Character info
Name: Taniya
O.C.C.: Zentraedi Ace (Female Power Armor)
Rank: E-6 Staff Sergeant
Alignment: Scrupulous
Picture
Age: 27
Sex: Female
Disposition: Calm, absolutely confident, open-minded, loyal to a fault, inspires camaraderie among military personalities, trustworthy, guarded emotionally, keeps aware of her surroundings and situation at all times.
Height: 5 ft. 11 in
Build: Solid and fit; a warrior's build.
Hair: Short, black, and never in her eyes.
Eyes: Hazel
Ethnic Origin: Zentraedi
Personal Hobbies: Club dancing, motorcycle riding, keeping fit and battle-ready (needs more hobbies, right?).
Special Aptitude: Natural Battloid Ace: +5% to Pilot Battloid skill and +8% to Specialty Battloid Piloting (one specific non-transformable mecha which the character pilots better than any other). Also, +1 on Initiative, +1 to parry, and +1 to pull punch when piloting any type of non-transformable battloid). Specialty Battloid: Spartan
Background: A long-time leader and trainer of Female Power Armor pilots under her celebrated role model, Lord Breetai, Taniya joined the RDF wholeheartedly. Now, the leader of the first RDF Zentraedi-led squadron, Taniya proudly leads her Red Panda Squadron into battle and into history for the betterment of Earth's people, both humans and "true" Zentraedi.
Attributes, hit points/S.D.C., basic (non-mecha) combat bonuses.
Skills (Common, R.C.C., M.O.S., Secondary, and levelling)
Hand to Hand: Commando Levelling Table
Equipment
Survival Pack with the following: Bivouac Bag, High Intensity Flashlight, Compass, Mini-First Aid Kit, Hunting and Fishing Kit, Saw Wires, Sunglasses, Fire Starter Kit, 4 Signal Flares, 4 Smoke Grenades, 30ft Rope, Canteen and Field Rations for 10 days, Survival Knife, Handgun of Choice (T-9), Rifle or Sub Machine Gun of Choice (M-84)
Weapons
T-9 Pump Pistol (description in spoiler)
2 M-84 Submachine guns (S.D.C.) with 4 magazines (Robotech Macross Saga Sourcebook, pg 130).
Survival knife.
MECT Combat Information:
Destroid Sensors and features:
Missile Table:
Notes
Name: Taniya
O.C.C.: Zentraedi Ace (Female Power Armor)
Rank: E-6 Staff Sergeant
Alignment: Scrupulous
Picture
Later. Right now, I am just happy to have her numbers in order. =)
Age: 27
Sex: Female
Disposition: Calm, absolutely confident, open-minded, loyal to a fault, inspires camaraderie among military personalities, trustworthy, guarded emotionally, keeps aware of her surroundings and situation at all times.
Height: 5 ft. 11 in
Build: Solid and fit; a warrior's build.
Hair: Short, black, and never in her eyes.
Eyes: Hazel
Ethnic Origin: Zentraedi
Personal Hobbies: Club dancing, motorcycle riding, keeping fit and battle-ready (needs more hobbies, right?).
Special Aptitude: Natural Battloid Ace: +5% to Pilot Battloid skill and +8% to Specialty Battloid Piloting (one specific non-transformable mecha which the character pilots better than any other). Also, +1 on Initiative, +1 to parry, and +1 to pull punch when piloting any type of non-transformable battloid). Specialty Battloid: Spartan
Background: A long-time leader and trainer of Female Power Armor pilots under her celebrated role model, Lord Breetai, Taniya joined the RDF wholeheartedly. Now, the leader of the first RDF Zentraedi-led squadron, Taniya proudly leads her Red Panda Squadron into battle and into history for the betterment of Earth's people, both humans and "true" Zentraedi.
Attributes, hit points/S.D.C., basic (non-mecha) combat bonuses.
Experience Level: 5th (19,500 experience points)
I.Q.: 23 +9% to all skills
M.E.: 21 +3 to Save vs Insanity
M.A.: 11
P.S.: 24 +9 to Hand to Hand damage
P.P.: 33 +8 to Strike, Parry and Dodge, +1 to Initiative
P.E.: 25 +7 to Save vs Poison
P.B.: 16
Spd: 30
Hit Points: 43/43
S.D.C.: 91/91
Initiative: +5
Attacks Per Round: Seven
Strike: +11 (+13 with kicks from HtH: Commando)
Parry: +14
Dodge: +16
Roll: +6
Back Sweep (opponent dodges at -2), +9 to disarm. Karate Punch/strike does 2d4+7 damage; Karate Kick does 2d6+7 damage.
I.Q.: 23 +9% to all skills
M.E.: 21 +3 to Save vs Insanity
M.A.: 11
P.S.: 24 +9 to Hand to Hand damage
P.P.: 33 +8 to Strike, Parry and Dodge, +1 to Initiative
P.E.: 25 +7 to Save vs Poison
P.B.: 16
Spd: 30
Hit Points: 43/43
S.D.C.: 91/91
Initiative: +5
Attacks Per Round: Seven
Strike: +11 (+13 with kicks from HtH: Commando)
Parry: +14
Dodge: +16
Roll: +6
Back Sweep (opponent dodges at -2), +9 to disarm. Karate Punch/strike does 2d4+7 damage; Karate Kick does 2d6+7 damage.
Skills (Common, R.C.C., M.O.S., Secondary, and levelling)
Common Skill Set
Computer Operation: 89% +3% = 95%
Language – Zentraedi: 98%
Literacy – Zentraedi: 98%
Mathematics – Basic: 98%
Language - English: 98%
Literacy - English: 98%
R.C.C. Skills
Climbing: 84% +5% (+15% from Acrobatics, +10% from Gymnastics)= 98%
First Aid: 69% +5% = 89%
Military Etiquette: 66% +5% = 86%
Military Tactics: 59% +5% = 79%
Radio – Basic: 69% +5% = 89%
Running
Space Survival: 44% +5% = 64%
Zero Gravity Combat
W.P. Energy Pistol +2
W.P. Energy Rifle +2
Hand to Hand: Commando
M.O.S. Skills - Scout/Recon
Advanced Electronic Warfare: 54% +5% = 74%
Electronic Countermeasures: 59% +5% = 79%
Intelligence: 66% +5% = 86%
Land Navigation: 60% +5% = 80%
Pilot Mecha – Quaedluun-Rau Powered Armor: 84% +5% = 98%
Mecha Elite Combat Training – Quaedluun-Rau
Prowl: 55% +5% = 75%
Pilot Spacecraft – Light and Medium: 74% +5% = 94%
Wilderness Survival: 59% +5% = 89%
R.C.C. Related Skills
Field Armorer/Munitions Expert: 64% +5% = 84%
Pilot Destroid: 79% +5% +5% (Special Aptitude bonus) = 89%
Specialty Battloid Pilot (Queadluun-Rau): 79% +5% +8% = 92%
Mecha Elite Combat Training: Queadluun-Rau
Mecha Elite Combat Training: Spartan (Molon Labe!)
Mecha Elite Combat Training: Tomahawk
Secondary Skills
Boxing
Wrestling
Pilot Motorcycle: 73% +4% = 98%
Mecha Elite Combat Training: Defender
Level Ascension Skills
2nd - Detect Ambush: 39% + 5% = 54%
3rd - Acrobatics
4th - Gymnastics and MECT: Officer's Pod (extra skill per Sherwood. =) )
5th -
Computer Operation: 89% +3% = 95%
Language – Zentraedi: 98%
Literacy – Zentraedi: 98%
Mathematics – Basic: 98%
Language - English: 98%
Literacy - English: 98%
R.C.C. Skills
Climbing: 84% +5% (+15% from Acrobatics, +10% from Gymnastics)= 98%
First Aid: 69% +5% = 89%
Military Etiquette: 66% +5% = 86%
Military Tactics: 59% +5% = 79%
Radio – Basic: 69% +5% = 89%
Running
Space Survival: 44% +5% = 64%
Zero Gravity Combat
W.P. Energy Pistol +2
W.P. Energy Rifle +2
Hand to Hand: Commando
M.O.S. Skills - Scout/Recon
Advanced Electronic Warfare: 54% +5% = 74%
Electronic Countermeasures: 59% +5% = 79%
Intelligence: 66% +5% = 86%
Land Navigation: 60% +5% = 80%
Pilot Mecha – Quaedluun-Rau Powered Armor: 84% +5% = 98%
Mecha Elite Combat Training – Quaedluun-Rau
Prowl: 55% +5% = 75%
Pilot Spacecraft – Light and Medium: 74% +5% = 94%
Wilderness Survival: 59% +5% = 89%
R.C.C. Related Skills
Field Armorer/Munitions Expert: 64% +5% = 84%
Pilot Destroid: 79% +5% +5% (Special Aptitude bonus) = 89%
Specialty Battloid Pilot (Queadluun-Rau): 79% +5% +8% = 92%
Mecha Elite Combat Training: Queadluun-Rau
Mecha Elite Combat Training: Spartan (Molon Labe!)
Mecha Elite Combat Training: Tomahawk
Secondary Skills
Boxing
Wrestling
Pilot Motorcycle: 73% +4% = 98%
Mecha Elite Combat Training: Defender
Level Ascension Skills
2nd - Detect Ambush: 39% + 5% = 54%
3rd - Acrobatics
4th - Gymnastics and MECT: Officer's Pod (extra skill per Sherwood. =) )
5th -
Hand to Hand: Commando Levelling Table
Hand to Hand: Commando
1 - Starts with four attacks per melee round, automatic dodge, W.P. Paired Weapons, Body Flip/Throw, Body Block/Tackle, and +2 to save vs Horror Factor
2 - +1 on initiative, +1 to strike, +2 to parry and dodge, +3 to pull punch. Backward Sweep Kick, used only against opponents coming up behind the character. Does no damage; it is purely a knockdown attack (same penalties as Body Flip) but cannot be parried (an opponent can try to dodge but is -2 to do so.
3 - +1 on initiative, +1 to disarm, and Karate Punch/strike does 2d4 damage
4 - +1 additional attack per melee and Karate Kick (does 2d6)
5 - +2 to Automatic dodge and all foot strikes
6 - +2 on initiative, +1 to strike, parry and dodge, and +1 to Body Flip/throw
7 - +2 to damage, +1 to save vs Horror Factor, +1 to disarm, +1 to automatic dodge, and +2 to pull punch
8 - +1 additional attack per melee, +2 to Body Flip/Throw, +1 to roll with punch
9 - Death Blow on natural 18-20. +2 to pull punch
10 - +2 to save vs Horror Factor, +1 on initiative and +1 to strike
11 - +1 to disarm, +1 to pull punch, +2 to Body Flip/Throw
12 - +2 to damage, +2 to parry and automatic dodge
13 - +1 additional attack per melee
14 - Can perform Holds and is +1 on initiative
15 - Critical Strike on a natural 17-20
1 - Starts with four attacks per melee round, automatic dodge, W.P. Paired Weapons, Body Flip/Throw, Body Block/Tackle, and +2 to save vs Horror Factor
2 - +1 on initiative, +1 to strike, +2 to parry and dodge, +3 to pull punch. Backward Sweep Kick, used only against opponents coming up behind the character. Does no damage; it is purely a knockdown attack (same penalties as Body Flip) but cannot be parried (an opponent can try to dodge but is -2 to do so.
3 - +1 on initiative, +1 to disarm, and Karate Punch/strike does 2d4 damage
4 - +1 additional attack per melee and Karate Kick (does 2d6)
5 - +2 to Automatic dodge and all foot strikes
6 - +2 on initiative, +1 to strike, parry and dodge, and +1 to Body Flip/throw
7 - +2 to damage, +1 to save vs Horror Factor, +1 to disarm, +1 to automatic dodge, and +2 to pull punch
8 - +1 additional attack per melee, +2 to Body Flip/Throw, +1 to roll with punch
9 - Death Blow on natural 18-20. +2 to pull punch
10 - +2 to save vs Horror Factor, +1 on initiative and +1 to strike
11 - +1 to disarm, +1 to pull punch, +2 to Body Flip/Throw
12 - +2 to damage, +2 to parry and automatic dodge
13 - +1 additional attack per melee
14 - Can perform Holds and is +1 on initiative
15 - Critical Strike on a natural 17-20
Equipment
Survival Pack with the following: Bivouac Bag, High Intensity Flashlight, Compass, Mini-First Aid Kit, Hunting and Fishing Kit, Saw Wires, Sunglasses, Fire Starter Kit, 4 Signal Flares, 4 Smoke Grenades, 30ft Rope, Canteen and Field Rations for 10 days, Survival Knife, Handgun of Choice (T-9), Rifle or Sub Machine Gun of Choice (M-84)
Weapons
T-9 Pump Pistol (description in spoiler)
The T-9 Pump Pistol is a powerful handgun originally designed for settlers who were repopulating the wastelands following the First Robotech War with the Zentraedi. They had to have a reliable, easy to use weapon that was effective against both human and rogue Zentraedi raiders. It had to be durable, utilitarian and have significant stopping power. The T-9 uses large 12.7 mm slugs for smaller targets, and can fire explosive ammunition for larger or armored targets. Its pump action design keeps the weapon simple and easy to use, clean and repair. It has a side-loading, six-round magazine that virtually eliminates the possibility of jamming and can be fired comfortably one- or two-handed, although it has better balance when fired with both hands. It was originally sold with a survival knife (1D6 S.D.C. damage) that fit into the accompanying holster
Weight: 4.5 pounds (2 kg).
Range: 800 feet (244 m).
Mega-Damage: Standard 12.7 mm solid slugs do 5D6 S.D.C. damage, but explosive shells do 2D6 M.D.
Rate of Fire: Single shot only. Each shot uses one melee attack.
Payload: 6 rounds per clip.
Bonus: +1 to strike when fired with both hands; -1 to strike when fired one-handed, unless the character has a P.S. of 22 or greater.
Weight: 4.5 pounds (2 kg).
Range: 800 feet (244 m).
Mega-Damage: Standard 12.7 mm solid slugs do 5D6 S.D.C. damage, but explosive shells do 2D6 M.D.
Rate of Fire: Single shot only. Each shot uses one melee attack.
Payload: 6 rounds per clip.
Bonus: +1 to strike when fired with both hands; -1 to strike when fired one-handed, unless the character has a P.S. of 22 or greater.
2 M-84 Submachine guns (S.D.C.) with 4 magazines (Robotech Macross Saga Sourcebook, pg 130).
Survival knife.
MECT Combat Information:
UEEF Officer's Pod MECT: Initiative: +5, Number of Attacks: 9, Strike: +12 (+2 to kick attacks from HtH: Commando), Parry: +16, Dodge: +18 (+19 if airborne), Roll: +8, Disarm +9, Pull Punch +7.
Queadluun-Rau (RDF) MECT: Initiative: +8, Number of Attacks: 10, Strike: +14 (+2 to kick attacks from HtH: Commando), Parry: +18, Dodge: +19 (21 if airborne), Roll: +9, Disarm +11, Pull Punch +5.
Defender MECT: Initiative +6, Number of Attacks: 8, Strike +15 (+2 to kick attacks from HtH: Commando), Parry +16, Dodge +19, Roll +7, Disarm +8.
Spartan MECT: Initiative +7, Number of Attacks: 9, Strike: +14 (+1 with GU-11 bonus, +2 to kick attacks from HtH: Commando), Parry: +17, Dodge: +18, Roll: +9, Disarm: +9.
Tomahawk MECT: Initiative +6, Number of Attacks: 9, Strike: +13 (+2 to kick attacks from HtH: Commando), Parry: +16, Dodge: +19, Roll: +8, Disarm +9, Pull Punch +8.
Sherwood sez, "I have just made a tweak to the Defender, giving it the following bonuses: Enhanced sensors in this model of Destroid provide the following additional bonuses to the squadron: +1 to initiative, +2 to strike, and +1 to parry and dodge for all members of the squadron within one mile (1.6km). This roll requires a roll on the Sensory Equipment skill at a -10% penalty due to the chaos of combat, unless the roll is made by the Electronic Warfare Operator, then it is at no penalty."
Queadluun-Rau (RDF) MECT: Initiative: +8, Number of Attacks: 10, Strike: +14 (+2 to kick attacks from HtH: Commando), Parry: +18, Dodge: +19 (21 if airborne), Roll: +9, Disarm +11, Pull Punch +5.
Defender MECT: Initiative +6, Number of Attacks: 8, Strike +15 (+2 to kick attacks from HtH: Commando), Parry +16, Dodge +19, Roll +7, Disarm +8.
Spartan MECT: Initiative +7, Number of Attacks: 9, Strike: +14 (+1 with GU-11 bonus, +2 to kick attacks from HtH: Commando), Parry: +17, Dodge: +18, Roll: +9, Disarm: +9.
Tomahawk MECT: Initiative +6, Number of Attacks: 9, Strike: +13 (+2 to kick attacks from HtH: Commando), Parry: +16, Dodge: +19, Roll: +8, Disarm +9, Pull Punch +8.
Sherwood sez, "I have just made a tweak to the Defender, giving it the following bonuses: Enhanced sensors in this model of Destroid provide the following additional bonuses to the squadron: +1 to initiative, +2 to strike, and +1 to parry and dodge for all members of the squadron within one mile (1.6km). This roll requires a roll on the Sensory Equipment skill at a -10% penalty due to the chaos of combat, unless the roll is made by the Electronic Warfare Operator, then it is at no penalty."
Destroid Sensors and features:
1. Radar: All Destroids utilize a miniaturized, X-band, Phased Array, three dimensional battlefield radar. This radar system tracks airborne targets to a range of 50 miles and land targets up to 15 miles depending on terrain. The radar allows the pilot to track up to 25 targets, and has limited IFF capabilities with a database of up to 50 known UEDF enemies. Note: The ADR-04 Defender has a much more sophisticated anti-aircraft radar that is detailed in that mecha’s description.
2. Combat Computer: The combat computer utilized the IFF data from the radar as well as a laser targeting system to improve the combat performance of the mecha. The computer grants bonuses of +2 to strike with all built-in weapon systems and a +1 to any handheld weapons.
3. Communications Suite: Destroids have a comm suite consisting of a powerful, military band radio. This radio is encrypted and broadcasts both wide band and directional. Range is 200 miles.
4. Passive Nightvision: A passive light amplification system uses ambient light to form a visible image. Range is 1,200 feet.
5. Thermal Imaging: Converts the heat signatures of objects and living beings into a visible image. Allows the pilot to see through smoke, inclement weather and even through buildings. Range is 800 feet.
6. Infrared Sensor: On-board infrared sensor that allows it to see in the IR spectrum. The IR image is easily obscured by some and inclement weather. Range is 1,200 feet.
7. Audio Pickup: An external audio pickup that can pick out a sound as quiet as a whisper at 300 feet. This system is easily foiled by white noise and sound over 80 decibels.
8. Spotlight: Each mecha will have one or two tiny, high-intensity xenon spotlights with a 1,000 foot range.
9. Infrared Spotlight: Emits an infrared beam that is invisible to the naked eye, but can be seen with the right sensors and infrared optics. Range is 2,000 feet, but is reduced by half in smoke and/or inclement weather.
10. Tactical Camera: This camera, called the “gun camera” by pilots, can record up to 90 minutes of footage in memory that can then be downloaded and watched. This footage is usually used for training and combat analysis.
11. Ejection System: UEDF Destroids have a zero-zero ejection system that ejects the pilot up and out through the back of the mecha. Powered suits are not equipped with an ejection system.
12. Chaff/Flare Dispensers: All Destroids carry both smoke and chaff/flare dispensers to confound radar and confuse enemies. The smoke dispensers have eight charges and can make a cloud of thick, white smoke about 60 feet in diameter. The chaff/flare dispensers have eight charges each of chaff canisters and flares and have a 75% chance to confuse both radar guided (chaff) and heat seeking (flare) missiles, and a 45% chance of fooling smart missiles and bombs.
13. Tactical Life Support: All Destroids have an airtight and positively pressurized pilot’s compartment that can be sealed to protect against biological and chemical agents or hard vacuum. The mecha has an onboard oxygen supply of 48 hours, but that can be extended to a week with the use of external intakes and the onboard recirculation and air filtering system. The mecha is shielded against radiation an insulated against temperatures up to 400 degrees centigrade (752 F). Normal fires do no damage, but napalm, plasma and nuclear fires do full damage.
14. Articulation: Each Destroid, except the Monster, has a full range of articulation at the shoulders, elbows, hips, knees and feet. In addition, all humanoid Destroids can rotate 180 degrees at the waist.
15. Electromagnetic Stability Plates: Mounted in the feet of every Destroid are a set of powerful electromagnets that allow the mecha to adhere to decks and hulls of starships and battleships. Dislodging a planted Destroid is a tall order, and requires either a combined Robotic Strength of 50, a single attack of over 1/3 of the Destroid’s main body MDC, or a full speed ram from a shuttle-sized or larger spacecraft. Destroying a Destroid’s legs or feet will immediately free them from the deck. 16. Distress Beacon: Broadcasts a distress beacon on an encrypted UEDF frequency. Range is 250 miles.
2. Combat Computer: The combat computer utilized the IFF data from the radar as well as a laser targeting system to improve the combat performance of the mecha. The computer grants bonuses of +2 to strike with all built-in weapon systems and a +1 to any handheld weapons.
3. Communications Suite: Destroids have a comm suite consisting of a powerful, military band radio. This radio is encrypted and broadcasts both wide band and directional. Range is 200 miles.
4. Passive Nightvision: A passive light amplification system uses ambient light to form a visible image. Range is 1,200 feet.
5. Thermal Imaging: Converts the heat signatures of objects and living beings into a visible image. Allows the pilot to see through smoke, inclement weather and even through buildings. Range is 800 feet.
6. Infrared Sensor: On-board infrared sensor that allows it to see in the IR spectrum. The IR image is easily obscured by some and inclement weather. Range is 1,200 feet.
7. Audio Pickup: An external audio pickup that can pick out a sound as quiet as a whisper at 300 feet. This system is easily foiled by white noise and sound over 80 decibels.
8. Spotlight: Each mecha will have one or two tiny, high-intensity xenon spotlights with a 1,000 foot range.
9. Infrared Spotlight: Emits an infrared beam that is invisible to the naked eye, but can be seen with the right sensors and infrared optics. Range is 2,000 feet, but is reduced by half in smoke and/or inclement weather.
10. Tactical Camera: This camera, called the “gun camera” by pilots, can record up to 90 minutes of footage in memory that can then be downloaded and watched. This footage is usually used for training and combat analysis.
11. Ejection System: UEDF Destroids have a zero-zero ejection system that ejects the pilot up and out through the back of the mecha. Powered suits are not equipped with an ejection system.
12. Chaff/Flare Dispensers: All Destroids carry both smoke and chaff/flare dispensers to confound radar and confuse enemies. The smoke dispensers have eight charges and can make a cloud of thick, white smoke about 60 feet in diameter. The chaff/flare dispensers have eight charges each of chaff canisters and flares and have a 75% chance to confuse both radar guided (chaff) and heat seeking (flare) missiles, and a 45% chance of fooling smart missiles and bombs.
13. Tactical Life Support: All Destroids have an airtight and positively pressurized pilot’s compartment that can be sealed to protect against biological and chemical agents or hard vacuum. The mecha has an onboard oxygen supply of 48 hours, but that can be extended to a week with the use of external intakes and the onboard recirculation and air filtering system. The mecha is shielded against radiation an insulated against temperatures up to 400 degrees centigrade (752 F). Normal fires do no damage, but napalm, plasma and nuclear fires do full damage.
14. Articulation: Each Destroid, except the Monster, has a full range of articulation at the shoulders, elbows, hips, knees and feet. In addition, all humanoid Destroids can rotate 180 degrees at the waist.
15. Electromagnetic Stability Plates: Mounted in the feet of every Destroid are a set of powerful electromagnets that allow the mecha to adhere to decks and hulls of starships and battleships. Dislodging a planted Destroid is a tall order, and requires either a combined Robotic Strength of 50, a single attack of over 1/3 of the Destroid’s main body MDC, or a full speed ram from a shuttle-sized or larger spacecraft. Destroying a Destroid’s legs or feet will immediately free them from the deck. 16. Distress Beacon: Broadcasts a distress beacon on an encrypted UEDF frequency. Range is 250 miles.
Missile Table:
Short-Range Missiles
· High Explosive (light): 2d4x10 M.D. at a 5 mile range and 10 foot radius. 5 M.D.C. for the missile itself.
· High Explosive (medium): 2d6x10 M.D. at a 5 mile range and 15 foot radius. 5 M.D.C.
· Fragmentation (light): 2d4x10 M.D. at a 3 mile range and 20 foot radius. 5 M.D.C.
· High-Explosive Armor Piercing/HEAP (medium)*: 2d6x10 at a 5 mile range and 5 foot radius. 5 M.D.C.
· Plasma/Napalm (medium)*: 2d6x10 M.D., 3 mile range, 15 foot radius, 5 M.D.C.
· Tear Gas: No damage, ½ mile, 10 foot radius, 5 M.D.C.
· Knock-Out Gas: No damage, ½ mile, 10 foot radius, 5 M.D.C.
· Smoke (colors available): No damage, 1 mile, 20 foot radius, 5 M.D.C.
Medium-Range Missiles
· High-Explosive (light): 2d4x10 M.D., 50 miles, 20 foot radius, 10 M.D.C.
· High-Explosive (medium): 2d6x10 M.D., 40 miles, 20 foot radius, 10 M.D.C.
· High-Explosive (heavy): 3d6x10 M.D., 40 miles, 30 foot radius, 10 M.D.C.
· HEAP (medium)*: 3d6x10 M.D., 40 miles, 20 foot radius, 10 M.D.C.
· Fragmentation (light): 2d6x10 M.D., 40 miles, 40 foot radius, 10 M.D.C.
· Plasma/Napalm (medium)*: 4d6x10 M.D., 40 miles, 40 foot radius, 10 M.D.C.
· Multi-Warhead*: 5d6x10 M.D., 80 miles, 20 foot radius, 10 M.D.C.
· Smoke (colors available): No damage, 40 miles, 40 foot radius, 10 M.D.C.
Long-Range Missiles
· High-Explosive (medium): 3d6x10 M.D., 500 miles, 30 foot radius, 20 M.D.C.
· High-Explosive (heavy): 4d6x10 M.D., 500 miles, 40 foot radius, 20 M.D.C.
· HEAP (medium): 3d6x10 M.D., 800 miles, 30 foot radius, 20 M.D.C.
· Fragmentation (light): 2d6x10 M.D., 400 miles, 80 foot radius, 20 M.D.C.
· Plasma/Heat (medium): 4d6x10 M.D., 500 miles, 40 foot radius, 20 M.D.C.
· Plasma/Heat (heavy)*: 5d6x10 M.D., 500 miles, 50 foot radius, 20 M.D.C.
· Proton Torpedo (heavy)*: 6d6x10 M.D., 1200 miles, 50 foot radius, 20 M.D.C.
· Reflex (medium)*: 1d4x100 M.D., 1000 miles, 40 foot radius, 20 M.D.C. Rare
· Reflex (heavy)*: 1d6x100 M.D., 1000 miles, 60 foot radius, 20 M.D.C. Rare
· Reflex Multi-Warhead*: 2d4x100+60 M.D., 1800 miles, 100 foot radius, 20 M.D.C.
Mini-Missiles
· High-Explosive: 5d6 M.D., 1 mile, 5 foot radius, 1 M.D.C.
· HEAP: 1d4x10 M.D., 1 mile, 3 foot radius, 2 M.D.C.
· Fragmentation: 5d6 M.D., ½ mile, 20 foot radius, 1 M.D.C.
· Plasma/Napalm (medium): 1d6x10 M.D., 1 mile, 15 foot radius, 1 M.D.C.
· Smoke: No damage, ½ mile, 20 foot radius, 1 M.D.C. *Available as smart bombs, + 5 to strike. Normal missiles are +3 to strike.
· High Explosive (light): 2d4x10 M.D. at a 5 mile range and 10 foot radius. 5 M.D.C. for the missile itself.
· High Explosive (medium): 2d6x10 M.D. at a 5 mile range and 15 foot radius. 5 M.D.C.
· Fragmentation (light): 2d4x10 M.D. at a 3 mile range and 20 foot radius. 5 M.D.C.
· High-Explosive Armor Piercing/HEAP (medium)*: 2d6x10 at a 5 mile range and 5 foot radius. 5 M.D.C.
· Plasma/Napalm (medium)*: 2d6x10 M.D., 3 mile range, 15 foot radius, 5 M.D.C.
· Tear Gas: No damage, ½ mile, 10 foot radius, 5 M.D.C.
· Knock-Out Gas: No damage, ½ mile, 10 foot radius, 5 M.D.C.
· Smoke (colors available): No damage, 1 mile, 20 foot radius, 5 M.D.C.
Medium-Range Missiles
· High-Explosive (light): 2d4x10 M.D., 50 miles, 20 foot radius, 10 M.D.C.
· High-Explosive (medium): 2d6x10 M.D., 40 miles, 20 foot radius, 10 M.D.C.
· High-Explosive (heavy): 3d6x10 M.D., 40 miles, 30 foot radius, 10 M.D.C.
· HEAP (medium)*: 3d6x10 M.D., 40 miles, 20 foot radius, 10 M.D.C.
· Fragmentation (light): 2d6x10 M.D., 40 miles, 40 foot radius, 10 M.D.C.
· Plasma/Napalm (medium)*: 4d6x10 M.D., 40 miles, 40 foot radius, 10 M.D.C.
· Multi-Warhead*: 5d6x10 M.D., 80 miles, 20 foot radius, 10 M.D.C.
· Smoke (colors available): No damage, 40 miles, 40 foot radius, 10 M.D.C.
Long-Range Missiles
· High-Explosive (medium): 3d6x10 M.D., 500 miles, 30 foot radius, 20 M.D.C.
· High-Explosive (heavy): 4d6x10 M.D., 500 miles, 40 foot radius, 20 M.D.C.
· HEAP (medium): 3d6x10 M.D., 800 miles, 30 foot radius, 20 M.D.C.
· Fragmentation (light): 2d6x10 M.D., 400 miles, 80 foot radius, 20 M.D.C.
· Plasma/Heat (medium): 4d6x10 M.D., 500 miles, 40 foot radius, 20 M.D.C.
· Plasma/Heat (heavy)*: 5d6x10 M.D., 500 miles, 50 foot radius, 20 M.D.C.
· Proton Torpedo (heavy)*: 6d6x10 M.D., 1200 miles, 50 foot radius, 20 M.D.C.
· Reflex (medium)*: 1d4x100 M.D., 1000 miles, 40 foot radius, 20 M.D.C. Rare
· Reflex (heavy)*: 1d6x100 M.D., 1000 miles, 60 foot radius, 20 M.D.C. Rare
· Reflex Multi-Warhead*: 2d4x100+60 M.D., 1800 miles, 100 foot radius, 20 M.D.C.
Mini-Missiles
· High-Explosive: 5d6 M.D., 1 mile, 5 foot radius, 1 M.D.C.
· HEAP: 1d4x10 M.D., 1 mile, 3 foot radius, 2 M.D.C.
· Fragmentation: 5d6 M.D., ½ mile, 20 foot radius, 1 M.D.C.
· Plasma/Napalm (medium): 1d6x10 M.D., 1 mile, 15 foot radius, 1 M.D.C.
· Smoke: No damage, ½ mile, 20 foot radius, 1 M.D.C. *Available as smart bombs, + 5 to strike. Normal missiles are +3 to strike.
Notes
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