-
completely ignored. It has a small energy pack, allowing 105, this Skill may be used. A blast area 3 m wide and 10 m
it to fire 4 times. The weapon has a Range of Short and long is covered in fire and shrapnel. [B3 x 10]
inflicts Light-class damage. Note: This weapon is only • Weapon: GR-105 Grenade Launcher - Fragmentation
used via equipment suite. • Uses: 3 Fragmentation Grenades
• HRG-70 “Crusher” Accelerator Rifle: One of the most • Skill: 4
advanced weapons the Devastator carries is the Crusher
Protoculture-driven Rail Gun. While far too heavy for Drill Down: It’s terrifying to be targeted by an HRG-70.
standard troopers, the Cyclone’s extra strength can easily The hard tungsten rounds crush the target’s Armor until its
wield this weapon. It holds 50 rounds. For every 5 rounds vulnerable internal systems are exposed. When firing at least
spent, the weapon increases its Light-class damage by 1x 25 rounds at 1 target, you may take advantage of this Skill.
and ignores 1 point of Light-class Armor. The weapon has The Crusher forces the unfortunate target into pulp.
a Range of Medium, but can fire at extended Ranges. [E] • Weapon: HRG-70 “Crusher” Accelerator Rifle
[P1-10] • Uses: 25 rounds
• RL-6 Recoilless Rifle: The RL-6 was designed to replace • Skill: 3
the aging RL-1 unit. It has increased punch and increased
rate of fire. The weapon’s magazine holds 6 Rockets. It Double Slice: The CADS becomes even more effective when
ignores 3 Light-class Armor and inflicts 10x Light-class both Blades attack in sequence. They rip apart their prey with
damage. It has a Range of Medium. [E] [P3] ease, making ever-deeper cuts into the core of the target.
• RL-8 Recoilless Rifle: The RL-8 is a powerful explosive When taking 2 Attack Actions with the CADS, use this Skill.
rocket projectile. Its multi-stage exploding head allows it • Weapon: CADS Ceramic Blades
to piece heavy Armor. It ignores 5 points of Light-class • Uses: Unlimited
Armor and inflicts 10x Light-class damage. The RL-8 • Skill: 3
can fire 2 rounds before needing to be reloaded. It has a
Range of Medium but can fire further. [E] [B5] [P5] Ionize: The H-109P releases a pulse of energy that interferes
with electrical systems and Invid Protoplex barriers. The
Features weapon may be fired at Short Range to disrupt the function of
• Bio-Detection Sensors: These special sensors are any complex system. It also interferes with biological electric-
attuned to pick up life signals of humans, though they impulses. The shield of any Light or Mecha-sized object will
159
be deactivated for minutes. Silverback
• Weapon: H-109P Destabilizer
• Uses: 4 The Silverback is a larger four-wheeled cousin to the Cyclone
• Skill: 2 with many of the same components and systems. As an all-
terrain, fast-attack ground vehicle capable of transforming
Long Burn: The EP-40 is a powerful system for such a small into Battloid Mode, it often leads or supports infantry and
package. Its Range is limited, but when in close quarters, it Cyclone teams in ground combat. Due to its similarity with
can burn through Armor and roast living tissue. The Heavy the later Cyclones models, it can use comparable modular
Pistol may fire 2 Long Burns at Short Range, but the second weapons and equipment mounts, making it possible to
time this Skill is used, the unit overheats for minutes. configure the Mecha depending on the mission requirements.
• Weapon: EP-40 Heavy Laser Pistol When transformed into Battloid Mode, it stands 4.3 meters
• Uses: 1 + 1 high, making it a formidable foe indeed.
• Skill: 3
Rank Required: 1
Mini-Missiles: The Devastator comes with a complement of Designation: VM-9
Mini-Missiles integrated into the forearm. Make an Attack Division: UEEF-ArTAC, UEEF-CDF, GMP
with these Missiles up to Medium Range. [B3] General Stats:
• Uses - GR-97: 2 • Armor: Light - 10
• Uses - GR-103: 3 • Structure: Light 12
• Skill: 3 • Resist: 1
• Hardware Points: Basic
Rapid Recoilless: The integrated RL-6 can rapidly cycle • Speed - Running: 45 kph / 70 m / 7 Ground Units
munitions, allowing the rider to inundate an area with fire. • Speed - Riding: 95 kph / 150 m / 15 Ground Units
Use this Skill up to Medium Range. Due to the amount of • Speed - Aerial: 200 kph / 320 m / 32 Ground Units
explosives, a massive 20-m blast is created. [B20]
• Weapon: RL-6 Recoilless Rifle General Loadout
• Uses: 3 munitions total until ammo is depleted • Crew
• Skill: 1 + ignore 5 Light-class Armor • Cargo
• Conventional Engines
Shadow Device: Although visible to the naked eye, the • Indexing Hands
Shadow Device makes the Mecha invisible on every known • Transformation
sensor, increasing the difficulty of fighting a ship due to the
inability to lock onto or fire on it. The device is also able to Configurations
block the Invid’s ability to sense Protoculture usage. In the
dark vacuum of space, it’s impossible to even see the Mecha VM-9L - Ranger
more than a few hundred meters away. On the ground, a The Ranger is the standard configuration, and focuses
vehicle with a Shadow Device can dart in and out of cover, on Speed and mobility yet still packs a punch. It has the
making it hard to track. When a Shadow Device is activated, weaponry of the H configuration, but lighter Armor and
apply the Skill bonus based on the situation. increased Speed. This unit’s speciality is hit-and-run attacks,
• Uses: Unlimited and operating as mobile fire support.
• Skill: 2-4
Specific Stats:
Smoke Screen: The GR unit launches its Grenades to lay • Armor: Light - 8
a long and thick line of smoke. The smoke may be used to • Structure: Light - 12
provide cover when retreating or to reduce the threat of • Speed - Running: 55 kph / 90 m / 9 Ground Units
enemy fire during assault. The GR-105 must be loaded with at • Speed - Riding: 120 kph / 190 m / 19 Ground Units
least 3 Grenades to use this Skill. It creates a screen 5 m wide • Speed - Aerial: 220 kph / 350 m / 35 Ground Units
and 20 m long. [B5 x 20]
• Feature: GR-105 Grenade Launcher - Smoke Loadout
• Uses: 3 Smoke Grenades • HRG-70 Accelerator Rifle [H]
• Skill: 3 • 2 GR-97 Missile Launchers on Wheel Hardpoints [H] [H]
• HRG-140 Dual Rail Cannon [H]

VM-9H - Knight
The Knight is the assault model of the Silverback, and it comes
equipped with heavier Armor and a completely enclosed pilot
compartment. It is fitted with a similar loadout to the L model,
except it has 3 larger-capacity Missile Launchers. The Knight
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is used in direct assault operations to take fire and support • Wheel Hardpoints: Each wheel of the Silverback, 4 in
Cyclones at close Ranges. total, has an integrated Hardpoint for a handheld weapon
or a GR-97. These weapons are operated by the pilot. [H]
Loadout [H] [H] [H] Note: Destroying a Hardpoint will also destroy
• 2 EP-40 Heavy Laser Pistols: Wheel Hardpoints [H] [H] a wheel. If more than 1 is lost, the Silverback cannot fly or
• 2 GR-103 Missile Launchers [H] [H] drive on its wheels.
• HRG-70 Accelerator Rifle [H] • Punch: When the Silverback transforms into Battloid
• HRG-140 Dual Rail Cannon [H] Mode, it unleashes 2 fists that pound their targets into
scrap. The fists inflict 3x Light-class damage in a Melee.
VM-9E - Bishop [M]
The Bishop is a surveillance and electronic warfare
configuration of the Silverback. It has the heavier Armor of Features
the H configuration but replaces the heavy turret-mounted • Transformation: The Silverback has 2 Modes of
Rail Cannon with an advanced sensor array used for tracking transformation and gains the benefits found on Mxxx.
both airborne and ground targets. It functions as indirect • Riding Mode: The Silverback takes the form of an off
support during conflicts or for forward scouting operations. road buggy with 4 wheels. To fly, the wheels split and
expose thrusters, allowing it to fly.
Specific Stats: • Battloid Mode: The Silverback stands upright, appearing
• Armor: Light - 8 as a large robot. It cannot fly, but can navigate terrain far
• Structure: Light - 12 easier and engage in Melee combat.
• Crew: For full functionality, the Silverback requires a
Loadout crew of 2. The pilot operates the vehicle while the co-
• HRG-70 Accelerator Rifle [H] pilot navigates, operates sensors, or acts as a gunner. The
• 2 GR-97 Missile Launchers: Wheel Hardpoints [H] [H] pilot or co-pilot may take control of any weapon.
• OSS-60 Mobile Acquisition System [H] • OSS-60 Mobile Acquisition Sensor: This is an advanced
version of the OSS-44 Kit. The unit can scour the region
Silverback Weapons at Extreme Range, detecting and analyzing targets, as
• Handheld: The pilot and any crew members can each well as encrypt and transmit signals that the Invid cannot
hold and operate a handheld weapon or any other detect. [H]
equipment when in Riding Mode. • Indexing Hands: The Silverback has fully functional
• GR-97 Mini-Missile Launcher: The Silverback is armed hands that can be used to pick up objects. They have a
with a small pod that contains 2 small Missiles. The sensitivity of .5 kg.
Missiles are launched in sequence and mimic much larger • Cargo: The Silverback may carry a Cyclone or up to 5 Kits
Mecha-class weapons. The Mini-Missiles have a Range of in a storage compartment.
Medium and inflict Mecha-class damage. [B3] [H] Note: • Conventional Engines: A Silverback can run in Riding
This weapon is only used via equipment suite. Mode using high-capacity batteries for days before
• GR-103 Mini-Missile Launcher: Built into the frame of needing to recharge. Using battery power masks
the Knight are a pair of small launchers. Each bay holds 6 Protoculture energy usage from Invid detection.
Mini-Missiles. The Mini-Missiles have a Range of Medium
and inflict Mecha-class damage. [B3] [H] Note: This Equipment Suites
weapon is only used via an equipment suite. Drill Down: Hard tungsten rounds crush the target’s Armor
• HRG-70 “Crusher” Accelerator Rifle: This large Rail Rifle until its vulnerable internal systems are exposed. Take
is far too heavy for standard troopers to carry, so the advantage of this Skill when firing at least 25 rounds at 1
SIlverback’s Crusher is fixed to a braced mount, allowing target. The Crusher turns the unfortunate target into pulp.
the co-pilot to operate it. It holds 50 rounds. For every • Weapon: HRG-70 “Crusher” Accelerator Rifle
5 rounds spent, the weapon increases its Light-class • Uses: 25 rounds
damage by 1x and ignores 1 point of Light-class Armor. • Skill: 3
The weapon has a Range of Medium, but can fire at
extended Ranges. [E] [H] [P1-10] Mini-Missiles: The Silverback is fitted with a Mini-Missile
• HRG-140 Dual Rail Cannon: The massive HRG-140 is launch system to provide additional versatility during combat
so large that it’s built into a servo-controlled turret that Actions. Make an Attack with these Missiles up to Medium
sits on the rear of the Silverback. While in Battloid Mode, Range. [B3]
the twin barrels drop over the shoulder. Smaller targets • Uses - GR-97: 1+1
are disintegrated on a direct hit from the hyper-velocity • Uses - GR103: 2 + 2
exploding rounds that can inflict Mecha-class damage. • Skill: 3
The HRG-140 provides direct fire support at Extreme
Range. The Rail Cannon carries enough ammunition for Seek and Find: The Silverback carries the advanced OSS-60
60 shots. [H] Mobile Acquisition Sensor. Its advanced system architecture
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was designed specifically to combat the Invid. Use this Skill
when you want to see the Invid without them knowing they’re
being detected.
• Feature: OSS-60
• Uses: Unlimited
• Skill: 2

Twin Fire: The HRG-140 typically sequences fire between


its 2 barrels. However, 2 rounds may be fired at once, 1 from
each barrel. This reduces the Range of the shot but increases
power. At Medium Range, when using this Skill, ignore 1 point
of the target’s Armor. You must expend 2 ammunition.
• Weapon: HRG-140 Twin Rail Cannon
• Uses: 2 ammunition rounds
• Skill: Ignore 1 Armor at Medium Range

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3 Alpha Fighters, or 12 Cyclones with riders, or 60 assault
troops with combat gear. The Pods each have the same
Space Vehicles stats as the ship itself. [H] [H] [H] [H] Note: Each Pod
counts as 2 Hardware Points.
Horizon-T-class Combat Dropship • Detach: The nose of the ship may detach, allowing the
crew to escape if the ship’s main body is too heavily
At 62 meters long, the Horizon-T is the smallest naval vessel damaged. The Nose Pod has the following stats:
in the UEEF fleet. Classified as a dropship, the Horizon class’ • Armor - Mecha: 1
primary duties include transport of supplies and personnel to • Structure - Mecha: 2
combat zones or other hotspots across a planetary surface. • Speed - Space: 1200 kph / 2 km / 4 Space Units
The Horizon can be equipped with a single armored transport • Hover: With powerful Vernier Thrusters, the Horizon-T
pod under each of its two “wings” with the ability to quickly can hover in place to drop its Transport Pods, Cyclones,
drop or exchange a pod within minutes. The ship’s powerful or release its Fighters.
engines allow it to move between atmosphere and space • Escape: The Horizon-T is capable of atmospheric flight
seamlessly, meaning that it can move to its deployment zone and has an escape index of 3 Gravitational Units.
or to make drops at low altitude quickly and efficiently.
Equipment Suite
Rank Required: 3 Active Defense: The Horizon-T’s ECM module lashes outward
Designation: LCA-12T with powerful electromagnetic waves that can scramble
Division: UEEF-TASC, UEEF-ArTAC, UEEF-TSC, GMP Missile and detection systems. Use this Skill anytime you
General Stats: want to obscure the Horizon-T’s signals or defend against
• Armor - Mecha: 3 targeting systems.
• Structure - Mecha: 6 • Feature: ECM
• Hardware Points - Basic: 6 • Uses: Unlimited
• Speed - Space: 2100 kph / 3.5 km / 7 Space Units • Skill: 3
• Locations - Standard Except:
• Hangar: The Horizon-T’s hangar only holds 1 Alpha Variants
and 1 Beta Fighter in total. • LCA-12B Horizon-B Strategic Bomber: A version of the
Horizon where the wing-mounted pods are replaced with
Weapons massive bomb bays. They are typically used for carpet
• Accelerator Mini-Cannon: The Horizon-T is fitted with bombings of Invid strongholds.
2 underside-mounted Mini-Cannons. When deployed, • LCA-12E Horizon-E: A few Horizons have been
these Cannons swing out from under the craft to assist reconfigured for AWACS missions. The wing-mounted
in clearing out nearby hostile forces in support of pods are replaced with long-range sensors and
disembarking troops. The weapon inflicts 5x Light-class communication equipment that can be used to warn and
damage to everything in a 1-m-wide line at Long Range. direct friendly forces within the battle space.
The hardened bullets ignore 3 Light-class Armor. [1L] [H] • Special Operations: A few Horizon-T ships have
[H] [P3] been converted for special forces operations. This S
• Weapon Banks: The Horizon-T is fitted with 1 bank of variant takes experienced warriors into mission-critical
Accelerator Mini-Guns. situations, supporting them through the mission and
extracting them when the job is done. It’s equipped with
Features a Fold Drive and a special heavily armed Weapons Pod,
• Crew: The Horizon-T has a standard crew of 2 pilots, 1 replacing 1 of the Transport Pods.
gunner, 3 engineers, 1 comms officer, and 1 navigator.
• ECM:To ensure the Horizon-T makes it to their destination, Rank Required: 3
the Vessel is equipped with a broad-spectrum ECM that Designation: LCA-12S Horizon-S
scrambles Missile locks and sensors, making it harder to General Stats:
target. The ECM has no effect on radar-like systems. • Armor - Mecha: 4
• Complement: One Alpha and 1 Beta Fighter are deployed
from the ventral rear of the craft to help defend the Weapons
Horizon-T, giving the ship its own Fighter escort and • Weapons Pod: In addition to the 2 defensive Mini-Guns,
cover for disembarking troops. The Horizon-T also carries the Weapons Pod houses an array of weapons to defend
a Cyclone squad of 12, which may use a drop bay or ramp the support troops it deploys. [H] [H]
to deploy. • Tactical Missiles: To engage multiple opponents,
• Armored Transport Pods: Under each wing is a storage the Weapons Pod is fitted with Tactical Missiles.
Pod nearly the same size as the central craft. These Pods These allow the ship to take evasive maneuvers and
hold troops or supplies and can be detached or dropped Attack at the same time.
from as high as 10 m. Each Pod has enough room to carry • Heavy Beam Cannon: This advanced Beam Cannon
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is a stripped-down version of the Triple Barreled Mecha-class damage. [H]
versions found on UEEF capital ships. It is much • Gun Pod Hardpoint: The Comet has 1 Hardpoint to
larger and more powerful than those carried by mount any available Gun Pod on the rear of the vehicle in
standard Mecha. Pintle-mounted on the front of the front of the dorsal fin. The most common type is the EU-
Pod, the Cannon has a 230-degree axis arc. It inflicts 13, but ballistic-based Gun Pods may be mounted as well.
2x Mecha-class damage in a 3-m-wide line. The The Comet can recharge any energy-based Gun Pod over
Beam Cannon has a Range of Extreme. [L3] the course of minutes. [H]
• Auto-Cannons: To provide direct fire support, several • EU-13 Gun Pod: The EU-13 is an integrated Laser Pulse
Auto-Cannons of different calibers are attached Weapon (LPW). It fires small concentrated pulses of laser
to the sides of the Pod. The Cannons can unleash fire. While its Range is limited to Short, the weapon rains
tremendous amounts of damage. The gunner can fire in a conical pattern and ignores 1 point of the target’s
choose the type of Cannons fired, thereby adjusting Armor. [C] [H] [P1]
the blast size. The Cannons have a Range of Long. • Missile Hardpoints: On the underside of each wing is a
• Anti-Personnel: 3x Light-class damage [B20] Hardpoint to mount any type of Missile. [H]
• Armor Piercing: Mecha-class damage [B5] • Ram: The Comet cannot make Melee Attacks. Its only
• General Fire: 5x Light-class damage, ignores 2 option to inflict damage in close quarters is to Ram.
Light-class Armor [B10] [P2] • Weapon Banks: The Comet has 1 bank of each of the
following: Missile Hardpoint, Gun Pod Hardpoint, and
Features Heavy Particle Cannon.
• Fold Drive: The Horizon dropships that support special
operations have the capability to get where they need to Features
go. The Fold Drive is crucial to special operations. • Spacebound: The Comet is designed for operation in
space only. It can withstand atmospheric entry, but takes
Equipment Suite a Hindrance on any Action taken in an atmosphere.
Tactical Missiles: A special turret connected to a munitions
magazine extends beneath the Weapons Pod. It can swivel to Equipment Suite
face any lateral direction and fires Missiles 1 at a time. Tactical Mini-Missiles: When dense Mecha-based fighting is expected,
Missiles have a Range of Long. [B5] Mini-Missiles may be fit to the Comet’s Hardpoints. They have
Weapon: Weapons Pod a Range of Medium. [B3]
• Uses: 3 Weapon: Mini-Missiles
• Skill: 4 • Uses: 3
• Skill: 3
Comet
Tactical Missiles: For missions that require ranged fire
The Comet is a larger, more heavily armed craft designed support, the Comet is fitted with Tactical Missiles. Tactical
primarily for space combat and fleet defense duties. It is Missiles have a Range of Long. [B5]
armed with a repeating laser cannon for self defense, multiple • Weapon: Tactical Missiles
Hardpoints large enough to carry anti-naval Reflex Missiles • Uses: 2
or other heavy ordnance. It also has a large and powerful • Skill: 4
centrally mounted Particle Cannon stretching through the
majority of the fuselage. The Comet is capable of taking Reflex Missiles: Capital ships provide significant challenges
on multiple enemy Fighters, attacking crafts or assisting in for smaller craft. Reflex Missiles have a Range of Extreme and
assaults on enemy warships. inflict Naval-class damage. [B50]
• Weapon: Reflex Missiles
Rank Required: 1 • Uses: 2
Designation: SM/A-4 • Skill: 4
Division: UEEF-TSC, UEEF-CDF, UEEF-ArTAC
Stats: Conbat
• Armor - Mecha: 1
• Structure - Mecha: 2 Designed to replace the Comet as the main UEEF fleet
• Hardware Points: 3 defense and strike craft, the Conbat is a large, multi-purpose
• Speed - Space: 2100 kph / 3.5 km / 7 Space Units aerospace Fighter. Its ability to fly in multiple environments
gives it an edge over the primarily space-based Comet, and
Weapons its flexibility makes it useful to both the space fleet and the
• Heavy Particle Cannon: Built through the fuselage of the ground forces. While not designed to enter an atmosphere
vehicle is a large energy weapon which, unlike the Lancer under combat conditions, such as taking fire from enemy
II, is not exposed. It is also energy-based, eliminating units, it is a great complement to the Condor Veritech Attack
the need for refitting. It has a Range of Long and deals Craft, where its ability to carry heavier ordnance—including
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Reflex Missiles—can make all the difference in battle. The Reflex Missiles: When tasked with the destruction of large
Conbat sports a large engine and thruster package on each of targets, the Conbat is fitted with Reflex Missiles. These
its rear nacelles, propelling the Fighter to some of the fastest Missiles may be fired up to Extreme Range. They inflict Naval-
speeds of any small UEEF craft. It keeps up with the fastest class damage. [B50]
Veritechs and intercepts incoming threats before they reach • Weapon: Reflex Missiles
critical or valuable targets. • Uses: 3
• Skill: 4
Rank Required: 1
Designation: SF/A-5
Division: UEEF-ArTAC, UEEF-TSC, UEEF-CDF
Stats:
• Armor - Mecha: 2
• Structure - Mecha: 2
• Hardware Points - Advanced: 4
• Speed - Space: 2700 kph / 4.5 km / 9 Space Units

Weapons
• Heavy Particle Cannons: The Conbat is fitted with 2
large Particle Beam Cannons that pulse forward, searing
enemy Mecha apart. This is the same weapons system
mounted to the SM/A-4. The Cannons have a Range of
Long and deal Mecha-class damage. [H] [H]
• Hardpoints: On the Conbat’s underside sit several
Hardpoint mounts. Each mount may be fitted with either
Tactical or Reflex Missiles. [H] [H]
• Ram: The Conbat cannot make Melee Attacks and can
only perform Ramming Attacks.
• Weapon Banks: The Conbat has 2 banks of Particle
Cannons and 1 for Missile Hardpoints.

Features
• Hover: The powerful Vernier Thrusters enable the Conbat
to maneuver effectively in space, allowing it to hover in
the atmosphere.
• Cyclone Storage: The Conbat has room to store 1
Cyclone. It may be ejected while the Conbat is in flight
at low altitudes or retrieved after landing. Instead of a
Cyclone, the Conbat may carry up to 5 Kits.

Equipment Suite
The Gates of Hell: As an interceptor, the Conbat routinely
engages the enemy before other Mecha have the chance.
Conbat pilots know the risks and have learned to cope with
the pressure. When the Conbat is moving toward a target you
intend to engage, you may use this Skill at Medium Range or
longer.
• Vehicle: Conbat
• Uses: Unlimited
• Skill: 3

Tactical Missiles: Tactical Missiles allow the Conbat to directly


support Mecha or cover Naval Vessels at Long Range. Tactical
Missiles have a Range of Long and they inflict Mecha-class
damage. [B5]
• Weapon: Tactical Missiles
• Uses: 3
• Skill: 4

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Designation: ATT-30 / ATT-40
Specific Stats:
Ground Vehicles • Armor - Light: 3 ATT-30 / 5 ATT-40
• Structure - Light: 15 ATT-30 / 20 ATT-40
Ground Transports • Resist: 1 Att-40

The UEEF favors the use of combat jeeps to support ground Loadout
forces and logistics trains, allowing the rapid movement of • Handheld
troops and supplies both to and from the battlefront. While
primitive in comparison to the advanced and technologically Kodiak
sophisticated Veritechs of the UEDF forces, salvaged or stolen With its sealed and armored cargo compartment, the Kodiak
jeeps have still been invaluable to resistance forces across the is much more suitable for carrying fragile goods, such as
Earth. Since they need to work on any type of terrain and munitions and people, than its ATT cousins. This heavy 6x6
evacuate under hazardous circumstances, these jeeps rely flexi-drive truck excels as a frontline supply and maintenance
on advanced flexi-drive systems to get them from point A to vehicle to support Cyclones and other armored infantry.
point B quickly and with a minimum of harm. Some Kodiaks have also been converted to field ambulances.

Rank Required: 0 Designation: M-70


General Stats: Specific stats:
• Division: All • Armor - Light: 5
• Hardware Points: Basic • Structure - Light: 25
• Speed - Riding: 120 kph / 190 m / 19 Ground Units • Resist: 1

General Features Loadout


• Cargo: The Combat Transports each have dedicated • Handheld
cargo space. The ATT-30 and ATT-40 can carry 5 loaded • Grenade Launcher
soldiers, 2 Cyclones, or 10 Kits on their cargo beds with an
additional forward seat aboard the ATT-30. The Kodiak Weapons
has a larger armored cargo compartment that can carry • Handheld: The driver or any of the passengers may carry
8 loaded soldiers, 3 Cyclones or 15 Kits plus 2 passenger and Attack with any small arms.
seats. The cargo beds of all ATT models can mount • Grenade Launcher: Mounted on top of the Kodiak’s
heavier weapons, turning them into gun platforms but cargo box is a pop-up 10-tube rocket-propelled Grenade
effectively removing all cargo space. Launcher. The standard HE Grenades inflict 5x damage
• Conventional: The Combat Transport units do not run on and the Range is Medium. [B3] [H]
Protoculture and do not give off a Protoculture signature
unless they’re fitted with weapons powered with Optional Weapons
Protoculture. Thus, they are hard for the Invid to target. • Forward Mount: All Combat Transports can be fitted
They can run for days on batteries or use diesel engines with a forward-facing weapon mounted on the side of
to run for hours. the hood. The weapon is considered to be braced for
• All-Terrain: The Combat Transports have great engine purposes of firing. A common choice is the ATR-35 Armor
power and off-road capabilities, allowing them to Piercing Cannon, but any Light weapon may be fitted.
traverse rough and rugged terrain and overcome steep The weapon is fired by the driver or a passenger. It has
inclines. They’re also amphibious and can drive through a Range of Long and inflicts 5x Light damage, ignoring 2
waters up to 1 m deep and float in even deeper waters. points of Armor. [B3] [P2]
• Laser Gatling Gun: Instead of a passenger seat, the
Utility Jeep ATT-40 has a vertically pivotable box containing a heavy
The ATT-30 Utility Jeep was the standard 4x4 light transport Gatling-style Laser Cannon used for anti-air defense or
jeep in use from the early 2010s. Known to be reliable and frontline assaults. It has a Range of Long and inflicts 3x
durable, most UEEF infantry soldiers have some kind of Light damage, ignoring 3 points of Armor. [C] [P3]
personal connection to this venerable vehicle. With “utility” • Machine Gun: The passenger side of the ATT-30 has a
as the lead word, it can be configured for many different uses. compartment inside the hood on the passenger side
where a Machine Gun can be mounted. The gun can be
ATT-40: The ATT-40 Assault Jeep is a heavier 6x6 Combat turned 30 degrees horizontally to increase aim and can
Transport variant of the ATT-30 that is geared more toward be fired by either the passenger or the driver. The weapon
direct combat operations. With heavier weapons and thicker has a Range of Long and inflicts 2x Light damage,
armor, it typically doubles as a frontline assault vehicle with ignoring 2 points of Armor. [C] [P2]
the cargo bed mounted with additional weapons systems. • Missile Cargo Bed Mount: The cargo bed portion of the
ATT-30 and the ATT-40 can mount a heavier weapon. A
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common choice is a 6-tube Missile Launcher for repelling
enemy ground forces and providing limited artillery fire. Weapons
It can be fired by the driver or a passenger. The Missiles • Mounted: Weapons may be mounted to motorcycle
have a Range of Medium and inflict 10x Light damage. fronts or side cars, car roofs, or truck beds. Weapon size
[B3] Ranges from modified Handguns, to smaller Cannons
• Autocannon Cargo Bed Mount: A different optional and Mini-Missile Launchers. Mounted Machine Guns are
mount for the ATT’s cargo beds is an automatic 30 mm considered stabilized.
Gauss Cannon Turret that transforms the truck into a
limited fighting vehicle and mobile defense platform. Features
It requires a dedicated operator behind the Cannon. • Crew: A Junker only requires 1 person to operate it.
The weapon has a Range of Long and inflicts 5x Light Motorcycles can carry 1 passenger if it has a second seat
damage, and ignores 5 points of Armor. [P5] or a passenger sidecar. Cars can carry 4 passengers, and
• Tactical Synchro Cannon Cargo Bed Mount: Near the trucks can carry 8.
end of the Third Robotech War, several experimental
Synchro Cannons were brought to Earth by UEEF
advance forces who mounted them on ATT jeeps. The
Tactical Synchro Cannon was designed to penetrate Armored Vehicles
heavy Invid Protoplex barriers and disintegrate Invid
hives. The weapon Attacks with amazing power for Archon Heavy Hovertank
its small package. It inflicts 2x Naval-class damage to
everything in a 5-m-wide line. Everything within 10 m The Archon is a heavy, non-transformable Hovertank built
of the beam takes Mecha-class damage. Between 10-25 around a massive turret that sports a large, three-barreled
m, Light-class damage is inflicted. The weapon fires at Heavy Ion Particle Cannon. Conceived as a heavy support
Extreme Range. Once fired, it takes minutes to recharge vehicle akin to a Beta Fighter on the ground, the Tank employs
and fire again. It requires a dedicated operator next to some of the same design and parts as its aerial counterpart.
the Cannon, and the jeep must stand still. [L5 - 25] [E] This vehicle can overwhelm almost any enemy ground unit
that it faces, but with a relatively large cargo hold, it can also
Equipment Suites double as an infantry fighting vehicle with room for a small
Just Tough: Combat Transports are known for being nearly squad of Cyclone riders.
impossible to destroy. Whether it be from luck, skillful driving,
or just being tough, they get the job done. Use this Skill Required Rank: 2
anytime you are taking a Defend Action. Designation: IFHV-03-MK II
• Vehicle: ATT-30/ATT-40 Division: UEEF-ArTAC
• Uses: 3 Stats:
• Skill: 3 • Armor - Mecha: 3
• Structure - Mecha: 4
Smash Through: The Kodiak’s reinforced bumper guard • Hardware - Basic: 5
allows it to Ram enemy fortifications, vehicles, Mecha, or • Speed - Hover: 120 kph / 190 m / 19 Ground Units
other obstacles with minimal sustained damage to itself.
When using this Skill, gain +1 Armor to Ramming Attacks. Weapons
• Vehicle: M-70 Kodiak • HPC-22 3 Heavy Particle Cannon: This weapon is so
• Uses: Unlimited large that the Archon is built around it. The triple barrels
• Skill: 2 plus +1 Armor when Ramming sequence firing a Heavy Particle Beam. The weapon
inflicts 2x Mecha-class damage. However, when firing
Junkers at targets that move faster than 200 kph, it takes a
To survive on Invid-occupied Earth, you use anything you can Hindrance to hit. [B3] [H]
get your hands on. It is therefore common to see resistance • Mark II 30 mm Autocannon: To provide fire support
fighters and outlaws alike ride makeshift combat vehicles, without taxing the energy system, the Archon has a
strapping any weapon system they can fit onto motorcycles, rapid-firing 30 mm mounted Autocannon inline with the
trucks, or other ground vehicles. While seldom optimal, they turret. It fires at Medium Range and inflicts 5x Light-class
tend to get the job done. damage. The Tank holds 120 rounds of ammunition. [H]
• Mini-Missiles: The Archon has small servo-mounted
Stats: pods on its flanks. Each holds a small complement of
• Armor - Light: 2 Mini-Missiles. These engage targets at closer Ranges
• Structure - Light: Motorcycle: 3 / Cars: 14 / Trucks: 16 that are in direct contact. Mini-Missiles have a Range of
• Speed - Motorcycle: 150 kph / 240 m / 24 Ground Units Medium. [H] [H]
• Speed - Car: 100 kph / 160 m / 16 Ground Units • HRG-70 “Crusher” Accelerator Rifle - optional: The
• Speed - Truck: 60 kph /100 m / 10 Ground Units Archon can mount the Crusher to a braced pintle mount
169
so it can be operated by a crew member. It holds 50
rounds. For every 5 rounds spent, the weapon increases Destabilize: The D-03 releases a massive pulse of energy
its Light-class damage by 1x and ignores 1 point of Light- that interferes with standard electrical systems as well as
class Armor. The weapon has a Range of Medium, but can biological electric-impulses. The weapon may be fired at
fire further. [E] [H] [P1-10] Medium Range to disrupt the function of any complex system
and inflicts Mecha-class damage. Any Light or Mecha-sized
Features object will also have its barrier deactivated for minutes, and
• Crew: The IFHV-03 MK II has a standard crew of 3. One Structures or Naval Vessels have a 50-m hole ripped open for
pilots the vehicle, another acts as a gunner, and a third as minutes.
a commander or navigator. If the proper number of crew • Weapon: D-03 Destabilizer Cannon
is not present, the Archon may not operate optimally. • Uses: Unlimited
• Cargo: The Archon has a large environmental hold that • Skill: 1
can transport equipment or soldiers. It has enough room
for a lance of 4 Cyclones and riders, or a squad of 10
soldiers, or 40 Kits. Every 5 Kits equals 1 Cyclone folded
in storage Mode.
• Hover: With large Vernier Thrusters, the Archon hovers Artillery
over the ground, avoiding debris and obstacles. It can
make small jumps up to 10 m long and 5 m high to clear Synchro Cannon Hover Platform
more difficult terrain.
• Wheels: If the Hover System is disabled, the vehicle has Thanks to breakthroughs in the newly developed Shadow
small wheels it can use at low Speeds under 20 kph. Technology, the UEEF began a large-scale deployment of the
devastating Synchro Cannon. Using a simple hover platform
Variant mounting a handful of small defense guns and the central
• IFHV-03 MK IV Destabilizer Tank: Based on a template gun, the Synchro Cannon Hover Platform was used in direct
from the rogue scientist Dr. Osmund, several Archon attacks against Invid hives or as heavy artillery support for
units were outfitted with 3 D3-3 Destabilizer Cannons, ground-based troops. Only a few prototype units were ready
replacing the HCP-22 Cannons. The UEEF gave these in time for the final attack on the second Earth Reclamation
Tanks to the resistance just prior to the third reclamation Force, with most destroyed in the landing attempt. Although
attempt. The Destabilizer Cannons penetrate Invid massive and bulky at over 18 meters from front to back, the
Protoplex barriers and grant the Destabilize equipment Cannon’s lightweight armor means that it must be protected
suite, but are otherwise comparable to the HPC-22 as it moves into position to fire.
Cannons.
Rank Required: 3
Equipment Suite Designation: YMH-10
Drill Down: Hard tungsten rounds crush the target’s Armor Division: UEEF-ArTAC
until its vulnerable internal systems are exposed. Take Stats:
advantage of this Skill when firing at least 25 rounds at 1 • Armor - Mecha: 1
target. The Crusher grinds the unfortunate target into pulp. • Structure - Mecha: 2
• Weapon: HRG-70 “Crusher” Accelerator Rifle • Hardware - Basic: 1
• Uses: 25 rounds • Speed - Hover: 60 k/h / 90 m / 9 Ground Units
• Skill: 3
Weapons
Mini-Missiles: When heavy targets get a bit too close for • Mark I Tactical Synchro Cannon: The Tactical Synchro
comfort, the Archon unleashes a swarm of Mini-Missiles. Pods Cannon penetrates heavy Invid Protoplex barriers
on each side of the Tank carry the Missiles. Mini-Missiles have and disintegrates Invid hives. The weapon attacks
a Range of Medium and inflict Mecha-class damage. [B3] with amazing power for its small package, inflicting
• Weapon: Mini-Missiles 2x Naval-class damage to everything in a 10-m-wide
• Uses: 3 + 3 line. Everything within 20 m of the beam takes Mecha-
• Skill: 3 class damage. Between 20-50 m Light-class damage is
inflicted. The weapon fires at Extreme Range. Once fired,
Rapid Impact: The co-axial Autocannon rapidly fires several it takes minutes to recharge and fire again. [L10 - 50] [E]
rounds at the target. They hit in close proximity and crush [H]
Armor in that area. The weapon’s damage profile is increased
to inflict Mecha-class damage. Features
• Weapon: Mark II 30 mm Autocannon • Crew: The Synchro Cannon Platform has a standard
• Uses: 5 ammunition rounds crew of 3. The pilot navigates and drives the vehicle, the
• Skill: Inflicts Mecha-class damage gunner tunes and fires the Synchro Cannon, and a third
170
crew member assists with navigation, targeting, and
operating the remote turrets. If the Platform is not fully
crewed, it may take penalties during operation.
• Hover: The Platform has high-powered thrusters that
allow it to hover 1 meter off the ground. It can easily avoid
low-lying terrain. The thrusters may be used to jump 50
m horizontally, reaching an additional 2 m in height.

171
UEEF GEAR

was distributed to Cyclone riders for testing before


Basic Light Gear gradually replacing all EP-37 units. The H-260 Valiant
fires a heavier bolt of energy, which reduces Range,
Light Arms but increases damage with a 24-round magazine. The
Valiant has a Range of Medium and inflicts 2x Light-class
Pistols damage. It can be set to fire further, but inflicts standard
• T-9 Pump Pistol [R2]: The T-9 is a small but powerful damage. By folding the stock down, it may also be used
Pistol provided to pilots who need enhanced firepower within Melee Range at a Hindrance. [M] [E] [P2]
when out of their Mecha. The T-9 only holds 4 rounds, but
instead of normal cartridges, it fires shotgun-like slugs. Sniper Rifles
The weapon has an effective Range of Short, but inflicts • ES-50 Specter: This wide-bore Laser Rifle is a favorite
2x Light-class damage. Those with a sharp eye can fire among snipers, firing an optically invisible and silent
the weapon further. [M] [E] [C] beam that’s nearly impossible to detect. However, its
energy pack drains quickly, allowing for only 5 shots. The
Shotgun operator must keep the target in the Rifle’s sights to allow
• Holden Mark-2 Shotgun: The Mark-2 is an updated the full duration of the shot to hit before changing targets
version of the Mark-1 12-gauge shotgun. The weapon or moving positions. It has a Range of Long and ignores 2
has been upgraded to hold an additional shell for 9 in points of Light-class Armor. Detecting the Rifle’s position
total and allows for semi-automatic firing. This lets the after a shot has been fired requires 3 Successes. The ES-
wielder more easily make sweeping Attacks. Reduce the 50 can also be used as a laser range-finder to help spot
penalties associated for converting fire found on M160. and locate targets at Extreme Range. [P2]
Its Range is limited to Medium. [M] [C]
Heavy Rifle
Assault Rifles • ATR-35 Armor Piercing Cannon: A powerful armor-
• EP-37 Pulse Beam Rifle: This Rifle is a staple weapon piercing Rail Cannon, the ATR-35 is a portable support
of the UEEF forces. It is accurate, reliable, has a long weapon that, due to its weight and heavy recoil, requires
effective Range, and packs a punch. The cohesive bolts a bipod or to be mounted to a vehicle for use. It can be
ignore 2 Light-class Armor and the weapon has Long used as a handheld weapon by those wearing Cyclones
Range, but can fire further. The plasma-based magazine and Power Armors. It has an 18-round magazine, a Range
has enough to power 12 mini-bursts. [E] [P2] of Long, and inflicts 5x Light damage, ignoring 2 points
of Armor. [B3] [P2]
• EP-40 Heavy Laser Pistol [R2]: The EP-40 provides
the Cyclone rider heightened accuracy and firepower in Machine Guns
close-quarter situations. The EP-40’s advanced design • HGR-70 Crusher [R2]: The Crusher is so heavy that it
agitates the laser with ionized particles. This helps the cannot be used without an integrated Mecha mount or a
beam pierce enemy Armor at close Ranges. It can fire braced bipod, and as such, it is most often requisitioned
at Short Range and inflicts 2x Light-class damage while by Cyclone or Silverback pilots. Standard troopers can
ignoring 2 Armor. It has an energy pack, allowing it to use the Crusher, but must be braced before use and
fire 8 full-powered shots before needing to be recharged. setting it up, which takes 1 Action. The weapon is so large
The weapon can be fired at extended Ranges, but it loses that it counts as 1 Kit.
the additional benefits. [M] [E] [P2]
• Drill Down: Hard tungsten rounds crush the target’s
• H-109P Destabilizer [R2]: This portable ionization Armor until its vulnerable internal systems are
weapon penetrates energy-based Protoplex barriers exposed. Take advantage of this Skill when firing at
used by the Invid. When firing this weapon, Light-class least 25 rounds at 1 target. The Crusher grinds the
barriers are completely ignored. Its small energy pack unfortunate target into pulp.
allows it to fire 4 times. The weapon has a Range of Short • Weapon: HRG-70 “Crusher” Accelerator
and inflicts Light-class damage. Note: This weapon is Rifle
only used via equipment suite found on page xxx. • Uses: 25 rounds
• Skill: 3
• H-260 Valiant Rifle: As the EP-37 Pulse Beam Rifle aged,
it needed to be replaced. The Valiant Rifle, its successor, Modular Weapons
172
Modular Weapons contain parts that may be swapped, Power Armor. It deals Naval-class damage. [B30]
allowing the weapon to assume a different function. Using
common parts reduces costs and helps increase production. • AM-2 Watchdog Anti-Mecha Land Mine: A heavy
Modular Weapons typically come with the parts that convert pressure-detonated land mine with a shaped Cobalt
it from a pistol to a rifle (and vice versa). Modular Weapons Charge designed to destroy or immobilize Mecha or
inflict Light-class damage and follow the rules for Light Arms conventional Tanks. It has an automatic Identification
found on M121. Friend or Foe system that allows friendly Mecha to pass
safely. It’s often planted by using a Mecha, Power Armor,
• M-30 Wolf: The Wolf is the first modular weapon the UEEF or by airdrop, but a team of 2-3 people can do the trick
outfitted. It’s a small-format Particle Beam Weapon that with enough time. It inflicts Mecha-class damage. [B10]
has 2 forms: Pistol and Carbine. The M-30 was designed
for Alpha and Cyclone pilots who could carry the weapon Light-Class Armor
in a cockpit.
CS-5 Stealth Armor [R2]
• Pistol: The Pistol form of the M-30 has a Range of When wetworks operations are planned, agents are provided
Short and can fire 24 shots. with the CS-5 Personal Stealth Armored Suit. It offers 2 Light-
• Carbine: In Carbine form, the M-30 has increased class protection and helps the agent stay hidden. In dark or
firing capacity. It can fire 48 times, but when densely packed environments, it takes 2 Successes to be
expending 2 shots, choose between firing at Medium noticed. Even during the day or in open terrain, as long as the
Range, or ignoring 1 point of the target’s Armor. wearer remains still, it takes 1 Success to spot them.
[P0/1]
CVR-3 Personal Combat Armor
• H-90 Gallant: The Gallant is the successor to the Wolf, This is the most widely used and easily recognized armor
featuring better design integration and more versatility. of the UEEF. It’s lightweight and offers comprehensive
It is considered a Particle Beam Weapon. The weapon can protection. The CVR-3 is also necessary for piloting a Cyclone.
exist in 3 states: Pistol, Carbine, and Rifle. It offers 3 Light-class Armor protection.

• Pistol: This small form of the H-90 features a


magazine of 12 shots. It has a Range of Medium.
• Carbine: With an extended stock, the firepower is
increased to 24 shots. The weapon has a Range of Equipment
Medium, but can fire further. It ignores 1 point of the
target’s Armor. [E] [P1] Kits
• Assault Rifle: By adding an extended barrel, the
weapon’s power increases, but the number of shots • Bio-Detection Sensors: These special sensors are
is reduced to 18. It has a Range of Long, but can fire attuned to pick up life signals of humans, though they
further and ignores 2 points of the target’s Armor. [E] may be calibrated for other species. Medics can use it to
[P2] diagnose health problems and detect if wounded soldiers
are alive. It can detect through 1 m of material.
Explosives
• OSS-44 Battle Data Acquisition Unit [R1]: The OSS-
• D-40 Cobalt Limpet Mine: The D-40 is a shaped Charge 44 is a special camera that may be carried or integrated
with a handle and bottom that will stick to anything. into Mecha units. It records and detects system designs
Once in position, the Limpet Mine may be remotely of Mecha. It may also be adjusted to investigate Invid
detonated or set to explode via an integrated timer. The physiology. It operates at a Range of Short.
D-40 is about 4 times the size of a Grenade, and typically
2 may be carried as a single Kit. They inflict 2x Mecha- • Shadow Device [R3]: Once installed, the Shadow
class damage and ignore 2 points of Mecha-class Armor. Device Kit masks Protoculture usage. This makes ranged
[B3] [P2] detection impossible for the Invid. It also causes them
to have difficulty tracking Protoculture-driven machines
• D-70 Stilt Buster Detonation Charge: A heavy disc- when sight is lost. Gain the equipment suite found on
shaped explosive device with a shaped Cobalt Charge page xxx.
that can (with some luck) destroy a stilt that commonly
holds up Invid hives and make the structure collapse. Of • Protoculture Detector: This device is either integrated
course, it can also destroy buildings or be used in other into personal armor or built into a handheld scope. As
heavy demolition jobs. It is detonated either remotely long as the unit has a direct visual on a target, it can
or via an integrated timer. The D-70 is clunky and heavy detect Protoculture through 1 m of material. It has a
and needs 2 people to lift, or just 1 person in a Cyclone or Range of Long.
173
• Uses: 3
• Skill: 3, and gain 2 km / 4 Space Units of Speed

Cyclone Upgrades
UEEF Vehicle Upgrades
Cyclone and Silverback Upgrades [R1-3]: Cyclone
Mecha Upgrades configurations have Hardpoints designed for specific weapon
loadouts. However, these Hardpoints may be swapped
Hand Weapons: Hand Weapons come in a variety of shapes for different weapons in desperate times or when running
and designs, from Batons and Maces to energy-charged special missions. It takes hours to swap an integrated weapon
Blades. They are used for making Melee Attacks. [M] Hardpoint. Weapon details can be found on pages xxx and
xxx.
Gun Pods [R2]: Any Mecha may swap a Gun Pod for another
of the same type. Additional Gun Pods may be added to a Integrated Hardpoint [R2]: The Cyclone or Silverback may
Mecha provided that an engineer can add Hardpoints to hold be fitted with an additional Hardpoint to mount a portable
them. In Battloid Mode, a Mecha with hands may wield 2 weapon, GP-97, or the HRG-70 Crusher.
Gun Pods, 1 in each hand. The exception is the G-12 Gun Pod,
which is very large. Only the Mecha with express permission,
found in their profiles, are allowed to use it.

Penetrating Missiles [R2]: Penetrating Missiles are advanced


Mini-Missiles that ignore 1 point of the target’s Armor. These
Missiles are more expensive to manufacture, and need
requisition to acquire. The required rank to obtain them is
equal to the number of uses that you requisition. Each use
replaces 1 use of a Mini-Missile equipment suite. [P1]

Shadow Device [R3]: It is not easy to incorporate a Shadow


Device into a Mecha. Typically, the entire Vessel must be
designed around the Shadow Device. However, it is possible
to obtain 1 and modify an existing Mecha. Gain the equipment
suite found on page xxx.

Alpha Boosters [R3]: These modules dock with an Alpha


Fighter to provide it additional Speed and gear to complete a
specific task. There are 4 types (find more on Alpha Boosters
on page xxx).
• AB-00 Trans-Atmospheric Boosters: This is a standard
Booster that provides additional Speed and allows an
Alpha to escape Earth’s gravity.
• EB-01 Alpha Eye: This module has a Sensor Array and
allows the Alpha to operate as a recon scout.
• DB-03 Point Defense Booster: The Booster is fitted with
4 turbo lasers designed to cut through Missile fire.

Condor Booster Units [R2]: Three pod-like Boosters attach


behind the shoulders of the Condor in Battloid Mode. They
provide a higher Speed for space engagements. When a
suitable Attack Speed is attained, the Booster is discarded.
[H]

• Booster Boost: The Condor can be equipped with 3


powerful Boosters. They may be expended and discarded
to help the Condor attain greater Speeds or to help get
them out of a jam. Each Booster may be used once, which
provides additional movement and a bonus to Defend or
Redirect Actions.
• Feature: Booster Units
174
175
Annie LaBelle – Urchin

Growing up with neglectful parents, Annie was abandoned


in the wake of an Invid attack. Life as a street urchin was
hard, but her determination and resolve made her a survivor.
Traveling the wastes of the Southlands, she searches for a
safe place to call home, but more than anything, she wants
a family.

Affectionately called Mint, Annie is a tiny, upbeat ball of


energy, always on a quest for a boyfriend that never ends
well. Almost nothing can bring down Annie’s joyful spirit. She
tries to complete any task she believes she can do, whether
or not she really can, and she’s always ready to lend a hand.
Her fun, outgoing nature finds her in the center of Scott
Bernard’s resistance group. She’s not a fighter by any stretch
of the imagination, but she puts her all into the group working
over local populations, blending among the locals, gathering
information and supporting the group with diversions and
distractions. The group turns into the family she sought in
all her years traveling the wastes throughout her adventures
alongside them.

During her adventures on the journey to Reflex Point,


Annie matures from a young girl with no special skills to a
contributing member of the group. Her quick wit and sense of
self-preservation serve Scott and the rest well, and she helps
plan and participate in every dangerous mission that comes
before them. At the end of the war, she remains with Lunk,
making a life together on a farm on a newly freed Earth.

vitals stress skills talents

Level: 2 Burnout: 5 Wing and a Prayer: 2 Unseen


Survival Expert: 2 Parlay
Speed: 3 gu / 30 m Drama 1: My parents abandoned Contacts Everywhere: 3 Hiding Hole
Wounds: 2 b / 1 c me—but hey, maybe these Rally Cry: 3
people can be my new family. Blend In: 3
Disposition: Lonely Infiltration Specialist: 3
Demeanor: Attention Seeker Drama 2: Ugh! The dating pool
on the road to Reflex Point is
Career: Spy totally empty. Maybe I’ll have
• Element: In Plain Sight better luck in the next town.
proficiencies equipment
Rank: 0 - Civilian
Fame: 0 None Medical Kit

BP Unspent: 3

176
Lancer – Pilot, Musician, Freedom Fighter

Formerly a combat pilot and squadron leader of Yellow Squadron in


the 10th Mars Division, Lieutenant Lance “Lancer” Belmont crash
lands on Earth in the aftermath of the United Earth Expeditionary
Force’s failed assault to take back Earth. Losing many of his
friends and fellow soldiers to the battle before being shot
down himself, he is nursed back to health by a
woman named Carla Morales, who shields
him from Invid collaborators and teaches
him to disguise himself as a woman. The two
of them travel together as Lancer assumes
the guise of Yellow Dancer, a female artist
in the vein of the legendary Lynn Minmei. In
this persona, she secretly aids the underground
resistance before she finally leaves Carla behind.

Carrying on alone, Lancer eventually crosses paths with Scott Bernard


while posing as Yellow Dancer and performing in a local pub. When
a fight breaks out and they find themselves on the same side, they
choose to travel together to Reflex Point to drive away the Invid.
Lancer is a competent fighter and pilot who uses Yellow Dancer’s star
power to provide distractions, spy on the Invid, and make use of the
friendly contacts Lancer earned during his time on Earth.

Thoughtful and full of advice, Lancer is a good friend to the others, and
uses Yellow Dancer’s spectacular singing ability to entertain and boost
the spirits of everyone. When he discovers a mysterious woman named
Sera, he becomes infatuated and quickly develops feelings for her—
feelings so deep that he stands by her even after learning that she’s an
Invid. After the war, Lancer and Sera live together in a secluded cottage
and eventually have a child together.

vitals stress skills talents

Level: 5 Burnout: 6 Man at Arms: 3 Inspire


Flash Move: 3 You are the Stage
Speed: 3 gu / 30 m Drama 1: I’ve had to hide my real Strafing Run: 2 Fly Anything
Wounds: 2 b / 1 c identity as a soldier behind the Angelic Grace: 3 Mysterious Past
persona of Yellow Dancer to Star Quality: 4 Hidden Contacts
Disposition: Reflective keep others from discovering Rally Cry: 4
Demeanor: Composed my secret. Psycho Analysis: 3

Career: Entertainer Drama 2: I can’t stop thinking


• Element: Performing about Sera. I want to know proficiencies equipment
more about her—I want to be
Rank: 2 - Third Lieutenant with her—but the more I think Fly Anything Infiltration Kit
Fame: 3 - Star about her, the more I lose my Combat Knife
will to fight the Invid. CVR-3
BP Unspent: 0 H-90 Gallant
ES-50 Specter Sniper Rifle
VR-041H Saber Cyclone

177
Lunk (Jim Austin) - Deserted Engineer

Deployed with the United Earth Expeditionary Forces that


returned to Earth during the Second Robotech War, Jim Austin
landed with his unit as a Bio-Maintenance Engineer. Disturbed by
the war, Austin deserts the military. But when
he sees his best friend hunted down by the
Invid, he’s overcome with self-loathing over
his desertion. He eschews his own name,
adopting “Lunk” as his moniker.

Ashamed at his cowardice, Lunk hides his identity as


a soldier. He gets into a sticky situation and is unable
to bring himself to fight to rescue his friend from
ne’er-do-wells. When Scott Bernard and his band
arrive and offer to help, Lunk finds the courage to
come to terms with his actions and joins the team,
returning to his duties as a soldier.

While not an experienced combatant, Lunk is a gifted


engineer whose skills maintain all manner of equipment for the
group. He uses his personally modified truck as the logistics and
repair center for the Scott’s growing band of resistance fighters.

Haunted by his actions, Lunk seeks to put his ghosts to rest,


vowing to fulfill the promises of his dead friends. After doing his
best to return a book to the father of his deceased best friend,
Lunk completes his penance and finds his self-worth. He travels
with Scott until the end, fighting all the way to Reflex Point and
beyond. He is finally accepted back into the military right before
the final Battle of Reflex Point. After the war, he becomes a farmer,
and lives with Annie.

vitals stress skills talents

Level: 5 Burnout: 6 Treasure Hunt: 3 Get It Done


Valued Opinion: 2 Jury Rig
Speed: 3 gu / 30 m Drama 1: I can’t be a coward I Can Fix It: 4 Well Stocked
Wounds: 2 b / 1 c forever. I’ll fight my hardest to Tradecraft: 3 Always a Handy Tool
prove to everyone—including Cover Your Buddy: 2
Disposition: Loyal myself—that I’m cut out to be Escape Artist: 4
Demeanor: Anxious a soldier.

Career: Technician Drama 2: I left a friend to die,


• Element: Scavenger and I can’t let it go. All I can do
to start making up for it is to proficiencies equipment
Rank: 1 -Corporal deliver my friend’s book to his
Fame: 0 old man. All Ground Vehicles Engineers Kit
ATT-30
BP Unspent: 1 Combat Knife
EP-37 Pulse Laser Rifle
ATR-35 Armor Piercing Cannon

178
Rand – Scavenger

A young man orphaned by the numerous Robotech Wars that


devastated Earth, Rand considers himself a wanderer and outcast,
roaming the wastes with no connections and no home. Relying on only
himself and his own abilities, his travels garner him the experience
to survive in the perilous landscapes of the Invid-occupied Earth and
avoid capture and enslavement.

Jaded and more realistic than most, Rand is initially unwilling to fight
back, instead working to survive the best he can on his own. When
he meets Scott Bernard, he joins the quickly expanding rebel
group. His strong principles guide his actions, and he becomes
a protector of Annie Labelle, the youngest member of Scott’s
band. She reminds him of himself, which is why they have a
playful, sibling-like relationship. He refers to Annie as “Mint” to
annoy her.

Despite having no real knowledge of combat, Rand is a quick


study and uses his burgeoning combat skills and personal survival
experiences to get the group out of trouble time and again. He still
doesn’t see himself as a soldier, and is often at odds with Scott, even
though they trust each other.

Rand is passionate and affectionate, and it’s no wonder he falls for Rook
Bartley, dedicating himself to supporting her as the group continues
to Reflex Point. Although he’s left behind and reminded he’s not
a soldier, he refuses to ignore the final battle against the Invid.
He makes it to the Invid Regess and helps present humanity’s
case with his own impassioned words. Eventually, he and
Rook marry, hoping for their own happily ever after.
Rand writes his popular memoirs titled Confessions of a
Robotech Warrior.

vitals stress skills talents

Level: 3 Burnout: 6 Treasure Hunt: 3 Caches


Valued Opinion: 3 Slick as Water
Speed: 3 gu / 30 m Drama 1: In this world, humans Adept Negotiator: 3 Camouflage
Wounds: 2 b / 1 c can be as bad as the Invid. But Wing and a Prayer: 2 Scavenger
if I keep my head high, I will Survival Expert: 5
Disposition: Brave survive. Ambush Tactics: 2
Demeanor: Self-Centered
Drama 2: Scott just doesn’t get
Career: Nomad it. I’m not a soldier, and this
• Element: Explorer isn’t the army. I don’t think I’ll
ever understand him, or that proficiencies equipment
Rank: 0 - Civilian we’ll ever agree.
Fame: 0 MPV CVR-3 Armor
Drama 3: I really admire Rook Cyclone Combat Knife
BP Unspent: 3 the more I get to know her. She Survival Kit
might be tough, but she has her H-90 Gallant
sweet sides. I like her. VR-052T Assaulter Cyclone

179
Rook Bartley – Lone Wolf

Born in Cavern City in the Venezuela Quadrant on Earth,


Rook Bartley grew up in the turmoil of Invid occupation
on an already damaged world. In her youth, for her own
protection, she joined a vigilante motorcycle group in Cavern
City known as the Blue Angels. Their rival group, the Red
Snakes, ambushed them, and she found herself betrayed and
abandoned by her so-called friends. She left her home and life
behind to become a wanderer.

When she finds Scott Bernard’s resistance group, she


volunteers to join them as they travel toward Reflex Point.
She agrees with their views on justice and honor, and her
courage, skill, and tenacity are put to good use as one of the
group’s most accomplished fighters. But her behavior often
brings her into conflict with them, and her wild and carefree
attitude pushes them away. Her independent streak makes it
difficult for her to trust anyone else. Rook almost leaves the
small band on several occasions because of that friction.

Over time, Rook learns to trust her new friends and returns
home for a short while to reconcile with her friends and family
before continuing on with her travels. Her friendship with
Rand, another fighter in Scott Bernard’s resistance, grows
into something she relies heavily upon. Eventually, once
they’ve driven the Invid from Earth, they marry.

vitals stress skills talents

Level: 4 Burnout: 6 Last Stand: 3 Tactical Action


Man-at-Arms: 3 Ground Pounder
Speed: 3 gu / 30 m Drama 1: I’m so used to taking Scanning Sweep: 2 Daredevil
Wounds: 2 b / 1 c care of myself, and nobody Multi-Process: 2 Headhunter
does it like I can. Can I really Rapidfire: 3
Disposition: Lone Wolf trust another person again? Flash Move: 3
Demeanor: Daring
Drama 2: Rand is a goofball, and
Career: Marine he means well. I shouldn’t give
• Element: Scout him a chance—I could get hurt proficiencies equipment
again. But maybe he’s different.
Rank: 0 - Civilian MPV CVR-3 Armor
Fame: 0 Cyclone H-90 Gallant
Alpha Fighter Combat Knife
BP Unspent: 3 Scout Kit
VR-038L Anti-Armor Scout
Cyclone

180
Scott Bernard – Lonely Soldier

Originally a member of the reformed Wolf Pack special forces team, Scott
Bernard’s great exploits allowed him advance to the rank of Lieutenant
Commander and become the leader of his own ArTAC squadron in the
21st Mars Division. As part of the failed Second Reclamation Force,
Scott witnesses the destruction of the brunt of his division, including the
ship carrying his fiancée, Marlene Rush. After crashing on Earth, Scott
sets out on a journey to destroy the Invid command hive at Reflex Point,
fueled by vengeance, desperation, and the belief that Admiral Hunter
will return with a full fleet of reinforcements.

Born in deep space, Scott struggles to adapt to Earth’s environment. His


idealistic nature clashes heavily with the war-weary people of Earth, all
of whom have suffered through war and Invid occupation. His belief
and conviction in justice and freeing Earth carry him through many
hardships and betrayals. During his long journey, he attracts several
resistance fighters to his cause. As a reluctant leader, he is able to
bring them together, though his harsh military discipline often puts
him at odds with them.

During his journey to Reflex Point, he comes across the young


woman the group names Marlene, an amnesiac he grows close to.
Her true nature as an Invid causes a struggle in him, torn between
his feelings for her and his hatred of the Invid.

Marching into Reflex Point alongside the reinforcements from


the United Earth Expeditionary Force, he fights valiantly to end
the war. Shortly before the Invid abandon Earth, Scott reconciles
his feelings with Marlene, who is really the Invid Simulagent Ariel, but
ultimately decides to leave her behind and return to space to find the
missing Admiral Hunter.

vitals stress skills talents

Level: 7 Burnout: 7 Close Quarters: 3 Crucial Orders


Strafing Run: 4 All the Missiles
Speed: 3 gu / 30 m Drama 1: I lost everything when Alpha Strike: 4 Efficient Fighter
Wounds: 2 b / 1 c I lost Marlene. All I have is my By the Book: 2 Sentimental Trinket
mission to destroy Reflex Point. Keep pushing Forward: 4 Fox Among the Hounds
Disposition: Haunted Ambush Tactics: 3
Demeanor: Confident Drama: 2: Everything about
Earth is a mystery to me. I
Career: Pilot cannot understand why people
• Element: Squadron Leader here collaborate with the Invid, proficiencies equipment
nor can I forgive them.
Rank: 4 - Lt Commander Alpha Fighter CVR-3 Armor
Fame: 0 Drama 3: I didn’t think I could Beta Fighter Combat Knife
ever care for someone again Cyclone Survival Kit
BP Unspent: 0 until I met Ariel. But now I know H-90 Gallant
she’s Invid. How can I care for Holden Mk 2 Shotgun
someone I’ve vowed to destroy? VR-052F Battler Cyclone

181
Invid Investigation
Sue Graham – Intelligence Officer
“In the days since my unit arrived, the
Lieutenant Sue Graham is a member of the UEEF’s 36th
Jupiter Division. Before her assignment to Earth, Sue was a 36th squadron, Jupiter Division has been wiped
video journalist and archivist for Admiral Hunter’s Pioneer out. The drop team made valuable use of the new
Mission and the expedition. Shadow Technology but eventually overwhelmed
by the Invid forces. Their sheer numbers are
After the 21st Mars division failed to liberate Earth, the incredible. Beyond any of the initial estimates.
UEEF sends Sue and her unit to Earth as part of a recon
This was likely the major flaw in the previous
mission to learn more about the enemy and the situation on
the ground. The second part of the unit’s mission is to test liberation attempts of the 10th and 21st Mars
the performance of the new Shadow and Synchro Cannon Divisions. In our years of fighting the Invid in deep
technologies against the Invid and its viability for the space, we had always assumed the Invid force
upcoming assault on Reflex Point. here on Earth comparable to other planets the
UEEF had fought on. Sadly, this does not appear
Sadly, shortly after arriving on Earth, Sue’s unit is destroyed,
to be the case and the price we have paid until
leaving her as the only survivor. Afterwards, she briefly works
with Scott Bernard’s resistance group, but her dedication now is for this lack of proper intelligence on our
to her job of obtaining footage and vital intelligence cost enemy even after almost two decades of warfare
Sue her life. However, the footage that she obtained gives is shameful.
definitive proof of the Invid assuming human form. Our intent was to test our new weapons
behind to become a wanderer. while learning as much as we can about the Invid
here. As some initial theories suggested, I have
already proven the Invid here fight in a completely
different way to those observed elsewhere in the
galaxy and with different hardware as well. I’ve
attached as much observation data on these
new weapons to these logs. However, the most
startling of all the discoveries I have made since
my arrival is the existence of human forces
cooperating with the Invid.
In the aftermath of my squadron’s
destruction, I observed a human seemingly exit
from a Invid mecha and begin ordering the Invid.
Humans working with Invid. While some might
think it impossible. We know its not entirely out
of the realm of possibility given recent events
over the last three years. I have teamed up with
a local resistance group lead by a Lieutenant
Commander Scott Bernard. I hope that these
eager new volunteers will assist me with a firing
demonstration and test of the new synchro
cannon. Preferably before the Invid crawling all
over the valley currently find where I have hidden
it. No matter what happens, what intelligence
materials I have gathered so far, must reach
admiral hunter.”

Lieutenant Sue Graham, Intel Officer Log

182
Dusty Ayres– Vengeful Cyborg

Dusty Ayres, a former soldier, was one of many victims of


the Invid’s research into human evolution. He was captured,
experimented upon, and the whole right side of his body replaced
with cybernetic prostheses. This entire procedure took place with
no anesthesia with Dusty completely conscious. The pain inflicted
during this process broke his psyche and drove him to madness.
He blamed his former friends for not saving him and went on
a twisted, murderous rampage across the North American
Wastelands, killing just about any soldier he came across with the
hope of killing those that had left him behind. With his enhanced
body and former skills, he had the reputation of a near-unstoppable
killing machine which even the Invid feared, although details of his
person were shrouded in mystery.

Dusty encountered Scott’s resistance group as they joined a


posse that aimed to take him down once and for all. Not realizing
who he was, Rook took care of Dusty when he was wounded and
sympathized with his story. Moved by Rook’s trust in him, Dusty
ended up sacrificing himself to save her from an Invid attack.

Tasha & Locke – The Tragic Couple

Locke was a UEEF soldier who fought and presumably died in


the first, failed attack against Reflex Point. However, the Regess
creates an Invid Simulagent in the exact likeness of Locke to gather
intelligence against the rebels. After a mysterious accident, this
Locke falls from the sky and loses all memory, and he is unaware
of his true nature. Locke ends up aiding a local resistance cell led
by Commander Silas, and he joins them on a long voyage toward
Reflex Point. At the same time, another Simulagent masquerading
as a UEEF soldier known as Xed starts to hunt Locke, tasked by the
Regess to bring the traitor in.

Locke’s ex-fiancée, Tasha Dixon, is a scout operative deployed with


the Jupiter Division in the run-up to the arrival of the massed UEEF
fleet for the third and final reclamation attempt. Her duty is to
gather definitive proof of the Invid taking human form. She briefly
teams up with Xed, who claims to be tracking an Invid spy, but
he just uses her to lead him to Locke.

Tasha joins up with a special forces unit led by Captain


Maria Allentes to take part in the Battle of Reflex Point. While
infiltrating one of the hives, she finally comes face to face with
the Simulagent Locke. As she feels confused and repulsed from the
implication that he must be an Invid, Xed appears and demands
with gun in hand that Locke should be handed to him. In the heat
of the moment, Locke is killed and Tasha engages Xed in a final
duel, killing him. In the aftermath of the battle, Locke’s friends
in the resistance declare him missing, while Tasha sets out to
continue looking for the real Locke.

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186
THE INVID
The Aberrant
“I am called Aberrant.
I stand apart from my siblings. Endowed • What is Robotech: 8
with greater purpose and strength of mind. Within
the harmony of our collective I hear the song but do • Game Basics: 10
not sing. I hear our Mother, but do not call for her. I
happily serve in solitude and silence. Thus, has been • Robotechnology: 12
my reward from the Queen Mother.
Clad in my armor, and gifted with my • Creating a Hero: 14
many beautiful claws, I exist only to destroy those
who threaten us. I need no rest for this task, I only • Careers: 18
thirst to complete my task: the destruction of all
who would intrude upon our domain, all who use
Protoculture and who dare to battle us.
• Nature: 26
This has ever been my role. From upon my
awakening in my earliest form to my elevation of
• Rank & Fame: 27
the warrior caste. Some of my kind have become
bearers of the Gamo armor and lead the Invid in her • Hero Progression: 30
name. I do not envy them however. I am a hunter.
Clad within my Giiba, I shall hunt and slay. • Stress: 33
I shall stalk them in the dark before tearing these
humans apart. Perhaps if I destroy enough of them • Iconic Characters: 36
I shall continue to be elevated by the Regess? As a
Royal I could server her with more fervor. But, for
now, the bloody handed claws I command have dark
work to do.
More humans approach the Hive. There are
always more. There is always more work t0 be done.
I have no need for rest.”

Musings of an unknown Invid recovered from the


remaining systems of a damaged Invid Grappler;
Destroyed during the battle of Reflex Point

187
Background

Having no natural enemies, the Invid were shocked when the


What are the Invid? Tirolians came to harvest their life-giving Flower. With no way
to fight back, the Invid faced extinction through starvation.
The Invid were once a primitive protoplasmic slug-like alien The stress caused the Invid’s leadership to change. Their
race living on the planet Optera in the Tzuptum system, primary instincts evolved to survival and dominance of the
enjoying a deep symbiotic relationship with the Flower of galaxy.
Life. However, the Invid entered an age-long conflict with
the Robotech Masters over the possession of the Flower of
Life. This had a great impact on the development of the Invid
culture as well as their biology. By using the mutagenic ability
of the Flower of Life, the Invid evolved into a warrior species
and voyaged the universe in search of their lost Flowers of
Life.

The Invid are divided into 2 factions, each led by one of the
people’s two supreme leaders: the Regess and Regent. While
the Regent and his faction are occupied with a vengeful
crusade against the Robotech Masters (and later the UEEF),
the Regess searches for the Flower of Life to use its power to
evolve her people into ultimate beings. When the Invid Sensor
Nebula detected the presence of the Flower of Life on Earth,
she led her people in an exodus from the war-devastated
Optera to the human home world. The Invid swiftly conquered
the planet and became the overlords of its people.

The Invid biology is truly alien, and through their ever-


evolving ways, they have achieved some significant benefits
over humans. However, their bodies are formed from slug-
like creatures, which make them slower and more vulnerable
without their mecha as protection. On the other hand, their The Invid use the Protoculture gained from the Flower of Life
psychically linked hive mind allows them to share a collective in the following ways:
intelligence, letting them work cooperatively socially,
tactically, and technically. • Energy Source: The most common use for Protoculture
taken from the Flower is to energize machines. For the
Invid, this is straightforward, as their machines are
organic in nature. Protoculture grants massive and long-
lasting amounts of energy, allowing the systems to be
The Flower of Life powered for years or even longer. There are 2 types of
generators:
The Invid lived on Optera as a peaceful race of simple slug- • Engines: Engines store and replicate the Flower’s
like beings. They evolved through their interaction with the spores, creating a lasting supply of power.
Flower of Life. This alien pseudo-plant is a unique organism • Transmutation: The Invid have such a strong
to the galaxy, and was originally only found on Optera. The relationship with the Flower, they can use its power
Flower of Life creates and stores tremendous power that can to transform themselves. This process is known as
be used to produce Protoculture that fuels the Invid’s ships “evolution” to the Invid. The transformation allows
and machinery, but the Invid also consume it as nourishment. new and more powerful Invid types to be created.
They retain great power from eating the Flower and their • Nourishment: The Invid can consume the energy from
bodies have adapted to efficiently process it. Invid evolved a the plant to sustain themselves. This is the only food they
hive-like culture centered on the Queen Mother, living simple, can eat. The Flower of Life is converted into Protoculture
long lives and wanting for nothing. They share a psychic link naturally by the Invid’s biological system. It also allows
to the Flower and its derivatives. them to have nearly immortal lives.

188
• Medicine: Since Protoculture is psycho-sensitive, it Unlike her husband the Regent, the Regess never embraced
quickly and easily bonds to living tissue. If used properly, the Inorganics’ technology, finding them an abomination
it can vastly increase injury recovery time and cure to nature. She prided herself in keeping her servants and
diseases. fighting forces truly organic.
• Coalescence: Under the Queen or King’s direction, the
Invid can convert their physical forms into pure energy A marvel of Invid technology is the Sensor Nebula. An
through a process called Coalescence. The Invid retain enormous gas cloud drifting through space, it is actually
their consciousness as they join into one large form of composed of an uncountable amount of microscopic, self-
pure energy. This Protoculture-driven energy mass can replicating Invid beings. Since each individual Invid has a
split apart, transforming back into individual Invid at psychic link with the Flower of Life and they are all connected
any time. The energy form can travel through space at through the hive mind, their ability to detect and locate
speeds faster than light. The Regess’ Invid faction first Protoculture grows exponentially with their numbers. The
came to Earth using this form, and by splitting it, they massive Sensor Nebula detects Protoculture within an
were able to spread out and re-materialize all over Earth astounding radius. The Sensor Nebula can also fold through
at the same time, completely overwhelming the ground hyperspace, allowing it to travel between star systems in
forces. Coalescence can also be a powerful weapon, as search for signs of the Flower of Life. It was the Sensor Nebula
the energy burns through anything it touches. that originally detected the newly sprouting Flower of Life
and Protoculture activity on Earth.

One of the most important Invid technologies is the biological


computers known as Brain’s which serve to enhance the
Invid Technology Invid’s operations away from the direct presence of the
Regess. These Brains process vast amounts of information for
The technology of the Invid uses organic and bio-mechanical the hive mind and serve as a small nexus point for the Regess
components. Their mecha, ships, and structures are in to focus the hive mind through, allowing for control of the
some ways more grown and cultured than manufactured. swarm over vast distances.
The mecha can be seen as alive, becoming an extension
to the pilot—further underscored by how the Invid pilots
often become one with their mecha for most of their lives.
Electrical signals flow through their devices in a similar
fashion to neural signals in vertebrates. The armor plates are Invid Society
composed of an organic ceramic composite material similar
to the exoskeletons of insects and crustaceans. Needless to Invid Language
say, Invid technology is difficult for outsiders to understand, The Invid have their own verbal and written language, but
and is almost impossible to make compatible with regular they’re mostly used as complements to the psychic link
Robotechnology systems. that is their main form of communication. Though simple in
construct, the Invid language is excruciatingly hard to learn
or decipher for non-Invid; since other races cannot tap into
the psychic link, nuance is lost. It’s also riddled with alien
concepts that only Invid would understand.

Invid of lower evolution stages can learn languages of other


races, but it doesn’t come naturally to them. It’s usually the
more evolved and intelligent Invid that handle communication
with their human subjects. Higher-evolved Invid, Human-
form Invid, and Simulagents can learn any language.

Invid Stress
Invid are dependent on the hive mind to find purpose, directed
by their leaders and the collective will of all Invid. This drives
the Invid like a swarm toward their goal, regardless of the
consequences. Without the collective community, an Invid
would lose their place. Most would choose to die rather
than leave the hive mind of their own free will. Because of
this loyalty, most Invid are not subject to Fatigue and do not
encounter Drama. However, certain things may affect an
Invid’s morale or make them question their existence. Here
are a few factors that lead to Invid Stress:
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• Questioning Right and Wrong: Some Invid may start Invid Fame
to question how their actions affect others. This can Invid do not partake in frivolous entertainment. They gain
lead to great turmoil in the mind of an Invid, as their satisfaction from working toward the greater goal of the
introspection may lead them to think that the hive’s goal hive. Their reward is knowing that future generations of Invid
is wrong. will thrive. However, Invid will recognize each other for grand
efforts that set them apart from the rest. These Invid are
• Finding Individuality: The Invid evolved to operate with given titles and may garner reverence from the other Invid.
a singular mind. Their goal is agreed upon by all, and all Their thoughts may have an influential effect on the hive
act in unison to see this goal achieved. Some Invid may mind, especially with other Invid in close proximity.
start to operate without regard to other Invid. This can
lead to an internal struggle that is not easily resolved. • 1 - Worthy
• 2 - Chosen
• Asserting Agency: Invid are given tasks to perform based • 3 - Honored
on their rank or evolutionary stage. They are expected • 4 - Exalted
to complete these tasks to the best of their abilities.
However, an Invid may choose to spend their time doing
other things. This means they are not productive. These
newfound interests and a lack of focus is very troubling
for an Invid trying to discover who they are. Invid Forces

• Making Non-Invid Friends: The Invid are programmed Evolutionary States


to work together toward a goal; they do not socialize for The Invid have various stages to their evolution. These begin
entertainment or emotional fulfillment. Occasionally, an at Stage 1, the Slug, all the way through later Stages—
Invid will find themselves becoming attached to others, Workers, Warriors, Keepers, and Royalty. Two additional Invid
including other Invid, animal pets, and those of other states exist in the form of the Queen and King who rule over
sentient races. This type of attachment is atypical of an the Invid race and Simulagents, Invid whose form has been
Invid’s nature and will cause a struggle as they learn more modified into that of another creature to serve as a spy.
about themselves. Invid forms are all bound to the will of those above them on
the evolutionary scale, as the Invid who have evolved into
Invid who have broken from the hive mind are subject to the higher forms naturally experience more physical and mental
same Fatigue and Drama as any other character. development as their body adapts to become faster, smarter,
and stronger. There are six evolutionary Stages in addition to
Invid Evolution the Simulagent, who exists at a certain Stage but is not part
The Invid do not use a military rank system. Instead, they are of the normal hierarchy structure.
provided opportunities to evolve through dedicated service
to the Regess. When the Regess decides an Invid is of superior • Progress: The Invid advance in their evolutionary journey
stock, she uses her Protoculture energies to transform them through the use of the Flower of Life and the sacred
into a newly evolved state. However, as an Invid evolves, it is Protoculture that can be produced from it. By ingesting
harder for the Regess to control them. Each evolutionary step it over long periods of time—typically reserved for the
provides the Invid with more agency and sentience. Stage chosen and proven of their kind—Invid grow and adapt
5 Invid are completely autonomous. Therefore, the King or into their next form.
Queen must choose carefully before evolving one of their
children, as independent Invid are more easily influenced by Instead of advancing in rank like other races, the Invid advance
humans and their culture. Invid desertion has occurred, and through evolution. Evolution is used and gained in the same
such traitors are voraciously hunted. way as rank, and any rule that would affect rank for an Invid
character affects their evolution state, and is treated as ranks
The following count as ranks within the Invid system: for all other purposes.

• Stage 1: Slugs General Invid Features


• Stage 2: Worker • Hive Mind: The Invid possess a hive mind. They take
• Stage 3: Warrior direct orders from the Invid King or Queen, and can heed
• Stage 4: Keeper / Simulagent their call across the galaxy. The hive mind also allows the
• Stage 5: Royalty Invid to communicate with each other over a distance of
• Stage 6: King-Father or Queen-Mother 100 m.

190
• Armor Bound: Once an Invid is provided Power Armor Stats:
or a Mecha, they will not typically leave the unit. Only • Evolution: Stage 2
when they are killed or honored with advancement will • Wounds: 3 Light Wounds - 2 Brawl and 1 Critical
they leave the unit. All of their vital needs are met though • Speed: 13 kph / 20 m / 2 Ground Units
nurishment tubes.
• Short Sighted: The Invid are not perceptually adept. Features
They use the hive mind to help them understand • Scout: An Invid Worker chosen for battle duties is
the world around them. All Invid take a Hindrance to provided with an Invid Scout Mecha.
awareness checks both inside and outside their Armor or
Mecha. This penalty doesn’t apply to Stage 5 and 6 Invid. Invid Warriors
• Protoculture Sensors: The Invid can detect the signature
arising from active use of Protoculture. This sensing ability
doesn’t just come from monitoring the electromagnetic
spectrum, but also from their psychic link with the Flower
of Life. It can only be blocked using a Shadow Device,
which moves the source of the Protoculture signature
halfway into another dimension. The Invid can pick
up on small energy outputs at 100 m. Energy weapon
blasts powered by Protoculture are detected at 1 km.
The energies from larger Protoculture generators may
be detected as far as 1000 km, depending on the overall
output.

Types of Invid

Invid Slugs

Slugs are the oldest and most basic form of the Invid. They
are 1 meter tall and 1.5 meters long. They have simple bodies
with short eyestalks, and they do not possess arms or legs. A
Slug moves along its smooth underside. Without the Regess,
Enforcer, or Brain’s presence, they have low intelligence and
act instinctually. When the Invid militarized, some evolved, The most loyal and capable Workers evolve into Warriors,
but many Slugs were left unevolved. As Slugs are the lowest created only to fight. They are afforded the terrifying
Invid form, they are controlled using the hive mind and given Shocktrooper Mecha and Heavy Soldier Armor to carry
basic tasks. out the King or Queen’s plans. Warriors have heightened
agency that Workers do not, making them less dependent
Stats: on the hive mind and the comfort of the Queen or King. On
• Evolution: Stage 1 the battlefield, Warriors may lead several dozen Workers or
• Wounds: 2 Light Wounds - 1 Brawl and 1 Critical Slugs. At times, they organize into an elite force to carry out
• Speed: 6.5 kph / 10 m / 1 Ground Unit special operations.

Features Stats:
• Scout: An Invid Slug chosen for battle duties is provided • Evolution: Stage 3
with an Invid Scout Mecha. • Wounds: 4 Light Wounds - 3 Brawl and 1 Critical
• Speed: 13 kph / 20 m / 2 Ground Units
Invid Workers
Invid Workers are the next stage in Invid evolution. They are Features
about 1.5 meters tall and long. They have simple proto-arm • Vehicle: An Invid Warrior is provided with 1 of the
structures and a mouth-like orifice that is able to make simple following vehicle options:
noises. Workers have low levels of intelligence and can be • Trooper Mecha
taught a few repetitive tasks. Workers are assigned to more • Shocktrooper Mecha
advanced military operations or are tasked with constructing • Heavy Soldier Armor
the Invid hives, broadcast towers, vehicles, and technical
equipment.

191
Invid Simulagent Invid Keepers

Keepers are the highest standard form that an Invid can be


honored with, named for the King or Queen’s reliance on
them to manage and guide lower-evolved forms. These
are the most trusted Invid, and are afforded great freedom
of thought away from the hive. Keepers are provided with
the intimidating Enforcer Mecha to help ensure they can
survive enemy forces and continue with their mission. Often,
Enforcers can be found planning ambushes, or leading attacks
made up of thousands of lower-ranking Invid.

Stats:
• Evolution: Stage 4
• Wounds: 4 Light Wounds - 3 Brawl and 1 Critical
• Speed: 13 kph / 20 m / 2 Ground Units

Features
• Vehicle: An Invid Keeper is honored with 1 of the
following vehicle options:
• Invid Enforcer Mecha
• Soldier Power Armor

As the Regess tried to find the ultimate form for her species, Invid Royalty
she realized that the human form is most well-adjusted for life
on Earth. However, her plans to transmute her whole species
into human form ended prematurely when the actions at the
end of the war compelled her to leave the planet with only
some of her people. Shaping her subordinates into human
form proved to have an added benefit: they could act as perfect
spies. These Simulagents had almost identical physiology
to humans, except for some infinitesimal differences in the
central nervous system and the fact that their blood is green.

To the naked eye, Simulagents are identical to humans, and


even DNA tests will not say otherwise. Some Simulagents are
aware of their true nature, while others are programmed to
believe they are human. The only thing that mentally separates
a human from an undercover Simulagent is their connection
with the Regess. Another deficiency is how Simulagents lack
memories of the time before their activation; they are only
programmed with basic understanding of the human world.
A Simulagent will need to adapt quickly to life with other
humans if they want to survive.

Stats:
• Evolution: Stage 3
• Wounds: 3 Light Wounds - 2 Brawl and 1 Critical
• Speed: 30 m / 3 Ground Units
Royalty is the highest form of evolution an Invid can take.
Features The King or Queen determines the most advantageous form
• Connection: A Simulagent can hear the King or Queen for a particular environment after years of planetary data
if a telepathic message is being sent to them. They can collection. On Earth, the highest form of life was humans.
respond like any other Invid. However, if the Simulagent While this type of Invid may appear to be human, their DNA
is unaware of their true nature or resists their liege, they will only be a partial match. The majority of their makeup will
can only be spoken to during sleep, through messages in be Invid. Royalty are completely free from the hive mind—
their dreams. however, they can access it if they have a want or need.

192
Stats: • Prescient: The King or Queen can send messages to
• Evolution: Stage 5 any in their hive, regardless of the distance. They can
• Wounds: 3 Light Wounds - 2 Brawl and 1 Critical remotely look through the eyes of any Invid within 1000
• Speed: 25 kph / 40 m / 4 Ground Units km or who is connected to the hive mind network of
Control Towers.
Features • Living Computer: The goal of the King or Queen is
• Enhanced: Invid Royalty are the apex of evolution. As to evolve the Invid. To do so, they must calculate an
such, they are physically superior. They gain the Strength, immense amount of data about the environment in
Agility, and Endurance aspects of the Heightened Talent. which they live. They have a photographic memory and
• Vehicle: Royalty are provided with Commander Mecha can perform advanced calculations without equipment.
and have access to Soldier Armor or Heavy Armor that • Evolver: The King or Queen can evolve the stage of an
has been specially tailored to them. Invid at will. The Invid must be within Short Range, and
• Armor Free: In their humanoid shapes, Royalty may the process takes moments.
pilot Commander Mecha. Royalty are free to leave their • Coalescence: The King or Queen may convert their
Mecha or Armor as they please. physical form into an energy-based form. They may also
convert the forms of any Invid within 100,000 km into
The Queen-Mother and King-Father energy and collect all the Invid energy into one cohesive
point. In this state any converted Invid travel at the speed
of light toward any point in the galaxy.

Invid Brain

Invid Brains were created to extend the King’s or Queen’s


command over an area. A Brain is large and pink, and 5 meters
in diameter, a living supercomputer that does not provide
orders, but advises the King or Queen and field commanders,
such as Keepers. They telepathically link to Invid across a
region and are in constant contact with the Regess or Regent.
A Brain can link with Invid within 1000 kilometers. Their job is
to gather information on a region and help with tactical plans,
and perform evolutionary calculations for the King or Queen.
Brains are considered to be at Stage 5 of Invid evolution, but
their evolutionary process ends there.
The Invid King and Queen are the embodied life force of the
collective physical and mental energy of all Invid. They protect Stats:
the will of the Invid collective and make decisions that affect • Armor: 0
the Invid as a whole. Decisions are based not on individuals, • Structure - Light: 5 - see below
but for the whole of the Invid, as if they are one organism. The • Speed: 0 - an Invid Brain can’t move
King and Queen chooses the path the Invid will take based
on data collected from the world they reside on. Information Weapons
from Brains and Keepers help drive their decisions. They can • Self Defense: A Brain can tear itself apart in order to
track all individual Invid’s experiences, which provides an Attack, but doing so kills the Brain. It can inflict a total
immense amount of data. The Invid’s goal is to evolve into the of 5 Light Wounds of damage to any targets within 10 m.
perfect state. Nothing else matters, and the King and Queen Once this process starts, the Brain has minutes to live.
ensure that this will occur. The Brain’s pieces travel 50 m / 5 Gravitational Units each
round. Once the process starts, the Brain will die when
Stats: time expires or it inflicts all 5 Wounds.
• Evolution: Stage 6
• Structure - Mecha: 15 Features
• Speed - Running: 80 kph / 128 m / 13 Ground Units • Absorb: The Brain is impervious to non-Area of Effect
• Speed - Flying: 260 kph / 410 m / 41 Ground Units small arms damage. It can absorb the impact of the
blast. In many cases, foot soldiers must use explosives
Features to destroy a Brain, but if it knows it will die, it will often
• All for One: The power of the King or Queen resides with Attack before that can happen.
the total collective of all Invid. When an Invid dies, they • Telepathic: The Brain can send information to any Invid
become slightly weaker, and more powerful when a new within 1000 km. However, it only communicates with
Invid is born. Keepers, other Brains, and the King or Queen.

193
INVID VESSELS
Evolution Required: Stage 2 Worker
Designation: Sheldo
Naval Vessels Stats:
• Armor - Mecha: 3
General Invid Naval Features • Structure - Mecha: 22
All of the general Naval features found on M92-93 apply, as • Speed: 1800 kph / 3 km / 6 Space Units
well as the following: • Locations - Standard Except:
• Two Large Hangar Bays
• Atmospheric Operation: Invid Vessels may operate in an • No Weapons
atmosphere and can escape a gravitational factor of 3.
• Space Fold: Invid ships can fold space, allowing them Weapons
to move across vast distances quickly. A fold takes • None: The Invid Carrier is designed to transport a swarm
minutes to initiate and seconds to complete, and may be of Invid Mecha. It has no other purpose.
performed once over days. To make a successful and safe
fold, the destination coordinates must be known. Features
• Crew: The Invid Carrier needs 6 crew to effectively
Invid Carrier operate the ship: pilots, co-pilots, and navigators.
• Complement: The Invid Carrier can be fitted with
The Invid Carrier is a clam-shaped craft 150 meters across. Its numerous Mecha of either:
most distinguishing feature is its two large hangar bays. Its • 450 Mobile Scouts or Fighter Scouts
job is to deliver copious amounts of mecha from the surface • 200 Troopers or Shocktroopers
into space to a fight, and retrieve survivors, if there are any. • 140 Enforcers
The Invid use millions of these Carriers to maintain control of
space around planets they conquer, making it one of the most Equipment Suite
highly produced ships in the galaxy. Charge and Roll: Without weapons, Invid Carriers have
evolved other techniques to protect their forces. When taking
When the mecha are deployed, the Carrier opens its large a Defend Action, the pilot may roll their carrier in a spiral. This
hangar bay doors, and it looks like a clam shell opening. For spreads out the damage across the ship’s Armor. If many
planetary assaults, the Carrier houses non-Mobile Variants carriers are within several km, they can weave across each
of Invid mecha that are used as simple turrets. When they other, providing additional benefit.
are released, the mecha drop down to attack anything and • Uses: Unlimited
everything. The Carrier can also enter and operate in an • Skill: 2 or 4 if multiple carriers are in proximity
atmosphere.

Mecha

Originally a peaceful race, the Invid did not


use mecha for waging war until after the
defoliation of Optera. The original Invid
mecha were similar to the current Scout, but
over the time, the core design has evolved
and branched out into many different
models that fulfill unique niches.
The evolution of the Invid mecha
is ongoing, constantly drawing
inspiration from the mecha of
the enemy as well as various
creatures they have come across

194
in their journey across the stars. Now the Invid mecha are Evolution Required: Stage 1 Slug
the core of their military might, and are often used en masse Designation: Iigga
in swarm tactics. All Invid mecha have a crustacean-like General Stats:
appearance. • Armor - Light: 1
• Structure - Light: 10
General Invid Mecha Features • Hardware Points: Basic
• Weak-Point Eye: Each Invid Mecha provides its pilot • Speed - Aerial: 320 kph / 510 m / 51 Ground Units
with visual information from the central eye sensor. If
this sensor is destroyed, the Mecha’s pilot is operating Weapons
blind. However, a blinded Invid Mecha can still gain visual • Claws: Each heavy arm of the Scout is fitted with a heavy
information from other nearby Invid using the hive mind. Claw. These sharp Claws can easily tear through Light-
Inflicting damage to the eye area of an Invid Mecha class Armor, dealing 2x damage. They ignore 1 Light-
causes 2x damage, and the eye area has no Armor or class Armor. [M] [H] [H] [P1]
Resist. [H] • Weapon Banks: The Scout has 2 Banks of Claws.
Designer’s Note: This rule overrides the sensor blinding rule
found on M162. Features
• Burrow: All Invid Mecha can Burrow into the ground, • Grasp: The Scout can use its Claws to grasp its victim
completely concealing themselves. It takes them instead of slashing it. If a Claw Attack is Successful,
moments to Burrow into loose Earth and minutes to a target no larger than 2 m is rendered Helpless in the
encapsulate themselves in rocky terrain. Scout’s grasp. The target may be a humanoid creature
• Water Capable: Invid Mecha are capable of extended or a Mecha system. The victim must exceed the Scout’s
operation time underwater. They may move at 10 percent Success on subsequent rolls to break free.
Speed in or under water.
• Customized: Invid Mecha are designed solely for Invid to Equipment Suite
operate. Due to their unique body shape, other species The Horde Descends: Scouts are adept at confusing their
are often unable to pilot an Invid Mecha without heavy enemy with a tight-nested swarming ability. They hover and
modification. weave between each other, spreading out the damage across
• Hiding: Invid are very aware of their natural surroundings many units. For every 2 other Scouts within 100 m, the Scout
and Hide with proficiency in the wilderness. When in gains a bonus to Attack and Defend Actions.
natural surroundings with cover, Invid gain +1 automatic • Uses: Unlimited
Success when Obscuring themselves. • Skill: +1 for each 2 additional Scouts, up to a total of
• Boosters: The Scout has Jet Boosters located in each 12 Scouts (max +6 dice).
of its lower legs. Its flight capability is restricted to the
atmosphere only. It is limited to .5 Gravitational Units of
escape.

Scout

Invid Scouts are the most common type of


Invid encountered by Earth forces. This type
of mecha scours and swarms an area at the
Regress’ or an Enforcer’s command. Scouts
stand 2.5 meters tall, almost 4 meters wide,
and are only armed with large claws, used in
Melee combat. Scout mecha are piloted by
Slugs who only act on the orders of the King,
Queen, or a Keeper. They are weak against
mecha weaponry, but easily swarm forces
using Light-class Arms. Scouts are usually eager
to please their King or Queen so that they may be
chosen for evolution. This makes them aggressive and
unpredictable.

195
Mobile Scout Variant • Weapon Banks: The Fighter Scout has 2 banks of
For space operations, the Scout’s legs are replaced with Annihilation Disc Projectors.
a multi-directional Jet Booster. This Booster allows the
Mobile Scout to attain greater speeds in space. Its Booster Features
also includes Vernier Thrusters, which provide enhanced • Mobile Capable: The Fighting Scout can accept the
mobility. Once converted, the Mobile Scout is not optimal for Mobile Scout Variant.
atmospheric operations, but can fight in an atmosphere if the
need arises. Equipment Suite
Fire and Fall Back: The Mobile Scout pilot has a few tricks
Specific Stats - Replace the Scout’s Stats with the following: that they can employ with such a light and nimble craft. When
• Designation: Aa Iigaa-da this Skill is activated, the Scout moves 1 km or 2 space units
• Speed - Space: 1,200 kph / 2 km / 4 Space Units away from their target. As this occurs, it leaves a path of fire
behind itself. [B30]
Features • Uses: Unlimited
• Space Booster: The Mobile Scout’s legs are removed • Skill: 2 and a 30-m blast
for space operations. As such, it cannot walk, and takes
penalties when operating in an atmosphere. The Booster Mortar Scout Variant
has the capability to escape 1.5 Gravitational Units. The Invid Mortar Scout is a somewhat rarer variant. It has
• Hardwired: The Space Booster takes hours to install or to three large mortars on its back that fire Heavy Particle Plasma
remove and restore the Scout’s legs. Grenades. As a result, the Mortar Scout packs a significant
amount of fire power for its size, but the added weight makes
Equipment Suite it slower and less maneuverable.
None
Designation: Iigaa Wa
Fighter Scout Variant Specific Stats - Replace the Scout’s Stats with the following:
• Speed - Aerial: 180 kph / 290 m / 29 Ground Units

Weapons
• Triple Mortar: The Mortar Scout can Lob organic
ammunition. The ammunition explodes when a specific
type of electrical charge is delivered that only Invid can
produce. This makes the ammunition safe to carry. The
Mortar can fire up to Medium Range. It also counts as
Lobbing the munitions, which may ignore certain types
of cover. The Mortars inflict 3x Light-class damage. [B5]
[H]

The Invid Fighter Scout is a variant that adds two Annihilation Equipment Suite
Disc Projectors on each of its shoulders. This Mecha makes up Massive Suppression: The Mortar Scout fires a 3-round volley
a large portion of the Invid forces and is used for many combat that saturates an area with explosive power. The mortars
roles besides the reconnaissance role its name suggests. land in a triangle pattern, causing a massive blast effect.
While Scouts patrol Invid-controlled territory, Fighter Scouts The explosive effect is terrifying for troopers under it, as the
patrol along and into enemy territory or hostile zones. A shockwave from the Attack can be felt over 500 m away. [B20]
Fighting Scout isn’t very powerful on its own, so they typically • Uses: 2
travel in groups. • Skill: 3

Specific Stats - Replace the Scout’s Stats with the following:


• Designation: Iigaa Li
• Hardware Points: Basic

Weapons
• Annihilation Disc Projectors: These Projectors fire a
cohesive disc of plasma energy. The powerful plasma
inflicts 3x Light-class damage in a 1-m-wide line. It eats
through Armor as it ignores 2 points of the target’s Armor.
However, this power comes at a price; the cohesive
nature of the disc only remains stable at Short Ranges.
[L1] [H] [H] [P2]
196
Mender • Heavy Arms: The Mender has powerful and dexterous
arms it uses as part of its engineering and medical work
While the Invid rely on strength of numbers and even that can defend it in Melee combat. [M].
commonly use suicide attacks, every Invid life does in fact add
to the whole of the Invid race. So it may seem contradictory, Features
but the Invid will care for their wounded if there’s a chance of • Indexing Hands: The Mender has a hand on each arm
saving them, especially higher-caste Invids. The Mender is a that is fully indexable with a sensitivity of .1 kg. These are
mid-size Invid mecha that comes in after the battle to treat ideal for precise work.
and patch up its fallen comrades. With thin armor and little in
terms of weapons, it is unsuitable for battle. Equipment Suites
Revitalizing Secretion: The Mender can secrete a
Evolution Required: Stage 2 Worker Protoculture-derived substance that has strong healing
Designation: Lagur properties for the inner organic parts of an Invid and gives
Stats: a boost of energy, similar to an adrenaline shot for humans.
• Armor - Light: 1 The Mender can also secrete a foam that quickly hardens
• Structure - Light: 15 as a makeshift sealing agent of breached Mecha Armor.
• Resist: 1 Depending on the severity of the Wound, the Mender can get
• Hardware Points: Basic a Wounded Invid up on its feet within minutes to an hour. The
• Speed - Aerial: 220 kph / 350 km / 35 Ground Units treated Invid could return to battle, but may prioritize going
back to base for proper treatment.
Weapons • Uses: 5
• Cutting Laser: A Light Laser Cannon with tunable output • Skill: 2
sitting on the chin of the Mecha. Mainly used for stripping
broken armor plates or for mercy killings of patients who Trooper
cannot be saved. It can also be used as a Weapon in a
pinch. It ignores 1 point of Light-class Armor and has a The Trooper is the next evolution of the Invid combat mecha.
Range of Short, but may be fired at Melee Range as well. Only the most capable Slugs are converted into Workers who
[M] [H] [P1] have the honor of piloting this mecha. It stands 4.4 meters
tall and almost as wide. While capable of flight, the Trooper is
mainly used in ground combat, where it can make full use of
its claws and the terrain to dispatch its prey. The base variant
relies on its size and heavy claws to pacify any resistance.

Designation: Gurab
Evolution Required: Stage 2 Worker
Armor - Light: 6
General Stats:
l Structure - Light: 15

l Resist: 2

l Hardware Points: Basic

l Speed - Aerial: 480 kph / 770 m / 41 Ground Units

Weapons
l Claws: Each heavy arm of the Trooper is fitted
with 3 heavy Claws. These sharp Claws can easily
tear through Light-class Armor. They ignore 2 Light-
class Armor and inflict 4x Light-class damage. [M] [H]
[H] [P2]
• Weapon Banks: The Trooper has 2 banks of Claws.

Features
l Grasp: The Trooper can use its Claws to grasp
its victim instead of slashing it. If a Claw Attack is
Successful, a target no larger than 3 m is rendered
Helpless in the Trooper’s grasp. The target may be a
humanoid creature or a Mecha system. The victim must
exceed the Trooper’s Success on subsequent rolls to break
free.
197
Equipment Suites Weapons
Rush: The Trooper can move quickly over short distances. • Annihilation Disc Cannons: These are similar to the
When this suite is activated, the Trooper moves an additional Cannons on the Fighter Scout, but much larger in nature.
138 kph / 230 m / 23 Ground Units. It gains the benefit when The powerful plasma inflicts Mecha-class damage in
pushing through terrain, enemy Mecha, entering Melee a 1-m-wide line. It eats through Armor as it ignores 2
combat, grappling, or redirecting an opponent in close points of the target’s Armor. However, this power comes
quarters. at a price; the cohesive nature of the disc only remains
• Uses: Unlimited stable at Short Range. [L1] [H] [H] [P2]
• Skill: 2 • Weapon Banks: The Shocktrooper has 2 banks of
Annihilation Disc Cannons and Claws.
Pounce: The Trooper excels at attacking from concealed
locations. A common tactic of Trooper pilots is to hide in Equipment Suite
the natural terrain or in water and ambush unsuspecting Area Saturation: The Shocktrooper has a biological storage
enemies. The Trooper can actually bury itself in soft soil and unit that holds the ammunition it uses to create Annihilation
hide underground. It takes minutes for a Trooper to bury Discs. It can expend the ammunition in rapid fashion to ensure
themselves. When the Trooper makes a Melee Attack from a its targets are eliminated. The Attack affects a conical area
concealed position, it can activate this Skill. within Short Range. If both uses of this suite are expended,
• Uses: 1 the Shocktrooper cannot fire the Annihilation Disc Cannons
• Skill: 4 until additional ammunition has time to refill. [C]
• Uses: 2
Shocktrooper Variant • Skill: 4
The Shocktrooper has the same frame as the Trooper, but
with a key difference: a pair of large shoulder cannons that Striketrooper Variant
give the mecha excellent long-distance attack capability The Striketrooper variant has two Mini-Missile canisters on
against both aerial and ground-based targets. It is therefore top of the Trooper frame. It is used for providing light artillery
an excellent frontline mecha. support to the other Invid attached to larger battle groups.
Since many of the Invid are limited to Short- or Melee-Ranged
weapons, the Striketrooper provides long-distance support
fire to heavy pacification teams.

Specific Stats - Replace the Trooper’s Stats with the


following:
• Evolution Required: Stage 3 Warrior
• Designation: Gurab Ma
• Hardware Points: Basic

Specific Stats - Replace the Trooper’s Stats with


the following:
• Evolution Required: Stage 3 Warrior
• Designation: Gurab Rii
• Hardware Points: Basic

198
Weapons comes at a price: the cohesive nature of the Disc only
• Invid Organic Missiles: The Missiles are charged with remains stable up to Short Range. [L1] [H] [P2]
an organic substance that explodes when the right type • Claws: Like lower-evolved Mecha, the Enforcer is fitted
of electrical charge sets them off. This makes them safe with powerful Claws on each hand for making Mecha-
to carry over long periods of inactivity. Since the fluid class Melee Attacks. The Claws are more tactile than
is organic in nature, it is constantly refreshed by the those found on other Invid Mecha with a sensitivity of .5
Mecha’s biological systems. These Missiles inflict 5x kg. [M]
Light-class damage and may fire up to Long Range. [B5] • Triple Beam Cannons: On each shoulder sits a triple-
[H] [H] barrel Beam Cannon. Each Cannon can be fired
• Weapon Banks: The Striketrooper has 2 banks of Organic separately, or the beams can be merged for an even more
Missiles and Claws. powerful Attack. The Cannons have a standard Range of
Medium, but may be fired further. They ignore 1 point of
Equipment Suite the target’s Armor, and 2 if both are fired at once. [E] [H]
Organic Missile Barrage: The Striketrooper can launch these [H] [P1/2]
terrifying Missiles at Long Range. The Organic Missiles have • Weapon Banks: The Enforcer has 2 banks of Claws and
small fins that screech as they fly through the air, terrifying Beam Cannons each, and 1 bank of Annihilation Disc
all in its path. They have a 5-m blast area and inflict 5x Light- Projectors.
class damage, but 2 uses of this Skill may be spent
to increase the damage to Mecha-class. [B5]
• Uses: 4
• Skill: 3

Enforcer

The Enforcer is a direct evolution of the


Shocktrooper that is bigger, stronger, and
better in almost all ways. It is adapted for
operations both in space and on the ground,
and the two large shoulder guns are utterly
devastating. At 10 meters tall and with
advanced organic armor. The Enforcer’s
only real shortcoming is that its sheer size
makes it a bit slow. Besides being a heavy
weapons platform, it was also the main
command mecha before the Commander
and Overlord were evolved.

Evolution Required: Stage 4 Keeper


Designation: Gamo
Stats:
• Armor - Mecha: 2
• Structure - Mecha: 2
• Hardware Points: 5
• Speed - Aerial: 725 kph / 1.1 km / 110
Ground Units / 2 Space Units

Weapons Features
• Annihilation Disc Projectors: • Grasp: The Enforcer
These Projectors are located on can use its Claws to grasp its victim
the underside of the Enforcer’s instead of slashing it. If a Claw Attack is
chin and engage close- Successful, a target no larger than 4 m is
distance infantry with Armor- rendered Helpless in the Enforcer’s grasp. The target may
piercing fire. The powerful plasma be a humanoid creature or a Mecha system. The victim
inflicts 3x Light-class damage in a 1-m-wide line. must exceed the Enforcer’s Success on subsequent rolls
It ignores 2 points of the target’s Armor, but this power to break free.

199
Equipment Suites as it ignores 2 points of the target’s Armor. Like the
Pulse Beam: The Enforcer can cycle their Triple Beam Annihilation Volley Cannons, the cohesive nature of the
Cannons. While this cuts down on its maximum Range, it disc only remains stable at Short Range. [L1] [H] [H] [P2]
eats through Armor and covers an area with fire. Use this • Claws: Each heavy arm of the Grappler is fitted with 3
Skill when making an Attack. All targets within a cone at heavy Claws. These sharp Claws can easily tear through
Short Range are affected as the Attack ignores 2 points of the Mecha-class Armor in close quarters. They ignore 2
target’s Armor. However, this Attack stresses the Enforcer’s Armor. [M] [H] [H] [P2]
ammunition stores. If both instances of this Skill are used, the • Weapon Banks: The Grappler has 2 banks each of
Mecha is considered to be out of ammunition and cannot fire Annihilation Disc Cannons, Annihilation Disc Projectors,
the Triple Beam Cannons any further. [C] [P2] and Claws.
• Uses: 2
• Skill: 3, and ignore 2 points of the target’s Armor. Features
• Grasp: The Grappler can use its Claws to grasp its victim
Brutalize: The UEEF fears the Enforcer since it’s nearly instead of slashing it. If a Claw Attack is Successful,
impossible to defeat without Mecha-class weapons, and its a target no larger than 4 m is rendered Helpless in the
ability to engage enemy targets of all types is remarkable. Grappler’s grasp. The target may be a humanoid creature
When moving into combat within Short Range, the pilot or a Mecha system. The victim must exceed the Grappler’s
may use this Skill to gain dominance. This Skill may only be Success on subsequent rolls to break free.
activated during the round when the Enforcer first engages
an enemy. Equipment Suites
• Uses: 1 All the Plasma: The Grappler can increase the fire rate of all
• Skill: 4 of its plasma-based weapons, inundating the area with fiery
death. All targets positioned 50 m directly in front of the
Grappler Grappler in a 10-m-wide line are affected. The Attack ignores
2 Mecha-class Armor. This Skill may only be used as part of an
The Grappler is a dedicated special forces mecha and a rarity Attack Action. [P2]
in the Invid forces. It’s mainly used for special operations, • Uses: 1
like acting as bodyguards to Invid royalty, guarding secret • Skill: 5
installations, performing covert raids, and so on. With its
heavy frame and high mobility, it is a fierce adversary. On Assassinate: The Grappler’s pilot knows how to pick out
the ground, it moves like a rapid predator and can rip smaller targets at Close Range. This Skill enables the Grappler to
mecha in pieces with ease. The Grappler stands at 8.4 meters move past or directly over enemies to Attack its target of
tall, and unlike other Invid mecha, it is much longer than it choice. Activate this Skill to gain an additional 500 m or 50
is wide. It’s lithe appearance—long dangling arms, and array Ground Units of movement and gain +1 benefit to Attack,
of anti-personnel weapons—makes the Grappler a terrifying Defend, or Redirect Actions.
sight in the field. See the Grappler on page xxx. • Uses: Unlimited
• Skill: 2
Evolution Required: Stage 3 Warrior
Designation: Giiba Commander
Stats:
• Armor - Mecha: 1 Only the most proven and loyal Enforces are chosen to evolve
• Structure - Mecha: 2 to Stage 5. Those considered worthy are provided with one
• Resist: 1 of the Invid’s most advanced mecha: the Commander unit.
• Hardware Points: 6 These units are designed around the evolutionary process
• Speed - Aerial: 480 kph / 770 m / 77 Ground Units of their pilots. The Commander stands 8.75 meters tall and is
more slender than the Enforcer units. However, it is built with
Weapons materials the Invid spent decades evolving—like armor that is
• Annihilation Volley Cannons: Two Plasma Cannons lighter and more dense than anything the UEEF employs. As a
are recessed on the back of the Grappler. The powerful full-fledged Mecha-class unit, the Commander mecha is more
plasma inflicts Mecha-class damage. It eats through than formidable for any Alpha or Beta Fighter.
Armor as it ignores 2 points of the target’s Armor, but this
power comes at a price, as the cohesive nature of the disc Evolution Required: Stage 5 Royalty
only remains stable at Short Range. [B3] [H] [H] [P2] Designation: Gosu
• Annihilation Disc Projectors: Four small Plasma Stats:
Projectors are placed in the lower midsection. Their • Armor - Mecha: 2 + 2 for Arm Shields - see below
primary purpose is to engage danger-close, lightly • Structure - Mecha: 2
armored infantry. The powerful plasma inflicts 3x Light- • Hardware Points: 5
class damage in a 1-m-wide line. It eats through Armor • Speed - Space: 900 kph / 1.5 km / 3 Space Units
200
Weapons Features
• Annihilation Razor Cannon: The Razor Cannon is the • Humanoid Pilot: Stage 5 Pilots are humanoid in size
most advanced plasma weapon the Invid has created. It’s and shape. Any human-shaped Pilot may operate a
similar to other Annihilation Discs, but focuses the energy Commander Mecha given enough training or instruction.
into a razor-thin disc that slices through any Armor with • Arm Shields: Each arm of the Commander is fitted
ease. The powerful plasma inflicts Mecha-class damage with a high-density shield. One is integrated into the
in a 1-m-wide line and ignores 2 points of the target’s Annihilation Razor Cannon. The Shields are able to absorb
Armor. The Razor Cannon has a Range of Medium. [L1] most forward incoming damage. Each Shield provides 1
[P2] additional point of Armor. However, you may choose to
• Organic Beam Cannon: The Commander Mecha has destroy the shield and the arm it is attached to (including
a Beam Cannon mounted in its head. This weapon is the weapon). Ignore all damage from 1 forward-facing
used as a backup in case the Razor Cannon is lost, or as Attack. [H] [H]
a close-quarters option. It has a Range of Medium, but is • Plasma Thrusters: The Commander is fitted with 2 high-
powerful enough to ignore 1 point of its target’s Armor. powered Plasma Thrusters that aid in short bursts of
[M] [P1] swift movement, easily evading damage. Destroying the
• Slam: The Commander can use its Arm Shields to make Plasma Thrusters eliminates the ability to use the Burst
standard Melee Attacks with Mecha-class damage. Speed equipment suite. [H]
• Organic Missiles: The Commander is fitted with 2 bays of • Indexing Hands: The Commander has a hand on each
Invid Organic Missiles. This weapon can only be used via arm that is fully indexable with a sensitivity of .5 kg.
an equipment suite. [H] • Flourishes: Each Commander Mecha may have a slightly
• Tactical Missiles: The Commander has 1 small bay different small physical feature located on the head
dedicated to Tactical Missiles. [H] or torso. The Flourish may take the form of a small fin,
• Weapon Banks: The Commander has 2 banks of Arm a branded symbol, or an antenna. These Flourishes
Shields, and 1 incorporates the Annihilation Razor are chosen when an Invid is evolved into Royalty. The
Cannon. individual personality of the Invid is expressed in this
small feature.

201
Equipment Suites Evolution Required: Stage 5 Royalty
Raze: The Commander can charge its Annihilation Razor Designation: Gosamu
Cannon to create a massive disc of plasma that slices through Stats:
even the toughest Armor with ease. When released, this • Armor - Mecha: 3 + 2 Energy Field
disc travels up to 100 m, destroying anything in its path. The • Structure - Mecha: 3
Cannon can only perform this Attack once every hour, as • Hardware Points: 7
firing any more would burn the organic firing mechanisms, • Speed - Battloid: 900 kph / 1.5 km / 3 Space Units
damaging the Mecha. If fired a second time within an hour, • Speed - Guardian: 1,500 kph / 1.5 km / 5 Space Units
the Cannon is destroyed, and the Commander takes 1 • Speed - Fighter: 2,400 kph / 3 km / 8 Space Units
Structure damage. [L10] [P3]
• Uses: 1 + 1 Weapons
• Skill: 4 + ignores 3 Armor • Annihilation Disc Cannons: These Cannons are similar
to the Cannons on the Fighter Scout, but much larger.
Burst Speed: The Commander is capable of making extremely The powerful plasma inflicts Mecha-class damage in a
fast movements over short distances. Activate this Skill to 1-m-wide line. It ignores 2 points of the target’s Armor,
gain xxx Speed. Also, the Commander is hard to hit while but the cohesive nature of the disc only remains stable at
Bursting. Gain the listed bonus when taking a Defend Action Short Range. [L1] [H] [H] [P2]
that involves movement. • Beam Cannons: Powerful single-point Beam Cannons
• Uses: Unlimited are mounted on each of the Overlord’s arms. These
• Skill: 2 advanced weapons have a Range of Medium, but can
engage targets at longer distances. Their coherent
Head Beam: In close-quarter situations, the Mini-Beam nature enables the bolts of energy to rip through their
Cannon can exploit enemy Mecha weaknesses. This Skill can targets. They ignore 1 point of Armor when 1 Cannon hits
only be used in Melee Range against an enemy, or to perform an enemy, and 2 points if both hit the same enemy. [E]
precision cutting or repair work. [H] [H] [P1/2]
• Uses: Unlimited • Organic Missiles: The Overlord is fitted with 2 large
• Skill: 2 bays of Invid Organic Missiles. These bays are designed
to release the Missiles in a massive wave at Close Range.
Organic Missile Barrage: The Commander can launch these Each bay houses 3 uses of Missiles. This weapon can only
intimidating Missiles at Long Range. The Organic Missiles be used via an equipment suite. [H] [H]
have small fins that screech as they fly through the air and • Claw: On each arm is a powerful hand that can form a fist
create a 5-m blast area. The Missiles inflict 5x Light-class and punch in Melee, or rip apart an opponent’s Mecha.
damage, but 2 uses of the Skill may be spent to increase the The Claws are so powerful, they ignore 1 point of the
damage to Mecha-class. [B5] target’s Armor. [M] [P1]
• Uses: 4 • Weapon Banks: The Overlord has 2 banks of each of the
• Skill: 3 following weapons: Beam Cannons, Organic Missiles,
and Annihilation Disc Cannons.
Tactical Missiles: The Commander can launch a small barrage
of Tactical Missiles. These Missiles track Protoculture- Features
powered machines, making their tracking capability especially • Variable: The Overlord can transform between Battloid,
dangerous. They have a 5-m blast area. The Missiles inflict Guardian, and Fighter Modes to directly combat multiple
Mecha-class damage. [B5] Veritech threats in both atmospheric and space theaters.
• Uses: 1 The pilot can change forms once per each turn and use
• Skill: 4 the transformation Advantages found on M165.
The Overlord has 3 Modes:
Overlord • Fighter Mode: Fighter Mode is used for Speed
and agility with swift reactions and excellent
Few humans have ever seen this type of Invid mecha, and it performance in atmosphere and space.
remains quite a mystery. Intended to be the ultimate Invid • Guardian Mode: The VTOL Guardian Mode allows it
combat mecha, it incorporates some of the best features of to act like a combat scout and bombard foes while
earlier designs. In an attempt to counter the humans’ Veritech maneuvering carefully.
Fighters, the Overlord can transform into three distinct • Battloid Mode: The Battloid Mode is an incredibly
Modes, mimicking Fighter, Guardian, and Battloid Modes. powerful main combat Mode for fighting enemy
The Overlord stands 9.1 meters tall and is fitted with an array Mecha head-on.
of deadly weapons, along with its specially crafted, high- • Protoplex Barrier: A powerful field generator is fitted
density Invid Armor. in the center of the Overlord’s torso that disperses
incoming Energy Attacks. It provides +2 Armor against all
Energy-based Attacks including: Beam, Plasma, Particle,
202
and Laser Attacks. UEEF soldiers learned
to counter this field by entering Melee
combat with the Overlord or using
Destabilizer weapons. [H]
• Humanoid Pilot: Stage 5 Pilots
are humanoid in size and shape.
Any human-shaped pilot may
operate an Overlord Mecha
given enough training or
instruction.
• Indexing Hands: The
Overlord is fitted
with fully indexing
humanoid hands
on each arm.
The hands
have a
sensitivity
of .5 kg.

• Arm Shields: The arms of the


Overlord are heavily shielded
and can block incoming
Attacks. An Arm Shield may
be destroyed to negate all
damage taken from a non- Organic Missile
Area-based Attack. This Torrent: The Overlord
also destroys the arm and can launch these terrifying
the associated weapon. Missiles at Long Range. The Organic
Missiles have small fins that screech as
they fly through the air. They have a 5 m blast
area and inflict 5x Light-class damage, but may
Equipment Suites also be used in the following ways [B5]:
Power Overload: Using • 2 uses to increase damage to 1 Mecha-class.
its own energy barrier as a • Max +1 use to increase blast area by +5 m and Ignore 1
power source, the Overlord point of the target’s Armor - Short Range only. [B10] [P1]
reroutes power to deliver • Uses: 3 + 3
a massive blast using all • Skill: 3
its energy weapons at the cost of its protective Protoplex
Barrier. When you use this equipment suite while Attacking Eye of the Overlord: The Overlord spys the battlefield with
with its Beam Cannons and Annihilation Cannons, each use its advanced Invid eyes processing and feeding information
of the suite permanently lowers the amount of Armor the to the Pilot, giving them unparalleled battlefield awareness,
Protoplex Barrier provides by 1. letting them deliver their Mecha’s power where needed. Use
• Uses: 2 this equipment suite when making observations and Assist
• Skill: 4 + 2x damage for Annihilation Disc Cannons Actions looking for and identifying surrounding threats.
and Beam Cannons • Uses: Unlimited
• Skill: 2
203
Power Armor

Soldier Power Armor

Invid Soldier Power Armor is the type most often


encountered by humans on Earth. It is an advanced and
compact type of Power Armor, providing weak and slow
Invid with superhuman endurance, strength, and agility.
Standing at 2.5 meters tall, these units are intimidating to
stand against. It’s obvious that this Power Armor is one of the
reasons the Invid have been so successful in their conquest of
the galaxy.

Evolution Required: Stage 2-4


Designation: Malar
General Stats:
• Armor - Light: 3 + Force Field
• Structure - Basic: As Invid
• Speed - Running: 30 kph / 50 m / 5 Ground Units

Weapons
• Laser Cannons: Soldier Power Armor is outfitted with 2
multi-purpose anti-personnel Laser Cannons, 1 on each
arm. These Lasers have a Short Range, but when fired • Energy Shield: The Shield is
together at the same target, they reduce Armor by 1. [H] worn on the arm opposite the Plasma
[H] [P1] Rifle. The Shield may negate damage from 1 Light-class
• Punch: An Invid wearing this Armor can deliver a strong Attack that bypasses the Armor. Upon doing so, it is
punch. It inflicts 2x Light damage. destroyed.
• Force Field: Elite Invid are provided with this Force Field
Features upgrade to ensure their safety. A powerful generator
• Basic: Soldier Power Armor is basic in nature, but does creates an electromagnetic field capable of deflecting
require Mecha proficiency to operate effectively. incoming fire. The Field gives the Soldier Power Armor
• Enhanced: While wearing the Armor, the Invid gains a Resist of 1. The Field has no effect against Attacks in
the Strength, Agility, and Endurance aspects of the Melee Range. [H]
Heightened Talent.
• Invid Only: The Power Armor is designed for Invid and Heavy Soldier Variant
Invid only. When the Invid want to ensure firepower superiority, they
• Jet Booster: The Armor’s legs are equipped with Boosters bring the Heavy Soldier Variant to the frontlines. This Power
that allow it to make powered leaps. Each leap takes the Armor is fitted with a servo-controlled Particle Cannon
Armor an extra 5 Ground Units, up to 10 m in the air. [H] mounted over each shoulder. The Cannons are fired via
optical targeting link. Their high position allows the Cannons
Equipment Suite to more easily Attack over cover.
Spray the Area: An Invid can use their lasers independently
using short bursts, fanning out their arms to spray the Weapons
immediate area. All targets, including allies, within a 100-m • Shoulder Cannons: Heavy Soldier Power Armor gains 2
forward arc are subject to damage. When used this way, the Particle Cannons to give them extra firepower at longer
Lasers cannot combine to penetrate Armor. Ranges. The Cannons can fire at Medium Range, but if
• Uses: 2 both Cannons fire, the Range is increased to Long. If
• Skill: 3 both Cannons fire, they inflict 2x Light-class damage and
ignore 2 points of Armor. If a single Cannon is fired, it
Options ignores 1 point of Armor. [H] [H] [P1/2]
• Plasma Rifle - Light-class: Invid Soldiers may be • Basic Duty: For workers and technicians, a variant of the
provided with a powerful Plasma Rifle that eats through Power Armor can help them with their tasks. This Power
Armor and cover taken by targets. The Rifle has a Range Armor is not equipped with weapons, the Jet Booster, or
of Short and ignores 2 points of Light-class Armor. [H] the Force Field. However, it provides all other benefits
[P2] listed above.
204
Vehicles Structures

Invid Transport Ship Broadcast Tower

The Invid Transport Ship is a general purpose 62-meter vessel These towers are filled with Invid organics that interact with
used to ferry large numbers of Invid or supplies across vast their hive mind. The tower boosts Invid communication
distances. They are often used to recover Invid Mecha who signals. Any Invid within 100 kilometers of a tower can
lost their Naval Carriers in space combat or restock existing communicate with and send signals back to the King-Father
carriers. These Transport Ships are fast and heavily defended or Queen-Mother. When a system of Brains, Towers, and
with powerful lasers. They are rarely used in assault situations, Enforcers remains in place, the King or Queen has a complete
as the Invid have plenty of options for that type of activity. presence across an entire world, able to view and command
the swarm anywhere they are present. The broadcast towers
Evolution Required: Stage 2-4 can also be used to scramble other communications, including
Designation: Galuma Regiga hyper-comms.
Stats:
• Armor - Mecha: 1 Stats:
• Structure - Mecha: 6 • Armor: 0
• Hardware Points: 3 • Structure - Naval: 1
• Speed: 1200 kph / 2 km / 4 Space Units • Speed: 0

Weapons Features
• Heavy Laser Cannons: Large Laser Cannons are • Psychic Network: Each tower extends the range of the
mounted to the quarter flanks of the front and rear of the Invid hive mind several hundred km. While the network
ship. These Lasers have a Range of Medium and defend of towers is intact, the King or Queen can contact and
against enemy interceptors. [H] [H] direct any Invid on the planet regardless of distance.
• Communications Blackout: While the towers increase
Features the range of the Invid’s own communications network,
• Crew: The Invid Transport Ship requires a crew of 3: a they also emit copious amounts of interference designed
pilot, co-pilot/gunner, and a navigator. If the Vessel is not to dampen communications between humans, making it
fully crewed, the Transport will take penalties on fighting impossible to send or receive radio signals within 100 km
or maneuvering. of a tower, or to send or receive a signal further than a
• Advanced: The Invid Transport Ship is considered a dozen km through sight-to-sight contact. These towers
Mecha with Hardpoint locations. It is not a basic vehicle. also prevent, through their combined network, any
• Transport: The Invid Transport can carry 100 Invid Scouts, transmission escaping from the planet’s atmosphere to
350 Invid Soldiers, or 40 Invid Troopers. It has hangar bays humans in orbit or elsewhere in the solar system.
on the port and starboard sides, as well as a large bay in
the ventral rear area. Hive
• Escape: The Transport Ship has an escape factor of 3
Gravitational Units. The Invid use hives as small cities to cultivate the Flower of
• Laser Defense Web: The Invid Transport is fitted with a Life, protect and transport Invid, and create weapons or
low-powered laser emitter. This emitter creates a razor- mecha. There are 2 types of hives: Invid Created and Occupied.
thin, web-like network of lasers that surrounds the Vessel
and cuts through enemy Missile fire. The Laser Defense Created: A created hive is spherical and built by the Invid
Web can cover any quadrant of the ship. If this piece of themselves. The top half of most hives appears above ground,
Hardware is destroyed, the Transport cannot use the but some hives are almost completely buried in the Earth,
Slice and Dice equipment suite. [H] leaving only a small portion exposed—or even be completely
exposed, with the entire sphere supported on stilts. There are
Equipment Suite 3 major types:
Laser Web: The Transport’s Laser Defense Web may be
extended for a moment before the system’s lasers burn out, • Lair: The lair is several km in diameter and acts as the
and the network may be extended to Short Range. It causes command center for an Invid invasion. It can also be
5x Light-class damage to everything in a 10-m-wide line. The the home of the King or Queen, and thousands or even
system may only be used in this manner twice before burning millions of dormant Invid held in biological stasis. A lair
out. On its second use, the system is destroyed. [L10] has all the necessary systems to operate independently:
• Uses: 1+1 a comprehensive construction yard, a nearly limitless
• Skill: 3 supply of power, and communication equipment. Lairs
205
are heavily guarded, with patrols operating both on the • Annihilation Disc Projectors: If a force of infantry
ground and in the air. There are also defensive turrets and breach the hive’s perimeter, small-arm turrets are
Invid strategically hidden on the perimeter. deployed. These Disc Projectors Attack with plasma at
• Settlement: As smaller communities, Settlements Short Range. The turrets inflict 3x Light-class damage
are the most common type of hive. Settlements have and ignore 2 Light-class Armor. The Turrets have 8 Light-
capabilities similar to those of lairs, but may be more class Structure. [L1]
specialized. Focuses range from energy production to • Organic Missile Launchers: To support the direct-fire
mecha construction, forward bases of operation, Invid turrets, the Organic Missile Launchers may be deployed.
creation and caretaking, and more. These hives are Turrets have 2 Light-class Armor and 12 in Structure. This
usually several hundred m in diameter. weapon can only be used as part of an equipment suite.
• Outpost: Outposts are military waypoints or
communication stations. These structures are typically Features
under 500 m in diameter. As they are the smallest • Brain: All hives of Settlement size are fitted with a Brain.
hives, they are the least defended and easiest to attack. Some smaller hives may also have them. Read more on
Invid use these bases as rallying points before or after Invid Brains on page xxx.
attacking. • Mobile: Invid Created hives can launch into the air, and
they have an escape index of 3 Gravitational Units.
• Space Fold: Once in space, Created hives can move
across vast distances quickly. A fold takes minutes to
initiate and seconds to complete, and may be performed
once over days. To make a successful fold, the destination
coordinates must be known.
• Protoplex Barriers: All Created hives have entrances
protected by Protoplex Barriers. Some Occupied hives
have them as well. Larger hives, especially those the size
of Lairs, often have additional Protoplex Barriers that
cover the whole hive. Invid can pass through the Barriers
without trouble. If a humanoid comes into contact with
one, they will be stunned for seconds. Inflicting enough
damage to a Barrier will take it down for seconds.
Humanoid-sized doors take 15 Light-class damage to
open and larger bay doors take 3 Mecha-class damage to
bring down. To punch a small hole in a hive-enveloping
barrier, more than 10 Mecha-class damage or 1 Naval-
class damage is typically needed.
• Energy Source: Each hive is powered by its own
Protoculture energy source. The larger the hive, the
more power it must generate. The energy reactor must
Occupied: As the Invid expand across a world, they may find also have venting. Large tubes can be found around the
it more efficient to occupy existing spaces instead of building hive, venting gas with low levels of radiation.
new ones. Any defensible structure or natural cavity that goes • Habitat: The hive is a sustainable habitat where millions
below ground suits their needs. Ancient and deep cavern of Invid can live indefinitely.
systems and military fortifications are the Invid’s favorite • Maze: Hives are like mazes for non-Invid. The Invid can
spaces to occupy. Once held, the Invid get to work converting navigate a hive effortlessly, but for those of other races,
the space into a hive. They add power generation systems moving through a hive is very disorienting.
that run off the Flower of Life, install a Brain, and create
manufacturing systems. Equipment Suite
Organic Missile Barrage: These Missiles have small fins that
Weapons screech as they fly through the air. The hive’s turrets can
• Annihilation Disc Cannons: When a hive is threatened, launch these terrifying Missiles at Long Range with a 5-m
turrets with powerful plasma weaponry are deployed. blast area. The Missiles inflict 5x Light-class damage, but
These Disc Cannons have Mecha-class Armor of 1 and 2 uses of the Skill may be spent to increase the damage to
2 Mecha-class Structure. They ignore 2 points of the Mecha-class. [B5]
target’s Armor and have a Range of Short. [L1] • Uses: Unlimited
• Skill: 3

206
Protoculture Farms metamorphosis of Invid. The pool essentially mimics the
Regess’ transmutation powers without her having to be there
The Flower of Life that is growing on Earth—and the physically. If humans come into contact with this liquid, or if
Protoculture that can be extracted from it—made the Invid no one is supervising the transmutation, the consequences
invade the planet. To fulfill their ever-increasing demand are completely unpredictable, as transmutation happens
of Protoculture, the Invid turned most regions where the instantly.
Flower of Life flourished into giant farms for cultivation of
the Flowers. Thousands of enslaved humans are used as the Prehistoric Beast Types
main workforce, consisting primarily of those who previously
opposed or angered the Invid in some way, or of the unlucky Mega Mouth (T-Rex)
few abducted from nearby settlements at random. The The most terrifying monsters that an ecosystem can sustain
slaves live a dreadful and often very short life filled with hard, are recreated in the Genesis Pits. The Mega Mouth is fast,
wearing labor. mean, and wants to devour everyone in its path. Without
advanced weaponry, you stand little chance of survival. You
Few people taken to Protoculture farms ever return, so the can’t outrun them, so you’d better hope to outfight them.
exact workings of the farms are unknown to humans. While It stands as tall as 15 meters, and its mouth can swallow a
all farms are unique in layout, most available area is used human whole.
for cultivation, but one can also find storage complexes,
processing areas, and of course the cramped living quarters of Stats:
the slave force. The perimeter of the farms is often protected • Armor - Light: 0
by thick walls or Protoplex barriers that keep intruders out • Structure - Light: 15
and slaves in. There’s usually a hive nearby, likely at least the • Speed - Running: 60 kph / 100 m / 10 Ground Units
size of a Settlement. The farms are defended by a large force
of mecha. Additionally, many Invid troops in Soldier Power Weapons
Armor act as overseers. • Maw - Primary: The Mega Mouth has a massive jaw and
teeth used to crush its prey. The jaws are so powerful,
they ignore 3 Light-class Armor and inflict 2x Light-class
damage.
• Grapple: The Mega Mouth will pin a creature in its teeth
Genisis Pits if it damages a target with 3 or more Successes. The
grappled victim can still fight, but cannot move as long
In her pursuit of evolving the Invid species into ultimate beings as the beast keeps damaging them round after round.
using biogenetic engineering, the Regess created Genesis The maximum size the Mega Mouth can grapple is a jeep.
Pits. The Genesis Pits are large underground research facilities • Swallow: A humanoid-sized creature may be swallowed
for the study of the evolutionary history of all the worlds if the Mega Mouth damages it after being grappled. A
the Invid come across. During the occupation of Earth, the target that has been swallowed is incapacitated and will
Regess built many Genesis Pits to study the prehistoric life of die in 2 rounds.
the planet. The experiments typically involve recreating long- • Lash: Mega Mouth has a long tail it can use to clear its
dead lifeforms and introducing Invid DNA to create hybrid rear, or slash in side arcs as a Whip Attack (see below).
creatures. Then the creatures roam a controlled environment
with artificially recreated flora from the appropriate historical Crest Shield (Triceratops)
era, and the Invid observe the creatures throughout their lives Generally docile, the Crest Shield is a gentle giant. It is
without any direct interference. By analyzing the data, the more concerned about its natural predators over humanoid
Invid learn which evolutionary strains are successful and how creatures. However, this is a stubborn creature. Once
it could benefit the Invid’s evolution. enraged, it is not likely to back down. The Crest Shield stands
3 meters tall at the shoulder and is 9 meters long. It has three
Genesis Pits are typically several hundred meters deep, large horns attached to its head, which has a large bony crest
and may span hundreds of kilometers across. Since they’re that protects its body.
underground, they use dim, bioluminescent light and design
the creatures with low-light vision. They also create artificial Stats:
weather to mimic life on the surface. At times, fissures to • Armor - Light: 3 - front and sides only
the surface open and risk contaminating the experiments • Structure - Light: 15
with surface fauna or wayward humans. Invid guards • Speed - Running: 40 kph / 60 m / 6 Ground Units
staunchly maintain the Genesis Pits so that nothing entering
unwarranted ever returns to the surface. Weapons
• Horns - Primary: The Crest Shield has several large,
At the heart of each facility lies the actual Genesis Pit, a pool forward-facing horns on its head, which it uses to make
of a Protoculture-based transmuting liquid that controls the Melee Attacks with. These horns are powerful and can
207
pierce Armor with ease. They ignore 2 Light-class Armor. Weapons
[M] [P2] • Claws - Primary: As the Flying Lance moves by, it gets
• Charge: If the Crest Shield moves at full Speed in a round close to its prey and rakes at it with its Claws.
before Attacking, it increases the power of Attack with • Lance: The most powerful Attack it can perform is with
its Horns. They ignore 3 Light-class Armor and inflict 2x its long, hard beak.
Light-class damage. [P3]
Features
Features • Flying: The Flying Lance’s movement is flight-based. On
• Shield: The Crest Shield has a large bony Shield that the ground, it can walk 10 m / 1 Ground Unit each round.
extends back from its head. From its front and side arcs,
it gains a Light-class Armor rating of 3. Options for Genesis Pit Creatures
• Whip Attack: With a long tail, tentacle, or limb the
Pack Runner (Utahraptor) Beast Attacks all within Melee Range in a 90-degree arc.
While not as large as a Mega Mouth, the Pack Runner is Damage from the Attack is knocks down the target.
vicious and unrelenting with hunting in packs. In its natural • Electro-Shock: Powerful bio-electric glands charge
environment, it is nearly impossible to track or observe. through conductive targets, and the Flying Lance ignores
The Pack Runners attack with coordination and efficiency, Resistance.
dodging in and out of natural cover, making them as deadly • Flight: The beast has great wings that lift it into the sky. It
as any Invid. Their lightweight frames and long tails make gains Speed: 120 kph / 200 m / 20 Ground Units.
them agile predators. • Camouflage: Using specialized chromatophores, the
Beast is very hard to spot. It requires 2 Observe Successes
Stats: to notice it when standing still in its natural environment.
• Armor - Light: 0 • Flame Breath: The Beast shoots a heated jet of fire or
• Structure - Light: 5 plasma from its mouth. The Attack reaches forward, out
• Speed - Running: 60 kph / 100 m / 10 Ground Units to Short Range in a cone. [C]
• Spines: The Beast has many large, sharp Spines that
Weapons protrude from its back, arms, or chest and shoot out at
• Claws - Primary: The Pack Runner has large Claws on incredible speeds. The Beast can make Ranged Attacks
each limb. They rend flesh with ease. The Claws are used up to Short Range. The Attack has similar damage rates
in Melee Range. [M] and penetration as the Beast’s Primary Attack.
• Leap Attack: If the Pack Runner is hidden or is able to • Splice: When the Beast takes half its damage in Wounds,
move at half its full Speed, it may make a Leap Attack. it splits into 2 Beasts of a smaller size. It also has the
This devastating Melee Attack ignores 1 Light-class ability to rejoin with other Beasts to create a larger Beast,
Armor, and a humanoid-sized target who is damaged will or reattach severed limbs.
also be knocked down. [P1] • Regenerate: With enhanced healing abilities, the Beast
gains 1 Wound back each round.
Features • Venom: The Beast’s Claws or Fangs deliver a potent toxin
• Camouflage: The Pack Runner is a master of hiding in to the Wound, which either paralyzes or risks killing the
dense brush. It receives the Camouflage option listed affected if untreated. A creature affected by the Venom
below. can suffer Fatigue or Drama. If the venom paralyzes, the
• Pack: The Pack Runner gets its name because it travels target is Slowed for the rest of the Conflict.
and attacks in packs. When multiple Pack Runners are • Cybernetic Implants: The Beast is enhanced with
Attacking in the same round, as long as they are within advanced systems or fused with Invid Mecha parts, which
30 m of each other, they can reroll any dice to Attack. not only increase its strength and Armor, but can also
include any Invid weapon system of appropriate size. The
Flying Lance (Pteranodon) creature gains +3 Light Armor and +1 to its Resist.
Flying Lances use the sky to their advantage, preying on • Mist: The Beast releases a chemical Mist meant to
smaller creatures below them. If their nesting grounds are disorient a target. The Mist can be used as a smokescreen,
disturbed, they may swarm and attack with aggressive an irritant, or hallucinogen upon exposure. The creature
fervor. At first, they may try raking the trespassers with their has an Edge when making Obscure Actions.
talons, but if they get desperate, they may dive bomb, using • Web: The Beast can excrete a sticky silk-like material that
their long beaks to impale any threat. These Beasts have a can trap the target. If covered fully in a cocoon, the target
wingspan of 3 meters and are about 2 meters long. may slowly suffocate. The Web can be used for Hindrance
and Redirect Actions, and is considered to have 0 Armor
Stats: and 3 Light Structure when woven into nets or cocoons.
• Armor - Light: 0 • Molten: The Beast’s blood is hot as magma, and its teeth,
• Structure - Light: 3 spines, and claws glow red-hot. Its Attacks ignore an
• Speed - Aerial: 90 kph / 140 m / 14 Ground Units additional 1 point of Armor. [P1]
208
Designer Note: The GM is encouraged to make up strange and Carapace Combat Armor [R5]
exotic creatures. Have fun and create some wild stuff. The Invid This type of Armor is also known as “Crab Armor” due to its
are curious and push the limits of DNA and evolution. Mix and organic and shell-like nature. It was designed for Royalty or
match as many options as you like. Simulagents who need more protection in heavy combat
situations. It has a Light-class Armor of 3 and grants the wearer
a Resist of 2. Piloting a Mecha or attempting to Obscure
someone wearing Carapace Armor confers a Disadvantage.
This Armor takes 1 ablative hit from Mecha-class weapons
Invid Gear See M122-123.

Small Arms Personal Protoplex Barrier [R4]


Elite Invid are provided a powerful generator that creates an
Pistol electromagnetic field capable of deflecting incoming fire. The
• Organic Laser Pistol [R3]: For Royalty and Simulagents, Protoplex Barrier increases the wearer’s Resistance by +1.
a sidearm may be required in times of emergency. The It can only be used against 5 incoming shots, after which it
unit is powered organically and can fire 40 shots before needs minutes to recharge.
needing minutes to recharge, or being recharged by
a Mecha’s power generator. The laser’s power can be
increased to ignore 1 point of enemy Armor by expending
4 charges. It has a Range of Short. [P0/1]
Invid Mecha Upgrades
Rifle
• Organic Laser Rifle [R3]: When an Invid Royalty or Mobile Booster: While all Invid Mecha may operate in
Simulagent wants to be mobile but carry more firepower, space, the Mobile Booster vastly increases Speed and
the Laser Rifle is the best option. It has a Range of maneuverability. Gain the following Speed instead of the
Medium and gains an Edge to Attacks due to its Light listed values: 1,200 kph / 2 km / 4 Space Units. You may place
Structure and pinpoint accuracy. It can fire 30 shots up to 2 Boosters on Invid Mecha with Mecha-class structure.
before needing to be recharged, which takes minutes. It Double the Speed values above.
can also be refilled via fuel cell or directly from a Mecha’s
power generator. If 2 shots are expended to Attack, the Organic Missile Pod [R5]: To increase a Mecha’s firepower,
Rifle’s Range is Extended and it ignores 1 point of the an optional Missile Pod may be fitted. Newer Invid evolutions
target’s Armor. [P0/1] were fitted with these to help combat UEEF Mecha. Each
attached Pod reduces an Invid’s ability to obscure by -1.
Explosives A maximum of 1 Pod may be fitted for every 10 Light-class
• Organic Plasma Grenade [R4]: These handheld Structure the Mecha has.
munitions are far more powerful than anything the UEEF
has. The Grenade inflicts 3x damage in a 5-m blast and • Organic Missile Barrage: Pod can launch these terrifying
ignores 2 points of the target’s Armor. Invid Royalty can Missiles at Long Range. The Organic Missiles have small
throw a Grenade 50 m or 5 Ground Units, but has an fins that screech as they fly through the air. They have a
Extended Range. [B5] [P2] 5-m blast area and inflict 5x Light-class damage, but 2
uses of this Skill may be spent to increase the damage to
Mecha-class. [B5]
• Organic Guard Mine: The Invid use Organic Guard Mines • Uses: 4
hidden beneath the surface to protect their hives and • Skill: 3
other installations. Typically, they are only noticeable
by their small sensory antenna, which serves to detect Enhanced Armor Shells [R2]: Enhanced Armor Shells are
nearby movement before exploding. Two may be carried attached to Invid Scout and Trooper Mecha when heavy
as a single Kit. They inflict 2x Mecha-class damage and battle is expected. The rough patterns and spikes give the
ignore 2 points of Mecha-class Armor. [B3] [P2] Invid Mecha a far more beastly appearance. Any Invid Scout
Mecha or Trooper Mecha equipped with this Upgrade gains
Invid Armor +2 Armor. This Armor can take 1 ablative hit from Mecha-class
weapons before it is destroyed.
Invid Royalty Suit [R5]
This streamlined Suit was designed for Royalty or Simulagents.
It also serves as a Pilot Suit. The Suit self heals small punctures.
It offers a Light-class protection of 2. This Armor provides
ablative protection from Light-class weapons. See M122.

209
Ariel (Marlene) – Simulagent

Needing a way to gather intelligence on the human resistance,


the Invid Regess began a project to insert Simulagents into
their ranks. Indistinguishable from humans, a Simulagent is
easily inserted into human populations. Among the first was
a Simulagent that took the name “Ariel.” However, due to
an accident, she awakes before her cocoon’s incubation and
programming are complete, leaving her confused, with no
memory or knowledge of her true nature.

Not long after she awakens, Scott Bernard and his resistance
group find her. Assuming she’s suffered a trauma in the wake
of an Invid attack, Scott offers Ariel a place with the group.
The group names her Marlene, after Scott’s dead fiancée, a
fact that haunts him.

Marlene slowly recovers while traveling with Scott to Reflex


Point, and comes to see the resistance fighters as her family,
caring greatly for them. With Scott, that friendship blossoms
into a full-blown romance. Sadly, during the final battle,
Marlene’s true nature comes to light. A minor injury reveals her
green blood, singling her out as a Simulagent. Ariel struggles
to internalize this revelation, refusing to acknowledge it as
long as she can. In desperation and for the love of her friends,
she enters Reflex Point in hopes of persuading the Regress to
stop the fighting. Ultimately, she’s successful, and convinces
the Regess to leave Earth forever. After the Invid depart, Ariel
stays behind and eventually follows Scott into space, but
others in the UEEF distrust her.

vitals stress skills talents

Level: 2 Burnout: 5 Scanning Sweep: 2 Unseen


Angelic Grace: 4 Mysterious Past
Speed: 3 gu / 30 m Drama 1: I have no memory of Hunker Down: 3 Hidden Contacts
Wounds: 2 b / 1 c who or what I am, but thanks Blend In: 4
to my dreams and the voices I Infiltration Specialist: 2
Disposition: Thoughtful hear, I have my suspicions. Wing and a Prayer: 1
Demeanor: Quiet.
Drama 2: I don’t fully understand
Career: Spy my emotions for Scott, but
• Element: In Plain Sight I fear that if the truth of my
identity is ever discovered, he proficiencies equipment
Rank: 3 - Invid Simulagent may come to hate me.
Fame: 0 None Medical Kit

BP Unspent: 1

210
Corg – Invid Prince

Corg was born with a fluke mutation that not only made him a
more capable fighter than the average Invid, but also gives his
mecha a distinctive blue eye. While he starts as a mere Invid
Scout pilot, his exploits are rewarded by the Regess with a
rapid series of transmutations. Corg becomes one of the first
Invid transmuted into human form (alongside Sera). Thus he
became an Invid Prince and commander of the Invid military
forces.

Where Sera experiences human emotions such as romantic


feelings and compassion, Corg only holds disdain for humans,
and quickly becomes consumed by violence and brutality.
He is a staunch defender of Invid supremacy and advises
the Regess to tamp down hard on any human defiance. His
inability to understand the empathy that both of his sisters,
Ariel and Sera show leads to conflict with them.

Corg’s rage and hatred compels him into combat with the
humans, and his skill and prowess make him an extremely
dangerous opponent. Together with Sera, he is in charge
of the operation to survey Ariel’s undercover mission and
strange behavior. As a result, he has many skirmishes with
Scott Bernard’s band of freedom fighters, leading to a long
and bitter rivalry. Corg is also put in charge of the defense of
the Regess’ personal hive at the Battle of Reflex Point. While
a large number of soldiers die by his hand, he is killed in a final
duel with Scott.

vitals stress skills talents

Level: 10 Burnout: 8 Close Quarters: 6 Tactical Action


Last Stand: 3 Head Hunter
Speed: 4 gu / 40 m Drama 1: I must crush these Hunker Down: 4 Counter Attack
Wounds: 2 b / 1 c verminous humans and protect Man at Arms: 4 Swiftstrike
the hive. Strafing Run: 3 Defensive Fighter
Disposition: Cruel Multi-Process: 3
Demeanor: Violent Drama 2: First Ariel, now Sera…
I’ve lost them to the humans. I
Career: Marine cannot allow human influence to
• Element: Assaulter destroy Mother’s plans.
proficiencies equipment
Rank: 5 - Invid Royalty
Fame: 0 Invid Commander Organic Laser Pistol
Invid Overlord Invid Royalty Suit
BP Unspent: 1 Invid Commander

211
Sera – Invid Princess

Sera is an evolved Invid, and part of the Invid Royalty that has
assumed human form. She changes following the Regess’
decision that it was the most suitable form for the Invid’s
survival upon Earth.

Sera is loyal and devoted to the Regess and the Invid


civilization, but as a result of ascending to human form,
gains human emotion and independence of thought. This,
combined with her encounters with Lancer Belmont and the
Simulagent defector Ariel, causes her to become rebellious.
She sympathizes with the human plight, to the detriment of
the Invid and their Regess.

After repeated encounters with Lancer Belmont, she develops


romantic feelings for him, something she never experienced
as an unevolved Invid.

When the final battle comes to Reflex Point, Sera defends the
Invid bastion alongside her evolved kin, but in the end, she
opposes her mother and stands with the humans and Lancer.
She begs the Regess to cease the fighting, then fights side
by side with Lancer in defense of Reflex Point while the Invid
make escape preparations. Sera, however, decides to not go
with the Regess, and stays behind on Earth to start a new life
with Lancer.

vitals stress skills talents

Level: 8 Burnout: 7 Rapid Fire: 3 Embolden


Strafing Run: 4 Watchdog
Speed: 4 gu / 40 m Drama 1: These strange new Scanning Sweep: 4 Battle Order
Wounds: 2 b / 1 c emotions are terrifying and Smooth Method: 3 Combat Leader
confusing, particularly in the Close Quarters: 3
Disposition: Emotional presence of the human known Exology: 2
Demeanor: Calm as Lancer. I am drawn to him.
I cannot explain why.
Career: Officer
• Element: Exemplar Drama 2: The humans are
right—my people do not belong proficiencies equipment
Rank: 5 - Invid Royalty here on Earth. But how can I
Fame: 0 hope to stop the Regess, who Invid Commander Organic Laser Pistol
made me who I am? Invid Overlord Invid Royalty Suit
BP Unspent: 0 Invid Commander

212
Regess - Invid Queen-Mother

The Regess is the supreme leader and ruling Queen of


the Invid race, a spiritual and divine mother to the Invid
who wields incredible psychic powers and guides the
Invid through their shared hive mind. She once had a
mate, the Regent, with whom she shared the power of
her people, but after his demise, the Regess is the sole
leader of the Invid.

While uncaring about the fate of lesser creatures like


humans, she is deeply concerned with the survival of her
species. The Regess is unquestioned in her actions, as
lesser Invid are permanently bound to her will. Her only
priority is the wellbeing of the Invid, and it’s this that has
driven her across the stars in search of the Flower of Life
that brings prosperity to her people.

Under her current agenda, she strives to continue the


evolutionary development of the Invid, using the Flower
of Life itself to transform them in the hopes of reaching
the ultimate form of life.

Her distrust of humanity and loathing for the Robotech


Masters keep her from seeing reason until the very
end, as the returning United Earth Expeditionary
Forces threaten her sanctuary within Reflex Point. It is
only with the intervention of several humans, her own
transmuted Invid princesses, and the threat of complete
annihilation at the hands of the Neutron-S Missiles that
she abandons Earth to ensure the survival of her species.

vitals stress skills talents

Level: 15 Burnout: 8 Multi Process: 4 Embolden


Omniprescient: 5 Telekinesis
Speed: 13 gu / 128 m Drama 1: Earth is the only world on Machinations: 6 Mental Invade
Wounds: 15 Mecha which the Flower of Life produces Science That: 6 Possession
Protoculture. It is now our home. Ironclad Strategy: 5 Pure Energy Beam
Disposition: Calculating We shall not be driven away again. Scanning Sweep: 3 Legendary Hero
Demeanor: Omnipotent Pride of the Fleet
Drama 2: We must eliminate the
Career: Officer taint of the Robotech Masters and
• Element: Coordinator Children of the Shadows.
proficiencies equipment
Rank: 1 -Corporal Drama 3: My husband was a fool
Fame: 0 who wasted the lives and resources All Invid Mecha Invid Hive
of the Invid. I have abandoned him Personal Energy Shield
BP Unspent: 0 so that we are not bogged down by 10,000 Invid Assistants
his selfish need for vengeance and 40,000 Invid Warriors
gratification. 5,000 Invid Clam Ships

213
Backer piece xxx
environment

214
SCENARIOS
Regess’ Call
At last, the shadow of the Robotech
Masters rests here, upon this world. Its is ironic we • What is Robotech: 8
make our home atop their grave. They who built
their empire upon the defiled corpse of our own • Game Basics: 10
world. Now, the Invid make their home upon this
world. • Robotechnology: 12
I have called my children from across the
stars to this new world. The Flower of Life has called • Creating a Hero: 14
me; now the only world where it blooms so. It is the
world promised and the world we shall call our own. • Careers: 18
A world on which the Invid will rebuild our future. A
future of my children that seeks to better us.
With the Protoculture upon this world we
• Nature: 26
can at last continue our evolutionary enlightenment.
Our grand future awaits yet its outcome is still
• Rank & Fame: 27
unclear to me.
And yet, even with one of our greatest • Hero Progression: 30
enemies vanquished, the shadows still haunt us. We
will rise from the umbrage and our righteous light • Stress: 33
will free us all... All of the Invid.
The native humans of this planet have been • Iconic Characters: 36
twisted and corrupted by the Robotech Masters
influence as many others have and I fear they will
wage conflict against us for generations. Yet our
prosperity cannot and will not be waylaid again.
Even if the prize that we now rest upon
must be soaked in the blood, we will never leave this
place.

Unknown recording of the Regess;


Recovered from parts of Monument City command
bunkers absorbed into Invid Reflex Point
Date recorded, December 2032
Date recovered, August 1st 2044

215
TIMELINE
Forces soldiers on patrol. One soldier, Bowie Grant, is
captured by the Masters. Another, Dana Sterling, leads
Part Two an unauthorized mission to rescue him. Reinforcements
arrive on both sides, forcing the conflict into a stalemate.
2029 • August: The Robotech Masters launch another attack
on Earth, taking Earth citizens captive. Under public
pressure, Supreme Commander Anatole Leonard orders
an immediate retaliation, against the counsel of his
advisors. The attack ends in a catastrophic loss for the
Army of the Southern Cross. However, a weakness in
the Mothership of the Masters is exploited, bringing
it crashing down to Earth. The 15th ATAC are sent to
infiltrate the ship and in the process, they capture a
Bioroid mecha.
• September: While Earth learns more and more
information about the Robotech Masters thanks to the
captured Bioroid pilot, the Robotech Masters launch
attacks on the civilians of Monument City. More than two
hundred prisoners are taken.
• October: The downed Mothership is recovered by the
Masters. The Robotech Masters insert Zor Prime into
Monument City as a spy. He is captured by the Global
Military Police.
• Recon-1, arrives from deep space, but is destroyed when
it rams into a Robotech Masters Mothership. The event
makes it apparent to Generals Leonard and Rolf Emerson
that they cannot expect help from the United Earth
• January: BEGINNING OF THE SECOND ROBOTECH Expeditionary Force.
WAR. The fleet of the Robotech Masters arrives in the
solar system, taking position in orbit around Saturn. An 2030
Earth force comes under attack by an unidentified foe.
When additional Earth forces arrive, the enemy fleet
retreats, having collected their battle data. • January: At the order of General Emerson, Zor Prime is
• April: Moon Base Luna is attacked. Shortly after, a assigned to Dana Sterling’s 15th squadron in hopes that
Mothership of the Robotech Masters enters Earth’s orbit, military life will bring back parts of his memory that could
launching an attack against Earth near Monument City. be of valuable intelligence. Little does Emerson know
Though the attack is repelled, the Mothership remains that the Robotech Masters have installed a neurosensor
in orbit. The Army of the Southern Cross prepares a in Zor’s brain to glean intelligence. This is how they learn
counterattack and the people of Earth prepare for war. of the Earth fleet preparing
• May: Earth’s defense forces launch their offensive against to attack them.
the flagship of the Robotech Masters, but they take
heavy losses. The Masters retaliate, waging war against
the military base near Monument City. Once again, the
attack is repelled, but the ASC realize their weaknesses
are apparent.
• June: Earth launches a mission to reestablish a
communications link with Space Station Liberty and the
United Earth Expeditionary Force in deep space. Though
the Robotech Masters work to prevent this, the mission
succeeds.
• July: The Robotech Masters launch a secret mission to
the ruins of the SDF-1 in search of the means to save
their people. They’re intercepted by United Earth
216
• March: Thanks to the intelligence from Zor Prime, the 2031
Robotech Masters easily repel the Earth’s first major
offensive against their fleet. The few surviving ships of
the Earth’s First Assault Wave fleet fall back to Moon
Base ALuCE. Supreme Commander Leonard orders a
second assault wave to rendezvous at the moon with the
other forces and launch a combined attack.
• Dana Sterling and Zor Prime discover the Invid Flower of
Life within the ruins of the SDF-1.
• April: With Zor as their unwitting source of information,
the Robotech Masters are able to ambush the relief
forces sent to aid the First Assault Wave before they can
link up. Despite the ambush, and with help from Veritech
Fighters sent from the moon base, this flotilla is able to
force the Robotech Masters to withdraw .
• General Rolf Emerson is appointed to lead the second
major offensive against the Robotech Masters.
• May: As part of the Second Assault Wave, General
Emerson’s battlegroup heads to the moon. They’re
attacked by a battlegroup of capital ships belonging to
the Robotech Masters and their complement of Bioroids.
Emerson employs a risky move called an “Orbital Warp
Blast” to defeat his enemy and is able to complete his
voyage to Moon Base ALuCE.

• January: BEGINNING OF THE THIRD ROBOTECH WAR.


The Invid arrive on Earth. The Army of the Southern
Cross is destroyed completely and Earth falls. Some
ships manage to escape, leaving to rendezvous with the
United Earth Expeditionary Force with the intention of
regrouping and returning to Earth one day to liberate
their home planet. Most of the major population centers
on Earth are destroyed or abandoned in the Invid
occupation. The Invid begin cultivating Protoculture.
Resistance networks grow, but struggle to flourish.
• June: END OF THE SECOND ROBOTECH WAR. With
forces assembled from deep space and Earth itself, 2038
General Emerson launches his attack against the fleet of • September: Choosing Reflex Point as the site of their
Robotech Masters. During the fighting, the 15th Tactical first large-scale assault against the Invid, the United
Armored Squadron are able to board the Mothership and Earth Expeditionary Force attacks. Unfortunately, they
destroy it, bringing the defecting Musica back to Earth. fail, incurring heavy losses. Lieutenant Lance “Lancer”
• In a last desperate move, the Robotech Masters press the Belmont of the 10th Mars Division crash-lands on Earth,
attack and destroy many cities all around Earth, including but is rescued by Carla Morales.
Monument City. Supreme Commander Anatole Leonard
and General Rolf Emerson are killed in the fighting. 2040
• Dana Sterling, Zor Prime, and other members of the 15th • May: In the Americas, Lancer joins the shattered
squadron are able to infiltrate and destroy the Masters’ resistance to the Invid. Lancer travels under the guise of
Flagship. Zor Prime sacrifices himself, allowing the 15th the woman singer, “Yellow Dancer,” acting as a courier for
to escape with Tirolian survivors. the resistance and a gatherer of vital intelligence. Yellow
• With his final act, Zor instead spread the Flower of Life Dancer’s hopeful music proves popular and recordings of
spores across the planet, turning it into a fertile garden, her songs spread across the continent.
ripe for the Invid invasion.
217
2042 2044
• September: As part of the second Earth Reclamation • January: Lieutenant Commander Scott Bernard and his
Force, the 21st Mars Division comes to Earth, but band of rebels destroy the geothermal generator that
is intercepted and quickly destroyed by the Invid. powers Denver as they attempt to escape an attack by
Miraculously surviving the onslaught, Lieutenant the Invid. This destroys a portion of the city in the process.
Commander Scott Bernard crash-lands in South America. • May: Against the direct orders of his sister, Prince Corg
From there, he begins his quest to reach the Invid Reflex perpetuates a genocidal rampage in New York City.
Point, collecting freedom fighters all along the way. The traveling resistance fighters who targeted the
Protoculture warehouse at Carnegie Hall destroy the
2043 local Invid hive, thus suspending the Invid attack.
• July: Troops from the fleet and resistance assemble near
Reflex Point in anticipation of a major assault.
• The United Earth Expeditionary Force’s main fleet returns
to Earth, assembling on the far side of the moon. They
await the arrival of the SDF-3. When it remains absent,
failing to defold with the main group, the SDF-4 takes
command.
• In its final bid to retake Earth from the Invid invaders,
the United Earth Expeditionary Force launches its
last mission. A surgical strike of Shadow Fighters and
Shadow Drones take on Reflex Point with support from
the gathered resistance fighters.
• At the behest of Ariel, Lieutenant Commander Scott
Bernard is granted an audience with the Invid Regess
in the midst of the battle. The Regess agrees that both
humans and Invid will be destroyed if the fighting doesn’t
stop, and they agree to leave Earth.
• When the SDF-4 authorizes the use of Neutron-S
warheads to kill all life on Earth, Bernard’s resistance
group and the Invid join forces to repel the attack. After,
the Invid leave the planet under the direction of the
Regess. As the Invid leave, the Neutron S warheads are
destroyed, sparing the planet.
• July 24: END OF THE THIRD ROBOTECH WAR. Yellow
Dancer, now revealed to be Lancer, holds a concert near
the ruins of Reflex Point to commemorate the end of the
conflict.
• February: Colonel Wolfe dies. Soldiertown is attacked • Lieutenant Commander Scott Bernard leaves Earth to
and destroyed by the Invid. join the remains of the United Earth Expeditionary Force.
• March: An Invid Genesis Pit in South America is destroyed. • August: An operation commences to locate the lost SDF-
The Regess decides on the human form as the model for 3 and the missing Admiral Rick Hunter.
the transmutation of the Invid. The Invid launch an attack
and destroy the advanced-placement military base Point
K and surrounding areas that supported its mission to
retaliate against the Invid.
• April: Ariel, an Invid transmutated into human form,
is inserted near the ruins of Point K. Initially intended
to infiltrate the human resistance, her deployment is
a failure upon losing her memory. She’s discovered by
Lieutenant Commander Scott Bernard’s resistance cell
and taken with them as an amnesia victim.
• July: Princess Sera and Prince Corg of the Invid are
transmutated into human form. They are tasked with
hunting and exterminating enemies of the Invid.
• October: In a desperate suicide run, a damaged United
Earth Expeditionary Force destroyer with an aging crew
destroys a key Invid broadcast tower in the American
West.
218
219
Dana’s Story
Excerpt from the ‘Trials of the 15th ATAC ‘
Written by Bowie Grant

The sky turned red, which wouldn’t have been that pessimistic; though she’d plan for the worst, she
so alarming to Lieutenant Dana Sterling had it not been always expected the best. Maybe that’s what made her a
the middle of the night. good commander. Or a bad one. She couldn’t quite tell,
Exhaustion had taken her to a deep slumber, depending on the day.
but the bright light and sound of distant explosions The corridors leading to the hangar were
woke her with a jolt. “Not now,” she muttered. choked with soldiers from half a dozen different units,
But duty called and there was simply nothing all heading to the same place. Hopefully that place
to be done about it. As the alarm klaxons of the base wasn’t to their doom.
shrieked, Dana’s mind raced through the different Dana leapt up to the chair of her Hovertank
possibilities. What was going to send her and the rest of and settled in, hooking right into the comms system.
the 15th squadron into battle this time? The Robotech “Okay, everyone, who’s here?”
Masters were dead. So was Zor, for that matter. Dana “I’m here, ma’am,” came the voice of Louie
sighed. It couldn’t be them. Dragging herself to her feet, Nichols.
she raced to pull on her uniform. “Angelo, reporting in.”
She’d hoped that when the Masters had been “Bowie here.”
dealt with, there would be peace. But the whole world “Sean, present and accounted for.”
went out of its mind at that point, terrified by what the On and on their voices came until everyone
future would hold for them. So, the 15th kept fighting. was ready to roll out. “Then let’s get to it.”
Not many people could successfully engage the Army of “What are we facing, exactly?” Louie asked,
the Southern Cross, so that probably wasn’t the cause of ever curious. “Is it the Invid?”
the alarm, either. “Unknown, Louie,” Dana said. “That was my
She pulled the sleeves up her arms and zipped instinct. But whatever it is, it’s big, judging by the looks
up the form-fitting flight suit. of everyone they’ve scrambled.”
And then realization hit her. “Gee whiz, Lieutenant,” came the voice of
First it came as a sense of dread, then adrenaline Bowie Grant, “it looks like everyone on the base got
kicked in, and it grew into a full blown panic. activated.”
There was only one thing that would cause this “Which is exactly why I think it’s the Invid. So
level of alarm for the base. stay alert and watch out for anything that might get you
The Invid. killed. You’re all coming home today.”
The thought alone sent a chill up Dana’s back. The Hovertanks sped out into the bright red
The grogginess left her like a bad dream. Clear-eyed, night, Dana in the lead.
she keyed the comm unit next to the door and shouted She gasped when she saw it.
orders. “Louie! Angelo! Everyone! Get up! It’s a red Monument City was once again set ablaze.
alert, a real one! I think it’s the Invid!” Scorched from an aerial bombardment that
Ready for battle, Dana stepped out of her looked as destructive as Dolza’s own Rain of Fire.
quarters and found the hallway packed with soldiers Dana was sure she felt the heat right through her suit.
running in every direction to battle stations. She moved “Dana Sterling, reporting for orders,” Dana said into the
forward, taking those first steps toward the briefing radio, hoping for some guidance, something at all to tell
room where she’d meet her squad right before they’d her troops.
take off to fight in their Hovertanks. She couldn’t find a But the other side of the line was dead.
written briefing, only orders to battle stations. The temporary headquarters must have been
Would they give them further instruction en attacked.
route? Was there a plan at all? “Orders, ma’am?” Angelo called out.
It didn’t matter. She was the best at improvising, Dana looked around at the chaos in the sky
anyway. before her. Other armored units, AGAC fighters, and
Dana raced to her own red-striped Hovertank, Hovertanks weaved in and out of the battle, fighting off
named Valkyrie in honor of her parents, putting on her red armored mecha that looked as much like crabs as
helmet along the way. The fight was going to be fast anything else. But they were tearing everything apart.
and soon. They had to expect the worst. Dana wasn’t The Tactical Air Force wing of the Army of the

220
Southern Cross fought in the blaze of sky, doing their As her mecha turned into something
best to weave in and out of the alien ships. Dana keyed new, she felt a closeness to her parents.
her comm to their frequency and heard their chatter, They’d both piloted Battloids of one sort or
the fighters calling out their shots and being shot another in their career.
themselves. She wished they were here on Earth.
“You’ve got one!” They’d know a way to defeat the Invid.
“Move to the left!” But Dana had some ideas about it, too.
“I’ve got the one on your tail!” “Okay, troops! Open fire!”
“They’ve hit my—” She let loose against the closest target, an Invid
“We lost everyone!” the last of the fighter pilots mecha, purple like a bruise against the sky. Two of the
screamed before her jet exploded into a fiery ball above pilots from the 15th behind her painted the same target.
them. Dana almost laughed out loud when the suit ruptured
They were no match for the Invid. into an explosion that flashed across her eyes, a brilliant
The Invid had advantages in technology, blossom of fire.
numbers, and the element of surprise. “We took down one of them. That means we
For the first time in a long time, Dana was can take them all down.”
frightened. Behind her, she heard someone scream.
“It’s definitely the Invid,” Dana told her squad, She thought she recognized the voice, but
setting her jaw firmly. “And I’ll tell you what we’re going couldn’t be sure. Her readouts weren’t clear, either. There
to do. We’re going to fight them. We have to. There won’t were so many marks on the display. It was virtually
be an Earth left to save if we don’t.” impossible to know at a glance who had just bought the
“We’re with you, lieutenant,” Bowie said. There farm.
was a resolve in his voice that surprised Dana. Bowie was A tear threatened to leak from the corner of
a devoted pacifist, but seeing this level of destruction Dana’s eye as another one of her pilots screamed out and
must have been too much, even for him. another dot on her screen vanished.
“All units, follow me. We’re going in and we’re “Hit them again!” With the Robotech Masters,
going to do it hot. We hover and then switch to Battloid she kept a modicum of restraint she told herself she
configuration. We open up with everything we’ve got. needed. But not with the Invid. The squad was going to
We’ve got to push them back.” Dana grit her teeth, destroy them all. And if the 15th didn’t get its collective
almost convincing herself that they’d win with moxie head in the game, they were going to be nothing more
alone. than footnotes in the history of the Third Robotech
“Right behind you,” Angelo called out, and the War.
rest echoed behind her. Another Invid mecha exploded under their
They sped forward. Dana banked her combined fire, but it wasn’t enough.
Hovertank left and right, dodging debris too big and It was never enough.
ungainly to ride right over. Some of the debris she shot The Invid just kept coming.
up, vaporizing it so it wouldn’t be a problem for the Unending waves of them.
troops coming up behind her. More than anything, Dana wished her parents
She knew she should have been thinking about were back. And the whole Pioneer Mission.
where they were heading, what target—or group of
targets—they would be moving for, but all she could Somewhere out there beyond the stars, was the
think about was the destruction and the overwhelming help Earth so desperately needed.
show of force. There was no way to win. “Come on, everybody!” she said, staring up at
No, she told herself. There wasn’t any way the carnage beneath a blood-red sky. “We’ve got new
for her parents to win, either. Dolza’s Zentraedi forces orders.”
outnumbered the Robotech Defense Force a thousand “What’s that, lieutenant?”
to one, maybe more, and they still found a way. Her Dana smiled, never letting go of the hope that
parents were there for it. And she was alive for it. She the Earth would continue to spin with humans and
didn’t remember it personally, but she’d heard stories Zentraedi living peacefully upon it. “We’re evacuating.
about how it went and how they’d overcome the odds. To live to fight another day…”
That was the story of Earth, wasn’t it?
Overcoming the odds.
Dan smiled, pulling the lever that would
transform her Hovertank into Battloid configuration.

221
Scenario 8
The New World Order Robotech War and the Invid Invasion, which stopped the flux
of people from Earth. The largest concentration of humans
besides Earth can currently be found in the domed cities of
Mars, the orbital habitats around Jupiter, and on Odessa, one
The United Earth Expeditionary Force’s of the earliest colonized planets outside the solar system.
Departure The highest population was eventually found on Tirol after its
occupation by the UEEF.
The UEEF left on their Pioneer Mission in December 2022.
The SDF-3 folds away with much of the Main Fleet. During
this period, the remainder of the United Earth Defense Forces
was restructured into the Army of the Southern Cross under
Supreme Commander Anatole Leonard.

While the Malcontent Uprisings are now considered a thing


of the past and Earth is at relative peace, the departure of a
considerable part of the world’s military force was seen by
many as a decline of the United Earth Government’s power.
Some rogue nations took the opportunity to advance their
own interests, and a few reluctant UEG member states saw
a chance to declare independence. Meanwhile, warlords and
criminals tried their best to reap benefits from the ensuing
chaos. The newly formed Army of the Southern Cross’s first
order of business was to restore order in the world and quell
the dissidence.

The New Space Age

Through increased understanding of Robotechnology came


increased understanding of fold technology. Now it’s truly
possible for humans to go to the stars. The Solar System was
quickly charted and many space stations and installations The Giles Crimes
on planetary bodies and moons have been established—
both military and civilian in nature. The civilian installations In 2025, members of the 9th TASC Squadron—Cobra
include settlements, mining stations, and trading hubs. Squadron—were conducting flight tests of a new model of
Consequently, a whole economy surrounding the resources in Alpha Fighter at Fokker Field, but the trials were plagued
space has taken shape. Unfortunately, the flow of goods and by strange accidents and glitches. One of these accidents
money also attracts less honorable actors, and space piracy caused the death of test pilot Lt. Amy Pollard. A while later,
and smuggling is on the rise. Lt. Terry Weston, another test pilot and Pollard’s fiancée, lost
control of his Veritech and caused a lot of collateral damage in
Ever since the start of the Gloval Initiative in 2014, there has a suburb of Monument City. The official explanation of these
been an elaborate effort to colonize planets outside the solar accidents were pilot errors, and Weston was suspended from
system. The preliminary deep space navigational surveys active duty after suspicions of mental disorder. Convinced of
that started in 2016 did not only lay the groundwork for the his innocence and that something suspicious was going on
Pioneer Mission but also meant to find prospective planets with the frequent accidents, Weston started his own private
for colonization, and they did. Finding people who were investigation. Secretly aided by then-Colonel Rolf Emerson,
willing to leave the devastated Earth and try their luck on a he found evidence that led to the Giles Academy, a private
new world was never a problem—but it led to a brain drain and exclusive military preparatory school for future Veritech
as many competent people disappeared to the stars. Several operators. It was founded and run by Dr. Henry Giles, a former
colonies with populations between a few thousand and a disciple of Prof. Zand at the Robotech Research Center. By
hundred thousand people were established by the Second taking on a job as a teacher at the academy, Weston infiltrated
222
the organization, and with the help of Claw, a shadowy
master hacker for hire, he was able to expose a clandestine
operation of cybersabotage aimed at the test flights. A select The Vengeful MechAngel
group of the academy’s top students had unwittingly been
made into cyberpirates and were taken advantage of in a
twisted experiment. What the students believed to be a new
type of simulator was actually an advanced experimental
device called a “Universal Protoculture Manipulator” that
had the ability to remotely access the flight control systems
of a mecha and override the pilot’s input. Unknowingly, these
students had been the cause of all the test flight glitches.

Before he could be apprehended, Dr. Giles was found dead.


It’s still unclear if it was suicide or a hitjob to cover up leads.
The rest of the faculty denied any involvement. As a result,
the real purpose of the cyberattacks and who really was
behind them were never uncovered, but some evidence
pointed toward connections to members of the ASC Upper
Command, potentially to Supreme Commander Leonard
himself. The scandal blew up to gigantic proportions in the
media and both Supreme Commander Leonard and Prime
Minister Moran were vociferously denounced. However,
without substantial proof, they were both able to keep their
positions. The case, now dubbed the Giles Crimes, is infamous
as being never fully solved and remains a political powder keg
ready to explode if someone ever finds out the truth.
Throughout the American outlands, people tell stories of
a fearsome Angel of Death with metallic wings, meting out
justice to the wicked of the world. While many details of these
urban legends have been exaggerated, they are actually
Fears of a GMP Coup based in reality. The woman who now goes by the name of
MechAngel is a travelling bounty hunter, mercenary, and
The elderly General Nigel Aldershot was once a security occasional vigilante. She’s an excellent warrior and uses a
officer onboard the SDF-1, but he rose to become the leader custom-made, flight-capable Power Armor armed with arm
of the Intelligence Bureau of the Global Military Police. As the lasers and hip-mounted Mini-Missiles. The MechAngel travels
proverbial spider at the center of the GMP’s spy network web, the land, taking on jobs wherever and whenever she finds
he is very influential and well-regarded by his subordinates. them, performing them in ways that become the stuff of
legend. Then she moves on, always in search of something.
While one of the primary purposes of the GMP is to be a
check and balance for the ASC, Aldershot has lately been Under the armor, the MechAngel is actually Lyss Gruaca,
notoriously outspoken in his criticism of Supreme Commander a former Quadrano pilot who fought under Khyron and
Anatole Leonard and his way of leading the ASC. Exactly Azonia in the Battle of New Macross City, but later saw the
why Aldershot took such a harsh stance is unknown; it could error of her ways and joined Breetai’s all-Zentraedi 23rd
simply be due to differing ideological convictions, or perhaps Veritech squadron during the Malcontent Uprisings. After the
Aldershot knows some incriminating secret about Leonard conflict, she left the military and lived as a salvager. However,
or his organization that can’t be disclosed yet. The tensions she found out that the salvaging group she had joined was
and political battles are only growing, and there have been secretly robbing graves and harvesting organs from recently
whispers that Aldershot might be planning to use his power deceased Zentraedi to sell for shady experiments. Repulsed
and influence to stage a coup d’état and overthrow the ASC by what was done to her people, Gruaca turned on her group,
Upper Command. It is also said that Leonard is investigating killing most. However, she was captured by Dr. Eldin Frost, the
this possibility and setting up countermeasures. While these wealthy and influential scientist who had been the primary
rumors are not substantiated, they spread unease and mistrust buyer of the organs, and she was experimented upon. After a
throughout both the ASC and GMP forces, heightening the long time in captivity, she was able to escape, and she vowed
rivalry between the services. If in-fighting were to break out to take revenge on the scientist and anyone who had been
between the ASC and the GMP, it would severely destabilize part of the organ-harvesting scheme. Through hard work, she
the United Earth Government, prompting some to believe was eventually able to acquire her signature Power Armor,
that the organizations’ enemies are purposely manipulating and she continues to take on missions during her travels to
them and feeding them misinformation. finance her quest to seek out everyone who has wronged her.
223
Playing Politics
New political groups have formed across the planet and even
The State of the World: 2022 and Beyond vie to to run the United Earth Government, like a traveling
band of Zentraedi stage actors working to make it big, and
Geopolitical Conflicts after facing discrimination in a small town, decide to take it
With the degradation of society since the First Robotech War over themselves. But instead of doing it by force, they play
and the creation of the United Earth Government, peace a high-stakes game of politics by offering a candidate and
became as messy as war, and neighboring states of the UEG subverting the local government completely, becoming
found themselves in conflicts against each other that the champions of the underprivileged and marginalized. They
Army of the Southern Cross and other military forces are use their wits, charm, and entertaining skills to rise to power.
sometimes called in to mediate. Sometimes they lead to full-
on war. Conflicts: Any attempt to peacefully take over a democratic
government is going to come down to the ballot box. It’s going
Conflicts: War is a constant on Earth. Truth is hard to come to be convincing residents to vote for the players. They’ll also
by and, after Dolza’s Rain of Death, there are shortages of need to overcome lies, slander, and other voter suppression
resources and basic needs such as food and water as power techniques—and maybe organized criminals and corporatist
plays wreak havoc across the world. Before joining up with interests that don’t want the players to succeed.
the Army of the Southern Cross or the Robotech Masters,
your players could participate in some of these post-Pioneer Designer Note: The scenarios in this book largely cover the on-
Expedition conflicts. screen story of The Masters Saga and New Generation portions
of the Robotech story. However, in the time between the First
Space Pirates and Smugglers Robotech War and the Second, there is a massive time gap
The Army of the Southern Cross must constantly cope with with lots of freedom and plenty of opportunities for enjoyable
pirates and smugglers in the reaches of space. Salvage scenarios to offer your players.
operations on derelict vessels left from the First Robotech War
are common, but sometimes these ships are still occupied— The scenario ideas and story points of this chapter cover the
or have new occupants with Zentraedi weapons who lead time period between 2022 and 2029, after the launch of the
lives of crime and smuggling. Pioneer Mission and before the Second Robotech War.

Conflicts: Salvagers who double as pirates and smugglers


of goods operate in the solar system with impunity, though xxx
the Army of the Southern Cross works hard to prevent it. If
a cache of weapons were to find itself on Earth in the wrong
hands, it could be disastrous. These factions of smugglers owe We managed to figure out the Invid were
no allegiance to the UEG and will fight all who oppose them. drawn to our energy signatures. It had been a
These sessions could be horror-heavy, exploring derelict ships few weeks since we hit the ground running on
and fending off hidden pirates. They could also be missions Earth. Most invasion forces weren’t as lucky.
to board pirate ships and eliminate them in order to keep the The Destroids we had, however, were
space lanes safe.
made for this. We took it in stride and applied the
Investigating Conspiracies same tactics we had been taught. The 3rd Gen
Though the population of Earth has been decimated and was developed for fast operations and guerrilla
they’re slowly starting to rebuild, there is still a need for warfare. Keep moving, keep fighting. Boris was a
information to reach the public. And, as always, there’s veteran of wars with the Invid in deep space and
a difference between information in the public good and we followed his lead, laying in wait on the forest
information that the United Earth Government (or the Army
floor in the underbrush. We had one of our crew
of the Southern Cross) wants to get out there. There is no
shortage of conspiracies to investigate and reveal. Private use the emergency Cyclones to lure the Invid to
companies have dark secrets of experimentation with stolen the forest edge.
Zentraedi cloning technology. Public figures secretly arm us in the forest, Khalim in the Boxer
Zentraedi Malcontents. Perhaps players can discover the finished the stupid slug with a good old sucker
location of a Zentraedi micronization chamber. punch straight to the eye.

Conflicts: Wherever there are secrets, there are journalists,
investigators, and nosy pilots all working to get those secrets - Corporal Rorri Bask, 112th Armored “Sabre”
out to the public. And there will always be governmental or squadron, UEEF TASC, 21st Mars Division
corporate forces trying to keep those secrets safe.

224
Scenario 9
War Returns Designer Note: This first battle needs to have a sedate mood
for the players. The attack is a complete surprise and the players
The Robotech Masters have finally arrived in the Solar System have no knowledge of what it is they’re facing. They should also
after fifteen long years travelling the stars. Their goal is to be confused about their objectives. Unless one of the players is
find the last Protoculture Matrix that the Tirolian scientist Zor commanding the Liberty Observer fleet, call out orders shifting
hid on his personal battle fortress, known later as the SDF-1. their objectives as an NPC.
Using their advanced stealth technologies, the Tirolian fleet
has stayed hidden and have been monitoring the humans for
months. But now it is finally time to make a move and put
their foes to the test.
The Arrival
• On Earth: Meanwhile, the humans are still blissfully
unaware that the Masters have arrived. While another After the previous battle, it was erroneously concluded that
invasion is a possibility, the hope is still that the SDF- the invading forces were nothing but a band of space pirates.
3 and the UEEF will be able to find Tirol, the Robotech That holds water for a while, because months of silence
Masters’ homeworld, and negotiate peace. The first class follow before the Masters make their next big move. In the
of the UEDF’s new Military Academy graduates. Among meantime, Dana Sterling has been instituted as the acting
the graduates are 2nd Lt. Dana Sterling and Pvt. Bowie commander of the 15th squadron after Sean Phillips’ rash
Grant, who are assigned as Hovertank drivers in the 15th womanizing landed in him in the stockades. Dana’s first order
ATAC Squadron, stationed just outside Monument City. to the squadron is to conduct a fun “training drill,” which
includes some reckless joyriding through Monument City,
partaking in a bar fight with the Black Lions at the Fokker
Field cantina, and in the end, being chased by the GMP.
Knowing she’s in big trouble, Dana tries hiding in the back
The Saturn Incident alleys of Monument City, but when a GMP squad led by Nova
Satori finds her, she gets locked up in the stockades.
The Tirolian Bioroids, a strange new kind of mecha, Meanwhile, the Tirolian fleet approaches Earth.
suddenly attack a small fleet near Saturn. The TASC Fighter
complements pursue and a fierce battle starts, with large • Tirolians: Using their stealth technology, the Tirolian
losses on both sides. The defenders are able to hold the fleet of Cityships positions themselves behind the moon
grounds long enough for the remaining fleet to coordinate an without detection. The flagship moves out of hiding
escape. around the moon and approaches the planet. Moon Base
Luna detects the ship, but it’s bombed before anyone
• Tirolians: The Masters use a force consisting of several can react. The Tirolians go on to first jam and then take
squadrons of Bioroids on high levels of Protoculture to out Earth’s communication and surveillance satellites.
test the humans. A landing force is sent out, led by Zor Prime in his red
Bioroid Commander.
• Liberty Observer: Liberty Observer is a small fleet
consisting of several Binary and Pulsar ships that • ASC HQ: In the control room of the Ministry of Terrestrial
normally patrol around Space Station Liberty in deep Defense, contact with Moon Base Luna is suddenly
space. However, it’s currently near Saturn, on a mission lost. It’s initially thought to be just a communication
to transport the first test batch of the AGAC Veritech malfunction, but an attack cannot be ruled out. However,
Fighter/Chopper back to Earth. Travelling with the fleet as more irregularities occur, it is increasingly clear that
are the elite 9th and 12th TASC squadrons, the Cobras Earth is under attack. General Rolf Emerson personally
and Black Lions, who have taken part in the test flights takes charge of the situation as it’s confirmed from
of the AGAC at Liberty Station. The Black Lions are led by scrambled visuals that something massive is moving
Lt. Marie Crystal. towards Earth. Could this be the Zentraedi remnants
attacking? An alert goes out to all military forces across
Conflicts: The ASC defenders are caught completely off- the planet, but Emerson orders everyone to hold fire,
guard, and the whole event is confusing and tumultuous. For as he wants to observe the situation and not start a
many soldiers, this is their first taste of battle. The Tirolians, war unless it’s necessary. After one of his units fires on
on the other hand, are surprised by the strong opposition and the invaders against orders, General Emerson orders all
want to learn more. forces to prepare to engage the enemy.
225
• Sector Q: All around the world, ground forces mobilize.
At Sector Q, a missile silo site outside Monument City,
Captain Komodo feels the pressure as the alien ship Battle at Fokker Field
approaches Earth orbit. When smaller vessels are sent to
the ground, he breaks the General’s orders and launches The Tirolian Flagship looms quietly in a low, geosynchronous
the base’s Hyper-Cobalt missiles against the aliens. The orbit above Monument City. The rest of the Tirolian fleet
Assault Dropships head directly to Sector Q to retaliate. surrounds the planet. With the loss of the hyper-comms
array at Moon Base Luna, the connection to Space Station
• The 15th: Due to the red alert, Dana Sterling is released Liberty and the UEEF is lost. The Army of the Southern Cross
from the stockades (on probation) and is allowed to isn’t even sure who the invaders are. The situation looks grim
go back to her squad. The 15th squadron is ordered to and the ASC command argues over how to respond to the
intercept and engage the enemy mecha forces that have situation. It’s finally decided that the ASC should strike first.
emerged from the Assault Dropships attacking Sector Q.
The 15th goes toe-to-toe with the Bioroids. Dana Sterling • In the Air: Several Sylphid squadrons lift from Fokker
finds herself locked in a duel with a mysterious Red Field to test the strength of the enemy. Since the flagship
Bioroid, who seems to be the commander of the force. remains dormant after several flights cross above its
One of Dana’s shots hits one of the Assault Dropships, surface, the ASC provokes a response by opening fire. The
and it and its Bioroid force retreat. Cityship returns fire and launches its Assault Dropships,
which pulverize the Veritech Fighters.
Conflicts: If your players are part of the 15th, the Conflict
could start with being ordered by Dana Sterling to the • On the Ground: The Dropships continue by
Fokker Field bar. The communication among parts of the counterattacking Fokker Field. They launch several
Earth defense will be scattered because of communications squads of Bioroids that attack the fighters still on the
breakdowns, and everything should feel chaotic. There is a runway, shuttle launch towers, and command towers.
particular Conflict between Dana Sterling and the GMP. Any The Black Lions, led by Marie Crystal, intercept the
other place would show the tension of the pending attack. Bioroid with their Logans.

Designer Note: This series of events can be played from several • The 15th: The 15th squadron has been put in reserve, set
points of view, be it in the ASC control rooms, in the barracks, to guard an area not far from the battle zone. They’re
media reporters or other civilians, or from the point of view of frustrated that their allies are dying while they’re not
the Tirolians. It should be depicted as a tense standoff where allowed to do anything about it. Eventually, Dana orders
no one has all the facts and no one is certain how things will the squadron to join the fray despite their assignment,
go. Even the hardest-drilled soldier will feel anxious, and many to the dismay of Nova Satori. Marie Crystal fights one-
civilians will feel the panic building as they are glued to their on-one with the mysterious Red Bioroid. Despite her
televisions following the media updates. The start of the Second amazing skill, she’s bested by the enemy commander and
Robotech War is one of those traumatic days in history where is saved in the nick of time by Dana and the 15th. Dana
everyone will always remember where they were and what they takes on the Red Bioroid yet again. As the situation still
did at the time. Not even the Tirolians are confident. seems bleak, she tries once again to fire at the Assault
Dropship, and once again, the Bioroids retreat.
This battle is the first big test of the 15th and the first time
that one mysterious Red Bioroid—really Zor Prime—harasses Conflicts: This battle is overwhelming for the players. As they
the troops. Keep the Red Bioroid attacking and retreating, and fight, wave after wave of reinforcements for the Robotech
make it nearly impossible to destroy unless the players come up Masters’ forces are available.
with a solid plan. It’ll be important in future sessions.
Designer Note: This scenario is meant to underline the
superiority of the Masters’ forces and deepen the mystery
surrounding them. Also, Dana is now the permanent leader of
the 15th Squadron while Sean Phillips, the former leader, has
been demoted to ensign and is teasingly picked on by the other
members. Dana also earns a promotion after this battle. The
context of changes in personal relationships within the group
can have a profound effect on the feel of the events and player
interactions.

226
xxx
Volunteer Mission
xxx
In an effort to re-establish contact with Space Station Liberty,
a daring mission is planned. Two Pegasus assault shuttles will
try to break through the Robotech Masters’ blockade of Earth
and their jamming equipment to send a message to Liberty.
Due to the danger that comes with this mission, it’s crewed
on a volunteer basis only. When her rival Marie Crystal is the
first to sign up for the mission, Dana responds by volunteering
herself, Bowie, and Angelo to the mission—much to Angelo’s
dismay. The rest of the 15th squadron stays behind and
follows the mission from the ASC HQ control room.

• Tirolians: The Tirolians are unaware of what the humans
are planning, but they are determined to not let them
through their blockade. Assault Interceptors are sent in ;
later, Bioroid forces led by Zor Prime arrive.

• ASC: The two shuttles launch from Fokker Field and speed
towards a hole in the Master’s blockade. However, tension
rises as an engine malfunction causes Shuttle 2 to speed
up uncontrollably and smash into a Tirolian mothership.
Only Shuttle 1 is left with Marie and the members of the
15th squadron, and the chances of success drop by half.
The further they make it to reestablish contact, the more
danger they come into contact with. By the end of the
Conflict, Marie and Dana must suit up and head to the
exterior of the ship to fight off the Red Bioroid.

As Shuttle 1 approaches their objective, Assault


Interceptors and Bioroids attack. The crew try to fend
them off using the shuttle’s laser cannons. As soon as the
crew moves past the enemy ship, they raise the antenna
and try to hail Liberty. Bioroids immediately swarm them
and Marie goes out alone in her Logan. She holds the
enemy off until the Red Bioroid appears, and Dana takes
her Hovertank out in Battloid Mode to help. Side by side,
Dana and Marie stand on top of the shuttle and shield the
antenna while communications are established.

Conflicts: Dana definitely underestimated the danger of the


mission. The pressure of her first mission in space gets to her
and her actions become irregular, creating friction with the
rest of the crew. Fortunately, she is eventually able to snap
out of it.

Designer Note: If you’re not playing the legacy characters, let


your players tackle the situation how they want. Do the politics
of the situation change with someone other than Dana in
command? Does the outcome itself change? The scenario makes
the most sense for your players to be the volunteers, regardless
of who their characters are or which unit they’re in. See how it
plays out differently with someone not as green as Dana.

227
Scenario 10
Knowing the Enemy

After ruling out rogue Zentraedi and space pirates, the Rescue Mission
humans have realized that their new, powerful enemy might
be the feared Robotech Masters—meaning the UEEF mission With Bowie captured by the Robotech Masters at their
to Tirol was a failure. Since the Zentraedi allies did not have formerly secret operating base, Dana Sterling orders the 15th
any trustworthy intel on their former masters, there’s still a into action for a completely unsanctioned rescue mission.
lot of lingering questions: what do they look like, how does This causes a sticky situation because they may not have the
their society work, what are their military capabilities, and reinforcements they need. It’s bold and brash, heading into
what is their aim for coming to Earth? enemy territory outnumbered, but that drive is what makes
Dana unique.

• The 15th: The commander of the 15th gives the order


to scramble immediately for a late night “training
Late-Night Maneuvers maneuver” near SX Point 83—a not-so-subtle cover for an
unauthorized rescue attempt. They approach the enemy
The Robotech Masters worked hard to set up a secret forward base using the surrounding forest as cover and attack at
operating base near the remains of the SDF-1 that will protect sunrise. Using the element of surprise, they rush in. They
them from the Army of the Southern Cross and enable them work to find their captured comrade, but, once again, Zor
to seek out the precious Protoculture Matrix within those Prime—the Red Bioroid—arrives to spoil the day. Dana
remains. Unfortunately, a random late-night patrol, led by finds Bowie, who is locked up inside a Tirolian Transport
Dana Sterling of the 15th squadron, stumbles upon their Ship, but she gets locked in combat with the Red Bioroid.
work. The Robotech Masters hope to take a captive during
the conflict to learn more about their opponents. • Tirolians: The Tirolians’ base is built around the Transport
Ship. Several entrenchments are built around it, offering
The 15th: The 15th is on a routine patrol across the areas protection to Bioroids. The perimeter is patrolled by
surrounding Monument City when they come across strange Bioroid Scouts and Searchlight Drones.
lights. When they investigate, they find the advance base of
the Tirolians. Naturally, they spring into action to attack. • Reinforcement: While the captured member of the
15th is freed, the Bioroids regroup for a second round.
• Tirolians: The Robotech Masters seek the Protoculture Fortunately, General Emerson finally ordered an attack
Matrix as their highest priority. A surprise Earth patrol at the enemy camp, and a large joint Recon Patrol
in their secret base will expose them. They attack with Division and GMP fast-response force arrive at the battle
force, but also want to claim a captive to learn more in the nick of time. Dana’s duel with the Red Bioroid is
about the motives and make up of the Earth forces. To interrupted when artillery fire from Tactical Corps artillery
this end, their best pilot, Zor Prime, the same Red Bioroid units starts raining down over the base. It’s soon apparent
from before, is dispatched to handle the problem. that the site is surrounded by Battloids, However, before
the ASC reinforcements can finish the clean-up, the sky
Conflicts: The ASC personnel on the patrol are going to be on starts to rumble and the sun is darkened as a Tirolian
edge and wary. Once they discover what’s going on, they’ll Cityship positions itself above the battlegrounds. Assault
be desperate to report back what they’ve found. The Tirolians Dropships swoop down, plowing through the Battloids.
are going to be defensive and quick to attack because they The Bioroids escape back into the Dropship, which takes
don’t want their cover blown, but they will see the attack off as the Cityship covers it by firing a blast of its Reflex
as an opportunity. They want to ensure no one escapes and Cannon. It’s a clear show of strength, and most of the
anyone left alive is their prisoner for interrogation. Battloids are destroyed. The survivors can only look on
in disbelief.
Designers Note: This scenario can play out as a routine patrol at
just about any time. Having a military framework for your game Conflicts: To the Tirolians, this operation is essential and they
means you, as the gamemaster, can order the players on routine will attack with everything they have. They cannot allow their
patrols and the like on a whim. Stumbling across something cover to be blown and their plans be revealed. For the 15th,
incredible like a secret operating base of the Robotech Masters the highest priority—even higher than foiling the forces of
will be a big deal. For being captured, don’t hesitate to split the the Robotech Masters—is to rescue their captured friends.
party. It will make the next session a lot more fun. This is an all-out battle.
228
Designer’s Note: The rescue can be a success, but hold off on Tirolian Cityship. While on the surface, the Hovertanks
the reinforcements until it looks like your players might be will be clear of the ship’s Point-Defense weapons. Then
outgunned completely. Let the cavalry arrive as a delightful they need to push through the defenses on their way
surprise. But when the enemy reinforcements arrive, help towards the weak point, pierce the hull, and concentrate
sell the idea of the battle becoming a stalemate by giving their firepower at it to destroy it.
your players orders to retreat, covered by the overwhelming
reinforcements. • Tirolians: The Tirolians counter with the same tactics
as before: employing their Web Barriers to block the
missile swarms and firing the Point-Defenses to shoot
the attackers down. As the Hovertanks land on top of the
ship, they launch Bioroids to take them out, leading to
Danger Zone intense gunfights in the metallic gorges of the hull.

The Robotech Masters’ flagship remains silent and ominous Conflicts: It wouldn’t be just civilians who are discouraged
in an orbit high above the Northlands. The unexplained by the many defeats; the ASC soldiers are likely just as
ceasefire is broken, however, when the Tirolians attack a small disheartened. A win is crucial for morale at this point. For
suburban area outside Granite City, destroying everything, the Tirolians, it’s a fight for their life. The major tension here
abducting twenty civilians, and killing the rest. The purpose is whether or not the 15th squadron can get the technical
of the attack and the abductions is not known. When news aspects of their plan working and bring the ship down.
of the gruesome attack breaks, panic spreads throughout
the populace. In an attempt to sway the declining public Designer Note: It should be a fight to get to theTirolian Cityship,
opinion in the government and military, and to quell the riots but once there, a player (likely the one with the most technical
and protests, Prime Minister Moran commands Supreme acumen) must spend their time working to disrupt the balanced
Commander Anatole Leonard to order a large-scale assault systems inside the enemy ship. The rest ought to guard them as
to shoot the Cityship out of the sky. they do that work. And it shouldn’t be easy. Build the session
with that in mind.
The strike force from the Tactical Air Force is rallied and
launched, but the Tirolians defend against the
attacks with Web Barriers and their Point-
Defense Cannons, illustrating how futile
full-frontal assaults against them are. The Trap

Fortunately, Corporal Louie Nichols and The ASC quickly surrounds the fallen flagship of the
1st Lieutenant Dana Sterling are able to Robotech Masters, which has crashed within visible
come up with a new strategy. Louie distance of Monument City, to contain the enemy
theorizes that the Cityships move forces still within. It’s a tense siege that the Tirolians
using a sophisticated propulsion constantly resist.
system that folds space-time by
twisting opposing forces. These The 15th ATAC squadron is ordered to take part
forces need to be balanced. in a recon mission to investigate the inside of the
Cause an imbalance, and the ship. On the inside, they learn many things, but
whole ship could crash. All that’s the Robotech Masters hope to learn even more
needed is attacking the right from the Micronians, whose moves they have
spot of the ship’s bio-magnetic anticipated. As the 15th moves inside, they
induction network, specifically the must split up in order to cover more ground.
reactor that powers it. Dana The Tirolians are able to further separate them
convinces Bowie to sell the idea and make escape incredibly difficult.
to General Emerson. Bowie is one of the troops split off on his
own and begins to think he’s hearing
• ASC: Dana and Louie’s plan things—but that wonderful melody
is simple: while several is coming from Musica, a muse of the
Sylphid squadrons and Roc Robotech Masters. The two of them
shuttles fly as cover and make a powerful connection that could
support, the 15th squadron very well turn the tide of the war.
will close in on the ship
onboard a Phoenix plane. Eventually, the 15th is able to blast their
The Hovertanks then way out with an important prisoner: an
airdrop on top of the enemy Bioroid.
229
• ASC: The Army of the Southern Cross command watches • ASC: The Army of the Southern Cross races to meet
the trap unfold on their remote camera system. They’re the attacking force with their fighters and hover-tanks.
watching for any clue about the Robotech Masters, but At the command center, there seems to be no rhyme
they’re also unwilling to throw more resources at the or reason to the attack, and they’re feeling completely
problem. The 15th is the only unit they’re willing to send overwhelmed.
inside while the battle outside the Cityship continues.
• The 15th: The 15th is out on patrol when the attack
• The 15th: Dana and her crew make it inside the ship happens, so they’re already out and ready to respond.
and have to find some way through the labyrinth, learn Dana Sterling wants to capture a live Bioroid pilot. She
the information they need, and get out with their lives. and Louie come up with strategies to disable the Bioroids
But as they keep getting split up, they find puzzle after without killing the pilots on the inside, ordering the 15th
puzzle, and their soldiers are being hunted and captured to commit to these non-lethal strategies until the enemy
one by one. Eventually, after getting trapped in a Tirolian retreats with their hostages.
garbage masher, they’re able to capture an enemy
Bioroid and blast their way out. • Robotech Masters: The Robotech Masters are desperate
for information about the Protoculture Matrix and are
• Robotech Masters: The Robotech Masters know what hopeful that any hostages will have information about
information they need from the humans, and they’re it—and can be used as suitable pilots to replenish their
going to need to take prisoners to do it. They work to dwindling resources. Their primary target is able-bodied
keep separating the 15th from each other so they can civilians; they’re less concerned about the military forces
capture them more easily. harrying them. As soon as they have their hostages,
they’ll flee, leaving the humans to wonder what it is
Conflicts: This is foreign territory to all involved. For the they’re up to.
Army of the Southern Cross, particularly the 15th, they’ve
never been inside one of these ships before and have no idea Conflicts: In this particular Conflict, both sides are dedicated
what they should be looking for. For the Robotech Masters, to capturing prisoners, meaning this Conflict is much more
this is their opportunity to learn more about these Micronians intense. This can be used to the advantage of the players and
firsthand. the scenario. They can be overwhelmed, but confused about
why the aliens have taken hostages.
Designer Note: There are a couple of ways to run this scenario
for your players. They could be a different unit of the Army of
the Southern Cross, assigned to offer fire support for the fight
on the outside of the ship while Dana and her team go aboard.
Or you could actually go aboard and have your players play that Star Dust
scenario. For the most part, it’s a classic dungeon crawl through
the Tirolian ship with lots of puzzles, traps, and intrigue, and With the 15th getting some well-deserved rest and relaxation,
splitting the party to try to capture or kill them one at a time. Bowie takes Dana Sterling to the club he’s been performing
Try to instill a sense of paranoia in the players; they should in. There, he introduces her to the charismatic lounge singer
never know what comes next. It could end with their capture George Sullivan. Little does anyone realize that Sullivan is
or it could end with them rallying and fighting their way off, as an undercover agent for the Global Military Police. Sullivan
what happens on the show, with a Bioroid hostage. convinces Dana to help him, but is killed during the mission.
At the same time, the downed flagship of the Robotech
Masters finds an opportunity to escape back to space.

• GMP: George Sullivan of the GMP’s Bureau of


Metal Fire Robotechnology Analysis has taken it upon himself
to find a way to hit back at the Robotech Masters and
After learning that the Bioroid pilots may well be humans (or those who killed his sister. To that end, he’s assembled
even mutant Zentraedi), Dana Sterling has a moral quandary information that will help him learn when the Robotech
about killing more Bioroids. This suits the Robotech Masters Masters and their ship will be most vulnerable. The data
well, as they are running out of Protoculture resources and could help keep the ship grounded for good or even
Bioroid pilots. To fix this issue, they launch an attack with the destroy it. He just needs to convince a member of the
intention of kidnapping a number of humans and brainwashing Army of the Southern Cross to get him in close enough to
them into replenishing their ranks. With the 15th on patrol in finish his analysis. He woos Dana into helping.
the city, the Robotech Masters attack, embroiling the entire
Army of the Southern Cross in the area into the fray.

230
• The 15th: Smitten with George Sullivan, Dana Sterling
discovers he’s a spy and offers to help him with his
mission without any subterfuge. She loads him up in her
Hovertank and takes him into the thick of battle against
the flagship of the Robotech Masters.

• Robotech Masters: One of the Motherships of the Tirolian


fleet in orbit separates from the others and descends to
Earth with the intent of docking with the flagship to tow
it back to orbit. With their fallen flagship under attack,
the Masters are eager to defend themselves until the
help arrives. But they have an ulterior motive: they want
Zor Prime, the pilot of the mysterious Red Bioroid, to be
captured by the humans so they can install him as a spy
amongst their ranks.

• ASC: The ASC sends their TASC forces, led by Marie


Crystal, to stop the descending Mothership before it can
rendezvous with the downed ship. They’re desperate
to not have their only major achievement in the war
undone. As the descent continues, the battle zones in the
sky and on the ground eventually merge. Marie Crystal’s
Logan is damaged in the fighting and crashes, but she is
saved by Sean Philips in the nick of time.

Conflicts: The 15th is dragged into this plot through


subterfuge by the Global Military Police. It’s pure luck that
Dana is able to ferret out that she’s being used by a covert
agent. Once they’re able to come to an understanding,
they fly straight into battle. It ends in a tense race that will
determine the fate of the downed flagship.

Designer’s Note: There’s a lot going on at the same time in


this mission. It’s part espionage mission, part escort mission,
part climatic battle for the downed ship. George Sullivan is a
perfect NPC to act as a scanner. Offer the players a set number
of rounds that they have to keep George in a certain proximity
of the ship as they defend him while he makes his scans. If
they can keep him alive, great. But if a stray shot kills him, his
computer is able to do the work and show them a vulnerability
in the enemy flagship that could keep it grounded. It could even
give them the key to capture Zor Prime in the fight.

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Scenario 11
Secrets Revealed Conflicts: Some of the soldiers resent the implication that
they will be forced to deal with the enemy, especially Zor.
The Army of the Southern Cross knows that if they’re to Others are excited for the challenge of unlocking his memory,
survive, they’re going to need the help of the United Earth causing strife amongst the unit.
Expeditionary Force and the SDF-3. But when an element of
reinforcements from the UEEF arrives, they’re obliterated by Designer Note: The Bioroid pilot could really be anyone, not
the Robotech Masters. That’s when General Anatole Leonard just Zor Prime. Zor could be a non-player character and the
comes to terms with the fact that those left on Earth are players have to work to unlock the memories and report back
on their own, he has to take any steps necessary, no matter the information. This is Drama-heavy, so lean into that as a
how drastic, in order to prevent the Robotech Masters from game master, and let players come up with any idea they can to
destroying their way of life. try to unlock Zor’s memory, whether that’s time on the shooting
range or a date. When his memory is finally unlocked, Zor will
Part of Leonard’s strategy is to learn everything he can about have all of the information about what the Robotech Masters
the Robotech Masters and the mysterious Red Bioroid pilot are after: the means to produce Protoculture.
they’ve captured. This will lead to strange discoveries about
the Robotech Masters as well as the nature of Robotechnology
itself.

As for the Robotech Masters, they need to discover the Triumvirate


location of the Protoculture Matrix before the humans learn
more about it. The United Earth Defense Force decides that the Robotech
Masters will stop at nothing until the Earth is destroyed
and they’ve taken control of the Protoculture. To Supreme
Commander Leonard’s mind, launching a full-scale assault
against the Tirolians is the only sensible option, no matter
A New Recruit how doomed it might be. Armed with the new AGAC Veritech
Fighter, there is still some hope that the massive fleet referred
Since the ASC and the GMP believe Zor Prime is a human to as the First Assault Wave may be able to break through.
brainwashed by the Robotech Masters, he is heavily However, just one Mothership and its complements are able
interrogated. With no luck extracting any information out to devastate the human fleet, which is forced to retreat to the
of him because of his memory loss, the brass decide on a dark side of the moon.
different strategy. He’s promptly sent to the Army of the
Southern Cross and assigned to the 15th squadron, chosen At home, Dana works to help recover Zor’s memory, and
because of Dana Sterling’s Zentraedi lineage. Perhaps, with together they discover the Flower of Life at the site of the
military training, he’ll remember something they can use to SDF-1’s destruction. Zor has a flash of memory and tells Dana
plan their defense against the Robotech Masters. about the importance of Protoculture, the Flower of Life, and
the concept of the Triumvirate.
• The 15th: Although Dana revels in her special kinship
with the new recruit, there are other members of the • ASC: Under the direction of Supreme Commander
squad who resent Zor’s assignment. These are soldiers Anatole Leonard, the Army of the Southern Cross
who have lost friends and family in the alien attacks. scrambles to launch an all-out frontal assault against the
Robotech Masters. Unfortunately, they’re outnumbered
• Zor Prime: Zor is captured with very little idea of who he and outgunned.
was and what his mission was. He’s confused and hoping
to learn something. Even without a memory, he’s a great • The AGAC Pilots: The pilots of the new AGAC fighters
soldier, but he still can’t find acceptance in the squad. are held in reserve until the last of the battle. Though
the ASC’s ships get shredded by the Robotech Masters,
• GMP: The GMP and Nova Satori want to get to the they’re ordered into a suicide run. Marie Crystal, discovers
bottom of the information Zor has. They’re more than that there might be something to Dana’s theory about
willing to hang around and spy on everything. the Masters needing to operate in trios.

232
• Robotech Masters: Forewarned by the intel Zor Prime
has unknowingly gathered for them, the Robotech
Masters know that the human fleet is coming. They have
no interest in allowing the human attack to succeed
and work to repel it with prejudice. If the human fleet is
crushed, it might just break their fighting spirit and end
the war. The larger threat to the Robotech Masters are
the Invid, who are coming sooner than later.

• The 15th: The 15th is resentful that they’re forced to


continue their babysitting mission with Zor. Instead of
fighting, they end up traveling to the site of the SDF-1’s
last stand. There, they find the Invid Flower of Life and
Zor’s memory is at least partially unlocked.

Conflicts: General Emerson feels the assault launched by


Leonard is a mistake, but Leonard outranks Emerson and
the attack goes on. The 15th also doesn’t want to continue
babysitting Zor, but the revelations of his memory and the
Invid Flower of Life offer a new window into what could be
at stake. For the Robotech Masters, they’re less concerned
about the conflict with the Army of the Southern Cross and
more concerned about the Invid.

Designer Note: This scenario can play out in a couple of different


ways, focusing either entirely on the 15th and the site of the old • The Relief Fleet: The relief fleet finds that the rescue
SDF-1, or in space with the Army of the Southern Cross, trying they thought they were staging was actually a trap
to survive in the slaughter. they walked into. Outnumbered, they’re not sure they’ll
make it out alive until Marie Crystal’s unit and parts of
the First Assault Wave survivors arrive to even the odds,
ironically saving those who were supposed to save them.
The reinforcements take the Tirolian forces by surprise,
Clone Chamber allowing Air Cavalry One to reach the moon and the First
Assault Wave to return to Earth.
The survivors of the First Assault Wave take refuge at the
abandoned civilian industrial base of ALuCE-1 (Advanced • Robotech Masters: The Robotech Masters are torn
Lunar Chemical Engineering) on the Moon. With the rundown between two different problems. Their Bioroid pilots
state of both the base and their forces, they’re in a dire are busy swarming the relief fleet that came to rescue
situation. One of their many distress calls is eventually able to the remains of the First Assault Wave. Meanwhile, the
get through the comms interference caused by the Robotech Masters themselves are dealing with the Drama of
Masters’ blockade and reaches the ASC upper command. Musica’s disobedience. This could cause problems for
Supreme Commander Leonard gets an idea to arm ALuCE-1, their entire way of life.
to make it an advanced military outpost on the moon that will
allow their forces to strike at the enemy from two directions Conflicts: For the pilots nursing their wounds, getting to
at once. A relief fleet dubbed Air Cavalry One is organized Earth is their chief goal. But the Robotech Masters have no
and launched on a rescue mission that will also bring the intention of letting them escape. They just need to make it
necessary equipment to militarize the moon base. However, through.
the Robotech Masters have once again learned about the
humans’ plans through Zor Prime. Designer Note: For this scenario, the Bioroids need to be an
overwhelming force that never lets up. The tension is in how
At the same time, Musica, the Mistress of the Cosmic Harp, they’ll ever get away if the players are part of the relief fleet. If
becomes unpredictable because of her connection to Bowie they’re part of the initial attack force, then they might be at an
Grant. even larger disadvantage, waiting for help to arrive.

233
Conflicts: As the war drags on and the stakes rise, anxiety,
self-doubts, and mistrust unavoidably start to pop up.
Love Song Personal Dramas and internal strife are common as many
question themselves and their motivations between the
As the ASC prepares for the launch of the Second Assault deadly conflicts they are caught in.
Wave, the largest and most risky offensive against the
Masters’ fleet ever attempted, personal conflicts surface Designer Note: This type of scenario set in the calm before
among Earth’s defenders who are about to be shipped out. the storm is perfect for allowing the characters a solemn and
poignant time for self-reflection and dealing with their personal
• General Emerson: The chief-of-staff himself is appointed Drama. Dramas don’t need to be fully resolved at this point, but
to lead the battlegroup. The news shocks many, including all should be set for the rush towards the climatic conclusions
his godson Bowie Grant, who tries to act unaffected but is ahead. A GM should take advantage of these sections often
greatly concerned. Lieutenant Dennis Brown and others through the course of any campaign, looking for the quiet
believe the appointment is for political reasons—that moments to really dig deep into the motivations, feelings, and
Leonard is trying to get rid of Emerson, since he is always thoughts of player characters and their relationships to each
questioning the Supreme Commander’s decisions. other through role-play.
However, Emerson accepts the mission with dignity and
vows to avoid making it a suicide mission.

Mind Games

The Second Assault Wave is launched, but their mission


to rendevouz with the forces on the moon is immediately
intercepted when a flotilla of Tirolian Heavy Cruisers
surround them and force them off course. The Tristar, General
Emerson’s flagship, is only able to break through the enemies’
• Nova Satori: Having figured out that there must be a net by executing the very dangerous Orbital Warp Blast
security leak within the ASC, given how fast the enemy Maneuver and can finally reach the moon. Shortly afterwards,
has been able to counter their plans, the GMP starts Transport Squadron 85—a small UEEF relief force sent from
screening all personnel assigned to the Second Assault Space Station Liberty—also rendezvous at the moon. In the
Wave. In a brief moment of absentmindedness, Nova meantime, Louie Nichols invents the Pupil Pistol, but his
Satori accidentally grounds Lieutenant Brown. This, invention is stolen and used against his wishes to enhance the
however, only leads to them forming a connection and targeting systems of the ASC mecha. After all this, everything
getting closer to each other, to the dismay of Captain is set for the full-scale attack on the Robotech Masters.
Komodo, who also has a crush on Nova.
General Emerson leads the attack, focusing on the main
enemy flagship. The 15th is called into action. The plan is to
drop onto the hull of the mothership in their new Hovertanks
upgraded for space use, and insert themselves into the ship.
However, the Robotech Masters have an ace up their sleeves.
They deploy their new Invid Fighter Bioroids that devastate
the human forces. The 15th loses half its members in the
battle, but are eventually able to infiltrate the ship through a
breach in the hull. That’s when the Robotech Masters regain
• Marie Crystal: Marie and Sean, now a couple, go out control of Zor Prime’s mind and he betrays the 15th.
on a date on the eve of the launch of the mission.
However, when Marie sees Sean with a former fling, she • ASC: Desperate to turn away or destroy the Robotech
assumes the worst and goes on an angry drunken drive, Masters once and for all, General Emerson sends
heartbroken. It’s only because Dennis Brown takes the everything he has left against the enemy flagship. The
blame that she is not taken off the mission. TASC squadrons led by Marie Crystal and Dennis Brown
support the 15th’s infiltration mission. When the battle
on the hull of the flagship turns against them, General
Emerson orders a ramming attack to clear the way for
the infiltration team.

• Robotech Masters: The elite Vada Prime mount their


new Invid Fighter Bioroids and are given a rousing speech
234
reminding them of their status as a powerful trio. They
are sent out to repel the attack from the humans. The
human attack is the strongest thus far and is aimed at Crisis Point
the Robotech Masters’ personal flagship. The Vada Prime
cannot let any harm befall their leaders. The humans The 15th squadron narrowly escapes the trap laid out by Zor
need to be dealt with swiftly before the Invid arrive. Prime. They go on a bizarre sojourn through the ship during
which they learn more about the Tirolian people. After being
• The 15th: Some members of the 15th, like Bowie Grant, chased through the ship by the security forces, they are
struggle with the idea that they’re killing people instead ultimately captured and put in a cell deep within the flagship.
of androids. The attacking fleet helps focus fire on the Their cell doesn’t even appear to have a ventilation system
flagship, punching a hole so the 15th can infiltrate the and all hope seems lost. However, Musica is compelled to help
flagship of the Masters. They just need to get through the 15th escape and does her best to deprogram Zor Prime
the Bioroid forces, which mount a fierce resistance. to get him to help spring the 15th. Zor appears to sacrifice
Once inside the ship, the Robotech Masters reactivate himself to help the 15th get off the ship, but he’s able to make
Zor’s programming and he betrays the 15th, allowing the it away with them, along with Musica.
Robotech Masters to capture them in a trap.
• The ASC: The battle is at a standstill and the
Conflicts: The big Conflict for members of the 15th is their reinforcements are barely holding on. Seeing no sense
unwillingness to take human life. They try hard to avoid killing in wasting everyone, General Emerson orders a retreat
the Bioroids, but those ideals are increasingly hard to cling to of the AGAC forces after a five-minute waiting period
as the new Bioroids kill many of the squadron members in the to minimize losses, despite the 15th still being captured
battle. Zor is a trap laid by the Robotech Masters, leaving the aboard the enemy flagship.
15th to fend for themselves. For the Army of the Southern
Cross, they badly want to retreat, the battle isn’t going well • The AGAC Pilots: The AGAC pilots don’t want to give
for them. up the fight while the 15th is still on board. They’re still
holding onto hope and fighting against the orders of
Designer Note: At any level you play, this is a high-stakes General Emerson.
scenario. Whether it’s the ASC, trying to punch a hole into the
flagship and not get destroyed, or the 15th trying to infiltrate • Robotech Masters: The Robotech Masters don’t quite
and get destroyed, there are a lot of moving parts and another realize how out of control the situation is spiraling. The
battle with limitless waves of Bioroids. For the 15th, falling 15th is able to escape with Musica, but they send Bioroids
into the trap should come just before the 15th is annihilated in pursuit. They also hope that by loading in Zor’s full
completely as a way to increase the stakes. memory, they can bring him back to their side, but that
eventually backfires.

• The 15th: After being set free from their cell thanks to
Musica’s help, the 15th looks for a way out of the ship.
But Dana still wants to rescue Zor Prime, causing friction
with the group.

Conflicts: The Conflicts in this scenario come from all angles.


The Robotech Masters want to fend off the attacking forces
of General Emerson, keep the 15th contained, and learn
everything they can from Zor Prime. But none of those
groups will do anything less than fight with their full measure
to protect the Earth.

Designer Note: There is a lot of action and a lot of dramatic


scenarios here. There are also a lot of puzzles the 15th needs
to figure out to make their escape. The chief one is for Louie
to make their Hovertanks space-worthy in order to fly out on
stolen Bioroid sleds. Play up the drama—for the 15th, it’s Dana’s
insistence on rescuing Zor Prime after he betrayed them. For
Bowie, it’s his fascination with Musica. For the AGAC pilots, it’s
the orders they disagree with. Keep throwing problems at the
players during the escape to help amplify the sense of urgency
and tension.

235
Scenario 12
The Final Nightmare
Final Nightmare

Daydreamer The 15th leads a search party to find Musica and Bowie before
Nova Satori and the Global Military Police. Meanwhile, the
With the Army of the Southern Cross licking its wounds from Robotech Masters realize their clones are rebelling, and their
its most recent defeat, the 15th flies back to Earth with Musica supply of Protoculture is mutating and diminishing. If their
and Zor Prime. Musica, madly infatuated with Bowie, tries to way of life is to survive, they must act quickly, culminating in
fit in with human society as the 15th works to keep her hidden their final attack against Earth to recapture the Protoculture
from Nova Satori and the Global Military Police. factory. The 15th finds Musica and Bowie at the crash site of
the SDF-1 among the Invid flowers. Generals Emerson and
• The 15th: Dana Sterling and the 15th know that if Musica Leonard launch a battle to keep the Robotech Masters from
is found by Nova and the GMP, she’ll be arrested and destroying Earth.
taken for debriefing. Bowie doesn’t want to let her fall
into their hands, and so the entire group decides to help. Robotech Masters: With an increasing amount of their cloned
All manner of subterfuge and posturing are required to conscripts unreliable and their Protoculture supply dwindling,
keep her hidden. That doesn’t stop them from throwing the Robotech Masters launch every ship they have against
Musica a party in public. Earth. The annihilation of the human race will not stop them
from perpetuating their own existence.
• The GMP: Nova Satori knows something unusual is
happening with the 15th. It seems pretty obvious they’re • The ASC: The Army of the Southern Cross, led by General
trying to bluff her, so she keeps a much closer eye on Anatole Leonard, agreed that a preemptive strike with all
them, going so far as to crash their gathering. the rest of their forces was the only way to stay safe from
the Robotech Masters. Before they can launch such a
• Musica and Bowie: The two of them really just want strike, they receive word that the Robotech Masters have
to get to know each other better. Musica wants to mobilized. They send everything they have to meet the
learn more about human culture, too, since it’s all so enemy, holding nothing back. General Emerson leads the
fascinating. But she’s also worried about the treatment front line personally.
of the other two-thirds of her Triumvirate at the hands
of the Robotech Masters. She gets lost in Bowie’s music • Musica and Bowie: After Bowie mentioned the Flower
and has a breakdown. When Zor betrays her, she and of Life, Musica warned Bowie of the dire consequences
Bowie sneak away to the site of the crashed SDF-1 to for any civilization that was home to the Flowers of Life.
investigate the Invid Flower of Life. That’s why they look for the crash site of the SDF-1 to
verify. Musica is instantly terrified by the Flower of Life,
• Zor: Zor, freshly recovered from the mind control of the knowing that the Invid will come and destroy everything.
Robotech Masters, feels guilty about his survival. This
causes anger and resentment in him and motivates him • The 15th: The 15th go on their search for Musica and
to betray Musica to Nova. Bowie, trying to lose Nova Satori and the GMP in the
process, but eventually, they’re all led to the crash site of
Conflicts: Nova is convinced that Dana Sterling is hiding an the SDF-1. There, they learn the truth of the Protoculture
enemy agent and wants to keep on the tail of the 15th. The factory and how it’s alerting the Invid, making all of Earth
15th isn’t so foolish as to make it obvious for Nova. a target.

Designer Note: This mission has a lot of social and dramatic • The GMP: In their pursuit to arrest Musica, Nova Satori
roleplay. There’s plenty of lying, hiding, and bluffing. Let Nova dogs the steps of the 15th.
appear to believe quite a bit, but let the players’ Failures or
Successes with the dice chip away at her suspicion. Make it • Zor: When Zor arrives at the Protoculture factory this
increasingly difficult to bluff her. If things get too easy for time, his original memory returns. He understands
them, don’t hesitate to have Zor betray Musica. She’s gone, exactly what has to happen: the Invid flowers must be
though. The whole scenario culminates with Musica and Bowie destroyed if the Robotech Masters or the humans are to
learning more about the Invid Flower of Life, and the 15th being survive.
threatened with a court martial if they don’t produce Musica.
236
Conflicts: For the Army of the Southern Cross, this scenario • The 15th: The 15th goes aboard the flagship of the
is all-out war in space, a desperate fight for both sides. For Robotech Masters along with Zor and Musica, acting
the 15th, Zor, Musica and Bowie, and Nova Satori, this is a as escort. They’re granted entrance and brought to
continuation of the drama from the last scenario. Nova draws Emerson and Marie, but that’s when the trap is sprung
a gun to threaten anyone who would stop her from arresting and they have to fight their way out.
Musica, but Zor takes the gun from her. He stops Nova’s
crusade, explaining that Musica is vital to the Robotech Conflicts: This hostage handoff is tense for all parties
Masters and more valuable with them. Her absence is likely involved. The 15th isn’t sure that they’re not walking into a
what is causing the servants of the Robotech Masters to rebel trap, especially with all of the clones greeting them when
since she can no longer play her soothing music for them. they arrive on the ship. For the Robotech Masters, they’re
not sure they’ll regain control of the situation. When the
Designer Note: There are two completely different scenarios Robotech Masters take Musica back by force, the 15th springs
going on here that bring together this closing chapter of the into action. It’s a double-cross all the way around.
saga of the Southern Cross. You can have players involved
in both sides of it, but make sure to have the events from Designer Note: This is the penultimate chapter of this era and a
one affect the other. The realization of the possibility of the powder keg waiting to explode. One wrong move and the entire
Invid invasion should be terrifying to the players. Play up the war can start again. Maintain that tension for your players
Invid’s ruthlessness and superior technology, and the potential and ratchet it up before springing the trap. For longer games,
extinction of humanity. it might be best to spring the trap right at the end of the session
and save “Catastrophe” for the next. Another thing to note:
General Emerson dies in this episode to save Bowie, so don’t
hesitate to kill NPCs to add tension and drama to the scenario.

The Invid Connection

The Robotech Masters break through the human blockade


and land in Monument City, using their clones as nothing but Catastrophe
fodder. They issue an ultimatum to General Leonard: he has
48 hours to evacuate Monument City or they will destroy all With the 15th trapped on the flagship of the Robotech
life on Earth. Leonard reroutes all forces to defend the city, Masters, they look for ways to escape. Musica lets them
but the escape pod containing General Emerson and Marie know their people are in danger, so they decide to help in
Crystal is captured by the Robotech Masters. This conflict that effort. Dana splits off from the group to find and assist
halts, at least temporarily, with their capture. With these Zor. The 15th works to evacuate the Tirolians left to die while
hostages, the Robotech Masters tensely negotiate a ceasefire Zor and Dana attack the Robotech Masters. Dana, the 15th,
and prisoner trade with Zor Prime. and the civilians get off the flagship, but Zor stays behind to
sacrifice himself in a bid to destroy the Invid Flowers of Life.
The Army of the Southern Cross: General Emerson and Marie The flagship of the Robotech Masters crashes into Earth. But
Crystal are trying to escape the carnage of the space battle, Zor’s plan has a fatal flaw. Instead of destroying the flowers,
but they’re picked up by the Robotech Masters and given an they merely blossom and spread across the Earth, making it a
audience. They reveal what they know about the Protoculture target irresistible to the Invid.
factory, as well as Musica and Zor. With this, they’re able to
act as valuable hostages. • The ASC: What’s left of the Army of the Southern
Cross is stationed in a blockade against the Robotech
• Robotech Masters: The Robotech Masters have no Masters, launching another all-out assault on what’s left
qualms about destroying all life on Earth, but Zor has of the Masters’ fleet. The ground forces work to protect
called their bluff. They can’t attack without destroying Monument City from the sneak attack of enemy Bioroids
the Protoculture Matrix. Therefore, they contact Zor and looking to steal the Protoculture factory.
offer a trade: they’ll give him General Emerson, Marie
Crystal, and the rest in exchange for Zor, Musica, and the • Robotech Masters: This is it. Their last chance to capture
retreat of Earth’s army. the Protoculture factory that will save their people and
stave off the Invid. They fight a war on three fronts: in
• Zor: Zor accepts the trade and goes aboard the flagship person against Zor aboard their flagship, in space against
of the Robotech Masters, along with Musica and the rest the forces of the Southern Cross, and on the ground in
of the 15th. Perhaps he didn’t accept the trade in good Monument City as they launch their sneak attack in a
faith… last-ditch effort to take the Protoculture facility. When

237
they realize they’re going to lose, they let their ships
open fire on the human cities, including Monument City.

• The 15th: The 15th must find a way to escape the ship of
the Robotech Masters with hundreds of Tirolian refugees
who are marked as expendable by the Robotech Masters.
But there are Tirolian holdouts who don’t want to leave,
and fight the 15th to prevent their rescue operation. The
15th is able to save most of the civilians aboard troop
carriers and get them safely to the surface of Earth.

• Zor: Zor kills the Robotech Masters and puts Dana in an


escape pod. Alone on the ship, he redirects the flagship
to crash on the site of the SDF-1’s final resting place.
This is the only way he knows that will keep the people
of Earth safe from the Invid—but he’s miscalculated. The
Protoculture factory isn’t destroyed. It simply spreads
across the Earth, hastening the arrival of the Invid.

Conflicts: This scenario is the Conflict. Wherever your players


are stationed, whether it’s fighting Bioroids in Monument
City, fending off the Robotech Masters in space, evacuating
Tirolians, or facing off against the Robotech Masters
personally with Zor, all life on Earth is at stake.

Designer Note: The end of this scenario should be a pyrrhic


victory. They’ve won. They’ve rescued the Tirolians and killed
the Robotech Masters, but what does it matter with the Invid
Flower of Life blossoming and spreading its spores all across
the planet? How will the players prepare for the coming Invid
invasion?

238
Scenario 13
War on a Global Scale secret. The ruins of the Grand Cannons, both the completed
and uncompleted versions, were of special interest to the
Masters. They were also not above abducting humans to
interrogate in hopes of filling in the blanks on the events of
the first Robotech War.
Beyond the Master’s Saga
Precious Protoculture
In the Robotech series, most of the Second Robotech War is The fleet of the Masters was desperately low on Protoculture
centered on the events around Monument City, the crash site even before they arrived in the solar system. Earth had, in
of the SDF-1, and in orbit, but the war consumed the entire comparison, large supplies of Protoculture and the Tirolians
globe. This gives GMs a lot of freedom to tell stories set during would raid many stockpiles around the planet. While the
the war. Here follows some scenario ideas and story points to amounts obtained allowed them some breathing room, it is
expand the scope of the Second Robotech War. ultimately far from enough.

Forced Conscription
With their slave army gone and casualties among Bioroid
pilots rapidly increasing as the war wears on, the Robotech
Masters’ Secondary Objectives Masters turn to kidnapping humans in order to brainwash
them into service. Many civilian population centers around
The primary objective of the Robotech Masters during the the world are raided. The Masters are especially interested in
years of the Second Robotech War was the retrieval of the the Zentraedi or those of Zentraedi descent, as the Masters
Protoculture Matrix. However, the Masters had several see them as rightful subordinates.
secondary objectives unknown to the human defenders.
Unable to discover these in time, the humans would be unable
to prevent the completion of the Masters’ agenda until it was
too late. Additional Struggles of Humanity

Recovery of Zor’s Records For humanity, the Second Robotech War is a complex affair.
When the Masters first arrived in the solar system, they Their efforts are divided between numerous fronts acting
had no idea where the Protoculture Matrix was. In order to as decoys for the Robotech Masters’ true agenda, but the
locate it, they sought Zor’s records from his battle fortress, aliens are not the only threat. The world is a chaotic place
the SDF-1. Fortunately, the main computer of the SDF-1 is and the careful order imposed by the ASC and new UEG is
still relatively intact in this era. After the destruction of the left vulnerable, creating divisions between member states
ship, the whole computer system was moved to the Robotech and unaffiliated nations. Even the Army of the Southern
Research Center in the high-tech metropolis of Neo-Tokyo. Cross is not completely whole and united during this conflict,
This large, underground facility, dedicated to uncovering the as the different branches engage in rivalry and the military
secrets of Robotechnology and Protoculture, is considered a command plays political games while stranded soldiers are
central piece of the puzzle. left to fend for themselves. The following cases are examples
of many of the situations the human forces dealt with.
A frontal assault on the facility wouldn’t work, so they might
have to rely on clandestine measures to infiltrate and locate Corps Rivalry
the data in order to collate it. Unknown to either side of Rivalry between different branches of the ASC are common.
the conflict, Zor had planted an AI within the SDF-1’s main Right before the start of the war, two branches of the Army
computer. Its primary mission: oppose the Masters at every of the Southern Cross engage in training exercises in the
turn and to prevent them from obtaining the Matrix and any wastelands to sort out the rivalry between them. The nearest
information regarding Protoculture. base is a backwater, and they have no way of knowing that an
alien attack is underway until Bioroids swoop down on them
Zentraedi Defeat mid-exercise. Now, they must set their differences aside to
Another key bit of information the Robotech Masters lacked defend their base from this mysterious foe, or all is lost. But
is how their Zentraedi enforcers were defeated. How could what are the aliens after in such a remote location? And why
such technologically inferior people defeat their imperial does it seem that the enemy knows the defenders’ every
war machine? To that end, the Robotech Masters would move?
infiltrate several major military installations to discover this
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Brainwashed POWs The Andrews Coup
A number of humans awaken in a strange environment, Early on in the war, Colonel Andrews, a high-ranking GMP
surrounded by strange people who tend to their needs. The officer stationed in the Japan Quadrant, is abducted by the
strangers explain that they’re soldiers who have survived an Robotech Masters for use as template for a bio-genetic
enemy attack, but that’s all they know—they’re suffering simulant. A perfect copy with the likeness and memories of
from amnesia. As this group undergoes rehabilitation and the original but completely loyal to the Masters, the simulant
education, they’re trained to take revenge on the aliens who is re-inserted into human society as a spy. His primary mission:
attacked them. But clues slowly add up that allow the unit to to sneak out vital data from the SDF-1’s central computer,
realize that they’re actually kidnapped civilians in the process currently being held at the Robotech Research Center. Using
of being brainwashed by the Robotech Masters, and are being his authority, Colonel Andrews begins operations to transmit
trained to pilot Bioroids. the data into space for the Masters to receive it. However, a
small group of outcasts come into contact with the computer
Insurrection and learn of Andrews’ plan, and they attempt to prevent
A remote member state on the fringe of the United Earth it. With his plan in jeopardy, Andrews takes advantage of
Government’s control suddenly breaks all communications increased political tensions in the Far East Quadrant to
and stops paying its taxes. The state tries to use the war as instigate a coup d’etat and overthrow the local government
cover to secede from the UEG. As this state holds rare and to destabilize the region.
essential resources for the war effort, the UEG is forced
to send in undercover agents to discover the true nature Professor Embry, Minister of Computer Science in the
of the problem. The deeper they get into the channels of UEG, is also kidnapped by Andrews and used as a hostage,
government, the more it becomes clear to the spies that the preventing anyone from stopping Andrews’ transmission. In
Anti-Unification League have taken over the government and a final desperate act, the outcasts acquire armed mecha and
are secretly feeding valuable intel to the Robotech Masters. assault the rogue forces, breaking through and destroying
the simulant agent, ending Andrews’ reign of terror.
Aiding and Abetting Traitors
An autonomous nation outside of the United Earth Sea of Fire
Government is targeted for a number of attacks by the The Tirolian Mothership that leads the task force in the Pacific
Robotech Masters looking to steal their Protoculture. Even keeps hovering stationary off the coast of Japan. While the
though they’ve harbored Anti-Unification terrorists in the ASC don’t fully understand its goals, they are determined
past, they beg the UEG for help. How should the UEG respond to shoot it out of the sky. With experience from dealing with
to such a request, and how can they help? Should the solution the mothership above Monument City, the ASC learned that
be military or political? As the clock ticks down, it’s only a airstrikes from their fighters have little effect. Instead, they
matter of time before the Robotech Masters attack again. It bring in the SNF’s Pacific Navy stationed across the military
falls to a few brave people to resolve these matters. bases at Hawaii, New Amador (Panama Quadrant) and in
Cairns (Queensland Quadrant) to put up a barrage from below
Troops Left Behind while the TAF and other ASC branches provide support. This
During a major space engagement against the Robotech leads to a prolonged naval campaign that includes a constant
Masters, ships from the Army of the Southern Cross are left chase after the mothership and several counterattacks from
damaged and drift away at a trajectory that takes them away the Tirolians using heavy cruisers against the ASC navy bases.
from Earth. Because of the blockade, they have little hope
of being rescued. When they detect space pirates on their The mothership obviously has the advantage, and as the
scopes, they don’t think things can get any worse. But that’s surface-going vessels are taking a beating, the SNF relies
when they realize there’s a Tirolian Destroyer on an intercept more on surprise bombardments from their cruise missile
course with the intention of finishing them off. submarines. At one point, the mothership performs a
desperate ramming attack that capsizes and sinks a whole
SNF carrier group before it disappears below the waves,
leading to an equally long chase by the submersible forces.
The campaign ends when the SNF forces believe the
Other Fronts mothership incapacitated and destroyed after it loses power
at the bottom of the ocean, its Protoculture reserves having
The Pacific Theater: The Robotech Masters send a task force finally run out.
consisting of a mothership and its complement of warships
and mecha with the goal of retrieving the vital data from the Welcome to the Jungle
main computer of the SDF-1. This would branch into a greater The ASC successfully shoots down three Tirolian Heavy
conflict that would become known as the Pacific Theater of Cruisers belonging to the Robotech Masters’ Pacific Task
the Second Robotech War. Force, which crash land in the tropical forests of the Fijian
Archipelago. The TC sends in their Forest Division and Marsh
Division forces with support from the SNF and TAF to mop up
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The European War

Europe also sees a limited amount of fighting, with scattered


conflicts opening up at secondary UEG locations and points
of interest around the Mediterranean region and continental
Europe, against both the Masters and human forces.

The Siege of Seville


Before the success of the daring mission that re-established
contact with Space Station Liberty, a handful of earlier
attempts to reach the space-based forces of the ASC and
UEEF were launched. During one of these attempts, a small
Pulsar-class ship heading for the UEEF’s Mars base found
itself surrounded by motherships. In a desperate bid to evade
the planetary blockade, they were forced to fold within
the planet’s gravity well. No one knows what happened
to the ASC warship. The Masters, determined to prevent
any further attempts, launched a retaliatory assault on the
TASC dockyards and training center near Seville (Spain
Quadrant) responsible for the launch. Although the young,
inexperienced recruits take heavy casualties in the initial
the Tirolian survivors. However, the Tirolian forces won’t go attacks, the base itself, constructed deep underground, takes
down without a fight. Seemingly outnumbered, the Tirolians minimal damage, compelling the Masters’ forces to take the
disperse through the jungle and adopt guerilla tactics to battle to the surface. As Bioroid units surround the base,
oppose their enemies. The ASC soldiers have to traverse ASC reinforcements attempt to break the siege, taking huge
through thick vegetation and across difficult terrain in their losses for no gain. As the weeks go by, food and supplies start
search for the Tirolians. Besides the ever-present threat of to run low, plummeting discipline and morale among the base
Tirolian ambushes, they also have to deal with unpredictable defenders to an all-time low. Knowing their time is limited,
weather, inhospitable wildlife, and the issue of the Fijian a new commander is brought into the theater to reorganize
people, who have reverted to a pre-industrial, traditional the relief forces, with an eye to breaking through the Tirolians
lifestyle since the Rain of Death. These innocent people are before the worst comes to pass.
largely unaware of the conflict currently enveloping the Earth,
and risk getting caught between the ASC and Tirolian forces. Alpine Skirmishes
The tide turns and the stakes are raised when the Robotech In the days after the Rain of Death, Zentraedi ships, damaged
Masters send reinforcements to retrieve their lost forces. or depleted of Protoculture, were forced down to the planet’s
surface. Of those vessels, more than a hundred crash-landed
The Assault on Neo-Tokyo throughout the Alpine region of Central Europe. Due to
In the wake of the failed Andrews Coup and the interruption the size and inaccessible nature of this region, many ships
of the Robotech Masters’ plans to acquire the data from SDF- were spared the cutting torches of salvage teams—but the
1’s mother computer in Neo-Tokyo, the Robotech Masters arrival of the Robotech Masters would change that. With a
are left with no choice but to obtain it by force. The Masters desperate need for Protoculture, the Masters undertook a
mobilize a large battle group and attack the city directly. The massive reclamation of the resources within these slowly
local ASC forces are already in disarray, severely unprepared rotting vessels. Several transport ships supported by Assault
and ill-equipped for the defense of the city. They are no match Dropships and Bioroid squads are sent to retrieve the precious
for the coordinated invasion of Neo-Tokyo Harbor, where fuel throughout the cold mountains.
several heavy cruisers and landing transports have perched.
In an effort to rectify the situation and retrieve the data from Unwilling to simply hand over their reserves of Protoculture,
the Robotech Research Center, the ASC and GMP assemble a the ASC mobilizes and intercepts the Masters’ forces. Huge
special commando force made up of members from multiple dogfights between local TSC forces and the Tirolian aerial
divisions to carry out their plan. The squad is inserted into forces ravage both sides. Local TASC units attempt to break
the city to retrieve the mothership’s computer data and deny through the enemy lines to halt and destroy the transports
the enemy their prize, and to rally the local forces in defense before they can complete their own missions. On the
of the city. The TASC is called in and even commits several ground, the TC Cold and Mountain Divisions are deployed
Pulsar and Binary-class warships to the battle, resulting in in the region to secure and retrieve the Protoculture before
a climactic conflict between the fleets above the city itself the Tirolians get to it, or if that is not possible, destroy it.
before ground forces finally bring down the last heavy cruiser. They also need to take out any surviving Tirolian forces. In a
241
desperate move to distract the ASC, Tirolians ships open fire
on the mountainsides, causing avalanches and rock slides to
crash down into the populated valleys below. This leads to a
major crisis for the civilians in the area, putting the local CDU
and CDFC forces to the test.

Breaking the Stranglehold


During the long years of the Second Robotech War, the
resources and logistics trains of the UEG armed forces were
taxed to the hilt. With the massive construction of new
fleets in ground bases across the world and the need to
push supplies to North America where the fighting was at its
fiercest, the UEDF’s production and transport capability was
at its maximum capacity. These shortages were exacerbated
by raids from the Masters’ fleet, intended to starve out the
humans, slow their ability to launch counterattacks, and
to occasionally steal resources for their own use. The CLC,
operating out of supply bases and anchorages throughout
Northern Europe and the Mediterranean, find their Atlantic-
bound air and sea convoys repeatedly targeted. Taking
matters into their own hands, the CLC decides to make use
of a handful of outdated and decommissioned Daedalus-
class submersible carriers in an attempt to bypass the raiding
Bioroids and assault interceptor forces that prowl the surface.
While the crossings for the CLC submarines and their SNF
escorts are dangerous and slow-going, they are critical for the
war effort, and their safety is a top priority.

Rotting Flesh

While operating in many battlezones across the Earth during


the war, the RPD often find themselves sidelined for other
divisions due to their specialist nature. However, there are
threats other than the Masters closer to home. Lieutenant
Colonel Rozelia Morozov earned herself the nickname the
“Icy Rose” during the Malcontent Uprisings for her callous
and brutal tactics against the Zentraedi. The ASC branded
her problematic and unceremoniously stationed her as the
commander of an ATAC battalion in the outskirts of the
Balkan Quadrant, hidden away.

Disgraced and slighted, she amassed a network of loyal


followers, backed by a personal army formed from her own
battalion, supported by corrupt local politicians and gangsters.
While the ASC is preoccupied with fighting the Masters, she
finally sees her chance to establish a small queendom of her
own. The regional defense forces are no match for the Icy
Rose’s traitor army sweeping across the quadrant. The GMP
must act to restore order before morale plummets, but the
ASC has barely any troops to spare. Local RPD units are finally
sent behind enemy lines to do what they do best. The conflict
finally turns high-stakes when Morozov captures a Hyper-
Cobalt cruise missile silo with enough firepower to destroy a
whole city anywhere in the world.

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BACKER ART
6

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Scenario 14
Aftermath & Prelude

The Tirolian Remnants

Collapse of the United Earth Though the war is officially over after the destruction of
Government the flagship of the Robotech Masters, some remaining
Tirolian forces carry on the fight. Like the splinter factions of
With the deaths of the leaders of the United Earth humanity, so too do the Tirolians break off into sub groups.
Government and Army of the Southern Cross in the last Some factions continue to fight, eager to make humanity pay
battle against the Robotech Masters, Earth’s already tenuous for the destruction of the Masters. Some wanted to rebuild
government collapses. The remnants of the government hide the Tirolian Empire. Some wanted to escape Earth. Others
in Pinnacle Base, an underground military complex in the wanted nothing more than to join humanity in preparing for
Rocky Mountains, in the midst of civil unrest everywhere. The the coming Invid invasion. Others still were megalomaniacs
Army of the Southern Cross experiences a mass desertion of like Dalmeric Khane. He lost both of his brothers in his
soldiers, who form their own private defense forces, creating Triumvirate, and that drove him over the edge. He convinced
a new feudal power system. One such group, the Stone Men, himself he was the only worthy successor of the Robotech
take over the capital of the South American Sector, Brasilia, Masters and devoted himself to eradicating the weak, leading
and destabilize the entire region. The Yakuza takes control of a ruthless crusade across the Northlands, attacking civilian
Neo-Tokyo. The Global Military Police try to keep everything settlements using guerilla and terror tactics, and stockpiling
from getting out of hand, but those attempts are largely Protoculture in preparation for the coming of the Invid.
futile.
Each of these groups struggle with dwindling supplies
During this upheaval, the remaining ships of the Robotech of Protoculture. Eventually, most of these groups find
Masters’ fleet begin to fall from the sky, drained of the last themselves forced to either surrender or go into hiding.
of their Protoculture reserves. With hundreds of thousands of
Tirolian refugees now on Earth, the situation grows worse by
the day.
The Invid Invasion
The unrest continues as the Invid’s Flower of Life spreads
further and further across the planet, signaling an ecological, With the spores of the Flower of Life spread across Earth
existential disaster. The spreading flower inspires other because of Zor’s miscalculation, Earth quickly became a
groups hoping to eradicate it, including a fanatical group tantalizing target for the Invid Regess. It only took about
called the Defoliators. They destroy any Protoculture and six months for the Regess to arrive on Earth along with
Invid Flowers they can find, believing that this is the only way half of the Invid race. Surrounding Earth, they struck with
to save Earth from the pending Invid invasion. shocking energy and fury like a second Rain of Death. Cities
and military bases were reduced to rubble by Protoculture-
Months into this crisis, a final, massive relief force from the powered energy beams.
United Earth Expeditionary Force arrives. Included in this
force is an elite special forces squadron called the Wolfe As the dust settled, Invid hives appeared, taking root in
Pack, led by the legendary war hero Colonel Jonathan Wolfe craters, spewing out mecha set to destroy anything in their
himself. This task force tries to warn Earth about the threat path. Every remaining faction on Earth worked to stand
of the Invid, but this only breeds mistrust among the warring against the endless waves of Invid mecha, but they’re too
factions of Earth. In fits of paranoia, they believe these fractured and weak to stand. It only took a week for each of
Expeditionary Forces are interested in taking control of the them to fall. The battle for Earth was lost.
planet for themselves.
The remaining leaders try to evacuate the civilians of Earth.
This all culminates in a summit at Pinnacle Base with The troops able to escape join up with the United Earth
representatives from all the major factions of Earth. When Expeditionary Force. The remaining soldiers and refugees
their attempt to mount a joint defense fails, it signals the fight for their lives under the iron heel of the Invid, resisting
effective death of the United Earth Government. them wherever possible.

244
intact and operational, orders change to capture it so it can be
used to defend against the coming Invid. Getting aboard and
Additional scenario ideas taking control of the ship will not prove easy as the Bioroid
forces mount a fierce resistance.
This time period is incredibly fertile for games of any type, full
of strife, drama, and pending doom. Here are some additional The Fall of Pinnacle Base
story ideas set during this time period. While effectively powerless, the former UEG ministers and
parliament members who hide within Pinnacle Base are still
Preparing For the Worst considered VIPs and are a priority to get off-world and safe
While it will be six months between the fall of the Robotech from the Invid during the mass evacuation. However, the
Masters and the coming of the Invid, no one knows exactly Protoculture stockpiles at Pinnacle Base attract the Invid’s
when the Invid will arrive during that time. It could be years; attention and the base is soon under attack. It falls on a small
it could be days. Many people don’t even believe that the mixed force of ASC soldiers, UEEF relief troops, and GMP
Invid are coming, or are arrogant or naïve enough to believe officers to evacuate the VIPs and get them to a ship or shuttle
they don’t pose a threat. It doesn’t help that very few know so they can escape. The problem: the region is swarming with
what the Invid even are. While the people of Earth are Invid and panicking civilians. The politicians soon learn the
splintered into different factions, a band of vigilantes take hard way that their former constituents have little love left
it upon themselves to spread the word and prepare for the for them as a gang of looters and bandits attempt to kidnap
coming storm. They gather supplies, weapons, and find them for ransom.
shelter while also being stuck playing politics and negotiating
with opposing factions, bartering with criminal elements, Fire Escape
and being wary of Tirolian dissidents. If they can gather a As the UEG collapses in the face of the Invid Invasion,
noteworthy cache of Protoculture and supplies for defense, desperate alliances are formed. In the chaos of the hellstorm
they also risk becoming a target by various groups who want being unleashed upon the world, even the remains of the
it for themselves. Robotech Masters and Tirolians must band together to
survive. One such Triumvirate, Bioroid Legion survivors
The Downed Ship known as the Carvalia’s formed of Artesia, Lucrezia and
In the war’s aftermath, a downed Tirolian ship thought Relena band together with human survivors and must journey
dormant begins showing signs of activity. A group of the across the desolate wastelands of Nevada. Assailed by Invid,
Tactical Corps forces are sent in to investigate, only to find desperate human outlaws and even other Tirolians, they
Tirolian remnants that have found enough Protoculture must race against all odds to reach the last space port left still
to reactivate the ship. Their plan? Use it to mount a new operational that can ferry them all to safety before it’s too
offensive against the humans. As HQ learns that the vessel is late.

245
Fire Escape
Short Story
By Bryan Young

“Come,” Artesia said.


“Move quickly,” continued her sister, Lucrezia.
“Or else the Invid will kill us all,” finished their sister Relena.
Shaw stared up at all three of them in their Bioroid armor, scarcely able to believe she was being rescued,
let alone by a Triumvirate of Tirolians. After the Rain of Death, so little had been left of their quiet mountain town
in the lee of the Wasatch mountains. Shaw hated the fact that her people had worked so hard to rebuild only to have
the city set ablaze in the invasion of the Invid.
“Where will we go?” Shaw asked, standing tall and defiant in front of the other townsfolk as their leader
and protector. “You can’t just expect us to pack up and leave.”
“You have no other choice,” Artesia said. “Your city is ashes.”
“There’s a spaceport we can lead you to,” Lucrezia continued.
“The Invid will kill us all,” Relena repeated. “We must hurry.”
Shaw wondered how the three Bioroid mecha could whisk the townsfolk to a spaceport; they were massive
machines and couldn’t exactly take passengers. The frontmost Bioroid had a flamethower. The one to the side
boasted power claws at the wrist. The third looked like a standard commander. None of them seemed conducive to
a rescue. “Say we go with you and take us to a spaceport,” said Shaw. “What happens to us then?”
Artesia, in the commander Bioroid, looked up to the sky and took in the streaks across it, knowing as well
as Shaw what they were: Invid. “You survive.”
“There is danger here,” Lucrezia said.
“They are coming,” Relena said ominously, her powerclaws tensing.
Shaw didn’t know what to do. She looked back over the faces of her townsfolk, the fire of their burning
town still flickering across each and every one of them. The adults and the children alike, their eyes wet with tears,
were just as confused and unsure as Shaw. But since the reconstruction, they had always looked to her for answers.
She had to give them something.
Before she could, an explosion rocked the area.
“They,” Artesia said.
“Are,” added Lucrezia.
“Here,” Relena finished.
The Bioroid Triumvirate didn’t wait to hear Shaw’s decision. They rocketed into action, running for the fire
and the trees.
Shaw understood. The Triumvirate was just as at risk from the enemies as her fellow townsfolk. So why
were they risking their lives for Shaw’s people in the first place?
Even in the flickering dark, watching the Bioroids in action was a sight to behold. They cut through the
trees to the site of impact, where the Invid had already unloaded a trio of crab-like shock troopers, dark purple with
beaming read lights. Those vicious monsters would clearly destroy everything if they weren’t stopped.
“Everyone,” Shaw yelled to her people, “get back!”
Because it was only a matter of time before they’d all get stuck in the crossfire. She led them to the edge of
the flaming town, where the rocks of the mountain met the valley. There were caves and old mines around, and if
they were going to survive, those might be their best shot.
“Get in the cave!” Shaw hurried the line of survivors ahead of her, watching the battle unfold in the distant
flaming forest.
It happened in silhouette, the flames outlining the battling mecha the moonlight illuminating the rest.
Shaw had to squint to see the details, but it looked like an even match. The shock troopers opened fire and moved
in to fight the Bioroids at an even closer range. Explosions erupted high over Shaw’s head, spraying rock from the
mountain down on the survivors still scrambling to get into the cave.
“Get in there, now!” Shaw screamed at those who had yet to make it inside.
The Bioroid with powerclaws—Relena—snatched one of the shock troopers by the hand and snapped it,
cutting into the metal of its armor with her grip.
Shaw couldn’t help but feel a swell of pride. She didn’t know the Tirolians from anyone and didn’t quite
know why they were helping, but nonetheless, she was glad they were on her side.

246
But her time had run out. Shaw had to get into the cave with the rest. The heat from the
flames was overwhelming already, and the battle was edging closer.
She was the last to make it inside, and it felt only slightly more safe, but the temperature was
a bit and the sounds of the battle were more muted the deeper they made it in. But it was dark, lit only by
the flashlights and camping lanterns some of the others had brought. The loudest sounds were the cries of the
scared children and the adults working to shush them as best they could.
“What do we do now, boss?” one of the townsfolk asked Shaw.
“We wait.”
Shaw took in a deep breath, wondering if the Tirolians could succeed against the Invid. They were three
acting as one—she knew plenty about how the Robotech Masters operated since the war had ended—but the Invid
were limitless. She’d heard all about them, too.
Maybe their best chance was getting to the spaceport and getting off of Earth entirely, if the stories of the
Invid were to be believed.
The Earth rocked and an explosion sounded.
A child cried.
And then silence came.
Shaw waited along with the rest of them. Who survived the battle?
“I suppose I’ll go out and see,” she said at last, knowing they would expect her to find out.
“That’s a great idea, boss,” someone said.
“Yeah,” someone else agreed. “You go.”
Taking a deep breath, Shaw walked slowly out of the cave, hoping she wasn’t heading to her doom. Heat
rose with every step she took.
At last, emerging to intense firelight, she saw them.
The three Bioroids.
“They are defeated,” Artesia said.
“And we haven’t much time,” Lucrezia added.
“Do you wish to come with us?” Relena finished.
Shaw looked at each of them, then through the rubble of the place she called home, to the smoking heaps
that had once been Invid shock troopers.
“I don’t think we have a choice.”
“Good,” Artesia said.
“Then gather your people,” Lucrezia continued.
We will get you safely to the spaceport,”
Relena finished. “But move quickly.”
Shaw wished they could emerge
from their mechas so she could look them
each in the eye. She struggled to hold tears
back. “Thank you,” she said.
And she meant it.

-- Classified --
Type: Invid
Class: Trooper
Specific: Shock
Details:
• Ambush
• Evolve XXX
• XXXXXXX

247
Scenario 15
The Fallen Earth RX Point 83 was also incorporated into the hive network,
and the final resting place for the SDF-1 is now covered by
another hive. Intel gathered by UEEF spies suggests this hive
is used to study the remains of Zor’s battle fortress, though
Life Under Occupation what exactly they study remains unknown.

Earth has fallen and the Invid are its new overlord. They The largest structure in Reflex Point is at its center, resting
establish their authority by killing or enslaving anyone who between Lake Michigan and Lake Huron. This structure is
opposes them. Their slave laborers toil in the Flower of Life referred to as “Invid City.” Though it appears to be a city of
farms they establish across the planet wherever the flowers mushroom-shaped buildings, Invid City doesn’t appear to be
thrive most. Although the United Earth Government has a population center. Intel suggests it’s just the upper level of
collapsed, those remaining on Earth don’t fall into complete a much larger underground industrial complex containing the
anarchy. People organize themselves in small, scattered main construction and maintenance dockyard for the Invid’s
communities, trying to survive without angering the Invid, Earthbound fleet.
but the Invids loom like a shadow over their very existence.

Tirolian and Zentraedi refugees and their descendents face


a more difficult time than the humans of Earth. Driven by a
deep hatred of the Robotech Masters and the threats they The Fractured Resistance
once represented, the Invid Regess gives standing orders
to eliminate Tirolians and Zentraedi on sight. To avoid this Even with organizational structure in tatters, many surviving
purge, most go into hiding away from both the Invid and the members of the Army of the Southern Cross, the Global
traitorous humans who could sell them out to gain favors Military Police, and other United Earth Expeditionary Force
from their overlords. reinforcements try to form an organized resistance against
the Invid. Without a reliable logistical network or a clear
leader, most are isolated. Colonel Jonathan Wolfe, from
the site of the former ASC base known as Valhalla (which is
renamed “Soldiertown”), attempts to organize a coalition
Reflex Point of resistance cells across the Americas, but faces opposition
from all the different ideological viewpoints and opinions
When the spores of the Flower of Life were released from on the matter of attacking the Invid. Some want to march
the remains of the SDF-1, the surrounding area received the on Reflex Point immediately; others believe it’s best to wait
highest concentration of the seeds on the planet. Drawn by for reinforcements, and others like the Defoliators Faction
the flowers, the Invid Regess established her headquarters believe it’s best to target the Flower of Life and Protoculture
there. Stretching across the entire Great Lakes area is a vast reserves to starve the Invid. The coalition crumbles when
network of Invid hives and structures linked with enormous Wolfe is blackmailed by the Invid in order to save his ex-wife
transport tubes. The whole complex is clearly visible from and son. In doing so, he secretly turns on the resistance,
space. Due to the massive amount of reflex energy signatures fracturing their ability to strike back even further.
in the area, this became known as Reflex Point.
Freedom fighters on Earth know nothing but struggle, as
The most important structure of Reflex Point is the Regess’ they’re not universally supported by the survivors of Earth.
personal hive on the edge of the network. This serves as The Invid may control the human populace with threats of
the main command headquarters of all Invid on Earth, force and lifelong enslavement in Protoculture farms, but
controlled directly by the Invid queen. While appearing as they uphold some order and stability. As long as the survivors
an ordinary—though slightly oversized—Invid hive, it’s more mind their own business and don’t provoke the Invid, most
heavily fortified, protected by thousands of Invid mecha and can go on living their lives as they like. With Earth’s long
surrounded by multiple underground Clam-carrier hangars. history of devastating wars and strife, the people have grown
All of it is enclosed by a thick, near-impenetrable protoplex tired of it. Many view the resistance as troublemakers poking
barrier. a hornet’s nest that will get them all killed.

248
Unfortunately, as times get more desperate, there are more
and more people from Earth who abandon their ideals and
collaborate with the Invid. For some it’s self-interest; for The First Reclamation Force
others, self-preservation. Others still, like Colonel Wolfe, do it
out of fear for their loved ones. No matter the reason, selling In 2038, the first UEEF Reclamation Force, consisting mainly of
out freedom fighters is a lucrative business. the 10th Mars Division, arrived in the solar system. Joining up
with the forces stationed at the moon and with the assistance
of resistance forces on Earth, they mount an assault on Reflex
Point.

The Moon Bases & Lunar Railroad Unfortunately, the UEEF severely underestimates the Invid
forces when formulating their plan of attack. Believing it to
Because the Invid don’t attack if they don’t find an immediate be a standard occupation force, similar to forces of the Invid
threat to their interests, they’ve almost completely Regent they’d skirmished against in deep space, no one could
overlooked Earth’s moon. Left on the moon are some of the have predicted half of the entire Invid population being on
ASC forces stationed there during the Second Robotech War, Earth. Additionally, the aging fleet of the 10th Mars Division
including a sizable complement at ALuCE base under the simply hadn’t been adapted to counter the Invid. This attack
command of Colonel Desmond Nobutu. Though Invid patrols resulted in a massacre, with almost the entire Reclamation
occasionally pass close to the moon, Nobutu’s forces restrict Force wiped out. The defeat proved a crushing blow against
their activities and remain in hiding, which has kept them safe the resistance forces on Earth. Even the reinforcements
so far. made up of Mars Division survivors did little to help sustain
the movements in the years to come. The defeat proves to be
While ALuCE base has a sizable complement of mecha in a devastating blow to the morale of all Earth’s people that still
storage, they lack the resources and pilots to stage a large- hope for liberation from the Invid.
scale assault against the Invid. Instead, they carefully execute
recon missions in the Great Debris Belt, trying to observe and
understand the Invid’s activities. Occasionally, they manage
to sneak communications through to the resistance on Earth.
Anticipating that they will become a staging ground when
the United Earth Expedition Forces return, they also work
to expand the base, arm and develop the ALuCE-2 site, and
finish rebuilding Moon Base Luna.

Some on the ground are aware that the moon base is still active.
Some resistance forces try establishing communications with
the base in the hopes of receiving material and supplies.

Rumors about a “Lunar Railroad” spread. It’s said that there’s


a way to get to the moon and escape the oppression of the
Invid. The Splinters, a resistance group headed by Major
Carpenter, do their best to smuggle as many people as they
can off the planet, but suitable ships, shuttles, and pilots
willing to risk their lives are hard to come by. Ultimately,
anyone trying to escape Earth expects the Invid to intercept
them.

249
Scenario 16
Failed Assault crews try to repel them, but explosive decompression at the
hands of repeated claw attacks kill thousands. Those who
make the descent to Earth are left vulnerable.

A New Generation Designer Note: The show focuses more on Scott and how he
arrives on Earth, and his experience during the Reclamation
Arriving near the moon’s orbit, the 21st Mars division—tasked attempt. But the fleet is massive, and there are many vessels
as the Second Earth Reclamation Mission—begin their journey that could have crashed on Earth, in any region you like. You can
toward Earth. These brave Robotech defenders were called to present the scale of this Conflict to be quite large or relatively
liberate the Earth from the Invid. Despite the fact that many small if you wish to focus on a single unit or collection of ships.
of these young soldiers have never seen or set foot on Earth, The Invid will keep coming, so it falls on the GM to force the
they’re prepared to give their lives for it. The UEEF outfitted players to Earth sooner than later. While most of the battle is
them with the latest weapons, ships, and mecha. One of fought by ships and fighters, keep in mind that Destroid pilots
these young defenders, a martian-born pilot, is Lieutenant and crew members may also be dealing with problems like
Commander Scott Bernard. He takes time before the battle repelling boarders and fixing critical systems. Since the fighting
to propose to his girlfriend, Marlene Rush, aboard their space is confined, find ways to involve players who have non-
Horizon-T Dropship. Not long after this touching moment, combat related roles quickly.
alarm klaxons sound and the battle begins. Scott enters his
Alpha Fighter with an attached Beta Fighter and takes off,
carrying with him a gift from Marlene: a holo pendant. Taking
position with his squadron to guard the approach of his
dropship, Scott Bernard confidently braces for war. Resistance

The United Earth Expedition Fleet severely underestimated


the Invid on Earth. Their ships try desperately to push through,
but most are destroyed. Only scattered survivors make it
Invasion through, but are heavily damaged and wounded. Few survive
the battle in orbit and even fewer survive atmospheric re-
The 21st Mars division begins its invasion of Earth, its sights entry. Scott Bernard is among those survivors, and witnesses
firmly locked on Reflex Point, the central Invid headquarters. the dropship carrying his fiancée intercepted by Invid Scouts
The Invid tolerate no threats and respond with deadly force. and destroyed right before his eyes. His attempt to save her
They dispatch wave after wave of carriers, which deploy is in vain and he’s thrown off course, crashing to the planet
Fighter Scouts to block the way. While the UEEF’s first waves far from Reflex Point. He’s among the lucky ones, surviving
suffer few casualties, the Invid prove tenacious and soon his crash-landing somewhere in South America. Wreckage
overwhelm the assault force. Scott Bernard fights valiantly rains down upon the planet and the 21st Mars division is lost,
to guard his assigned dropship, where his fiancée Marlene is broken by the Invid.
onboard.
• Survivors: On his own, despairing over his lost fleet and
• Scott Bernard and the 21st Mars Division: The dropship fiancée, injured, and without a working mecha, Scott
captain watches as the fleet gets chewed to pieces. With is terrified of his new alien surroundings. He’s never
the halt in the advance to Earth, they take a chance to slip been to Earth. He manages to bury his fear and grief
past the Invid waves and land near Reflex Point before under rage and purpose, driving him on to complete his
taking on more damage. Scott Bernard makes it to the mission: to destroy Reflex Point. Setting out with only
surface. The rest of the fleet isn’t so lucky. what emergency gear he can salvage—including a single
emergency Cyclone—Scott crosses the desert and heads
• The Invid: The Invid have no patience for the oncoming north to Reflex Point. Many other survivors scattered
assault and scramble overwhelming numbers to meet it. across the world decide the same, and resistance groups
crop up around them. Scott heads first for a Horizon-T
Conflicts: With each assault, the Invid overwhelms and Dropship.

surrounds the UEEF Fighter screens. Swarms of Invid Scouts
assault the Alpha Fighters, who are slowly worn down and • Scavengers: The lonely adventurer and idealistic freedom
lost. Reserves are sent out, but the Invid slowly break through fighter known as Rand comes across the remains of one
and destroy the flagships. The Invid board UEEF ships and of the 21st Mars Division ships. The deserted Horizon-T
250
Dropship is relatively intact, but its crew either died or
fled. Dozens of these desolate hulks litter the landscape,
each providing a bounty of treasure for folks like Rand.
He manages to scavenge a Cyclone of his own. But like
many who brave the Robotech wrecks, he soon draws
the attention of three Invid Troopers.

• The Invid: The Invid regularly patrol the wastes with


Scouts looking to pick off rogue humans who use
Robotechnology or otherwise oppose their occupation.

Conflicts: The Invid Scouts are almost surprised to find


Rand and Scott, and even more so when Rand and Scott
defeat them. Rand and Scott are wary of one another at
first, but the Invid prove to be a common enemy, and they
decide to work together. Other surviving soldiers will likely
be contending with a brand-new environment, which can
present navigational and emotional challenges. Even worse,
the mental state of these survivors may cause more fatigue,
leading them to suffer from Dramas and mental breaks. The
Invid themselves patrol regularly using mixes of Invid Scouts
and Troopers, searching for any Protoculture-powered
weapons. For both Survivors and Scavengers, survival is the
Conflict itself.

Designer Note: Earth is in a rough shape and the Invid patrol


in force, searching for soldiers. Environmental challenges can
be posed within the Wilderness Conflict rules on pg xxx. The
emphasis should be on encouraging smart player decisions;
they’ll likely not be well equipped. The test of the players will
be caution, learning what Invid and other forces they can fight
with limited mecha and equipment. They’ll need to pick their
battles.

251
Scenario 17
Strange New Allies • Reinforcements: Scott, Rand, and Annie do their best
to fend off the Invid shocktroopers, but the ambush pins
them down. It’s only the appearance of a red Cyclone that
saves them. Who is this mysterious rescuer? They’ll find
The Lost City out another time.

Scott Bernard moves forward with his mission, towing Rand Conflicts: Many humans collaborate with the Invid in
along as a new ally. The two don’t quite see eye to eye, but exchange for a semblance of peace. The central challenge
know they can help each other. After receiving many dire of the freedom fighters like Scott and Rand to obtain
warnings on the road, they travel to Laako City, a small, out information, supplies, or rest can too easily result in their
the way lakefront city in Argentina. Neither Scott nor Rand betrayal. Some towns will actively turn on resistance fighters,
are aware that the Invid watch their every move. not even bothering to involve the Invid.

Designer Note: These encounters are commonplace along


the road to Reflex Point. The appearance of mysterious
reinforcements is always a good way to bring in new player
characters and connect all of the characters together. If this
is the first game of a session, a scenario like this is perfect for
connecting a number of characters with disparate backgrounds
but similar goals.

Lonely Soldier Boy

After taking a break at a watering hole in the small town of


Mebiko on the outskirts of civilization, Scott, Rand, and Annie
meet the famed singer Yellow Dancer and break up a bar
fight. They need rest, constantly pursued by Invid Scouts.

Scott and the crew later encounter the same bandits who
started the bar fight. They are attacking a jeep driver named
Lunk. They’ve kidnapped Lunk’s friend, and if Scott hadn’t
They also fail to realize that this fallen city is a common trap been there to break up the fight, they might have done the
set by Invid and their collaborators, who lead soldiers to same to Lunk. After they repel the initial attacks of Invid
isolated places and ambush them. Scott and Rand are walking and save Kevin, Lunk takes Scott to an old warehouse and
right into a trap. gives him an old Alpha Fighter that he’d been maintaining.
With it, Scott is able to beat the last of the Invid forces into
• Annie and Ken: When Scott and Rand arrive in the city, submission.
they encounter the young Annie LaBelle being evicted
from the city by her “boyfriend,” Ken. When asked if
there are any other soldiers in the area, Ken, an Invid
collaborator, uses that opportunity to lead Scott and
Rand to the island section of the city, in the lake.

• Freedom Fighters: As Scott and Rand cross the only


bridge, they discover it’s deserted and find only the
wreckage of downed mecha.

• The Invid: Once Ken leaves Scott, Rand, and Annie


stranded on the island, the Invid spring their trap. Hidden
Invid Shocktroopers attack.
252
• Freedom Fighters: When Scott Bernard breaks up the • Freedom Fighters: Scott splits his group into two, leaving
fight and hears of Lunk’s kidnapped friend, Kevin, Scott Yellow Dancer (who is actually a soldier named Lancer
can’t help himself from launching a rescue mission. Rand, Belmont) to guard the Alpha Fighter in the wilderness
Annie, Rook and Yellow Dancer offer to go with him. while the rest of the group leads a daring raid on an Invid
facility to steal Protoculture.
• Lunk: Lunk is tired of fighting and is willing to let his
friend Kevin stay kidnapped until Scott volunteers to • The Invid: After detecting a theft of Protoculture, the
save him. Then Lunk has a change of heart and offers to Invid fly into action to take it back and destroy anyone
join the group. who opposes them. This leads to a cat-and-mouse chase
through the forest.
• The Bandits: The kidnapping bandits await the rescuers
in the remains of an old farm on the outskirts of town. • Wildlife: The forest is filled with dangers other than
Kevin is tied to a tree. There’s a standoff when Scott and just the Invid. The freedom fighters have to deal with
his crew arrive, but that fight falls by the wayside when everything from bloodsucking leeches and poisonous
the Invid show up.
 spiders to vicious bears.

• The Invid: The Invid arrive to destroy everyone, bandit • Lancer: When the group doesn’t return on time, Lancer
and freedom fighter alike, forcing everyone to fight to realizes something is up. He takes his Cyclone and tries to
survive. Unfortunately, they picked a fight they couldn’t locate the others. When he finds them, he directs Scott
handle, and end up retreating. back to the Alpha Fighter so that they can finally engage
the Invid with more fire power.
Conflicts: The bandits are known for ransacking villages
and causing trouble, but they’re the only law in town. They Conflicts: Scott’s band of rebels are exposed to the wilderness
have enough firepower to take what they want. Conflict with and must contend with natural hazards while fighting and
people like them is a common occurrence the world over. fleeing the Invid. It’s all without the use of their Cyclones,
The Invid make no distinction between bandit and freedom Alpha Fighter, or guns because it could lead the Invid right to
fighter and will destroy any human, Tirolian, or Zentraedi who them. Doubly worrisome is the fact that the Invid are more
can threaten them with impunity. than adept at setting ambushes in the woods. They’ll have to
decide when it’s worth it to use their Protoculture-powered
Designer Note: Think of these encounters like scenes from fighters and when it’s better to hide. The newly assembled
old western movies. That’s essentially what this setting in the freedom fighter group also has to handle internal conflicts
Robotech universe is. Think about how you can adapt these arising from the tense situation.
situations for your bands of freedom fighters and how you can
have the Invid change the dynamics in these fights. Use the Invid Designer Note: Conflict with the Invid without weapons is
like a tool for your characters’ dread and their arrival will always dangerous and should be treated with care. Invid Troopers are
be met with the right dramatic potential for any situation. exceptionally deadly to anyone not in a mecha. Combined with
the wilderness Conflict and exhaustion rules, they can build
dramatic tension for use with Dramas and mental breaks.

Survival

With an Alpha Fighter in their possession, Scott’s growing Curtain Call


group of resistance fighters do their best to raid Invid supplies
of Protoculture to keep it powered. Unfortunately, the group Scott and his freedom fighters plan an elaborate Protoculture
realizes that the Invid can detect their use of Protoculture, heist in the city of Norristown. Norristown is populated by
making their secrecy all the more difficult. Invid collaborators, and the local government warehouses
significant supplies of Protoculture in coordination with the
Invid. But how to steal the precious fuel right from under their
noses?

• Norristown Security: The freedom fighters failed to


disable the alarms in the Protoculture warehouse,
and when they go off, the local security forces know
something is up. The facility fills with water to drown
whoever is inside causing problems. The team manage
to find an emergency escape hidden among the stone
ceiling and work to open it before time runs out.
253
• Yellow Dancer: Trading in on Yellow Dancer’s Fame as a After another leg of their journey to Reflex Point, Scott
singer, they offer to put on a concert for the town, and Bernard and his freedom fighters arrive near Cavern City.
require plenty of security to keep the star safe. They think they’ve found a spot where they can rest and
relax. But Cavern City is Rook Bartley’s hometown, and there
• Freedom Fighters: The rest of the team—Scott, Lunk, are secrets and painful memories there for her to reckon with.
Annie, Rook, and Rand—work to boost the Protoculture
during Yellow Dancer’s performance. They decide to tie
the Protoculture to balloons that will carry them out of
the city, allowing them to retrieve it later. The balloons
also serve as a signal to end the performance.

• The Invid: As the freedom fighters escape, dressed as


Norristown police to pick up the Protoculture, the Invid
attack, trying to protect the precious fuel.

Conflicts: Protoculture energy cells are particularly hard


to obtain, as they’re guarded by both human and Invid.
Sabotage, theft, and espionage are all required parts of a
freedom fighters’ struggle to overcome the Invid occupiers.

• Freedom Fighters: Scott Bernard’s band hopes to find


somewhere they won’t be harassed by the Invid. As they
camp and Rook leaves to reckon with her past, Invid
Scouts attack.

• Rook: Rook sets out to her hometown, peeling back old


wounds. She runs into her sister, Lily, living with Rook’s
old love interest Romy. Worse than that, her old rival, the
Designer Note: This scenario is a template you can use to build Red Snakes gang, harasses them and everyone in town.
many missions for your players, developing plots for heists with Once Rook deals with these problems, she’ll be able to
whatever skills they have at their disposal. And entertainers leave town having made some peace with her past.
help with distractions quite a bit.
• The Red Snakes: Hearing that Rook Bartley is back in
town, the Red Snakes biker gang shows up to hunt her
down and finish her off once and for all. They organize a
showdown against Rook and Rand (who followed Rook
Hard Times into the city, unbeknownst to her) for the fate of Cavern
City in a motorcycle race.
Built along canyon walls near the ruins of the unfinished First
Equatorial Grand Cannon, Cavern City used to be a prosperous • The Invid: With Rook and Rand occupied with the Red
metropolis that boomed during the later Reconstruction Snake gang, the Invid launch an attack against Scott,
Era. However, after disaster struck during the Malcontent Lancer, Lunk, and Annie. This interferes with the race,
Uprisings, and after being ravaged by militant religious too, when the battle takes Scott into the city and close to
fanatics some years later, the city is a desolate shadow of the race. The fight takes the Red Snakes out of action and
what it used to be. Now it is a rundown place taken over by Rook is able to help fight the aliens.
outlaw motorcycle gangs.
254
Designer Note: Both this scenario and the next one are designed
to allow one of your players to explore their background in a
world overtaken by the Invid. Work with them on their backstory, Eulogy
take those hooks, and apply them to situations like these. And
be sure there are plenty of Conflicts for the rest of the party so Another day of travel and another town for the freedom
they have something to do. fighters to come across. Enter Soldiertown, and there’s
something different about it. It’s built inside the crater of an
old base owned by the ASC, and purports to be a safe haven
for the resistance. It’s been made completely safe under the
leadership and protection of Colonel Jonathan Wolfe, a well-
Paper Hero known hero of the Malcontent Uprisings and the Pioneer
Mission. But things aren’t as cheery as they seem.
On the way to Reflex Point, harassed by continued attacks
from the Invid, Lunk asks Scott Bernard’s resistance fighters
to make a detour. He promised a dying friend to deliver a book
to his father, Afred Nader. Haunted by memories of his friend,
Lunk vows to fulfill the promise, and the perfect opportunity
arises when they pass by the town. Unfortunately, things in
this town aren’t all what they seem.

• Freedom Fighters: Scott awaits inside the Alpha Fighter


for the group to finish their business in town while Lancer,
Rand, Rook, Lunk, and Annie approach. When Lunk starts
asking around for Alfred Nader, everyone in town seems
upset. Things aren’t adding up, and with such hostile
treatment, the group is on their guard.

• The Townsfolk: Lunk goes to find Nader’s house, but


the townsfolk take that opportunity to attack, capturing • Scott Bernard: Chronically running low on Protoculture,
Rook, Annie, and Lancer, as well as their Cyclones. Scott agrees to accompany Colonel Wolfe to raid an
enemy compound.
• Mayor Pedro: With most of the strangers taken prisoner,
Mayor Pedro believes he can keep his secret. But when • The Invid: The Invid ambush Scott and Wolfe, but as soon
Lunk and Rand arrive to confront him, he’s convinced to as Scott is incapacitated, they leave Wolfe to escape.
tell Lunk the truth: Alfred Nader proposed non-violence
in the face of the Invid, and Pedro and the townsfolk • Freedom Fighters: Rand has a bad feeling about things
killed him for it. and goes out to help Scott. That’s when they discover
Wolfe making a deal with the Invid. He sold out Scott for
• The Invid: As the secret is revealed, the Invid launch some Protoculture.
an attack against Scott, who is waiting just outside the
town. With the battle so close, the only way the town • Colonel Wolfe: In order to keep Soldiertown safe, Wolfe
can survive is if they give the freedom fighters back their has been regularly selling out resistance fighters to the
Cyclones. The group manages to arrive in time to save Invid. When he’s confronted by this and realizes that
Scott before he is overwhelmed and prevent the fighting Scott is still alive, he sacrifices himself to make amends
from reaching the populated area. for his misdeeds.

Conflicts: The biggest Conflict in this scenario, aside from Conflicts: The Invid have no reason to venture into
the Invid, is the secret everyone keeps. In the attempt to Soldiertown when their collaborator, Colonel Wolfe, gives
deliver the book, non-combat based Conflicts including: them everything they need. They design the ambushes, let
navigation, bartering, and aiding the less fortunate in return Wolfe get away, and no one is the wiser. Perhaps the biggest
for information. Drama here is the fact that Scott can’t believe that his hero
would do such a thing, and he refuses to acknowledge it.
Designer Note: Build the mystery of the secret. Do your best to
make the players more and more curious about what happened Designer Note: For players not using the show as a framework,
to Nader. And if they’re playing original characters, make sure Wolfe could be traded out for a generic war hero, and the
it’s a character like Nader, applying and weaving elements of dilemmas remain the same. For more military-minded players,
their backstories where you can, even if they are from deep hero worship can force them to take Drama quickly when they
space. realize they’ve been double-crossed by people they trusted.
255
Scenario 18
Invid Intentions • Freedom Fighters: Their primary objective in looking
through the devastated Point K and the nearby area is
to find any scrap or spare parts they could use for their
Cyclones or Alpha Fighter. They end up finding two more
Genesis Pits Alpha Fighters and a Beta Fighter. But when they come
across the amnesiac woman, they’re distracted by the
When Rand, Annie, and Scott—acting as the group’s forward Invid attack.
scouting party—stop to make camp, they don’t expect to
stumble onto one of the most bizarre things they’ve ever • The Regess: The amnesiac woman is a plot by the Invid,
witnessed: an Invid Genesis Pit. a Simulagent designed to get information about what
makes Scott and his group tick.
• Freedom Fighters: After setting up camp, Scott
Bernard’s freedom fighters are shocked when they fall • The Invid: Just because this woman is an Invid doesn’t
into a pit in the Earth and find a primordial land of the mean the patrols won’t attack—and they do, only to be
lost. Suddenly, they’re fighting against dinosaurs and beat back with the new firepower that Scott and the
other prehistoric creatures. team find.

• Dinosaurs: Naturally, these apex predators would very


much like to make a tasty snack of the resistance fighters.

• The Invid: The Invid are exploring the evolutionary


history of Earth in order to decide what form to take as
they prepare to dominate the planet. They’re interested
in seeing how the humans react and remain hidden as the
Genesis Pit collapses.

Conflicts: Genesis Pits are bizarre, horrible, and dangerous.


Prehistoric creatures roam freely and are strong with
Protoculture. The Invid will only attack if the experiment of
the Pit is interfered with, and will not attack the creatures
themselves.

Designer Note: While the Pit that Scott, Rand, and Annie
encounter is filled with dinosaurs, other Pits are filled with Conflicts: The group is disheartened by the destruction of
strange and wondrous creatures. Experiment with creature Point K. The hope of finding allied forces is firmly crushed.
options and invent new and strange monsters. At the same time, the Invid never cease their attempts at
stopping the freedom fighters. The new member of their
team also immediately changes the dynamics of the group.
Additionally, as the power of the group increases, the Invid
increase their threat response.
Enter Marlene
Designer Note: The Invid use Simulagents to infiltrate any
Scott Bernard and his band of freedom fighters continue their local populace. They appear human in every aspect except
press to Point K, an advance attack base for rallying forces that they bleed green, allowing them to mimic and infiltrate
heading to Reflex Point. But when Scott and the group arrive easily. Simulagents are an excellent source of Drama, and
at Point K, they discover that the forces gathered there have it’s important to note that not all Simulagents—including,
all been destroyed. The revelation devastates Scott’s spirit. potentially, player characters or NPCs—are aware of their true
Rand and Rook decide to scout the nearby area, and come nature. In fact, they may only become aware of their nature
across the ruins of a village with a single survivor. This woman later, when confronted by the Invid. In the meantime, they may
has amnesia and can’t even speak. What do they do with this receive visions or dreams. The other important thing to note in
traumatized survivor? this scenario is that it’s a perfect opportunity to let your players
find more and better equipment.

256
DINOS!!!!!!!!!!!

257
discover the Invid have overtaken Fort Esperanza, an old base
built into a mountainside that was once used by the Army of
Hidden Route the Southern Cross. The Invid converted it into a hive complex
beneath the mountain range, and it’s practically impassable.
When an avalanche on a mountain pass waylays Scott Scott believes the best thing for their long-term strategy is to
Bernard’s group of freedom fighters, they find themselves destroy it.
rerouted to yet another small town. This one, Deguello,
is occupied by folks from Yellow Dancer’s past as well as a • Lancer: Lancer is sent ahead to reconnoiter and comes
grifting mayor, leaving the group to decide once more who back with intel to formulate a plan.
they can trust.
• Freedom Fighters: Scott decides that they’ll split up.
• Freedom Fighters: The weary group waits out the He sends Annie and Rand to ski down the mountain to
aftermath of the avalanche in Deguello. When they’re infiltrate the base and blow it up. At the same time, Scott
offered a map with a secret route through the mountains, leads the Alpha Fighters to destroy the Invid Troopers and
it seems too good to be true. Taking pause to consider the cannons hidden within gaps of the mountainsides.
their actions, they address the identity of the woman
they found near Point K. In place of any other name, • Annie, Rand, and Rook: Annie and Rand infiltrate the
Scott gives her the name of Marlene, the same name as base; outside, Rook distracts the Invid outside with her
his deceased fiancée. Cyclone. While narrowly dodging patrolling Invid soldiers,
Annie and Rand come across a field full of dormant Invid
• Lancer: Lancer is shocked to meet Carla, the woman and a small hive beneath the fortress. They find an Invid
who saved him and first helped him develop the Yellow Brain, recognize it as an important target and carefully
Dancer persona. They’re still attracted to each other, plant explosives around it. .
even though she’s now with the mayor of this town,
causing all manner of drama. • Invid Brain: The Invid Brain is in charge of the fortress
hive complex. The explosive charges detonate, causing it
• Annie: Annie falls for a man named Eddie—the one who to lose its shape and form a floating mass—but it uses its
purchased a fake map and gave it to the freedom fighters. last remaining strength to pile on top of the infiltrators
Annie wants to take off and follow the map on her own with the intent of crushing and suffocating them with its
alongside Eddie, but is rescued by the group when, with dying flesh.
the help of Carla, they realize the maps are fake and the
mayor is a fraud. • Invid: The Invid do their best to launch a counterattack,
but losing the Invid Brain to the explosion limits their
• Mayor Donald Maxwell: The mayor has his own agenda, Protoculture sensing and causes disarray in the command
selling fake maps that lead explorers to certain doom. To chain. This allows for the freedom fighters to rescue
make amends for being caught, he sacrifices his prized Annie and Rand before escaping.
drone fighters for the group to use against the Invid.
Seeing this gesture, Carla returns to him, leaving Lancer • Scott: Scott decides to stay behind to cover the escape
and the rest. of his friends. Using the disarray of the Invid forces to his
advantage, he goes in alone to destroy the central power
Conflicts: This is once again an example of an Invid core, realizing it will destroy the whole fortress.
sympathizer tricking fellow humans, and the rift between
people that causes. • Marlene: Marlene seems affected by the loss, feeling the
pain of the destroyed Invid.
Designer Note: This scenario is designed to give Lancer’s
backstory time to shine, and to give the other characters tools Conflicts: The group hasn’t attempted an operation on quite
for future missions—but they have to earn it. Whether you play this scale before. Destroying a whole Invid stronghold is a
with the established characters or new ones, dangling a few great challenge that hinges on cooperation and trust among
different options in a new town (and making one of them a trap) the freedom fighters. Every hive will pose a unique challenge
is always a good way to expand their options in a session. as a complex affair, and is an extremely dangerous action.

Designer Note: This is very much a World War II, gritty style
mission. The characters get the information and understand
the tools at their disposal in order to formulate a plan. Let them
The Fortress make suppositions about the Invid and what the Brain might
be. Let them explore and guess at the answers. The players may
With help of the real map from Mayor Maxwell, Scott’s face and have to destroy many such hives in their travels and no
freedom fighters are forced to a literal crawl when they one hive may be the same as the last.
258
Genesis Pits: They’ll Bite Your Head Off

Transcript of Interview with Eyewitness/Survivor Shannon Barnson,
Salt Lake Tribune [03/05/2042]
Jeff Michael Vice

Jeff Michael Vice: Can you tell me your full name, sir? And what you do for a living?
Shannon Barnson: Shannon Barnson, B-A-R-N-S-O-N. And I’m a teacher.
JMV: Thank you. So, I’m told you’ve seen a <shuffles papers> dinosaur.
SB: Holy <expletive>, it was a <expletive> Tyrannosaurus Rex. Can you believe that there was a
Tyrannosaurus Rex? On Earth? In this day and age?
JMV: No. No I can’t.
SB: I’m telling you I saw it.
JMV: Can you tell me where?
SB: <expletive> yeah! I was out near the foothills, hiking, as I’m wont to do—which is a joke, I’m not
much of a hiker—but I had to be up there anyway. And I fell into this pit kind of situation and I swear to God, it
was like I was in the Land of the Lost.
JMV: You saw some sleestaks?
SB: If that’s a fancy word for dinosaur, then hell yes I did. There were <expletive> dinosaurs.
JMV: How did you escape?
SB: That’s a story within itself.
JMV: Go on, I think this information could save someone’s life if they found themselves in a similar
situation.
SB: It wasn’t easy. The meat eaters definitely caught my scent and were tracking me. They were persistent
too. I first saw the T-Rex near dusk and knew that I didn’t have much daylight left. I think it had night vision,
because as I slowed with the dark, it kept pace. I got lucky though, I found a tight ravine that the T-Rex couldn’t
get into and was able to rest there for the night. The <explicative> thing stalked me all night, trying to find a way
in.
JMV: That had to be terrifying.
SB: Not an exaggeration. However, I noticed some smaller meat eaters that seemed intent on finding a
way in. I knew I needed to get out of there as fast as I could. As I pushed through, I picked up some ichor of some
sort. It covered my chest and head pretty good, and man was this stuff sticky. I noticed the dinos seemed to lose
interest in me. When I got into the light, I noticed the fluid was green... Invid blood! I’m not sure why, but I think
it concealed my scent or fooled them into thinking I was an Invid.
JMV: Wow, how lucky. Keep going.
SB: I had to climb up the lip of the pit and make it back down to town. No one believes me, but I can go
back and show you. You have any idea why there would be a <expletive> dinosaur on Earth? In this day and age?
JMV: Was there anything else you saw there?
SB: A pteradon.
JMV: A pteradon?
SB: <expletive> yeah. They were gonna bite my head off. I got out of there fast.
JMV: And where do you think these things came from?
SB: I think it’s some Invid <expletive>, man. There’s no other explanation. The place smelled like the
Invid, too. You know how they have that smell like, I dunno…ozone, grease, burnt wood? It smelled like that. But
more so. I think they’re doing all kinds of experiments. It’s the only reason I can think of for how and why there’s
a <expletive> dinosaur on Earth. In this day and age.
JMV: Thanks for your time.
SB: Any time. Wow. Dinosaurs.

[End of recording]

259
Scenario 19
The Road to Reflex Point • Freedom Fighters: Unfortunately, the only way to defeat
the Invid is by destroying the dam and washing them
away. But with their lives saved, the locals are grateful
to Scott and his group. With the Invid gone, Scott and his
Annie’s Wedding group are able to travel by raft to their next destination.

Low on Protoculture, the freedom fighters are diverted once Designer Note: Don’t hesitate to treat the mutated forest
again from the path to Reflex Point through a mutated forest. as a unique challenge for the players. It’s also important to
This bizarre forest is the result of the Invid terraforming, and remember that the populations of the surviving world are not
they’ve established hives right in the middle of it. As they a monolith. Some maintain a semblance of modern society;
explore ways to get past, Scott comes up with the idea of others maintain retro-tribalism. This could be due to the ever-
building a massive raft to float downstream on the nearby changing landscape as well, thanks to the Invid terraforming.
river without alerting the Invid or expending fuel. Don’t let ideas of Earth get in the way of changing things.

xxx

We managed to figure out the Invid were


drawn to our energy signatures. It had been a
few weeks since we hit the ground running on
Earth. Most invasion forces weren’t as lucky.
The Destroids we had, however, were
made for this. We took it in stride and applied the
same tactics we had been taught. The 3rd Gen
was developed for fast operations and guerrilla
warfare. Keep moving, keep fighting. Boris was a
veteran of wars with the Invid in deep space and
we followed his lead, laying in wait on the forest
floor in the underbrush. We had one of our crew
use the emergency Cyclones to lure the Invid to
the forest edge.
• Scott: Working to build a raft large enough to carry the When they got close, we sprung the
fighters, Scott upsets the locals and they capture him. trap. The Jackals blitzed out from the cover of
the wood’s straight up above the sluggers. As we
• The Locals: For upsetting their god—the dam itself, rained down fire on them, we split quickly before
built upon the river the group intends to traverse—the flying back down to the surface to lure them in.
primitive locals capture Scott and demand his sacrifice.
Once they took the bait, and followed us in the
But Scott is able to convince them that he can repair the
dam in exchange for his freedom. forest, Khalim in the Boxer finished the stupid
slug with a good old sucker punch straight to the
• Macgruder, Lancer, and Annie: Macgruder, one of the eye.
locals, has decided to capture a prisoner in order to prove Had to clean the mucus off the Destroids
himself a man and to choose a bride. He captures Lancer fist for a week. It still smells.
and chooses Annie as his bride. Annie even stays behind
with Macgruder, agreeing to marry him.
- Corporal Rorri Bask, 112th Armored “Sabre”
• The Invid: With the locals and the freedom fighters squadron, UEEF TASC, 21st Mars Division
distracted, Invid Shocktroopers attack.

260
Separate Ways The Midnight Sun

When the Invid attack the freedom fighters in a deserted city, As the group crosses the wintery mountains and make camp
the group flees to an abandoned subway tunnel and collapses for the night, the Invid descend upon the region. Sera has
it behind them to avoid the Invid. As they find themselves been tasked with the elimination of the Robotech rebels and
trapped in the confined space, their relationships fracture. leads a force of Shock Troopers to ensure their demise—but
After working to escape the tunnels and return to the surface, quickly becomes conflicted with her new emotions.
Rook and Rand decide to leave, though the reappearance of
Annie inspires them to change their mind and return to the • Freedom Fighters: While making camp, Marlene senses
group so they can move ever onward toward Reflex Point. the Invid are near and warns the party. However, Sera
refrains from making an immediate move, waiting for
Designer Note: This sort of scenario is a perfect opportunity to them to lower their guard. In the first attack, the group
take the time to allow players to deal with their Drama points is taken by complete surprise and separated from their
with each other. mecha and each other. Scott and Lunk form one group,
Marlene and Lancer another, and Rand, Annie and Rook
the last.

• Sera and the Invid: As the humans scatter, lacking


Metamorphosis any mecha, Sera orders the Invid to hunt them down.
Slowly, the humans manage to pick off the group of
After a tussle with the Invid, Rook is injured, forcing the group Shock Troopers one by one using the environment and
to take a break on a tropical island. This used to be a vacation primitive improvised traps. Sera tracks down Marlene
resort, but it’s abandoned and a perfect place for them to hide but is distracted by Lancer’s presence. Before Sera can
while Rook recuperates and Lunk repairs their equipment decide her course of action, the rallied humans collapse
and vehicles. Nearby, Annie finds an old Southern Cross the cliff face her Commander unit is standing on, allowing
naval base known as New Amador, where they find a small the Freedom Fighters to escape once more.
navy at their disposal. But two Invid—Sera and Corg—newly
metamorphosed into human form, arrive to hunt for Marlene. Conflicts: Unlike in many other Conflicts, the freedom fighters
have no access to no mecha; they only have whatever gear
• Sera and Corg: Sera and Corg, the newly minted prince they had on them while setting up camp. The Invid, however,
and princess of the Invid, are sent to find the missing have deployed a small team of four Shock Troopers and Sera
Simulagent Marlene and attack the freedom fighters. in her Invid Commander. A single misstep could be dangerous,
and improvising use of the cold tundra environment to
• Lancer: Lancer finds a strange new woman and overcome and avoid the Invid is key.
approaches her. When she climbs into an Invid Fighter,
Lancer becomes convinced the Invid are now using Designer Note: This is a moment to test players. Usually
humans as pilots. He doesn’t realize she’s actually an accustomed to fighting enemies with some kind of firepower,
Invid. this is a real challenge. Stripped of their materials, they
are forced to engage very carefully with their skills and the
• Freedom Fighters: The freedom fighters have to escape environments against these extremely powerful enemies, who
the Invid attack by military boats away from the island, can potentially kill unarmored humans in a single attack. For
and quickly, since Sera and Corg are such skilled pilots. the Invid, this presents a radically different challenge. They’re
But they’re finally able to get away because of the conflict trying to hunt targets who are setting constant traps and are
inherent in Sera after her encounter with Lancer. incredibly hard to spot. This situation should be tense and
threatening to players regardless of side, and with its horror
Conflicts: Scott’s freedom fighters must escape and are elements played up to help build that drama.
pursued by the Invid. With so much gear, they need to swap
mecha and equipment quickly in order to get away. The new
Invid Commanders are also incredibly powerful and skilled.

Designer Note: This is one of the rare nautically themed


scenarios. Changing up the environment can do a lot for the
player’s opportunities to approach certain challenges and
encounters. An underlying theme here is the evolution of the
Invid, which makes their mecha a greater threat and their pilots
closer to human beings.
261
Ghost Town Frostbite

Scott and his band encounter a new city in the desert called Marching further north toward Reflex Point, Scott and the
Bushwhack, which is built into the bomb craters of wars past. freedom fighters find themselves high up in the Rocky
Arriving into town, they’re confronted by angry locals who all Mountains. When Rand picks up an odd thermal signature,
have their own secrets to keep. they discover an abandoned city they soon learn is New
Denver, frozen beneath the ice. The city was originally built as
• Freedom Fighters: Scott arrives with the majority of the a prototype for some of the colonies set up on other worlds.
group and is promptly captured by the sheriff and his As such, it used to be fully self-sufficient and is still jam-
posse of local law enforcement. packed with supplies since it was abandoned when the Invid
attacked. The group makes its way to the city and uses it as
• The Sheriff: The Sheriff and his crew know Scott and the a resupply run while enjoying a moment’s peace. During this
freedom fighters will attract an Invid attack, so capturing time, Scott and Marlene grow very close, but, naturally, the
them is the safest thing to do for the town. Invid attack.

• Lancer and Marlene: Lancer and Marlene work to hide • The Invid: Led by Corg, the Invid attack Scott’s freedom
the Alpha Fighters while Scott and the rest of the freedom fighters inside the abandoned city. Corg catches Marlene
fighters are in town. But bandits arrive on horseback, in the fight, but is unable to destroy her, opening a
capturing them and bringing them to their base: an old window for Scott and his fighters to escape.
Garfish Light Cruiser ship.
• Freedom Fighters: Scott and his group do the best they
• The Bandits: The bandits are former soldiers, once part can in urban combat against Corg and his two Enforcers,
of the Expeditionary Force reinforcements, who now but they might still be outmatched. It’s only through
operate as arms dealers. Corg’s hesitation that they’re able to escape and allow
Lunk to bury Corg in the ice in an explosion. But this gives
• Joined Forces: Able to free himself by convincing the Scott reason to believe that Marlene could very well be
Sheriff to release him in exchange for tracking down the an Invid.
rogues after they steal the Cyclones that were confiscated
during their arrest, Scott makes his way to Lancer, Conflicts: The group is forced to engage in urban warfare
Marlene, and the bandits. They are able to see a hyper- against the Invid. Here, the human city provides protection
comms message from the SDF-3 within their damaged and gives the humans the advantage against these
ship, which urges them to attack an Invid communication overpowering mecha without the use of their Alpha and Beta
tower to block communications. One of the bandits sets Fighters.
out alone to attack the Invid, meeting a both heroic and
futile end. Spurred by the sacrifice, Scott and his forces Designer Note: Abandoned cities are great places for characters
set out, leaving the rest of the old soldiers behind. in your player party to reconnect with each other, to resolve any
Drama, and forage for supplies. Be sure that when the Invid
• The Invid: The Invid vigorously resist the attacking forces arrive, there are story stakes. In this situation, that happens to
Scott leads. However, the soldiers-turned-bandits have a be Scott slowly realizing that Marlene could be an Invid as he
change of heart and decide on a suicide mission. They steadily grows closer to her.
crash their old Garfish into the tower and explode its
missile payload. There’s little the Invid can do to stop it.

Conflicts: This Conflict represents a classic Old Western trope.


All the enemies realize they’re allies and ride off to fight the Birthday Blues
real enemy. In this case, it’s the Invid. There are many old
soldiers like these bandits scattered all over Earth and they’re En route to Reflex Point, Scott’s band discovers a hidden Invid
tired of fighting. It might take some convincing to bring them hive. They quickly plot an ambush and give Annie the birthday
back into the fight for one last act of heroism. The message celebration she deserves.
reinforces the fact that Rick Hunter is planning to come back
to save Earth, giving all of them a renewed sense of hope. • Freedom Fighters: With the Invid hive in their path, the
group detours and prepares an ambush. Lancer deploys a
Designer Note: Utilizing scenarios like this, where the Invid Bio-Emulator to attract the Invid with false Protoculture
are disrupting things for the heroes rather than attacking readings and Lunk prepares a surprise party, both for
them outright, are a great way to get the players on the attack Annie and the Invid.
instead of always on the defensive.
262
• Corg and the Invid: Attracted by the false Protoculture
signatures, Corg leads his group right into a trap. Doubly
confused by the fireworks, their forces are routed and The Big Apple
flee quickly.
Desperately needing a resupply on their way to Reflex Point,
Conflict: This is a simple ambush scenario which is set in Scott Bernard and his band of freedom fighters stop in the
parallel to the resolution of some of Annie’s personal Drama. ruins of New York to sync up with resistance elements there.
Meanwhile, the Regess has planned to use a small percentage
Designer Note: While the Invid are intelligent, they can be of the city’s population as workers for their Protoculture farms
fooled and caught unaware. The more independent an Invid is, and eliminate the rest. Sera is in charge of the city, and Corg is
the more susceptible to psychological tactics they’ll be. eager to start the extermination ahead of schedule.

• The Invid: Inside the Invid hive that overlooks the city
from the top of the tallest building, Sera and Corg argue.
Corg wants to cleanse the city of all humans; Sera wants
Birthday Blues to study them. Confused by her human emotions, Sera
seeks out Marlene to question her.
When Rook and Rand are caught off guard by an Invid patrol,
a mysterious man arrives from the wilderness to help them. • The Carnegie Hall Resistance: Lancer, Rand, and Annie
When they tell the tale in the nearby town, they realize this discover that Carnegie Hall—a place Lancer always
is the notorious and remorseless Dusty Ayres. He hunts wanted to perform—is full of actors and dancers sitting
resistance fighters in the wilderness of North America and the on a stockpile of supplies the group can use. They help
locals ask for help to stop him. the group out and put on a show, too.

• The Locals: After being hunted one by one by Dusty • Corg: Corg launches an all-out assault on the civilians of
Ayres, the locals round up a posse to go out and deal with New York, one block at a time.
him once and for all. They ask Scott and his crew for help.
• Freedom Fighters: Scott’s crew lead a counterattack in
• Freedom Fighters: Thankful for Ayres’ help in repelling their Veritech Fighters, dogfighting above the city and
the previous attack, Rook races ahead of the posse to engaging the Invid in the streets with their mecha. Lancer
confront Ayres and learn the true motivations behind his puts on a show to create a rendezvous for the group, as
killing spree. well as inspire the fleeing civilians. Scott leads his team in
a charge into the Invid hive to destroy its core, which will
• Dusty Ayres: Experimented on by the Invid, Ayres destroy the hive with it.
isn’t working for the enemy aliens. He’s on a quest for
revenge, hunting down the friends and townsfolk who Conflicts: While the civilians and ground forces fight on the
left him to be tortured and experimented on at the hands streets, the fight in the air is equally important, with Scott
of the Invid. squaring off against Corg, one of the most powerful foes
they’ve faced. Not only do they have to defeat or drive away
• The Invid: Though Rook successfully pleads for a peaceful the Invid, the Freedom Fighters need to destroy the Invid hive
resolution to the conflict between Dusty and the locals, itself.
the Invid attack regardless. They’re defeated, but not
before they’re able to kill Dusty Ayres themselves. Designer Note: Make this scenario feel big—it’s one of the
biggest boss fights in the entire Third Robotech War with so
Conflicts: Dusty Ayres hates the people who left him to die, many lives at stake.
and will fight anyone who works to help or protect them.
His body, cybernetically enhanced because of the Invid
experimentation, is faster, stronger, and tougher, making him
a formidable opponent to anyone.

Designer Note: When it comes to characters like Dusty Ayres—


experiments of the Invid—feel free to do just that: experiment.
These characters can be on missions of revenge or redemption.
They can be agents of the Invid or anything else. Some may
be genetically altered, cybernetic, mutated, disembodied and
placed in mecha. The sky’s the limit. This scenario is another one
that plays out very much like an old western. Look to those sorts
of stories and tropes for material to use in this setting.
263
Scenario 20
Reflex Point, At Last it needs to be protected. The Invid hold nothing back in trying
to take it. The freedom fighters manage to emerge victorious,
but Sue Graham’s proof also reveals definitively that Marlene
is an Invid, causing a significant problem for her as she runs
Reflex Point off into the night, hurt and betrayed.

The Invid determine that a human form is, indeed, the best Designer Note: Play this as a defense of the cannon with Sue
for taking over the Earth, and the Regess begins that long as an NPC to give information about all of the new information,
process of transmuting her Invid population. Meanwhile, and you’ll prepare your players well for the final battle. It’s also
Scott Bernard and his freedom fighters get within striking important to note how you can use Sue to great effect in your
distance of Reflex Point—and make a startling discovery. game. Drop teams from UEEF became common practice as part
of the Invasion of planets during the war against the Invid. On
United Earth Expeditionary Force: An advanced drop team Earth, the UEEF dispatch such teams to raid the Invid, gain
force from the UEEF’s Jupiter Division have landed on Earth intel, and harass the Invid’s fortifications while rallying local
near Reflex Point and begun the battle with new technology troops with what supplies they can share. This concept could
and weapons. Unfortunately, the freedom fighters can only very well be its own campaign by itself.
watch as the Invid forces and Jupiter Division massacre each
other.

• Freedom Fighters: Scott Bernard and his group watch in


horror as the reinforcements from the UEEF and the Invid Dark Finale
advance destroy each other. They go into action and find
a lone survivor. The United Earth Expeditionary Force has gathered at moon
base ALuCE with the last of the fleet emerging from space
• Sue Graham: Sue Graham, an intelligence officer of the fold. Unfortunately, Admiral Rick Hunter and the SDF-3 fail
Jupiter Section’s 36th Division, is the lone survivor of this to materialize, leaving General Gunther Reinhardt and the
initial UEEF wave. Her job is to collect data for the final SDF-4 in command of the invasion fleet. Every available ship
assault at Reflex Point, and she presses Scott and his has been called in for the assault on Reflex Point, and they
crew into that service. Together, they work to defend the proceed to orbit with their shadow devices enabled to cloak
powerful Synchro Cannon Hover Platform, working to their Protoculture signatures.
keep it out of enemy hands. To Sue, her mission is more
important than all else, even her own life. On the ground, the UEEF forces, the advanced drop teams,
and resistance fighters (including Scott Bernard’s band) have
• The Invid: The Regess has begun the process of turning all gathered just outside the perimeter of the Regess’ main hive
of her Invid children into human form. It’s this evidence, at Reflex Point. They plan to assault with everything they
as well as the weaknesses of the Invid Fighters, that Sue have—though Scott tells Annie, Rook, and Rand that this is
Graham must transmit to the UEEF forces gathering on a military-only operation, and leaves them behind just as the
the moon. battle is about to begin.

• Human-Invid Commander: Knowing that there might be • UEEF Ground Forces: The assault begins on the ground,
valuable weaponry in the Earth assault, the Invid seek out and the United Earth Expeditionary Force strikes
the Synchro Cannon. Scott, Sue, and the rest defend the hard. Their primary objective is to destroy the shield
cannon against an Invid Commander in human form. The surrounding Reflex Point, paving the way for their space
Invid Commander is killed and Sue is mortally wounded, reinforcements to breach the Invid hive and destroy the
but not before she relays the plans for the final assault on Regess.
Reflex Point to Scott and shares the vital information she
recorded with the UEEF. • Scott, Lunk, and Lancer: The battle begins as Scott,
Lunk, and Lancer head into the breach. The assault
Conflicts: This is where everything comes to a head. follows them. Alpha Fighters, Battloids, Combat
Confusion runs rampant in these final hours before the last Transports, Cyclones, and any other kind of mecha on the
battle, and Scott and his group are tested. Sue Graham scene attack.
explains the plan and about the Synchro Cannon, a weapon
capable of obliterating hundreds of Invid in a single shot, but • Rand, Rook, and Annie: Rand, Rook, and Annie refuse
264
to be left behind and rush into the fight. The Invid will be no easy feat. Some may opt to try achieving a peaceful
outnumber the human forces on every front, but they’re solution until the very end, but neither leader will be easily
determined, and the overwhelming amount of humans persuaded.
catches the Regess off guard.
Designer Note: Drama is high in this scenario. The transmuted
• United Earth Expedition Force: Using Shadow Fighters Invid, save for Corg, struggle with their emotions like love.
and Destablizers, the UEEF breach the hive’s shields, Scott has the worst time with this as Ariel professes her love
carrying the fight into Reflex Point itself. Within, they find for him. That’s in addition to her desire to broker peace between
even heavier resistance, but stranger is the world within the humans and the Invid. Hold nothing back from this fight
the shields, in constant flux from the Invid terraforming and make sure that there’s lots of Drama to resolve. This is the
effects.
 penultimate chapter of the big finale, so all the long threads of
a campaign should start to tie up.
• The Invid: The Regess is not dissuaded by the human
forces arrayed against her. She tasks Corg with protecting
the hive, and with battalions of Invid behind them, they
meet the ground forces. The battle between the Invid
Commanders and UEEF Veritechs is brutal, and the Symphony of Light
ground forces take heavy casualties.

Even as the Regess talks with the humans and Sera within the
• Ariel/Marlene and Sera: Having made her way into the center of the hive, she senses the return of the United Earth
Invid hive, Marlene, knowing she’s really Ariel, pleads for Expeditionary Force’s fleet. Any chance of peace ends as the
the fighting to stop. She goes to Corg, but is denounced Regess refuses to give up Earth. The UEEF’s fleet engages
as a traitor and Sera seems to ignore her pleas. Seeing the Invid forces in orbit. With their Shadow Fighters and
her words have no effect, Ariel uses her powers and ships armed with Synchro Cannons, they decimate the Invid.
traverses the battlefield in a beam of light to gather her The Invid flail, unable to sense their enemy because of their
old friends. Lancer is distracted by this and is shot down Shadow technology. However, they are numerous and still
by Corg, but is saved by Sera. She, too, is labelled a traitor dangerous. With no word from the ground forces, General
for surrendering to emotions like love. Reinhardt considers the contingency plan of the Neutron-S
Missiles, a hair’s breadth away from annihilating Earth
• Freedom Fighters: Scott and his original crew are brought completely.
before the Regess, and they try hard to understand each
other. Sera is convinced she’s neither Invid nor human, As a penultimate option, Reinhardt dispatches Shadow
but wishes for both sides to stop fighting. Fighters and Shadow Drones to Earth to destroy Reflex Point
and the Regess.
• A Final Showdown: As Corg crushes the ground forces,
Scott realizes he can no longer stand by while the Regess • Space Forces: The UEEF battles valiantly against the
and the rest debate the fate of humanity and the Invid. Invid forces in space. Some Shadow Fighters break away
He gets to his Alpha Fighter and confronts Corg. They to attack Reflex Point, and others cover the descent of
duel high above the skies of Reflex Point. Scott’s shot reinforcements to press the ground assault.
down and injured, and Ariel finds him to comfort him,
but he will not be deterred. Getting into his Beta Fighter, • The Invid: The Invid struggle to fight against the Shadow
he goes after Corg again, this time with the help of Rand Fighters, but are still deadly, even at a disadvantage.
and Rook, but they’re still no match. Rand tries sacrificing
himself to win, but Rook, admitting her love for Rand, • Scott Bernard: Hearing that the Shadow Fighters are
won’t let him. Only then is Scott finally able to take Corg coming, Scott rejoins the battle. He says goodbye to Ariel
down. and plans to die if necessary, fighting to the bitter end.

Conflicts: The liberation of Earth begins on the ground • Ariel and the Freedom Fighters: Ariel goes back to plead
ahead of the main fleet’s invasion. The resistance, resupplied for peace one last time alongside the rest of the freedom
by the UEEF and advanced forces, are organized. The goal fighters. Still hoping for a peaceful solution, Annie and
is simple: destroy the Invid Reflex Point by breaching the Lunk evacuate Reflex Point while Sera and Lancer agree
shields, entering the hive, killing the Regess, and destroying to work together to protect the hive’s central core.
the rest. The Invid throw everything at the ground forces.
Corg is a killing machine, and dozens of Invid Commanders • The Regess: Realizing that the UEEF general could
just like him fight on every front. Neither side holds anything destroy the planet and humanity will forever stalk them,
back. The Invid defense is layered with ambushes, traps, and the Regess agrees to leave Earth with the Invid. She
fortified positions. The hive interiors are alien to navigate and gathers up all the Protoculture remaining on the planet,
entire battalions could get lost within. Breaching Reflex Point transforms her people into pure energy, and takes them
265
beyond the stars. Her final gift to Ariel on her way from
Earth is the destruction of the Neutron-S Missiles in the
hopes that humanity will find a more peaceful path in the
future.

Designer Note: This is it. The final battle. Can the players find
a peaceful solution and convince the Regess to take the Invid
and leave on their own? Or will they have to commit genocide
to prevent their own annihilation? Give the players the option
to determine the outcome, but understand that anything is
possible.

The Legend Continues

The Invid are finally gone and Earth is free, and the people of
the world celebrate. Scott Bernard’s freedom fighters break
up to go on their own paths.

At the celebration concert near the former site of Reflex


Point, Lancer reveals to the world that he is Yellow Dancer.
Sera, who has secretly decided to stay on Earth, reaches
out to Lancer and they eventually come to live together in a
secluded cottage and start a family.

Rook and Rand strike out on their own, now a committed


couple. Lunk starts a farm and takes care of Annie. Ariel also
stays on Earth, hoping she could build a life with Scott. Scott,
however, leaves Earth to rejoin the United Earth Expeditionary
Force in order to find Admiral Rick Hunter and the SDF-3, who
never appeared during the final battle, leaving Ariel behind…

266
267
Scenario 21
Expanding on The Third Robotech War Genesis Pits Around the World
In the Invid’s search for the ultimate life form and quest for
evolution, they establish numerous Genesis Pits across the
world. The largest such Pits—located in the ruins of the Grand
Beyond the New Generation Cannon in Alaska, as well as in Siberia, Kenya, the Marianas
Trench, and the Florida Everglades—wreak havoc on the
The Invid occupation lasted for over thirteen years. The planet’s ecosystem. Many mutant monsters, prehistoric
Robotech series only covers the final two years, and only creatures, and other strange abominations spawned from
from the narrow perspective of Scott Bernard’s small band these often escape to the surface. Other times, innocent
of freedom fighters as they travel through the Americas. people find themselves trapped inside a Genesis Pit by
However, the Invid occupation and the war affected many accidently falling through a hole in the ground or getting lost
more people and places around the world. All in all, this leaves in a cave system connected to the testing grounds. While the
plenty of room for new stories and plenty of freedom for you Invid try to keep these lairs hidden, the escaped creatures as
and your game group. This chapter is intended to give you well as the great Protoculture emissions often reveal their
more scenario ideas and story points that take place during existence. Typically, the locals know that strange things
the time period of 2031 to 2044. happen around the area, and may even figure out that the
Invid are involved, but the nature and purpose of the Genesis
Pits are not common knowledge. Many resistance groups still
seek to find and destroy these strange testing grounds if they
ever learn of them. Even after the Invid leave, many of these
The Invid Per[pective Pits remain active, their Protoculture signatures serving as
lures to the UEEF and Resistance forces.
The Invid Dominion
The Invid seek to maintain control over the planet as they A Sleeping Evil
slowly colonize it. Much of their efforts are spent securing While most Tirolian remnant forces were defeated in the
essential provinces where the Flower of Life grows in prolonged aftermath of the Second Robotech War, or by
abundance. They ensure the success of these harvesting the initial Invid invasion, some pockets remain, forming a
operations by amassing enough enslaved people from local hidden resistance separate and unlike that of the humans.
population centers to run them. Many Invid are sent out on Both civilian and military Tirolians have been forced to go
operations to do just that and are charged with establishing a into hiding due to the Invid’s unending purge, surviving in
foothold from which to lord over the region. The Invid are also the dark corners of the world—deep in the rain forests of
aware that although most organized human resistance has Africa and Southeast Asia, the outback of Australia, in the
been smashed, the dispersed population still poses a threat remote regions above the Arctic circle, and even in secret
to their operations. With unceasing human attacks, the Invid habitats deep below the sea. Yet some hope remains for these
also mobilize specialized hunting teams, set ambushes, and Tirolians. Most of the Tirolian vessels that crash-landed on
scour the hinterlands and wastelands. Hunter squadrons and Earth from dwindling Protoculture at the end of the war have
pacification groups are often dispatched to combat these been destroyed or secured by the Invid, but some remain
threats and find what the humans are planning. undiscovered in remote regions. In most cases, these ships
just need enough Protoculture and some light repairs to take
Collaborator Forces flight again.
The Invid soon begin to employ new tactics: cooperating
with willing humans in exchange for leniency. Entire human The Tirolian remnants therefore bide their time, keeping a
collaborator-states and organizations pop up in the shadow of low profile and waiting for the perfect opportunity to steal
the Invid’s grace. Some of these collaborator forces become enough Protoculture from the Invid to repower their ships.
extremely well-armed using a variety of salvaged UEDF Afterwards, the goal is either to exact vengeance on Invid or
weapons from former stockpiles. They are a constant threat humans alike, or to escape Earth once and for all. Occasionally,
to all forms of resistance against the alien invaders. Some, like these Tirolian groups try to manipulate and pit the humans
the Ethiopian Freeholds, seek to conquer vast swaths of land against the Invid to further their own goals. However, the Invid
under their Empress, all in the service of fealty to the Invid to are aware that these groups exist and scour the planet for any
disguise their own selfish intentions. Many resistance groups sign of them with an unending thirst for vengeance of their
and military remnants wage their own war against such proxy own. Desperate to extinguish the Tirolians once and for all,
powers in order to free the people living under these regimes the Invid have even started to employ human bounty hunters
and their oppressive rule. and specialized mercenaries to hunt down the Tirolians.
268
Dark Designs
After two Robotech Wars, Earth is on the brink of being
uninhabitable, especially to the Invid, who are used to A Global Resistance
the distinct environment of Optera. In parallel with her
experiments to alter the Invid biology, the Regess has also ASC Remnants
dabbled in experiments to revitalize their new home world Following the evacuation of Earth, many military units were
and terraform it, optimized to sustain the ultimate form of the left behind, cut off and scattered, with the Invid closing in
Invid (whatever it is destined to be). The Regess establishes a around them. Several groups were able to rally in isolated
special above-ground Genesis Pit in the temperate wastelands locations devoid of Invid interests to avoid destruction,
of the Australian East Coast just shortly after arriving to Earth either through their sheer numbers or natural defenses
and begins attempting to alter the surrounding environment. created by the environment. The ASC 6th Army, located
in North Africa, sent out a call across the globe before all
Since the area is located at the edge of the Invid psychic communications collapsed, rallying to their position many
network still being built, she assigns an elite guard of veteran of the last surviving ASC forces that had not deserted . Thus,
warriors who have served by her side for years to oversee the strongest remnant force on the globe was created, and
the project. However, the local wildlife starts to mutate and became composed of numerous units of different origin and
goes on a rampage due to the influence of the Genesis Pit. many voluntary resistance fighters. They were saved from
Additionally, the remains of human and Tirolian forces on destruction by lack of proximity to Reflex Point, the lack of
the nearby islands of New Zealand (which have been largely Flower of Life in the harsh desert landscape, and by learning
untouched by the Invid presence) keep up a fierce resistance. to use the environment to their advantage, avoiding the
Soon, the Invid communication towers in the area and the Invid’s hunting forces.
Genesis Pit itself fall under threat, leading to a situation that
starts to spiral out of control and could cause irreparable Eventually, the 6th Army, along with other scattered groups,
harm to the Earth itself. would heed the call of Rick Hunter’s returning forces, and
make perilous journeys across the seas to join the assault
The Solar System Colonies on Reflex Point, destroying hives and liberating human
Throughout the war with the Invid on Earth, most fighting is populaces as they went, dividing the Invid’s attention. Other
confined to the planet’s surface or orbit. The Regess chooses former ASC units were relatively common in other places of
isolationism in favor of further hostilities in order to cement the world: Adelaide (South Australia Quadrant), Antarctica
her hold on Earth, secure the Flower of Life that thrives there, Base, ever-mobile caravans criss-crossing across the open
and establish a new home for her future children. However, the plains of Mongolia, the mountainous regions of Iran, and
Regess had summoned half the population of Invid to Earth, several small islands of the Pacific. They all served as rallying
leaving the remainder in deep space with the Regent. As the points and bases for reserve and surviving units to launch their
conflict in deep space dragged on, and especially after the own counter-campaigns against the Invid on a global scale.
death of the Regent, other Invid forces drifted into the system
with the hope of reuniting with the Regess and becoming part 21st Mars Division
of the Invid collective once again. These forces were hostile to The 21st Mars Division attack was a disastrous failure for the
the human colonies in the solar system, dragging local CDF UEEF. The fleet sent to liberate Earth was destroyed before it
forces into conflict. The Invid on Earth, acting in solidarity could make any progress in attacking Reflex Point. However,
with their lost brethren, try to rescue them, forcing them into not all troops of the 21st were lost. Some squadrons and
conflicts far beyond their normal operational areas. whole companies were able to break through and form up at
designated rally points such as Point K all around the world,
Mirror Image while other lone survivors were scattered across the globe.
Over the course of the war, some Invid teams are transmuted
into infiltration teams as Simulagents and sent into dangerous They all suffered extremely heavy casualties at the hands of
areas of human activity to destabilize the local resistances. Invid clean-up operations, but some groups made planetfall
However, the process of taking human form is unlike any and began a guerilla campaign following the doctrines
other transformation. Emotions compound and confuse employed against the Invid on other previously liberated
these agents, causing them to question their motivations. The worlds. Many of these survivors were thrown far off-course
conflict between Invid Simulagents, their inner nature, and in their crash landings, coming down on other continents far
the humans they seek to dupe drives them to desperation. from Reflex Point, forcing them to fight across the planet. The
What side these Simulagents will take in the war is now crew of the UES Indianapolis, an Ikazuchi-class carrier that
questionable, as is the threat they pose to the resistance. crashed in Kenya near Lake Victoria, was one such group. Its
surviving crew managed to cross more than half a continent
and the ocean on their mission to Reflex Point, arriving just
in time for the Third Reclamation Force’s assault. They later
rejoined the fleet proper.

269
Drop Teams Winter Wolves
After the failure of the 10th Mars and 21st Mars Divisions, Across the Siberian wastes, groups of patriotic vigilantes and
the UEEF reassessed their war with the Invid. They closed all former anti-UEG activists try to form a free and independent
other campaign theaters and gathered their largest force for community without the influence of the Invid or anyone else.
a third and final reclamation attempt. In compliance with the They don’t care about the world at large; they just want to
tried and tested doctrine previously used against the Invid on see their precious motherland free. The Invid, however, see it
other worlds, and aided by the usage of new Shadow Stealth as a resistance network starting to form and act accordingly.
Technology, drop teams of specialized vanguard forces were The proud Russians are forced to take up arms to protect
deployed to Earth to begin preparatory operations. These themselves. While fighting the Invid, the Russians investigate
forces, used to operating behind enemy lines and versed in the disappearance of people from urban centers and strange
anti-Invid tactics, begin targeting important installations, happenings in the countryside that seem to be connected
performing reconnaissance, burning Flower of Life fields, and to the Invid and their collaborators. They learn that the
painting targets for destruction while rallying local forces for Invid are conducting strange experiments on people deep
the final push on Reflex Point. in the frozen northern tundra. They encounter a mysterious
group of Tirolians who agree to aid them in stopping these
Specters experiments. However, the former Robotech Masters are
News of the Second Reclamation Fleet’s fate was grim. When untrustworthy, and plan to betray their human allies for their
they received confirmation of the loss of the entire division, own cause. The Russians realize that what happens in the
a group of commandos from the Specter Special Forces north is a danger to more than just their homeland, and that
promptly stole a special operations Horizon-T and abandoned they may need outside assistance.
their classified mission at the edge of the solar system. They
headed to Earth with one thought in mind: vengeance against Breakout
the Invid and closure on the fate of their friends and family On the island of Hawaii sits a large Protoculture farm. Isolated
killed in the attack. Landing in the wastelands of Northern in the vastness of the Pacific Ocean, it is the ideal place for
Europe, the Specters find a world in chaos. Fuelled by the Invid to dump the most troublesome of dissidents to
vengeance and hatred, these rogue commandos begin a war work as slaves under harsh conditions. However, the Invid
of their own. Using every ounce of their military training, they cannot break the will of some of these enslaved people, and
relentlessly assault the invaders, liberating concentration concentrating so many of them in the same spot would soon
camps and targeting their collaborators along the way. prove to be a mistake as they start an intricate scheme to
Rumors start across the region of the deadly Specters who escape from the camp and the island. Things get complicated
haunt the land, attracting many would-be vigilantes and as they get unexpected help from a mysterious Invid soldier
bounty hunters. However, the Specters will not be brought to meant to guard them. Is this Invid truly sympathizing with
justice yet by the UEEF or anyone else until every last Invid on their plight, or is it a clever ruse to expose their plans?
the planet lay dead.
The Slithers
War in the Deep Blue Sea During the occupation, Northern Scotland is run by a
During the Second Robotech War, one branch of the ASC was totalitarian government of Invid collaborators who rule with
almost overlooked and largely sidelined due to the changing an iron fist. The Slithers is an underground group of smugglers
nature of warfare: the Strategic Naval Forces—the Navy. By who are bringing in essential supplies across the tightly
the end of the Second Robotech War, some fleets assigned controlled border for the benefit of the struggling citizens.
around the world had suffered almost no losses and remained One day, they are approached by three identical men—clearly
as functioning fighting units, in contrast to most other forces. a Tirolian triumvirate. It turns out they are three Muses who
The result was that during the Invid attack, these fleets could are at the top of the Invid’s most wanted list in the area. They
keep up the fight. While this meant little in stopping the Invid ask for the Slithers’ assistance in crossing the border. This is an
from conquering Earth, it allowed for continued resistance in unusual request since the Slithers have never had to smuggle
the years that followed. The SNF branch moved its operations something out of the country, and never people. With both
deep into the vast seas, oceans, and lakes of the world and collaborator forces and the Invid after them, the task will be
engaged the Invid globally, above and beneath the waves, for perilous to say the least. It doesn’t help that the smugglers are
years. The Invid, while capable of operating underwater, were torn as several in the group still remember what the Robotech
not experienced underwater fighters, and the open ocean Masters did to the world not too long ago.
served as an equal battleground for both sides. Surface-
going, submersible and amphibious vessels, vehicles, and
mecha operating out of numerous hidden ports and deep-sea
facilities ensured that the Invid would never have total control
of the 70 percent of the planet covered by water.

270
271
272
273
274
275
276
277
278
279
280
281
The Robotech Timeline Centaur.

1995 - 1999 2002


• The Global War • February: Project Valkyrie - The project to develop
variable configuration, all-purpose Robotech combat
1999 systems is introduced.
• July: Zor’s Battle Fortress bursts through hyperspace, • May: Construction of the first Earth Defense Command
enters Earth’s atmosphere, and crashes on Macross Center begins in secret in a remote part of Alaska.
Island in the South Pacific.
2003
• May: Construction of the seagoing naval vessels
Prometheus and Daedalus begins.
• April: Construction of space based carriers (ARMD -
“Armor”) begins in low Earth orbit.

• August: The Global War officially ends with the Earth 2005
uniting to investigate the alien Battle Fortress. • January: United Nations of Earth is officially established.
• September: When it’s discovered that the alien ship is
military in nature and the crew is six times the size of the 2006
average human, the governments of Earth unite to pool • March: Ace Pilot Roy Fokker puts the VF-X-1 through
their resources to learn from the ship and find a way to extensive test flights.
defend Earth in case these aliens attack. • April: The Daedalus and Prometheus launch.
• June: The MBR-04 Destroid “Tomahawk” enters service.
2000 This is the first real result of Project Excalibur. Variants
• January: Development of weapons to use against the of the basic chassis of this Destroid are also developed,
alien threats begins. resulting in the development of the Destroids “Defender”
• June: The construction of the SDF-1 (which is more of a and “Phalanx” in the near future.
refurbishment of the alien Battle Fortress) is announced 2007
to the world. The framing for the official united Earth • March: Mass production of the Veritech VF-1 series
government is proclaimed. begins.
• July: Construction of the first permanent base on Mars, • July: Earth launches the ARMD space carriers.
dubbed “Sara,” begins. Civilians flock to Macross Island
to work on the SDF-1 project. 2008
• September: The VF-1D goes into testing.

2009
• January: VF-1 series begins operational deployment.
Usage is typically limited to fighter mode in order to
maintain secrecy.
• February: The official launch ceremonies are held to
celebrate the maiden voyage of the SDF-1.
• February: FIRST ROBOTECH WAR BEGINS. The
2001 celebration is interrupted by the arrival of a Zentraedi fleet
• September: Project Excalibur - The first weapons tests commanded by Breetai. The SDF-1’s guns automatically
with Robotechnology occur. These weapons are designed fire and spark the conflict. Fighting is intense until the
for ground combat and lead to the development of SDF-1 makes a hyperspace fold maneuver that takes it
Destroids and transformable battle tanks such as the to Pluto, along with most of Macross City and most of its
282
The Forefront of Technology
Transcript of the personal audio l
Vice-Chief Investigator of the Vis

Five months into the investigation of the alien craft known as the Vis
somewhere. The team made the most remarkable discovery a few days ago. We ha
power generator of some kind. Adjacent to it, we also found supplies of what is prob
It is a substance – viscous and translucently green. So why do we believe
experiment where we applied a low voltage over a tiny sample of the substance and
just as bizarre as it is fantastic. The sample lighted up like if the sun itself had appeare
energy was simply astounding; way higher than a simple chemical reaction could ev
kept going with a stable output for over a day – I have never seen anything like it! It
stumbled upon a process to create stable cold fusion? Or maybe it was a kind of m
reaction? Future studies may tell. At any rate, it would definitely explain how this gig
traverse the stars.
Regrettably, the grad student performing the experiment received radiatio
going on about how we have to tighten work environment safety even higher in t
other dangers we could find in there?” he keeps saying. Bah! I’d say risking one’s hea
scientific discovery like this. We need to boldly push forward to uncover all the mys
stars and its wondrous technology.
Unfortunately, the lab is all but destroyed, but that is replaceable. The i
is financing this operation is very generous with money and resources, so we hav
interesting developments going on in the world, with the talks of forming a single go
We’ll have to see if this kind of peace-keeping organization will succeed where all th
my doubts. At least it’s comfortable to likely not have to worry about research grants
Anyhow, this strange substance has proven very difficult to analyze. Initia
in hydroxy phenyl benzothiazole, but I’m highly skeptical that this would be the ac
might even be completely off, but that hasn’t stopped Lang’s engineers from labelin
with “HBT”…
What is tr
substance seems
biological matter. O
she has detected w
matter suspended
some possible expl
matter could be a contamination, like an alien mold. Or if could be a byproduct from
substance in the first place. This also leads into the idea that the substance could be so
bio-processing. That’s an interesting thought that I have to look into.
I believe this organic matter could in fact be linked to the highly energeti
Yes, it might sound preposterous to propose that living things could in any way c
just a few decades ago it was unthinkable that the mitochondria, the power plants o
complex quantum-mechanic phenomena like superposition, but we now know that th
underestimate what life is capable of.
It will probably take several years for us to gain a full understanding of h
Sadly, Upper Command wants us to prioritize looking into practical ways to use this a
studies. So utterly short-sighted! This ship should not be exploited for making new
may very well provide us with the answers to the greatest mysteries of the universe!
to me – uncovering them is my destiny!
I’m so glad to be here, at the forefront of history.

283
Index
A Build Points (BP) - Progression: 31 Description: 154 Move: 33, 158
Abilities: 83 Build Sequence - Hero: 16 Design: 174 Backlash: 34
Accelerating - Conflict: 173 Burnout - Stress: 34, 158 Environmental: 173 Dropship, Logistics - Zentraedi: 129
Accelerating - Speed: 166 Extended: 174
Actions: 158 C Naval Vessels: 171 E
Attack: 62, 156, 160 Called Shots: 164 Overview: 154 Edge: 63
Assist: 62, 156 Careers: 14, 18 Pools: 179 Element: 14, 63
Bonus: 158 Enhancement: 31 Rolling: 179 Eldare Pod - Zentraedi: 141
Cinematic: 157 Entertainer: 21 Resolving: 177 Encounters: 83
Communication: 154 Marine: 23 Social: 172 Enhance - Hero: 31
Creating: 62 New: 32 Swarms: 169 Engagement: 83
Defend: 62, 156 Officer: 20 Threat: 174 Engineering - Station: 86
Inhibit: 62, 157 Pilot: 18 Tracking: 180 Enhancing Your Hero: 31
Interact: 62, 157 Progression: 30 Types: 169 Entertainment Venues: 88
Obscure: 62, 155 Spy: 22 Conflict Description - Initiative: 154 Environmental Conflicts: 173
Observe: 62, 156 Technician: 20 Conflict Recognition: 173 Accelerating: 173
Ops: 156 Volunteer: 24, 32 Hidden: 174 Wounds: 173
Redirect: 62, 156 Carrier, Assault - Zentraedi: 131 Obscured: 173 Environments: 86
Support: 155 Carry - Gear: 84 Reported: 173 Ideas: 89
Synergy: 158 Cat’s Eye - RDF: 115 Verified: 173 Epic Event - Plot: 176
Using: 158 Centaur Hover Tank - RDF: 116 Contingent - Conflict: 173 Equipment: 14, 84, 121, 148
Actions - Narrative: 180 Challenges: 58 Convert - Area Effect: 160 Equipment Suite: 35, 62, 158
Advantage: 63 Basic: 58 Co-Pilot: 125 Everyday Life: 12
Aerial Vehicles - UEDF: 14, 118 Combative: 58 Cost - Skills: 62 Example Play: 182
Amphitheater - Venue: 88 Difficulties: 60 Cover: 164 Exedore: 42
AoE (Area of Effect): 160 Failure: 58 Creating Your Hero: 14 Experience (XP) - Progression: 30
Archer, Jack: 45 Follow Through: 60 Build Sequence: 16 Extended, Range - Weapons: 167
Archetypes - Hero: 25 Heroic Successes: 60 Understanding: 14 Extended Conflicts: 174
Area Effects (AoE): 160 Mixed: 59 Cyclops Recon Ship - Zentraedi: 144
Arena - Venue: 89 Over Time: 60 F
Armor, Light - UEDF: 122 Partial Success: 58 D Failure: 58
Armor - Zentraedi: 149 Sacrifice: 60 Damage: 160 Hard Failure: 58
Armor Carrier - RDF: 97 Static: 58, Area Effect: 160 Mixed Success: 59
Armored Valkyrie - RDF: 103 Sticky: 59 Cascade: 161 Partial Success: 58
Artillery Pod - Zentraedi: 139 Timeframes: 59 Convert - Area Effect: 160 Risky: 58
Assault Carrier - Zentraedi: 131 Chekhov’s Gun: 175 Types: 160 Soft Failure: 58
Assist - Action: 62, 156 Cinematic Phase: 157 Deep Space Booster - Zentraedi: 141 Sticky Challenge: 59
Assistant: 125 Climax - Beats: 177 Decelerating - Speed: 166 Fame: 14, 29
Attack - Actions:62, 156, 160 Combat: 160, 164 Defend - Action: 62, 156 Zentraedi: 151
Ranges: 166 Approaches: 164 Defender - RDF: 109 Fatigue - Stress: 14, 33, 151
Swarms: 170 Cover: 164 Demeanor: 26 Fighter Pod - Zentraedi: 138
Azonia: 36 Melee and Ramming: 164 Designer Note: 8 Framework - Mecha: 161
Personnel Level: 174 Destroids - RDF: 108 Fokker, Roy: 52
B Command - Station: 86 Defender: 109 Flagship - Zentraedi: 133
Backlash - Stress: 34 Command Ship - Zentraedi: 132 Monster: 112
Base Ship,Dolza - Zentraedi:135 Communications Phase - Action: 154 Phalanx: 110 G
Basic - Damage Capacity: 161 Companions: 125 Spartan: 111 Gaining Stress: 33, 34, 151
Battlepod - Zentraedi: 138 Compelling Heroes: 178 Tomahawk: 180 Game Basics: 10
Beats: 177 Concealing - Gear: 84 Destroyer - Zentraedi: 130 Game Play Rules: 175
Benefit - Skills: 62 Concentrated Fire: 164 Dice: 9 Learn Fast: 9
Blast - Area Effect: 160 Conclusions - Beats: 177 Rolling: 9 Gear: 84, 121
Bodyguard: 125 Cone - Area Effect: 160 Difficulties - Challenges: 60 Carry: 84
Bomber Pod - Zentraedi: 142 Conflict: 153, 177 Disadvantage: 63 Concealing: 84
Bonus Actions: 158 Armor: 179 Disposition: 26 Zentraedi: 148
Bosses - Conflict: 170 Bonus: 158 Dixon, Ben: 37 Light-Class Armor: 122
BP (Build Points) - Progression: 31 Bosses: 170 Dolza: 40 Light Arms: 121
Breetai: 38 Building: 169 Drama - Stress: 33 Obtaining: 84
Bron: 55 Contingent: 173 Armor: 34 Owning: 84

284
Requisition: 84 High Level Play: 32 Officer - Career: 20 S
UEDF: 11 Zero Level: 32 Officer Pod - Zentraedi: 141 Scout Ship - Zentraedi: 129
General Loadouts: XP: 30 Officer Station - Equipment Suite: 86 SDF-1: 94
Mecha: 93 Lieutenant - Boss: 170 Operations - Station: 86 Shuttle Craft - Zentraedi: 146
Naval: 92 Light Armor: 123 Ops Phase - Action: 156 Simulation Rules: 181
Getting the Drop: 155 Light - Class Armor - UEDF: 122 Overkill Attacks: 161 Skills: 14, 57, 62
Ghost Drone - RDF: 114 Light Arms - UEDF: 121 Owning - Gear: 84 Benefit: 62
Gloval, Henry: 44 Light Damage: 160 Cost: 62
GM Hints: 178 Light-Class - Structure: 161 P Difficulties: 60
Grant, Claudia: 39 Line - Area Effect: 160 Parina, Miriya: 50 Element: 63
Grel: 43 Logistics Dropship - Zentraedi: 129 Personal Event - Plot: 176 Equipment Suite: 62
Ground Combat - Speed: 166 Phalanx - RDF: 110 Increasing: 31
Ground Speed: 166 M Plot Events: 176 List: 66
Ground Vehicles: 14 Major Event - Plot: 176 Power Armor, Female - Zentraedi: Modifiers: 63
Gunship - Zentraedi: 131 Malcontent Uprisings: 250 143 Quick List: 64
Stingers: 146 Power Armor, Male - Zentraedi: 144 Slowed: 157
H Maximum Carry - Gear: 84 Proficiencies - Hero: 14 Small Arms: 121, 161
Hardware - Mecha: 161 Mecha: 14 Progression - Hero: 30 Social Conflicts: 172
Hayes, Lisa: 47 Armor: 161 Open: 32 Engagements: 172
Heavy Armor: 123 Structure: 161 Partial: 32 Wounds: 172
Heighten - Initiative: 35, 157 Damage: 160, 168 Unlocks: 31 Soft Targets: 162
Hero General Loadouts: 93 Soldier - Zentraedi: 128
Build Sequence: 16 Framework: 161 R Southern Cross: 250
Creating: 14 Hardware: 161 Race: 14, 17 Space Combat - Speed: 166
Proficiencies: 15, 16 Options: 123 Radio - Venue: 88 Space Speed: 166
Progression: 30 Proficiencies: 15 Ramming: 164 Space Vehicles: 14
Race: 17, 163 Systems: 162 Ranges: 166 Spartan - UEDF: 111
Speed: 14, 17, 166 Upgrades - Zentraedi: 14, Attack: 167 Speed: 14, 17, 166
Understanding: 14 138 Extreme: 167 Ground: 166
Heroic Move: 14, 61, 159 Upgrades - RDF: 14, 123 Ground Units: 166 Hero: 14, 17
Recovery: 159 Melee Attacks: 164 Space Units: 166 Space: 166
High Lethality Mode: 168 Mental Break - Stress: 35 Rank - Military: 14, 27, 32 Top Speed: 166
Hindrance: 63 Zentraedi: 151 Responsibility: 27 Squad Play: 168
Human: 17, 163 Metaplay: 178 Read as Written: 175 Stage - Venue: 88
Hunter, Rick: 51 Military: 13 Reasons for Rolling: 175 Star Goose - RDF: 116
Minmei, Lynn: 53 Recon Pod - Zentraedi: 140 Star Power: 29
I Minor Event - Plot: 176 Recovery Station - Equipment Suite: 86
Iconic Characters: 36 Missiles: 165 Heroic Moves: 159 Sterling, Maximilian (Max): 49
Impending - Conflict: 173 Modifiers - Skill: 63 Refitting: 83 Stinger - Zentraedi: 146
Inhibit - Action: 62, 157 Monster - RDF: 113 Wounds: 163 Stress: 14, 33, 151
Initiative: 157 MPV - UEDF: 118 Stress: 35 Backlash: 34
Action: 158 Recovery Craft - Zentraedi: 145 Burnout: 14, 34
Communication: 154 N Redirect - Action: 62, 156 Drama: 14, 33
Getting the Drop: 155 Narrative Actions: 180 Refitting: 83 Fatigue: 14, 34
Heighten: 157 Narrative Rules: 179 Requisition - Gear: 84 Gaining: 34
Slowed: 157 Nature: 14, 26 Resolving Conflicts: 177 Mental Break: 35
Interact - Action: 157 Naval Armor: 162 RDF: 10 Recovering: 35
Introduction: 7 Naval-Class - Structure: 161 Destroids: 108 Zentraedi: 151
Naval Damage: 160 Naval Vessels: 97 Structure: 161
J Naval Vessels: 14, Valkyries: 98 Subordinates - Ordering: 167
Jotun Valkyrie - RDF: 104 Basics: 92 Rico: 55 Companions: 125
Conflict: 171 Rising Action: 177 Naval Crew: 167
K General Loadouts: 92 Robotech: 11, 12 Squads: 167
Key Terms: 10 Zentraedi: 129 Basics: 9 Successes: 9, 58
Kits: 85 RDF: 97 Iconic Characters: 36 Heroic: 60
Kondo: 55 Navigation - Station: 86 Robotechnology: 12 Rounding: 9
Kyhron: 46 NEACPS: 11, 196 Vessels: 92 Super Valkyrie - RDF: 104
Kyle, Lynn: 48 Nominal - Skills Mods: 63 What Is?: 12 Support Phase - Action: 154
Rolling: 9 Surface Naval Vessels: 120
L O Dice: 9 Missile Defense Upgrade - RDF: 102
Lancer II - RDF: 115 Oberth Destroyer - RDF: 97 Rounding:9 Swarm - Conflict: 169
Lang, Emil - Dr.: 41 Obscure - Action: 62, 156 Successes: 9, 58 Synergy: 158
Learn to Play Fast: 9 Observe - Action: 62, 155 Rounding: 9 Systems - Mecha: 162
Leveling - Progression: 30 Obtaining - Gear: 84
285
T Environmental: 173
Tactical - Station: 86 Recovery: 163
Tactical Pod - Zentraedi: 138 Social: 172
Take Actions: 155
Talents: 14, 57, 76 X
Leadership: 76 XP - Progression: 30
Piloting: 78
Social: 79 Y
Tactical: 81 YF-4 Prototype: 106
Technical: 82
Terrain Tactics - Equipment Suite: 89 Z
Terrible Trio: 54 Zentraedi: 17, 128, 163
Threat Level: 174 Base Ship: 134
Timeframes: 59 Fame: 151
Tomahawk - UEDF: 108 Gear: 148
Transformation - Variable: 165 Naval Vessels: 129
Types of Gear: 84 Pods: 138
Power Armor: 143
U Ranks: 27
UEDF: 91 Soldier: 128
Gear: 121 Stringers: 146
Naval Vessels: 97 Stress: 151
Ranks: 27 Utility Craft: 144
Weapons: 212 Way of Life: 128
Umbrella Skills: 178 Weapons: 148
Uniform: 123 Zentraedi Three: 55
Upgrades - RDF: 123
Using Space and Ground Units: 166
Utility Craft - Zentraedi: 144

V
Valkyrie - RDF: 98
Variable Transformation: 165
Variant - Mecha: 15
Vehicles - UEDF/ RDF: 114, 117-120
Aerial: 119
Armored - Ground: 117
Destroids: 108
MPV - Ground: 118
Space: 114
Veritech - Ground: 116
Veritech - Space: 98
Venue: 88
Veritech - RDF: 98, 116
Centaur Hover Tank: 116
VEF-1: 102
VF- 1 Valkyrie: 99
VF/A-6H Alpha: 107
VF-X Prototype: 98
YF-4 Prototype: 106
Vessels - Robotech: 92
Video - Venue: 89
Villain - Boss: 171

W
Way of Life - Zentraedi: 128
Wealth: 85
Zentraedi: 151
Weapons: 92
Zentraedi: 148
UEDF: 121
Weapons & Technology: 92
What is Robotech?: 8
Wounds: 14, 163
286
15 m

10 m

5m

Spartan: 11.3 m Defender: 10.8 m Monster: 22.5 m Tomahawk: 12.7 m Phalanx: 11.3 m VF-1: 12.7 m

15 m

Warrior: 9 m
10 m

5m

Power Armor - M: 16.8 m Power Armor - F: 16.8 m Officer Pod: 18.1 m Tactical Pod: 17.4 m Breetai: 13.5 m
Assault Carrier: 3000 m

Flagship: 4024 m

Command Ship: 2700 m

Destroyer: 2300 m

SDF-1: 1210 m

VF-1: 14.2 m Gunship: 1100 m

Scout Ship: 498 m

ARMD: 430 m

Oberth: 390 m
Officer Pod w/ Booster: 14.4 m

Fighter Pod: 17.4 m

YF-4: 13.4 m Alpha: 10.25 m


Using Talents threat. Any target within a 100 m line may be affected.
• Reflex Strike: Inflict naval damage to a single target.
Talents are special tricks or capabilities that heroes develop Targets within 50 m of the impact site take half as much
or possess. Talents may be used periodically to help you gain
an edge if you happen to find yourself in a tight spot. Heroes
start with a total of three Talents, but more may be purchased
through Hero Progression. See page 30 for more details.

There are five categories of Talents:


• Leadership: Help support or command troopers. These
Talents may also buy your allies time to maneuver or
retreat.
• Piloting: Enhance your ability to command and master
mecha, vehicles, and naval vessels.
• Social: Support your ability to navigate a social
environment such as fancy parties, street contacts, and
wealthy politicians. mecha damage.
• Tactical: Succeed in combat or stressful physical
conditions.
• Technical: Speed up your abilities, gain new tools, or
enhance your ability to solve problems. Coffee Break
“Anyone want some coffee?”

You enjoy a nice cup of coffee to help you relax. Each day,
Leadership if you have minutes to relax and drink coffee, you reduce
Fatigue by 1. You can only do this once per day and this counts
Munitions Strike toward the maximum of 1 Fatigue that can be recovered each
day.

Crack Team
“I only want the best of the best. I have chosen you. Do not
let me down.”

Prerequisite: Commander Rank or Higher


You have a personal command over a talented team – choose
one:

• Science
• Engineering
• Gunnery
• Sensors

“Brace for impact in ten seconds! Cover those ears…this is When you order this group to take Action, gain an Edge when
gonna be messy!” rolling. See page 167 for ordering subordinates.

You have reserved a small portion of munitions that are


usable at any time. You are able to call in a powerful strike Fast Planner
from a nearby supporting vessel or ship. Once the munitions “All right squadron, this is the plan…”
are used, you may not call another strike until you have days
to requisition another payload. Once called for, the Munitions You are able to survey a situation and act quickly. You are able
Strike will take seconds to impact, providing you with a pool to increase the time and amount of interaction that occurs
of 6 dice to roll successes. Choose one: during the Communication portion of a round. Every hero can
go around twice to clarify a plan. Also, gain “Fast Planner” as
• Ground Bombardment: Inflict light damage to all targets an Element.
in a 15 m radius. Targets within 3 m of the impact site take
mecha damage. Hero of the People
• Aerospace Barrage: Inflict mecha damage to an airborne “Make sure these rations get to E-Block. There are lots of
289
hungry kids down there.” “This admin is almost as good as me. They’re blocking
everything I try, but they can’t stop this.”
You are well-loved by the common folk. They buy you drinks
when you are out on the town and always greet you with a You think and process information much faster than most.
smile. They may even band together to help or protect you You win all ties against heroes or villains when opposing them
if you get in trouble. Gain an Edge when rolling to deal with mentally. In the case of a tie, you are considered to have at
civilians in social situations. Also, gain “People’s Hero” as an least 1 success against your opponent.
Element.
Station Overload
Lead the Charge “I don’t care what this reading says, we have to increase
“Let’s go, squad! Right into the center…all form up on me!” output…reroute the overload to another system!”

When you charge into combat, you inspire a righteous fury In emergency situations, you use all the resources at your
in those who follow your lead. In the first round of combat, if disposal. You may use 2 equipment suites from a station, or
you are the first one to enter or initiate it, half of those under double the effectiveness of 1. When this occurs, a system on
your command can make rerolls to any or all Actions. your mecha, ship, or base takes a total of 2 system damage.
You may choose to damage your station’s equipment suites,
Mad Thinker rendering them inoperable instead.
“That’s so crazy…it just might work!”
Supply Drop
You see things in your mind’s eye that others cannot conceive; “We’re pretty banged up down here. Do you think we can get
an instant later you’re attempting something no one thought some support?”
possible. Once per engagement or encounter, you are able
to use Skills to enact a plan that is so crazy it just may work. You prepare to support your people in the field. Once per
When attempting this plan, do not take penalties due to mission, you are able to call in supplies to a specified location
difficulty. via transport aircraft or space shuttle. It takes minutes to get
the supplies once called for. The drop includes:
Pride of the Fleet
“We will not succumb to this superior force. We will fight and • Any 6 Kits.
be victorious.” • Enough ammunition to completely reload mecha
guns and all light weapons.
• Tools and materials needed to repair 4 points of
mecha damage or all light-class armor damage.

The above listed items are the standard drop. You may request
special drops for mecha weapons, missiles, light equipment,
camp buildings, or MPV.

Watchdog
“Stay vigilant on those sensors; we need to ensure our flanks
are covered.”

You are always keen to keep your eyes on the sensors,


knowing that early detection of a threat can save lives. Once
per encounter, during the Support Phase, you may treat a
Targeted Scan as an Area Scan. This means you don’t halve
your result when determining your successes, but gain the
ability to see the Area. See page 155 for more on Observing
Actions. Also, gain “Watchdog” as an Element.

Through your indomitable presence, you stun those who


would do you harm. When in the presence of an enemy,
your spirit and resolve stuns them. Once per encounter or Piloting
engagement, you may negate one enemy Action at any time.
The enemy must be able to see you, your mecha, or your
naval vessel to make this happen. All the Missiles
“It’s a beautiful thing, watching a hundred Mini-Missiles
Swiftmind streak toward the enemy.”
290

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