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Robotech Expeditionary Force

Robotech Expeditionary Force

Here we go over some stuff for the REF, a few revisions here and there, information on the workings of the fleet, and some other rather general fixer uppers. We'll also may see some new O.C.C.'s & Mecha!

EDUCATION

As it is known, all children born into the REF are drafted into the military to help support the constant need for soldiers, however this is not until the age of 14, when the childs best possible role can be established.
An uneducated army is a dead army, so the REF has full school facilities aboard every ship in order to nuture the young minds of the future. After Elementery children are able to choose their own courses, without prequisites like P.E. (they'll get all the P.E. they need in boot camp). All humans, Sentinals, Zentraedi, and Tirolians alike that were born into the REF start with full literacy in English, Math: Basic (+5%), and Computer Operation (+5%). Also one skill program is chosen to represent the courses they took between Elementary & the Academy.
Domestic
This person is extremely practical in the household of the REF life. Also with the fishing skill a person might find it easier to survive in certain planetary wildernesses. Select 2 Domestic skills (+8%).
Electrical
Effective understanding of basic electronics. Basic Electronic skill (+15%).
Mechanical
Understanding of basic mechanics, but not a grasping of mecha or military mechanics. Select two mechanics skills excluding Armorer, Mecha, Veritech Mechanics, and Mechanics engineer. (+5%)
Medical
Skilled in First Aid, also a very base understanding of Surgery. First Aid (+10%), Paramedic (-20%).
Physical
We ALL saw this one coming. The athletic training the character goes through makes a definately useful man to have on the front lines (i.e. cannon-fodder). Has the skills of Athletics (New skill!)& Running (New skill!).
Science
One of the most common courses for Starship Pilots (can't navigate through space if you don't know how the physics work) and Field Scientists (NO? DUH!). Choose 2 Science skills (+5%).
Technical
Creative and useful teachings for hobbies to relieve stress. Select two Technical Skills (excluding Demolitions Skills!)
Wilderness
Survival training important for long term ground campaigns & crash survivors. Select two Wilderness skills (Wilderness Survival may also be selected) (+3%).

REVISED MECHA HTH DAMAGE

Okay people let's get serious here, just as w/ the damage the Zentraedi did, the damage mecha do is just ridiculously small! So I'm here to fix it! :)
VF Series Veritech Fighter (includes Vindicator)
Restrained Punch 4d4+1 M.D.
Full Strength Punch 4d6+1 M.D.
"Booster" Punch 1d4x10 M.D, (counts as two attacks)
Body Flip/Throw 3d6+2 M.D
Body Block/Tackle 3d6+2 M.D.
Kick 4d6+1 M.D.
Leap Kick 1d4x10 M.D., costs two attacks
Stomp 5d6 M.D. (only effective against small objects)

VAF & VBF Series Veritech Fighters
Punch 3d6+2 M.D. in Battloid Mode
Punch 3d4+2 M.D. in Guardian Mode (not possible for the Beta)
Kick 3d6+2 M.D. (possible only in Battloid)
Leap Kick 6d6+4 M.D. (possible only in battloid, not applicable to the Beta)
Body Flip/Throw 2d6+3 M.D.
Body Block/Tackle 2d6+3 M.D.
Stomp 5d4 M.D.

REF Battle Pod
Punch 3d8+2 M.D.
Kick 2d6 M.D.
Leap Kick 4d6 M.D. (counts as two attacks)
Body Flip/Throw 3d6+2 M.D.
Body Block/Tackle 3d6+2 M.D.
Stomp 5d4 M.D.

REF Officers Pod
Punch 4d6+1 M.D.
Kick 2d6 M.D.
Leap Kick 4d6 M.D.
Body Flip/Throw 3d6+2 M.D.
Body Block/Tackle 4d6+2 M.D.
Stomp 5d4 M.D.

MAC III
Swatting Blow 2d6+3
Body Block 5d6+5 for the MAC III
Stomp 1d4x10 for the MAC III

LRV-588 Veritech Car
Punch 1d6+4
Kick 1d6+4
Leap Kick 2d6+8
Body Flip/Throw 1d6
Body Block/Tackle 1d6

Note: For HTH damage for the REF Destroids, check the Modular Destroid Armoury Program below.


FLEET ORGANIZATION

Scout Fleets
These fleets usually handle preliminary exploration into system that're believe to be held by the enemy, or examining possible resource systems.
Consists of 1 Ikazuchi, 3 Garfish, and 5 Horizonts.

Engagement Fleets
These are the first fleets to meet the enemy in a planetary planetary landing attempt. In very important situations these numbers maybe 2 or 3 times greater to ensure victory.
Consists of 1-3 Ikazuchi & 10-20 Garfish

Escort Fleets
These group are designed to escort either important shipments, important starships carrying VIPs, or even guarding the SDF-3 itself.
Supply Escorts consists of 0-1 Ikazuchi & 5 Garfish
VIP Escort consists of 1-2 Ikazuchi & 6-10 Garfish
SDF Escort 3-5 Ikazuchi & 20-40 Garfish

Assault Fleets
These are the groups that come in after the Engagement Fleet for attacks on ground targets.
Consists of 4 Ikazuchi, 25 Garfish, 30 Horizonts.


REVISED MECHA M.D.C.

I've felt that some of the Destroids have gotten the short end of the stick in terms of M.D.C., while the Cyclones seem to have alittle bit to much (before you flame read the rest!), so here's where things get fixed!

Destroid M.D.C.: Increase Main Body M.D.C. by 50 for all (100 for the MAC III). For RDF Destroids still in service, increase M.D.C. by 100 (MAC II by 200).

Cyclone M.D.C. Reduce Main Body M.D.C. by 100, reduce leg M.D.C. by 50, and head M.D.C. by 30. Also, reduce CVR-3 M.D.C. by 20.

Upgraded Full-Size Zentraedi Mecha M.D.C.: The Full-Sized Zentraedi Mecha onboard the SDF-3 have had a major armour upgrade. Increase M.D.C. on all by x3.


NEW WEAPONS

Here are some of the prototype and 'forgotten' weapons used by the REF.

EP-13
This is a prototype energy gun pod developed to replace the GU-XX late in the FIW. It looks identical to the GU-XX on the outside, but looking at what's in the guns clip you can automatically tel the difference. Instead of the large 35mm ammunition belts, the clip is divided down the center into two compartments, stacked on top of each other in each compartment are 8 large batteries, a total of 16. These batteries power the energy gatling gun.
Primary Purpose: Assault
Range: 4,000ft
Mega-Damage: 2d6 single blast, 5d6+5 M.D. tri-burst, 1d4x10+10 on a medium burst, 2d4x10+20 on a full melee burst.
Rate of Fire: Single shots or bursts equal to the combined attacks of the pilot.
Payload: 300 single shots, 100 tri-bursts, 50 medium bursts, 25 full melee bursts. The Alpha CANNOT carry extra clips for this gun.
NOTE: This weapon is not available until 2030, even then it is still glitchy. When ever a medium or melee burst is made roll a percentile dice, 80-00 on a medium or 50-00 on a full the weapon malfunctions, the burst gets off but afterwards the internal circutry is fried until repaired by a BME. By the time of the Jupiter Attack fleet this has replaced the GU-XX and is bug free.


Alpha Nose Lasers
Primary Purpose: Anti-Aircraft
Range: 6,000ft
Mega-Damage: 3d6 per lace, 6d6 on a twin burst.
Rate of Fire: Equal to pilots combined attacks per melee
Payload: Effectively Unlimited. Note: CANNOT fire in battloid mode.


EU-35 Beta Tri-Barrel Ion Cannons
These are the weapons mounted in the arms of the Beta. They're meant to fill the niche of the GU-XX which can't fire in Battloid Mode.
Primary Purpose: Assault
Range: 3,000ft
Mega-Damage: 1d4x10 short burst, 2d4x10 medium burst, 5d4x10 full melee burst.
Rate of Fire: Up to 10 short bursts, or 5 medium bursts per melee.
Payload: Conditionally unlimited. Each gun can fire up to 10 short bursts or 5 medium bursts per melee without limit when the gun's inbuilt capacitors are not in use. The capacitors slowly store enough excess energy at 25% per melee for a full melee burst ie a full melee burst can only be fired every four melees.


UPGRADED WEAPONS

These are weapons 'upgraded' (actually they're fixed from K.S.'s major screw ups).

Excaliber MKVII Head Lasers: If those things do 3d6 each that makes them as poweful as the guns on the Gladiator which obviously have larger barrels and energy capacitators.
Mega-Damage: 2d4 M.D. per laser. Three simultaneous blasts directed at the same target do 6d4 M.D. (or 4d6 M.D.).

GRA-10 HIGH POWERED Gladiator Laser Cannons: Gimme a break people, 3d6 each?
Mega-Damage: 6d6 M.D. each, 1d6x10+12 M.D. when simultaneously fired.

GU-11 vs. GU-XX: Okay WTF is up with this? Let's look at it shall we? The GU-11 is a 55mm Tri-Barrel Autocannon, right? Right. The GU-XX is a 35mm Tri-Barrel Autocannon, right? Right. So why does the GU-XX do more than the GU-11, when it obviously uses a smaller caliber ammunition? It makes NO SENSE! So, for the sake of common sense and decency to our beloved VF-1 Series, switch the damages for the GU-XX with the GU-11, and vice versa.

The Great MAC Dilemma: Okay, the MAC II, the biggest powerhouse of the Robotech forces, with four huge cannons, each only doing 2d6x10 M.D.? 40cm, that's 400mm people! That's almost half a fucking meter! First of all, the MAC II 40cm shells do 4d6x10 M.D., okay? Everyone with me? Good. Now the REF MAC III supposedly has 40cm cannons aswell. Here is where the (supposed) dilemma begins...Look at the size of the cannons on the MAC II, and look at the ones on the MAC III, they are obviously NOT the same bore! So the MAC III cannons are 200mm, and do 2d6x10 M.D., are we clear? Good, that's all settled then.


NEW MECHA

VR-055R Devastator Cyclone
VSF-1 Series
VM-04 Sefira Power Suit
Radius Close Combat Destroid
Ceres Space Combat Battloid
Modular Destroid Armoury Program

REF VEHICLES FOR ALIEN ECOLOGIES

Of course over time the REF found the need to develop vehicles for certain types of odd or hostile ecologies (which you'll see in my upcoming Planet Creation Tables).

Anti-Submersible Skimmer

This Skimmer is designed for water & desert travel. On some desert planets the sand flows like water, making it even easier for the enemy to hide. So for such situations the skimmier is armed w/ moderately powerful depth charges, aswell as a payload of Torpedoes.
NOTE: This skimmer is not an enclosed vehicle, it's open, so on planets with harsh atmospheres EVA suits or CVR-3 will be needed.

Vehicle Type: Sea/Sand Skimmer
Crew: One Pilot, can hold 3 additional standing passangers
M.D.C. by Location:

*Depleting the M.D.C. of the main body will destroy the vehicle.
**Depleting the M.D.C. of any one of the thrusters will render the skimmer immobile.

Speed: The Hover Thruster system enables the Skimmer to travels 3ft above the surface of the water or sand. Maximum speed is 200mph, cruising around 80-100mph.
Max. Range: 800 miles at crusing speed, 600 at full speed.
Length: 10ft
Width: 6ft
Height: from the bottom to the deck it's only 2.5ft high, but the back thrusters add another 5ft.
Weight: Dry weight is 1,300lbs, fully loaded the weight is 1.1 tons.
Cargo: The skimmer can carry additional 1,000lbs on it's deck.

WEAPON SYSTEMS

1. TORPEDO LAUNCHERS (4): The Skimmer carries two different pairs of torpedo racks. One pair holds two long range torpedoes, the other pair holds a total of 12 Mini-Torpedoes.
Primary Purpose: Anti-Submersible
Secondary Purpose: Assault
Mega-Damage: Long Range Torpedoes are Plasma and do 4d6x10 M.D. each, Mini-Torpedoes are High Explosive and do 5d6 M.D. each
Rate of Fire: Long Range Torpedoes can be launched singly or in a volley of two. Mini Torpedoes can be launcher singly or in volleys of 2, 4, or 6.
Range: LR Torpedoes have a range of 5 miles, while the Mini-Torpodoes have a range of 1 mile.
Payload: 2 LR Torpedoes and 12 Mini-Torpedoes.

2. DEPTH CHARGES: Mounted on the left and right of the back thruster are high explosive depth charge holders.
Primary Purpose: Anti-Submersible
Mega-Damage: 2d6x10+30 M.D. for charge w/ a 30ft blast radius.
Depth: 3,000ft maximum setting
Rate of Fire: As man as 4 total charges can be dropped in one action.
Payload: 12 charges per holder, that's a total of 24.
Striking with Depth Charges: First a Read Sensory Instruments roll must be made to use sonar detection on the enemies posistion. Then the skimmer goes over the area and drops the charges. Roll to strike for each charge, no modifiers. On a 1-11 the target only feels a slight shockwave, no damage. On a 12-17 the target is caught in the blast taking half damage. On a 18-20 it's a direct hit! Full damage.
By making a succesful pilot roll -20% the pilot can drop the charges in a specific 'trap' pattern. If the pilot psses he gets +1 to stirke for every charge after the first, the bonus is cumulative (.i.e. first charge +0, 2nd +1, 3rd +2, etc.).NOTE: Ponderous battle ships can't perform 'trap' pattern drops.

Arctic Hover Sled

This sled is designed for arctic travel. It is streamlined in anticipation of storms, and is equipped with a special laser torch for cutting through thick ice. Also it is fully equipped with enough storage space for an emergancy one person shealter, food, water, & portable laser stove (uses a weak laser to generate heat, doesn't get snuffed or blown out like normal gas stoves).

Vehicle Type: Arctic Travel Sled
Crew: One pilot, can hold on additional passenger behind the pilot.

M.D.C. by Location:

*Depleting the M.D.C. of the main body will destroy the vehicle.

Speed: The sled can hover 1-5ft above the ground. Maximum speed is 250mph, cruising around 90-120mph. Thruster jumps can be a maximum of 50ft.
Length: 7ft
Width: 1.5ft
Height: 2.4ft, 3ft with retractable landing gear extended. Weight: 210lbs, fully loaded 260lbs
Range: 500 miles.

WEAPON SYSTEMS

1. ROTATABLE BALL LASER TORCH: This 'weapon' is more often used to cut through thick ice but can be used as a close range weapon. The ball has a 45 degree arc.
Primary Purpose: Cutting Tool
Secondary Purpose: Defense
Mega-Damage: The laser has two settings, Setting 1: 5d6 S.D.C., Setting 2: 1d4+1 M.D. If used for the entire melee to cut, double the damage.
Range: Setting 1: 80ft, Setting 2: 40ft
Rate of Fire: 4 blasts per melee
Payload:Effectively Unlimited.

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