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QUEADLUUN-NONA

Standard Production Zentraedi Female Power Armor

The Queadluun-Nona is a simpli ed production model of the more formidable


Queadluun-Rau. The Queadluun-Nona is assigned to less seasoned pilots with a
squadron of Nonas typically commanded by a superior in a more elite class of
Queadluun mecha. While the Queadluun-Nona has marginally inferior
performance when compared to the Queadluun-Rau, it should not be taken any
less seriously by UEDF pilots. The Nona is nearly as quick as the Rau, and while
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it does posses a reduced payload of missiles, what it does pack is still quite
formidable for a single mecha.

The most distinguishing characteristics of this battle suit when compared to the
Queadluun-Rau are its single, rear-mounted missile drum, and simpli ed sensor
plate. The missile drum launcher rises out of the back of the mecha with an
appearance not unlike a solitary armored camel hump. The simpli ed sensor
plate is a less elegant implementation of the more intricate sensor eye of the
Queadlunn-Rau, and has the appearance of a gure eight double-eye.

The Nona is classi ed by the UEDF as a Class II Female Power Armor as it was
rst identi ed in combat after UEDF forces had already engaged the superior
Queadluun-Rau. Queadluun-Nonas were engaged in large numbers during
Dolza’s assault on Earth. The mecha is now mostly encountered in con icts with
rouge Zentraedi forces in space, and also with salvaged units showing up
occasionally among malcontent groups on Earth.

Type: Queadlunn-Nona Zentraedi High-Maneuverability Battle Suit


UEDF Reporting Name: Class II Female Power Armor
Class: Single Pilot, All Environment, General Issue Air Calvary Powered Suit
Crew: One Full-Sized Zentraedi

MDC by Location:
* Sensor Plate — 60
** Communications Antenna — 10
Upper Arms (2) — 70 each
Forearms (2) — 150 each
Hands (2) — 35 each
Legs (2) — 100 each
Feet (2) — 75 each
*** Main Thrusters (2; rear) — 100 each
**** Chest Thrusters (2) — 50 each
Grenade Launchers (2; chest) — 65 each
Rotary Particle Cannons (2; forearms) — 75 each
Back Missile Launcher — 110
Hip Missile Launchers (2) — 100 each
**** Main Body — 250

* Destroying the sensor plate breaches the pilot's compartment, lling it with
shrapnel. It also vents atmosphere and sets the suit adrift in space, or in icts a
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-25% piloting skill penalty and reduce combat bonuses by half when ghting on
the ground or in the air. When the sensor plate is destroyed, there is a 25%
chance that the attack may kill the pilot. Attackers must make a called shot to hit
the sensor plate with a penalty of -3 to strike.

** Destruction of the Communications Antenna reduces communications range


by half. The small size makes the antenna dif cult to target. Attackers must make
a called shot to hit with a penalty of -6 to strike.

*** Destroying one of the Main Thrusters reduces speed and combat bonuses by
half. Destroying both thrusters will set the suit adrift in space with only minor
repositioning available using the many maneuvering vector thrusters. The
maneuvering thrusters are not a suf cient means of propulsion when the mecha
is subject to gravity, and will crash if both Main Thrusters are lost while ying.

*** Destroying both Chest Vectoring Thrusters will reduce all dodge bonuses by
-2.

***** Depleting the MDC of the main body destroys the mecha, and has a 50%
chance of killing the pilot inside.

Speed:
Running: 100 mph (161 kph).
Leaping: 340 ft (103.6 m) high or across with thruster assist, half that without
assistance.
Flying:
At Sea Level: 670 mph (1,078.3 kph)
At 32,808 feet (10,000 m): 1,903 mph (3,062 kph) or Mach 2.5
At 98,425 ft (30,000 m) or higher: 3,433 mph (5,525 kph) or Mach 4.5
Space: 10,780 mph (17,348.7 kph) or Mach 14
Underwater: Can walk along the bottom of a lake, or sea oor up to a depth of
0.8 of a mile (1.3 km). Reduce all speeds by half.

Statistical Data:
Height: 62.3 feet (19 m)
Width: 59 feet (18 m)
Length: 32.8 feet (10 m)
Weight: 32 tons.
Physical Strength: Robotic Strength of 48
Cargo: None
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Power System: One miniaturized Re ex furnace powering two fusion pulse-
detonation thrusters delivering thrust though vectored thrust nozzles, and
numerous other maneuvering vectored and vernier thrusters.
Range: The Re ex furnace has enough Protoculture to run for approximately ten
years of active service.

Weapon Systems:

1. Three-Barreled 64mm Grenade Launcher (2): The Queadluun-Nona mounts


the same grenade launchers as the Queadluun-Rau in the chest just under the
chest thrusters. The launchers may be re-linked to shoot simultaneously at a
single target, or they may be shot individually.

Primary Purpose: Anti-Mecha/Anti-Armor


Secondary Purpose: Anti Personnel
Weight Not applicable, part of the mecha’s hull.
Range: 4000 ft (1,219 m)
Mega-Damage: Each launcher fires in ten round bursts only. When the launchers
are re-linked, they deliver 20 rounds total to a single target at one time. Damage
varies by grenade type. See grenade chart below. Double the damage when both
launchers are red simultaneously at the same target.
Zentraedi Rifle Grenade Chart
Type M.D. (per 10 round burst) Blast Radius

H.E.A.P.-Z1 2D6x10 M.D. 15 ft (4.6 m)

H.E.A.P.-Z2 2D8x10 M.D. 10 ft (3.1 m)

Fragmentaion 2D4x10 M.D. 60 ft (18.3 m)

Plasma/Napalm 2D6x10 M.D. 45 ft (13.7 m)

Rate of Fire: Each grenade launcher is capable of ring 10 round bursts. Each
single burst, or re-linked burst uses one attack.
Payload: 100 rounds of 64mm ri e grenades in each launcher. 200 total.
Bonus: +2 to strike.

2. Medium Particle Cannons (2): Mounted in each forearm is a three-barreled,


medium particle cannon. These weapons are identical to those used by the
Queadluun-Rau.
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Primary Purpose: Anti-Mecha
Secondary Purpose: Anti-Fighter/Anti-Ship
Range: 4,000 ft (1,219 m)
Mega-Damage: 1D6x10 for a single cannon burst or 2D6x10 when both arms are
aimed and red simultaneously as a double burst at the same target.
Rate of Fire: Each single or double burst counts as one melee attack.
Payload: Effectively unlimited.
Note: The guns hit like a wrecking ball, and any mecha under 100 tons hit by a
double burst (or single burst on a strike roll of 19, or higher) has a chance of
being knocked down. When hit, the pilot must make a roll on the appropriate
mecha piloting skill to keep his footing. Mecha that are knocked down will lose
initiative and one attack while they return to their feet. If the target is ying, a
failed roll does not knock the opponent out of the sky, but they still suffer the
same penalties due to the pilot having to regain control while in ight.

3. 103mm Mini-Missile Launchers (3): Mounted on the hips and the center back
of the power armor are three, rapid- re missile launchers ring Zentraedi
103mm anti-mecha mini-missiles.

Primary Purpose: Anti-Mecha and Anti-Aircraft


Secondary Purpose: Anti-Missile.
Range: One mile (1.6 km).
Mega-Damage: Varies by Zentraedi mini-missile type.
Rate of Fire: One at a time, or volleys made up of increments of 2 or 3 missiles
up to a maximum volley total of 63 missiles! Each volley uses one attack.
Payload: Total payload is 84 Zentraedi Mini-Missiles. There are 21 mini-missiles
in each hip launcher. 42 mini-missiles in the back launcher (21 at the ready, 21 in
an auto-reloading reserve magazine).

4. Hand to Hand Combat: When necessary, the Queadluun-Nona is capable of


hand to hand combat.

Hand to Hand Damage: Robotic P.S. of 48.


Restrained Punch/Forearm Strike: 1D6 M.D.
Full Strength Punch: 3D6 M.D.
Power Punch: 1D6x10 M.D. (counts as two attacks)
Tear/Crush/Pry: 6D6 M.D.
Kick: 3D8 M.D.
Power Kick/Jump Kick: 5D8 M.D. (Counts as two attacks)
Stomp: 3D6 M.D. against targets under 15ft
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Body Block/Ram: 2D8 M.D. per 20 mph of
running speed. Uses two attacks and has a
60% chance of knockdown against targets
up to 50% bigger. Victims of a successful
knockdown will lose initiative and two
melee attacks.

Bonuses with Elite Combat Training Only:


+1 attack per melee round at levels 1, 3, 5, 7,
9, and 15.
+1 on initiative.
+3 to strike (applies to punches, kicks and
other hand to hand)
+3 to parry
+2 to disarm
+2 to pull punch.
+3 to auto-dodge on the ground.
+5 to auto-dodge while ying.
+2 to roll with punch, fall, or impact.
Note: These bonuses ONLY apply when the pilot has the Mecha Elite Combat
Training skill in Female Powered Armor. The pilot's own number of hand to hand
attacks and bonuses (if any) are combined with these when piloting the mecha.
Do not add mecha bonuses to the pilot's Hand to Hand ability when she is outside
the mecha. Outside of her mecha, the pilot possesses only Zentraedi ghting
abilities.

Random Hit Locations


Queadlunn-Nona Front Back Side Top Bottom

Sensor Plate (Main Body) 01-06 NA 01-02 01-02 NA

Communications Antenna (Main Body) 07 NA 03 03 NA

Upper Arms (Main Body) 08-12 01-05 04-08 04-07 01-04

Forearms (Upper Arms) 13-22 06-13 09-18 08-15 05-14

Hands (Forearm Particle Beam Cannons) 23-26 14-16 19-22 16-18 15-19

Forearm Particle Beam Cannons (Forearms) 27-31 17-18 23-27 19-21 20-29

Legs (Main Body) 32-51 19-38 28-47 22-26 30-49

Feet (Legs) 52-56 39-43 48-52 27-28 50-54


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Queadlunn-Nona Front Back Side Top Bottom

Main Thrusters (Main Body) NA 44-60 53-62 29-36 55-71

Chest Thrusters (Main Body) 57-60 NA 63-64 37-40 NA

Grenade Launchers (Main Body) 61-64 NA 65-66 41-42 72-74

Back Missile Launcher (Main Body) 65-76 61-79 67-81 43-82 75-86

Leg Missile Launchers (Legs) 77-85 80-88 82-89 83-84 87-90

Main Body 86-00 89-00 90-00 85-00 91-00

RPG Design Notes:


Created: 05-27-2010 (Initial adaptation by Frank Tano)
Playable: 04-04-2015
Updated: 03-16-2022 by Frank Tano

Methodology:
When I learned of this design, I saw some justi cation in bringing it into the RPG
framework. Game wise, the Queadluun-Nona serves as a means to give lower
level player characters some fun against an Queadluun-class mecha while
providing them with slightly better odds.

Sources Used:
• Macross Mecha Manual
• www.robotechresearch.com
• Robotech: The Macross Saga Sourcebook by Palladium Books
• Robotech the Role-Playing Game 1st Edition by Palladium Books
• Sketchley’s Stats by Aaron Sketchley
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