The Emaan

A D-Bee (Human-compatible) Race for Rifts and the LGSA Robotech Setting

By: Stan Bundy

(Mecha art courtesy of Mark Stout's 3MP Orguss Shrine)

Source: Superdimension Century Orguss (anime)

History:

The Emaan are, by nature, a race that tends to wander. While they had at least one major city on their home world (Valhalla, located on their Earth's Asian Pacific coast), much of their economy is centered on migratory trade. In the old days, they traveled much like Terran Gypsies; but by the time of the Space-Time Collapse that disrupted their world (see below), they were at a tech level similar to Rifts Earth (surpassing it in some areas), and used large, house-like trading/habitation vessels that traversed the world.

The Emaan's most prized tech is their anti-inertial (anti-gravity) technology, which is often sold or bartered (they tend to prefer the latter, even in a high-tech society), but is virtually impossible to duplicate by others (as yet). All of their cargo and military craft use this technology to gain incredible performance.

Biology:

Very similar to human norms, but with a few MAJOR differences. First of all, Emaan females become fertile around the age of 16. They MUST become pregnant within the next year, or be forever sterile. The race tends toward the birth of twins (90% of the time), generally fraternal, and a mother can have more than one set of children; the only big rush is the all-important first pregnancy.

Second, Emaan have, well, Antennae. Females have two, males one. These grow out of the nape of the neck, generally underneath the hair line, and are semi-prehensile. They are about 50-100 cm long, with a pod-like structure at the ends. They are used in emotional displays, greetings (sometimes intertwining, between friends and family), etc., and can be considered an erogenous zone, if you know the right techniques. The activity of the antennae (including their rest position) can also indicate the general health & well-being of the Emaan. They are also used as additional limbs, but only for special tasks (some Emaan tech has been optimized for 3 or 4 "hands", with the controls that the antennae manipulate being pressure sensitive, knob or stick controls). Due to the sensitivity of the antennae, however, they will ALWAYS be kept under protective cover (such as helmets) when in combat situations.

Third, Humans and Emaan can procreate, but it is rare, due to the original distrust between the two, resulting from the Chiram humans' causing the Space-Time collapse. The apocryphal sequel "Orguss 02" (I consider it not a true sequel, as its premise contradicts the ending of the original series) would seem to indicate that a cross-breed may be highly psionic (but the crossbreed in question was also produced by parthenogenesis over 300 years, descended from the original crossbreed, and had one of the two idioblasts as a father). It is much better to treat the offspring as an otherwise normal Emaan (if female) or human (if male), but without the "pregnant by 17 or be sterile" limitation for the female.

Attributes:

IQ: 3D6        PS: 3D6     PB: 3D6+4*
ME: 2D6*       PP: 3D6+4*  Speed: 3D6
MA: 3D6+6*     PE: 3D6-2*  Perception: 3D6 (or Standard)

* Roll 3D6 normally (with bonus dice, if applicable), THEN add/subtract the listed modifiers. The ME stat gets a bonus 1D6 on a roll of 11 or 12.

Psionics: Standard when in magical environments, unless you feel like giving a bonus, based on the character from "Orguss 02" (who would be a mind melter).

Alignment: Tends toward Good and selfish alignments, ESPECIALLY the Taoist alignment from Mystic China.

Personality: Are born hagglers (don't try to beat them - you won't). Are very much free spirits, as well. Of course, the most depressing thing you'll ever meet is an Emaan gone serious.

O.C.C.s: Any, but have no exposure to magic before coming to Rifts Earth, and probably little to psionics, unless an LGSA character. In the LGSA, they tend toward the Science(Tech MOS), Communications and Veritech Pilot O.C.C.s.

Bonus Skills:

  1. All Emaan are good with languages, and attempt to learn any language they come across. Can learn a language (up to a first level proficiency) without cost, as long as an instructor is present. The learning time is 5% per week, up to the 11 weeks needed to reach 1st level. These languages do not advance, unless additional skill slots from level advancement spent on them.
  2. Entrepreneurship: The special skill from Mystic China, it is automatically possessed by all Emaan.
  3. Pilot Hover Vehicles (including hover cycles) and Contra-grav vehicles: These skills are possessed by all Emaan, as they begin driving them by age 12. However, they are at -25% to pilot designs that don't use their inertial technology.
  4. Math-Basic: 80%+3% per level (O.C.C. bonuses apply). If the O.C.C. and/or IQ bonus(es) puts the skill up to 98% or higher at first level, the character automatically gets Math-Advanced as well.

Social Customs, etc.

The Emaan society is very well balanced, in terms of equal rights for the sexes, though is some ways is slightly matriarchal, due to the importance of females in their society. Females who don't have children are often looked down on by others, privately, but often end up in positions of leadership, where their business, organization, or even clan takes the position in their life that a family would have. Also because of this, it is nearly impossible for a non-fertile woman to find a husband.

While public nudity is frowned on, there is not really a nudity taboo per se, as those who expose themselves for no good reason are treated as the exhibitionists they are. Public baths and changing rooms are the norm, which can shock more typical human and humanoid races not expecting this. Even sleeping areas are communal, with smaller rooms set aside for amorous couples. This is especially important on trading crews.

The trading vessels generally gave a crew of several dozen, including a few married families and experienced technicians. Most of the sales staff (who double as the defensive pilots) range in age from 14 to 25, with the females tending toward 14 & 15 for any given trip. The reasons for this are to allow each of the girls to meet as many potential mates as possible before choosing one to be the father of her children, and to take advantage of other races, who don't expect such pretty young things to be such shrewd business persons. Many an unwary male human thinking with the wrong head has been taken for a ride in bartering sessions, all the while thinking they were taking advantage of a naive young girl.

A popular pastime among the Emaan is a sport similar to squash or racquetball. It uses diamond-shaped racquets, and an ovoid (egg-shaped) ball, both of which make the game much harder to master than its human equivalent. Furthermore, there are no walls, other than the opposite one, and it has multiple angles, instead of being perpendicular to the floor, while the floor and ceiling are in play. It is the primary source of exercise for ship crews, when not on duty.

The Space-Time Collapse:

On an alternate Earth in the 2060s, the world was split into two factions, fighting over control of a space elevator (a.k.a. beanstalk). In order to try to stop the war, by eliminating the item of contention, one side attempted to use a dimensional implosion device to destroy the beanstalk. Instead, it caused the surrounding area of the megaverse to shatter like glass, merging over 300 worlds into one. The Emaan world was one of the most important of these; others included the Chiram Earth (the Earth that caused the problem), a world where Atlantis still existed, but its high-tech civilization had been dead for millennia, a world of sauroids, and a world dominated by Mu, a society from a "lost" Pacific continent made up of sentient AI robots that had overthrown their creators, ala the Mechanoids. In the end, it took the combined efforts of the Chiram, the Emaan, one of the last surviving sauroids, and two robot dissidents from Mu to reset the worlds back on their proper path, by sending the pair responsible for the bomb back in time, to stop themselves from detonating it - by any means necessary.

Effects of the Space-Time Collapse:

  1. Advanced D-Shifting: The first effect is similar to the Rifts D-shifting effect, except that the ENTIRE PLANET was an unstable patchwork of reality fragments, and that if a piece swapped out with its counterpart from another world, EVERYTHING IN IT WENT WITH IT. 99% of the time, if a person is shifted away in this manner, they will never be seen again, as it is unlikely they'll ever find another shift point back. However, if one of the idioblasts gets sucked through, a portal back to Orguss Earth will form in the location they arrive at within 4D6 hours.
  2. The Dimensional Tempest: This covered the entire Orguss patchwork Earth at an altitude of about 1 km, and had the following effects... A. Anything connected to the ground or to the space side of the Tempest effect cannot even enter the effect, with the barrier seeming as an impenetrable ceiling/floor. Strangely, items that were there before the Tempest (mountains, tall buildings, etc.) appear to be immune to the damage below, though they still seem to suffer some weathering. If an object breaks loose or is ejected into the Tempest from a point within it, the object is shunted into the astral plane. The astral is unsafe around Orguss Earth, because of debris thrown there by the Tempest's action on the world's mountain ranges (catching landslides when they break loose, etc.). There are even flaming balls of molten rock there, thanks to active volcanos throwing pyroclastics and lava into the Tempest. B. Anything flying into the Tempest takes severe damage; 1D6x10 MD per second. Provided the object isn't destroyed, it is teleported to a random reality on punching through the Tempest. The exception to this is entering through a rift in the Tempest, which actually leads into the astral plane.
  3. The Greenhouse effect: The Tempest was trapping solar energy, causing the composite planet to begin a runaway greenhouse effect, that would have left it lifeless within a few decades. The Mu, being immune to this due to their mechanical bodies, tried to prevent the Chiram & Emaan from reversing the collapse, as it was initially believed that only one reality of the myriad would survive the reversal, and letting the effect take its course would naturally leave them rulers of the world.

Emaan Technology:

The Emaan inertial control devices, made by the Emaan Clan Drifand, can counter up to 99% of an object's inertia and mass, allowing it to perform amazing feats. These devices range in size from quarter-size units suitable for remote units, to heavy haul units the size of ice coolers. Figure the size needed to be 15 cubic cm (or 1 cubic inch) per 10 kg of mass to be offset. Only the very large units can offset more than 95% of mass / gravity / inertia, and will effectively turn the item attached to into a contra-grav platform (though propulsion would have to come from somewhere else).

Effects of Emaan Difrand inertial/gravity technology:

Cost of inertial control devices:

A "device" is considered to be a full system for one vehicle; smaller systems cannot be combined to replace a larger one.

Devices capable of offsetting under 250 kg: 1000 CR per 10 kg of offset.

Devices capable of offsetting 250 - 800 kg: 4000 CR per 10 kg of offset.

Devices capable of offsetting 801 - 2000 kg: 10,000 CR per 10 kg of offset.

Devices capable of offsetting over 2000 kg: 250,000 CR per 100 kg of offset.

The Art of the Deal, Emaan Style (Business practices)

All Emaan deals are subject to review, and repossession if contract terms (including intended usage) are not met. A mining device was modified into a weapon by a customer once, similar to a Robotech Synchrocannon. The weapon was being used to force a nation into submission. The Emaan sent in commandoes, seized it, towed it out with inertial devices, and shot the offending party with it (castle and all). The Emaan hovercraft in question now mounts it as a reminder to customers of the consequences of breaking a contract.

Emaan also do some of the following services where they are found:

Repairs: The Emaan will repair anything, for 110% of the normal garage cost (they can make most repair parts in their traveling lodges, given plans), or even as little as 50% of normal costs, if the repairs are part of a barter arrangement.

Conversion of liquid fuel vehicles to cold fusion power plants: 10,000 Cr for motorcycles & cars, 25,000 Cr for trucks & ATVs, etc). A fuel supply is 76 + 4D6 days of CONTINUOUS operation (i.e., if the vehicle is only used an average of 6 hours a day, the fuel supply will last about a year), and costs 10% of the reactor cost. The conversion includes free preventive maintenance checks from any Emaan trader, and a lifetime warranty on parts and labor, as long as the power plant is not tampered with (the only allowable maintenance by the owner is changing fuel cells, and running the diagnostic program). The power produced CANNOT be used for weapon systems larger than hand-portable ones (maximum damage 1D4x10), and each E-Clip equivalent (20 single shots for laser rifles, 10 shots from a plasma, PBC or ion weapon, or the power to fire 2 bursts from a rail gun) uses 4 hours of power.

Consignment sales: Being master traders, the Emaan love looking for bargains, and will either buy whole lots of items on speculation, or take on a cargo for a share of the profits.

The Emaan in RIFTS:

Emaan in Rifts probably found their way to Rifts Earth, after having their Glomaar (transport) or mecha sucked through one of the Orguss Earth d-shifts, and ended up coming out of limbo on Rifts Earth. They will do their best to maintain their old lifestyle, and would probably be found running a trade route connecting Lazlo, the Michigan UP and Tolkeen, or connecting points in the West. Since they would date from before the Emaan/Chiram peace, they would probably have an extreme dislike for the CS, who reminds them much of the Chiram. If in Europe, the Emaan would TRY to get along with the NGR, if the NGR would let them. And, all things considered, the NGR probably wouldn't be that hostile to a variant human type that could supply them with the tech needed to make the X-5000 a true combat asset (especially considering the name of the Emaan home city).

The Emaan in an LGSA setting game:

A variant Orguss world was spun off into the LGSA universe by the god-like niece of one of the LGSA founders. The Emaan and Chiram there are a valued part of the LGSA, and their tech has led to the creation of several (MUNCHKIN!!!) mecha for use by the LGSA. Check Stan Bundy's LGSA Mecha files for the Orguss, Fury, Liberator and Lightning Veritechs (and imagine what they'll do when the LGSA Rifts contingent starts flying air support for Tolkeen =)~

Systems common to all Emaan Mecha...

  1. Power Supply: Nuclear, but a form of Cold Fusion. Are much cleaner than the standard Rifts power units, and don't explode or release (much) radiation when damaged or destroyed. Trade/civilian vehicles have 3 to 6 month power supplies (but are constantly refueled and maintained by their owners), while true military types have 1 year capacities, that often can be stretched up to 5 years, if not used for actual combat much. However, considering the nature of the Chiram/Emaan conflict leading up to the discovery of the second "Idioblast", those (peaceful) conditions never existed on Orguss Earth.
  2. Radio Communications: Limited on Orguss Earth to line of sight, thanks to the dimensional tempest. Has the TECHNOLOGY for communications of up to 200 miles, but interference from the tempest cuts the effective range to 20+2D4 miles, and that is if hovering directly beneath the tempest.
  3. Radar: Also limited by environment more than technology. Typical radar units have a maximum radar range of 30 miles (reduced to 5D6 miles at any given time on Orguss Earth, due to the tempest), and can track up to 24 targets simultaneously. True Emaan military types can track 48 targets.
  4. Combat Computer: As per Rifts. Includes HUD, Targeting Computer and Laser targeting systems, as well as a laser designator.
  5. Thermo-imaging and Infra-red optics: Generally found only on military models, but MAY (25%) have been added to any civilian type by owner.
  6. Audiovisual equipment: External Audio pickup and Loudspeaker (as per standard Robotech & Rifts types), External video pickups (for interior & battlefield relay use) with x20 telescopic ability.
  7. Environmental Crew Compartment: Standard, as in Rifts WB 5: Triax. The M-Rover is piloted from a lying-down position (pilot is on stomach), similar to an exaggerated motorcycle racing stance.
  8. Ejection Seat: Standard. The ejection system essentially works by blowing the canopy, and the pilot's cushion is repelled from the cockpit by the inertial system. The pilot's parachute also incorporates a small inertial device, allowing the pilot to ride down on a steerable canopy smaller than a beach umbrella, and storable in a kit the size of a book. The small size of the chute also reduces the likelihood of ground troops to spot a falling parachutist (not everyone allows parachutists to land before shooting them).
  9. Self Destruct: ½ normal self-destruct damage, but will completely destroy the mecha.
  10. Inertial Control & Anti-Gravity devices (SPECIAL): The Difrand inertial control devices can counter up to 99% of an object's inertia and mass, allowing it to perform amazing feats. Effects: Offsetting 70% of the mass will allow a limited autododge (mostly; only the die roll and PP bonuses count); offsetting 90% gives the autododge all normal dodge bonuses. For each 15% offset, vehicles gain 5% running speed, 10% jumping distance and 8% flight speed (if applicable). Note that, until the Orguss mecha was created by the crew of the Glomaar (being a combination of Chiram Gerwalk technology and Emaan tech), Emaan mecha tended to have only arms, not legs; similarly, only the elite Chiram pilots had mecha with arms, as the arm control systems had to be pirated from the Emaan.

    In the lightest safe settings, it is possible to drag even the top-of-the-line Orguss mecha, using only two people (in fact, an old geezer and his teenage grandson stole it once, hoping to figure out how to use it later to liberate the grandson's fiancèe, and were apprehended several miles away, dragging it through the woods). Generally, there are interlocks preventing the offset of more than 95% of the mass/inertia when the unit is active. If the mecha is on the mooring stalk (such as the one the original Orguss used on the Glomaar), the mass can be reduced to practically nil. What little gravitational effect the mecha is under is offset by just the breeze blowing through the garage tunnel. In fact, in the anime one can see the Orguss just sitting there, bobbing in the breeze, when not in use.

    One special feature of most Emaan designs is that the typical mech actually has the capability to offset 2-10 times its own mass for lifting purposes, greatly increasing their combat capabilities.

  11. Additional mass effects can also be imparted by the inertial devices. AKA "(Not so) STUPID Gravity/Inertia tricks" (mostly pioneered by Kei, the human pilot of the Orguss prototype, who was one of the two idioblasts):

    a. The Tree turn-around: An attack/dodge maneuver, it is usable by any Emaan mech with at least one arm, and gravity offset active over 90%. The pilot grabs a tree (or pole, small tower, etc.), uses it to spin around to turn to any new heading (generally something resembling the opposite direction from the original course). A modified HTH strike roll is used to grab the tree, with the dodge treated as an autododge with only PP bonuses. The pilot then can fire one weapon system back at the pursuer, but with absolutely no bonuses (in fact, mini-missiles fired this way are considered as per "wild" targeting rules). Generally does little (1D6 SDC per MODIFIED mass ton of the mecha) damage to the tree, other than stripping off a few branches and leaves.

    b. The "Harvey Wallbanger": an automatic dodge using a solid surface large enough to plant a mech hand/foot on. The inertial systems counter most of the collision potential effects (including the g forces from the sudden stop and relaunch), and the mech bounces off in a different direction. Can be used to do an attack as the Tree technique above, or can be used to sucker targets into colliding with the surface (with obvious effects; generally mecha/RPA take 1D4 MD per 10 mph of speed from collisions with immovable objects, such as cliff faces, buildings, etc.) To attempt a "Wallbanger," the pilot must make a piloting check at ½ normal piloting skill to execute the appropriate spins, THEN rolls unmodified dodge and/or strike rolls as needed.

    c. The "Spin and Toss": As the inertial dampers mask the gravitic signature of the cargo, something can be grabbed, spun up to decent speed, then THROWN. Once freed, the item will resume its mass, but keep its new speed until it has time to counter it (via air resistance, contact with another object, thrust, etc.). Uses 2 attacks, 3 if the grabbed item is an unwilling combatant (Kei was fond of doing this with Chiram mecha, to take out missile volleys or tightly bunched aircraft). Damage from the object is a number of D6s in MD equal to the thrown item's tonnage times 10% of its speed in MPH.

    d. Power Punches: the inertial controls can be used to jack up punch (and kicks, for the Orguss) damage. Each increase doubles the previous damage, up to x32 damage for a 5-gee increase. However, there are major drawbacks. First of all, each additional gee of impact adds a -10% penalty to all control rolls, including a roll that MUST be made each time the mass is manipulated. Second, the mecha loses auto-dodge ability (and the special types above) when the increase is more than 2 gees. After 3 gees, it loses the ability to fly more than 20 feet off the ground. Still, the ability to punch for up to 6D6x10 MD in extremis can be useful.

Emaan M-Rover Robot Vehicle

Crew: 1

M.D.C. By Location:

      Main Body: 150                  Arms(2): 100 each
      Pilot's Compartment: 50         Hands(2): 30 each*
      Rotary Cannon: 25*              Arm Shields(2): 100 each
      Main Engines(3): 60 each        Main Cannon: 100*
      Missile Cannon Magazine*: 200

Notes: Destroying Main Body has the usual effects. Areas marked with a "*" are -5 to hit on called shots.

Engines provide thrust, and the presence of 3 thrusters gives the M-Rover incredible maneuverability. Of course, it is actually the inertial control system that gives the vehicle the ability to fly, and only by destroying all 3 thrusters will the mecha be rendered completely immobile (though a smart pilot will generally make an emergency landing after losing 2 thrusters, as effective combat control is lost.

Combat: The M-Rover is easy to use, even by a complete novice. Anyone with Pilot Jet or Pilot Hover Vehicles get their normal HTH bonuses, with a +2 bonus to dodge. If the character is actually trained in a jet or hovercraft-based mecha/RPA (including flying power armors and the NGR Dragonwing), full bonuses in the M-Rover are gained.

The bonuses for full combat training in the M-Rover are:

+2 attacks at first level
+1 attack at every level divisible by 5
No Bonus to Strike
+2 to Parry
+4 Automatic dodge
+4 to Roll with fall or impact.
Damage from attacks: 1D6 MD punch,
1D4x10+15 SDC restrained punch, 1D4 MD swat.
Capable up to +3 gee (x8) power punches,
as detailed in the standard equipment list
for Emaan mecha.

Note that only the members of an Emaan trading group that are responsible for the defense of the group will possess full training. True military pilots rarely use the M-Rover, as they consider it a training mecha.

Speed: 150 mph cruising speed, but can attain short bursts up to 225 mph for up to 1 minute.

Maximum Altitude: 10,000 feet, but generally limited to even lower altitudes on Orguss Earth, due to the dimensional tempest.

Equivalent P.S.(base): 30 (Robotic). However, note that it handles vastly greater masses in its use as a cargo hauler, due to its inertial / anti-grav systems (can haul up to 9 tons).

Length: 20 feet

Width: 12 feet

Height: 10 feet (8 feet if gatling version)

Mass: 3 tons (but generally weighing much less when active)

M-Rover Weapon Systems:

Main Armament (Choose One):

1.a. Short Range missile "Cannon": Mounted above the cockpit, it can fire single shots, or gun-like bursts of three missiles (at one target). These are not standard Palladium-style missiles, having larger warheads, but reduced range.

Rate of fire: single shots, or bursts of three. Either type of fire
counts as one attack.
Mega-Damage: As per types in Coalition War Campaign.
Range: half standard range for that type of short range missile.
Payload: 30 missiles are stored in the disk-like magazine behind the cannon.
Destroying the magazine will cause a 10 MD per missile remaining explosion
that will usually destroy the M-Rover. Luckily, it is a hard target to
strike, and is the heaviest-armored area on the vehicle.

1.b. Heavy 5-barrel gatling cannon. The major visual difference is that this cannon uses an internal magazine, so there isn't a missile magazine present on the back. However, its ammo is considerably more expensive to produce than the missile cannon's, so it is far less commonly found.

Rate of fire: Bursts only. Each counts of one attack.
Mega-Damage: 2D6x10 per 50-round burst.
Range: 6000 feet.
Payload: 40 bursts (200 rounds).

Arm Weapons (Generally the same on both arms; Choose one, or mix & match):

2.a. Arm Mini-Missiles: Mounted with nine firing vents per arm, these missiles are the self-guided types like those from the Macross II RPG. Otherwise, they are identical to standard mini-missiles in terms of performance.

Rate of fire: single shots, or volleys of 2, 3, 4, 6, 12 or 18 (all
launchers, both arms).
Mega-Damage: Standard. Typical loads are armor piercing.
Range: Standard range for mini-missiles.
Payload: 18 missiles per arm, for a total of 36.

2.b. Plasma Cannons(a) (2 per arm): These fire small plasma discs similar to those of the Robotech RPG's Invid Shock Troopers.

Rate of Fire: As pilot's combined HTH attacks.
Mega-Damage: 2D6+3 for one barrel,
    5D6 for two barrels, 1D6x10 for both arms
    volleyed together. These are generally
    used in the dogfighting role, but can be
    used in either mode.
Range: 2000 feet.
Payload: Unlimited.

Other:

3. Optional Three-barrel Gatling Cannon: This weapon is generally limited to the M-Rovers with missile launcher arms, to give it dogfighting capability. Mounted under the cockpit, it is the primary close-in weapon of the M-Rover. Some models used by the Emaan military as reserve mecha use a plasma cannon with identical stats, but unlimited payload.

Rate of fire: Short Bursts only.
Mega-Damage: 1D4x10 per burst. Spraying: a single round does 1D4 M.D.
Range: 4000 feet.
Payload: 30 bursts.

The Emaan "D-Rover"/Drifand Dee

The D-Rover is the lightest cargo-hauler/vehicle (other than the hover bikes) found in general use aboard a Glomaar. While it has arms, and a cannon for defense, it is not really suited for cargo or combat roles. Instead, it is probably the closest analogue to a family car found in Emaan society. The version described below is the 2 seat version; larger versions are made (seating up to 8), but are otherwise identical to the base model.

Type: Civilian hover car/light cargo manipulator

Crew: 1, plus 1 passenger (2 seats). Two people can squeeze into the passenger seat, if they're friendly.

M.D.C. by Location:

      Main Body: 120
      Engines(2): 50 each
      Arms(2): 50 each
      Missile Cannon: 60
      Hands(2): 20 each
      Pilot's Compartment: 100

Cargo capability: Has minimal cargo hauling ability; can only offset masses under 7 tons, plus its own, and can only travel at speeds under 30 mph when doing so.

Mass: 800 lbs.

Length: 10 feet

Height: 6 feet (7.5 with cannon)

Width: 7.2 feet

Speed: Unencumbered, can fly at speeds up to 150 mph, but usually cruises at 60 to 80 mph. See cargo notes.

Combat: Generally NOT a combat vehicle, but can be used as one in a pinch. Can be piloted with any hover piloting skill or Pilot Jet, and has a +2 Autododge (plus pilot's bonuses) and a +2 to Roll with impact.

Strength: Has a Robotic P.S. of 30.

Weapon System

(Optional: versions used exclusively in Valhalla or other cities usually aren't armed)

1. Light Missile Cannon: A lighter version of the M-Rover weapon, it uses a smaller internal magazine.

Range: As mini-missile type.
Mega-Damage: As mini-missile type.
Rate of Fire: As pilot's normal Hand
   to hand attacks (1-3 typically at
   1st level); this vehicle does not
   have a combat skill.
Payload: 16 missiles.

2. Hand To Hand Combat: Punches & swats only, as per a Robotic P.S. of 30. Can only boost punch damage 3 gees (x8), as per Emaan standard equipment rules.

The Emaan Trigon Recovery Vehicle/Drifand Dal

The Trigon Recovery Vehicle is the heaviest cargo-hauler/vehicle found in general use aboard a Glomaar. It serves in the same role as a crane and/or skyhook helicopter, hauling salvage (including wrecked mecha/RPA and tanks) back to the Glomaar. It has the capability of folding its arms underneath it, becoming a large "tank".

Type: heavy cargo manipulator

Crew: One.

M.D.C. by Location:

      Main Body: 250
      Heavy PBC mount: 100
      Arms(3): 150 each
      PBC barrels(3): 25 each
      Hands(3): 60 each
      Pilot's Compartment: 100

Cargo capability: Has the best cargo hauling ability around; can offset masses (in addition to its own) up to 100 tons.

Mass: 15 tons, but always keeps a minimum of 10 tons compensated.

Length: 22 feet (30 feet in tank mode)

Height: 30 feet (16 feet in tank mode)

Width: 15 feet (10 feet in tank mode)

Speed: Unencumbered, can move at speeds up to 30 mph, but usually cruises at 6 to 8 mph; when hauling more than 50 tons, cannot move faster than 10 mph.

Combat: NOT intended as a combat vehicle in its carrying mode. In fact, when carrying any cargo (other than something that actually FITS into one hand, like a person), the vehicle cannot parry or dodge. However, if something should get in its way, or be foolish enough to engage it in HTH, the Trigon will tear it to pieces.

Strength: Has a Robotic P.S. of 40, for each arm. Capable of the 5 gee boost.

Weapon System

(Versions used exclusively in cities usually aren't armed)

1. Tri-Barrel Particle Beam Cannon: Each barrel has a maximum ROF of 4 per melee round, but this generally won't come into play.

Range: 3 miles.
Mega-Damage: 2D4x10 per barrel. All three
   barrels can be fired near-simultaneously
   as a burst (1 attack), doing 4D6x10.
Rate of Fire: As pilot's normal HTH attacks
  (1-3 typically at 1st level); this vehicle
  does not have a combat skill.
Payload: Unlimited.

2. Hand To Hand Combat: Punches, swats and crush/tears only.

A Swat does 3D6 MD (can be restrained, as a restrained punch for a 40 PS)

A 1-handed crush/tear does 5D6 MD.

A 2-handed crush/tear takes 2 actions, but does 1D6x10 MD, and can be held (roll damage each action) until the victim breaks free. Breaking free requires a roll of 1D20 plus victim's PS [½ PS if not supernatural or robotic], greater than 40.

A 3-handed crush/tear takes three actions, but does 2D4x10 MD. It can be held as above, except that the roll needed to break free is the Victim's PS+1D20 must be greater than 60.

Punches do 5D6 MD, but are -2 to hit, -2 for each additional gee put into damage enhancement. Can boost punch damage a full 5 gees (x32, or a total damage roll of 16D6x10 MD!), as per Emaan standard equipment rules. Of course, such attacks are generally done only against structures (a -12 to hit is a bit much to overcome against a moving target =)~

The Emaan Fighter

This mecha is the standard fighter craft found in the Emaan defense forces, and is generally not found in the hands of traders. Its coloration is blue and yellow, and is a more sleeker craft than the rovers. Unlike the M-Rover, its arms are always deployed for use, with a default setting about 45 degrees from vertical, away from the body. Its armament, while not as varied as the M-Rover, is more geared to its role as a dedicated fighter; the M-Rovers have more toughness and variety, as they have to function far from home, without any hope of reinforcements, while the fighter is used primarily by large Emaan settlements and from Emaan hover carriers. While an excellent craft in its own right, by the end of the Orguss series, it was slowly being replaced in the strike roll by scratch-built copies of the Orguss, though it was still being used heavily in air superiority combat.

Type: Combat aircraft/mecha

Crew: 1.

M.D.C. by Location:

      Main Body: 200                Main Engines(2): 30 each
      Lower Arms(2): 90 each        Shoulders/Missile Pods(2): 75 each
      Hands(2): 30 each             Tri-laser Cannon: 60
      Pilot's Compartment: 100      Secondary Engines(2): 30 each

Cargo capability: Has minimal cargo hauling ability using its hands; can only offset masses under 1 ton, plus its own, and can only travel at speeds under 30 mph when doing so.

Mass: 1.6 tons

Length: 13 feet

Height: 6 feet (7.5 with cannon)

Width: 9 feet, plus arms (fully extended, width is 30 feet)

Speed: Unencumbered, can fly short bursts at speeds up to 400 mph, but usually cruises at around 250 mph. Of course, it can go as slow as needed.

Combat: Can be piloted with any hover piloting skill or Pilot Jet. Basic Combat is the same as the M-Rover. Elite Combat is as follows:

+3 attacks at 1st level (+1 additional at 6th & 12th)

+3 to Parry

+5 Autododge (plus pilot's bonuses)

+5 to Roll with impact.

Strength: Has a Robotic P.S. of 30.

Weapon Systems

1. Tri-Laser Cannon: A weapon very similar to that of the Robotech Southern Cross Logan Veritech.

Range: 8000 feet.
Mega-Damage: 3D4x10 MD; a strafing run counts as two attacks, but requires
a separate attack roll against each target, and does only 1D4x10 MD
to each hit target in the path.
Rate of Fire: As pilot's combined HTH attacks (typically 5-6 at 1st level,
in the hands of a trained pilot).
Payload: Unlimited.

2. Mini-Missile Launchers: These use the Emaan guided mini-missiles. They are mounted behind the cockpit. Mounting the passenger pod (below) requires removing the launchers.

Range: Varies by type.
Mega-Damage: Varies by type.
Rate of Fire: Volleys of 2, 4 or 6. Always fires equal numbers from both
shoulders. Each volley, regardless of size, counts as 1 attack.
Payload: 12 missiles per shoulder, for a total of 24.

3. Hand To Hand Combat: Punches & swats only, as per a Robotic P.S. of 30. Can only boost punch damage 3 gees (x8), as per Emaan standard equipment rules.

4. Optional Use of a cargo pod: The fighter can mount a streamlined pod pointing rearward, behind the cockpit. This pod can be used to carry two passengers, and can be equipped with a full suite of electronic intelligence or electronic counter-measures equipment, as needed for a mission, to be used by those passengers.

Emaan Orguss Prototype/Orguss Drifand Nebo

The first Orguss prototype was constructed from the remains of Kei's severely damaged Terran Freedom Space Corps Bronco II Fighter/Gerwalk, combined with spare and salvaged parts from Emaan M-Rovers. The end result was a multi-form craft similar to Robotech Veritechs & Macross II Valkyries, but with a fourth mode consisting of the Battloid body attached to the legs, which were folded up in a hover platform configuration (similar to those of the Southern Cross Hovertank, when the VHT/Spartas is in vehicle mode). In fact, one has to wonder how much of an inspiration the VF-1J Valkyrie was on the design, as we see a crate labeled as such in the hold of the Glomaar at one point in the series. One can only assume that its alien technology was too much even for the Emaan to try to take out of its shipping crate and assemble.

Later on, after contact is made between the Glomaar and Valhalla, a mass-produced, slightly weaker version is put into production, supplementing the fighters of the Emaan air forces, if not replacing them. One other variant also existed, after the other idioblast (Olsen Bern) came over to the Emaan side, incorporating parts from Olsen's Nikick into an Orguss (the irony being, the Nikick was a tri-modal Fighter/Gerwalk/Battloid developed by the Chiram as an answer to the Orguss). The custom version is not described here; only the Prototype and mass-produced version.

Crew: 1

M.D.C. By Location:(numbers in "[ ]" are in mass-production Nebo model)

    Main Body: 300[250]             Arms(2): 150[100] each
    Upper Legs(2): 100 each         Lower Legs(2): 100 each
    Head(Sensors): 50**             Hands: 40[30] each*
    Shield(Right arm): 250[200]     Wings: 150 [125] each
    Wing/Hip Engines: 100 each*     Right Arm Cannon: 150[100]*
    Underwing Engines(2): 60 each   Head Sensor Cover: 50** 

Notes: Destroying Main Body has the usual effects. Areas marked with a "*" are -5 to hit on called shots.

** Head Sensor Cover found only on the Orguss Prototype and Olsen's custom.

Engines provide thrust, and the presence of up to 6 thrusters (two in legs, two in rear torso in Gerwalk form, and the two wing/hip thrusters) gives the Orguss incredible maneuverability. Even without the inertial control system, it is a capable fighter, though its fighter mode would be lessened greatly due to drag (that the combination of mass reduction and high thrust more than compensates for, normally). It is not generally possible to disable the Orguss by eliminating all its thrusters, as two are only exposed in Gerwalk mode, and disabling the other four usually requires enough collateral damage to destroy the entire mecha.

Combat: The Orguss is a much different ride than any of the other Emaan designs, for two reasons. First is the presence of legs. The second is that the Bronco II fighter was a high-performance aircraft the likes of which were dangerous to use on the Orguss Earth, due to the Tempest, and the Orguss was in many ways overpowered for its intended use. Only persons with experience in such craft could easily adapt to its use (such as Kei and Olsen). All others used to only Chiram Gerwalks (other than the Nikick) or Emaan craft take much work to get used to the set-up (i.e. Full/Elite combat costs double).

Basic Combat has bonuses identical to the Robotech RPG's Basic combat for the Alpha Veritech, only with autododge instead of normal dodge (no dodge in Tank mode).

Mecha Combat Elite - Orguss

2 Additional attacks per round
+2 to Strike
+2 to Parry
+2 to Normal dodge in Tank mode
+3 Automatic Dodge in Battloid & Jet modes
+5 Automatic Dodge in Gerwalk mode
+3 to roll with punch, fall or impact
Add one additional attack at level five.
Add one additional attack at level ten.
Melee combat Damage:
   Punch: 3D6 M.D., Kick: 5D6 M.D.,
   Power Punch (2 attacks): 6D6 M.D.,
   Leap Kick: 1D6x10 M.D.C.,
   Parry/Attack(Shield Bash): 3D6 M.D.,
   Body Block/Tackle: 3D6 M.D.,
   Body Flip/Throw: 2D4 M.D.

Note that, prior to the Emaan/Chiram alliance against the Mu, Emaan pilots had only Basic combat in the Orguss, and only Chiram trained in the use of the Nikick could operate an Orguss at basic proficiency. By the time of the final assault, 30% of the elite Emaan, and 3% of the Chiram Nikick pilots, had qualified on the Orguss to the point of being considered to have Elite training, and even then the Chiram continued to use the Nikick only.

Speed - Jet Mode: Capable of Mach 3, but rarely taken above 500 mph on Orguss Earth. Cruising speed is 400 mph. Note that failure of the inertial control system at mach speeds will almost certainly (96%) result in the breakup of the mecha, as it is only the inertial controls that reduce the effects of drag to where the ungainly craft can even break the sound barrier.

Gerwalk Mode: Hover Stationary to 450 mph. Cruising speed in Gerwalk is 150 mph. Walking in Gerwalk limited to a clumsy 10 mph (better off using standard Gerwalk ground-effect hover movement like Veritechs & Valkyries).

Hovercraft "Tank" Mode: 100 mph maximum.

Battloid Mode: Running 80 mph, flying 100 mph.

Maximum Altitude: None (in ANY mode), due to inertial controls, but generally limited to lower altitudes, due to the dimensional tempest.

Equivalent P.S.(base): 40 (Robotic). However, note that it can handle vastly greater masses, due to its inertial/anti-grav systems (up to 30 tons).

Dimensions: (Battloid/Gerwalk/Jet/Tank)

Length: 10/17/22/30 feet

Width: 9/30/30/9 feet

Height: 22/16/9/14 feet

Mass: 12 tons (but generally weighing much less when active)

Orguss Weapon Systems:

1a. Short Range missile "Cannon"(Nebo model): Mounted on the arm in Battloid & Tank modes, the exterior of the legs in Gerwalk mode, and underneath the back carapace/thruster unit in Jet mode. Cannot be fired in Jet mode. It can fire single missile shots, or gun-like bursts of three missiles (at one target). These are not standard missiles, having larger warheads, but reduced range.

Rate of fire: single shots, or bursts of three. Either counts as one attack.
Mega-Damage: As per types in Coalition War Campaign.
Range: half standard range for that type of SRM.
Payload: 30 missiles are stored in the disk-like magazine behind the cannon.
Destroying the magazine will cause a 10 MD per missile remaining explosion
that will usually destroy the Orguss. Luckily, it is a hard target to
strike, and is the heaviest-armored area on the vehicle.

1b. Combination Missile/Ion Cannon(Prototype only)(b): Mounted identically to the cannon of the Nebo model, the missile launcher part of the system is identical in all respects. Unlike the M-Rover weapon it is based on (and the Nebo's weapon), it also has an ion cannon at the base of the barrel, that can be fired instead of the missiles, but switching between the two firing modes takes one action.

Rate of fire: single shots, or bursts of three. Either counts as one attack.
Mega-Damage - Missiles: As per types in Coalition War Campaign.
Mega-Damage - Ion Cannon: 2D4x10 per shot; bursts not possible.
Range - Missiles: half standard range for SRMs, by type.
Range - Ion Cannon: two miles (10,560 feet).
Payload: 18 missiles are stored in the disk-like magazine behind the cannon.
Destroying the magazine will cause a 10 MD per missile remaining explosion,
doing full damage to the part of the Orguss it is attached to, and ½
damage to every other exposed part of the mecha. Luckily, it is a hard
target to strike, and is the heaviest-armored area on the vehicle. The Ion
Cannon has a conditionally unlimited payload, with its power capacitor
holding 30 shots, that regenerate 1 shot per 10 minutes.

2. Arm Mini-Missiles: There are two firing vents per arm, only one of each is usable in Gerwalk and Jet modes. They use the same missiles as the M-Rover.

Rate of fire: single shots, or volleys of 2 (one per arm) or 4.
Mega-Damage: Standard. Typical loads are armor piercing.
Range: Standard range for mini-missiles.
Payload: 9 missiles per arm, for a total of 18.

3. Plasma Cannons(a) (2 per arm): These fire small plasma discs similar to those of the Robotech RPG's Invid Shock Troopers.

Rate of Fire: As pilot's combined HTH attacks.
Mega-Damage: 2D6+3 for one barrel, 5D6 for two barrels, 1D6x10 for all
four barrels volleyed together.
Range: 2000 feet.
Payload: Unlimited.

4. Optional replacement of the Missile cannon with a heavy 5-barrel gatling cannon. As the M-Rover, but rare. Generally reserved for Nebo models intended for anti-aircraft duty, especially late in the conflict with the Mu.

Rate of fire: Bursts only. Each counts of one attack.
Mega-Damage: 2D6x10 per 50-round burst.
Range: 6000 feet.
Payload: 40 bursts (200 rounds).

5. Wing Missiles: The Orguss has three hard points per wing, the innermost of which are generally reserved for the wing/hip engines. The other two hard points per wing with pylons of 3 medium range missiles each.

Rate of fire: Singly, or volleys of 2 (one/wing) or 4 (one/pylon).
Mega-Damage: As per CWC Medium Range Missiles. Typical loads are armor
piercing, plasma or multiple warhead.
Range: Standard range for mini-missiles.
Payload: 3 missiles per pylon, for a total of 12.

6. Hand to Hand Combat: Punch: 3D6 M.D., Power Punch (2 attacks): 6D6 M.D., Kick: 5D6 M.D., Leap Kick: 1D6x10 M.D.C., Parry/Attack(Shield Bash): 3D6 M.D., Body Block/Tackle: 3D6 M.D., Body Flip/Throw: 2D4 M.D. Can only boost punch damage 3 gees (x8), as per Emaan standard equipment rules.

Anime Side Notes for the Emaan Mecha:

(a) I changed the arm cannons from pulse lasers, to plasma cannons, as the weapons when fired did not look like lasers, by any means.

(b) Once again, the animators screwed up, drawing the cannon of the Orguss as a projectile/missile weapon one minute, an energy weapon the next. So, I took the logical step and made it both. This problem also presents itself with the Ishkick mecha of the Chiram (see that file), where I handle the problem in a slightly different manner.