NOTE: Only ONE Series 5 (MODAT) Garland was ever made--it was
replaced by the Garland 6. The MODAT Garland is included only
as a standard for comparison. For all practical purposes, the
Garland 5 was the same as a Garland 6 with less armor, a
top-secret computer terminal, and two wheels rather than three.
The Garland 7 is a Garland 6 with hover jets rather than wheels.
The Hargun is the same as a Garland in battloid mode, except
without the high-tech computer systems. Also, the Garland 8 is,
for all practical purposes, exactly the same as the Garland 6
except for its additional weapon systems and cybernetic
interface.
HARGUN NOTES: The Hargun is quite similar to the Garland, save that
requires attachment of external components to transform. It is
necessary for it to drive up into the back of a truck or van,
where the arm and leg components are arranged in a special
bracket system that allows them to attach and convert to Battloid
mode. If the truck is not available but the components are, a
team of 4 people (they don't have to be maintenance mechanics) is
required to hold the arms and legs in place for the motorcycle to
attach to. The latter method is much slower, requiring thirty
seconds (2 melees) to complete the process (which is done
manually). Driving up into the truck to transform is faster, and
requires only two (2) melee actions (one to drive up into the
truck, the other to engage the transformation).
In motorcycle mode, the Hargun is slimmer than the Garland
and actually looks more like a commercial motorcycle than a
transforming unit. In Battloid, it is very similar to the
Garland, though it is a bit blockier and heavier-built. It is
equipped with the same sensory equipment and is otherwise the
same in all respects. Harguns do not have the special MODAT
computer terminal.
In addition to its motorcycle mode, the Hargun may also be
inserted into a combat situation through a special hovercraft, an
extension of an experimental GMP hover platform of the time.
(These will be detailed in a separate section, after the
statistics of the Garlands/Hargun that follow).
Class:
Heavy Transforming Motorcycle (with Mobile Operations
Data Analysis Terminal [series 5])
Crew:
One. One or two passengers may ride behind the pilot but
will be ejected if it has to switch modes.
M.D.C. by Location:
MOTORCYCLE MODE
Headlights (three; 1 on front, two on rear hubs): 2 each
Front Tire (Garland 5 and 6): 4
(1) Rear Tire (Garland 5 and 6) (1 or 2): 4 each
Front Hover Thruster (Garland 7): 40
(1) Rear Hover Thruster (Garland 7): 40
(2) Rear Rocket Thruster Pack: 100
Windshield: 20
(3) Main Body: 250 Garland 5 and Hargun; 300 Garland 6, 7, and 8
Rear Wheel Hubs (2): 75 each
GU-18, GU-19, or GU-21 gun pod: 80
N-4 Net Canister: 20
BATTLOID MODE
Reinforced Pilot Compartment: 100
(2) Rear Rocket Thruster Pack: 100
(3) Main Body: 250 Garland 5 and Hargun; 300 Garland 6, 7, and 8
Arms: 75 each
Hands: 30 each
Legs: 150 each
Feet: 60 each
(4) Head: 100
Utility arms (3): 3 each
GU-18, GU-19, or GU-21 gun pod: 80
N-4 Net Canister: 20
NOTES:
(1)
Due to the protection of the hubs, the rear tire or hover
thrusters are at an additional -5 from a called shot to hit.
When the hubs are gone, they may be hit normally.
(2)
When the rocket thruster pack is destroyed, reduce flight
speed and rocket-assisted jumps by 1/2.
(3)
When Main Body M.D.C. is depleted, the unit shuts completely
down.
(4)
When the head is destroyed, the Garland loses all its sensors,
including visual, and the pilot will be completely blind.
The Garland will be at -10 from normal to parry, dodge,
strike, roll, etc. The only way the pilot will be able to
see will be to pilot with the seat in its 'up' position, in
which case the pilot will be vulnerable to attack.
STATISTICS:
Power Plant:
Garland 5: Hybrid gasoline turbine/nuclear engine, 15,000 RPM Hargun, Garland 6, 7, 8: Hybrid gasoline
turbine/nuclear/micronized Protoculture fuel system, designed
for maximum efficiency under all conditions. Six Protoculture
cells will power it for up to six months.
Speed:
Motorcycle mode: Garland 5 and 6: 200 mph max (320 kph) Garland 7: 250 mph max with a maximum height of 200 feet. Turbo boost: Allows Garland 5 or 6 to make jumps of up to 40 feet
across or 20 feet high; or increases speed of Garland, 6, or 7
by 100 mph for up to two melees. Pilot must make roll for each
melee at -30% (cumulative with other penalties)
Battloid mode, running: 70 mph max Battloid mode, flying: Garland 5 and 6: Hover stationary up to 30 feet (9.1 m)
above the ground and fly up to 200 feet (61.5 m) high at max
speed of 180 mph (288 kph). However, flight uses up
Protoculture cells three times faster than normal, and puts
such a drain on the nuclear power cells that it is necessary
to rest for one half hour after every two hours of flying or
risk burnout. Garland 7: Hover stationary up to 200 feet (61.5 m) above the
ground and fly up to 1,000 feet above the ground at a max
speed of 200 mph (320 kph). Due to the increased efficiency
of this model, the nuclear cells can support flight almost
indefinitely. Battloid mode, leaping:
The powerful legs of the Garland mecha can leap up to 20 feet
(6.1 m) high or across unassisted by the thrusters. A
thruster-assisted leap can propel the mecha up to 100 feet
(Garland 5, 6) or 200 feet (Garland 7) high or lengthwise.
Height:
Battloid Mode: 12 feet
Motorcycle Mode: 5 feet including optional roll cage on
Garland 5 or 6; 3.5 feet to top of dash
Width:
Battloid Mode: 6 feet
Motorcycle Mode: 5 feet at rear hubs, narrowing to 1 foot
at front wheel
Length:
Battloid Mode: 6 feet
Motorcycle Mode: 10 feet
Weight:
2200 lb, Hargun Motorcycle Mode
3000 lb, Garland, 6, Hargun
3200 lb, Garland 7
Cargo:
None; minimal storage space on motorcycle/inside robot for
rifle or pistol, a few clips, and some rations.
WEAPON SYSTEMS:
GU-18 23mm Gun Pod: When the XE-17 energy pistol on the test
model of what would become the Garland blew up, political
pressure mandated that a different line of research be
followed. Thus, with much grumbling, Dr. Zand put together a
small semiautomatic cannon gun pod for the Cyclone Series 3
and 5. This weapon would also be issued to some Harguns and
early Series 6 Garlands prior to the widespread deployment of
the GU-19.
Primary Purpose: Assault
Secondary Purpose: Defense
Mega-Damage: 1D4x10 MD
Rate of fire: Semi-automatic; equal to the pilot's combined
hand-to-hand attacks.
Payload: 12 rounds per magazine. Magazine clips fit into the
back of the gun; inserting a spare clip requires two
melee actions (one to remove the old clip; the next to
replace it).
Range: 2000 ft
GU-11S 55mm Gun Pod: This weapon is a variant of the original
GU-11 Gun Pod used by the VF-1 Veritechs of the Robotech
Defense Force. Smaller, with a shorter barrel and smaller
magazine, this weapon was designed for use with the Hargun
when it became apparent that the GU-18's semi-automatic mode
of fire was a limitation to its effectiveness in combat. This
weapon was generally issued only to Hargun units, as the
GU-19's development had been completed by the time the Model 6
Garlands saw production.
Primary Purpose: Assault
Secondary Purpose: Defense
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; equal
to the pilot's combined hand-to-hand attacks per
melee. A full melee burst takes the place of all
attacks.
Payload: 160 rounds per clip, equal to 16 short bursts, 8 long
bursts, or 4 full melee bursts.
Range: 4000 ft
GU-19 35mm Gun Pod: During the Hargun's design stage, the
designers of the Garland series of vehicles came to the
conclusion that the GU-18 gun pod's power and utility were
limited by its inability to support fully automatic rates of
fire. The GU-11S was a good interim solution, but 55mm
ammunition was being phased out in favor of smaller types and
might not be around much longer. Therefore, a new weapon was
designed, using the caseless 35mm depleted Uranium APSSDS
(Armor Piercing Spin-Stabilized Discarding Sabot) ammunition
developed for the VAF-05 and VAF-06 Alpha Fighters. The
caseless ammunition allowed a higher rate of fire and
ammunition capacity than conventional ammunition, and the
GU-19's larger clip dramatically increased the kill power of
the Garland unit. This was the standard-issue weapon for the
later Harguns and the Series 6 and 7 Garlands.
Primary Purpose: Assault
Secondary Purpose: Defense
Mega-Damage: 4D6 per short burst, 1D4x10 per long burst, 2D4x10
per full melee burst (same as GU-XX)
Rate of fire: Short or medium bursts count as one attack; equal
to the pilot's combined hand-to-hand attacks per
melee. A full melee burst takes the place of all
attacks.
Payload: Can fire 12 short bursts, 6 long bursts, or 3 full
melee bursts per clip. Each Garland may carry four clips (2 per arm);
engaging a spare clip requires 2 melee actions (1 to remove clip from
leg, 1 to slide into place). Although the GU-19 uses the same
ammunition as the GU-XX, the magazine clips are incompatible; the
ammunition from GU-XX clips will have to be reloaded into a GU-19 clip
before it can be used.
Range: 4000 ft
GU-21 45mm Recoilless Rifle Gun Pod: The GU-21 is a rather
powerful and dangerous weapon developed shortly before the
Garlands were retired from service. Due to its late
development this weapon is fairly rare, but it is valued for
its destructive potential. The GU-21 can fire 45mm
fin-stabilized grenades of several different types, and uses a
special multi-compartmented magazine that can contain up to
three different types of grenades, allowing the pilot to
select the type he wishes to fire at the touch of a button.
Grenade types include High Explosive Anti-Tank (HEAT),
Fragmentation (FRAG), Incendiary, Smoke, or Gas grenades, or
star shell flares. The GU-21 may also be equipped with an
external N-2 net launcher. This weapon was issued to some
Garland 6 and 7 models.
Primary Purpose: Assault
Secondary Purpose: Anti-Mecha, Crowd Control
Mega-Damage: HEAT: 2D4x10 MD (10 foot burst radius),
FRAG: 1D6x10 MD (40 foot burst radius), Incendiary:
1D4x10 MD plus ignites any flammable materials, Smoke or Gas:
no damage. Star shells will do 2D6 MD if fired at something,
but their primary purpose is to create a brilliant white light that
illuminates the immediate area and lasts for 2D4 melee rounds (15
seconds to 2 minutes). The smoke grenades will block sight and
infrared sensors, and the gas grenades may contain tear gas, sleeping
gas, or other types.
Rate of fire: Single shots only; number of shots per round is
equal to the pilot's combined hand-to-hand attacks.
Payload: 30 grenades; may be subdivided into groups of 10 of
different types. Switching types of grenade requires
one melee action.
Range: 3000 ft
N-1 Net Launcher: This interesting gun pod fires a woven
cable net about ten feet in diameter. To break through this
net, the victim must inflict 20 MDC points to it (either
through shooting it or through tearing it) or roll
successfully under "Roll with punch." Otherwise it will take
4D6 melees (minus 1 melee per +1 bonus to parry, dodge, or
strike from Physical Prowess) to disentangle oneself. This
gun was designed for use by Global Military Police Harguns
(and later issued to Series 6 and 7 Garlands) to capture
fugitives or suspects without a great risk of harming them (or
nearby innocents).
Primary Purpose: Capture
Range: 100 feet
Mega-Damage: None; see above
Payload: One net per canister; the Garland may carry two spare
canisters (one per each leg); reloading canister takes two
melee actions (one to remove the empty, one to slide the new
canister on). Spent canisters are typically reloaded by
machine; reloading a canister by hand requires 2D6x10 minutes.
Rate of Fire: Once per melee
N-2 Net Launcher: This canister attaches to the GU-21, just
to the left of the barrel. Like the N-1, it fires a woven
cable net about ten feet in diameter. To break through this
net, the victim must inflict 20 MDC points to it (either
through shooting it or through tearing it) or roll
successfully under "Roll with punch." Otherwise it will take
4D6 melees (minus 1 melee per +1 bonus to parry, dodge, or
strike from Physical Prowess) to disentangle oneself.
Primary Purpose: Capture
Range: 100 feet
Mega-Damage: None; see above
Payload: One net per canister; the Garland may carry two spare
canisters (one per each leg); reloading canister takes three
melee actions (one to remove the empty, one to slide the new
canister on, one to connect it to the GU-21's firing systems).
Spent canisters are typically reloaded by machine; reloading a
canister by hand requires 2D6x10 minutes.
Rate of Fire: Once per melee
Beam saber: Through special technological advances, all
Garlands and Harguns were equipped with a special
bottled-plasma melee weapon--a "beam saber" as it were. This
hand-held weapon normally stores in the mecha's leg until
needed.
Primary Purpose: Assault/Defense
Secondary Purpose: Tool for cutting
Mega-Damage: 1D4x10; If light saber successfully parries
weapon, the weapon takes 1D4x10 + damage it normally does.
Payload: Effectively unlimited; hooks into robot's internal
power supply.
Any Garland or Hargun may use any of the above weapons, as
well as the E-20 and the GU-XX. All other weapons are too
large to be carried.
Magnetic Tow Cables: The Garlands and Harguns were equipped
with two magnetic tow cables, one in each shoulder. Each has
a range of 200 feet, and may be fired forward or backward in
Motorcycle mode. The cables are fired from the shoulders in
motorcycle mode; from the rear wheel hubs in motorcycle mode.
May be used as weapons, but do minimal damage. Cables may be
broken by inflicting 5 M.D.C. to them, either by tearing them
or by shooting them.
Primary Purpose: Rescue/Recovery/Capture
Secondary Purpose: Defense
Range: 200 feet
Mega-Damage: 1D4 M.D.
Rate of Fire: Once per each arm, per melee.
GR-94 Forearm Missile Launcher: The Garland 8 (GM NOTE: The
existence of this model is only a rumor) is equipped with
concealed mini-missile launchers in the forearms. These
launchers are similar to those found on the VR-052 Battler
Cyclone, the only difference being their slightly larger size
due to the Southern Cross's lack of the microminiaturization
advances made by REF scientists after leaving the Earth.
Rate of Fire: Individual or a volley of two (2) fired
simultaneously.
Range: 1 mile (1.6 km)
Payload: Four (4) total. Reloading requires about two melees
and no specialized equipment.
Note: Garland 8 only!
Vibro-Blade Assault Knives: These are located in sheaths in
the arm units of the Garland 8. They require only one melee
action to deploy, and can be used as a lethal weapon.
Deployment is usually accomplished by crossing the Garland's
arms and grasping the handles with opposite hands.
Primary Purpose: Assault
Secondary Purpose: Defense
Mega-Damage: 3D6; 2D6 if thrown
Range: As thrown weapon, 200 feet
Payload: 2 blades are carried
Note: Garland 8 only!
Hand-to-hand combat: Rather than fire any weapons, the
Garland can engage in hand-to-hand combat. Punch--1D6 M.D.
(has equivalent strength of P.S. 60); Kick--1D6 M.D.; Leap
Kick--2D6 M.D. (counts as 2 attacks); Body Flip--1D6 M.D.;
Body Block--1D6 M.D. (counts as 2 attacks)
STANDARD EQUIPMENT AND SENSORS:
Fuel Capacity: 10 gallons gasoline (30 mpg), 6 Protoculture cells
(Garland 6, 7, 8; last for approximately three months), and ten
years nuclear life.
Radar: Range 60 miles; can track up to 24 targets simultaneously
Motion Detector and Collision Warning System: Close range (200
feet); sounds alarm, and red light warns pilot of impending
collision and/or immediate target
Computer Communication/Analysis Terminal and Combat Computer
(Garland 5): This special supercomputer, when combined with the
radio/video communication capabilities of the Garland, enabled
communication via restricted channels, with unlimited
scrambler/descrambler facilities. It could retrieve data from
any one of the Southern Cross's (or any other) classified
databases, though its primary connection was to the Robotech
Research Center's mainframe computers. It also analyzed enemy
strategy, giving the pilot an additional +2 to strike, parry,
dodge, roll, and initiative, and would even engage the
reconfiguration automatically when attacked (no loss of attacks
to the pilot; takes precedence over all initiative) and engage
in rudimentary defense maneuvers (dodge; only bonus the +2
mentioned above. One such dodge permitted in the first melee
only; considered an auto-dodge) if the pilot so chose (or
seemed to have no idea what he or she was doing). It projected
this data on the cockpit computer screen, windshield HUD, or
pilot's helmet display. Subsequent models WERE NOT equipped
with this computer (unless the GM decides to have one or two
experimental prototypes of this sort in his game...).
Computer Scanning Terminal/Combat Computer (Hargun, Garland 6 and
7): Because of fear of losing subsequent Garlands in the same way
they had the Garland, and because of the expense of putting
such a complicated terminal in every mecha, Zand and Beckett
opted to install a less high-tech terminal in the Hargun and
Garland 6 and 7. This terminal has standard accessing ability
(suitable for searching police databases for criminal records,
for example), limited scrambler/descrambler capacity, and runs
all the mecha's other scanning systems. It also controls the
Garland's communication functions. It performs no analysis and
gives the pilot no bonuses of any kind; however, it does
calculate, store, and transmit data onto the cockpit computer
screen, windshield HUD, or pilot's helmet display.
Cybernetic Control Link-Up: Garland 8 only. The existence of this
advanced technology remains a mere rumor. What it would do is
enable the mecha pilot to jack directly into the mecha's
control computer, providing a degree of control similar to the
Robotech Masters' Bioroids (from which, it is rumored, this
technology was actually developed). In game terms, the
cybernetic link will provide one additional attack per melee,
and a bonus of +1 to strike, parry, dodge, roll, and
initiative. To use the system, the pilot must have a small
neural linkup jack (ie a datajack) implanted; the procedure is
simple and requires only a few hours.
Radio/Video Communications: Wide band and directional, radio and
video telecast capabilities. Range is 600 miles or can be
boosted indefinitely via satellite relay.
Laser Communications: Long-range, directional communication
system. Range 150,000 miles.
Laser Targeting System: Range 200 miles (in outer space; range on
Earth is limited due to atmospheric refraction and the
curvature of the horizon).
External Audio Pickup: Range 300 feet.
Loudspeaker: Amplifies pilot's voice up to 90 dB.
External Video Surveillance System: A video camera relays images
to a cockpit monitor. 360 degree rotation. Range: 300 feet.
Telescopic capabilities: 6x magnification.
Telescopic optical enhancement: Range 1600 feet. Field of
vision: 20 feet.
Thermo-Imager: Special passive optical system for detecting heat
emitted by objects. Range 1600 feet.
Utility arms: Set of small, retractable arms housed in the right
forearm, to perform delicate work and to effect repairs. Each
of the three arms has an A.R. of 6 and an M.D.C. of 3.
Hydraulic Pilot's Seat: The head unit opens forward and backward
like a canopy, and the pilot seat rises approximately two feet
to give the pilot a clear vantage point. From here the pilot
may fire hand-held weapons, use binoculars, or simply grab a
breath of fresh air. The robot may still be piloted in this
position. Raising or lowering the seat requires 1 melee
action.
Ejector Seat: In case of emergencies, the pilot can be instantly
ejected.
Heat and Radiation Shields
Independent Oxygen and Circulatory System: Contains enough oxygen
for 12 hours; recirculation extends the supply to 1 week.
WHO MAY PILOT A GARLAND
Anyone who has Pilot Motorcycle (or Pilot Hovercycle for Garland 7)
and any mecha piloting skill may pilot the Garland. If the mecha
piloting skill is Veritech or Battloid of any sort (Veritech
being defined as transformable mecha) may pilot the Garland at
BASIC proficiency. If the pilot skill is either Expert Hovertank
or Expert Cyclone, the person pilots the Garland at EXPERT
proficiency. This applies to models 5, 6, and 7. Also, CDU,
CDFC, and GMP may take the Pilot Garland skill and Expert Combat.
For all practical purposes, consider it the same as the REF's
Pilot Cyclone skill.
HAND-TO-HAND BONUSES FROM
GARLAND EXPERT COMBAT TRAINING
(NOTE: Where two different numbers are separated by a comma in
the "With the MODAT computer terminal" statement, they refer to
the separate bonuses on the Garland 6 and Garland 7 models. For
combat purposes, the MODAT 5 Garland was a Garland 6 with 50 less
MDC on the main body and the bonuses conferred from its special
computer added in.)
2 hand-to-hand attacks per melee (plus those of the pilot)
Body flip/throw: 1D6 M.D. plus victim loses initiative and one
attack that melee. Possible only in Battloid mode.
Body block/tackle/ram: 1D6 M.D. plus 70% chance of knocking
opponent down (this will cause the victim to lose initiative
and one attack that melee). Counts as TWO attacks.
Kick attack
Leap kick: 2D6 m.d.; counts as two attacks
+3 to strike (+5 to strike with MODAT computer terminal)
+3 to parry (+5 to parry with MODAT computer terminal)
+3 (+4, Garland 7) to leap dodge (+5, +6 to leap dodge with
MODAT computer terminal). An automatic dodge just like the
parry, with no loss of attacks per melee. The Garland is so
mobile that the pilot can leap, hop, and skip out of the way
without penalty.
+3 (+4, Garland 7) to dodge (+5, +6 to dodge with MODAT
computer terminal). This is the regular type of dodge,
applicable when in motorcycle mode.
+2 (+3, Garland 7) to roll with punch (+4, +5 to roll with
MODAT computer terminal)
Critical Strike, same as pilot's hand-to-hand.
One additional hand-to-hand attack at level five.
One additional hand-to-hand attack at level ten.
+1 to initiative Garland 7 (+2, +3 initiative with MODAT
computer terminal)
Damage:
Punch: 1D6 M.D.
Kick: 1D6 M.D.
Leap Kick: 2D6 M.D.
Body Flip/Throw: 1D4 M.D.
Body Block/Tackle: 1D4 M.D.
The Garland also has a physical strength (P.S.) equal to P.S. 60.
HAND-TO-HAND BONUSES FROM
GARLAND BASIC COMBAT TRAINING
(NOTE: Where two different numbers are separated by a comma in
the "With the MODAT computer terminal" statement, they refer
to the separate bonuses on the Garland 6 and Garland 7 models. For
combat purposes, the Garland was a Garland 6 with 50 less MDC on
the main body and the bonuses conferred from its special computer
added in.)
1 hand-to-hand attack per melee (plus those of the pilot)
Body flip/throw: 1D6 M.D. plus victim loses initiative and one
attack that melee. Possible only in Battloid mode.
Body block/tackle/ram: 1D6 M.D. plus 60% chance of knocking
opponent down (this will cause the victim to lose initiative
and one attack that melee). Counts as TWO attacks.
Kick attack
Leap kick: 2D6 m.d.; counts as two attacks
+1 to strike (+3 to strike with MODAT computer terminal)
+1 to parry (+3 to parry with MODAT computer terminal)
+1 (+2, Garland 7) to leap dodge (+3, +4 to leap dodge with
MODAT computer terminal). An automatic dodge just like the
parry, with no loss of attacks per melee. The Garland is so
mobile that the pilot can leap, hop, and skip out of the way
without penalty.
+2 (+3, Garland 7) to dodge (+4, +5 to dodge with MODAT
computer terminal). This is the regular type of dodge,
applicable when in motorcycle mode.
+1 (+2, Garland 7) to roll with punch (+3, +4 to roll with
MODAT computer terminal)
Critical Strike, same as pilot's hand-to-hand.
One additional hand-to-hand attack at level six.
One additional hand-to-hand attack at level eleven.
+1 to initiative Garland 7 (+2, +3 initiative with MODAT
computer terminal)
Damage:
Punch: 1D6 M.D.
Kick: 1D6 M.D.
Leap Kick: 2D6 M.D.
Body Flip/Throw: 1D4 M.D.
Body Block/Tackle: 1D4 M.D.
The Garland also has a physical strength (P.S.) equal to P.S. 60.
NOTE: Combat bonuses for the Garland 8 are exactly the same as for
the Garland 6, except they receive one extra attack per melee and
bonuses of +1 additional to strike, parry, dodge, and roll. They
are NOT considered to have the comprehensive combat computer as
seen in the Garland. However, they MAY have one if the GM allows
it (though this would indeed border on the munchkinistic).