Post by kurff on May 7, 2008 17:35:53 GMT -5
The Border Fleets:
The Tyrolian Border Fleet is made up of two branches. The Border Fleet itself is the navy (warships and supporting fighters) and the Border Guards which makes up the Ground Forces, which are the Terminators, and the supporting Bioroids. Stationed together the objective is the same, patrolling the Tyrolian Empire. However, the Border Guards will also man the bases and outposts throughout the empire too.
The Expansion fleet is a lot bigger and has more resources than the border fleets. The Expansion Fleet uses primarily Blue and Green Bioroid pilots that are just pieces of mindless flesh controlled by the clone masters. There are a lot of them and they are expendable, they do not have a mind of there own, they do not have morals, they do not ask questions and they cannot mutiny or create an uprising if they don't agree with the Robotech Masters evil ways, so the cost in Protoculture to use them this way is justified.
However, the border fleets do not have the resources or the desire to use mindless Bioroid pilots, hence the reason for cloning specialized soldiers, and to save on Protoculture. As a result the Border fleet actually has a ranking system very unlike the Expansion Fleets.
The Gunga-Din and the Border Fleets:
First, as Gunga-Din have no standing fleet. This is intentional. The Border fleet would rather have Tyrolians. The Border Guard instituted the Gunga-Din Line to provide the Non-Tyrolians a chance to serve if they wished.
Though few become life long soldiers, they are welcome to. Only 1000 have reached the rank of Centurion or Plutarchos with a force of other Gunga-Din. The trend of employing ONLY Tyrolians is starting to die out in the Border Fleets before the Invid assault. The Border fleet Commanders felt if Communities and worlds had natives to defend it make their job easier on two fronts.
First, there would be immediate defenders; second, they found the worlds we're friendlier when they began work alongside the Border fleets.
This meant less strong-arming and a better effort from the world to get help for the Ground forces.
Those that served within the Border Guard and fleet were given Citizenship in the Empire as a Tyrollian if they make Optio in the Guard or Archikeleustes in the fleet. Presently 120,000 Gunja-din are actively serving.
The Gunja-Din has fought alongside many lines, including the Mandou and Fenerous. In time the Gunja-din WILL earn a place among the fleets and stand as Clan. When the Sentinels/REF form an Alliance with the Tyrolians among the fleets; The Ground forces will be the first to acknowledge their status as they have been alongside the aliens longest.
Ranks for Border Guards:
Notes:
-Mandou, Fenerous, and Volsung each have a general in there clan/Line
-no Tyrolian in the Border fleet will be below Legionnaire. The rank Auxiliary is reserved for Slave Warriors/Conscripts who are only temporarily on military duty. They can earn promotion normally)
-Mandou, Volsung, and Fenerous each have a separate network.
Enlisted:
Auxiliary -- Gunga-Din and other alien citizens getting drafted (Terminators)
Legionnaire-- the backbone of the Roman army (Terminators, and/or Blue Bioroid)
Principes-- Corporal (Blue or Green Bioroid or HK)
Mastati -- Sergeant (Blue or Green Bioroid, or HK) Second-In-command of a squad)
Sergeant -- Sergeant major or staff Sergeant (Green Bioroid, or HK) squad commander
Officers:
Optio -- 2nd Lieutenant (Green Bioroid, or HK) In charge of more than one squad or Platoon
Centurion -- Lieutenant (Green or Red Bioroids, or HK) In charge of more than one Company
Centurion Maximus -- Captain (Red Bioroids, or HK) Second-in-command of a Battalion
Tribune -- Command of a company or battalion. (Red Bioroid or HK)
Legatus -- Major (These officers were drawn from the Tyrolian Senatorial class) (Red Bioroid or better) In charge of a Brigade.
Legatus Maximus -- Lieutenant Colonel in charge of a regiment (Red Bioroid or better)
Prefect -- Colonel (Red Bioroid) in charge of a Legion.
Brigadier General – Clan/Line Tactical and Logistics Commander
Major General -- Head Science Master/Clone master for the Genetic Line
Lieutenant General -- Clan/Line Head of Security (Typically a Sabra operative)
General – Genetic Clan/Line Commander
Grand General -- Is in overall command of the entire Border Guard.
Rank for Border Fleet:
Notes:
-Each Genetic line has one fleet dedicated to its goals; hence there are 3 major fleets: Sabra Fleet, Orca assault Fleet and Kenja Recon Group fleet
The Mandou, Volsung, and Fenerous have a large number of Carriers and Command ships.
Enlisted:
Naftis Junior Grade -- Seaman
Naftis -- Ensign
Diopos -- Corporal
Keleustes Junior Grade -- Petty Officer
Keleustes -- Chief Petty Officer
Officers:
Archikeleustes -- Lieutenant
Plutarchos Junior Grade -- Lieutenant. Commander (Typically commands a Roil Tiluvo Class Assault Corvette)
Plutarchos -- Commander (Typically commands a Tou Salaam Class Picket Cruiser)
Navarchos -- Captain (Typically commands a Seron Thoun Class Battlecruiser)
Commodor -- (Typically commands a Sian Dereta Class Battle Fortress)
Rear Admiral -- (Typically commands a Sian Macross Class Battle Fortress)
Vice Admiral – Head Science master/Clone master
Admiral –Genetic Line/Clan Fleet commander
Grand Admiral -- Is in overall command of the entire Border Fleet.
Border Fleet Genetic Lines of note:
"Mandou"
Role: Defense and Close Quarters combat
Leader: Sendar Mor'ath (10th level Mandou Battle Pod Specialist, male)
Preferred Genetic lines to work with: Volsung, Sabra and Fenerous
Least preferred Genetic lines to work with: Gunga Din, they find the Kenja to be 'space-touched' as they travel far too often for Mandou tastes)
Common Traits: Preference to Melee weaponry, Strong sense of Honor
Biography:
The Mandou genetic line is responsible for the Tyrolian swordsmanship style. A long and proud Genetic line that to this serves as defenders of the Empire.
ALL "Mandou" have been trained since cloning to be experts with the swords they carry. The swords are not only a symbol of prowess; the blade is a "Mandou" banner.
Praxian swords are particularly prized by the "Mandou" and they carry them as badges of honor and achievement. It considered a Right of passage to earn one in the field.
Genetic advantages:
The Mandou get Tyrolian Fencing free when they learn WP Sword, WP Knife and Fencing.
Mandou Battle style:
Mandou fighting in groups consisting of Mandou receives several bonuses.
-Mandou Combat Telepathy:
Allows them to share a view of the battlefield and improve battlefield awareness. Hence they can't be backstabbed or surprised easily. This is similar to how UAV and advanced fighters share info via comlink, but on a telepathic level.
Starting Mecha: HK Bioroid Power armor and CADS
"Volsung"
Role: Heavy assault and Border fleet Zentraedi Combat Operations
Leader: Kazath Moh'dan (12th level Volsung Battle Pod Specialist, male)
Common Traits: Preference to Melee weaponry, Strong sense of Honor
Preferred Genetic lines to work with: Mandou and Fenerous
Least preferred Genetic lines to work with: Sabra
Biography:
Named after the Ancient Tyrolian word for "Giant" it has been a respected name among the Genetic strains and the Empire as a whole.
The "Volsung" have long operated in tangent with the Zentraedi. Throughout the last 1000 years, the "Volsung" have gained the trust and allegiances of Zentraedi.
The line's name comes from the first one to be cloned. "Volsung" gain bonuses when working with Zentraedi, and share the same initiative as their Zentraedi allies when in combat with them. This allows them to strike in tandem with each other and that makes this pairing a deadly encounter.
Their main occupation is that of Power Armor/Bioroid Specialist OCC.
Genetic advantages:
The Volsung possesses a tolerance for heavy gravity (+4 PS, +4 PE +2d6 SDC) they can survive in x5 times the normal gravity comfortably
Share Initiative with Zentraedi:
In the case of working with Zentraedi exclusively, BOTH use the same initiative. This allows them to strike at the same time and better co-ordinate their attack. However, it also means a bad roll affects BOTH groups.
Starting Mecha: Bioroid of Choice, only officers can select HK's and even then must have a reason.
"Fenerous"
Role: Guerilla Warfare
Leader: Bal'thus Korvin (10th level Volsung Soldier-Guerilla Combat specialist, male)
Common Traits: Fast and well prepared (think Sun-Tzu's smarter brother)
Preferred Genetic lines to work with: Kenja, Sabra, Volsung and Mandou
Least preferred Genetic lines to work with: Gunga Din, Orca
Biography:
This line is named from one of a species of wild cats found on Tyrol, a fast quick striking predator unparalleled by few other cats. It possesses a telepathic displacement that allows it appear to be in two places.
The "Fenerous" is an expert in tactics and Guerilla Warfare. The Fenerous have for generation fought the Garudians in the jungles of many worlds to great success.
The Mecha of Choice is the HK Bioroid; the superior skills in this suit have made them legendary among the Bioroids. This unit was only recently produced and they are one of two Lines to operate it as standard craft.
Genetic advantages:
The Fenerous are lighter built and tend to be a darker tone to aid in camouflaging. They get a +15% to that skill or use it at 3rd level if they do not possess it.
+2 PE, +10% to Physical skills.
Automatic Mind block:
After fighting the Garudians they have learned to maintain a constant mind block and still use telepathy. This mind block operates without failing and allows them to evade telepathic and psychic early warning abilities.
Starting Mecha: HK Bioroid
"Orca"
Role: Pilots
Leader: Dannoth Kor'in (12th level Bioroid/Battle pod Specialist)
Common Traits: Bold and Proud of pilot ability (can lead to competitive behavior)
Preferred Genetic lines to work with: Kenja, Fenerous, and Mandou
Least preferred Genetic lines to work with: Sabra, Gunga Din
Biography:
Named for a breed of predatory Whales in the oceans of Tyrol, this widely distributed line serve as Fighter Pilots and Bioroid Pilots across the Empire.
"Orca" Pilots can perform stunts few other races can. While heavy gravity will render a human unconscious, the "Orca" would still be conscience. The "Orca" and "Kenja" have a close bond often working together to improve each other's performance in their duties.
Genetic advantages:
Natural Pilots:
They have been bred for flight. Able to withstand great stresses internally, heavier gravity, better spatial awareness, and having a slower breathing rate have made these pilots the best. Whether it is a plane, Bioroid, or hand glider they can fly it better, faster, and more effectively than most. They also operate as nautical Pilots. Their skills in combat include Pilot jet, Pilot shuttle, RSI, weapon systems, air-to-air combat, space combat all at +15%.
Reduced Requirements:
Orca requires 30% less air, can withstand x4 the normal gravity of the typical Tyrolian. (+3 PE and +3 PP, blood loss at 20% less than normal)
Starting craft: Choice of a Heavy, Medium, or Light Fighter and 1 Bioroid of choice with Hover sled
"Kenja"
Role: Scouts and Cartographers
Leader: Kora Tyr (10th Kenja Bioroid Scout, female)
Common Traits: Prefers to be active and be on the move, rarely do they serve in combat on the frontline.
Preferred Genetic lines to work with: Gunga-Din Orca, Fenerous, and Sabra
Least preferred Genetic lines to work with: Mandou (they tend not to travel outside of there borders, but they do respect the Mandou role as defenders)
Biography:
They are the explorers of the Bioroid lines. They were placed in the Border Fleets to expand territory. "Kenja" are the best Navigators in the Border Fleets.
Most “Kenja” serve as Navigation Officers and Scouts in the Border fleets. But on their own or with the "Orca" they really show their stuff.
"Kenja" have the great distinction of being the first ones to sail the oceans of space and map them. This is a feat that to this day is yet to outdone by any Genetic line. As this reputation is held all “Kenja” are able to navigate in all categories +15% and are skilled at astronomy (+10%).
Genetic advantages:
Sense Magnetic fields and Poles
The Kenja can sense magnetic fields and poles to aid in navigation,
Natural Navigators:
Kenja can use Recall memory on maps, star charts and easily recall locations they have been to by just seeing it. NEVER gets lost....as well as use 20% less Food and Water than normal Tyrolians.
Starting craft: Kenja Scout ship. Bioroids may be given, but only to those serving in combat
"Sabra"
Role: Covert Ops and Security
Leader: Vorashi Ba'al (8th level Sabra Soldier-espionage, female)
Common Traits: Prepared, Sense of reliability and honor
Preferred Genetic lines to work with: Mandou, Kenja, and Fenerous
Least preferred Genetic lines to work with: Orca and Volsung
Biography:
Sabra is the Bioroid strain that operates as assassins, protectors, and enforcers of Officers. They specialize in disrupting enemy operations by eliminating Command and communications. They have HTH assassins, are skilled with the Knife, Rifle, and Archery, and trained as sniper with Rifles and Archery.
This group has served in the frontlines for 500 years and earned its place in the Border fleets. No Bioroid pilot would question that...and those that do rarely live long enough regret that fact.
Genetic advantages:
Natural Snipers/Marksman:
The Sabra receives Sniper and Paired weapons with any projectile weapon they can use. (Must have WP for it) This includes Handguns, sniper-modified Heavy weapons, and anything else.
Determine Weakness:
With a combination of Perception and logical observation the Sabra can sense the best way to kill a target.
Detect Weakness: 25%+3% per level. This ability includes gathering intelligence and rumors about their target.
Starting Weapons: a pair of top quality Knives (Often Praxian) plus 1d4+2 other weapons (2 must be Knife or Projectile in nature)
"Gunga Din"
Role: Infantry (A.K.A. Cannon Fodder)
Leader: Robotech Masters Main fleet
Common Traits: Non-Tyrolians compose this group.
Preferred Genetic lines to work with: Volsung, Kenja and Sabra
Least Preferred Genetic lines to work with: Expansion Fleet
Biography:
Default groups consist of those that were Mind Wiped. They receive little regard and are often the first to be sent against fortified positions to soften defenses. They are often commanded by the Masters and officers of the Main Fleet.
Those that serve in the Border fleets are all willing conscripts. In fact many train and fight alongside the Border fleet as soldiers of the Empire. Kenja and Volsung often work with and have them as members of their unit. The Sabra occasionally trains a Gunga-Din that is useful or has proven themselves.
The Mandou never take them in for training for reasons of pride, However, they will work with them and treat them fairly. As fellow defenders, they provide their allied Gunga-Din with Bioroids and weapons as needed. Should Gunga-Din betray he is executed by a Mandou blade.
Genetic advantages:
None, this is your typical Tyrolian.
Starting Gear: standard
New OCC's:
OCC:
Power Armor/Battle Pod Specialist OCC
(All Volsung are Elite Bioroid Combat and Bioroid Piloting regardless of OOC.)
Members of the Volsung are not the only expert Pilots of the Border fleets. Many Fenerous, Sabra, and even Mandou have taken up this art.
It is the role of this pilot to bring about the fury of death and destruction to the enemies of the empire. To accomplish this mission they are given a Bioroid and all the training needed to operate Bioroids.
OCC Skills:
Pilot Bioroid Hover sled 70%+4%
Pilot Bioroid 70%+3%
Robot Combat Elite: Bioroid
Robot Combat Basic
Weapon systems +10%
Sensory Equipment +10%
Navigation 10%
Climb*
Prowl*
Swimming
WP Handguns (applies to Weapons drum)
WP Heavy Energy
HTH: Expert**
*can take Gymnastics in place of these 2 skills.
** If the pilot is of the Mandou Line add Tyrolian Swordsmanship.
Other skills: 14 skills (2 must WP, 2 must Physical)
Otherwise as choose skills as a Veritech pilot.
Border fleet Fighters:
Light Fighter: Orca Light Fighter
The Light fighter is the primary type used. It is capable of trans-atmospheric flight and acts as a first strike fighter in most fleets. The craft was designed to be able to withstand severe gravity and has performed stunts many craft would buckle under. The lower gravity control onboard was meant to allow superior control systems.
Its armament is intended for a fast, precise strike. The craft has 4 wing-mounted Weapons drums and six to twelve missiles.
Despite the lack of heavy weapons or long-range strike ability, it excels at ship defense and fighter interception. Capable of moving underwater it can use bodies of water as cover, however, it is not designed for nautical combat.
It in the hands of the Orca this fighter is best used. Packs of these fighters appear to be even more frightening when they break from the surface of a lake or ocean then attack.
Light Fighter: Orca Light Fight
Light Fighter
Vehicle Type: Stealth Strike Fighter
Crew: 1, plus 1 passenger (Often a Kenja or Sabra)
MDC by Location:
Wings, back (2)-100
Stabilizer Wings, Front (2)-50
Pilot Compartment-100
Main Body-200*
Missile Pylons** (6)-50
Wing Mounted Weapon Drums (4)-100 (Due to armored cover of 50 MDC)
Main engine**-250 (Due to armored cover of 100 MDC)
*-if the main Body Depleted the craft will shut down.
**-6 to hit on a called shot due to armor, -3 to hit once armor is depleted.
Max Speed: Mach 6 (briefly to achieve orbit)
Cruising speed: Mach 3 (Mach 4 tops, straight line flying with Anti-Gravity drive off)
Range: Unlimited
If speed is Mach 2 or less then unlimited. Can go Mach 3 or better for 10 minutes then must land and cool down.
Height: 9ft
Weight: 1200lbs (fully loaded)
Width (Wing Tip to Wing Tip): 16ft
Width (Body): 6ft
Width (Stabilizer wings): 10ft
Length: 14 Ft
Main Engine: Dylarian Thermal Propulsion
***The clean nuclear power has 20 years of life.
Bonuses:
-15% to detect when using Read Sensors.
-15% weapons systems for heat Seeking and thermal guidance missiles
Weapon Systems:
1) Wing Mounted Twin lasers 4 (2 per wing) Identical to the HK-Bioroid.
HK-Drum Gun (laser): This is a small-scale version of the reliable Bioroid weapon drum. The laser Drum can be removed by the pilot.
Primary Purpose: Assault
Secondary Purpose: anti-personal\Anti-Laser resistant targets
Effective Range: 2000ft (305m).
Mega-Damage: 2D6 per blast.
Rate of Fire: single shots
Payload: 1000 per clip, 6 clips are in an automatic reloaded. Standard clips are used for quick reloads and availability.
2) Missiles pods (3 per wing)
PRIMARY PURPOSE: Assault/Defense
SECONDARY PURPOSE: Anti-Mecha
RANGE: Varies
DAMAGE: Varies
RATE OF FIRE: One at a time or in volleys of two, four, or six
PAYLOAD: 12 mini-missiles (4 per pod)
3) (Optional) Wing Mounted Twin Weapon pods 4 (2 per wing) Identical to the HK-Bioroid. (A system used by recon and covert ops mission drops)
HK-Drum Gun: This is a small-scale version of the reliable Bioroid weapon drum. Like the full-sized version, it fires explosive, armor-piercing rounds.
In the event of a crash, these guns and Ammo clips can be removed by the pilot.
Primary Purpose: Assault
Secondary Purpose: Pilot Survival Weapon
Effective Range: 2000ft (305m).
Mega-Damage: 2D6 per round. 4D6 for a 6 round burst, 1D6X10 for a 15 round burst. Sprays are possible, but all victims in the spray only take 2D6 damage.
Rate of Fire: single shots and bursts/sprays all count as one attack.
Payload: The HK-Drum gun has a large ammo drum with six internal clips, each holding 75 rounds of ammunition (for a total of 450 rounds). When one clip is emptied, the weapon automatically switches over to another clip. An extra drum of ammunition can also be carried. The ammo drum can be exchanged in two melee actions/attacks.
Image: the Defiant, with 4 foot swept-back wings.
Medium Fighter: "Storm-Hammer"
Heavy fighters started as an anti-armor and ant-defense craft. It is capable of trans-atmospheric flight and acted as a support to first strike fighter in most fleets. The heavy Fighter was designed to be able to withstand severe gravity for extended periods.
Its armament is intended for a Heavy, precise strike craft. The craft has formidable anti-Armor and anti-ship weapons systems. As of late, it has earned a reputation as an Invid killer, particularly Hives. A flight of these properly supported can take a hive in a single attack.
Despite its lack of speed (a mere Mach 2 in a straight line), it is used extensively by the Border Guard as fire support against armored columns and hardened positions. The Mandou and Fenerous have made extensive use of this fighter and Often have them as part of their infantry groups.
Volsung Variants use HK drums and non-protoculture in their training fighters. Also frequently use Artillery shells due to the use of underground bases by many infantry forces. The standard version uses lasers and a pair of plasma cannons in place of missiles or shells.
Medium Fighter: Volsung "Storm-Hammer"
Role: Anti-Armor/Anti-defense systems
Vehicle Type: Heavy Stealth Strike Fighter
Crew: 3, plus 6 Passengers
MDC by Location:
Wings (2)-150
Pilot Compartment-200
Main Body-350*
Missile chambers** (6)-50
Turret Mounted Weapon Drums (4)-100 (Due to armored cover of 50 MDC)
Main engine**-300 (Due to armored cover of 100 MDC)
*-If the main Body is Depleted the craft will shut down.
**-6 to hit on a called shot due to armor, -3 to hit once armor is depleted.
Max Speed: Mach 6 (briefly to achieve orbit) or Mach 2 in the atmosphere.
Cruising speed: Mach 1
Range: Unlimited
If speed is Mach 2 or less then unlimited. Can go Mach 3 or better for 10 minutes then must land and cool down.
Height: 11ft
Weight: 1600lbs (3000 fully loaded)
Width (Wing Tip to Wing Tip): 18ft
Width (Body): 10ft
Length: 20 Ft
Main Engine: Dylarian Thermal Propusion
***The clean nuclear power has 20 years life.
Bonuses:
-10% to detect when using Read Sensors.
-10% weapons systems for heat Seeking and thermal guidance missiles
Weapon Systems:
1) Wing Mounted Plasma chambers 2 (1 per wing)
This chamber fires plasma bursts similar to a revolver. These are for use against armor and infantry.
Primary Purpose: Anti-armor/Anti-infantry
Secondary Purpose: Assault/Defense
Effective Range: 3000ft
Mega-Damage: 2d4x10 with a 10-foot blast radius
Rate of Fire: single, or both at the same time
Payload: 18 shots/hour, recharges plasma bursts at 2 an hour.
2) nose Mounted Twin laser Gun pods 4 (2 per wing) Identical to the HK-Bioroid.
HK-Drum Gun (laser): This is a small-scale version of the reliable Bioroid weapon drum. The laser Drum can be removed by the pilot.
Primary Purpose: defense
Secondary Purpose: anti-personal/assault
Effective Range: 2000ft (305m).
Mega-Damage: 2D6 per blast.
Rate of Fire: single shots
Payload: 1000 per clip, 6 clips are in an automatic reloader. Clips are used for quick reloads and availability.
(Optional weapon systems)
3) Wing Mounted Artillery chambers 2 (1 per wing)
This chamber fires self Guided Motors similar to a revolver. These are for use against caves and infantry.
Primary Purpose: anti-armor/anti-Fortification
Secondary Purpose: Ground Assault/Defense
Effective Range: varies by shell type
Mega-Damage: Varies by Shell type
Rate of Fire: single, volleys of 2 or 4.
Payload: 18 shells
4) Wing Mounted Missile chambers 2 (1 per wing)
This chamber fires missiles similar to a revolver.
Primary Purpose: anti-armor/anti-ship
Secondary Purpose: Assault/Defense
Effective Range: varies by missile type
Mega-Damage: Varies by missile type
Rate of Fire: single, volleys of 2 or 4.
Payload: 8 MRM, 10 short-range missiles
5) Turret Mounted Twin Weapon Pods 4 (2 per wing) Identical to the HK-Bioroid. (A system used by recon and covert ops mission drops)
HK-Drum Gun: This is a small-scale version of the reliable Bioroid weapon drum. Like the full-sized version, it fires explosive, armor-piercing rounds.
In the event of a crash, these guns and Ammo clips can be removed by the pilot.
Primary Purpose: Assault
Secondary Purpose: Pilot Survival Weapon
Effective Range: 2000ft (305m).
Mega-Damage: 2D6 per round. 4D6 for a 6 round burst, 1D6X10 for a 15 round burst. Sprays are possible, but all victims in the spray only take 2D6 damage.
Rate of Fire: single shots and bursts/sprays all count as one attack.
Payload: The HK-Drum gun has a large ammo drum with six internal clips, each holding 75 rounds of ammunition (for a total of 450 rounds). When one clip is emptied, the weapon automatically switches over to another clip. An extra drum of ammunition can also be carried. The ammo drum can be exchanged in two melee actions/attacks.
Noted Border Fleet Races:
Dylarians
Role: Combat Engineering Support
Leader: Dylarian Council
Common Traits: Loyal, Sinister
Preferred Genetic lines to work with: Mandou and Sabra
Least Preferred Genetic lines to work with: none
Biography:
System: Dylar
Primary Government: Dylar Protectorate (currently with Mandou)
Status of the world: Conquered by the Invid
World Conditions: Higher than normal Radiation levels (3 times that of earth.), Vegetation and all animals are impervious to radiation of most types.
The Dylar System was targeted by Invid early in the war. The Mandou and Fenerous defended it until they could evacuate. The Dylar would later produce Mandou Warships and the infamous Mandou and Fenerous Power Armour came from this world.
Dylarians are experts in engineering and sciences pertaining to energy control and generation. They appear as humans with pale glowing eyes that vary from Light orange-red to a deep red or orange. They live up to 400 years of age typical.
Racial Trait:
Impervious to Radiation
Unusual Diet (Radiation): must be exposed to some sort of radiation for 3 hours per day.
OCC’s: (Equal to an RDF)
Dylarians can be Field Scientists, Communications Engineer, Electrical Engineer, Mechanical Engineer and Mercenary/Freedom Fighter.
Telsalites
Role: Bioroid Combat pilots
Leader: Telsa Council (presently in hiding on Telsa Prime)
Common Traits: eager, restless
Preferred Genetic lines to work with: Volsung and Orca
Least Preferred Genetic lines to work with: none
Biography:
Telsa Prime
Primary Government: Tribal Council
Status of the world: Active, Resisting Invid
World Conditions: Stormy, Lightening filled. All vegetation and animals are Impervious to natural/non-MDC electricity.
History/Notes: These people serve as Bioroid pilots to learn mecha. Once serving their time they return home and defend their planet. Little is known of their social customs save they gather in clans determined by their professions and their strict military codes.
Recently many have shown skill at taking over Invid mecha that is not occupied.
Racial Traits:
Partial Energy beings: They require a suit or energy transmitting screen to contain their electrical field. These power suits can be operated by the Telsa-Prime via mental contact. The three types of suits are: light Common (human-sized), medium armored combat (7 feet, lightly weaponed and armored), and heavy assault suit (equal to HK Bioroid, only with energy weapons on the wrist.) Without them they would project undirected bolts of lightning and drain electrical systems or batteries randomly when off their world.
Diet (Energy): they can feed on electricity and static from wind friction in storms. These suits are designed with a 2 week supply of energy to feed on.
OCC’s: Electrical Engineer, Mercenary/Freedom Fighter, any Military or mecha Pilot.
The Tyrolian Border Fleet is made up of two branches. The Border Fleet itself is the navy (warships and supporting fighters) and the Border Guards which makes up the Ground Forces, which are the Terminators, and the supporting Bioroids. Stationed together the objective is the same, patrolling the Tyrolian Empire. However, the Border Guards will also man the bases and outposts throughout the empire too.
The Expansion fleet is a lot bigger and has more resources than the border fleets. The Expansion Fleet uses primarily Blue and Green Bioroid pilots that are just pieces of mindless flesh controlled by the clone masters. There are a lot of them and they are expendable, they do not have a mind of there own, they do not have morals, they do not ask questions and they cannot mutiny or create an uprising if they don't agree with the Robotech Masters evil ways, so the cost in Protoculture to use them this way is justified.
However, the border fleets do not have the resources or the desire to use mindless Bioroid pilots, hence the reason for cloning specialized soldiers, and to save on Protoculture. As a result the Border fleet actually has a ranking system very unlike the Expansion Fleets.
The Gunga-Din and the Border Fleets:
First, as Gunga-Din have no standing fleet. This is intentional. The Border fleet would rather have Tyrolians. The Border Guard instituted the Gunga-Din Line to provide the Non-Tyrolians a chance to serve if they wished.
Though few become life long soldiers, they are welcome to. Only 1000 have reached the rank of Centurion or Plutarchos with a force of other Gunga-Din. The trend of employing ONLY Tyrolians is starting to die out in the Border Fleets before the Invid assault. The Border fleet Commanders felt if Communities and worlds had natives to defend it make their job easier on two fronts.
First, there would be immediate defenders; second, they found the worlds we're friendlier when they began work alongside the Border fleets.
This meant less strong-arming and a better effort from the world to get help for the Ground forces.
Those that served within the Border Guard and fleet were given Citizenship in the Empire as a Tyrollian if they make Optio in the Guard or Archikeleustes in the fleet. Presently 120,000 Gunja-din are actively serving.
The Gunja-Din has fought alongside many lines, including the Mandou and Fenerous. In time the Gunja-din WILL earn a place among the fleets and stand as Clan. When the Sentinels/REF form an Alliance with the Tyrolians among the fleets; The Ground forces will be the first to acknowledge their status as they have been alongside the aliens longest.
Ranks for Border Guards:
Notes:
-Mandou, Fenerous, and Volsung each have a general in there clan/Line
-no Tyrolian in the Border fleet will be below Legionnaire. The rank Auxiliary is reserved for Slave Warriors/Conscripts who are only temporarily on military duty. They can earn promotion normally)
-Mandou, Volsung, and Fenerous each have a separate network.
Enlisted:
Auxiliary -- Gunga-Din and other alien citizens getting drafted (Terminators)
Legionnaire-- the backbone of the Roman army (Terminators, and/or Blue Bioroid)
Principes-- Corporal (Blue or Green Bioroid or HK)
Mastati -- Sergeant (Blue or Green Bioroid, or HK) Second-In-command of a squad)
Sergeant -- Sergeant major or staff Sergeant (Green Bioroid, or HK) squad commander
Officers:
Optio -- 2nd Lieutenant (Green Bioroid, or HK) In charge of more than one squad or Platoon
Centurion -- Lieutenant (Green or Red Bioroids, or HK) In charge of more than one Company
Centurion Maximus -- Captain (Red Bioroids, or HK) Second-in-command of a Battalion
Tribune -- Command of a company or battalion. (Red Bioroid or HK)
Legatus -- Major (These officers were drawn from the Tyrolian Senatorial class) (Red Bioroid or better) In charge of a Brigade.
Legatus Maximus -- Lieutenant Colonel in charge of a regiment (Red Bioroid or better)
Prefect -- Colonel (Red Bioroid) in charge of a Legion.
Brigadier General – Clan/Line Tactical and Logistics Commander
Major General -- Head Science Master/Clone master for the Genetic Line
Lieutenant General -- Clan/Line Head of Security (Typically a Sabra operative)
General – Genetic Clan/Line Commander
Grand General -- Is in overall command of the entire Border Guard.
Rank for Border Fleet:
Notes:
-Each Genetic line has one fleet dedicated to its goals; hence there are 3 major fleets: Sabra Fleet, Orca assault Fleet and Kenja Recon Group fleet
The Mandou, Volsung, and Fenerous have a large number of Carriers and Command ships.
Enlisted:
Naftis Junior Grade -- Seaman
Naftis -- Ensign
Diopos -- Corporal
Keleustes Junior Grade -- Petty Officer
Keleustes -- Chief Petty Officer
Officers:
Archikeleustes -- Lieutenant
Plutarchos Junior Grade -- Lieutenant. Commander (Typically commands a Roil Tiluvo Class Assault Corvette)
Plutarchos -- Commander (Typically commands a Tou Salaam Class Picket Cruiser)
Navarchos -- Captain (Typically commands a Seron Thoun Class Battlecruiser)
Commodor -- (Typically commands a Sian Dereta Class Battle Fortress)
Rear Admiral -- (Typically commands a Sian Macross Class Battle Fortress)
Vice Admiral – Head Science master/Clone master
Admiral –Genetic Line/Clan Fleet commander
Grand Admiral -- Is in overall command of the entire Border Fleet.
Border Fleet Genetic Lines of note:
"Mandou"
Role: Defense and Close Quarters combat
Leader: Sendar Mor'ath (10th level Mandou Battle Pod Specialist, male)
Preferred Genetic lines to work with: Volsung, Sabra and Fenerous
Least preferred Genetic lines to work with: Gunga Din, they find the Kenja to be 'space-touched' as they travel far too often for Mandou tastes)
Common Traits: Preference to Melee weaponry, Strong sense of Honor
Biography:
The Mandou genetic line is responsible for the Tyrolian swordsmanship style. A long and proud Genetic line that to this serves as defenders of the Empire.
ALL "Mandou" have been trained since cloning to be experts with the swords they carry. The swords are not only a symbol of prowess; the blade is a "Mandou" banner.
Praxian swords are particularly prized by the "Mandou" and they carry them as badges of honor and achievement. It considered a Right of passage to earn one in the field.
Genetic advantages:
The Mandou get Tyrolian Fencing free when they learn WP Sword, WP Knife and Fencing.
Mandou Battle style:
Mandou fighting in groups consisting of Mandou receives several bonuses.
-Mandou Combat Telepathy:
Allows them to share a view of the battlefield and improve battlefield awareness. Hence they can't be backstabbed or surprised easily. This is similar to how UAV and advanced fighters share info via comlink, but on a telepathic level.
Starting Mecha: HK Bioroid Power armor and CADS
"Volsung"
Role: Heavy assault and Border fleet Zentraedi Combat Operations
Leader: Kazath Moh'dan (12th level Volsung Battle Pod Specialist, male)
Common Traits: Preference to Melee weaponry, Strong sense of Honor
Preferred Genetic lines to work with: Mandou and Fenerous
Least preferred Genetic lines to work with: Sabra
Biography:
Named after the Ancient Tyrolian word for "Giant" it has been a respected name among the Genetic strains and the Empire as a whole.
The "Volsung" have long operated in tangent with the Zentraedi. Throughout the last 1000 years, the "Volsung" have gained the trust and allegiances of Zentraedi.
The line's name comes from the first one to be cloned. "Volsung" gain bonuses when working with Zentraedi, and share the same initiative as their Zentraedi allies when in combat with them. This allows them to strike in tandem with each other and that makes this pairing a deadly encounter.
Their main occupation is that of Power Armor/Bioroid Specialist OCC.
Genetic advantages:
The Volsung possesses a tolerance for heavy gravity (+4 PS, +4 PE +2d6 SDC) they can survive in x5 times the normal gravity comfortably
Share Initiative with Zentraedi:
In the case of working with Zentraedi exclusively, BOTH use the same initiative. This allows them to strike at the same time and better co-ordinate their attack. However, it also means a bad roll affects BOTH groups.
Starting Mecha: Bioroid of Choice, only officers can select HK's and even then must have a reason.
"Fenerous"
Role: Guerilla Warfare
Leader: Bal'thus Korvin (10th level Volsung Soldier-Guerilla Combat specialist, male)
Common Traits: Fast and well prepared (think Sun-Tzu's smarter brother)
Preferred Genetic lines to work with: Kenja, Sabra, Volsung and Mandou
Least preferred Genetic lines to work with: Gunga Din, Orca
Biography:
This line is named from one of a species of wild cats found on Tyrol, a fast quick striking predator unparalleled by few other cats. It possesses a telepathic displacement that allows it appear to be in two places.
The "Fenerous" is an expert in tactics and Guerilla Warfare. The Fenerous have for generation fought the Garudians in the jungles of many worlds to great success.
The Mecha of Choice is the HK Bioroid; the superior skills in this suit have made them legendary among the Bioroids. This unit was only recently produced and they are one of two Lines to operate it as standard craft.
Genetic advantages:
The Fenerous are lighter built and tend to be a darker tone to aid in camouflaging. They get a +15% to that skill or use it at 3rd level if they do not possess it.
+2 PE, +10% to Physical skills.
Automatic Mind block:
After fighting the Garudians they have learned to maintain a constant mind block and still use telepathy. This mind block operates without failing and allows them to evade telepathic and psychic early warning abilities.
Starting Mecha: HK Bioroid
"Orca"
Role: Pilots
Leader: Dannoth Kor'in (12th level Bioroid/Battle pod Specialist)
Common Traits: Bold and Proud of pilot ability (can lead to competitive behavior)
Preferred Genetic lines to work with: Kenja, Fenerous, and Mandou
Least preferred Genetic lines to work with: Sabra, Gunga Din
Biography:
Named for a breed of predatory Whales in the oceans of Tyrol, this widely distributed line serve as Fighter Pilots and Bioroid Pilots across the Empire.
"Orca" Pilots can perform stunts few other races can. While heavy gravity will render a human unconscious, the "Orca" would still be conscience. The "Orca" and "Kenja" have a close bond often working together to improve each other's performance in their duties.
Genetic advantages:
Natural Pilots:
They have been bred for flight. Able to withstand great stresses internally, heavier gravity, better spatial awareness, and having a slower breathing rate have made these pilots the best. Whether it is a plane, Bioroid, or hand glider they can fly it better, faster, and more effectively than most. They also operate as nautical Pilots. Their skills in combat include Pilot jet, Pilot shuttle, RSI, weapon systems, air-to-air combat, space combat all at +15%.
Reduced Requirements:
Orca requires 30% less air, can withstand x4 the normal gravity of the typical Tyrolian. (+3 PE and +3 PP, blood loss at 20% less than normal)
Starting craft: Choice of a Heavy, Medium, or Light Fighter and 1 Bioroid of choice with Hover sled
"Kenja"
Role: Scouts and Cartographers
Leader: Kora Tyr (10th Kenja Bioroid Scout, female)
Common Traits: Prefers to be active and be on the move, rarely do they serve in combat on the frontline.
Preferred Genetic lines to work with: Gunga-Din Orca, Fenerous, and Sabra
Least preferred Genetic lines to work with: Mandou (they tend not to travel outside of there borders, but they do respect the Mandou role as defenders)
Biography:
They are the explorers of the Bioroid lines. They were placed in the Border Fleets to expand territory. "Kenja" are the best Navigators in the Border Fleets.
Most “Kenja” serve as Navigation Officers and Scouts in the Border fleets. But on their own or with the "Orca" they really show their stuff.
"Kenja" have the great distinction of being the first ones to sail the oceans of space and map them. This is a feat that to this day is yet to outdone by any Genetic line. As this reputation is held all “Kenja” are able to navigate in all categories +15% and are skilled at astronomy (+10%).
Genetic advantages:
Sense Magnetic fields and Poles
The Kenja can sense magnetic fields and poles to aid in navigation,
Natural Navigators:
Kenja can use Recall memory on maps, star charts and easily recall locations they have been to by just seeing it. NEVER gets lost....as well as use 20% less Food and Water than normal Tyrolians.
Starting craft: Kenja Scout ship. Bioroids may be given, but only to those serving in combat
"Sabra"
Role: Covert Ops and Security
Leader: Vorashi Ba'al (8th level Sabra Soldier-espionage, female)
Common Traits: Prepared, Sense of reliability and honor
Preferred Genetic lines to work with: Mandou, Kenja, and Fenerous
Least preferred Genetic lines to work with: Orca and Volsung
Biography:
Sabra is the Bioroid strain that operates as assassins, protectors, and enforcers of Officers. They specialize in disrupting enemy operations by eliminating Command and communications. They have HTH assassins, are skilled with the Knife, Rifle, and Archery, and trained as sniper with Rifles and Archery.
This group has served in the frontlines for 500 years and earned its place in the Border fleets. No Bioroid pilot would question that...and those that do rarely live long enough regret that fact.
Genetic advantages:
Natural Snipers/Marksman:
The Sabra receives Sniper and Paired weapons with any projectile weapon they can use. (Must have WP for it) This includes Handguns, sniper-modified Heavy weapons, and anything else.
Determine Weakness:
With a combination of Perception and logical observation the Sabra can sense the best way to kill a target.
Detect Weakness: 25%+3% per level. This ability includes gathering intelligence and rumors about their target.
Starting Weapons: a pair of top quality Knives (Often Praxian) plus 1d4+2 other weapons (2 must be Knife or Projectile in nature)
"Gunga Din"
Role: Infantry (A.K.A. Cannon Fodder)
Leader: Robotech Masters Main fleet
Common Traits: Non-Tyrolians compose this group.
Preferred Genetic lines to work with: Volsung, Kenja and Sabra
Least Preferred Genetic lines to work with: Expansion Fleet
Biography:
Default groups consist of those that were Mind Wiped. They receive little regard and are often the first to be sent against fortified positions to soften defenses. They are often commanded by the Masters and officers of the Main Fleet.
Those that serve in the Border fleets are all willing conscripts. In fact many train and fight alongside the Border fleet as soldiers of the Empire. Kenja and Volsung often work with and have them as members of their unit. The Sabra occasionally trains a Gunga-Din that is useful or has proven themselves.
The Mandou never take them in for training for reasons of pride, However, they will work with them and treat them fairly. As fellow defenders, they provide their allied Gunga-Din with Bioroids and weapons as needed. Should Gunga-Din betray he is executed by a Mandou blade.
Genetic advantages:
None, this is your typical Tyrolian.
Starting Gear: standard
New OCC's:
OCC:
Power Armor/Battle Pod Specialist OCC
(All Volsung are Elite Bioroid Combat and Bioroid Piloting regardless of OOC.)
Members of the Volsung are not the only expert Pilots of the Border fleets. Many Fenerous, Sabra, and even Mandou have taken up this art.
It is the role of this pilot to bring about the fury of death and destruction to the enemies of the empire. To accomplish this mission they are given a Bioroid and all the training needed to operate Bioroids.
OCC Skills:
Pilot Bioroid Hover sled 70%+4%
Pilot Bioroid 70%+3%
Robot Combat Elite: Bioroid
Robot Combat Basic
Weapon systems +10%
Sensory Equipment +10%
Navigation 10%
Climb*
Prowl*
Swimming
WP Handguns (applies to Weapons drum)
WP Heavy Energy
HTH: Expert**
*can take Gymnastics in place of these 2 skills.
** If the pilot is of the Mandou Line add Tyrolian Swordsmanship.
Other skills: 14 skills (2 must WP, 2 must Physical)
Otherwise as choose skills as a Veritech pilot.
Border fleet Fighters:
Light Fighter: Orca Light Fighter
The Light fighter is the primary type used. It is capable of trans-atmospheric flight and acts as a first strike fighter in most fleets. The craft was designed to be able to withstand severe gravity and has performed stunts many craft would buckle under. The lower gravity control onboard was meant to allow superior control systems.
Its armament is intended for a fast, precise strike. The craft has 4 wing-mounted Weapons drums and six to twelve missiles.
Despite the lack of heavy weapons or long-range strike ability, it excels at ship defense and fighter interception. Capable of moving underwater it can use bodies of water as cover, however, it is not designed for nautical combat.
It in the hands of the Orca this fighter is best used. Packs of these fighters appear to be even more frightening when they break from the surface of a lake or ocean then attack.
Light Fighter: Orca Light Fight
Light Fighter
Vehicle Type: Stealth Strike Fighter
Crew: 1, plus 1 passenger (Often a Kenja or Sabra)
MDC by Location:
Wings, back (2)-100
Stabilizer Wings, Front (2)-50
Pilot Compartment-100
Main Body-200*
Missile Pylons** (6)-50
Wing Mounted Weapon Drums (4)-100 (Due to armored cover of 50 MDC)
Main engine**-250 (Due to armored cover of 100 MDC)
*-if the main Body Depleted the craft will shut down.
**-6 to hit on a called shot due to armor, -3 to hit once armor is depleted.
Max Speed: Mach 6 (briefly to achieve orbit)
Cruising speed: Mach 3 (Mach 4 tops, straight line flying with Anti-Gravity drive off)
Range: Unlimited
If speed is Mach 2 or less then unlimited. Can go Mach 3 or better for 10 minutes then must land and cool down.
Height: 9ft
Weight: 1200lbs (fully loaded)
Width (Wing Tip to Wing Tip): 16ft
Width (Body): 6ft
Width (Stabilizer wings): 10ft
Length: 14 Ft
Main Engine: Dylarian Thermal Propulsion
***The clean nuclear power has 20 years of life.
Bonuses:
-15% to detect when using Read Sensors.
-15% weapons systems for heat Seeking and thermal guidance missiles
Weapon Systems:
1) Wing Mounted Twin lasers 4 (2 per wing) Identical to the HK-Bioroid.
HK-Drum Gun (laser): This is a small-scale version of the reliable Bioroid weapon drum. The laser Drum can be removed by the pilot.
Primary Purpose: Assault
Secondary Purpose: anti-personal\Anti-Laser resistant targets
Effective Range: 2000ft (305m).
Mega-Damage: 2D6 per blast.
Rate of Fire: single shots
Payload: 1000 per clip, 6 clips are in an automatic reloaded. Standard clips are used for quick reloads and availability.
2) Missiles pods (3 per wing)
PRIMARY PURPOSE: Assault/Defense
SECONDARY PURPOSE: Anti-Mecha
RANGE: Varies
DAMAGE: Varies
RATE OF FIRE: One at a time or in volleys of two, four, or six
PAYLOAD: 12 mini-missiles (4 per pod)
3) (Optional) Wing Mounted Twin Weapon pods 4 (2 per wing) Identical to the HK-Bioroid. (A system used by recon and covert ops mission drops)
HK-Drum Gun: This is a small-scale version of the reliable Bioroid weapon drum. Like the full-sized version, it fires explosive, armor-piercing rounds.
In the event of a crash, these guns and Ammo clips can be removed by the pilot.
Primary Purpose: Assault
Secondary Purpose: Pilot Survival Weapon
Effective Range: 2000ft (305m).
Mega-Damage: 2D6 per round. 4D6 for a 6 round burst, 1D6X10 for a 15 round burst. Sprays are possible, but all victims in the spray only take 2D6 damage.
Rate of Fire: single shots and bursts/sprays all count as one attack.
Payload: The HK-Drum gun has a large ammo drum with six internal clips, each holding 75 rounds of ammunition (for a total of 450 rounds). When one clip is emptied, the weapon automatically switches over to another clip. An extra drum of ammunition can also be carried. The ammo drum can be exchanged in two melee actions/attacks.
Image: the Defiant, with 4 foot swept-back wings.
Medium Fighter: "Storm-Hammer"
Heavy fighters started as an anti-armor and ant-defense craft. It is capable of trans-atmospheric flight and acted as a support to first strike fighter in most fleets. The heavy Fighter was designed to be able to withstand severe gravity for extended periods.
Its armament is intended for a Heavy, precise strike craft. The craft has formidable anti-Armor and anti-ship weapons systems. As of late, it has earned a reputation as an Invid killer, particularly Hives. A flight of these properly supported can take a hive in a single attack.
Despite its lack of speed (a mere Mach 2 in a straight line), it is used extensively by the Border Guard as fire support against armored columns and hardened positions. The Mandou and Fenerous have made extensive use of this fighter and Often have them as part of their infantry groups.
Volsung Variants use HK drums and non-protoculture in their training fighters. Also frequently use Artillery shells due to the use of underground bases by many infantry forces. The standard version uses lasers and a pair of plasma cannons in place of missiles or shells.
Medium Fighter: Volsung "Storm-Hammer"
Role: Anti-Armor/Anti-defense systems
Vehicle Type: Heavy Stealth Strike Fighter
Crew: 3, plus 6 Passengers
MDC by Location:
Wings (2)-150
Pilot Compartment-200
Main Body-350*
Missile chambers** (6)-50
Turret Mounted Weapon Drums (4)-100 (Due to armored cover of 50 MDC)
Main engine**-300 (Due to armored cover of 100 MDC)
*-If the main Body is Depleted the craft will shut down.
**-6 to hit on a called shot due to armor, -3 to hit once armor is depleted.
Max Speed: Mach 6 (briefly to achieve orbit) or Mach 2 in the atmosphere.
Cruising speed: Mach 1
Range: Unlimited
If speed is Mach 2 or less then unlimited. Can go Mach 3 or better for 10 minutes then must land and cool down.
Height: 11ft
Weight: 1600lbs (3000 fully loaded)
Width (Wing Tip to Wing Tip): 18ft
Width (Body): 10ft
Length: 20 Ft
Main Engine: Dylarian Thermal Propusion
***The clean nuclear power has 20 years life.
Bonuses:
-10% to detect when using Read Sensors.
-10% weapons systems for heat Seeking and thermal guidance missiles
Weapon Systems:
1) Wing Mounted Plasma chambers 2 (1 per wing)
This chamber fires plasma bursts similar to a revolver. These are for use against armor and infantry.
Primary Purpose: Anti-armor/Anti-infantry
Secondary Purpose: Assault/Defense
Effective Range: 3000ft
Mega-Damage: 2d4x10 with a 10-foot blast radius
Rate of Fire: single, or both at the same time
Payload: 18 shots/hour, recharges plasma bursts at 2 an hour.
2) nose Mounted Twin laser Gun pods 4 (2 per wing) Identical to the HK-Bioroid.
HK-Drum Gun (laser): This is a small-scale version of the reliable Bioroid weapon drum. The laser Drum can be removed by the pilot.
Primary Purpose: defense
Secondary Purpose: anti-personal/assault
Effective Range: 2000ft (305m).
Mega-Damage: 2D6 per blast.
Rate of Fire: single shots
Payload: 1000 per clip, 6 clips are in an automatic reloader. Clips are used for quick reloads and availability.
(Optional weapon systems)
3) Wing Mounted Artillery chambers 2 (1 per wing)
This chamber fires self Guided Motors similar to a revolver. These are for use against caves and infantry.
Primary Purpose: anti-armor/anti-Fortification
Secondary Purpose: Ground Assault/Defense
Effective Range: varies by shell type
Mega-Damage: Varies by Shell type
Rate of Fire: single, volleys of 2 or 4.
Payload: 18 shells
4) Wing Mounted Missile chambers 2 (1 per wing)
This chamber fires missiles similar to a revolver.
Primary Purpose: anti-armor/anti-ship
Secondary Purpose: Assault/Defense
Effective Range: varies by missile type
Mega-Damage: Varies by missile type
Rate of Fire: single, volleys of 2 or 4.
Payload: 8 MRM, 10 short-range missiles
5) Turret Mounted Twin Weapon Pods 4 (2 per wing) Identical to the HK-Bioroid. (A system used by recon and covert ops mission drops)
HK-Drum Gun: This is a small-scale version of the reliable Bioroid weapon drum. Like the full-sized version, it fires explosive, armor-piercing rounds.
In the event of a crash, these guns and Ammo clips can be removed by the pilot.
Primary Purpose: Assault
Secondary Purpose: Pilot Survival Weapon
Effective Range: 2000ft (305m).
Mega-Damage: 2D6 per round. 4D6 for a 6 round burst, 1D6X10 for a 15 round burst. Sprays are possible, but all victims in the spray only take 2D6 damage.
Rate of Fire: single shots and bursts/sprays all count as one attack.
Payload: The HK-Drum gun has a large ammo drum with six internal clips, each holding 75 rounds of ammunition (for a total of 450 rounds). When one clip is emptied, the weapon automatically switches over to another clip. An extra drum of ammunition can also be carried. The ammo drum can be exchanged in two melee actions/attacks.
Noted Border Fleet Races:
Dylarians
Role: Combat Engineering Support
Leader: Dylarian Council
Common Traits: Loyal, Sinister
Preferred Genetic lines to work with: Mandou and Sabra
Least Preferred Genetic lines to work with: none
Biography:
System: Dylar
Primary Government: Dylar Protectorate (currently with Mandou)
Status of the world: Conquered by the Invid
World Conditions: Higher than normal Radiation levels (3 times that of earth.), Vegetation and all animals are impervious to radiation of most types.
The Dylar System was targeted by Invid early in the war. The Mandou and Fenerous defended it until they could evacuate. The Dylar would later produce Mandou Warships and the infamous Mandou and Fenerous Power Armour came from this world.
Dylarians are experts in engineering and sciences pertaining to energy control and generation. They appear as humans with pale glowing eyes that vary from Light orange-red to a deep red or orange. They live up to 400 years of age typical.
Racial Trait:
Impervious to Radiation
Unusual Diet (Radiation): must be exposed to some sort of radiation for 3 hours per day.
OCC’s: (Equal to an RDF)
Dylarians can be Field Scientists, Communications Engineer, Electrical Engineer, Mechanical Engineer and Mercenary/Freedom Fighter.
Telsalites
Role: Bioroid Combat pilots
Leader: Telsa Council (presently in hiding on Telsa Prime)
Common Traits: eager, restless
Preferred Genetic lines to work with: Volsung and Orca
Least Preferred Genetic lines to work with: none
Biography:
Telsa Prime
Primary Government: Tribal Council
Status of the world: Active, Resisting Invid
World Conditions: Stormy, Lightening filled. All vegetation and animals are Impervious to natural/non-MDC electricity.
History/Notes: These people serve as Bioroid pilots to learn mecha. Once serving their time they return home and defend their planet. Little is known of their social customs save they gather in clans determined by their professions and their strict military codes.
Recently many have shown skill at taking over Invid mecha that is not occupied.
Racial Traits:
Partial Energy beings: They require a suit or energy transmitting screen to contain their electrical field. These power suits can be operated by the Telsa-Prime via mental contact. The three types of suits are: light Common (human-sized), medium armored combat (7 feet, lightly weaponed and armored), and heavy assault suit (equal to HK Bioroid, only with energy weapons on the wrist.) Without them they would project undirected bolts of lightning and drain electrical systems or batteries randomly when off their world.
Diet (Energy): they can feed on electricity and static from wind friction in storms. These suits are designed with a 2 week supply of energy to feed on.
OCC’s: Electrical Engineer, Mercenary/Freedom Fighter, any Military or mecha Pilot.