I have a request up for two new tabs; one for the character templates and one for the equipment you will be using. It will take a day or two for me to get them set up, so I don't expect to actually begin the IC posting until next week.
A. Site of the SDF and Southern Cross headquarters.
B. Quebec Quadrant: An independent nation.
C. Arkansas Protectorate: Zentraedi dominated.
D. Mexico Quadrant: Widely populated.
E. Venezuela Quadrant: Modest population.
F. Zentraedi Control Zone: Widely populated by hostile Zentraedi and criminal activity. Dense jungle terrain.
G. Brazilia Quadrant: Scattered population with some major industrial facilities and RDF bases.
H. The Argentine Quadrant: Widely populated, it is the hub of Zentraedi control operations with several RDF and Southern Cross bases, as well as international embassies, support and mercenaries.
I. Scandinavia Quadrant: Includes Norway, Sweden, Finland and Denmark. Widely populated (almost overcrowded). This Quadrant was remarkably untouched by the Zentraedi attack. Industry and technology levels are high. Norway is the site of a major Southern Cross base.
J. The E.B.S.I.S., a.k.a Eastern Bloc Soviet Independent State: Includes what is left of Germany, Poland and the U.S.S.R. Black areas represent wastelands.
K. Congo Quadrant: The site of much, recent, Zentraedi activity. Mostly jungle.
L. India Quadrant: Much poverty; the site of recent Zentraedi activity.
M. Manchurian Quadrant: A feudal, independent kingdom. A mix of high and low technology. Scattered communities; mostly grassland.
N. China Quadrant: Modestly populated, and has a low technology level. Site of increasing Zentraedi activity.
O. Indochina Quadrant: Includes Burma, Thailand, Laos, Cambodia, Vietnam and Malaya. Mostly jungle which harbors large numbers of Zentraedi.
P. Indonesia Quadrant: Includes Sumatra, Philippines and New Guinea.
Q. Australia Quadrant; a major industrial center.
Note: Black areas on the map represent vast wastelands resulting from
the Zentraedi planetary attack.
White areas represent habitable areas.
A simple timeline of key events in the world.
1999: Signs of alien life
A giant alien ship crash lands on a small island in the South Pacific called Macross Island. The nations of the world, embroiled in a global war, call an uneasy cease-fire when it is revealed that the vessel was an alien warship arriving on Earth for reasons unknown.
A simple, fearful question unites the nations of the world: "What happens when the aliens come looking for this warship and track it to the Earth?"
The assumption must that the faceless aliens will be hostile and that Earth could be in serious danger from a possible alien invasion.
2000: January
Evidence confirms that not only does the alien ship contain super-advanced technology, but the aliens are forty foot tall giants! In an unprecedented effort of cooperation the world governments unite and work together to reverse engineer the alien tech and rebuild the warship for the protection of Earth. The new alien science is quickly dubbed "Robotechnology" and the unique power source centered around the tech becomes known as "Protoculture".
Development of new weapons systems to defend against the giant alien threat begins.
2005:
The nations of Earth form one global governing body known as the United Earth Government. Meanwhile, Robotechnology has been successfully combined with Earth tech and science to create a vast number of advancements and all manner of marvels. Arguably, one of the most impressive of these marvels is the advent of transformable combat vehicles called Veritech Fighters: jet fighters that can change from a jet to a jet with legs and arms to a humanoid shaped robot configuration.
2009: The First Robotech War
The rebuilt alien spaceship is christened the SDF-1 and commissioned into the United Earth Defense Force (UEDF, also known as the RDF or Robotech Defense Force). The commissioning ceremony marking the SDF-1 as the new flagship of the UEDF is interrupted when a massive alien armada materializes in lunar orbit. This fleet, manned by giant aliens called the Zentraedi, has come to reclaim the space battle fortress. They do so in the name of the mighty Robotech Masters, and the First Robotech War begins. During the first battle, the SDF-1 is accidentally teleported to Pluto, and so begins a long voyage back to Earth.
2011:
Over its journey home, the SDF-1 takes on the massive Zentraedi invasion force bent on destroying humanity. The Zentraedi are defeated, but not before their devastating bombardment of Earth destroys billions of people and flattens almost every major population center around the globe. The SDF-1 is badly damaged. The First Robotech War officially ends with the UEG struggling to restore peace and rebuild a civilization devastated by war.
2014:
The SDF-1 and her newly completed sistership the SDF-2 are destroyed by Zentraedi rebels in a brazen suicide attack.
2015: Modern Day
Most of the surviving Zentraedi agree to a process called "micronization" that makes them human sized, and many of them join the RDF. Other Zentraedi refuse the micronization process, and hide out in various wilderness locations and begin a guerilla war against the UEG and the RDF. The largest of these Malcontent enclaves are located in Brazil and Africa, and this is where we will find our heros when the game starts.<p><a href="<fileStore.core_Attachment>/monthly_2015_07/upload_2015-7-29_18-14-40.png.e1a7ffb7c43ce5ab48aa2150426634c7.png" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="64987" src="<fileStore.core_Attachment>/monthly_2015_07/upload_2015-7-29_18-14-40.png.e1a7ffb7c43ce5ab48aa2150426634c7.png" class="ipsImage ipsImage_thumbnailed" alt=""></a></p><p><a href="<fileStore.core_Attachment>/monthly_2015_07/upload_2015-7-29_18-16-10.png.4f0359f6a0092a102b3b8ce853c3709a.png" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="64988" src="<fileStore.core_Attachment>/monthly_2015_07/upload_2015-7-29_18-16-10.png.4f0359f6a0092a102b3b8ce853c3709a.png" class="ipsImage ipsImage_thumbnailed" alt=""></a></p>
When it is critical to erect a post just to hold a position, simple trenches and sandbagged gun emplacements will do. Given a week or two, however, a combat engineering team from one of the SASTRAC support brigades comes in and assembles the standard, prefabricated Border Surveillance Post (BSURP) in its entirety. Most outposts can be completely erected in a week and torn down in a few days. Assistance from mecha or friendly giant-sized Zentraedi make the process all the more faster and easier. The prefab nature of the outpost's construction means that it can be quickly disassembled and reused elsewhere, time and time again. BSURPs are considered to be temporary bases, though many have been in place for years.
At the heart of a BSURP is its post command center. All the border surveillance devices are monitored, communications issued, intelligence collected, data assessed, field actions planned and orders are given from this key outpost command center. The command center, other buildings and walls around the outpost are made of sections of Kepalloy, a ceramic-metal plating similar to the type used for mecha construction. The outpost command center itself is underground. A reinforced trailer-sized Kepalloy shell is dropped into an excavated earthwork, and covered with concussion packs (an inert substance in a bag, similar to old fashioned sandbags but offering better protection) and earth. A larger building may be erected above and around the underground command post (which is concealed for greater protection and to hide it from the enemy). The underground structure can withstand direct hits from mega-damage artillery or mecha assaults and remain intact.
The Typical Border Surveillance Post (BSURP) consists of the following:
1. An underground command center serves as the nerve center of the outpost. As part of its underground complex is a power generator, water/waste recycling system, secondary barracks, armory, storage bays (usually for ammunition and basic supplies), one concealed elevator and two secret, human-sized exit/entry tunnels.
2. Surface buildings: Main troop barracks (including an attached mess hall, infirmary and recreation area/lounge), officers' barracks, and motor-pool/garage or one or two additional storage or service buildings. All outer buildings are made of prefabricated Kepalloy walls, often with connecting underground tunnels so that they can be reached or evacuated when under heavy fire. The GM can add other functions as needed and some Border Surveillance Posts are larger than others.
3. Mecha storage and repair hangar (surface structure) accommodates one full mecha squad, 10 units. A standard Mecha squad is composed of 2 Phalanx, 2 Defenders, 2 Tomahawks, 2 Gladiators and 2 VF-1A or VF-1J Veritech Fighters, but any combination of Destroids, Veritech Jet Fighters, or even Logons and Hover Tanks may be assigned (temporarily or permanently) depending on the outpost's location, combat situation and available resources.
4. A sensor perimeter is typically established using radar motion detectors, video cameras, and other available detection equipment (may include a microwave fence and seismic detectors). All sensors and communications are monitored, assessed and located at the underground Post Command Center.
5. The Defensive perimeter includes land mines and lookout towers with gun or missile emplacements.
6. Fortified wall and towers. Most BSURPs are enclosed by a 20 foot (6 m) tall wall made of Kepalloy. Approximately every 50 to 100 feet (15.2 to 30.5 m) is a 30 foot (9 m) tall tower with gun or missile emplacements.
7. The blast gate(s): One or two large gates are built into the outer fortifications. Each is large enough for easy passage of troops, vehicles and mecha. Hydraulics allow the double-locking reinforced portal to open and close quickly, cycling rapidly for swift combat sallies. If hydraulics are damaged, mecha or giant Zentraedi with a PS 30 can force the gates open within 1D4 melee rounds. If none of these are available, only demolitions or a heavy vehicle can force the gate to open.
8. Guard towers connect the outer wall segments; typically six to eight towers. They serve as lookout posts and elevated firing positions for marksmen and laser gun operators. The standard is that one tower is equipped with a Porcupine Short Range Missile Launcher while the other towers are armed with the AA Autocannons (use the write up of the Defender's M-996 Autocannons).
9. Gun Slits in the walls are large enough to launch a grenade from and the infantry inside these ramparts can fire assault weapons from protected positions. Twenty-five soldiers can man one wall segment and an additional six marksmen can fit inside each tower battlement. Naming Conventions. For day to day use within a border sector, the posts are numbered and given an identifying place and code number corresponding to the location. For example: Anton-17 or Tiene-12. Then it is clear not only which post is being referred to, but where it is to be found. Numbering does not necessarily reflect how many bases are currently operational along the border.
Tightening the Control Zone. The border changes position over time, so all outposts must be able to move along with the line they guard. As the demarcation line closes in around the aliens (or is pushed away), various BSURPs are moved forward (or back) to keep pace with the perimeter line. The temporary Kepalloy structures are simply dismantled and moved as needed.
MDC by Location:
Wall Segments (many between towers) — 600 each
Guard Towers (8) — 300 each
Blast Gate —600
AA Autocannons (7) — 150 each, use the M-996 Autocannon from the Defender
Short Range Missile Launcher (1) — 200, the launcher has a magazine of 12 Short Range missiles, with one reload stored internally
Buildings Inside The Compound (4)
Mecha Storage (1) — 1800
Vehicle Garage & Motor Pool (1) — 1200
Barracks Area (1; over com. center) — 1200
*Command Center (1; underground)—2500
Communication Tower (1) — 25
10 foot radius of wall — 75 each
10 foot radius of floor — 100 each
Interior Doors (many) — 25 each
Concealed Elevator to Command Center (1) — 150
*Note: The underground post command center is protected by tons of earth and concussion packs so it takes only half damage from area effect blasts and random missile strikes. Direct blasts focused on its secret location will do full damage after the dirt and padding has been blasted away. Secret human-sized tunnels connect each building with the Post's Command Center; plus there are usually two secret exit tunnels. The tunnels can typically sustain about 200 M.D.C. surface damage before 10 foot (3 m) sections begin to collapse. However, 40 M.D.C. of explosives detonated inside the tunnel will collapse a 10 foot (3 m) section. Concealed tunnel hatches have 50 M.D.C. and lock automatically.
Troop Complement: The smallest Border Surveillance Post (BSURP) will have half a company (80 soldiers) plus a mecha squad and as many as 24 additional special personnel, advisors or combat teams, including troops and mecha from the Armies of the Southern Cross, Special Forces, Intelligence Operatives or SASTRAC allies. Note:About half of the BSURPs are of a small size. The largest BSURPs (about half) will have one full company of 160 infantry soldiers, including one mecha squad, one armored squad (tanks and armored vehicles) plus as many as 48 special personnel, including the possibility of a second mecha squad (Destroid or Veritech). Note: Whether large or small, these outposts do not have an airstrip, although there may be a small open area nearby suitable for helicopters and other VTOL vehicles.
Command Staff (3): CO, XO, Operations Officer
RDF Mecha Pilots: 10 with 6 to 10 back-up/reserve pilots.
RDF Infantry Soldiers: 80 to 160. Average level of experience is 1D4 + 3
(Southern Cross or Argentine Army troops average 1D4 level).
Other Key Personnel of Note: Four (at small posts) to ten (at large posts) mecha repair specialists and twice as many assistants, 1D4 medical doctors, 3D4 medics, and at least one field scientist, intelligence specialist/officer and communications officer (1D4). Special Additional Non-RDF Troops: 4D6 of any SASTRAC military force at small posts and 1D4X 10 + 8 at large posts.
Along with the Destroid complement, Anton-17 has two MBT-62 Dark Knight combat tanks, four LCT-73 Tornado light combat tanks, four APT Tank Carriers, two Comanchero attack helicopters, two SH-62 Supply Sergeant helicopters, and one LH-2000 Snoop light recon helicopter. There is a large field outside the walls that can serve as a helicopter pad when it is needed.
Major Dennis Lang = Commanding Officer. A marine officer, Maj. Lang saw plenty of action in the First Robotech War on Earth before getting transferred to the Zentraedi Control Zone in the Brazilia Quadrant. He is a hard-ass that takes his job very seriously, watching out for the men and women under his command. He is generally regarded to have little to no sense of humor, and the few times that he has tried to crack a joke, it failed miserably.
Captain Richard Marx = Executive Officer. A former Veritech pilot, Richard has recently been grounded due to an injury to his eyes, leaving him partly blind; not enough to discharge him, but he now lends his point of view as a former flyer to his CO.
First Lt. Dana Rosetti = Operations Officer. Dana has risen through the ranks in the communications field, using her talents to keep the various assets of Anton-17 in contact with one another and in touch with the rest of the RDF. Seeming to be everywhere she is needed, Dana earns top marks in her performance reviews every time.
First Lt. Tasha Moran = Infantry Commander. A tough officer, during the initial Zentraedi attack, Tasha was able to mobilize her demoralized and terrified troops to protect a critical communications hub; one of the few infantry units that managed to stand their ground in the early days of the war. She is extremely blunt, and will always speak her mind, and that is the reason she will never be more than a company commander.
2nd Lieutenant Dr. Rachel Kramer = Chief Medical Officer. Dr. Kramer is a very personable individual, recruited into the RDF after the bombardment of the planet. She is a dedicated pacifist, and is willing to ply her trade on any injured person, ally or enemy. Her medical staff includes another doctor, a paramedic staff of four, and four nurses.
Chief Warrant Officer Douglas Dorsey = Mecha Mechanic. Doug is a grease-monkey through and through. Whenever you run into him, it is usually armpit deep into a engine, doing routine maintenance to keep the hard-worked equipment running when it is needed. He leads a staff of five other mechanics that keep everything at Anton-17 running smooth.
Sergeant Major Michael Trent = Ground Forces Commander: Michael is the highest ranking NCO at Anton-17, and is responsible for the tanks and Destroids stationed there. He frequently bumps heads with Lt. Moran over deployments to help support her infantry, but in the end, they both are on the same side and do their best to work together.
Sarena is the name of the Zentraedi Warlord that has taken charge of the Malcontents in South America. She is a tactical genius that was responsible for commanding a squadron of seven ships prior to the war with Earth under the umbrella of Lord Khyron. She is a violent, vicious, and twisted individual that never fit in with human culture, and wants nothing more than to return to her former glory in charge of a fleet of ships once more.