ROBOTECH is a sweeping science-fiction anime epic of humans defending their homeworld against alien domination. The saga is told through the eyes of characters caught up in a series of wars that erupts when a mysterious spacecraft crash-lands on Earth at the turn of the millenium.

On 11:40 PM by Rev. Dr. Eric Z. Willman in

The Tactical Battle Pod is the most common of all the Zentraedi war machines. It is a highly dependable, non-transformable, Mecha assault system that is issued to every infantry soldier. Although not equipped for hand to hand combat, the Battle Pod is designed for exceptional balance, speed, and a variety of short and long-range weapon capabilities.

The construction and operation of the Tactical Battle Pod is extremely simple. The pilot sits cradled inside the bulbous body of the pod with immediate access to all controls. The legs are controlled by foot pedals which respond to the pilot's manipulation. Weapon systems are operated by hand. Rear thrusters, mounted on the sides, and mini-thrusters in the legs; provide for mobility in space, whife the massive, ostrich-like legs gives the pilot exceptional stability, balance and speed on land. The legs are so powerful that the battle pod can actually leap, bound, and kick without losing balance. Even after a fall, the pod can get on its feet quickly to rejoin the battle.

This impressive mobility is largely the result of the symbiotic relationship between man and machine via protoculture. Protoculture is the mysterious energy source of the Robotech Masters, which instills an almost alive quality to the machine. As a result the machine responds to physical manipulation as if it were an extension of the pilot. Of course, the Zentraedi have no real understanding of how the Mecha works, the use of protoculture, or even how to repair damaged Mecha. From a practical viewpoint, the principles are identical to the Earth Defense Force's own Mecha.

Flight in an atmosphere is limited to up and down, with a maximum height of about 600 feet (183 meters). Hovering in mid-air can be sustained for only a few minutes (1d6 minutes). Although the pods can not fly in an atmosphere, their booster jets can propel them in a leap up to 300ft (91.5m) high or lengthwise Normal leaps are Horizontal - 80ft (24.4m), and vertical - 25ft (7.6m) high.

Flight in Space: is a different story. The Battle Pod's booster jets can hurl ii through space at speeds reaching nearly Mach One (650mph/ 1045.5kmph) Here, the deadly, one man, combat Mecha can operate with full maneuverabiliLy, up. down, side lo side, and dodge.


Another flight capability on land, in air or space. is an emergency ejection jet which detaches the pod main body from the legs and rockets it upward, usually to rendezvous with a larger vehicle.

In contrast to the human Mecha, with roomy and reinforced pilot compartments, the Zentraedi pilot literally fills the pod's body cavity, is cramped, and has no additional protection beyond the light armor of the pod itself. This makes the pilot extremely vulnerable to attacks. The operation of a Battle Pod is extremely simple The legs are moved and controlled with foot pedals, and is not unlike pedaling a bicycle. The control panel is situated right in front of the pilot as is the main optics screen. The particle beam nozzle controls and trigger mechanism arc built into a pair of simple handle controls with a thumb firing button. All controls are within immediate reach of the pilot.

Zentraedi soldiers are often forced to disregard extremely damaged Mecha, but the pods are very inexpensive, and mass produced — on a mind, boggling scale — at fully automated weapons plants scattered throughout the universe (and under the control of the Robotech Masters).

It is important to note that, while there are four, different types or styles of the Battle Pod, they are almost identical in body operation and movement. Only weapon systems change (this does not include the Officer's Pod). Like the human Destroids and Veritech, the pod's energy source has a life span of about 8 years when used constantly (20 years is normal, average.)

THE TACTICAL BATTLE POD
Also known as the Regult Combat Pod.
Vehicle Type: Zentraedi Mecha
Crew: One
M.D.C. by Location:
Particle Beam Cannon (2) — 25 each
Laser Guns (top) (2) — 10 each
Auto Cannon (2) — 25 each
Legs (2) — 25 each
Engine Thrusters (2) — 25 each
*Main Body — 50

*Depleting the M.D.C. of the main body means the pod is completely destroyed and useless. The pilot is likely to be slain.

Speed: 175mph (281.5kmph), running; 650mph (1045.85kmph) flying in space.
Height: 50ft (15.2m)
Width: 26.2ft (8m)
Length: 27.2ft (8.3m)
Weight: 37 tons
Main Engine: Reactor; output: 1.3 GGV

Weapon Systems
1. Dual Mounted Particle Beam Cannons are mounted in the front, toward the top of the main body. Each cannon can move independent of the other. Both are capable of 360 degree rotation, with an 180 degree arc, up and down, and side to side.
Primary Purpose: Assault
Secondary Purpose: Defense
Mega-Damage: 4D10 per blast
Range: 4000ft (1200m)
Rate of Fire: Individual blasts, or volleys of two fired from both P-beam Cannons simultaneously (8D10 M.D.). One volley is equal to one attack. Total number of attacks are equal to the number of hand to hand attacks of the pilot; usually, 4 or 5 per melee.
Payload: Unlimited

2. Top Mounted Laser Guns located directly in the top center of the body. Capable of 180 degree rotation and arc.
Primary Purpose: Anti-Aircraft
Secondary Purpose: Assault/defense
Mega-Damage: 2D6 per blast (1D6 individually)
Range: 4000ft (1200m)
Rate of Fire: Equal to the pilots hand to hand.
Payload: Unlimited

3. Auto Cannons located in the lower front of the battle pod. 360 degree rotation, with an 180 degree arc up, down, and side to side. Primary Purpose: Assault/anti-personnel
Secondary Purpose: Defense
Mega-Damage: 1D6 short burst, 2D6 long burst, and 4D6 for one full melee of continuous fire. Each burst is considered to be one attack, regardless of the damage inflicted. Damage is per one cannon.
Range: 2000ft (609m)
Payload: Is limited to 480 rounds per gun. 24 rounds are expended on a full melee burst, 12 for a long burst and 6 for a short burst.

4. Optional Hand to Hand Combat is limited to kick attacks, body blocks and stomps.
Mega-Damage: Kick 1D6 M.D.
Body Block 1D6 M.D.
*Stomp with Foot 1D4 M.D.

The stomp is effective only against small objects of 12 ft or smaller.

Number of Attacks: Equal to the hand to hand abilities of the pilot for both weapons and physical combat.

WEAPON COMBAT SUMMARY
Attacks Per Melee: Equal to combined hand to hand skills.
Particle Beam Cannon: 4D10 M.D.; Range: 4000ft (1200m)
Laser Guns: 2D6 M.D.; Range: 4000ft (1200m)
Auto-Cannon: 1D6, 2D6 or 4D6 M.D.; Range: 2000ft (600m)
Alternate Modes of Attack: Hand to hand, kick, stomp or body block.

Special Note: All Battle Pods can leap and bound. Range: Leap horizontal: 80ft (24.4m), Leap vertical: 25ft (7.6m) high. Battle Pods, including the Officer's Pod, can not fly in an atmosphere, but can fly in space.