Showing posts with label The Robotech Defense Force. Show all posts
Showing posts with label The Robotech Defense Force. Show all posts
On 11:55 PM by Rev. Dr. Eric Z. Willman in The Robotech Defense Force
Through it all, thus far, the Robotech Defense Force (R.D.F.) has stood triumphant, conquering each new despair or threat. It is through the courage, honor and endurance of the men and women of the RDF that the world has been rebuilt. They have become the symbol of man's tenacity, resourcefulness and strength. However, as agents of the Uni fied World Government, the RDF's future is an uncertain one. The reemergence of independent nations has already limited the RDF's sphere of influence. Some of these nations and baronies have raised the questions of technological and military discrimination, unbalanced power (economic and military) and fear. However, while the threat of marauding, earth-bound Zentraedi continues, and the return of more Zentraedi or even the Robotech Masters themselves seems inevitable, the RDF will continue.
Current discussions with, recognized nations of the world seem to, making the RDF an official, non-government aligned, international protection agency. A capacity in which the RDF has unofficially been functioning in since the Zentraedi invasion. Under this condition, the RDF's responsibilities would be clearly defined. Some of the major points include the following:
1. Sole Purpose: To defend the world and all of its nations, without discrimination, against other-worldly aggressors. This includes:
A) The hostile ground forces of the Zentraedi survivors on Earth.
B) Civil unrest/riots by micronized and/or full size Zentraedi forces or Zentraedi lead forces, seeking to undermine any human town, city, community or nation on Earth.
C) Repel assaults from space, including renegade Zentraedi; new Zentraedi forces, the Robotech Masters or any of their minions, or any other extraterrestrial threat (the Invid).
D) Survey the space around the Earth (this sanctions the existence of the orbiting Robotech Factory, space stations, space patrols, moon and mars bases).
E) Establish military bases and outposts in troubled areas or likely targets of extraterrestrial assaults (such as the South American Sector, Far East Sector, and so on).
2. No allegiance to any political body. This means that the RDF can not become involved in any nation's civil or political activities, disputes, wars or embargoes. The RDF could not be called upon to aid any political faction, in any way, against any hostility, other than extraterrestrial in nature.
3. Exclusive, conditional rights to utilize Robotechnology. This includes exclusive manufacturing, development and use of Robotechnology and mecha. This knowledge and the products of this knowledge (mecha, protoculture and high-tech derivatives), can not be shared or distributed to any of the world's nations in order to maintain the autonomy of the RDF.
The Robotech Space Factory, and the Far East Sector (Japan) as "the" Robotech Research Center, progresses without outside interruptions or resistance.
On 11:35 PM by Rev. Dr. Eric Z. Willman in The Robotech Defense Force
Monument City, located on the Montana/Canadian border, is the home and world headquarters of the newly formed Army of the Southern Cross. Thousands of recruits are being trained to replace the R.D.F. as the protectors of the North American Sector (and the world).
Presently, the exact purpose and resources of the newly formed Army of the Southern Cross are yet undecided. Originally intended to be a branch of the RDF as a sort of ground cavalry and infantry, the Southern Cross may very well become an independent arm of the Earth's Global Defense Force. If this occurs, the Southern Cross will function under similar guidelines and conditions as those discussed for the RDF.
Currently, the Southern Cross base is a training and research center. Military maneuvers, testing experimental weapons and new mecha designs, and safeguarding the historic site of the SDF-1 (approximately 100 miles to the north) consumes the Army's full energy.
Government Affiliation: Presently affiliated with the Unified World Government and the R.D.F.
Despite the momentary confusion over the Army's internal workings, many aspects are developing. A variety of Veritech transformable mecha are in the capable hands of the Robotech design team. Designs under consideration include a Veritech tank, helicopter, smaller jet fighter, and interlocking units. A new, lightweight battle armor for mecha pilots and infantry has priority status, with several prototypes in the works. Ultimately, the body armor should be a complete environmental system, able to withstand at least 30 times the mega-damage the current, porcelain and polycarbonate model can.
On 11:30 PM by Rev. Dr. Eric Z. Willman in The Robotech Defense Force
Human O.C.C. Requirements
Destroid Pilot I.Q. 6
Veritech Fighter Pilot I.Q.8, P.P.9
Communications I.Q. 10
Electrical Engineer I.Q. 7
Field Scientist I.Q. 12
Mechanical Engineer I.Q. 7
Military Specialist I.Q. 10, P.P. 10
Note: All O.C.C.'s can select skills which enable the character to pilot Destroids, although not quite as proficiently as the Destroid O.C.C. Considering the war torn nature, the ROBOTECHTM world, it's probably wise that all players select the Mecha piloting skill, but this is not mandatory. Only the Veritech Fighter Pilot O.C.C. skill offers the use and training of the transformable Veritech Fighter. The term "Other Skills" refers to other areas of training the character can select. These are broken into 12 categories. Each category contains a number of skills. In some cases the category contains several skills, in other, only a few, while still others will be offered only a limited number of skills to a particular O.C.C. or totally off limits.
SELECTING AN O. C. C.
When selecting an O.C.C. it is important to bear in mind the type of ROBOTECHTM scenarios or campaign your game master intends to run. Is it recapturing the basic Macross T.V. saga? Space adventures? Predominately combat? Exploration? These are important things to know before selecting an O.C.C. and building a character any further.
Generally, I think most players will be playing in the post-destruction of Earth period which picks up where the Macross Saga ends (with the destruction of the SDF-1 and 2) and prior to Sentinels and Southern Cross. This is a period of great civil unrest with local, new and old governments vying for power; continual Zentraedi uprisings and assaults; human and alien rebels, bandits, mercenaries, rogues, and cutthroats of all kinds eager to take advantage of this grim circumstance. It is a desperate world beset by famine, broken communication and the threat of alien invasion. It is a world that has been pushed to the edge of oblivion and is struggling to climb out of the abyss. It is your job to protect and aid the strong, yet desperate people who struggle to rebuild their shattered lives in a world gone mad.
As members of the Robotech Defense Force, you represent the last bastions of hope, civilization, law and order. Only you and your fellow RDF volunteers can help snatch the Earth and honest people out of the greedy hands of those who would feed on the innocent and helpless. Like the Texas Rangers of old, you are a few men and women trying to keep peace in a vast, troubled world.
Most of civilization has been destroyed. Except for a few major cities, humanity is scattered in little pockets among great desolation. In many cases, your RDF unit of a dozen or less Veritech Fighters and/or Destroids, represent the only law within 10,000 miles. More likely than not, your characters will be assigned to remote and hostile areas to enforce law and order, protect the people, hunt down fugitives, stop smugglers, investigate rumors, locate Zentraedi forces, suppress Zentraedi and rebel assaults, and generally assist the civilian populace. When selecting your O.C.C. you should definitely remember the environment you will be active in. Try to select skills that will help you and your teammates to survive. Remember, this is ultimately a war story, so all characters should probably have at least a couple of combat type skills, such as weapon proficiencies (W.P.), hand to hand combat, pilot Mecha, pilot some other type of vehicle, and so on. It is wise to have a character that is not completely helpless or without practical skills when he or she is outside of a Veritech Fighter or Destroid. Not all the adventures will be duking it out in a giant battle armor. The character in a well balanced campaign will have to step down out of his Mecha and function in the real world and in combat situations. There are also other deadly, fast and versatile vehicles like the assault helicopter and RDF motorcycle, so don't limit your options to just Mecha. The choices are yours; enjoy!
Veritech Pilots will always start off piloting the VF-1A model. After a while, if the character proves himself to be an ace or becomes a low ranking officer, he will be assigned his own VF-1J and allowed to customize it to his or her own taste (these are only cosmetic changes). Squadron leaders and second in commands are assigned the VF-1S, but only after they have proven themselves.
Destroids are automatically assigned to the Destroid pilot. Although the pilot will usually be assigned one, specific type and specific Destroid as his/hers, the pilot is trained to pilot any of the five, non-transformable battloids. Thus, the pilot may be assigned or able to select, different types of Destroids from time to time, depending on the situation or special assignment. Even the remote Robotech Defense Force outposts and bases will usually have a half dozen to a dozen back up units; commonly the Gladiator, Excaliber and Raidar X; the Spartan may also be available. The M.A.C. II is never a back up unit, but one may be assigned, with pilot, to the base, and may be available for temporary loan (50% chance of the regular pilot staying with the M.A.C. II, even on loan).
Even O.C.C.'s other than the Destroid pilot can learn to operate a Destroid, but rarely with the skill and versatility of the pilot O.C.C.
Equipment, other than those provided in the O.C.C. section, can be assigned or purchased. Each character draws a salary and has some sort of personal savings. If enlisted in the Robotech Defense Force, a modest apartment will be furnished. In remote areas, a RDF base will be established in or near a town or small city. Here additional equipment and supplies will be available upon assignment (especially weapons, missiles, repairs, etc.) or available for purchase in town. The base and/or town may or may not have laboratory or medical facilities. The remotest areas have minimal facilities.
On 11:29 PM by Rev. Dr. Eric Z. Willman in The Robotech Defense Force
The Destroid pilot is the elite grunt of the Robotech Defense Force. This character is trained in the operation of the most formidable, frontline, assault and defense mechanism ever devised by mankind; the Destroid. These 50ft metal giants are non-transformable Battloids, pack- ing more firepower than ten tanks. See Destroid descriptions.
The Destroid pilot is the only O.C.C. that formally trains the character to pilot all non-transformable Mecha. After the initial training, the character receives Mecha combat training in two, specific types of Destroids (choose two). This training provides the pilot with maximum combat abilities. Additional Mecha combat can be selected without limit. Thus, a character may be adept in the piloting of all five Destroids. Each additional Mecha combat skill counts as one skill.
In addition to the O.C.C. skills listed with their bonuses, the player can select "Other" skill areas. These additional skills are limited only as stated.
Attribute Requirements: I.Q. 6; high P.P. is preferred, but not a prerequisite.
O.C.C. Skills:
Pilot Automobile (+ 10%)
Pilot Mecha (all Destroids) (+ 20%)
*Mecha Combat (choose two)
* Additional Mecha combat can be selected with the "other" skills available.
Weapon Systems (+15%)
**Hand to Hand Basic
** Hand to hand basic can be upgraded to Expert at the cost of one skill.
W.P. Semi & Fully Automatic Rifle
Other Skills: Select 14 other skills; 2 must be additional Pilot skills.
Communications: Radio skills only
Domestic: Any
Electrical: Basic Electronics only
Espionage: None
Mechanical: Auto and Mecha mechanics only (-I- 5%)
Medical: First Aid only
Physical: Any
Pilot: Any (+10% aircraft/-)-15% land vehicles)
Pilot Related: Any (+ 20%)
Science: Mathematics; basic only
Technology: Computers skills only
W.P.: Any
Authorized Clearance Upon Assignment: Laser pistol, laser rifle, land vehicles, Mecha and spacesuit.
Standard Equipment: One, regularly assigned Destroid; automatic pistol side-arm, semi-automatic rifle, wrist radio (short range, 8 miles), uniform, helmet, binoculars, food rations (two weeks), first- aid kit, 150ft length of nylon cord, 3 signal flares, canteen, 2 gallons of water stored and cooled in the Mecha, sleeping bag, flashlight and combat body armor.
Monthly Wages: 2000 credits per month for enlisted men at levels 1-4; 5th level and higher — 2500 credits per month, while officers make 3000 to 4000 credits per month.
Personal Savings: 4D6 x 100.
On 11:28 PM by Rev. Dr. Eric Z. Willman in The Robotech Defense Force
The Veritech Fighter pilot is the very elite of the Robotech Defense Force. These characters are the only people trained to pilot the transform- able Veritech Fighter. The Veritech Fighter is the most versatile and mobile of all the Mecha and the backbone of the Robotech Defense Force. See Veritech Fighter descriptions.
The Veritech pilot is taught every aspect of his machine under the most difficult combat conditions on land, in the air, and space. Although a Veritech Fighter pilot can learn to pilot Destroids, it is not part of the formal training and must be selected as one of the character's other skills. Each additional Mecha combat skill counts as one skill.
In addition to the O.C.C. skills listed, with bonuses in parenthesis, the player can select "other" skill areas. These additional skills are limited only as stated.
Attribute Requirements: I.Q. 8; P.P. 9 or higher is preferred.
O.C.C. Skills:
Pilot Jet (+ 20%)
Pilot Veritech Fighter 70% + 3% per level of experience
Mecha Combat: Veritech Fighter only
Weapon Systems (+ 20%)
Read Sensory Instruments (+ 15%)
Navigation (+ 15%)
*Hand to Hand Expert
*Hand to Hand Expert can be changed to martial arts, but costs one skill.
Other Skills: Select 14 other skills. One must be an additional, aircraft pilot skill.
Communications: Radio skills only.
Domestic: Any
Electrical: Basic electronics only.
Espionage: None
Mechanical: Auto, aircraft, Veritech and Mecha mechanics only ( + 5%)
Medical: First aid only.
Physical: Any
Pilot: Any (+ 10% on all aircraft)
Pilot Related: Any (+10%)
Science: Mathematics basic only.
Technology: Computer and photo skills only.
W.P.: Any
Authorized Clearance Upon Assignment: Laser pistol, laser rifle, land vehicle, aircraft, combat body armor and Mecha. The body armor is clunky and rarely used by the Veritech Fighter pilot.
Standard Equipment: One, regularly assigned Veritech Fighter (VF- 1A for enlisted men; VF-1J for aces and low ranking officers), automatic pistol side-arm, semi or fully automatic rifle, wrist radio (short range - 8 miles), uniform, spacesuit, helmet, binoculars, food rations for two weeks, first aid kit, 150ft length of nylon cord, 3 signal flares, canteen and flashlight.
Monthly Wages: 2400 credits per month for enlisted men at levels 1-5, 6th level and higher — 3000 credits per month, while officers make 3400 to 4400 credits per month.
Personal Savings: 4D6 x 100.
On 11:27 PM by Rev. Dr. Eric Z. Willman in The Robotech Defense Force
The communications engineer is the high-tech wizard who can link an entire world with sight and sound. This character has an indepth knowledge of state of the art communication systems. This includes laser and satellite transmission, sensory equipment and weapon systems. Training includes combat orientation, enabling the communications en- gineer to coordinate Destroid and Fighter pilots, interpret sensory data, and relay that information correctly and quickly to combat personnel. This character can be a field operator as part of a recon or security unit or a deck officer on the bridge of the SDF-1, A.R.M.D. Space Platform or battleship.
Training does not include piloting Mecha, but it is an available skill. The communication engineer can learn to pilot any Destroid by selecting Mecha skills among the other skills available. Considering the combat nature of their work, it may be wise to be able to pilot Mecha if needed. The communication engineer can operate the weapons system of the Commanchero assault helicopter, and assist with the weapons and target- ing of most others.
In addition to the O.C.C. skills listed with bonuses, the player selects "other" skill areas. These additional skills are only limited as stated. Players should try to select skills that reflect the character's O.C.C. and combat conditions.
Attribute Requirements: I.Q. 10
O.C.C. Skills:
Laser communications (+ 15%)
Radio: Basic ( + 30%)
Radio: Scramblers (+15%)
Radio: Satellite Relay ( +30%)
Surveillance Systems (+10%)
Read Sensory Instruments (+ 10%)
Weapon Systems (+10%)
Computer Operation (+15%)
Other Skills: Select 16 other skills from those available. Note: Hand to hand basic counts as one skill, hand to hand expert counts as two, and martial arts counts as three skills.
Communications: Any (+10%)
Domestic: Any
Electrical: Basic Electronics only (+ 5%)
Espionage: None
Mechanical: Automotive, aircraft and computer repair only
Medical: First Aid only
Physical: Any
Pilot: Any
Pilot Related: Any (+10%)
Science: Mathematics basic, and Advanced Technical: Computer and photo only (+ 5%)
W.P.: Any
Authorized Clearance Upon Assignment: Additional sensory scan- ning equipment, surveillance equipment, optical enhancements, video and photography equipment, weapons, land vehicle, aircraft, spacesuit, combat body armor and Mecha (if warrented).
Standard Equipment: Mini-tool pack, wrist radio (short range - 8 miles), uniform, helmet, protective goggles, binoculars, flashlight and utility belt.
Note: All O. C. C.' s are allowed to carry and use additional personal items, such as vehicles, side-arms, clothing and equipment.
Monthly Wages: 2000 credits per month for enlisted men at levels 1-5; 6th level and higher — 2400 per month. Officers make as much as 3000 to 4000 credits per month. Freelance agents (mercenaries) make only slightly more than the enlisted man; about 2400 credits per month.
Personal Savings: 4D6 x 100.
On 11:26 PM by Rev. Dr. Eric Z. Willman in The Robotech Defense Force
The electrical engineer is a character skilled in electronics. In the high-tech world of ROBOTECHTM, this skill and knowledge is greatly needed, and coveted to repair and maintain the Mecha and machinery. So coveted by the technologically ignorant Zentraedi, that electrical engineers are often abducted to service the alien war machine. Un- scrupulous mercenaries, skilled in electrical engineering, can make a fortune aiding the Zentraedi and rebel governments. However, these traitors of humanity are considered to be the foulest fugitives. Being caught conspiring against the United Earth Forces and humanity will lead to imprisonment or death.
The electrical engineer is not formally trained to pilot Mecha, but can select Mecha skills among the "other" skills available.
In addition to the O.C.C. skills provided, with bonuses indicated in parenthesis, the player can select "other" skill areas. These additional skills are limited only as stated.
Attribute Requirements: I.Q. 7; high P.P. is preferred, but not man- datory.
O.C.C. Skills:
Computer Operations (+10%)
Computer Repair (+15%)
Electrical Engineering (+ 15%)
Mecha Electronics (+ 20%)
Read Sensory Instruments (+ 5%)
Basic and Advanced Mathematics (+10%)
Other Skills: Select 16 other skills.
Communications: Any (+ 5%)
Domestic: Any
Electrical: Any (+10%)
Espionage: None
Mechanical: Any (+ 5%)
Physical: Any
Pilot: Any
Pilot Related: Any ( + 5%)
Science: None
Technical: Computer and Photo only (+ 10%)
W.P.: Any
Authorized Clearance Upon Assignment: Any land vehicle, aircraft or Destroid (if the character has the piloting skills required); addi- tional tools, access to a garage and/or laboratory, superior equipment, spacesuit, combat body armor and weapons.
Standard Equipment: Mini-tool pack, portable tool box and tools, flashlight, 3 signal flares, binoculars, protective goggles, air filter, Gieger counter, utility belt, wrist radio (short range - 8 miles), uniform and work clothes.
Monthly Wages: 2000 credits per month for enlisted men at levels 1-5; 6th level and higher — 2600 credits per month. Officers and specialists (I.Q. bonus or 12th level and up) — 3400 to 4800 per month. Freelance agents can net anywhere from 2000-5000 credits per month depending on skill level and need. Zentraedi and human rebels often need electrical engineers and may buy their services in barter for gold, gems, weapons, or other goods or favors usually worth two and three times the freelance rate. Only the mechanical engineer is valued more.
Personal Savings: 5D6 x 100.
On 11:25 PM by Rev. Dr. Eric Z. Willman in The Robotech Defense Force
The field scientist is a "Jack-of-all-trades", using his or her varied knowledge to form rudimentary hypotheses, and for analysis, interpre- tation, cataloging and investigation. A field scientist is often a standard member of most recon teams and security outposts. Skills include Mecha repair, demolitions, and a variety of sciences.
The field scientist's training does not include Mecha skills, but, can be acquired as part of the "other" skills selected. Considering the combat nature of assignments, it may be wise to select, at least, the Mecha piloting skill.
In addition to the O.C.C. skills listed with bonuses, the player can select "other" skill areas. These additional skills are limited only as stated. Players should try to select skills that reflect the character's O.C.C. and combat conditions.
Attribute Requirements: I.Q. 12; high M.E. is helpful, but not a prerequisite.
O.C.C. Skills:
Computer Operation (+ 15%)
Computer Programming (+10%)
*Medical Paramedic (+10%)
Mathematics Basic (+10%)
Mathematics Advanced (+10%)
* Medical Paramedic can be upgraded to Medical Doctor, but M.D. counts as two skill selections.
Other Skills: Select 18 other skills from those available. At least 4 should be selected from the science, medical and technical categories combined.
Communications: Radio, Optic Systems and T. V./Video only (+ 5%)
Domestic: Any
Electrical: Any (+ 5%)
Espionage: Wilderness Survival and Land Navigation only
Mechanical: Any ( + 5%)
Medical: Any (+ 10%)
Physical: Any
Pilot: Any
Pilot Related: Any
Science: Any (+15%)
Technical: Any (+10%)
W.P.: Any
Authorized Clearance Upon Assignment: Sensory, scanning equip- ment, surveillance equipment, optical enhancements, video and photography equipment, portable laboratory, tools, land vehicle, aircraft, spacesuit, Mecha, access to laboratory facilities and combat battle armor.
Standard Equipment: Mini-tool pack, specimen pack, surgical seal- pies, first-aid kit, uniform, helmet, protective goggles, disposable surgical gloves, oxygen mask, portable computer, portable micro- scope.
Note: All O. C. C.' s are allowed to carry and use additional personal items, such as vehicles, side-arms, clothing and equipment.
Monthly Wages: 2200 credits per month for enlisted men at levels 1-5; 6th level and higher — 2800 per month. Officers make 3200 to 4400 credits per month, while freelance agents make about 3000 to 4000 credits per month depending on skill level.
Personal Savings: 4D6 x 100.
On 11:24 PM by Rev. Dr. Eric Z. Willman in The Robotech Defense Force
This character is a mechanical genius, able to effect repairs, modify design and operate machinery. While usually the unsung hero behind the scene, the Mechanical Engineer is often a crucial member of Mecha recon teams and security units. In remote areas these men and women are as revered and needed as doctors. Since Zentraedi can not fix their own machines they sometimes kidnap mechanical engineers, or enlist the aid of unscrupulous free agents (mercenaries) to repair their aging and combat damaged Mecha. Mechanical Engineer mercenaries, who sell their talents to Zentraedi, are considered to be among the worst traitors to humanity.
The mechanical engineer is not formally trained as Mecha pilots, but can select Mecha skills among the "other" skills available. Their mechanical familiarity with Mecha provide them with + 10% to pilot Destroids.
In addition to the O.C.C. skills listed, with bonuses in parenthesis, the player can select "other" skill areas. These additional skills are limited only as stated.
Attribute Requirements: I.Q. 7; high P.P. is preferred, but not a prerequisite.
O.C.C. Skills:
Mechanical Engineering (+ 20%)
Mecha Mechanic (+ 20%)
Weapon Systems (+10%)
Pilot Automobile (+10%)
Computer Operation
Other Skills: Select 16 other skills; at least 2 must be mechanical.
Communications: Any
Domestic: Any (+ 5%)
Electrical: Any ( + 5%)
Espionage: None
Mechanical: Any (+ 15%)
Medical: First Aid or Paramedic (counts as 2 skills)
Physical: Any
Pilot: Any (+ 10%, ground vehicle; +5%, aircraft)
Pilot Related: Any
Science: Mathematics Basic and Advanced only
Technical: Computer and Photo only (+ 5%)
W.P.: Any
Authorized Clearance Upon Assignment: Any land vehicle, aircraft or Destroid (if the character has the piloting skills); additional tools, access to a garage and superior equipment, spacesuit, combat body armor and weapons.
Standard Equipment: Mini-tool pack, portable tool box, flashlight, 3 signal flares, binoculars, protective goggles, air filter, Geigef counter, utility belt, wrist radio (short range - 8 miles), uniform and work clothes.
Monthly Wages: 2000 credits per month for enlisted men at levels 1-5; 6th level and higher — 2600 credits. Officers and specialists (I.Q. bonus or 12th level and up) — 3400-4800 credits per month. Freelance agents can net anywhere from 2200-6000 credits per month depending on skill level and need. Zentraedi and human rebels often barter in gold, gems, weapons, or other goods worth three and four times that.
Personal Savings: 6D6 x 100
On 11:23 PM by Rev. Dr. Eric Z. Willman in The Robotech Defense Force
The military specialist is highly trained in combat and espionage. Their specialized background may include demolitions, sniper, espion- age, weapons and piloting (such as assault helicopters, etc). They are the brave men and women assigned to reconnaissance, intelligence gathering, tracking fugitives, infiltrating enemy strongholds and clan- destine operations.
The military specialist's training does not include Mecha. However, the character can learn to pilot any Destroid by selecting Mecha skills among the other skills available. Most will avoid the larger, artillery type Mecha, sticking with the more versatile Destroids, like the Gladiator and Excaliber. Veritech Fighter skills are NOT available, even to the specialist.
In addition to the O.C.C. skills listed with bonuses, the player can select "other" skill areas. These additional skills are limited only as stated.
Attribute Requirements: I.Q. 10, P.P. 10
O.C.C. Skills:
Intelligence (+ 20%)
Interrogation (+10%)
Pilot Automobile
W.P. Revolver
W.P. Semi and Fully Automatic Rifle
Hand to Hand Expert or Martial Arts (choose one)
Other Skills: Select 18 other skills; at least 4 must be espionage, 2 - physical, and 2 additional W.P.
Communications: Any
Domestic: Any
Electrical: Basic Electronics only
Espionage: Any (+ 15%)
Mechanical: Auto or Aircraft Mechanics only
Medical: First Aid or Paramedic only ( + 5%)
Physical: Any (+ 10% on any skill percentages, like prowl)
Pilot: Any
Pilot Related: Any
Science: Mathematics basic
Technology: Any; including demolitions, + 15% on Demo
W.P.: Any
Authorized Clearance Upon Assignment: Energy weapons, land vehicles, aircraft, Mecha, explosives, heavy weapons, surveillance equipment; personal and special equipment, such as lock picking- tools, camera, optics, etc,
Standard Equipment: Personal vehicle (car or motocycle), revolver (high caliber) for side-arm, semi or fully automatic rifle, wrist radio (short range - 8 miles), uniform, helmet, binoculars, flashlight, knife and combat body armor.
Monthly Wages: 2000 credits per month for enlisted men at levels 1-5; 6th level and higher — 2500 credits per month. Officers make as much as 3000-4000 credits per month. Experts and expert free agents can make outrageous amounts of money, 6000-36,000 per job, depending on the dangers, area of expertise and circumstances. Freelance agents are generally of anarchist, unprincipled or evil alignments. Such mercenaries are usually looked upon with disdain.
Personal Savings: 4D6 x 100.
On 11:20 PM by Rev. Dr. Eric Z. Willman in The Robotech Defense Force
VERITECH FIGHTERS
Type VF-1A: Standard; one laser head mount.
Type VT-1D: Trainer; seats two, two laser head mounts.
Type VF-1J: Officer (low ranking); two laser head mounts.
Type VF-1S: Squadron leader & second in command; four laser head mounts. Only a limited number of this model are available.
Super Veritech: Body styles VF-1A, J, and S; additional armor, missile capacity, and self orbital. Specifically designed for space patrols in orbit around Earth and moon base.
Note: Armored Veritech refers to additional blow-away armor that can fit on any VF-1A, J or S model Veritechs. Adds additional M.D.C. and A.R. protection, but can only be used in Battloid mode. The armor must be ejected/removed in order to change into Guardian or jet fighter modes. See specific details under the Veritech section.
DESTROIDS
Excaliber: Defense/assault; multiple weapon system includes: particle beam guns, short and long range missiles. Massive destructive potential.
Gladiator: Defense/assault; also used for riot control and reconnaissance. Superior hand to hand capabilities; short range missiles and lasers.
M.A.C. II: Defense/assault; basically a giant, walking artillery unit with 4 auto cannons and particle beam guns.
Raidar X: Defense/assault/antiaircraft; two, double barrel auto cannons.
Spartan: Defense/assault, also used in demolitions; massive, heavy, long range missile capabilities.
NOTE: ALL destroids are non-transformable battloid mecha.
Subscribe to:
Posts (Atom)






