Robotech Homefront
Robotech Homefront
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.”
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Contents
5
Backer piece 1
environment
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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.”
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Homefront
Supplement
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.
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• 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.
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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.
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.
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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.
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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.
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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.
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• 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.
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.
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.
Underground
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 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.
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.
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.
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
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
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.
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
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
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
37
Fatigue & Morale Rules Combat 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.
This means that your initiative may be split into 2 scores: the
first for the faster Actions, and the second for the slower.
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:
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:
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
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.
• 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
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
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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.
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
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
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• 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
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• Speed: 2,700 kph / 4.5 km / 9 Space Units
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
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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
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
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
• Designation: M-36A
• Specific Stats:
• Armor: 4
• Speed - Riding: 170 kph / 270 m / 27 Ground
Units
75
76
77
ASC Gear
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]
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]
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.
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
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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.
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.
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.
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
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.
87
Marie Crystal - Ace Pilot
88
Nova Satori - GMP Officer
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.
89
Rolf Emerson - General
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.”
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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.
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.
92
Dennis Brown - Squadron Leader
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.
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.
95
Background
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.
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
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.
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
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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
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 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.
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
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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
Loadout
• Anti-Personnel Lasers
• Encrypted Comms
• Space Capable
Weapons
117
118
TIROLIAN GEAR
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
126
The Robotech Masters - Rulers of
the Tirolian Empire
127
Zor Prime - Clone of the Progenitor
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.
128
Karno, Darsis, & Sookol – Tirolian
Warriors
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”
131
Background
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
140
141
Second-Generation Veritechs
Condor
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
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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
Third-Generation Veritechs
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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:
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.
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.
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:
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
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.
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
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
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
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.
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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.
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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]
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
161
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
162
163
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
164
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
165
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
166
167
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.
171
UEEF GEAR
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.
BP Unspent: 3
176
Lancer – Pilot, Musician, Freedom Fighter
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.
177
Lunk (Jim Austin) - Deserted Engineer
178
Rand – Scavenger
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.
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.
179
Rook Bartley – Lone Wolf
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.
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.
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.”
182
Dusty Ayres– Vengeful Cyborg
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184
185
Backer piece 5
asc
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.”
187
Background
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.
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.
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:
189
• 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
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
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.
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
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
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
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
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
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.
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
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.
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
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
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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.
209
Ariel (Marlene) – Simulagent
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.
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.
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.
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.
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.
212
Regess - Invid Queen-Mother
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.
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.
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.
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.
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• 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.
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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.
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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 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.
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.
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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.
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.
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 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.
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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.
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.
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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
239
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
Rotting Flesh
242
BACKER ART
6
243
Scenario 14
Aftermath & Prelude
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
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.
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.
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
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.
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.
• 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
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.
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
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.
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.
• 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.
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.
• 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 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.
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
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280
281
The Robotech Timeline Centaur.
• 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
Destroyer: 2300 m
SDF-1: 1210 m
ARMD: 430 m
Oberth: 390 m
Officer Pod w/ Booster: 14.4 m
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.”
• 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.
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.”