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Tirolian Federation
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MrNexx
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PostPosted: Thu Aug 18, 2016 2:45 pm    Post subject: Tirolian Federation Reply with quote

This is going to be an occasional project to amuse myself on slow days... converting Robotech to Star Wars d6. Feel free to comment, as I'm around, but my "real" project is working on something for the Kingdoms of Kalamar setting, in hopes of selling it to Kenzer, so this is a bit lower priority.

Tirolian Space
Tirolian Space is a small cluster on the outer edges of the galaxy, isolated from galactic society by an anomalous stellar nursery. The cluster contains several system, most populated by what seem to be Humans, though no one is clear how they reached their respective systems. The cluster is named for one of the more influential systems of the cluster, Tirol, but many other systems exist, with varying native races. The Tirolians, for their part, are effectively Human, though they favor reproduction through cloning, rather than "traditional" means.

Isolated from the galaxy at large, the Tirolians have developed their own technology. They have not developed hyperspace travel, instead relying on far slower and more difficult "spacefold" technology; trips possible in days on a backup hyperdrive might take months or even years by the fastest Tirolian vessels. They have also not widely developed repulsorlift technology (though some systems make limited use of primitive versions of it), instead using a "vectored thrust" technology.

Most unusual is their power source, which they refer to as "Protoculture". By distilling a plant known as the "Flower of Life", they are able to make "protoculture", which provides large amounts of energy for long periods of time. Protoculture, however, also has the effect of infusing technology with some semblance of a living essence, which is enhanced by sympathetic forms... in short, if a machine powered by protoculture is in a humanoid form, it interacts more closely with its pilot, resulting in better control and reflexes than is normally possible with their technological base. As a result, many of their individual craft bear some semblance of humanoid form.

Approximately two generations ago, a major internal conflict broke out among the Tirolians. Tirol itself is led by a caste of Scientist-Priests called the "Robotech Masters"; one of their number, Zor, defected from that caste, taking with him a large battleship and a goodly number of the Robotech Masters giant slave-race, the Zentraedi. Damaged in combat, that battleship crashed on an even MORE primitive planet, whose scientists reverse engineered Tirolian technology, merging it with their own technological base in unique ways. One of their creations was the "variable fighter"; a starfighter-sized spacecraft capable of changing form from a standard aerospace fighter to a humanoid fom, and a secondary form between the two. Developed to fight the Zentraedi (some few of whom survived the initial crash, but not first contact), these "Veritechs" might stand as tall as 20 meters in humanoid shape.

Since that time, the humans of this primitive world have developed into major powers in the sector, fighting off an invasion of the Zentraedi, the Robotech Masters themselves, and a third race, the "Invid", who claim to have originated the protoculture technology. The Flower of Life, vital to the power systems of the cluster, grows well only on the planet of the Invid (named Optera) and the planet accidentally invaded by Zor, called Aeolis III.
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MrNexx
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PostPosted: Thu Aug 18, 2016 3:27 pm    Post subject: Reply with quote

The Flower of Life
The Flower of Life is a curious plant, seemingly native to Optera, but thriving on Aeolis III, where it spread after the assault of the Robotech Masters on that planet. Theorized to enhance a connection to the force, those who eat it experience a euphoric effect, sometimes with hallucinations, and occasional access to Force powers of the Sense discipline; glimpses of the future, telepathic communication, and clairvoyant visions have all been reported.

When properly processed, the Flower of Life can be used to produce Protoculture, an energy source similar in power to galactic standards. Its potential to imbue a degree of life essence into machines, however, helps to make them more responsive, and increasingly more responsive as the machine becomes more humanoid.

Technological Deficiencies of Tirolian Space
Tirolian technology developed seemingly independently of galactic technology; even such commonplaces as repulsorlift and hyperdrive technologies are completely absent from the Tirolian toolkit. Likewise, Tirolian shield technology is very primitive; Tirolian shields create a "shell" around that which is shielded. A Tirolian ship with shields engaged (if it even HAS shields) is unable to fire weapons or thrusters, relying on momentum to continue advances. As such, Tirolian ships tend to rely on smaller, movable "shield discs", and operators whose job it is to interpose those shield discs between the hull and incoming blasts, missiles, and projectiles

Tirolian weapon systems tend to use the less-efficient lasers, rather than the blasters of galactic technology. Their larger weapons are often not blasters at all, instead firing solid projectiles on ballistic trajectories, or using mass driver technology to propel inert projectiles. Many of their ships rely on missiles as a primary offensive armament. They have, however, developed powerful "reflex cannons" for some of their larger ships, capable of destroying several capital-scale ships with a single firing, and smaller versions of these weapons for use on a planet.

As mentioned above, Tirolian flight is based on vectored thrust; rapid expulsion of gasses, frequently heated, to counteract gravity. Some systems within Tirolian space have developed primitive repulsorlifts, but the systems are not widespread. As a result, Tirolian starfighters are frequently unable to launch from planets without the aid of boosters (similar to how starfighters of the Clone Wars era required external systems to reach hyperspace).

Tirolians also do not make use of hyperspace, instead using spacefold technology to propel large ships and their surroundings through realspace at superliminal speeds; the phrase "and their surroundings" is quite literal. During the first war against Aeolis III, the reconstructed Tirolian battleship that the Aeolians piloted executed a "spacefold" within the atmosphere, resulting in a portion of the atmosphere, ocean, and even a small island being cast to the outer edges of the system, along with the ship. The systems are slow, both in terms of transit times and in initiation times, but adequate in such a small space (less than 500 light years across).
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CRMcNeill
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PostPosted: Thu Aug 18, 2016 4:14 pm    Post subject: Reply with quote

I assume you have copies of Palladium's Robotech RPG for reference?
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MrNexx
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PostPosted: Thu Aug 18, 2016 4:18 pm    Post subject: Reply with quote

CRMcNeill wrote:
I assume you have copies of Palladium's Robotech RPG for reference?


Some, but I'm mostly going from memory (was a big fan of the novels 30 years ago), and what I can dig up in websites. Like I said, fun/vanity project, not a major effort.
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PostPosted: Sat Aug 20, 2016 11:47 am    Post subject: Reply with quote

Zentraedi

The Zentraedi are a race of Near-human clones, created by the Robotech Masters from Tirolian stock, first as miners, then as warriors. Traditional Zentraedi life is strictly segregated by sex, with female Zentraedi having their own separate units and command structures, and only their top officers interacting with males, while only top males would interact with females. All Zentradei are extremely limited of technical ability; a conditioned programmed into them by the Robotech Masters. Their equipment is designed to be simple to maintain and long-lasting, forcing Zentradei to rely on Tirolian scientists and droids for repair and resupply.

One of the most striking aspects of the Zentradei physiology their extreme height, with an average height of 10 meters, and a range of about 8-12 meters; truly enormous Zentraedi may be upwards of 15 meters. There are alchemical processes that will allow a Zentraedi to shrink down to roughly human size (1.5m-2.3m), and these have gained popularity as interaction with Aeolians and Tirolians has increased after the so-called "Robotech Wars."

Zentradei are divided into two main castes, soldier and officer, with female Zentradei being different in their castes than the males are in their. In addition to those main castes, there is a top caste, entirely male, of the "High Command"; larger, stronger, and smarter than their lessers, full-size Zentraedi High Command have been known to resist vacuum in nothing but a uniform.

After the Robotech Wars, traditional Zentraedi social structures largely broke down. While some Zentraedi live full-sized in traditional units, others have migrated to more Aeolian family structures, reproducing and bearing children naturally as "Micronians", as they refer to more standard-sized creatures. They are close enough to Aeolians and Tirolians that such mixed couples will still produce offspring.

Zentraedi Male Soldier
Dexterity 2D/4D+1
Knowledge 1D/3D
Mechanical 2D/4D+1
Perception 2D/3D+2
Strength 3D/4D+2
Technical 1D/2D+1

Zentraedi Female Soldier
Dexterity 2D/4D+2
Knowledge 1D/3D
Mechanical 2D/4D+2
Perception 2D/4D
Strength 3D/4D
Technical 1D/2D+1

Zentraedi Male Officer
Dexterity 2D/4D+1
Knowledge 1D/3D+2
Mechanical 2D/4D+2
Perception 2D/4D
Strength 3D/5D
Technical 1D/2D+1

Zentraedi Female Officer

Dexterity 2D/5D
Knowledge 1D/3D+2
Mechanical 2D/5D
Perception 2D/4D
Strength 3D/4D
Technical 1D/2D+1

Zentraedi High Command
Dexterity 2D/4D+1
Knowledge 1D/4D
Mechanical 2D/4D+2
Perception 2D/4D
Strength 3D/6D
Technical 1D/3D+1

Special Abilities:
Skill Requirement: Zentraedi begin with 2D in Firearms, Brawling, and Starship Gunnery. Otherwise, they have 4D in skills to distribute.
Skill Limits: Beginning Zentraedi may not place any pips or dice in Technical skills.
Scale Change: Standard sized Zentraedi are approximately 10m tall, and considered Starfighter scale. By undergoing a day-long Micronization process, they may become Character scale, with identical attributes. When they are Starfighter scale, adjust their Strength for the purposes of Lifting, Stamina, and damage by the Starfighter scale modifier. The Micronization process may be reversed by a similar day-long process.
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Last edited by MrNexx on Wed Oct 19, 2016 2:17 pm; edited 1 time in total
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PostPosted: Wed Oct 19, 2016 2:15 pm    Post subject: Reply with quote

(Reposting from Ships and Equipment)

New Mechanical Skills: Veritech Piloting (A)
For use in piloting Veritech fighters, this skill requires a Starfighter Piloting of 4D and Mechsuit Operation of 4D. As an advanced skill, it is used to add to Starfighter Piloting or Walker Operation when using a Veritech Fighter, and may be rolled on its own for special manuevers related to the variable configuration, such as the Easy check to change forms as part of another action, or the Very Difficult check to change forms without a multiple action penalty.

The Valkyrie is a variable fighter, able to change from a starfighter configuration, to a fully humanoid "battloid" shape, to a hybrid mode that combines features of the two; the last is also called "gerwalk" or "Guardian" mode. Someone who is skilled in Starfighter Piloting can make use of the Starfighter mode without penalty, and someone skilled in Walker Operation may make use of the "battloid"shape with no penalty. The gerwalk mode is special and slightly awkward; attempting to pilot with Starfighter Piloting will result in a -2D penalty, and Walker operation will carry a -1D penalty. Veritech Piloting negates these penalties on a pip-for-pip basis, with any "unnegated" pips or dice available to enhance operations.

VF-1A Valkyrie (fighter configuration)
Craft: Robotech Defense Force Variable Configuration Veritech Fighter
Type: Veritech
Scale: Starfighter
Skill: Veritech piloting(A): VF-1
Crew: 1
Crew Skill: All skills typically at 4D
Cargo Capacity: 60 kilograms
Consumables: 1 week
Cost: 180,000 (new), 145,000 (used), both prices are black market value
Hyperdrive Multiplier: None
Nav Computer: None

Sensors:
Passive: 25/1D
Scan: 45/2D
Search: 65/2D+2
Focus: 3/3D+1

Starfighter Configuration
Length: 14 meters

Maneuverability: 3D
Space: 10
Atmosphere: 415; 1,200 kmh
Hull: 2D
Shields: None

Weapons:
2 Dual Lasers (fire-linked)
Fire Arc: Front
Skill: Starship gunnery
Fire Control: 2D
Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2/2.5 km
Damage: 4D

GU-11 Gun Pod
Fire Arc: Front
Skill: Starship Gunnery
Fire Control 1D
Space Range: 1-4/16/28
Atmosphere Range: 100-400/1.6/2.8 km
Damage: 6D
Payload: 50 short bursts

Firmpoints (2) allowing the mounting and firing of 3 Concussion Missiles or 2 Proton torpedos per firmpoint.

Gerwalk/Guardian Configuration
Length: 12.3 meters (12.7m tall)

Maneuverability: 4D
Space: 6
Atmosphere: 350; 1,000 kmh
Hull: 2D
Shields: None

Weapons:
2 Dual Lasers (fire-linked)
Fire Arc: Front
Skill: Starship gunnery
Fire Control: 2D
Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2/2.5 km
Damage: 4D

GU-11 Gun Pod
Fire Arc: Turret (may be set to the front arc only to keep both hands free)
Skill: Firearms (Starship Gunnery if mounted for a front arc)
Fire Control: 2D (1D if mounted for a front arc)
Space Range: 1-4/16/28
Atmosphere Range: 100-400/1.6/2.8 km
Damage: 6D
Damage (as club): Str+1D
Payload: 50 short bursts

Firmpoints (2) allowing the mounting and firing of 3 Concussion Missiles or 2 Proton torpedos per firmpoint.

Effective Strength: The Guardian/Gerwalk configuration can use its hands and feat for hand to hand combat. Due to its awkward posture and configuration, all Brawling, Brawling Parry, Melee Combat, and Melee Parry skills are -2D, on top of any penalties caused by a lack of Veritech Piloting. Damage may be calculated on a Strength of 2D, but of Starfighter Scale.

Battloid Configuration
Height: 17.7 meters

Maneuverability: 4D+2
Space: 2
Atmosphere: 105; 300 kmh
Speed (running on ground): 40; 120 kmh
Hull: 2D
Shields: None

Weapons:
2 Dual Lasers (fire-linked)
Fire Arc: Turret
Skill: Starship gunnery
Fire Control: 2D+1
Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2/2.5 km
Damage: 4D

GU-11 Gun Pod
Fire Arc: Turret
Skill: Firearms
Fire Control 3D
Space Range: 1-4/16/28
Atmosphere Range: 100-400/1.6/2.8 km
Damage: 6D
Damage (as club): Str+1D
Payload: 50 short bursts

Battloid Mode MAY NOT make use of the firmpoints.

Effective Strength: The Battloid configuration can use its hands and feat for hand to hand combat. Damage may be calculated on a Strength of 4D, but of Starfighter Scale. There is no penalty to any combat skill in battloid mode.

EDIT HISTORY:
10/26/16: Replace "Mechsuit Operation" with "Walker Operation". Not sure why I didn't do that in the first place
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Last edited by MrNexx on Mon Feb 11, 2019 11:41 am; edited 4 times in total
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MrNexx
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PostPosted: Wed Oct 19, 2016 2:20 pm    Post subject: Reply with quote

I also edited the previous posting of the Zentradei, to make them Starfighter Scale, not Walker Scale. I did a bit of work on a D6 Space style static scale modifier before deciding it wasn't really worth it. But looking over it, I did decide that the average size of Zentraedei (and pretty much everything Macross) was best served by Starfighter Scale, reserving Walker scale for most stuff from Southern Cross and Invid Invasion.
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Kytross
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PostPosted: Sat Oct 22, 2016 1:42 pm    Post subject: Reply with quote

Have you taken a look at Dagarthorn's Transformer D6?

http://dagarthorn.proboards.com/board/47/transformers-unofficial-rpg-core-rules
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MrNexx
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PostPosted: Mon Oct 24, 2016 1:46 pm    Post subject: Reply with quote

Kytross wrote:
Have you taken a look at Dagarthorn's Transformer D6?

http://dagarthorn.proboards.com/board/47/transformers-unofficial-rpg-core-rules


I will!
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PostPosted: Thu Jun 22, 2017 9:13 pm    Post subject: CVR-3 Armor and Cyclones Reply with quote

As the Aeolians made their journey to Tirol, in hopes of creating peace between Aeolis and Tirol, they brought with them an increased understanding of the technology that had led to their first variable fighters. The new technologies were smaller, without sacrificing any of their durability. Among their advances was the creation of a veritech powersuit, designed to function as personal transport and fighting vehicle for mounted power infantry, as well as a survival tool for downed pilots.
The “Cyclone” could fold into a storage cube for transport, or unfold into a two-wheeled conveyance, similar in function to a speeder bike. If the rider knew of its variable nature, and wore the Aoelian-standard interface armor (designation: CVR-3), they would be able to further transform the Cyclone into a powersuit, using inbuilt weapons, flight systems, and improved protection against damage to serve as mounted powered infantry. True to the Aoelian design aesthetic, several modular weapon systems were designed, allowing Cyclone forces to serve a variety of roles, from heavy fire support capable of dealing with walker-scale threats, to sabotage and espionage.

CVR-3 Interface Armor
Model: Aoelian CVR-3
Type: Armored flight suit/Interface Armor
Scale: Character
Cost: 4,000
Availability: 2
Game Notes: Provides +1D to Strength to resist physical and energy damage and additional protection against vacuum for limited periods. CVR-3 provides up to 10 hours of life support, allowing its wearer to survive in the vacuum of space or any other hostile environment. It grants a +1D+1 bonus to stamina to resist cold temperatures. They also have the equivalent of a Corellian Engineering HTP-40 Helmet Package (REUP, p.345)


VR-XX Cyclone
Craft: Military Operation Soldier Protection Emergency Aviation Drive Atuo
Type: Variable Powersuit
Scale: Speeder
Crew: 1
Crew Skill: All skills typically at 4D
Cargo Capacity: 115 kilograms (including the rider)
Cost: 17,000 (new), 11,000 (used), both prices are black market value

Motorcycle configuration
Skill: Ground Vehicle Operation: Motorcycle
Length: 1.5 meters
Maneuverability: 2D+2
Move: 115; 330 kmh
Altitude Range: Ground vehicle; boosted leaps up to 6 meters into the air and 12 meters forward (requires a Difficult Ground Vehicle check to land successfully)
Body Strength: 2D+1
Cover: ¼

Weapons:
GR-103 Missile Launcher
Fire Arc: Front
Scale: Speeder
Skill: Vehicle blasters
Ammo: 12 Rockets
Fire Control: 2D
Range: 5-50/150/400
Blast Radius: 0-2 / 5 /10 /15
Damage: 6D/4D/3D/2D

VR-XX in motorcycle mode also have 2 firmpoints, which can mount several different weapons systems, most of which (aside from the CADS-1 system) can be used while in motorcycle mode at a 1D penalty to Fire Control.

Battloid/Powersuit Configuration
Skill: Powersuit Operation: Cyclone
Height: 2.1 meters
Maneuverability: 4D
Move: 35 running; 105 when flying.
Altitude Range: May hover at 9 meters and lower; flight has a maximum altitude of 60 meters. Leaping may be done without thrusters up to 6 meters high; with thruster assist, Cyclones can reach 30 meters high or across.
Body Strength: 2D+1
Strength Bonus: +2D
Cover: 3/4

Weapons:
GR-103 Missile Launcher
Fire Arc: Front
Scale: Speeder
Skill: Missile Weapons
Ammo: 12 Rockets
Fire Control: 2D
Range: 5-50/150/400
Blast Radius: 0-2 / 5 /10 /15
Damage: 6D/4D/3D/2D
In battloid/powersuit mode, the GR-103 moves from the control yoke of the vehicle to the chest/shoulders of the powersuit.

Firmpoint Weapons (2):
VR-XX series Cyclones may mount 2 firmpoint weapons. In motorcycle mode; they are mounted on the wheel hubs, and have some limited fire control (-1D fire control). In battloid/powersuit mode, they are usually mounted on the forearms. The XX in the designation varies according to this load-out; Aeolian military practice is to mount two identical weapons, with some rare exceptions.

GR-97 Forearm Missile Launchers
Fire Arc: Front
Scale: Speeder
Skill: Missile Weapons
Ammo: 2 Rockets per firmpoint
Fire Control: 3D
Range: 5-50/150/400
Blast Radius: 0-2 / 5 /10 /15
Damage: 6D/4D/3D/2D
Popular on assault Cyclones, the limited ammuntion can be supplemented from standard storage boxes the Cyclone carries. Each of the two boxes can carry up to 12 rockets, and reloading a GR-97 requires one action per rocket.

EP-37 60mm Beam Cannon
Fire Arc: Front
Scale: Speeder
Skill: Blasters (Battloid); Vehicle Blasters (Motorcycle)
Ammo: 10
Fire Control: 3D
Range: 3-60 /150 /400
Damage: 5D
This system detaches when in battloid/powersuit mode, becoming a carried rifle. Without a 5D or higher strength, those attempting to use it are at -1D to their blaster skill. The EP-37 is considered an anti-personnel weapon for dealing with armored personnel. Tirolian space weapons do not have a stun setting.

EP-40 40mm Pulse Beam Gun
Fire Arc: Front
Scale: Speeder
Skill: Blasters (Battloid); Vehicle Blasters (Motorcycle)
Ammo: 30
Fire Control: 3D+2
Range: 3-7 /25 /50
Damage: 3D
Also a hand-held weapon in battloid/powersuit mode, the EP-40 is prefered by counter-insurgency and police forces due to its greater stamina. Two guns will be mounted, with the trooper switching weapons instead of reloading. Tirolian space weapons do not have a stun setting.

CADS-1 Close Assault and Defense System
Scale: Character
Skill: Melee combat: CADS-1
Fire Control: 4D
Difficulty: Moderate
Damage: STR+4D (maximum: 8D)
Special: An individual CADS-1 adds +2 to Melee Parry; if both firmpoints hold CADS-1, then the bonus is 1D+1.
Considered a stealth and close-assault weapon, the CADS-1 is two over-sized round hubs that conceal retractable vibro-blades. When the blades are extended, small energy shields protect the hubs, providing a potent defense; when activated (only in battloid/powersuit), the Cyclone itself receives a ¼ cover bonus, even against incoming fire.

RL-6 Rocket Launcher
Fire Arc: Front
Scale: Speeder
Skill: Missile Weapons: Rocket Launcher
Ammo: 6 rockets
Fire Control: 1D+1
Range: 5-50/150/400
Blast Radius: 0-2 / 5 /10 /15
Damage: 6D/4D/3D/2D
A standard rocket launcher with VR-XX interface controls, this weapon may be used by unarmored troops without penalty. It’s slightly higher capacity compared to the GR-97 is offset by a lower Fire Control, but it is still popular with those engaged in combat with walker-scale vehicles. Reloading each rocket in the box magazine requires an action, but someone who dedicates an entire round to reloading (as a Full action) can easily reload all 6.
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PostPosted: Tue Oct 03, 2017 7:58 am    Post subject: Reply with quote

A little bump, since a new person talked about d6 for Robotech
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Desert Kris
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PostPosted: Wed Oct 04, 2017 2:13 pm    Post subject: Reply with quote

Wow, that's quite impressive work! I was much more lazy with my haphazard renderings of Robotech in D6 gaming. I like the focus here, it's kept pretty tight on the most iconic stuff in Robotech.

I also quite enjoyed reading through the novels, and was surprised to learn from other RT fans that some of their innovations/additions were controversial. I found that, when watching the actual series, I didn't notice the absence of major concepts that only exist in the novels, but at the end of the day it didn't bother me...I had fun with both the books and the show.
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PostPosted: Fri Jan 12, 2018 10:07 am    Post subject: Reply with quote

(link to blog post, with better formatting)

VHT-1 Hover Tank
One of the second generation of vehicles developed by the Aeolians, the Veritech Hover Tank was the first production model land-based Veritech. Fast and maneuverable, it was nonetheless capable of projecting significant force, serving as more of a mounted infantry than a true cavalry.
The VHT is a variable fighter, able to change from a speeder-type configuration, utilizing ground-effect thrusters instead of repulsorlifts, to a fully humanoid "battloid" shape, to a two-legged “tank” mode, resembling a mobile artillery walker. The speeder mode is very compact, functionally speeder scale; the battloid and walker/tank modes are far less compact, functioning on the walker scale. In the last mode, the powerful main cannon is most useful; in other modes, it is either unavailable (speeder) or difficult to use (battloid). Someone who is skilled in Hover Vehicle Operation can make use of the speeder mode mode without penalty, and someone skilled in Walker Operation may make use of the "battloid" and tank shape with no penalty. Veritech Piloting (A) enhances the use of all these modes.

Updated Mechanical Skills: Veritech Piloting (A)
For use in piloting Veritech fighters, this skill requires Mechsuit Operation of 4D. As an advanced skill, it is used to add to Piloting skills when using a Veritech mecha such as the VF-1, the VHT-1, or VR-XX series cyclones, and may be rolled on its own for special manuevers related to the variable configuration, such as the Easy check to change forms as part of another action, or the Very Difficult check to change forms without a multiple action penalty.


VHT-1 Veritech Hover Tank
Craft: Spartas ATAC-01-SCA
Type: Veritech Tank
Skill: Veritech piloting(A): VF-1
Crew: 1, can accommodate 2 passengers
Crew Skill: All skills typically at 4D
Cargo Capacity: 200 kilograms (at the expense of passengers)
Cost: 180,000 (new), 145,000 (used), both prices are black market value

Speeder Configuration
Length: 5.9 meters
Scale: Speeder
Cover: 3/4

Maneuverability: 3D
Atmosphere: 55; 160 kmh
Altitude range: 1-3m commonly; can “leap” to 24.4m high for brief periods, but will immediately descend
Body Strength: 6D

Weapons:
EU-11 Gun Pod
Fire Arc: Front
Skill: Vehicle Blasters
Scale: Speeder
Fire Control: 1D
Atmosphere Range: 50-300/800/1.5 km
Damage: 7D
In this mode, the gun pod is fixed forward. The EU-11 is a energy weapon, somewhat similar to a blaster, but utilizing a different mechanism for expelling energy.

Tank Configuration
Length: 7.75 meters (4.5m tall)
Scale: Walker
Cover: Full

Maneuverability: 0D
Speed: 4
Hull: 4D

Weapons:
Triple-barrelled Auto Cannon
Fire Arc: Front
Skill: Vehicle Blasters
Scale: Walker
Fire Control: 2D
Range: 250/750/1750
Damage: 3D
Ammo: 40 bursts; the system will auto-reload 5 times, but requires a full round to do so (total of 200 bursts)

Main Cannon
Fire Arc: Turret (in this mode, the weapon is mounted inside the forearm shields
Skill: Vehicle Blasters
Scale: Walker
Fire Control: 3D
Atmosphere Range: 500/2,000/10,000
Damage: 8D
Ammo: The cannon can fire 30 times in an hour, and will recharge at a rate of 10 shots per hour if depleted.


Battloid Configuration
Height: 6.2 meters
Scale: Walker
Cover: Full

Maneuverability: 3D+2
Speed (running on ground): 20; 56 kmh
Hull: 4D


Weapons:
EU-11 Gun Pod
Fire Arc: Turret
Skill: Blasters
Scale: Walker
Fire Control: 3D
Atmosphere Range: 50-300/800/1.5 km
Damage: 5D
In this mode, the gun pod is hand-carried by the battloid. It can be stowed over the shoulder, but not fired until drawn. Drawing and readying the weapon is a non-roll action.

Main Cannon
Fire Arc: Turret
Skill: Vehicle Blasters
Scale: Walker
Fire Control: 3D
Atmosphere Range: 500/2,000/10,000
Damage: 8D
Ammo: The cannon can fire 30 times in an hour, and will recharge at a rate of 10 shots per hour if depleted.
In this mode, the cannon is concealed within the left forearm shield of the battloid. Using the weapon while in this mode is a “full action”; it is the only action that may be taken in the round.

Arm Shields
In Battloid mode, the weapon housings move to the arms of the battloid, and may be used as a shield. These shields provide ¼ cover to the battloid against ranged attacks, and have a hull strength of 6D (walker). In combat, the shield may be used for Melee Parry actions, with +1D. The shields are capable of being used to parry blaster and other fire.

Effective Strength: The Battloid configuration can use its hands and feet for hand to hand combat. Damage may be calculated on a Strength of 4D, but of Walker Scale. There is no penalty to any combat skill in battloid mode.
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MrNexx
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Joined: 25 Mar 2016
Posts: 2248
Location: San Antonio

PostPosted: Sun Feb 10, 2019 12:05 am    Post subject: Reply with quote

http://rpgcrank.blogspot.com/2019/02/southern-cross-battloids.html
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CRMcNeill
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Joined: 05 Apr 2010
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sun Feb 10, 2019 3:49 pm    Post subject: Reply with quote

I have to say, out of all the battloid designs I saw in Robotech, the Southern Cross ones were the most... underwhelming...
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