Wednesday, July 24, 2019

Robomeck RPG: Robomeck Mecka-Space War III-EEF Typhoons, Other Craft, Troopers

Robomeck RPG Index

Typhoon (Motorcycle armor suit, ground combat)
Needing to make the most of their limited personnel, the EEF developed the Typhoon motorized armor system for its ground troops.  The cycle mode would give them great speed in deployment.  In battler mode, it could deal out impressive damage with tremendous maneuverability.  It was compact enough to be stored as an emergency vehicle in a Delta.  Several different types were developed with various weapons packages, which were interchangeable for different missions and personal tastes.  The Heavy was the main combat model, the Cutlass was a stealth unit, and the Light model for reserve personnel, though they were basically all the same, except for styling.

The Hive focused mostly on air superiority, which made beating them from the ground a tough proposition in straight-up combat.  Upgraded Battlemecks* and Legionnaire Tanks were in the EEF’s initial compliment, but fell out of favor against the fast-moving and numerous Hive troops.  Actually, the ground game against the Hive tended to be of a covert nature, where Typhoons and even non-mecka-using troops were valuable.  (The Hive seemed to have a complete blindspot in trying to deal with small partisan forces.  Where fleets failed, little rebel groups could take out entire Mounds.) 
 
“*” I’m not stating out those EEF Battlemecks.  They’re not worth the effort frankly.  I could be persuaded otherwise, but just use the older models in the meantime.

Mecka HP: 5
(In either cycle or battler mode, a DC 12 Pilot Check is required to survive the destruction of the mecka)
Mecka Armor Class: 10 + Dex Bonus + ½ level
Speed: Cycle F, Battler M run*, S hover
‘*’ For a normal combat encounter, not long-distance running. 
Sensors: S Range Radar
Special: Must be wearing EEF body armor to transform into Battler mode.  If riding in cycle mode, damage goes to the cycle first unless there’s a Called Shot on the rider.

Typical NPC Stats
Level: 1, +2 Int, Dex
MAC: 13 (Base 10, +2 Dex, +1 ½ level)
To Hit: +3 ranged (+1 level, +2 Dex), +2 HTH (+1 level, +1 Str from Typhoon armor)
Pilot Check: +2 (+1 ½ level, +1 (+2 Dex, 0 Wis)/2) 

Heavy Type
Unarmed M1+1
Beam Gun M1d4, S, 10 shots, recharged in 1 turn attached to Typhoon
Beam Cannon M1d6, M, 5 shots, recharged in 1 turn attached to Typhoon
Rail Cannon M1d8, L, 4 shots, 2 extra clips of shells
4 Mini Missiles M1d6 per missile, M, can fire 2/rd, 8 extra missiles, 1 turn to reload

Cutlass Type
Vibro-Sword M1d2+1
12 Micro Missiles (chest battery) M1d4 per Micro Missile, can fire all 12/rd, S, 24 extra missiles, 1 turn to reload

Light Type
Unarmed M1+1
Rocket Cannon (6 Micro Missile clip) M1d4, 1/rd, M, 12 extra missiles, 1 rd to reload 

Ranges listed are for personal combat, not giant-sized mecka-level combat.  Missiles and guns may be used in cycle mode, but only when stationary.  Use of attached weapons requires the Typhoon armor’s mechanical strength boost.  Using them without the Typhoon will be without any attack bonuses.


Armored Transport
This was standard military-issue truck used on various battlefields.  Oddly, the EEF favored old-fashioned, conventionally fueled wheeled vehicles over the advanced hover vehicles used by the stingy ANS. 

MHP: 10
MAC: Base 11+ ½ level
Speed: M
Capacity: 1 driver, up to 10 passengers or cargo

Optional Armaments:
Impact Cannon M1d6, S, 10 shots (took the place of the shotgun seat)
20 Mini Missile Battery M1d6 per missile, M, can fire all in 1/rd, but can only target 10 opponents at a time, 1 turn to reload (took the place of cargo or passengers in the back)


Orbital Troop Transport “Swan” (Drop Ship)
Troops who survived trans-orbital combat deployment in these craft had a more colorful name for them, but we’ll go with “Swan,” as it described the long white wings and graceful neck leading to the bridge.  It might be charitable to say these vessels were not really designed for orbital combat landings.  “Graceful” is a word you might want to apply to a good-looking fighter aircraft, not to transports depositing troops into a “hot” LZ.

As you might guess from its lack of armaments, the Swan was in fact a militarized version of a civilian space transport.  It was actually in use before Space War I, helping to build the orbital platforms.  The design was dusted-off by the EEF and put into mass production.  Like many other EEF weapons systems, its use did not anticipate fighting swarms of the Hive and they were stuck with them.

Contrary to the apocryphal reports by pilots, the Swans were well-designed to enter planetary atmosphere from space.  They just weren’t designed to do it while being shot at or having a couple of Hive Drones snapping their necks.  Squadrons of Deltas were supposed to be ruling the airspace around drop zones allowing for easy insertion.  Even the addition of a heavy escort fighter to its standard deployment was considered unnecessary overkill.  (The Boomer attached to the craft could not be rearmed by it or reattached in combat; it was just for defense before landing.)            

Mecka HP: 100, Called Shots: Cockpit 10, Engines 40, Cargo Pods (2) 40
Mecka Armor Class: Base 10 + ½ level
Speed: M (VF at max burn.  Can breech orbit, but cannot maneuver)
Sensors: L Range Radar
Crew: 6 piloting crew, 2 service crewmen for the fighter and the pods
Defense: 1 assigned Delta/Omega “Boomer” fighter
Pod Payload: 50 Typhoon troops or 100 support personnel or cargo.  Pods can be detached immediately upon landing for quick “dust-offs.”

Typical NPC Stats
Level: Fourth level pilot/captain and co-pilot, +2 Int, Dex (the rest of the crew would be first or second level techs)
MAC: 12 (Base 10 +2 ½ level)
Pilot Check: +3 (+2 ½ level, +1 (+2 Dex, 0 Wis)/2)


Tactical Transport/Destroyer “Orca” (Troop/Mecka transport and Escort ship)
Much of the fleet funding for the EEF was lavished on the SDC-3, a refurbished Zee cruiser.  The other ships of the line had to fulfill multiple functions to be on budget.  Thus the large Shogun class battleship/carriers were conceived.  (These would later be retired in favor of the Kusanagi class ships, which featured quick launch silos for their Delta fighters).  Along those lines, the “Orca” destroyer class vessels also doubled as the main fleet transport.  These ships lacked the ability to fold themselves.  They were transported long distances by other capital ships’ fold bubbles. 

The combat profile of these ships may have been a bit doubtful in their initial configuration.  Essentially they were there to fire Proto-Warhead missiles (instead of loading them on fighters) and to sacrifice themselves to the save the carriers in close combat.  The ship’s turret and small carrier capacity were add-ons.  Against the Hive, these ships were severely underequipped to handle anti-fighter operations.  The turret was questionably modified to fire scattershot and loads of missiles replaced the Proto-Warheads in the magazine.  Any craft getting inside short range though was going to cause trouble.  Their own fighters had to stay close to protect the ship.  

The large numbers of Orcas produced and their utilitarian design led to their use in other functions, such as scientific, reconnaissance, and security pickets.  (Later versions would incorporate a large phase cannon in the nose, which is not detailed here.)  In their transport function, the Orcas were not designed to make combat landings from orbit.  They were simply too slow and bulky in an atmosphere to be anything other than a large target.  These ships would drop payloads only after a landing zone had been completely secured.     

Mecka HP: 1000, Called Shots: Bridge (center top) 30 (there is a secondary bridge near the engines), Engines 100, Hanger 200, Main Turret 40, AA Turret 20, Targeted patch of hull (mecka-sized) 20 
Mecka Armor Class: Base 10 + ½ level in space, Base 10 in atmosphere
Speed: M (VF at max burn.  Can breech orbit, but cannot maneuver or attack), S in atmosphere
Sensors: VL Range Radar (A Mega Wave com and other types of long-range sensors can be added in place of the Delta hanger for the reconnaissance or science models)
Crew: 55 crew
Fighter Capacity: 6 Delta fighters.  They could launch in combat, but could not recover fighters under fire.  They also had a limited re-arming capacity onboard, only one complete missile reload per fighter.
Transport Payload: 10 Battler mode mecka, 100 Typhoon troops, 200 support personnel, or cargo.

Triple Barrel Turret M3d6x10, VL, anti-ship, M3d10, L, anti-fighter scatter shot (can effect up to 3 targets grouped together, each will take full damage on a hit, but will take ½ damage with a DC 12 Pilot Check)

Forward Anti-Fighter Turret M2d10, M
6 Missile Launch Tubes (can be fired simultaneously)
  120 Short Missiles M1d8 (+1/missile volley), S
  72 Medium Missiles M1d10 (+1/missile volley), M
  36 Heavy Missiles M1d12 (+3/missile volley), L
  Or 12 Proto-Warhead Missiles (in place of Heavy and Medium Missiles) M1d4x100 (+100/missile volley), L, these were not typically loaded, except by special order  

Typical NPC Crew Stats
Level: Fifth level pilot and co-pilot, third level weapons officers for each system +2 Int, Dex (There would be at least four pilots on board with a separate captain and exec.  The rest of the crew would be first or second level techs and five security officers in Battler Typhoon armor with Beam Guns.)
MAC: 13 (Base 10 +3 ½ level)
To Hit: +5 (+3 level +2 Dex)
Pilot Check: +4 (+3 ½ level, +1 (+2 Dex, 0 Wis)/2)


EEF Troopers
The first stats are for a typical first level guard or grunt.  Special Forces types and junior level officers are listed second, consider them at fifth level.

The EEF, trying to improve the survivability of its limited number of troops, created and issued body armor that could absorb M-level damage.  The wearer can still be killed by regular fire, but can take quite a bit of damage. 

Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
1st
+1
+2
+0
+0
2nd
+2
+3
+0
+0
3rd
+3
+3
+1
+1
4th
+4
+4
+1
+1
5th
+5
+4
+1
+1
6th
+6
+5
+2
+2

Stats:
+1 Str, Con, Dex
+1 Int, Wis, Cha, +2 Str, Con, Dex
Level: 1/5
HP:  11 (d10)/ 40 (d10)
EEF Body Armor MHP 2, this armor will absorb up to 10 hp of regular gunfire damage/rd, anything over that go to the wearer’s hp.  +2 to AC.  While scratched by regular damage, M-Level is permanent.  The armor is ruined if depleted of MHP. 
Armor Class:
14 (Base 10 +1 Dex +1 1/2 level +2 Armor)
17 (Base 10 +2 Dex +3 1/2 level +2 Armor)
Melee to hit:
+2 (+1 level, +1 Str)
+5 (+5 level, +2 Str)
Ranged to hit:
+2 (+1 level, +1 Dex)
+7 (+5 level, +2 Dex)
Saves:
Fort +3, Ref +1, Will 0
Fort +7, Ref +4, Will +3

Melee:
HTH Trained 1d2+Str, possible KO on 18 and up attack roll
Shock Wand (for MP’s) DC 12 Fort Sv or KO 1 turn, 10 charges
Knife 1d6+Str

Ranged:
G3 Personal Weapon System: This was the EEF standard-issue weapon.  It had three modes of fire
Normal Damage Mode, effectively unlimited ammo, S in pistol, M with rifle stock, can fire at L range with stock, but only single shots (sniper)
2d8 single shot
2d8 x 1d2 burst (DC 12 Ref Sv ½ damage)
2d8 x 1d2 spray (+0 to hit), up to 3 adjacent targets (DC 12 Ref Sv ½ damage)
M-Laser Pistol M1, 10 rds/clip
M-Laser Rifle (with rifle stock) M1d2, 15 rds/clip

Grenade 4d6, 10’ area (up to four targets grouped together, each target takes full damage, ½ damage with a DC 12 Ref Sv), S, Grenade Launcher M, 1 shell chamber
Cobalt Grenade M1, S, affects 10’ area, (up to four targets grouped together, each target takes full damage, but can survive with a DC 12 Ref Sv), thrower will need cover or will be in the blast
Note: This overpowered thrown weapon will likely kill any unarmored opponent in the blast radius.  Yes, this is essentially “save or die.”  Those making the saving throw are at 0 hp and knocked unconscious for 1 turn.  Armored opponents making the save will still be knocked out for 1 rd. 

Rocket Launcher M1d6, L, single use (cannot be used at S range without taking full damage)
Cobalt Mine M2d4, can use timer or remote detonator, user needs cover and to be well away from the detonation or will likely be killed in the explosion.
Note: These powerful mines are usually used against a single mecka, a vehicle, or a building.  Moving targets are allowed a DC 12 Pilot Check for ½ damage.  If a vehicle is destroyed by a mine, the occupants are usually killed with it (except for using FP or XP).  A flimsy building will likely be destroyed.  A large or fortified structure will have a large hole blown in it. 

Tuesday, July 23, 2019

Robomeck RPG: Robomeck Mecka-Space War III-EEF Mecka Deltas and Omegas

Robomeck RPG Index

Delta Fighter (Air/Space fighter)
This was the next generation of meckatech fighter developed for warfare against the Overlords and any Zee still loyal to them.  (Specifically, it was made to combat the Quad Armor head-to-head.)  The superior armor, payload, and speed of the fighter should make them more than a match against whatever the Overlords could field against them.  There was the one trade-off; longer ranged missiles were sacrificed for a higher quantity of shorter-ranged missiles. 

The EEF was badly shocked by the presence of hostile Hive forces at the Overlords’ homeworld, whom they did not imagine fighting.  Leadership may have had some thoughts of allying with them against the Overlords, regardless of friendly Zee warnings.  Hive swarms could quickly overrun Deltas with the short range of their missiles.  From that point, the EEF had to adjust their tactics until the Black series fighters were developed.

Deltas and Omegas were not equipped with any HTH weapons.  So confident of the meckas’ missile capabilities, designers didn’t even initially include a gun pod on the Delta.  Command had to insist on one before full production started.  This was why it was jammed under the right wing instead of integrated.  While more powerful, the gun pod had to be compact to fit into the space, so it is unusable in HTH combat, doing so will ruin it.  (Note: The series did show the Delta having a pair of nose lasers, but I don’t think they were used in the show itself, so I’m ignoring them.) 

The Delta has three modes of operation.  In the flight mode, it looks like a fighter aircraft.  In hover mode, the arms and legs are deployed, but it is still capable of flight.  In Battler mode, it assumes full humanoid robot form.

Mecka HP: 20
Mecka Armor Class: Base 11 + Dex Bonus + ½ level
Speed: Fighter F, Guardian S hover, Battler M run
Sensors: M Range Radar

Typical NPC Stats
Level: 1, +2 Int, Dex
MAC: 14 (Base 11, +2 Dex, +1 ½ level)
To Hit: +3 (+1 level, +2 Dex)
Pilot Check: +2 (+1 ½ level, +1 (+2 Dex, 0 Wis)/2) 

Unarmed M1d2+2
Gun Pod-XX M1d8, S, 10 Bursts, any mode, 2 extra clips
60 Short Missiles M1d8 (+1/missile volley), S
Note: a collapsed Typhoon cycle was stowed behind the cockpit of all types of Delta fighters as an emergency vehicle.


Delta Black Fighter (Stealth Air/Space fighter)
When it was discovered that the Hive were homing in on the Proto-fuel in their mecka, the EEF immediately set about trying to cloak that energy signature.  With the “help” of some of their Liberator allies,* the Black stealth system was developed.  It allowed the Delta to be the devastating quick strike weapons system it was designed to be against the Hive.  Regrettably, once engaged in combat, the Deltas were still open to being overrun by overwhelming numbers, but at least they could retreat safely.  The gun pod was also replaced with an energy weapon which was capable of blowing holes in Hive Mound force fields.     

* I’m going to sidestep discussing the direct-to-video movie, which I loved.  I am not prepared to try to unpack the mecka and weapons from it for this game.

Mecka HP: 20
Mecka Armor Class: Base 11 + Dex Bonus + ½ level
Speed: Fighter F, Guardian S hover, Battler M run
Sensors: M Range Radar
Special: This mecka is effectively invisible until it comes into S range against all types of opponents.  It will always attack from surprise against Hive opponents and will have initiative in combat over them in any combat rd.  If the mecka retreats beyond M range out of combat, it will effectively disappear.   

Typical NPC Stats
Level: 1, +2 Int, Dex
MAC: 14 (Base 11, +2 Dex, +1 ½ level)
To Hit: +3 (+1 level, +2 Dex)
Pilot Check: +2 (+1 ½ level, +1 (+2 Dex, 0 Wis)/2) 

Unarmed M1d2+2
Phase Gun Cannon 1d12, S, 10 shots, any mode, 2 additional clips, it will also blow a mecka-sized hole into any force field for 1 rd.
60 Short Missiles M1d8 (+1/missile volley), S


Omega Bomber (Air/Space fighter, booster for Delta Fighter)
The Omega was initially developed as a transformable bomber unit.  In testing, the unit was unsatisfactory in performance.  It would be redesigned to mate with the Delta Fighter as a space booster unit.  It was thought it would make the Delta more successful by doubling its missile capacity and giving it a longer range punch, especially against capital ships and stationary ground targets.  Against the Hive however, it mostly just added unnecessary bulk and slowed the Delta down. 

Omegas were not produced in large numbers, perhaps only one for every 10 Deltas.  After the war with the Hive began, production was halted as they were not deemed as useful as Deltas.  Omegas were only deployed mated with Deltas.  For the most part, the Omega section would be left unmanned in combat, as pilots were at more of a premium than mecka for the EEF.  Though it was still functional as an independent unit, the Omega was seldom used as such, basically only when necessary and an excess of pilots was present.  Certainly mecka pilots preferred Deltas overwhelmingly.


Note that the maximum payload for the Omega is listed.  The Proto-Warhead weaponry would only be loaded for action against capital ships and hardened terrestrial targets (like Hive Mounds).  Typically, a full payload would only be loaded before a major engagement.  The bomb bay could hold a few passengers or cargo instead.
 
The Omega had three modes of operation.  In the flight mode, it was a completely unrealistic-looking aircraft.  In hover mode, it became more absurd as it deployed its legs.  Finally, in Battler mode, it deployed its arms and turned into a ridiculous-looking robot, the kind of robot that has a teenaged pilot shouting out commands to operate its weapons systems.  

Notes: Who thought this was a good idea?  I was tempted to leave this one out.  It’s the ugliest mecka on the show in any mode.  It’s so completely un-aerodynamic.  How does it fly in an atmosphere?  As a space booster it makes some sense.  As a transformable fighter on its own, it’s laughable.  

Mecka HP: 25
Mecka Armor Class: Base 11 + ½ level
Speed: Fighter M (VF at max burn.  Can breech orbit or escape combat, but cannot maneuver or attack), Hover S, Battler S run
Sensors: L Range Radar

Typical NPC Stats
Level: 1, +2 Int, Dex
MAC: 12 (Base 11, +1 ½ level)
To Hit: +3 (+1 level, +2 Dex)
Pilot Check: +2 (+1 ½ level, +1 (+2 Dex, 0 Wis)/2) 

Unarmed M1d2+3
Internal Gun Pod-XX Cannon M1d8, C, Built-in to fighter, 20 Bursts, fighter mode only

60 Short Missiles M1d8 (+1/missile volley), S
10 Medium Missiles M1d10 (+2/missile volley), M
2 Proto-Warhead Missiles M1d4x100 (+100/missile volley), L
2 Proto-Warhead Bombs M1d6x100 (+100/bomb volley), can be dropped at L range in gravity, can be ejected in space at C range with a 1-rd timer to escape, fighter mode only
(Note: These are basically tactical nukes, only lacking a radiation signature.  They are not suitable for air-to-air combat between mecka.)


Omega Black Bomber
Has the same stealth characteristics of the Delta Black Fighter, but still has the Gun Cannon, instead of the Phase Cannon. 


Combined Delta/Omega Fighter/Bomber “Boomer”
While a very potent package, this fighter/bomber combination was ultimately hobbled by design compromises.  It had a long range and could reach orbit from the ground and reenter atmosphere from space.  It had a longer range punch and double the short range missile capability than just the Delta for air-to-air combat.  Unfortunately, in close range combat, the Boomer was slower, less maneuverable, and a bigger target.  Against the Overlord or Zee forces, it probably would have been fine.  Against swarms of Hive fighters, it tended to attract too much attention and would get overwhelmed.

The Boomer was really meant to be a space bomber against armored satellites and capital ships.  It even had enough firepower to be its own escort to target.  Unfortunately, this was a very specific function in the wrong war.  Leadership was already leery of equipping fighters with expensive Proto-Warheads.  They were too vulnerable and too often pilots ended up inside the blast radius.  Better to arm warships with them.  They could have been used against Hive swarms at a long distance, but not efficiently or with much success, though Hive carriers would be a good target before they deployed fighters. 

These craft had such a huge missile capacity, that they were seldom completely armed.  They weren’t just missing Proto-Warheads, but tens of cluster missiles as well.  They might be fully armed at the start of a battle, but seldom fully rearmed in the engagement.  Boomers were often deployed at the tip of the spear of major battles, hoping to get in as many strikes as possible.  They were also used to escort vulnerable troop carriers alone to free up squadrons of Deltas to engage enemy fighters.  With its L Range radar, they were often deployed as “Eagle Eyes” for squadrons in the field with the Omega pilot serving as a RIO.                 

Normally, they were deployed with a single pilot in the Delta.  If both cockpits are manned, only one pilot would be in control of the craft.  A pilot in the Omega would only be in control if the Delta pilot was incapacitated or delegated control.  The craft could be split into two in combat if both are piloted, though they can only be mated outside of combat.  The Delta can still transform into its modes while attached to the Omega and looks really awkward.   

Mecka HP: 30
Special: Damage is assumed to be taken to the Omega unit first, unless a Called Shot is made on the Delta.  After 15 MHP or more of damage, the Omega unit and its payload will be unusable and shutdown.  It will have to be jettisoned at that point in order to continue flying.  If the Delta specifically takes 10 MHP of damage, its payload will be unusable and Speed will be reduced to S.  It can be unloaded, as long as there is an Omega pilot.   
Mecka Armor Class: Base 11 + ½ level
Speed: Fighter M (VF at max burn.  Can breech orbit or escape, but cannot maneuver or attack), Guardian (Delta only) S hover, Battler (Delta only) S
Sensors: L Range Radar

Typical NPC Stats
Level: 1, +2 Int, Dex
MAC: 12 (Base 11, +1 ½ level)
To Hit: +3 (+1 level, +2 Dex)
Pilot Check: +2 (+1 ½ level, +1 (+2 Dex, 0 Wis)/2) 

120 Short Missiles M1d8 (+1/missile volley), S, combined payload of both craft
10 Medium Missiles M1d10 (+2/missile volley), M
2 Proto-Warhead Missiles M1d4x100 (+100/missile volley), L
2 Proto-Warhead Bombs M1d6x100 (+100/bomb volley), can be dropped at L range in gravity, can be ejected in space with accuracy at C range with a 1-rd timer to escape, fighter mode only
(Note: These are basically tactical nukes, only lacking a radiation signature.  They are not suitable for air-to-air combat between mecka.)

Note: Only one class of missile or bomb can be used at a time.  This payload represents the full potential compliment.  The Proto-Warheads were never standard issue, only by special order.  The other missiles could typically be limited by on-hand supply.  

Cannot engage in HTH
Internal Gun Pod-XX Cannon M1d8, C, Built-in to Omega fighter, 20 Bursts, fighter mode only
Gun Pod-XX M1d8, S, 10 Bursts, any mode, 2 extra clips, usable by the Delta in any mode
Note: Only one gun can be used at a time in combat.


Combined Delta/Omega Black Fighter/Bomber SN “Silent Night”
With the “Black” stealth technology, production was restarted on the Omegas in a limited capacity.  It was hoped that it could shine in a heavy support role as long as they could “disappear” quickly.  These were really only used in their debut action at the final battle over the Hive Super Mound Cluster (SMC).  Given the Gotterdammerung of the affair, it’s difficult to judge their effectiveness there.  (Later versions used the Omega as a platform for a large phase cannon, which will not be detailed here.)   


Has the same stealth characteristics of the Boomer, along with the Delta Black Fighter and the Omega Black Bomber.  

Monday, July 22, 2019

Robomeck RPG: Robomeck Mecka-Space War III-Earth Expeditionary Force

Robomeck RPG Index


Earth Expeditionary Force Mecka
The war of the Hive against the Proto-Overlords started off badly.  Filled with remorse over the death of Qor, the Queen of the Hive “divorced” the King.  They divided the brood and the rest of the Hive’s assets.  The rumors of his wife’s infidelity (after she’d shapechanged into a form approximating Qor’s of course) all but confirmed, the King vowed to continued the conflict.  He still had billions of subjects.  The Queen, more addicted to the narcotic Proto-Flower than he was, vowed to find Qor’s lost ship and whatever un-germinated seeds it contained to ultimately achieve a “higher plane of enlightenment.”  Unlike your typical junkie, the Queen meant that in a literal sense, and dedicated her resources to that end.

The Hive King’s war was greatly aided by two factors hampering the Overlords.  One, the loss of the Proto-Loom on Qor’s ship meant they had no more seeds to construct any more Proto-furnaces for new capital ships.  The Overlords had tens of millions of Zee warriors to face the Hive, but it would be a losing fight unless they could find Qor’s ship or develop a new power source.  Two, suddenly nearly all of the Zee forces disappeared from the battlefront.  They’d found Qor’s ship and then found catastrophe in earth’s orbit.  The Overlord empire was suddenly wide open. 

The King had sublimated his addiction into conquest.  He took everything he could find that belonged to the Overlords.  But when he found Zirol, the Overlords’ homeworld, there was nothing more than token resistance.  The Overlords had fled.  After the King and his fleet left orbit to chase them, an armada from earth arrived at Zirol.  And they were spoiling for a fight.

The allies the humans had made among the Zee informed them of the Overlords.  With the failure of the Zee, they’d be coming for Qor’s ship themselves.  The Zee knew the ship was important, but may have had less knowledge of Proto-Energy, much less the Proto-Loom on the ship, than the humans.  The EMDF attempted to transfer the entire engine block, which contained the Loom, into a new SDC ship.  A Zee insurrection by Centaurus after the war would disastrously destroy both ships in a suicide attack with his own ship.  All three ships ended up buried underneath massive buttes as monuments.

Earth had been devastated by their war with the Zee.  A humanitarian crisis followed the near extermination of humanity, but the survivors from Crash Island aboard the SDC-1* knew a little something about perseverance.  Human civilization recovered to some small extent along the planet’s biosphere.  But just surviving was not going to be enough; they needed a goal in order to truly thrive again.   

(* A fold “bubble” of atmosphere protected the island and its population until they could be rescued on to the ship after its unexpected transit to Pluto.  It dissipated once the ship took off back into the system.  [I’m rolling my eyes while writing this.])    
 
Earth leadership could not imagine trying to defend the planet from another interstellar invader.  They wanted the next war to be on someone else’s planet.  To the stars would become the motto of the new Earth Expeditionary Force.  Using a captured Zee Orbital Factory, they focused the world on building a fleet to engage the Overlords in their home system.  Moreover, Zee allies had informed them of many unoccupied habitable worlds along the way to Zirol.  Here was a chance for pioneers to make a fresh start on a new world and distribute humanity among the stars.  Many survivors welcomed an opportunity to get away from a devastated earth, even if they had to serve in the military to get there. 

The Expeditionary Force was fully expecting stiff resistance in directly confronting the Overlords.  They built an SDC-3 along with a fleet of escort ships and colony vessels.  They still had tremendous stores of Proto-fuel from what was scavenged from derelict Zee ships.  Worlds were seeded with colonists in the migration.  Another Zee Factory was taken and rechristened Space Station Defender.  (Such facilities were now undefended.  The Overlords had simply written them off.  Any remaining fleets had been ordered into hopeless conflict with the Hive to cover the Overlords’ trail.)  SSD would serve as a communications hub and waypoint for the earth, her colonies, and the fleet.  It would also serve as a fallback position and a defensive fortress and an arsenal.  The final stop for the military fleet would be Zirol.  

It would be a long fold.  The fleet would functionally be on its own upon arrival.  Even interstellar communications would have significant delays at that distance.  EEF ships and their mecka were well-equipped to face a force of Zee and whatever the Overlords could field.  They were not anticipating waves of expendable Hive mecka coming up from the planet.  All of the fleet’s capital ships were damaged if not destroyed in the orbital battle.  The EEF survived and mounted a hasty invasion of the planet.  With a few remaining Zirolian rebels on the planet, they managed to take out the Hive Proto-Brain, which disabled the occupying Hive Automated Troops and forced the rest of the Hive to flee.    

But at what a cost though.  The EEF was functionally no longer a fleet.  All of their fold-capable ships were incapacitated to some degree.  Not only could they not escape, they couldn’t even call for help with all their Mega-Wave transmitters damaged.  This was what prompted the planetary invasion effort; they wouldn’t have survived the Hive regrouping and attacking them again in space.

Into this situation came another alien ship.  The Overlords and the Hive had not made friends among their conquered worlds.  A network of rebels comprised of the species of these worlds had been trying to liberate their planets for years.  They had observed these humans driving off the Hive from Zirol inside of a week.  It was time for some deal-making.  These “Liberators” offered to help the EEF in return for their help in against the Hive on their worlds. 

It had been a long month of waiting at SSD and earth command before a message finally came from the fleet.  It could be summed up as, We’re at war.  Send reinforcements.   The message had the right ID codes, but had an odd modulation.  After confirmation by an SSD recon ship, which took weeks to get there because it was a long fold, the EEF confirmed the message and various commands were illuminated on the situation.  The fleet had to use an alien Mega-Wave to send the message and alien techs were aiding the fleet in getting their fold engines back online. 

These Liberators made a good argument for war against the Hive.  As the humans were using Proto-fuel, the Hive would eventually come after them, as they had their own Proto-fuel-using worlds.  The Hive were consuming captured stores on their occupied worlds for “enlightenment” in lieu of their precious Proto-Flower.  In any case, reinforcements would be needed to protect the fleet under repairs and to hold Zirol, which still held many technological secrets of the Overlords, including a Qor clone.     

If there was one huge leadership mistake here, it was that it had been assumed that the Overlords had been run down and destroyed by the Hive, since they were informed that their fleet couldn’t fold to earth.  The Zirolan rebels had lost contact with the fleet and hadn’t heard from them in nearly 10 years.  The possible threat to earth seemed to be here at Zirol, where it could be dealt with far away from their own home.  The Orbital Factory was requested for repairs and additional ship production, along with reinforcements.

In fact, the Overlords had totally eluded the Hive (their spatial drives were masking their Proto-fuel signature) and had gone incommunicado.  Hive forces were scattered everywhere looking for them.  The Hive did attack Zirol again, but not in full force.  The Liberators would help to protect the fleet, as EEF reinforcements had not yet arrived.  Once resupplied, the EEF would make good on their promises and help to attack the various occupied worlds.  The overextended Hive, weakened from their lack of Proto-Flower, was no match for them.  The Hive King nearly waited until it was too late before he regrouped his forces on Teroptera, not wanting to give up on finding the Overlords.  The Hive Queen refused to fight and left him, taking half of the brood off world. 

The final fight wouldn’t be in doubt with the Hive numerically weakened by war and suffering from lack of Proto-anything.  But before the end, communications with earth were suddenly lost.  When resumed, the horror dawned.  The Overlords were attacking earth.  Knee-deep in their own war and two months away by fold at the fastest, the EEF couldn’t let up and leave a dangerous enemy at their back.  A single recon ship sent to earth confirmed the worst before it was destroyed.  The Overlords were too powerful to be easily dispatched. 

Relief forces were gathered at SSD from the colony worlds and Zirol.  They would link up with ANS space forces in time for the final battle of the war.  It was this battle that cracked open the Proto-Loom aboard the SDC-1 ruins and sprayed spores of the Proto-Flower into the air.  It would take root shortly thereafter and would then be detected by the Hive Queen.  She folded her whole brood to earth immediately and made short work of all enemy combatant forces.  The Hive then distributed and nurtured their precious flower across the globe with human slaves tending to the corps. 

When the EEF next faced the Hive, it would be on earth.  These Hive were inspired to defend their new homeworld with their concentrated numbers and regenerated by fresh Proto-Flower.  The EEF would soon realize they were facing a much more capable enemy. 

Proto-Fuel Cells
Proto-fuel was not in short supply for the EEF.  However, they did rethink the micro-reactor design of their mecka.   In an effort to simplify the design of their next generation mecka, the Delta and other mecka (and even hand-held weapons) would use expendable Proto-cells.  Theoretically, it made the mecka easier to service in fleet operations.  (And a bit cheaper.  Keep in mind, the missile systems onboard Deltas and Omegas were very expensive to arm.) 

These cells would exhaust themselves after a few combat missions.  Mecka with the fleet would not have a Proto supply problem, but for plucky rebel groups in the field, finding Proto-fuel was always an issue.  Cells could be found around battle sites and supply dumps.  Even older mecka with their reactor intact could be jury-rigged to recharge cells.

[Note: this is an optional rule.  On the show, it was more of plot device, so I’m reluctant to make any hard-and-fast rules about it.  Deltas and Omegas have 4 cells and Typhoons have 1.  I’d say at full charge, they’d last about 10 missions with combat in each.  I wouldn’t make an issue of this more than a couple of times in a campaign.]