Robotech weapons

The use of Protoculture power sources led to new advances in beam weapon technology. The near-inexhaustable energy available from the Protoculture-based power systems meant that practical vehicle-mounted energy weapons were now possible. The new series of mecha combat systems were the first to be equipped with beam weapon technology, followed by more conventional military equipment. Space-based platforms were outfitted with larger, even more powerful energy weapons that would not be practical for use in a planetary atmosphere. The peak of Reflex beam weapon technology was the Reflex Canon. These powerful weapons generated massive energy beams hundreds of meters across which were capable of destroying anything in their path. The first of these Reflex Canons was the Main Gun of the SDF-1. Three planetary defense versions (called Grand Canons) were slated to be built on Earth but only one, located at RDF Alaska Base, was completed before the Zentraedi orbital bombardment of 2011. The Alaska Grand Canon dealt a powerful blow to the Zentraedi fleet, destroying hundreds of enemy ships, before it was disabled in the planetary assault.

Beam weapons were not the only systems created from Reflex Weapon technology. Through a fortuitous accident engineers aboard the SDF-1 discovered they could adapt the Reflex energy used for the Main Gun into a defensive energy shield to protect the ship during combat. This barrier system proved unstable when used to shield the entire ship but proved very effective in protecting smaller regions through a series of individual, movable shields. This system was referred to as the Pinboint Barrier System. Robotech engineers experimenting with other uses for Protculture-based energy systems also developed Reflex energy powered warheads for long range missle systems, which allowed a large destructive payload to be deployed from existing ground, ship, fighter and mecha-based launch systems.
Mk82 760mm torpedo tubes (8): Conventional albeit large torpedo tubes. These can fire a large variety of weapons. Weapons with a diameter of less than 760mm can be fired by using liners in the tubes. The torpedo tubes can be discharged from depths up to 1500 meters, though not all weapons carried can survive the pressure at this depth.
The weapons used are most often Honeywell Mk48 MADCAP 533mm multi-purpose torpedoes and Derringer-D anti-ship missiles. However, older torpedoes and cruise missiles (such as the BGM-109R Tomahawk) can be fired. The tubes are mounted in the bow, and fire to the side of the bow sonar.

RRG FLBG-1 heavy particle beam cannon (5): These cannons were based on the heavy secondary batteries of the SDF-1 and have a range of 200,000 km.
Typically, one shot had a strength of 2.5 terajoules, equivalent to 500 tons of TNT. Unfortunately, the ARMD's power generators were wholly inadequate for these guns, and they could only fire once every forty seconds.
One was mounted on the central aft ventral, two on the aft ventral flanks, and two on the forward dorsal surface astride the bridge section.
RRG L3003 Laser turrets (6) : A triple-barreled laser turret with a range of 200,000 km. Each turret could discharge 900 MJ of laser energy every three seconds.
Three turrets are mounted on each emergency thruster. ARMD Platforms firing missiles
HLBL-2 anti-ship missile launchers (2) : A heavy SLBM launcher firing Bomarck II rockets. A Bomarck rocket has a delta-v of 8 kps and a fusion warhead of circa 750 kT. The magazine capacity in each sponson can store 40 missiles. The launcher ejects its missiles upward, where they ignite their engines once free of the ship.
The launchers are mounted in the dorsal side sponsons, midway aft.
MLB-10 missile launchers (6): A 'pepperbox' missile launcher with 10 missiles ready to fire and another 80 missiles in the magazine underneath each launcher. Each launcher fires Hughes Warhawk missiles, and the remaining ships post-2010 could also carry the Spacehawk.
Two launchers are mounted on the dorsal, two on the ventral and one on each outer sponson hull.
RRG AML-10 laser cannons (48) : A somewhat bulky but effective anti-mecha and anti-missile laser weapon firing a 10 MJ pulse every second. 24 of these weapons are scattered over the dorsal hull, another 24 are scattered over the ventral hull. These weapons and their on-mount sensors are protected by a folding hatch when not in use.
The armament was a mixture of traditional Terran and Tirolian technologies. Five large particle beams of the extremely advanced design found on the SDF-1 were mounted. These designs were several generations more advanced than those mounted on Zentraedi Battlecruisers. However, the rate of fire proved to be extremely disappointing. The two SLBM launchers fired their weapons through two hatches in the upper rear of the sponsons. The weapons were expelled horizontally from the ship and then ignited. The rate of fire was quite impressive for such a heavy installation, at three missiles per second per launcher. Also, six triple-barreled laser turrets with more or less the equivalent firepower of the standard Zentraedi laser-turret design were located around each auxiliary engine, and six missile launchers were placed around the vessel for area defense. As a last-ditch defense, 24 laser cannons were located in pop-up turrets on both the ventral and dorsal sides of the ship. Unfortunately, the powerplant installed on the ARMD cruisers was woefully insufficient, and the guns' rates of fire, especially that of the largest weapons, suffered for it.

The strategies for which this weapon fit was conceived were based on the expectations that RDF planners had of the Zentraedi attack capabilities and tactics. These however were based on the examination of the SDF-1, which was assumed to be a typical example of a large Zentraedi warcraft. As such, it had one main cannon, a number of smaller batteries, and hangar capacity for about 1500 mecha. The planners could not imagine anyone building a very much larger vessel, and therefore the SDF-2, under construction on the moon, was to be a copy of the SDF-1, and hoped to be superior to most other ships. As such, smaller escort ships were expected, and possibly versions of the Battlefortress, without the main gun but with a large troop-carrying capacity for use in planetary landings. Also, given the power of the ship, it was not expected that alien Battle Groups would comprise more than one SDF-1 class vessel per group.

Mk.1 Reflex cannon (Makral Ever 248) (1) : This weapon forms the forward part of the ship. The two forward booms slide and rotate to the side, and a particle beam generation then takes place between the two booms. This weapon is the most modern, smallest and most powerful of the larger Reflex cannon.
The effects of this weapon against planets are equal to the heat and blast effects of the detonation of a fusion weapon of 65 megatons, if fired at full power.
If utilized against starships, the largest vessels can be destroyed by the leakage of the beam. A direct hit will vaporize the target vessel. The weapon can also be set to a wider dispersal. While not nearly as effective as a tight beam against warships, it is capable of clearing a wide area of fighters and other mecha.
Mk.1 particle cannon (Makral Deim 773) (8) : As the Reflex cannon cannot be fired fast enough to be effective against multiple heavy opponents, the main anti-ship weapons are 8 heavy particle cannon. They are built as a large turret with two barrels projecting from the front, but as with the Reflex cannon and the smaller Zentraedi cannons, the beam is generated between the barrels. Eight of these weapons are mounted on the ship: one on the side and on the dorsal of each cannon boom, one on the dorsal of each leg, and one on the forward dorsal and ventral side of the main hull. As with many other Tirolian designed ships, the aft ventral segment lacked heavy firepower. The power supply to these cannons is a new design, and incorporates an accumulation system that can store sufficient power for 8 full power salvos. The accumulators can replenish at effectively six full power salvos per minute. The beam has an effective range of 300,000 km and a full power discharge of 2.5 terajoules, equivalent to 500 tons of TNT. Although the cannon could be fired at lower power settings (and commensurate increases in the rate of fire) the highest power setting was typical in combat.
Mk.2 plasma cannon (Makral Deim 869) (1) : The Macross-class mounted an unique weapon on the extreme forward edge of the center hull. This weapon was a three barreled plasma beam weapon with half the yield of the larger particle beams, but no less than three times the rate-of-fire. This weapon, which Tirolian Scientist Triumvirates hoped would replace the Mk.1 particle cannon one day, was to be field-tested on the Macross class prototypes prior to series production. However, the general stagnation of the Robotech Empire caused the project to be abandoned.
The Mk.2 particle cannon had an effective range of 300,000 km, a full power discharge of 1.25 terajoules and, while using an accumulation system in its power supply like the Mk.1 cannons, could recharge for 12 full power salvo's per minute due to improvements in beam generation and accumulator efficiency.
The refit SDF-1 never got the chance to field-test the weapon, as the cannon was destroyed during a battle with the Zentraedi near Pluto's orbit. The internals were then replaced with those of a triple-tubed, turreted torpedo launcher.
The SDF-2 mounted a standard Mk.1 particle cannon in this position.
Mk.1 heavy railgun (Gluph Tacim 56) (4) : Mass driver cannons in single turrets are mounted on the shoulders. The cannons can accelerate a 225 kg projectile to velocities approaching 140 kps. The ammunition supply for each cannon is 3,000 projectiles. The turrets can rotate in the horizontal plane through 200 degrees (140 for a Terran ship with attached carriers), and elevate 15 degrees upward. Combined with the capacity for 360 degree rotation at the shoulder joint, these weapons can be unmasked on all possible target bearings. The impact energy of one projectile is 2.2 TJ (0.44 kT), and the rate of fire is 40 shots per minute.
The available ammunition consists of KCP Kinetic Core Penetrating (hull penetration rounds), KPI Kinetic Penetrating Incendiary (plasma incendiary rounds) and MKEP Multiple Kinetic Energy Penetrator (flechette cluster rounds), the latter as anti-mecha formation weapons.
This cannon was intended to be used as a possible complement to the heavy beam weapons, but the designers turned it into an area-defense weapon against mecha as well, though it is not as effective as a main gun salvo set on wide dispersal. In addition, this accurate weapon can also be used in pin-point attacks against ground targets, though only with KCP rounds as the KPI and MKEP rounds burn up on atmospheric re-entry.
Mk.3 particle cannon (Makral Mossil 996-3) (16) : Turrets with effectively three Zentraedi standard particle beam cannons each. Two are on each of the ventral hips, one on each of the dorsal legs, dorsal and ventral center body and the upper dorsal shoulders, four are mounted on the shoulders proper and two are mounted forward of the side-mounted large particle beams on the cannon booms. Each barrel can fire 3,000 MJ of particle energy every 5 seconds, or less powerful discharges at a higher rate of fire.
The effective range is 300,000 km.
This was an improvement on the standard Zentraedi particle turret system, which suffered from no armor protection, as well as from unwanted hit dispersal on a target. The new design featured essentially three of the older cannons into one, heavily armored turret. This increased resilience and decreased hit dispersal greatly.
The REF later used an adaptation of this design idea in the turrets for the Izumo and Ikazuchi classes of starship, as well as for the exterior turret on the Garfish class destroyers.

(Tirolian ships)

Mk.1 torpedo tube (12) (Deuawhaug Rasar 89) : A Reloadable Silo Launch System (RSLS), or as it is better known, a torpedo tube, capable of firing large anti-ship and ground bombardment torpedoes. The tubes can reload in five to ten seconds, and have a 40 round magazine close-by. These launchers are located around the command citadel.
The missiles used are the SSA-1 Sniper (Lojredbeth Deuawhaug) and the SSA-2 Scrapper (Letkes Deuawhaug) missiles. The former is a nuclear missile with a 326 kT reaction warhead, the latter is a conventional tipped missile with a warhead of 2.3 metric tons.
Both missiles are optimized for anti-ship strikes in deep space, but can be used in orbital bombardment modes or in an atmosphere.
Mk.2 missile launcher (48) (Touwhaug Rasar 481) : A missile launcher mounted in a pop-up turret, firing anti-mecha/missile missiles, though the projectiles can guide on point-blank enemy ships. When the missiles are released they are already on their intercept vectors, or very close to them. Each turret has a reload time of 6 seconds and a magazine with a 100 round capacity. They are mounted for spherical coverage.
The missile system used is the SAA-1 Granite (Gliquoun Touwhaug), a weapon with a conventional blast fragmentation warhead of 278 kg and an atmospheric range of 112 km at a speed of Mach 7.5.

SDF-1 Macross Missile Turrets and Destroid defense
(Terran ships)

Mk.1 Ballistic missile launcher (12) : The Terran refit replaced the Mk.1 torpedo launcher and its alien missiles with the Terran designed Mk.1 Ballistic missile launcher, effectively the same as the Zentraedi system but wired to accept the Terran Trident F4 rocket.
The F4 was a multi warhead design, carrying 5 warheads of 300 kT yield, and a guidance system suited only for anti-ship engagements.
Mk. 88 Defense Missile Launcher Mk.88 Defense missile launcher (48) : A retractable 'pepperbox' launcher based on the naval MLB-10 system, but refitted for vacuum launches. The launcher was mainly for defensive purposes.
Each launcher had 10 missiles in the launch box and another 110 rounds in the magazine, for a total of no fewer than 5,760 missiles carried. The most common missile was the Hughes Warhawk missile, later complemented by the General Dynamics/Euromissile/BAe Spacehawk. Both missiles were procured with conventional as well as nuclear warheads.
RRG-SP missile launcher (1) : A sextuple missile launch box for the same missiles as the Mk.88 fires. This is a field invention and refit using the turret of the destroyed Mk.2 particle cannon turret, each vertical pair of launch boxes firing though one of the gun ports. The turret was retrofitted to store 120 Spacehawk missiles.

SDF-1 Macross firing Reflex Missiles
(SDF-1 only)

Numerous additional Reflex missile installations were added in something of a slipshod fashion in the days before the attack on Dolza's fleet.
Few details of these installations have survived. The armament of the Macross-class was the heaviest ever mounted on a ship of its size. The Reflex Cannon was by far the most powerful that ever put to space. The only installation more powerful was the Terran Grand Cannon built in Alaska in the early 2000s. In addition, the Macross-class vessels carried eight heavy anti-ship cannons, more than on the larger Queadol Magdomilla. On top of these systems, two experimental weapon systems were built into the design, though more for testing purposes than for operational deployment. Four rail guns were mounted on the shoulder joints, and a medium particle cannon was installed on the most forward part of the main hull. The particle turret systems were improved on the Zentraedi Battlecruisers by mounting three cannons together in a more heavily armored housing. Sixteen of these turrets were mounted, giving the class the firepower of the far larger Thuverl Salan cruiser. The class also carried a standard torpedo and defensive missile fit.
1 Tri-Barrel Particle Beam Cannon Turret: bottom mounted triple barrel turret, fires all three barrels simultaneously every three seconds.
6 Missile Launch Tubes : mounted above the particle turret, firing long-range anti-warship cruise missiles. Range is 1200 to 1800 miles, depending on type. Total supply 60 missiles. Warheads available include anti-mecha, conventional and nuclear anti-warship and anti-hive weapons. Eight Tri-Barrel Gun Turrets: These weapons are mounted on the upper main hull and are designed for anti-ship operations. While the beams are very large and powerful, they are easily dodged
The Gallant 1000 Multi-Weapon System first began production in 2038 shortly before the beginning of the Third Invid War. The Gallant 1000 was the first weapon system designed by Tirolian Weapons Research (TWR), a new company recently started on Tirol by several ex-REF weapons researchers who retired from the service and started their own production company. Despite accusations of favoritism from several rival production firms (most notably the Kabarran National Weapons Factory), the Gallant 1000 proved to be an excellent weapon and quickly became the standard sidearm for the REF, replacing the aging Gallant H-90 system.

The Gallant 1000 is an extremely durable weapon, requiring minimal maintenance and functioning well in any type of environment. The most notable feature of the system remains its versatility; being able to vary power levels with the flick of a switch. The Gallant 1000 has 4 weapon settings, with various ranges and damage for each setting. All four settings can be used without the additional rifle stock (an improvement over the original H-90), although using setting 4 without the stock will exhaust the energy cell in only four shots. The Gallant itself is shaped somewhat like the original, with a complete circular housing instead of the traditional handle design. However, the top of the gun nozzle is higher and completely flat to make the gun easier to aim. The Gallant 1000 comes with several detachable options, including a electronic sight with computer targeting interface, a flash suppressor, and a shoulder stock which can also hold additional e-clips. Like the older Gallant H-90, the Gallant 1000 can be used as a pistol, submachine gun, or a rifle depending on what options are attached.

The success of Gallant 1000 allowed TWR to land several lucrative contracts with the Robotech Expeditionary Force, including the design of the energy weapon systems on the new VAF-8 and VAF-9 veritech fighters. The Gallant 1000 remained the standard sidearm of the REF until 2055. Although somewhat rare compared to the Gallant H-90, the Gallant 1000 can still be found often on Earth, a legacy to the violence of the Third Invid War.

Weight: 2.5 lbs (1.1 kg) without stock, 6.0 lbs (2.7 kg) with stock.
Damage: By Setting:

Setting 1: 5D6 S.D. per shot.
Setting 2: 1D6 M.D. per shot.
Setting 3: 3D6 M.D. per shot.
Setting 4: 5D6 M.D. per shot.

Range: By Setting:

Setting 1: 800 ft (244 m)
Setting 2: 1200 ft (366 m)
Setting 3: 1600 ft (488 m)
Setting 4: 2000 ft (610 m)

Rate of Fire:
Settings 1 and 2 can be fired as aimed, burst, or wild shots. (see modern weapon proficiencies, Sentinels page 47) Settings 3 and 4 are automatically limited to semi-automatic shots (equal to the character's combined number of attacks) to prevent overheating of the firing mechanism.
Payload: By Setting:

Setting 1: The SDC laser draws so little power that it is effectively unlimited. (1500 shots estimate)
Setting 2: 40 shots, or 120 with Rifle Stock.
Setting 3: 20 shots, or 60 with Rifle Stock. (1 setting 3 shot = 2 setting 2 shots)
Setting 4: 4 shots, or 12 with Rifle Stock. (1 setting 4 shot = 10 setting 2 shots)

Features:
Automatic Laser Targeting (+1 to strike). Optional Computer Targeting Sight provides passive IR and nightvision targeting, as well as an additional +2 to strike.

NOTE: The Gallant 1000 still uses protoculture energy.

GALLANT H-95 MULTI-WEAPON SYSTEM
The Gallant H-95 was developed by Tirolian Weapons Research in response to a request for a smaller version of the standard H-90. Although rugged, reliable, and versatile, the Gallant H-90 was somewhat bulky and difficult to conceal. This was especially inconvenient for REF mecha pilots who already had very little space to work with in their cockpits. The Gallant H-95 was therefore designed with pilots in mind, packing the power and versatility of the H-90 in a much smaller frame that could be more easily concealed in a flight suit or in CVR-series armor.

Like the H-90, the basic design of the Gallant H-95 is circular, with the handle being at the back and the firing mechanism curving forward around the holder's knuckles. However the H-95 compacts this design significantly so that the gun resembles a "D". This has resulted in the H-95 being given the nickname "brass knuckles" among REF soldiers. Because of recent advances in power systems and accellerator barrel design TWR engineers were able to increase the number of shots the H-95 could deliver while keeping power levels and damage capacity about the same. The H-95 still uses standard protoculture cells for power; despite the risk of detection by Invid protoculture sensors, protoculture cells still remain the most compact and efficient type of energy cells available.

The H-95 is 100% compatible with the H-90's systems, meaning that the weapon can use the same suppression barrel and stock that the H-90 does for increased power and range. The H-95 is now standard issue for all REF mecha pilots, while the newer Gallant 1000 is reserved for ground soldiers, cyclone riders, and others that need greater firepower. The Gallant H-90 is no longer manufactured, although many thousands still remain in service both on Earth and in the REF fleet.

Weight: 1.0 lbs (0.46 kg) without stock, 5.0 lbs (2.31 kg) with stock.
Damage: By Setting:

Setting 1: 4D6 S.D. per shot.
Setting 2: 1D6 M.D. per shot.
Setting 3: 4D6 M.D. per shot.

Range: By Setting:

Setting 1: 200 ft (61 m)
Setting 2: 500 ft (152 m)
Setting 3: 1400 ft (427 m)

Rate of Fire:
Settings 1 and 2 can be fired as aimed, burst, or wild shots. (see modern weapon proficiencies, Sentinels page 47) Setting 3 is automatically limited to semi-automatic shots (equal to the character's combined number of attacks) to prevent overheating of the firing mechanism.
Payload: By Setting:

Setting 1: The SDC laser draws so little power that it is effectively unlimited. (1500 shots estimate)
Setting 2: 30 shots, or 180 with Rifle Stock.
Setting 3: 10 shots, or 60 with Rifle Stock. (1 setting 3 shot = 3 setting 2 shots)

Features:
Automatic Laser Targeting (+1 to strike).

NOTE: The Gallant H-95 still uses protoculture energy.

MARK IX "PARASITE"
RIFLE-LAUNCHED MAGNETIC CLUSTER MINE
Written by the Armyman (moc.loa|iiinamymra#moc.loa|iiinamymra)
The Parasite was developed initally during the first few years after the Malcontent Uprisings, around 2021. Though it is unknown where the weapon originated from, it is believed that it was first produced either by the Merchant Republic or by state factories in the E.B.S.I.S. Regardless, it has become widely copied by many black marketeers, as well at least four other major arms manufacturers in the Congo Quadrant, the former Zentraedi Control Zone and North America.

Employed successfully by the R.D.F. and other forces against the larger Zentraedi and their Regult combat pods, the weapon found itself shelved during the Robotech Masters assault on Earth in the intervening years before the coming of the Invid. This is due in part because of the Master's tactics and their equipment rather than any shortcoming in the weapon itself. However, with the resurgence of Invid activity after the assault on Reflex Point and the Invid's new willingness to "duke-it-out" on the human's level, the Parasite has once again found a place in the resistance's arsenal.

The Parasite is a rifle-launched munition of considerable size. To fire, one places a parasite over the suppression barrel of a Gallant H-90, H-95 or Gallant 1000 laser rifle. The lowest S.D.C. setting is used to ignite the Parasite's own propulsion system and the mine leaves the barrel with explosive force (a good, steady firing position is a must), while small nozzles at the base of the warhead impart a stabilizing spin to the whole projectile. Within range of a target and using its radar proximity probe, the mine detonates a small, core explosive that spreads up to twenty-five of the tiny M21 submunitions in a controlled pattern. Each submunition is highly magnetic and will adhere to any ferro-magnetic objects within a 30 foot (9.1 m) blast radius. Once an internal chip in the submunition detects that it is settled (2-4 seconds after the initial blast), it activates a highly sensitive motion sensing device that will detonate at the slightest movement (more than .5m/second is sufficient for detonation). Additionally, the M21's casing is pressure sensitive meaning that it will detonate if squeezed or stepped on, so even the munitions that fail to find a target are still dangerous.

As a separate feature, the Parasite can also be used as a area denial mine as evidenced by the four folding legs arranged around the base propulsion module. In this capacity, the mine is set in position by hand and a priming pin is pulled inside the bottom propusion module. After the pin is pulled, the mine has a short, fifteen second delay before it is armed and begins scanning the area with its radar proximity probe. Anything coming within the 20 foot (6.1 m) blast radius will activate the mine, spreading its M21 submunitions in a circular pattern. Targets in the blast radius will be struck by 1D6+1 submunitions. This feature is not used often for obvious reasons: though most Invid will walk right up on the mine, humans and stage four (or higher) Invid will recognize the weapon and either avoid or destroy it.

Weight: 24 lbs (10.9 kg)
Damage:
2 points of M.D. per submunition. To determine the number of submunitions that strike a target, the firer takes his attack roll (without modifiers) and adds one (1). A natural 20 means all 25 have struck and the target suffers maximum damage (50 M.D.).
Range:
500 ft/1150 ft (150 m/350 m), if fired from a flat or ballistic trajectory. Though firing it ballistically (an arced trajectory, called "lobbing") has greater range, most weapons have no provision for a special ranged sight. Additionally, the extreme weight of the projectile makes firing the mine difficult at best. Regardless of the method used to aim, for every 50 meters beyond the initial 50 meter mark, the firer suffers a cumulative -1 to strike.

For Example: a Freedom Fighter spots an Invid Attack Scout 200 meters away and readies his Parasite from a concealed position. He will need at least an 8 to strike because he will suffer a penalty of -3 to strike his target (50 meters [no modifier] +150 meters [-1 to strike per additional 50 meters]).

REF COMBAT BODY ARMOR (Old Style)
The REF Combat Body Armor was the immediate predecessor to the now-legendary CVR-3 Cyclone Body Armor. First produced in 2021 during the final planning stages for the SDF-3 Pioneer mission, the armor provided REF personnel and foot soldiers with better protection than the standard REF flightsuits of the time. The CBA was constructed out of new (at the time) high-strength ceramic and laminate materials that provided better protection than the RDF Heavy Combat Armor while only minimally restricting movement. Although not quite suited for Veritech or Destroid pilots who required a wide range of motion, the armor proved excellent for crews of ground vehicle such as the AAT-30 and the MTA Titan. The Southern Cross also adopted the CBA and used it with the Garland-series transformable motorcycles. Eventually both the REF and the Southern Cross improved on the CBA's design, resulting in the CVR-3 and SC series body armors respectively. During the Second and Third Invid Wars CBA became extremely rare on Earth, only occasionally being found in long-forgotten Southern Cross weapons caches and abandoned bases.

The REF Combat Body Armor is NOT compatible with REF Cyclones. The Cyclone program was in the earliest planning stages when the CBA was produced.

MDC protection by location

Helmet 35
Main Torso 40
Arms (2) 15
Legs (2) 30

(Note: If you prefer the older rules for MDC body armor, use the MDC value of the Main Torso as the overall value for the armor)

Complete Environmental Battle Armor (EBA) suitable for use in space and other hostile environments.
Includes helmet with removable face plate and a tinted, light sensitive visor. A short range tactical radio and a flashlight are also built into helmet. Radio range is 3 miles (4.8 km).
Gas filtering and artificial circulation system, with an independent oxygen supply for use in low oxygen or polluted environments. The system can supply oxygen to the wearer for up to four hours maximum.
Insulated, high temperature resistant weave of nylon, synthetic fibers, and metal mesh that is fire resistant up to 245 degrees centigrade. Normal fires do no damage, but plasma and nuclear fires have full effect.
Radiation-shielded.
Includes utility belt/holster.

REF CVR-3 BODY ARMOR (New Rules)

Note: This description uses the new armor section MDC value rules for personal body armor introduced in recent Palladium RIFTS supplements, which I prefer to the "one-value-covers-all" versions in the original Robotech RPG. If you like the older rules please feel free to ignore these numbers.

The CVR-3 series armor was the standard REF body armor during the Third Robotech War/Second Invid War (2035-2038). Developed in the early 2030s near the end of the Sentinels War the CVR-3 was a total redesign of the outdated and obsolete combat body armor that had served the REF since the launch of the SDF-3 Pioneer. The CVR-3 was a durable blend of metal alloys and ceramics that was lighter and far stronger than earlier armors, and allowed for the inclusion of many additional features such as an environmental control computer, an independent oxygen supply, and a more powerful tactical radio. The CVR-3 became an integral part of subsequent weapon systems, most notably the Cyclone Veritech Ride Armors. Thousands of suits of CVR-3 armor made it to Earth during the Second and Third Invid Wars, and the CVR-3 became a popular symbol of the terran resistance. Although no longer in use by the RGF military CVR-3 armor is still very popular among police and civilian defense forces.

MDC protection by location:

Helmet 50
Main Torso 50
Arms (2) 25
Legs (2) 40

Standard Features:

Complete Environmental Battle Armor (EBA) suitable for use in space and other hostile environments.
Chemically coated to be laser resistant; lasers do 1/2 damage.
Includes helmet with removable face plate and a tinted, light sensitive visor. A short range tactical radio is also built into helmet. Range is 4 miles (6.4 km).
Computer controlled life support system with humidifier, internal cooling and temperature control.
Gas filtering and artificial circulation system, with an independent oxygen supply for use in low oxygen or polluted environments. The system can supply oxygen to the wearer for up to eight hours maximum. The system automatically engages when necessary.
Insulated, high temperature resistant weave of nylon, synthetic fibers, and metal mesh that is fire resistant up to 300 degrees centigrade. Normal fires do no damage, but plasma and nuclear fires have full effect.
Radiation-shielded.
Includes utility belt/holster. One of the key features of the cyclone design is the modular weapon systems it can use. The arm shields of all cyclone models can be customized with a variety of different weapon packages, allowing the mecha to be equipped with an array of weapons that match the requirements of its mission. The first generation cyclones had only three different weapon modules, the GR-97 Plasma Missile Launcher, the EP-37 Beam Cannon, and the RL-6 Portable Rocket Launcher. The second generation cyclones were designed so that they could use all of the above modules, PLUS a whole new series of modular weapons being designed by REF engineers. The below list represents the weapon modules most commonly found on Earth during the Third Invid War. Newer modules are constantly in development, however, helping to increase the versatility and efficitiveness of the Cyclone mecha.

CONTENTS:

GR-200 Missile Launcher/Beam Cannon
GR-215 Beam Cannons
GR-220 Beam Cannon/4.45mm SMG
Close Assault Defense System Mk. II
Close Assault Defense System Mk. Ib
GR-117 Rescue Hook

GR-200 FOREARM MISSILE LAUNCHER/BEAM CANNON

Designed especially for the VR-152 Battler II, this popular cyclone weapon unit is based on the old GR-97 Missile Launcher design used on the VR-052 Battler. The new unit mounts two one-shot plasma missile launchers, combined with a modified beam cannon derived from the older EP-37 design. The plasma missiles give the cyclone a heavy punch, and the beam cannons provide an energy weapon to fall back on when the missiles are gone. The GR-200 is the commonly requested and issued unit for cyclone units expecting heavy combat.

The beam cannon draws power directly from the cyclone's fusion reactor, giving the weapon unlimited ammo so long as the reactor is functioning. The disadvantage to this is that there is no backup supply, and the beam cannon becomes useless hardware when the GR-200 is detached (though some resistance fighters have been known to "hot- wire" the weapon into another power supply). The missile launchers are of course one-shot weapons.

Primary Purpose: Assault
Secondary Purpose: Anti-Aircraft, Anti-Mecha
Missile Type: REF Plasma Mini-missile ONLY.
Mega-Damage: Missiles: 1D6x10 M.D. Beam Cannon: 1D4x10 M.D. per blast.
Rate of Fire: Missiles: One or two at a time. Beam Cannon: Aimed, burst, or wild.
Range: Missiles: 1 mile. Beam Cannon: 4000 ft (1200 m)
Payload: 1 missile per launcher, for a total of 2 missiles per unit. The beam cannon draws power directly from the on-board fusion reactor, so it is effectively unlimited as long as it remains attached to the cyclone. The cannon is useless if detached.

GR-215 BEAM CANNONS

The GR-215 is an energy-only weapon package for cyclones. Two different weapons are mounted on the unit; a beam cannon, for a high damage at short range, and a small particle cannon, which packs less punch but has a much greater range and accuracy. The particle cannon uses a guiding laser for maintaining beam coherence, which in a pinch can be used at lower power settings for utilitarian purposes such as wielding and cutting.

The GR-215 was originally designed for use with the VR-135 Forager survival cyclone. The cyclone designers felt that reliance on missiles would be too big a hinderance in a guerilla combat situation such as the Invid Wars, and so designed the GR-215 to provide a dynamic range of energy-weapons that did not require ammo. In addition, the 215 is the only weapon package designed to take power directly from an external energy clip, in case the cyclone's reactor is malfunctioning or otherwise unable to supply power. Finally, as a direct result of the survival philosophy behind the Forager, the GR- 215s were designed to be extremely simple to maintain and repair int the field (+20% to repair and modification rolls). Instructions for disassembling and reassembling the GR-215 are actually printed on the weapon itself.

VR-135 Forager cyclones come automatically equipped with a pair of GR- 215s, but the popularity of the unit has led it to be commonly used on other cyclone designs as well. It is often used in conjunction with another weapon system, such as the GR-200 or a CADS system, in order to provide greater variety in weapon selection.

Primary Purpose: Defense
Secondary Purpose: Survival
Mega-Damage: Beam Cannon: 4D6 M.D. per blast. Particle Beam: 2D6 M.D. per shot. Utility Laser: 2D6 S.D. per round. Bursts are NOT possible with this weapon.
Rate of Fire: Equal to the pilot's combined number of attacks.
Range: Beam Cannon: 2000 ft (600 m) Particle Beam: 6000 ft (1800 m) Laser: 200 ft (60 m)
Payload: The GR-215 draws power directly from the on-board fusion reactor, so it is effectively unlimited as long as it remains attached to the cyclone. The weapon has an emergency E-clip port that will give it 40 particle beam shots or 20 beam cannon blasts per clip if necessary.

GR-220 BEAM CANNON/4.45mm SMG

The GR-220 was designed in response to the need for a weapon unit that combined the high destructive power of a beam cannon with a more discreet conventional weapon. Such a mix is useful in both guard and law enforcement duty, where the conventional weaponry can be used as a deterrent, and the beam weapon used against heavier opponents. The GR-220 uses a light beam cannon combined with a 4.45 mm submachine gun, all concealed by a cover plate so as to not overly indicate the power of the unit. The 220 is commonly issued to VR-122 Protector cyclones or VR-120 Ferrets on guard duty.

Primary Purpose: Security/Law Enforcement
Secondary Purpose: Defense
Mega-Damage: Beam Cannon: 3D6 M.D. per blast. SMG: 4D6 S.D. (the 4.45 mm rounds do NOT do M.D.)
Rate of Fire: Aimed, Burst, or Wild.
Range: Beam Cannon: 3000 ft (900 m). SMG: 1000 ft (300 m).
Payload: The beam cannon draws power directly from the on-board fusion reactor, so it is effectively unlimited as long as it remains attached to the cyclone. The cannon is useless if detached. The SMG has 60 rounds per clip, and extra clips are usually stored in the carrying bags of the Cyclone.

CLOSE ASSAULT AND DEFENSE SYSTEM MK. II (CADS-2)

Also called "CADS- Super," this advanced version of the original CADS system is standard issue for the VR-141 Super Saber. Instead of sword blades, the disk- shaped hub units conceal whirling buzz-saw blades that can cut through solid steel girders in seconds. This attachment has great possibilities in the field of sabotage and demolitions as well as that of espionage. Like its predecessor, it is mostly silent, except for a low hum and the sound of the blades whirring. Unfortunately when cutting through metal, the CADS-2 will tend to make a great deal of noise, spoiling any chance of surprise.

Like its predecessor, the CADS-2 also contains an energy shield that can be used to shield the mecha from harm if necessary. The CADS-2 is large and awkward, and cannot be used as a weapon if detached from the Cyclone mecha. The unit draws power directly from the cyclone's onboard fusion reactor.

Primary Purpose: Hand to Hand Combat
Secondary Purpose: Clandestine operations
Range: Within Reach
Mega-Damage: Slash: 4D6 M.D. Punch: 6D6 M.D. Power Punch: 1D6x10 M.D.
Number of Attacks Per Melee: Equal to combined hand-to-hand attacks. M.D.C. Special: 50 when retracted, but a renewing force field provides the blades and forearms with unlimited M.D.C. when extended (this only protects the saber blades and forearms).
Special Bonus: Adds +3 to parry in hand to hand combat and even enables the character to attempt to parry/block energy blasts at a +1, but with ABSOLUTELY NO OTHER BONUSES APPLICABLE.
NOTE: The CADS-2 is designed specifically for the VR-141 Super Saber, but can be used with other cyclones if necessary and available. Getting permission to use the unit is another matter, however.

CLOSE ASSAULT AND DEFENSE SYSTEM MK. 1B (CADS-1B)

Basically an updated version of the original CADS-1, designed as an alternative for the CADS-2. The CADS-1B resembles and has all the functionality of the CADS-1, but is smaller and has a particle cannon mated to it for distance attacks.

Primary Purpose: Assault/Defense
Secondary Purpose: Clandestine operations
Range: Blades: Within Reach. Particle Cannon: 6000 ft (1800 m)
Mega-Damage: Slash: 2D6 M.D. Punch: 4D6 M.D. Power Punch: 6D6 M.D. Particle Cannon: 4D6 M.D.
Rate of Fire (Particle Cannon): Single shot; equal to pilot's number of attacks.
Number of Attacks Per Melee: Equal to combined hand-to-hand attacks.
M.D.C. Special: 50 when retracted, but a renewing force field provides the blades and forearms with unlimited M.D.C. when extended (this only protects the saber blades and forearms).
Special Bonus: Adds +2 to parry in hand to hand combat and even enables the character to attempt to parry/block energy blasts at a +1, but with ABSOLUTELY NO OTHER BONUSES APPLICABLE.
NOTE: The CADS-1B is designed specifically for the VR-041 Saber or VR- 141 Super Saber, but can be used with other cyclones if necessary and available. Getting permission to use the unit is another matter, however.

GR-117 RESCUE HOOK

The GR-117 is a rather unique weapon system originally designed for the VR-117 Firefly rescue cyclone. The primary "weapon" of the GR-117 is a grappling hook launcher with an extremely strong cable and hook. The grappling hook can be used in a variety of purposes, such as a makeshift crane, cable for pulling, or even for securing loose and crumbling fixtures. It can be used for it's original purpose of scaling buildings and walls as well, of course. In addition to the grappling hook, a welding laser is mounted on the module to allow the user to cut through bulkheads and rubble. The GR-117 unit is NOT designed with combat purposes in mind.

Primary Purpose: Rescue
Secondary Purpose: Demolition
Mega-Damage: Grappling Hook: 5D6 S.D. (not designed to be used as a weapon) Welding Laser: 1D6 S.D., 3D6 S.D., 6D6 S.D., 1D6x10 S.D., 1D6 M.D., or 3D6 M.D. per round (the laser has multiple settings for different materials).
Rate of Fire: Equal to pilot's number of attacks.
Range: Grappling Hook: 500 ft (150 m) of high-strength wire; 10 M.D.C. per 50 feet.
Payload: The welding laser draws power directly from the on-board fusion reactor, so it is effectively unlimited as long as it remains attached to the cyclone. The laser is useless if detatched.
A big strength of the cyclone mecha is that because it is a battlesuit and not a full-sized mecha, it can use a variety of different hand weapons in addition to its normal armaments. Cyclone pilots can either use infantry hand weapons such as the Gallant H-90 or Wolverine Assault Rifle, or can use larger anti-mecha weapons with the help of the Cyclone's hydraulics and targeting systems. The weapons below for the most part fit into the latter category. They were actually designed for the Garland series cyclones used by the Southern Cross just before and during the Second Robotech War. Although somewhat rare after almost 12 years of warfare, they can still be found from time to time and are a valuable addition to cyclone infantry squads and terran resistance fighters.

NOTE: These weapons can easily be integrated into your Southern Cross or Invid Invasion campaigns even if you are not playing a full Third Invid War campaign. They should be generally available on Earth any time after the late 2020s / early 2030s, shortly before the arrival of the Robotech Masters. Stats for the Southern Cross Garland Cyclones are available by clicking HERE.

CONTENTS:

GU-11S 55mm Gun Pod
GU-18 23mm Gun Pod
GU-19 35mm Gun Pod
N-1 Net Launcher
GU-21 45mm Recoilless Rifle w/N-2 Net Launcher

GU-11S 55mm GUN POD

This weapon is a variant of the original GU-11 Gun Pod used by the old VF-1 Veritechs of the Robotech Defense Force (RDF). Smaller, with a shorter barrel and smaller ammo supply, the weapon was designed to be used by the smaller-scale battloids and garlands of the Southern Cross. The weapon can be used by Cyclone riders, but looks a little out of scale for them; more like a three-barrel bazooka than a carbine. Although popular because of it's strong punch, the weapon is becoming increasingly rare due to lack of 55mm ammo.

PRIMARY PURPOSE: Assault
MEGA-DAMAGE: 3D6 for a short burst, 6D6 for a long burst, or 1D6x10 for a full melee burst.
RATE OF FIRE: Short or medium bursts count as one attack. The pilot may fire as many bursts as his combined HTH attacks per melee. A full melee burst takes the place of all attacks.
RANGE: 4000 ft (1200 m)
PAYLOAD: 160 rounds per clip, equal to 16 short bursts, 8 long bursts, or 4 full-melee bursts.

GU-18 23mm GUN POD

A small handheld gun pod designed to be used by the series 5 Garlands of the Southern Cross. This handheld weapon is a fairly popular replacement for the EP-40 Pulse Beam Gun because of its non-reliance on protoculture energy supplies. The gun itself is difficult to find due to its limited production, but ammo can frequently be found in the ruins of old SC bases and equipment caches.

PRIMARY PURPOSE: Assault
MEGA-DAMAGE: 1D4x10 M.D.
RATE OF FIRE: Semi-automatic; equal to the pilot's combined HTH attacks.
RANGE: 2000 ft (600 m)
PAYLOAD: 12 rounds per magazine. Magazine clips fit in the back of the gun. Inserting a spare clip requires 2 melee actions (1 to remove the clip, and 1 to replace it).

GU-19 35mm GUN POD

A non-protoculture, conventional ammunition version of the EP-37 Beam Cannon for the Cyclone mecha. This weapon is EXTREMELY popular with resistance fighters, as it uses the same ammunition that the GU-XX Gun Pod (used on Alpha and Beta fighters) uses, allowing the Veritechs and Cyclones to share ammo when necessary. The weapon can be used by humans without Cyclones, but is heavy and akward, and imposes a penalty of -3 to strike.

PRIMARY PURPOSE: Assault
MEGA-DAMAGE: 2D6 per short burst, 4D6 per long burst, or 1D6x10 per full melee burst.
RATE OF FIRE: Short or medium bursts count as one attack. The pilot may fire as many bursts as his combined HTH attacks per melee. A full melee burst takes the place of all attacks.
RANGE: 4000 ft (1200 m)
PAYLOAD: Can fire 12 short bursts, 6 long bursts, or 3 full melee bursts per clip. Note that although the bullets used by the GU-19 and GU-XX are the same, the clips themselves are different. Therefore bullets must be unloaded from one clip and loaded into another if the two mecha are going to share ammo.

N-1 NET LAUNCHER

A unique weapon developed for the Global Military Police (GMP) during the years before the Second Robotech War, this weapon fires a woven cable net about 10 feet in diameter. The net is very strong, and breaking it requires the victim to do at least 20 MDC points of damage (total) to the net; each strand is only 1 MDC each, but many strands must be broken before the victim can be freed. It will take 4D6 melees for a person to untangle himself or herself from the net.

The N-1 Net Gun was originally designed to help GMP agents capture fugitives and suspects without a great risk of harming them (or their hostages). Due to this fact, this weapon is seldom used by terran resistance, as they seldom desire to actually capture an Invid. Instead, it is more commonly used by Frags and other Invid sympathizers to capture resistance fighters and slaves for the Invid.

PRIMARY PURPOSE: Capture
MEGA-DAMAGE: None; see above.
RATE OF FIRE: Single shot weapon.
RANGE: 100 feet
PAYLOAD: One shot per net canister. Replacing a canister with a spare takes 2 melee actions (1 to detach the old canister, and 1 to put a new one on). Reloading a canister after it has been used requires 2D6x10 minutes.

GU-21 45mm RECOILLESS RIFLE (with optional N-2 NET LAUNCHER)

A rather powerful and dangerous weapon developed for the Garland cyclones shortly before the arrival of the Robotech Masters. This weapon is fairly rare and well sought after for it's destructive potential. The GU-21 fires 45mm fin- stabilized grenades, and can use several different types of grenades. The weapon uses a unique ammo clip that can carry up to 3 different types of ammo, and can switch between those ammo types by flipping a switch on the back of the rifle. The GU-21 ca use High Explosive Anti-Tank (HEAT), Fragmentation (FRAG), Smoke or Gas grenades. The GU-21 can also be equipped with an external N-2 net launcher, which launches a net similar to the N-1 net gun.

GU-21 Recoilless Rifle:

PRIMARY PURPOSE: Assault
SECONDARY PURPOSE: Anti-Mecha, Crowd Control
MEGA-DAMAGE: HEAT: 2D4x10 M.D., FRAG: 1D6x10 M.D., Smoke or Gas: No Damage. The smoke grenades will block sight and infrared sensors, and the gas grenades may be loaded with drugs such as tear gas or sleeping gas.
RATE OF FIRE: Single Shots only. Number of shots per round is equal to pilot's combined HTH attacks.
RANGE: 3000 ft (900 m)
PAYLOAD: Each clip contains up to 30 grenades, and the 30 grenades carried can be subdivided into groups of 10 of different types. Switching types of grenades (by changing the switch at the end of the gun) takes 1 melee action.

N-2 Net Launcher:

PRIMARY PURPOSE: Capture
MEGA-DAMAGE: None; see N-1 Net Launcher description.
RATE OF FIRE: Single shot weapon.
RANGE: 100 feet
PAYLOAD: One shot per net canister. Replacing a canister with a spare takes 3 melee actions (1 to detach the old canister, 1 to put a new one on, and 1 to hook it up to the GU-21's firing systems). Reloading a canister after it has been used requires 2D6x10 minutes.

http://zarco.wikispot.org/Front_Page?action=Files&do=view&target=Rail%20Gun%20Diagram.jpg
http://ptn.home.xs4all.nl/ArmorWeapon/AR-21.html
http://ptn.home.xs4all.nl/ArmorWeapon/MP-9.html
http://ptn.home.xs4all.nl/ArmorWeapon/RL-1.html
http://ptn.home.xs4all.nl/ArmorWeapon/Owens.html
http://ptn.home.xs4all.nl/ArmorWeapon/Mortar.html
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http://members.optusnet.com.au/cyc01/equip.htm#SAL-9 http://members.optusnet.com.au/cyc01/equip.htm#FAL-2
http://members.optusnet.com.au/cyc01/equip.htm#FAL-2 http://members.optusnet.com.au/cyc01/equip.htm#RL-1
http://members.optusnet.com.au/cyc01/equip.htm#RL-6 http://members.optusnet.com.au/cyc01/equip.htm#EP-37

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