So... just what can you do on a 57-crew starship as heavily-modified as the Broadsword? Well, here are some goodies to consider.
First, a little atmosphere courtesy of Jack Wall! =)
Where to go, what to do, and where to often find certain people:
1. *Head to the Bridge and quietly watch how things are done there.* Crew: Acting Captain-Piper, Wwarlock.
2. *Peek into the CIC (Combat Information Center) and peruse the Broadsword's library. Learn classified data here. Crew: COL Sharp, Spaceman Sam (the first Sam the Wild Cards met).
3. The Briefing Room on the CIC Deck is where a lot of plans get planned and serious issues get smoothed out. Learn non-classified data here. Doubles as a library/movie hangout.
4. *Visit the Mecha Hangar Bays (Alpha, Bravo, and Charlie) and learn what it's like to Traverse and pilot any of the power armor or Mecha available. Crew: Mack, Cera, Iris.
5. *Go to the Gun Range and handle, modify, and fire weapons. Crew: CSM Murphy.
6. *Go to the Armory and see about upgrading your Mega-suit.
7. *Sickbay. Change your Skills and Knacks using the Sickbay's "Mindbender" machine. Crew: Dr. Hitomi Yashida.
8. *Check out Engineering and hang out with the people who keep the ship running (just don't get in their way!). Crew: Professor Stein, Reggie.
9. Work out in the Gym.
10. Hang out in your Quarters or get the ick off in the showers.
11. Munch out in the Mess Hall (which could really use a more-human touch).
12. The Bar has recently been renamed from "Above & Beyond" to simply "Drake's." Crew: ???
13. *The Cryogenic Chambers are often a cool, dark, and quiet place to retreat to. Hardly anyone hangs out there.
14. The Starry Night. Another spot for peace and quiet, there is a room with an incredible outer view on the Command Deck for you introverts to enjoy the scenery.
*Proper authorization required.
And where does little MechaKitten/Trouble hang out? Wherever things are most interesting! =)
1. The Bridge.
Here is where you'll often find Captain Piper, Wwarlock, and about half a dozen Sams here doing their thing. There are at least 4 armed Sams here at all times. Here is the best inside view you'll find on the Broadsword, plus it's the brain of this ship. What happens here affects the rest of the Broadsword and often things beyond - a fact the staff here are more than aware of.
2. The CIC (Combat Information Center).
This is where you'll likely find a great deal of Sam and Samantha units working tirelessly. Spaceman Sam can often be found here (the very first Sam unit the Wild Cards met on the Zeki-Zentraedi Assault Scout). A tremendous amount of data comes through this room and during peaceful periods, it is often used as a training center/flight simulator as all of the classified data the Broadsword possesses is right here. Want to learn different languages, combat strategy, communication skills and the like? You can do it here at the "nervous system" of the ship. Or, if you have their blessing, you can sit in during combat missions (assuming you're not already out there on said missions). There are at least 4 armed Sams here at all times.
3. The Briefing Room.
Here is where a lot of planning and mission-talk take place. Here is where you hold your pre-flight and post-flight briefings. It's a favorite place to congregate when you have a lot of people who need details provided by the computerized table that dominates the room. The Briefing Room often serves as a library for non-classified data. There, tactical displays, pictures, videos, statistics, and the like can be generated at ease with three-dimensional highly-detailed holographs. It is for this reason the Briefing Room also doubles as the place on the Broadsword to show cinema during movie nights. =)
4. Mecha Hangar Bays Alpha, Bravo, and Charlie.
If it's practice with the various power armors (Cyclones, Silverbacks) or the mecha, this is where it happens. If the Broadsword is not on a combat alert and with proper authorization, most qualified pilots and Traversers are allowed to stomp around the hangar bay to get the feel of a mech. With further authorization, Wild Cards are allowed to head out and see how prospective mecha operate (Piper's orders: You must fly in pairs at the least - no solo joyrides - period). If you're lucky, you might even catch Captain Piper fishing with a line in the water from one of the open hangar bays.
(Image credit: Tenjin Hidetaka at animebooks.com)
Modify Mecha in the Mecha hangars!
5. Gun Range.
Lock and load with the weapons you rely on most. Practice with them to your heart's content on the virtual range. Projectile-based firearms and heavy weapons use practice blanks which simulate recoil. A mounted computerized sight measures your accuracy. Lasers fire real lasers with the same brightness and feel, just no destructive power. There are no live ammo/high-energy settings here - you literally cannot shoot anyone. However, everything you do is recorded and the Sams on premises acts as Range Masters and will shut you down in a heartbeat at the first sign of horseplay or unsafe nonsense. But if you're following weapon safety guidelines (which are otherwise pretty loose on the Broadsword), have at!
(Image credit: Sevilla Viajes for CallofDuty.fandom.com)
Game Master note for you: Consider all weapons in Technopolis to be "stock" weapons. Military grade, sure, but plain vanilla as far as Robotech: Broadsword is concerned. This is also something I've been wanting to do since the game started. Weapon customization is one of the fun things to do in video games like Fallout, Ghost Recon, and Warframe. So why not here?
What this is is a place to provide minor bonuses and game-flavor elements to your guns. Put yourself in the boots of the wartime soldier. Why did the MACV-SOG Green Berets in Vietnam use CAR-15 5.56mm carbines instead of the stock M-16s the regular infantry used? Why did they shorten the barrels of their shotgun-like M-79 grenade launchers and chop off their stocks? Why did they attach a carry strap to it so it just hung from their belts? Why go to all the trouble? Because that worked best for them. In a world where adaptation equals victory, the Broadsword's Gun Range is all about adaptation. Here's your chance to find out what works best for you and your team.
How this works:
A. Select a firearm, preferably one you and your Character enjoys having, trusting, and using.
B. Decide what purpose you want it to serve in-game. Do you want it to be more compact? More accurate? Easier to hold onto if you chance losing it? More ammunition? Different ammunition? Able to do more than shoot?
C. Talk with the GM about what kinds of options you want to add to it. Remember that weight and size are a factor in this game and some bonuses will come with drawbacks (like a suppressor will make you harder to find but the added length increases the weight of the weapon and takes away a great deal of its concealability).
The first question usually is "What am I allowed to alter?" Here's a big sample list:
6. Armory.
Modify your Mega-suits in the Armory! Sams and Samanthas are often on standby in this part-locker, part creation-station. Change your paint job from your old mission. Add on attachments to help you succeed in your latest mission. Add holsters, computers, magnetic foot-grips, and other goodies to beat the odds and come home alive!
(Image credit: Shimmering Sword on DeviantArt.com)
7. Sickbay and the Mindbender.
Most people don't like to hang out in medical bays or a strange, super-high tech laboratory, but there are great incentives to visit this one.
8. Engineering.
Engineering is the heart of the ship (the CIC are the senses and the Bridge is the brain). Want to hang out with the technophobes and scientifically-nerdy? This is the place to be. Cera, while sometimes in the Mecha Hangar bays, can often be found here when not on missions suggesting tweaks, maintaining the Broadsword's many needs, or if you catch her when she thinks no one is looking, inventing something. If you want to discuss science and the best ways to get things done, this is one of the best places to do it because sooner or later, the big science minds of the ship just seem to gravitate here as if it had its own black hole for science nerds. So be curious, discover, invent, explore - just as long as you're not getting in the way of those running this area of the ship! =)
9. The Gym.
Everybody's favorite place to blow off steam (besides the Gun Range, yes, I know...)! Go ahead and pump some iron! It's all Mega-damage - you'll wear out before it does. Even Hercules! 8D There is an area large enough for about 8 people to stand in 2 rows of 4 each for dance, sparring, or whatever gets your heart-rate up with a good sweat. =)
10. Your Quarters.
Now that Captain Piper has been taken off the ice, you've all got standard crew quarters. Sadly, a lot of the Broadsword's original crew aren't around to use them any more, but that does mean more space for you, so each of you get your own room! Silver linings. Get them while you can. These quarters are more comfortable and user-friendly than most-anything in the Army of Southern Cross complete with personal computers, temperature-controlled beds, soft sheets, and all manner of places to put your memorabilia, gear, and other items. Acting-Captain Piper has allowed you to customize them in any way you see fit provided you don't get in the way of ship operations or bug anyone.
11. The Mess Hall.
A.K.A. the Chow Hall or simply "The Mess," this place can only serve what you (yes, that's you guys and gals, the Player-Characters!) put into it! Otherwise, it is M.R.E. Hell for the rest of your days! That's called a quest hint! =) Yes, there's a pool table and some video games in it like the picture. However... the food in this place could really use a personal touch. The Mess Hall has all of the atmosphere of the M.R.E.s its often stocked with. How appetizing, right?
12. Drake's.
The bar has recently been renamed from "Above & Beyond" to simply "Drake's" in honor of the SCL-107 Broadsword's first and finest leader, Captain H. Drake. Head there to listen to music, swap stories, cool off, or just enjoy the relief a cold one can bring you.
13. The Cryogenic Chambers.
Always cool, always dark, and never ever without a touch of spookiness. You are, after all, just a short distance away from a number of sleeping people from another world, another time than you. And what will happen when they wake? Armed Sams are always at their posts here and access is provided by permission only from either the Broadsword's captain, second-in-command, or the ship's doctor.
14. "Starry Night."
Another spot for peace and quiet, there is a room with a view on the Command Deck for you introverts to enjoy the scenery.
First, a little atmosphere courtesy of Jack Wall! =)
"Mass Effect - Normandy: Combat Information Center (1 Hour of Music & Ambience)" by Jack Wall
Where to go, what to do, and where to often find certain people:
1. *Head to the Bridge and quietly watch how things are done there.* Crew: Acting Captain-Piper, Wwarlock.
2. *Peek into the CIC (Combat Information Center) and peruse the Broadsword's library. Learn classified data here. Crew: COL Sharp, Spaceman Sam (the first Sam the Wild Cards met).
3. The Briefing Room on the CIC Deck is where a lot of plans get planned and serious issues get smoothed out. Learn non-classified data here. Doubles as a library/movie hangout.
4. *Visit the Mecha Hangar Bays (Alpha, Bravo, and Charlie) and learn what it's like to Traverse and pilot any of the power armor or Mecha available. Crew: Mack, Cera, Iris.
5. *Go to the Gun Range and handle, modify, and fire weapons. Crew: CSM Murphy.
6. *Go to the Armory and see about upgrading your Mega-suit.
7. *Sickbay. Change your Skills and Knacks using the Sickbay's "Mindbender" machine. Crew: Dr. Hitomi Yashida.
8. *Check out Engineering and hang out with the people who keep the ship running (just don't get in their way!). Crew: Professor Stein, Reggie.
9. Work out in the Gym.
10. Hang out in your Quarters or get the ick off in the showers.
11. Munch out in the Mess Hall (which could really use a more-human touch).
12. The Bar has recently been renamed from "Above & Beyond" to simply "Drake's." Crew: ???
13. *The Cryogenic Chambers are often a cool, dark, and quiet place to retreat to. Hardly anyone hangs out there.
14. The Starry Night. Another spot for peace and quiet, there is a room with an incredible outer view on the Command Deck for you introverts to enjoy the scenery.
*Proper authorization required.
And where does little MechaKitten/Trouble hang out? Wherever things are most interesting! =)
1. The Bridge.
Here is where you'll often find Captain Piper, Wwarlock, and about half a dozen Sams here doing their thing. There are at least 4 armed Sams here at all times. Here is the best inside view you'll find on the Broadsword, plus it's the brain of this ship. What happens here affects the rest of the Broadsword and often things beyond - a fact the staff here are more than aware of.
This but with a captain's chair instead of the table in the center.
(Image credit: Steve Burg at ArtStation)
(Image credit: Steve Burg at ArtStation)
2. The CIC (Combat Information Center).
This is where you'll likely find a great deal of Sam and Samantha units working tirelessly. Spaceman Sam can often be found here (the very first Sam unit the Wild Cards met on the Zeki-Zentraedi Assault Scout). A tremendous amount of data comes through this room and during peaceful periods, it is often used as a training center/flight simulator as all of the classified data the Broadsword possesses is right here. Want to learn different languages, combat strategy, communication skills and the like? You can do it here at the "nervous system" of the ship. Or, if you have their blessing, you can sit in during combat missions (assuming you're not already out there on said missions). There are at least 4 armed Sams here at all times.
3. The Briefing Room.
Here is where a lot of planning and mission-talk take place. Here is where you hold your pre-flight and post-flight briefings. It's a favorite place to congregate when you have a lot of people who need details provided by the computerized table that dominates the room. The Briefing Room often serves as a library for non-classified data. There, tactical displays, pictures, videos, statistics, and the like can be generated at ease with three-dimensional highly-detailed holographs. It is for this reason the Briefing Room also doubles as the place on the Broadsword to show cinema during movie nights. =)
4. Mecha Hangar Bays Alpha, Bravo, and Charlie.
If it's practice with the various power armors (Cyclones, Silverbacks) or the mecha, this is where it happens. If the Broadsword is not on a combat alert and with proper authorization, most qualified pilots and Traversers are allowed to stomp around the hangar bay to get the feel of a mech. With further authorization, Wild Cards are allowed to head out and see how prospective mecha operate (Piper's orders: You must fly in pairs at the least - no solo joyrides - period). If you're lucky, you might even catch Captain Piper fishing with a line in the water from one of the open hangar bays.
(Image credit: Tenjin Hidetaka at animebooks.com)
Modify Mecha in the Mecha hangars!
The SCL-107 Broadsword comes from Earth's future. As such, it possesses technology far beyond that of Earth in 2025. This is one of those things that makes the Broadsword different - it is a vessel with a miniature Robotech Factory inside of it, hence Cera's ability to make her previously-invented Mjolnir veritechs a reality for the Wild Cards to adventure around in. Plus, I wanted a game where the PCs had some decisions over what their mecha were outfitted with (similar to Mechwarrior/Battletech). I created Robotech: Broadsword to be the kind of game where a great deal was possible - call it a "fun amplifier" if you like the term. Modifications are a large part of that fun! =)
Concerning schematics. By collecting resources and either finding or inventing schematics, your squadron can spice up the very mecha you decide to pilot. Finding schematics is possibly life-threatening dangerous while inventing schematics takes up lots of time and does not guarantee their success. A good example of this is when the Wild Cards raided General Steele's safehouse to rescue Colonel Sharp.
The idea here is for the PC team to go out into the world and adventure to find lost schematics, upgrades, prototypes (like the Super Stealth Logans you recovered), parts, and materials to build up a chosen type of mech creating an arsenal you can be proud of, one that will be able to take on foes like the Zeki-Zentraedi and my Invid. Upon their return to the Broadsword, the Wild Cards can upload the designs which will make it available for any and all future mecha that it creates.
The Broadsword then, using its miniature Robotech Factory located in its cargo hold, begins to upgrade all of the Veritech Hover Tanks in the Wild Cards squadron right then and there. This may take some time depending on just how many mechs we're talking here. From then on, the Wild Cards can choose that customization before going on an adventure with each PC selecting mecha customizations that fits their fighting style. This is done in the spirit of Mass Effect 3, Battletech, and Fallout 4 where weapon and armor customization is a lot of fun. The idea here is to modify the mecha and make what they already have better, or even change them up a bit, but not to turn them into Frankenmecha.
Ideas for all Mecha (ideas marked with a * have become reality).
Enhanced Optics Suite. Better ranges, multi-screen (two optics active at once), entirely new types of optics both scientific and military?
Enhanced Sensor Suite. More than just bonuses here, but information-collecting devices. IFF so good it can tell what kind of missile is heading at you or what type of mecha or ship likely fired that laser blast along with supplying stats (that cannon has a 2,000 foot range or limited payload).
Improved Speed. I think speed is an often-overlooked element in combat. I do take it into account when you are trying to get somewhere or away from opponents you don't want to face and so on. Also, a squadron is only as fast as its slowest unit.
Ideas for all RDF Destroids except the MAC II Monster:
*Destroid FASTPACK
Ideas for the Veritech Hover Tank
Ideas for the Ajax Veritech Helicopter.
Ideas for the Spartan Destroid
Ideas for the Tomahawk Destroid
Ideas for the Valkyrie Veritech Fighter
Current Mecha Line-up and status:
1. Super Tomahawk Destroid Mad Dog. Ready for deployment.
2. Valkyrie VF-1S Red Baroness. Deployed (to Brazil, dropping off Bruce Leanne).
3. Super Valkyrie VF-1S (currently all black), unnamed. Deployed (to Brazil, flown by Sam as wingman to Red Baroness).
4. Ajax VHT-10B, Cookie Monster. Ready for deployment.
5. Super Stealth Logan Prototype #1, Huginn, ready for deployment.
6. Super Stealth Logan Prototype #2, Munin, deployed to Antarctica.
7. Veritech Hover Tank VHT-A1 (captured from Zeki-Zentraedi Assault Scout), unavailable for deployment per Acting-Captain Piper.
8. Veritech Hover Tank VHT-A1 #1, unnamed, ready for deployment
9. Veritech Hover Tank VHT-A1 #2, unnamed, ready for deployment
10. Mjolnir MBVHT-A1 Toothgrinder, deployed to Antarctica.
11. Mjolnir MBVHT-A1 Toothgnasher, deployed to Antarctica.
12. Mjolnir MBVHT-A1 Freki, deployed to Antarctica.
13. Mjolnir MBVHT-A1 Geri, deployed to Antarctica.
14. (available)
15. (available)
16. (available)
17. (available)
18. (available)
19. (available)
20. (available)
21. (available)
22. (available)
23. (available)
24. (available)
Special - Toph "Muppet" Kirin's Mehve. Ready for deployment. Yes, it has its own bay too. =)
Current "Power Armor" Line-up and status:
Cyclones (Rifleman-class) 1-36 are available for deployment.
Cyclones (Predator-class) 1-36 are available for deployment.
Silverbacks (Standard) 1-12 are available for deployment.
Concerning schematics. By collecting resources and either finding or inventing schematics, your squadron can spice up the very mecha you decide to pilot. Finding schematics is possibly life-threatening dangerous while inventing schematics takes up lots of time and does not guarantee their success. A good example of this is when the Wild Cards raided General Steele's safehouse to rescue Colonel Sharp.
The idea here is for the PC team to go out into the world and adventure to find lost schematics, upgrades, prototypes (like the Super Stealth Logans you recovered), parts, and materials to build up a chosen type of mech creating an arsenal you can be proud of, one that will be able to take on foes like the Zeki-Zentraedi and my Invid. Upon their return to the Broadsword, the Wild Cards can upload the designs which will make it available for any and all future mecha that it creates.
The Broadsword then, using its miniature Robotech Factory located in its cargo hold, begins to upgrade all of the Veritech Hover Tanks in the Wild Cards squadron right then and there. This may take some time depending on just how many mechs we're talking here. From then on, the Wild Cards can choose that customization before going on an adventure with each PC selecting mecha customizations that fits their fighting style. This is done in the spirit of Mass Effect 3, Battletech, and Fallout 4 where weapon and armor customization is a lot of fun. The idea here is to modify the mecha and make what they already have better, or even change them up a bit, but not to turn them into Frankenmecha.
Ideas for all Mecha (ideas marked with a * have become reality).
Enhanced Optics Suite. Better ranges, multi-screen (two optics active at once), entirely new types of optics both scientific and military?
Enhanced Sensor Suite. More than just bonuses here, but information-collecting devices. IFF so good it can tell what kind of missile is heading at you or what type of mecha or ship likely fired that laser blast along with supplying stats (that cannon has a 2,000 foot range or limited payload).
Improved Speed. I think speed is an often-overlooked element in combat. I do take it into account when you are trying to get somewhere or away from opponents you don't want to face and so on. Also, a squadron is only as fast as its slowest unit.
Ideas for all RDF Destroids except the MAC II Monster:
*Destroid FASTPACK
A serious upgrade over the Mecha Booster Packs (Masters Sourcebook, pg 119), this is a series of improvements made for RDF Destroids. The idea is to make the big Destroids a viable option that can take on the enemies of the REF. Taken from a combination of ideas from the Super Veritech's FASTPACK and the Armored Veritech, RDF Mecha, all except the MAC II Monster, are outfitted with hover thrusters that fit on like the extra armor of the Armored Veritech (and can be ejected off if desired). The Hover Thrust Pack allows an RDF Destroid to hover and "skate" along at tremendous speeds (top speed about 150 mph, double their normal speed). The thrusters are extremely powerful and if a Destroid pilot is not careful, they can crash to devastating results.
These thrusters also grant Dodge bonuses while in use. They can carry the Destroid along at top speed for a limited time (one hour) or else the thrusters chance blowing from overuse (20% every 5 minutes, this chance accumulates up to 80%) which will likely send the Destroid into an uncontrolled crash. However, if used wisely, these thrusters can increase a Destroid's combat capabilities (and fun factor) by quite a bit. They are powered using the Destroid's protoculture plant. Such Destroids should have a "Super" prefix similar to the heavily-modified Super Tomahawk dubbed Mad Dog.
The Destroid FastPack provides the following bonuses:
Arms - Add 50 M.D.C.
Legs - Add 50 MD.C.
Main Body - Add 100 M.D.C.
Hover boosters/FASTPACK - has 200 M.D.C.
Add +2 to Dodge when hover-skating.
When boosters are engaged, mecha is able to hover indefinitely (about 6-10 feet off the ground).
Speed: When hover-skating, increase speed up to 100%. However, RDF Destroids were likely never meant to travel at these speeds. Make a Pilot: Destroid roll when engaging the boosters. Failure means rolling again: 01-35%, the mech slips and falls (lose 1 Action and Initiative), 36-60%, the mech falls flat on its back and skids (lose 1 action, initiative, and is -1 to parry or dodge until its next turn), 61-89%, the mech falls and rolls (lose 2 Actions, -2 to Parry and Dodge until its next turn), 90%, the mech falls, tumbles, and hits hard (lose 2 actions, -3 to parry and dodge, pilot must Save vs. Pain at 14 or higher or be stunned for 1 Round).
1. MDS-L-40 "Steel Rain" Missile Pack: The Steel Rain Missile Pack adds 40 short-range missiles to the Destroid's missile compliment. See Macross Saga Sourcebook, page 41 for Armored Veritech.
Primary Purpose: Anti-Mecha and Anti-Armor.
Secondary Purpose: Anti-Spacecraft and Fortifications.
Weight: Not applicable, each missiles weighs about 33 pounds (15 kg).
Range: Usually around 5 miles (8 km).
Mega-Damage: Varies by missile type (see Technopolis: Missiles and Rockets)
Rate of Fire: Singly or in volleys of 2, 4, 6, 8, 12, 20, or all. One volley, no matter how many missiles are in it,, counts as one Attack.
Payload: 40 missiles in single-shot launch tubes. 20 in the Main Body, 10 in each arm, and 10 in each leg.
These thrusters also grant Dodge bonuses while in use. They can carry the Destroid along at top speed for a limited time (one hour) or else the thrusters chance blowing from overuse (20% every 5 minutes, this chance accumulates up to 80%) which will likely send the Destroid into an uncontrolled crash. However, if used wisely, these thrusters can increase a Destroid's combat capabilities (and fun factor) by quite a bit. They are powered using the Destroid's protoculture plant. Such Destroids should have a "Super" prefix similar to the heavily-modified Super Tomahawk dubbed Mad Dog.
The Destroid FastPack provides the following bonuses:
Arms - Add 50 M.D.C.
Legs - Add 50 MD.C.
Main Body - Add 100 M.D.C.
Hover boosters/FASTPACK - has 200 M.D.C.
Add +2 to Dodge when hover-skating.
When boosters are engaged, mecha is able to hover indefinitely (about 6-10 feet off the ground).
Speed: When hover-skating, increase speed up to 100%. However, RDF Destroids were likely never meant to travel at these speeds. Make a Pilot: Destroid roll when engaging the boosters. Failure means rolling again: 01-35%, the mech slips and falls (lose 1 Action and Initiative), 36-60%, the mech falls flat on its back and skids (lose 1 action, initiative, and is -1 to parry or dodge until its next turn), 61-89%, the mech falls and rolls (lose 2 Actions, -2 to Parry and Dodge until its next turn), 90%, the mech falls, tumbles, and hits hard (lose 2 actions, -3 to parry and dodge, pilot must Save vs. Pain at 14 or higher or be stunned for 1 Round).
1. MDS-L-40 "Steel Rain" Missile Pack: The Steel Rain Missile Pack adds 40 short-range missiles to the Destroid's missile compliment. See Macross Saga Sourcebook, page 41 for Armored Veritech.
Primary Purpose: Anti-Mecha and Anti-Armor.
Secondary Purpose: Anti-Spacecraft and Fortifications.
Weight: Not applicable, each missiles weighs about 33 pounds (15 kg).
Range: Usually around 5 miles (8 km).
Mega-Damage: Varies by missile type (see Technopolis: Missiles and Rockets)
Rate of Fire: Singly or in volleys of 2, 4, 6, 8, 12, 20, or all. One volley, no matter how many missiles are in it,, counts as one Attack.
Payload: 40 missiles in single-shot launch tubes. 20 in the Main Body, 10 in each arm, and 10 in each leg.
Ideas for the Veritech Hover Tank
*Enhanced Main Gun. The 105mm gun may be fired 4 times per Round. Improved shock absorbing and gas venting technology combine with a smoother, computer-controlled loading system decreases firing stress caused by heavy recoil resulting in a longer-lasting cannon that can fire more often.
*Fully Automated Enhanced Autoloader. The pilot of the VHT can change 105mm ammunition type as a Free Action instead of taking 1 Action.
Stronger Arm Shields. Adds 50 M.D. to each arm shield. There are five total available upgrades increasing 50 M.D. each find to a maximum of 750 M.D. per arm shield. Stronger stackable ceramic materials serve to strengthen the shields.
*EU-11 Amplifier. EU-11 now causes 2D6M.D./1D4x10+20 M.D. per blast/burst with no loss of ammunition or range. Such weapons are designation EU-11A.
Sniper Battloid Function. When in Battloid mode, the main cannon can now be fired with a +3 to Strike instead of no bonuses. A high-grade targeting computer works together with a stabilizing program that puts the VHT into a "firing stance" as a Free Action.
105mm White Phosphorus Rounds. Special tank Rounds inflicting 3D4x10 M.D. with a range of 5,000 feet. All subsequent rounds fired at that target are made with a +2 bonus to Strike for 2d4 Rounds.
Protoculture Combat Suite. Provides Strike, Parry, Dodge bonus like the kind all other Veritechs receive. The standard Spartas mech provides its operator no Special bonuses unlike every other veritech out there! Bonuses include: +1 on Initiative, +2 to Strike, +2 to Parry, +1 to Dodge, +2 to Roll with Punch.
Armored Canopy and Ejection System. Reinforced Pilot's Compartment with 150 M.D. complete with life support and independent oxygen supply. This is the VHT-1A2 benefit come early with the addition of an ejection system that launches the entire single compartment containing both commander and pilot/gunner together. An automated distress call goes out on RDF, ASC, and REF channels out to 50 miles.
Improved hover vents in Tank Mode. Increases speed 25 m.p.h. maximum instead of 8 m.p.h.
*Fully Automated Enhanced Autoloader. The pilot of the VHT can change 105mm ammunition type as a Free Action instead of taking 1 Action.
Stronger Arm Shields. Adds 50 M.D. to each arm shield. There are five total available upgrades increasing 50 M.D. each find to a maximum of 750 M.D. per arm shield. Stronger stackable ceramic materials serve to strengthen the shields.
*EU-11 Amplifier. EU-11 now causes 2D6M.D./1D4x10+20 M.D. per blast/burst with no loss of ammunition or range. Such weapons are designation EU-11A.
Sniper Battloid Function. When in Battloid mode, the main cannon can now be fired with a +3 to Strike instead of no bonuses. A high-grade targeting computer works together with a stabilizing program that puts the VHT into a "firing stance" as a Free Action.
105mm White Phosphorus Rounds. Special tank Rounds inflicting 3D4x10 M.D. with a range of 5,000 feet. All subsequent rounds fired at that target are made with a +2 bonus to Strike for 2d4 Rounds.
Protoculture Combat Suite. Provides Strike, Parry, Dodge bonus like the kind all other Veritechs receive. The standard Spartas mech provides its operator no Special bonuses unlike every other veritech out there! Bonuses include: +1 on Initiative, +2 to Strike, +2 to Parry, +1 to Dodge, +2 to Roll with Punch.
Armored Canopy and Ejection System. Reinforced Pilot's Compartment with 150 M.D. complete with life support and independent oxygen supply. This is the VHT-1A2 benefit come early with the addition of an ejection system that launches the entire single compartment containing both commander and pilot/gunner together. An automated distress call goes out on RDF, ASC, and REF channels out to 50 miles.
Improved hover vents in Tank Mode. Increases speed 25 m.p.h. maximum instead of 8 m.p.h.
Ideas for the Ajax Veritech Helicopter.
New Hardpoint option: IWS-44 Rapid Fire Ion Cannon. This is the main gun from what is now called the Chimera aircraft from Robotech Masters Sourcebook, pg. 170). A maximum of two can be mounted, one on each wing for double the firepower. Two can fire both on targets at 200 ft. distance or more. These guns have more than twice the range of the Ajax's IWS-40 Ion Pulse Pods (1800 feet).
Primary Purpose: Anti-Mecha and Anti-Armor.
Secondary Purpose: Anti-Spacecraft and Fortifications.
Range: 4000 feet (1219 m).
Mega-Damage: Deals 3D6 M.D. for single pulses or 6D6 M.D. for a four-round bursts.
Rate of Fire: Single pulses or bursts.
Payload: 260 single blasts or 65 bursts; self-recharging capacitors recharge 5 blasts/minute.
HTC-101 Mini-missile/rocket Pod. This sleek forearm-mounted launcher can launch 15 mini-missiles or unguided rockets. This weapon replaces the IWS-40 40mm Ion Pulse Weapon Pod and can be used in pairs.
Primary Purpose: Anti-Mecha and Anti-Armor.
Secondary Purpose: Anti-Spacecraft and Fortifications.
Range: Usually around 1 mile (1.6 km).
Mega-Damage: Varies by missile type (see Technopolis: Missiles and Rockets)
Rate of Fire: Singly or in volleys of 2, 4, 6, 8, 12, 15, or all. One volley, no matter how many missiles are in it, counts as one Attack.
Payload: 15 mini-missiles or rockets in single-shot launch tubes.
New Hardpoint option: Interceptor CIWS 20mm autocannon. Based off of the Phalanx 20mm autocannon, this weapon replaces the IWS-40 40mm Ion Pulse Weapon Pod and cannot be used in pairs (one arm holds the autocannon while ammunition is held on the other arm).
Primary Purpose: Anti-Missile.
Secondary Purpose: Anti-Armor and Anti-Mecha.
Range: 4000 feet (1219 m).
Mega-Damage: Short burst inflicts 4D6 M.D. Long burst inflicts 1D4x10 M.D..
Rate of Fire: 1 burst of either type counts as 1 Attack per Round.
Payload: 100 short bursts, 50 long bursts, or any combination of the two adding up their total.
VHT-10A Ground Radar option for VHT-10B models. The super high-tech ground radar can be fitted to T.A.S.C. type Ajax units.
Primary Purpose: Anti-Mecha and Anti-Armor.
Secondary Purpose: Anti-Spacecraft and Fortifications.
Range: 4000 feet (1219 m).
Mega-Damage: Deals 3D6 M.D. for single pulses or 6D6 M.D. for a four-round bursts.
Rate of Fire: Single pulses or bursts.
Payload: 260 single blasts or 65 bursts; self-recharging capacitors recharge 5 blasts/minute.
HTC-101 Mini-missile/rocket Pod. This sleek forearm-mounted launcher can launch 15 mini-missiles or unguided rockets. This weapon replaces the IWS-40 40mm Ion Pulse Weapon Pod and can be used in pairs.
Primary Purpose: Anti-Mecha and Anti-Armor.
Secondary Purpose: Anti-Spacecraft and Fortifications.
Range: Usually around 1 mile (1.6 km).
Mega-Damage: Varies by missile type (see Technopolis: Missiles and Rockets)
Rate of Fire: Singly or in volleys of 2, 4, 6, 8, 12, 15, or all. One volley, no matter how many missiles are in it, counts as one Attack.
Payload: 15 mini-missiles or rockets in single-shot launch tubes.
New Hardpoint option: Interceptor CIWS 20mm autocannon. Based off of the Phalanx 20mm autocannon, this weapon replaces the IWS-40 40mm Ion Pulse Weapon Pod and cannot be used in pairs (one arm holds the autocannon while ammunition is held on the other arm).
Primary Purpose: Anti-Missile.
Secondary Purpose: Anti-Armor and Anti-Mecha.
Range: 4000 feet (1219 m).
Mega-Damage: Short burst inflicts 4D6 M.D. Long burst inflicts 1D4x10 M.D..
Rate of Fire: 1 burst of either type counts as 1 Attack per Round.
Payload: 100 short bursts, 50 long bursts, or any combination of the two adding up their total.
VHT-10A Ground Radar option for VHT-10B models. The super high-tech ground radar can be fitted to T.A.S.C. type Ajax units.
Ideas for the Spartan Destroid
Spartan Shield. Add a massive one-handed shield for the Spartan to use much like a police riot shield (is almost as big for the Spartan). It has 250 M.D.C.
Automated Laser Turret. The Spartan's top laser turret now functions on its own and can fire to take down incoming missiles without the pilot having to take action. A flip of the switch restores control of this turret to the pilot (free action).
Extended Range GU-11 (same gun but it reaches out to 6,000 feet giving it a distinct advantage over some Zentraedi hardware). Also used by the Valkyrie Veritech.
Automated Laser Turret. The Spartan's top laser turret now functions on its own and can fire to take down incoming missiles without the pilot having to take action. A flip of the switch restores control of this turret to the pilot (free action).
Extended Range GU-11 (same gun but it reaches out to 6,000 feet giving it a distinct advantage over some Zentraedi hardware). Also used by the Valkyrie Veritech.
Ideas for the Tomahawk Destroid
Enhanced Particle Beam Cannons. Like the Zentraedi Battle pod P-beams, these have a chance at knocking down their opponents when both successfully strike (65%). Increase damage +20 M.D. per successful Strike.
Improved Particle Beam Accelerators. Particle beam cannons can now be fired three times each per melee.
Advanced Spotlight Turret. Now mounted on a ball-chassis and able to turn 360 degrees, the computer-controlled spotlight now has many functions. Able to track single targets and blind them with its laser (one attempt per melee round). Strobe function. Infrared light.
Improved Particle Beam Accelerators. Particle beam cannons can now be fired three times each per melee.
Advanced Spotlight Turret. Now mounted on a ball-chassis and able to turn 360 degrees, the computer-controlled spotlight now has many functions. Able to track single targets and blind them with its laser (one attempt per melee round). Strobe function. Infrared light.
Ideas for the Valkyrie Veritech Fighter
Larger Hardpoint Payload. Due to lighter missile weight and improved spacing, the hardpoints can now carry extra missiles or bombs depending on the type of munitions being carried. Add missiles/rockets per hardpoint: 5 Mini-missiles (20 total), 3 SRMs (15 total), 2 MRMs (5 total), or 1 LRM (3 total), or add 500 lbs. to bomb payload per hardpoint (3,000 lbs. total).
Stealth Technology. All missiles have -2 penalty to hit (only the missile-operator's bonuses from Weapon Systems and the like). Like the Super Stealth Logan Prototype, it's quieter, smoother, and anyone trying to spot one by radar or enhanced optics are -25% to their Sensory Equipment Skill roll; those using acoustic sensors are -15% for the same roll.
Extended Range GU-11 (same gun but it reaches out to 6,000 feet giving it a distinct advantage over some Zentraedi hardware). Also be used by the Spartan Destroid.
Stealth Technology. All missiles have -2 penalty to hit (only the missile-operator's bonuses from Weapon Systems and the like). Like the Super Stealth Logan Prototype, it's quieter, smoother, and anyone trying to spot one by radar or enhanced optics are -25% to their Sensory Equipment Skill roll; those using acoustic sensors are -15% for the same roll.
Extended Range GU-11 (same gun but it reaches out to 6,000 feet giving it a distinct advantage over some Zentraedi hardware). Also be used by the Spartan Destroid.
Current Mecha Line-up and status:
1. Super Tomahawk Destroid Mad Dog. Ready for deployment.
2. Valkyrie VF-1S Red Baroness. Deployed (to Brazil, dropping off Bruce Leanne).
3. Super Valkyrie VF-1S (currently all black), unnamed. Deployed (to Brazil, flown by Sam as wingman to Red Baroness).
4. Ajax VHT-10B, Cookie Monster. Ready for deployment.
5. Super Stealth Logan Prototype #1, Huginn, ready for deployment.
6. Super Stealth Logan Prototype #2, Munin, deployed to Antarctica.
7. Veritech Hover Tank VHT-A1 (captured from Zeki-Zentraedi Assault Scout), unavailable for deployment per Acting-Captain Piper.
8. Veritech Hover Tank VHT-A1 #1, unnamed, ready for deployment
9. Veritech Hover Tank VHT-A1 #2, unnamed, ready for deployment
10. Mjolnir MBVHT-A1 Toothgrinder, deployed to Antarctica.
11. Mjolnir MBVHT-A1 Toothgnasher, deployed to Antarctica.
12. Mjolnir MBVHT-A1 Freki, deployed to Antarctica.
13. Mjolnir MBVHT-A1 Geri, deployed to Antarctica.
14. (available)
15. (available)
16. (available)
17. (available)
18. (available)
19. (available)
20. (available)
21. (available)
22. (available)
23. (available)
24. (available)
Special - Toph "Muppet" Kirin's Mehve. Ready for deployment. Yes, it has its own bay too. =)
Current "Power Armor" Line-up and status:
Cyclones (Rifleman-class) 1-36 are available for deployment.
Cyclones (Predator-class) 1-36 are available for deployment.
Silverbacks (Standard) 1-12 are available for deployment.
5. Gun Range.
Lock and load with the weapons you rely on most. Practice with them to your heart's content on the virtual range. Projectile-based firearms and heavy weapons use practice blanks which simulate recoil. A mounted computerized sight measures your accuracy. Lasers fire real lasers with the same brightness and feel, just no destructive power. There are no live ammo/high-energy settings here - you literally cannot shoot anyone. However, everything you do is recorded and the Sams on premises acts as Range Masters and will shut you down in a heartbeat at the first sign of horseplay or unsafe nonsense. But if you're following weapon safety guidelines (which are otherwise pretty loose on the Broadsword), have at!
(Image credit: Sevilla Viajes for CallofDuty.fandom.com)
Game Master note for you: Consider all weapons in Technopolis to be "stock" weapons. Military grade, sure, but plain vanilla as far as Robotech: Broadsword is concerned. This is also something I've been wanting to do since the game started. Weapon customization is one of the fun things to do in video games like Fallout, Ghost Recon, and Warframe. So why not here?
What this is is a place to provide minor bonuses and game-flavor elements to your guns. Put yourself in the boots of the wartime soldier. Why did the MACV-SOG Green Berets in Vietnam use CAR-15 5.56mm carbines instead of the stock M-16s the regular infantry used? Why did they shorten the barrels of their shotgun-like M-79 grenade launchers and chop off their stocks? Why did they attach a carry strap to it so it just hung from their belts? Why go to all the trouble? Because that worked best for them. In a world where adaptation equals victory, the Broadsword's Gun Range is all about adaptation. Here's your chance to find out what works best for you and your team.
How this works:
A. Select a firearm, preferably one you and your Character enjoys having, trusting, and using.
B. Decide what purpose you want it to serve in-game. Do you want it to be more compact? More accurate? Easier to hold onto if you chance losing it? More ammunition? Different ammunition? Able to do more than shoot?
C. Talk with the GM about what kinds of options you want to add to it. Remember that weight and size are a factor in this game and some bonuses will come with drawbacks (like a suppressor will make you harder to find but the added length increases the weight of the weapon and takes away a great deal of its concealability).
The first question usually is "What am I allowed to alter?" Here's a big sample list:
Grip-tape can help you keep a good hold on your weapon. This improves confidence with new shooters. Bonus: +1 to Saving Throws involving keep from losing your weapon under duress.
Handle attachments on shotguns and rifles can help you use your non-firing hand to keep control of your weapon. Bonus: +1 to Initiative and to Saving Throws to keep from losing your weapon under duress when using this weapon with both hands.
Collapsible stocks can help you keep your weapon stable when firing from the shoulder while changing the shape of the weapon when it is not in use. They tend to be made of lighter material than full stocks. Cannot carry tiny hidden items as one can in a customized full stock. Bonus: Lightens weapon by 5-10%. Weapon is more portable and convenient to use than standard type.
Sights can help you fire in low or no-light situations. Each sight comes with advantages and disadvantages.
Glow in the dark night-sights. +1 to Strike in low or no-light conditions.
Laser sights. +2 to Strike as long as you can see the dot you're putting on the target. Disadvantages: Battery operated. Beam can be traced back to source especially in low or no-light conditions. Must be sighted to be of use. Tip: Go green; it's easier to see the dot(s) in daytime.
Targeting scope. Adds 10%-20% additional range to the weapon you're using. Disadvantages: Extra weight. Scope may reflect light, giving away your position.
Hunting/sniping scope. Adds 20%-33% additional range to the weapon you're using. Disadvantages: Extra weight. Scope may reflect light, giving away your position. Typically expensive.
Flashlights are a trade-off but to a creative user, they can serve a number of functions.
Mounted high-intensity Flashlight. Allows operator to see in low or no-light conditions. Operator may use an Action and attempt to semi-blind targets 20 feet away or less by aiming the beam at the target's eyes (Saving Throw of 14 minus P.P. bonuses if any to avoid. Saving Throw is at -2 in low-light conditions, -3 in no-light conditions. Semi-blinded targets are -3 to Strike, Parry, Dodge, and Roll for 1d6+2 Actions). Can be used to signal allies. Disadvantages: Extra weight. Battery operated. Beam is easily able to be traced back to source especially in low or no-light conditions (completely gives away your position).
Bipods and tripods are useful for sniping weapons as they provide a stable platform for the sniper to fire from. Bonus: +1 to Strike when properly mounted. Disadvantages: Extra weight. Decreases concealment (but if you're using a sniper rifle, you're probably not worried about on-body concealment).
Sound suppressors are used to muffle the sound of weapons, especially projectile weapons. As in Rifts, lasers make no sound in Robotech: Broadsword (forgive me if I forget this from time to time; this game has many rules). Just about everything else that uses a barrel makes sound. Bonus: -3 to -5 for sound-based Perception checks when firing. The sound also does not travel as far as normal. Disadvantages: Decreases on-body concealment (especially on pistols). Increases weight slightly. Makes the weapon easier to be taken away from its operator (-1 penalty to the defending operator).
Flash suppressors are used to soften the explosion/optical activity from the end of a projectile weapon's barrel. Suppressors are not made for energy weapons as those emit beams of light making the idea of a flash suppressor effectively useless. The flash of light from the firing barrel, while still discernible in low or no-light conditions, is not as easily spotted. In firefights, this can provide the operator with the advantage of not being as easily seen as a firearm operator without a suppressor. Bonus: -3 to sight-based Perception checks when firing. The flash of light, while still discernible in low or no-light conditions, is not as easily spotted. Disadvantages: Decreases concealment (especially on pistols). Increases weight slightly. Makes the weapon a little easier to be taken away from its operator (-1 penalty to the defending operator).
Again, this is just a starter list. Use your creativity and look into further modifications if it sounds like fun to you!
Handle attachments on shotguns and rifles can help you use your non-firing hand to keep control of your weapon. Bonus: +1 to Initiative and to Saving Throws to keep from losing your weapon under duress when using this weapon with both hands.
Collapsible stocks can help you keep your weapon stable when firing from the shoulder while changing the shape of the weapon when it is not in use. They tend to be made of lighter material than full stocks. Cannot carry tiny hidden items as one can in a customized full stock. Bonus: Lightens weapon by 5-10%. Weapon is more portable and convenient to use than standard type.
Sights can help you fire in low or no-light situations. Each sight comes with advantages and disadvantages.
Glow in the dark night-sights. +1 to Strike in low or no-light conditions.
Laser sights. +2 to Strike as long as you can see the dot you're putting on the target. Disadvantages: Battery operated. Beam can be traced back to source especially in low or no-light conditions. Must be sighted to be of use. Tip: Go green; it's easier to see the dot(s) in daytime.
Targeting scope. Adds 10%-20% additional range to the weapon you're using. Disadvantages: Extra weight. Scope may reflect light, giving away your position.
Hunting/sniping scope. Adds 20%-33% additional range to the weapon you're using. Disadvantages: Extra weight. Scope may reflect light, giving away your position. Typically expensive.
Flashlights are a trade-off but to a creative user, they can serve a number of functions.
Mounted high-intensity Flashlight. Allows operator to see in low or no-light conditions. Operator may use an Action and attempt to semi-blind targets 20 feet away or less by aiming the beam at the target's eyes (Saving Throw of 14 minus P.P. bonuses if any to avoid. Saving Throw is at -2 in low-light conditions, -3 in no-light conditions. Semi-blinded targets are -3 to Strike, Parry, Dodge, and Roll for 1d6+2 Actions). Can be used to signal allies. Disadvantages: Extra weight. Battery operated. Beam is easily able to be traced back to source especially in low or no-light conditions (completely gives away your position).
Bipods and tripods are useful for sniping weapons as they provide a stable platform for the sniper to fire from. Bonus: +1 to Strike when properly mounted. Disadvantages: Extra weight. Decreases concealment (but if you're using a sniper rifle, you're probably not worried about on-body concealment).
Sound suppressors are used to muffle the sound of weapons, especially projectile weapons. As in Rifts, lasers make no sound in Robotech: Broadsword (forgive me if I forget this from time to time; this game has many rules). Just about everything else that uses a barrel makes sound. Bonus: -3 to -5 for sound-based Perception checks when firing. The sound also does not travel as far as normal. Disadvantages: Decreases on-body concealment (especially on pistols). Increases weight slightly. Makes the weapon easier to be taken away from its operator (-1 penalty to the defending operator).
Flash suppressors are used to soften the explosion/optical activity from the end of a projectile weapon's barrel. Suppressors are not made for energy weapons as those emit beams of light making the idea of a flash suppressor effectively useless. The flash of light from the firing barrel, while still discernible in low or no-light conditions, is not as easily spotted. In firefights, this can provide the operator with the advantage of not being as easily seen as a firearm operator without a suppressor. Bonus: -3 to sight-based Perception checks when firing. The flash of light, while still discernible in low or no-light conditions, is not as easily spotted. Disadvantages: Decreases concealment (especially on pistols). Increases weight slightly. Makes the weapon a little easier to be taken away from its operator (-1 penalty to the defending operator).
Again, this is just a starter list. Use your creativity and look into further modifications if it sounds like fun to you!
6. Armory.
Modify your Mega-suits in the Armory! Sams and Samanthas are often on standby in this part-locker, part creation-station. Change your paint job from your old mission. Add on attachments to help you succeed in your latest mission. Add holsters, computers, magnetic foot-grips, and other goodies to beat the odds and come home alive!
(Image credit: Shimmering Sword on DeviantArt.com)
Ever take a good look at a Sam/Samantha unit and think, "Man, it would be neat to have some of those funky gadgets!" Well, that's what the this area is about. Gadgets for your Mega-suits. They're nifty. Here's a few!
Arm-mounted modifications:
Concealed forearm holsters are a neat way to keep a small Mega-damage knife, spare E-clip, pair of grenades, or similarly-sized object on your Mega-suit's forearms. If properly secured, items inside will not make noise during movement. Unsecured items will roll around; reduce Prowl Skill attempts by -3% per holster.
Climbing Cords are just what some troops use to get around quickly, quietly, and reliably. Basically a high-tech grappling gun, the Climbing Cord fires a special head followed by a length of reliable cord. And yes, that little Mega-damage cord can be used for much more than scaling a mountainside. A Called Shot is recommended to put the end of the cord right where it's needed, so expect to require multiple tries (usually a 12 or higher Strike total required. Misses require the cord to respool which takes another Action. Then it is ready to fire again). All three attachments are carried inside the arm-mount.
M.D.C.: 10
Range: 20m spool.
Maximum Carry Weight: 3 tons (6,000 lbs/2,722 kg)
Attachments: Standard grappling hook, branch-catcher (+2 to Strike tree branches and the like), magnetic clamp (+2 to Strike and hold metal surfaces).
Portable folding laptops are the craze nowadays, so why not store one in your Mega-suit's forearm? Anything a quality wireless laptop can do, this thing can do except this one is Mega-damage. Made for one-handed use (right or left). Detachable with stand (for use with both hands). Comes with military-grade encryption, quality antivirus software, and anti-glare/reflection screen. Can accept 4 USB devices (for expandable keyboards, mice, monitors, portable speakers, etc).
M.D.C.: 10
Capacity: 500 TB SSD Hard Drive (or the equivalent by year 2020 standards)
Battery duration: Indefinite (draws from the Mega-suit's power supply).
The plasma cutting torch is the right tool for a number of occasions as locks cannot hold a door secure when they are turned to liquid by way of Mega-damage flame. Mega-suits come with light-filtering to block the super-bright light of the flame, but unshielded eyes can be permanently damaged by looking at the fire too long. While the torch is powered by the Mega-suit, it still runs on a gas-based fuel tank with triple-redundancy safety features (will not explode unless the entire Mega-suit explodes). Ill-suited as a weapon, but can still cut through many materials extremely quickly.
M.D.C.: 20
Payload: 15 minutes (60 Rounds or roughly 300 Actions).
Range: 1 meter.
Mega-damage: 1D4 M.D. per Action.
Leg/foot-mounted modifications:
Concealed hip holsters are a good way to keep a pistol and E-clips out of sight, but into the hand quickly. Think of RoboCop's leg-mounted pistol holster except that this appears as a pair of bulges on the Mega-suit's outside thigh area. If the machinery is removed (requires Basic Mechanics and simple tools), one can instead store other items (canteens, food, and additional ammunition are favorites). If properly secured, items inside will not make noise during movement. Unsecured items will roll around; reduce Prowl Skill attempts by -3% per holster.
Concealed ankle holsters are just like the hip holsters except about half the size and capacity. One could store a pair of compact back-up pistols or small Mega-damage knives here (one in each holster) or other small items like flashilghts or one E-clip in each holster. If properly secured, items inside will not make noise during movement. Unsecured items will roll around; reduce Prowl Skill attempts by -3% per holster. You may have noticed by now that you can have up to 6 such holsters body-wide with a horrible -18% to your Prowl Skill penalty if your character is the lazy type. Fair warning! =)
Magnetic foot clamps are the best thing to keep a Mega-suit soldier in space from floating off of the hull of a starship. Using technology similar to the Army of Southern Cross Mega-suits (standard P.S. 50 or Robotic Strength required to remove), the magnetic foot clamps, when used with the arm-mounted Climbing Cord with magnetic head, are an ideal combination when used to scale metal surfaces, including mecha (adds +15% to Climbing when used this way). No penalty to Prowl Skill rolls.
This is just the beginning. Have other modifications your character would like to try? Give it a shot. You never know what might come of it. =)
Arm-mounted modifications:
Concealed forearm holsters are a neat way to keep a small Mega-damage knife, spare E-clip, pair of grenades, or similarly-sized object on your Mega-suit's forearms. If properly secured, items inside will not make noise during movement. Unsecured items will roll around; reduce Prowl Skill attempts by -3% per holster.
Climbing Cords are just what some troops use to get around quickly, quietly, and reliably. Basically a high-tech grappling gun, the Climbing Cord fires a special head followed by a length of reliable cord. And yes, that little Mega-damage cord can be used for much more than scaling a mountainside. A Called Shot is recommended to put the end of the cord right where it's needed, so expect to require multiple tries (usually a 12 or higher Strike total required. Misses require the cord to respool which takes another Action. Then it is ready to fire again). All three attachments are carried inside the arm-mount.
M.D.C.: 10
Range: 20m spool.
Maximum Carry Weight: 3 tons (6,000 lbs/2,722 kg)
Attachments: Standard grappling hook, branch-catcher (+2 to Strike tree branches and the like), magnetic clamp (+2 to Strike and hold metal surfaces).
Portable folding laptops are the craze nowadays, so why not store one in your Mega-suit's forearm? Anything a quality wireless laptop can do, this thing can do except this one is Mega-damage. Made for one-handed use (right or left). Detachable with stand (for use with both hands). Comes with military-grade encryption, quality antivirus software, and anti-glare/reflection screen. Can accept 4 USB devices (for expandable keyboards, mice, monitors, portable speakers, etc).
M.D.C.: 10
Capacity: 500 TB SSD Hard Drive (or the equivalent by year 2020 standards)
Battery duration: Indefinite (draws from the Mega-suit's power supply).
The plasma cutting torch is the right tool for a number of occasions as locks cannot hold a door secure when they are turned to liquid by way of Mega-damage flame. Mega-suits come with light-filtering to block the super-bright light of the flame, but unshielded eyes can be permanently damaged by looking at the fire too long. While the torch is powered by the Mega-suit, it still runs on a gas-based fuel tank with triple-redundancy safety features (will not explode unless the entire Mega-suit explodes). Ill-suited as a weapon, but can still cut through many materials extremely quickly.
M.D.C.: 20
Payload: 15 minutes (60 Rounds or roughly 300 Actions).
Range: 1 meter.
Mega-damage: 1D4 M.D. per Action.
Leg/foot-mounted modifications:
Concealed hip holsters are a good way to keep a pistol and E-clips out of sight, but into the hand quickly. Think of RoboCop's leg-mounted pistol holster except that this appears as a pair of bulges on the Mega-suit's outside thigh area. If the machinery is removed (requires Basic Mechanics and simple tools), one can instead store other items (canteens, food, and additional ammunition are favorites). If properly secured, items inside will not make noise during movement. Unsecured items will roll around; reduce Prowl Skill attempts by -3% per holster.
Concealed ankle holsters are just like the hip holsters except about half the size and capacity. One could store a pair of compact back-up pistols or small Mega-damage knives here (one in each holster) or other small items like flashilghts or one E-clip in each holster. If properly secured, items inside will not make noise during movement. Unsecured items will roll around; reduce Prowl Skill attempts by -3% per holster. You may have noticed by now that you can have up to 6 such holsters body-wide with a horrible -18% to your Prowl Skill penalty if your character is the lazy type. Fair warning! =)
Magnetic foot clamps are the best thing to keep a Mega-suit soldier in space from floating off of the hull of a starship. Using technology similar to the Army of Southern Cross Mega-suits (standard P.S. 50 or Robotic Strength required to remove), the magnetic foot clamps, when used with the arm-mounted Climbing Cord with magnetic head, are an ideal combination when used to scale metal surfaces, including mecha (adds +15% to Climbing when used this way). No penalty to Prowl Skill rolls.
This is just the beginning. Have other modifications your character would like to try? Give it a shot. You never know what might come of it. =)
7. Sickbay and the Mindbender.
Most people don't like to hang out in medical bays or a strange, super-high tech laboratory, but there are great incentives to visit this one.
It's not quite this large, but close. No, there's not a single Roman-style bathtub anywhere on the ship, but the Sickbay does have hot tubs for "recovery." Bring your own booze if Dr. Yashida will allow it. =)
(Image credit: Ben Lo at ArtStation.com)
The Mindbender.
(Image credit: kjkjmulo.deviantart.com)
Head to Sickbay and with Dr. Hitomi's permission and direct assistance, hook up to the Broadsword's "Mindbender" and literally swap some of your character's Skills for new Skills!
(Image credit: Ben Lo at ArtStation.com)
The Mindbender.
(Image credit: kjkjmulo.deviantart.com)
Head to Sickbay and with Dr. Hitomi's permission and direct assistance, hook up to the Broadsword's "Mindbender" and literally swap some of your character's Skills for new Skills!
Game Master notes: This provides the option for characters to alter their Skill packages in a reasonable fashion that in no way alters their O.C.C.. High I.Q. is a big plus here, but even an averagely-intelligent character can swap out enough Skills to say, add or subtract an extra Martial Art System.
So you want to bend your character's brain, huh? Well, now you can! Here's how this works. Once per in-game week, your character can replace some of their character's non-O.C.C. Skills by using the following guidelines:
A. One can change out their O.C.C. Related Skills, Secondary Skills, and Skills Attained via Experience. You may change non-O.C.C., M.O.S. (including those gained via Special Aptitude) or Universal Skills only.
B. You may exchange a number of Skills equal to 5 + 1 for every 2 Attribute points of I.Q. your character has over 18 (I.Q. 20-21 = 6 Skills, I.Q. 22-23 = 7 Skills, I.Q. 30-31 = 11 Skills, etc.). Your Character's brain can't handle any more than this (it's not a matter of Mental Endurance, but learning potential which is what Intelligence Quotient really is).
C. All Skills must meet their prerequisites. Example: Want to be a Computer Hacker? Don't have a clue how? No problem! Just possess or swap out a total of 5 Skills to get those 5 prerequisites first (Language, Literacy, Basic Mathematics, Computer Operation, Computer Programming) and spend one more and pow! Your character has the Computer Hacking Skill and everything that comes with it! CyberJerks, beware!
D. Skills that alter Attributes and physical properties (like the 4d6 S.D.C. from Wrestling) are rerolled as necessary. Example: If your character wants to lose the Acrobatics Skill and gain the General Athletics Skill, the bonuses from Acrobatics are subtracted, S.D.C. rolled (unless the number is available via Character Sheet) and the bonuses for General Athletics gained. A character cannot replace a Skill that will bring their Attributes under what is required to qualify for their O.C.C..
E. All Skills replaced start at 1st level regardless of the character's experience level. Why? Because nothing takes the place of real experience. O.C.C. Related and I.Q. bonuses continue to add to the total Skill success percentage, but bonuses from having an experience level beyond 1st level are not. Therefore, it is highly recommended one keep a "core" character sheet as it is possible to revert back to one's original selections at the Skill level you left them at. This reverting to a Character's original Skill selection is called "going back to the drawing board." If you don't keep a record of your Skills, we get to figure them out all over again and I'd rather be spending my time doing something else, wouldn't you?
F. A note on Martial Art Systems - Question: "Can my character, who comes with Hand to Hand: Basic/Expert/Martial Arts/Commando/Assassin upgrade to a Martial Art System by Mindbending?" Answer: Yes! A Martial Arts System requires a total of 4 or 5 Skills of dedication, depending on the system (see The Martial Way). Hand to Hand: Basic costs 1 Skill toward this transaction. Expert, 2. Martial Arts, Commando, and Assassin, 3. From there, add 1 or 2 non-O.C.C. Skills to meet the 4-5 Skills required for a Martial Art System and join the world of dedicated martial artists!
A basic example of Mindbending: 5th level UEEF Mission Specialist Tabo's squadmates are calling him names because he lacks the valuable Detect Ambush Skill. Tabo's Player would like to swap out an O.C.C. Related Skill to gain Detect Ambush. He decides to exchange it with his Wilderness Survival Skill.
Tabo's Player makes a note of the following on his character sheet: 1. The name of the Skill. 2. The Skill's success percentage. 3. How he came by the skill (O.C.C. Related, Secondary Skill, or by Experience). 4. What level Tabo was when he received it. Tabo undergoes the "Mindbender" and when he awakes, he no longer has any knowledge whatsoever of Wilderness Survival, but he understands the basic fundamentals of Detect Ambush and starts the game with it at 1st level experience (not 5th) with any bonuses his O.C.C. and I.Q. provide (if any). Now he has a Skill he can put to use (and perhaps his teammates will stop calling him names)!
So you want to bend your character's brain, huh? Well, now you can! Here's how this works. Once per in-game week, your character can replace some of their character's non-O.C.C. Skills by using the following guidelines:
A. One can change out their O.C.C. Related Skills, Secondary Skills, and Skills Attained via Experience. You may change non-O.C.C., M.O.S. (including those gained via Special Aptitude) or Universal Skills only.
B. You may exchange a number of Skills equal to 5 + 1 for every 2 Attribute points of I.Q. your character has over 18 (I.Q. 20-21 = 6 Skills, I.Q. 22-23 = 7 Skills, I.Q. 30-31 = 11 Skills, etc.). Your Character's brain can't handle any more than this (it's not a matter of Mental Endurance, but learning potential which is what Intelligence Quotient really is).
C. All Skills must meet their prerequisites. Example: Want to be a Computer Hacker? Don't have a clue how? No problem! Just possess or swap out a total of 5 Skills to get those 5 prerequisites first (Language, Literacy, Basic Mathematics, Computer Operation, Computer Programming) and spend one more and pow! Your character has the Computer Hacking Skill and everything that comes with it! CyberJerks, beware!
D. Skills that alter Attributes and physical properties (like the 4d6 S.D.C. from Wrestling) are rerolled as necessary. Example: If your character wants to lose the Acrobatics Skill and gain the General Athletics Skill, the bonuses from Acrobatics are subtracted, S.D.C. rolled (unless the number is available via Character Sheet) and the bonuses for General Athletics gained. A character cannot replace a Skill that will bring their Attributes under what is required to qualify for their O.C.C..
E. All Skills replaced start at 1st level regardless of the character's experience level. Why? Because nothing takes the place of real experience. O.C.C. Related and I.Q. bonuses continue to add to the total Skill success percentage, but bonuses from having an experience level beyond 1st level are not. Therefore, it is highly recommended one keep a "core" character sheet as it is possible to revert back to one's original selections at the Skill level you left them at. This reverting to a Character's original Skill selection is called "going back to the drawing board." If you don't keep a record of your Skills, we get to figure them out all over again and I'd rather be spending my time doing something else, wouldn't you?
F. A note on Martial Art Systems - Question: "Can my character, who comes with Hand to Hand: Basic/Expert/Martial Arts/Commando/Assassin upgrade to a Martial Art System by Mindbending?" Answer: Yes! A Martial Arts System requires a total of 4 or 5 Skills of dedication, depending on the system (see The Martial Way). Hand to Hand: Basic costs 1 Skill toward this transaction. Expert, 2. Martial Arts, Commando, and Assassin, 3. From there, add 1 or 2 non-O.C.C. Skills to meet the 4-5 Skills required for a Martial Art System and join the world of dedicated martial artists!
A basic example of Mindbending: 5th level UEEF Mission Specialist Tabo's squadmates are calling him names because he lacks the valuable Detect Ambush Skill. Tabo's Player would like to swap out an O.C.C. Related Skill to gain Detect Ambush. He decides to exchange it with his Wilderness Survival Skill.
Tabo's Player makes a note of the following on his character sheet: 1. The name of the Skill. 2. The Skill's success percentage. 3. How he came by the skill (O.C.C. Related, Secondary Skill, or by Experience). 4. What level Tabo was when he received it. Tabo undergoes the "Mindbender" and when he awakes, he no longer has any knowledge whatsoever of Wilderness Survival, but he understands the basic fundamentals of Detect Ambush and starts the game with it at 1st level experience (not 5th) with any bonuses his O.C.C. and I.Q. provide (if any). Now he has a Skill he can put to use (and perhaps his teammates will stop calling him names)!
8. Engineering.
"Mass Effect - Uncharted Worlds Extended (1 hour)"
Engineering is the heart of the ship (the CIC are the senses and the Bridge is the brain). Want to hang out with the technophobes and scientifically-nerdy? This is the place to be. Cera, while sometimes in the Mecha Hangar bays, can often be found here when not on missions suggesting tweaks, maintaining the Broadsword's many needs, or if you catch her when she thinks no one is looking, inventing something. If you want to discuss science and the best ways to get things done, this is one of the best places to do it because sooner or later, the big science minds of the ship just seem to gravitate here as if it had its own black hole for science nerds. So be curious, discover, invent, explore - just as long as you're not getting in the way of those running this area of the ship! =)
9. The Gym.
Everybody's favorite place to blow off steam (besides the Gun Range, yes, I know...)! Go ahead and pump some iron! It's all Mega-damage - you'll wear out before it does. Even Hercules! 8D There is an area large enough for about 8 people to stand in 2 rows of 4 each for dance, sparring, or whatever gets your heart-rate up with a good sweat. =)
10. Your Quarters.
Now that Captain Piper has been taken off the ice, you've all got standard crew quarters. Sadly, a lot of the Broadsword's original crew aren't around to use them any more, but that does mean more space for you, so each of you get your own room! Silver linings. Get them while you can. These quarters are more comfortable and user-friendly than most-anything in the Army of Southern Cross complete with personal computers, temperature-controlled beds, soft sheets, and all manner of places to put your memorabilia, gear, and other items. Acting-Captain Piper has allowed you to customize them in any way you see fit provided you don't get in the way of ship operations or bug anyone.
11. The Mess Hall.
A.K.A. the Chow Hall or simply "The Mess," this place can only serve what you (yes, that's you guys and gals, the Player-Characters!) put into it! Otherwise, it is M.R.E. Hell for the rest of your days! That's called a quest hint! =) Yes, there's a pool table and some video games in it like the picture. However... the food in this place could really use a personal touch. The Mess Hall has all of the atmosphere of the M.R.E.s its often stocked with. How appetizing, right?
12. Drake's.
The bar has recently been renamed from "Above & Beyond" to simply "Drake's" in honor of the SCL-107 Broadsword's first and finest leader, Captain H. Drake. Head there to listen to music, swap stories, cool off, or just enjoy the relief a cold one can bring you.
13. The Cryogenic Chambers.
Always cool, always dark, and never ever without a touch of spookiness. You are, after all, just a short distance away from a number of sleeping people from another world, another time than you. And what will happen when they wake? Armed Sams are always at their posts here and access is provided by permission only from either the Broadsword's captain, second-in-command, or the ship's doctor.
14. "Starry Night."
Another spot for peace and quiet, there is a room with a view on the Command Deck for you introverts to enjoy the scenery.
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