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The Brotherhood Of Steel.
The Botherhood Of Steel.
The Brotherhood of Steel.
The Brotherhood Of Steel.
The Brotherhood Of Steel.
Brotherhood Of Steel.
People
Founded By:Roger MAXON.
Leader:High Elder
Locations
Headquarters:Lost Hills Bunker
Other Facilities:Capital Wasteland
Mojave Wasteland
Illinois
Montana
Texas
Navarro
Mojave Chapter
Midwestern Chapter
Capital Wasteland Chapter
Outcasts
Circle of Steel
Montana bunker
Ceres>
Active:Pre Global Civil War.
Country:UGC/Ceres Colony.
Branch:Private Contractor (GIB).
Type:"Security Services Provider."
Role:Security Patrols.
Size:Apx 1 million men in arms.
Garrison/HQ:Lost Hills Bunker, Terra.
Abbreviation:BOS.
People:
Founded By:Roger MAXON.
Leader:High Elder.
Locations:
Headquarters:Lost Hills
Capital Wasteland
Mojave Wasteland
Illinois
Montana
Texas
Navarro
Mojave Chapter
Midwestern Chapter
Capital Wasteland Chapter
Outcasts
Circle of Steel
Montana bunker
Ceres>.
Subsidiary Factions:
  • Sisterhood Of Steel;
  • Scribe's Foundation.
  • Tired of scraping out a meager existence in this unforgiving world? Tired of living in little huts or broken, run-down prewar buildings? Do you seek adventure, excitement, and the opportunity to grow? Then the Brotherhood of Steel may be for you! All Brotherhood initiates receive three square meals per day, hot showers, and a nice soft bed. You could have a helping hand in the reconstruction of our world. Become a member of the Brotherhood and help us unite the wastes and make the world a better place for all peoples. The Brotherhood calls on you. Will you answer the call?
    St. Sergeant Cassidy, Paladin, Brotherhood of Steel (Shady Sands Garrison).
    The Brotherhood Of Steel.
    BOS Cog And Sword Emblem.
    If you have been hiding under a rock, or perhaps are a little stupid, here's the 4-11; Basically there was a war. This was a really big war. It was called the FIRST ROBOTECH WAR; In the end, the world that was left was a vast wasteland populated by all sorts of creatures, and MOST of them dangerous. A few people survived in underground bunkers, or far far way from cities; But most people simply DIDN'T survive.
    The 13TH California National Guard, based out of Tracy, CA, was hold up in their bunkers during the First Robotech War, assigned to secure a "genetic research and development center"; When the Kara Qalliph Diel'are Kah Yar (T'sentraedi Rain of Death) came, the Commanding Officer, Colonel MASON, realized that the scientists were trying to develop a Human mutant (partly using recovered T'sentraedi bodies), and flipped out- The scientists who were still to be found were arrested on his order and held in their quarters on bread and water rations. Though this was later determined to have been illegal (these were civilians), nobody really cared- The shocking nature of the experiments left those few who would learn this secret so disgusted that, had any other the scientists survived (those who didn't flee committed suicide), they probably would have been executed.
    What was left of the 13TH "Steel Brotherhood" activated a crude nuclear weapon and fled south to the former Travis Air Force Base, Fairfield, CA. There, they took custody of several critical sites; The air base itself, the nearby State prison at Vacaville (a prison uprising was put down by 13TH, just on the verge of a full prison take-over by the inmates), the I-80 overlook at Travis Federal Savings building, and the local city police station (not that it did much good; Police officers hadn't shown up for work for three days, and the armory was already looted- And confidential informant files forcibly opened).
    Not really knowing what else to do, they re-formed as "The Brotherhood of Steel"; Col MASON, being a Ren fair fan, reorganized the ranks of the Brotherhood from the militry system to the older, medieval style 'knight' system. Their mission: Collect technology from the wastes and rebuild a new and good world in a wasteland filled with corruption,
    Early Brotherhood Recruits.
    A Brotherhood Camp.
    violence, and big green mutants. The base is open, and you can interact with just about any Brother. There is so much to do on the base, that activity is always going on.
    The Brotherhood has bounty hunters to chase down troublemakers (usually wearing Construction Armor) wherever they go. Their first physical fitness and combat instructor was the famous kick boxer Lizza MORAINE (the only female kick boxer to ever win by TKO a male opponent); As she was the one who developed their PT/combat training programs, the Brothers are VERY well trained.
    There are two cities that the Brotherhood "owns," Fairfield and Vacaville, though these are mostly just streets. There are a number of "monster dungeons" in and around them, where the Brotherhood had permanently incarcerated the most dangerous people they captured; With the arrival of the REF, these people were handed over to 227TH Militry Police Company. They included pedophiles, rapists, arsonists, cattle rustlers, technology thieves, corsairs and raiders, and other scum. There were also a few mutated humans, but these were in the old Vacaville Prison in "Protective Custody Unit/Psychiatric Observation"; They were dangerous creatures, prone to uncontrollable violent outbursts, but not criminals. They were locked up for their own safety and treated almost as pets. Pets with VERY sharp teeth.
    An unusual move, T'sentraedi were allowed to join IF they had been micronized. T'sentraedi Mecha are particularly coveted by the Brotherhood due to the Science Team's ease of adapting them to new purposes, the most important of these is construction and repair.
    This began somewhat accidently; 5 T'sentraedi (3 males, 2 females) tried to surrender to the Brotherhood, thinking them to be RDF forces. The five were locked up, but after a few days were put to work projects; Deep repressed skills as engineers and miners by the males resurfaced, and they were turned to digging new tunnels, where the Brotherhood would be able to hide if necessary.
    The T'sentraedi then volunteered to be training partners for hand to hand combat; During this part of the process, they realized the mićronne's technique had a few flaws, which they then demonstrated (on each other). Over time, the T'sentraedi's population in the Brotherhood grew, and became more trusted; After a couple of years, the first few T'sentraedi became full-fledged members of the Brotherhood.
    The Brotherhood has since been VERY active in reconstruction and rebuilding; It was, in fact, Brotherhood members who (debatably) rescued Mechanized Propulsion Systems staff and "secured" the Mark V's design specification, ensuring its survival.
    Amongst other things, they have built a permanent mini-city called "The Old Nutree," a permanent renaissance fair and gun market (RDF Light Laser Rifles and Laser Pistols were commonly found until Gallant H-90's and later designs eventually took over); Hand-held weapons, such as knives, swords, batons (straight and side-handle), etc., are sold by a few merchants as well.
    A subsidiary is the "Steel T'sentraedi Brotherhood;" First formed as a program to control T'sentraedi in the Brotherhood, the Steel T'sentraedi Brotherhood was, technically, an incarceration program. Local area T'sentraedi were rounded up, forcibly micronized, then place in work-project programs under the terms of their "parole;" They were allowed out of their (admittedly very nice) cells to work, the alternative being killed where they stood.
    Eventually, however, those that could adapt to the new circumstances became valuable allies, and a few were granted access to weapons; Eventually, they became the Steel T'sentraedi Brotherhood, full-fledged members of the Brotherhood of Steel. Many became Scientists, working on weapons programs; Some went into Medical; Most went into the Knights.
    Unlike other T'sentraedi-inclusive groups (such as the RDF and REF), once a T'sentraedi joins the Brotherhood, s/he is a full-member with all the inclusive rights, privileges- And responsibilities. One of these "responsibilities" is recruiting, which in the Brotherhood takes two forms; Direct and Proxy. Proxy Recruits come from the surrounding communities and etc; Early such recruits were, technically, draftees- At gunpoint. Legally, this is "enslavement," and, though illegal as Hell, at the time there was nobody to stop them. (In the Brotherhood's defense, as slavers go they were VERY generous, taking good care of their recruits, protecting them, treating illnesses and injures, etc., unlike the other slavers that cropped up during that period, which Brothers Of Steel hunted with joyous abandon, often using the most powerful weapons they could get just because it would "Kill them dead.") After a single year, forced recruiting was no longer necessary; They had people coming to them begging to join. It got to be so bad that a SECOND camp had to be established to house these refugees. Early recruits, as part of their training, would go out into the big, bad world, telling others of the Brotherhood's greatness, adding to the new recruiting problem (too many).
    Direct Recruits are something else; They are the children of Brotherhood members. Trained from birth to become members of the Brotherhood, they spend time as Squires in each of the 4 main elements (Knights, Technicians, Medicals, and Scientists) for about 3 months at a time, 4 hours a day (another 6 hours are spent in classrooms studies, learning reading, writing, and mathematics). Eventually, they are expected to select a field they wish to pursue, or were "released" (thrown out of the Brotherhood).
    Later on, the RDF, on the eve of the official stand-up of the REF, bought outright the Brotherhood, placing them in a separate command under the direct authority of the Plenipotentiary Council. Generally used as second-line troops in secured areas, long-range observation, and other relatively tradition "security forces" positions, and as Research and Development personnel, reverse-engineering alien technologies, most especially the Mecha used by the Invid. Though still technically Mercenaries, the Brotherhood of Steel's duties placed them head-and-shoulders above the average "security guards" thought this, too, was a Brotherhood duty, as an entry-level duty for new recruits, called "Initiates"). Sentinel races seeking Terran Citizenship were also sent to the Brotherhood (who's traditional acceptance of aliens, specifically the T'sentraedi, was well-established). Those not seeking Terran Citizenship, ironically, were usually sent to the REF proper.
    In 2130, the BOS's status was changed to "Uniform Service, Special Operations;" Though this meant business as usual in the big picture, it still meant they were now FORMALLY part of the UGC's Militry outright, in a separate, second militry service- They were essentially the UGC's Fast Reaction And Long Range Isolated Duty Police Force. They MAY use deadly force in the commission of their law enforcement powers, but they may NOT arrest; They may only detain, to be transferred either to a local authority (if possible) or regional authority. Occasionally, it IS the local or regional authorities that are the criminals, and in such cases the BOS transfers witness, etc. to the Council directly, by way of a Brotherhood ship. The BOS took ownership of their first vsl, the TUATHA (namesake of the class), under command of her first skipper, Captain Teletha "Tessa" TESTAROSSA, her designer, in 2135.
    In 2450, the BOS changed ownership once again, this time to Global Dynamics, a front company for the Galactic Information Bureau. This allowed the Brotherhood to take on many more assignments, relieved the UGC of oversight (too much), and enriched Global Dynamics, thus allowing the GIB to launder billions of credits quickly and efficiently (money that then goes to pay spies, informants, etc.).
    The Brotherhood now exists as a subsidiary of GD, answerable "only" to their parent company (which answers to the Council, as the successor of the PLENIPOTENTIARY COUNCIL, via the Select Joint Committee On Intelligence). They often are tasked with capturing at-large high tech criminals (those using Robotechnology and other heavy implements of warfare), reverse engineering alien technology, as a security forces for Global Dynamics and RDF/REF units on extended missions, generally providing security around strategic and primary subsidiary sites, and allied villages in the area.
    The Brotherhood also does front-area (as in "often/usually under direct fire") research on new technologies, especially of "unknown provenance" (it came from SOMEWHERE obviously, but nobody knows where, and usually doesn't even know what it's supposed to be) and has, on many occasions, done "odd jobs" (wet work and other assassinations, retrieval, etc.) for UGC technology that's been taken "without proper authorization." (A Brotherhood team was actually halfway to Mandalore to "recover" Veritech blueprints when they were informed the operation was not authorized, to the embarrassment of Global Dynamics.)
    The Brotherhood Of Steel.
    The Brotherhood Of Steel.
    Brotherhood of Steel; General Information.
    The Brotherhood Of Steel.
    The Brotherhood Of Steel.
    General Information
    Name: Brotherhood Of Steel
    Colors: None
    Symbol/Crest/Banner: The Cog And Sword.
    Owner: The colony of Eureka, Ceres, Sol (under the auspices of Global Dynamics).
    Commanding Officer: The High Elder
    Executive Officer: Senior Most Paladin
    Tactics: Varies by situation; Generally a defensive entity.
    Size and Orientation:
  • Large Mercenary Army (500)
    Features:
  • A: Sponsorship:
    B: Outfits:
    C: Equipment:
    D: Vehicles:
  • Government (Eurᵉka Colony);
  • Government Front (the Galactic Information Bureau).
  • Utility Outfits (5); All Initiates are issued a blue jumpsuit. Knights are issued Brotherhood Armor or Power Armor. Scribes are issued robes. More 'can' be issued upon assignment.
  • Electronic Supplies and Good Gear (5);
  • Medical Clinic (20); The Brotherhood doesn't have unlimited funding, but they get their people the best they reasonably can. More than one Brother Of Steel has been shipped to the far side to the UGC rom medical treatment for one thing or another...
  • Company Fleet of Vehicles (10); Again, the Brotherhood doesn't have unlimited funding, but there's always company car available to those working on company business.
  • E: Weapons:
    F: Communications:
    G: Internal Security:
    H: Permanent Bases:
  • Maximum Firepower (60); In some cases, the local BOS Garrison can out gun the RDF. Fortunately, this hasn't been tested.
  • Full Range Systems (15); The BOS has its own satellites over particularly strategic worlds, but no inter-stellar satellites. Still, the only group realistically capable of listening in on an encrypted communication is the GIB- Which owns Global Dynamics. Which owns the Brotherhood. So...
  • Impregnable (60); NO infiltrators have happened to date. Fortunately, with the transfer to GD, the BOS's profile has also dropped. Only ONCE has the Brotherhood been betrayed from within, and that traitor paid dearly indeed- He was machinegunned in his own stronghold.
  • Fortified Headquarters (20); The Brotherhood now claims ownership of Mariposa, Lost Hills, WesTek, and Navarro. These claims have gone unchallenged for quite some time.
    The Lost Hills Bunker is he corporate headquarters, while Navarro was their main training facility, until this was moved to Ceres.
  • I: Intelligence Resources:
    J: Special Budget:
    K: General Alignment:
    L: Criminal Activity:
  • Scout Detachment (5);
  • Special Military Operatives (10).
  • Big Bucks (45); Global Dynamics can well afford to put a lot of money on the BOS. In fact, BOS tests most GD products to one degree or another. They also clean up a lot of GD's messes.
  • Scrupulous and Principled (8); Unscrupulous, unprincipled, and other disloyals find the doors closed on them very quickly- And often permanently. GD has the authority to KILL its own people, and they do so.
  • None (0);
  • Cyber-Doc (20);
  • 18 Smugglers and Sellers of Contraband (15);
  • Expert Assassin (150);
  • Special Forces (20);
  • Safecracker/Locksmith (25).
  • M: Reputation/Credentials:
    N: Salary:
    Personnel:
  • Famous (50); Everyone's heard legends. However, not everyone BELIEVES the legends- Many believe the Brotherhood is a work of fiction.
  • Excellent Salary (20).
  • Corporate Officers:
  • High Elder;
  • Paladin Lord.
    Command Officers:
  • See Officer Ranks Of The RDF and REF.
  • Field & Line Officers:
  • See Enlisted Ranks Of The RDF and REF.
    Corporate Enlisted (secretaries, etc):
  • Senior Scribe; Reports directly and only to the High Elder.
  • Standard Weapons and Equipment:
    Transport Vehicles:
    Combat Vehicles:
    See Below.
    The Brotherhood has the TUATHA-Class General Purpose Ship. They also own a few hundred thousand unarmored and lightly armored vehicles.
    The Brotherhood can 'generally' acquire any type of non-Mecha type vehicle that can be named. They had a few hundred GMP Battloids for a while, but have since given those up; They're not interested in getting back into the Mecha game.
    Brotherhood Assets:
    NOTE: Except as indicated, this only reflects what they had at Founding, not later on. Multiplying the list by a factor of 100 would give some rough approximations of what they have just at their corporate headquarters.
    VC-22 Osprey
    C-130 Hercules
    HH-1 Huey= 5
    Centaur Hover Tank= 1
    B-1d Construction Robot
    See Also ReconstructionSmall Arms= Hundreds
    Body Armors= Dozens
    T-51a Power Armors= 20
    The Brotherhood Of Steel.
    The Brotherhood Of Steel.
    Brotherhood of Steel; Equipment.
    The Brotherhood Of Steel.
    The Brotherhood Of Steel.
    All equipment listed here refers to Rain of Death-period materials; After about 5 years, the Brotherhood had Wolverine Assault rifles and other "advanced" equipment. Though this was at the time illegal, nobody was going to stop it; The Brotherhood had proven too valuable an ally. The Brotherhood never got RDF full body armors nor the Micronian Power Armor (didn't want them), but did for a long time accept the RDF Light Body Armor.
    Internal links are not working at this time.
    ARMOR:
    WEAPONS:
    Brotherhood Robes
    Brotherhood Jacket

    Brotherhood Leather
    Brotherhood Metal


    Combat Armor
    Brotherhood Armor

    Brotherhood T-51a
    T-53c Enhanced Powered Armor
    BOS Cyborg Armor

    Brotherhood Spear
    Brotherhood Ripper

    Dart
    Chakram

    Laser Pistol
    Brotherhood Plasma Torch

    Dessert Eagle
    Brotherhood .223 Pistol

    Colt .223 Hunting Rifle
    M-16 Assault Rifle
    20-gge. Combat Shotgun
    Brotherhood Laser Rifle

    Six-12 Shotgun
    Brotherhood Plasma Grenade
    Brotherhood Electro-Magnetic Pulse Grenade

    Brotherhood PM-214 5.56MM (.223 cal) Minigun
    Brotherhood Mines


    BROTHERHOOD VEHICLES:
    BROTHERHOOD TURRETS AND ROBOTS:
    Brotherhood M-4 Sherman Tank
    Brotherhood Vertibird
    Chryslus Motors Corvega
    Patrol Car

    Scout
    Motorcycle

    Truck
    Brahmin Carts

    Bus
    "Police Call Boxes"

    M/V Valdez

    Plasma Turret
    Gun Turret

    Mr: Handy
    RoboBrain
    EyeBot
    RoboDog
    Brotherhood Armor
    The armors of the Brotherhood of Steel are meant, ideally, as construction equipment. However, pragmatism required them to be for defense as a well. Because of this, Brotherhood Armor works a little bit differently than normal body armors; The suit absorbs the majority of the impact, not all of it.
    Stacking Brotherhood Armor
    Some types of Brotherhood armors can be layered for additional protection, though at a loss of some flexibility (and therefore, prowl). The armors can be combined in the following: Leather Jacket and/or Armor plus Metal, Combat/Brotherhood Armor. If Combat or Brotherhood Armors is chosen, Power Armor can still be worn.
    Protection Factor: Add both, ie, Leather Jacket, Leather Armor, and Metal Armor=1/2+0+0=3/4 protection (a damage of 20 does 5 actual SD to the wearer).
    Armor Bonus: Add together, ie Brotherhood Armor and Power Armor=50+74=124 MDC to covered areas.
    Prowl Penalty: Add together and an additional 50%, ie Leather Jacket, Leather Armor, and Brotherhood Armor=15+8=-23% prowl. When wearing Power Armor, no prowl is possible.
    Brotherhood Robes:
    Leather Jacket and Gaiter:
    Robes are worn by Brothers for ceremonial purposes. The color of the robe indicates the rank and duties of the wearer; Brown means initiate, purple Scientist, white Medic, blue Technician, green Knight, red Training, black Wanderer, and grey Elder. These are mostly ceremonial, but Scientists wear theirs all the time, as do Medics.
    Protection: 0 damage.
    Weight: 02 lbs.
    SDC: 10
    Prowl Penalty: Full mobility; No prowl penalty.

    While not a body armor per se, all Brothers are required when in the field to wear this suit. Provides almost total thermal protection to the main torso and legs; When combined with leather gloves, cover, and face mask, one can stand in the middle of an arctic snowstorm and not feel much more than a little bugging at the air holes.
    Protection: .5 damage.
    Weight: 03 lbs.
    SDC: 40
    Prowl Penalty: Full mobility; No prowl penalty.

    Leather Armor:
    Brotherhood Metal Armor:
    Hardened leather armor which provides excellent impact protection.
    Protection: 0 damage.
    Weight: 05 lbs.
    SDC: 50
    Prowl Penalty: Full mobility; No prowl penalty.


    The Brotherhood started making a suit of metal body armor out of scrap metal early on; The distinctive "Spiked Plastron" has become a product standard.
    Protection: Convert MD to SD point for point (ie, 20 MD becomes 20 SD); .25 damage.
    Weight: 10 lbs.
    MDC: 30
    Prowl Penalty: -05%.
    Combat Armor:
    Brotherhood Combat Armor:
    This Class-3a body armor provides the greater amount of protection per pound available on the general market. However, extended wear is uncomfortable.
    Protection: Convert MD to SD point for point (ie, 20 MD becomes 20 SD); 0 damage.
    Weight: 20 lbs.
    MDC: 50
    Prowl Penalty: -10%
    This advanced version of Combat Armor provides the greatest degree of unpowered armor protection; However, it is restricted to Brotherhood members only. Protection: Full; The wearer does NOT feel the impact beyond a hard push. Energy weapons are not felt at all.
    Weight: 60 lbs.
    MDC: 50
    Prowl Penalty: -15%

    The Brotherhood Of Steel.
    The Brotherhood Of Steel.
    Brotherhood of Steel; T-51A Powered Armor.
    The Brotherhood Of Steel.
    The Brotherhood Of Steel.
    The T-51a "Classic."
    The T-51d "Buckethead" (an a variant without the toggle sight).T-51h "Eagle" (mostly
    used for recruiting).
    Originally envisioned as powered infantry armor, the T-51 represented the peak of armored infantry technology from just before the Global Civil War, developed in the laboratories of the West Tek Research Facility. The armor was just about to be field deployed when the Anchorage Reclamation postponed the deployment; Before it could be deployed after that, the Visitor arrived. The continuing crisis that followed this event permanently scuttled the T-51 series, causing only one group to have them in the end- The Brotherhood.
    The T-51a Construction Powered Armor is the Brotherhoods main-use armor; Restricted to Knights for permanent use, Technicians and Medicals are assigned 1 suit per every 10 members on Brotherhood bases; Off base, they MAY be assigned a suit, based on project manager's opinion of risk vs. benefits (they may not be issued a suit at all if the risk of theft is too great).
    Note the unit to the left; This is actually a T-53h, used by later Brotherhood Garrisons (the helmet is a T-50h), which was typically used during recruiting ("impressing the savages"). Use of the T-53 in this manner was intended to make them believe the T-50 was better than it really was; It was rarely actually issued out. The "old-style" helmet, the T-50d, was referred to as "The Bucket Head," while the most popular and longest-serving one, the T-51a proper, is the most commonly seen in pictures of the Brotherhood. It is interesting to note that the d is really just the a, but without the toggle sight and a few of the other accessories associated with the earlier model (it IS an earlier model). It's thought the d might have been intended for export or second-line duties, with the program being srcapped for reasons unknown.
    Despite continuing interest, the T-51 is NOT available from the Brotherhood, though they are made by the black market in some quantities; Most such have been discovered off-world, indicating manufacturing by such applicable factions (the Tiresian, Palpatinian, Atorian, and some T'sentraedi factions have such capabilities).
    Protection: Full; The wearer does NOT feel the impact beyond a hard push. Energy weapons are not felt at all.
    Weight: 60 lbs.
    MDC: 50
    Prowl Penalty: -15%
    Weight: 50 lbs (powered armor)
    MDC By Location:
    Head-
    Torso-
    Powerplant-
    100
    150
    100
    Upper and Lower Legs-
    Upper and lower arms-

    100
    75

    Speed and Statistical Data:
    Running: Per pilot.
    Range On Land: The pilot has an effective 50% greater PE (rounded down).
    Flying: Not Possible
    Height: The power armor is 2 feet taller than the pilot.
    Width: The power armor is .5 foot wider than the pilot.
    Length: The power armor is .25 foot longer than the pilot.
    Weight: The suit weights 500 lbs. However, so long as the suit still has power, the weight is effectively non-existent.
    Physical Strength: Give the pilot an effective +2 PS; However, hand strength is unaffected. Anything that was greater than the pilots PS before is now possible as a 2-handed item WITH NO PENALTIES.
    Physical Endurance: Give the pilot an effective +5 PE.
    Prowl Penalty: No prowl possible.
    Cargo: The suit has an integrated pouch 4 inch by 8 inch by 10 inch in the front with a cover. A second pouch can be installed on the back, but the wearer won't be able to reach it.
    Power System: RR-5 Micro-Fusion Cell.
    Estimated Black Market and Availability: 20,000 credits each; Always available to Knights, and issued to others as needed; 1,000 to 100,000 credits each; Occasionally Available. Fehrans and T'sentraedi Malcontents have a great desire to obtain them.

    Weapons Systems:
    1. Hand-Held Weapons: Any hand-held weapon can be used by the T-51a; An E-Pad in each hand gives energy weapons an effectively unlimited capacity. However, the T-51 is a construction machine, not really a "combat" machine.




    2. Hand to Hand Combat: The main weapon of the T-51a is hand to hand combat.
    Swat- 1D6 MD
    Kick- 1D6 MD
    Body Block- 2D6 MD
    Leap Kick- 2D6 MD
    Stomp- 1D6 MD (only effective against small objects)
    Strike with Manipulator Arms- 1D6 MD at -3 strike
    Features:
    NOTE: Features are strictly civilian of nature; Therefore, a lot of military-grade features were removed.
    • Radar: Civilian grade radar. Range: 10 miles, can track up to 10 individual targets. 90% reliability (00% against unfriendly stealthed vehicles).
    • Type-11 wide band radios: Effective 10 mile range, auto encrypt/decrypt. Works on standard radio band wavelengths, so it can still be jammed (if the enemy knows the frequencies).
    • Loudspeaker: Amplifies voice 1 to 100 times. 100 feet in normal crowds.
    • CBR Protection: Complete chemical, biohazard, and radiological protection.
    • Mine Detector (in feet): Gives effective 85% Detect Mine/Trap OR increases skill by 10% for pilots that have that skill (whichever is more). Works on density composition, so non-metallic objects cant hide, and displays a visual assessment and danger probability (based on a mathematical formula) for the pilot on request.
    • GPS: Standard tracking device.
    • HUD: Displays maps, radar, targeting information, and any OTHER information the wearer wants directly in front of the user.
    • Survival Pack: A pack of simpler emergency survival supplies: Pup tent, sleeping bag, black light, GPS, first aid kit (bandages, gauze, bandage tape, pads, antiseptic/analgesic), plasma torch (for small repairs and starting fires), repair kit (with MDC Repair Spray), sewing kit (a small spool of thread and 5 needles), 7 star flares (250 foot apogee), 2 white parachute flares (1,500 foot apogee), 100 feet of black or brown parachute cord (150 lbs tensile strength), 2-5 days rations, 2 gallons water, water purification kit- good for about 10 gallons.
    • Internal temperature and humidity control: Automatically maintains users desired heat, humidity, and other personal comfort settings.
    • Variable Tint Helmet Visor: Adjusts tinting to light conditions, up to an including a black dot if the sun is directly on the pilots face (only covers eyes).
    • Smoke Dispensers (8): Throws out smoke flares capable of covering a 903 foot area. Special chemicals in the smoke obscures IR and heat sensors, and defeats visual tracking of the vehicle. Note that it DOESN'T make the vehicle invisible, but simply negates ALL bonuses to strike.
      Combat in the T-51a: Very limited; The suit is ostensibly a construction armor.
    • 3 additional attacks per melee
    • +3 Strike
    • +2 Parry and dodge.
    • One additional attack per melee at levels 6 and 11
    The Brotherhood Of Steel.
    The Brotherhood Of Steel.
    Brotherhood of Steel; T-53c Enhanced Powered Armor.
    The Brotherhood Of Steel.
    The Brotherhood Of Steel.
    Enhanced Powered Armor refers to any variety of combat armor that very suddenly appeared in the Brotherhood's inventory just a few years after the Rain of Death, but BEFORE the arrival of the Robotech Masters
    Enhanced Power Armor MkII (slightly higher protection).
    There are stories (never proven) that the Brotherhood engaged in a 'shadow war' with another group that was attempting to usurp the authority of the United Earth government; As the Brotherhood itself was anti-unificationist, this strikes many as off-note, and has led to much rumor-mongering (and highly dubious aspersions on the members, akin to allegations of the Freemason's part in the 'creating' Global Civil War and causing the First Robotech War).
    The T-53c is composed of featherweight metal alloys, reinforced with ceramic castings at key stress points, with motion-assist servo-motors of unusually high quality.
    They are issued primarily to Brotherhood personnel operating beyond the BOS-controlled areas; Rank indicators are usually painted on the shoulders of the armor.
    Later a BOS-affiliate merc known only as V. DWELLER (rumors hold the legal name was "Max STONE," though it is debated if this merc was a male, female, or mere legend) appeared with a set of T-53 obtained by 'alternative methods' (ie, outside BOS procurement chains, but apparently not stolen from the BOS, as they took no action) composed entirely of lightweight ceramic composites rather than the usual combination of metal and ceramic plates. BOS legend holds the V DWELLER obtained the suit, then had an 'outside contractor' make the needed conversions; The BOS had themselves considered a similar concept, but had abandoned it for cost reasons (it was simply too costly to built these suits to exclusion).
    The T-53c's speaker system does have a disadvantage; It doesn't sound right, and never has. The BOS considered converting the speakers to a natural-sounding set, but quickly abandoned the idea- The unnatural sound both intimidated enemies and impressed friends, and therefore effected recruitment (though not so much retention).
    A form of attack first effectively used by the T-51a is to jump with boosters, then drop down onto an enemy; Colloquially called "death from above," the maneuver brings the full weight of the machine down on the target, usually cracking overhead/topside armor wide open.
    The danger of the maneuver is it could damage the attacker; However, the T-53c's developers found a way to specially guard against said damage (using a proprietary technology). Even captured units (which are fairly numerous) have not revealed the technique the Brotherhood's scribes used to overcome this conundrum (black market knockoffs are not capable to using this maneuver without taking 50% the same damage to their own legs and torso).
    The T-53c remains the Brotherhood's primary combat system.
    Protection: Full; The wearer does NOT feel the impact beyond a hard push (though they will feel the impact very clearly). Energy weapons are not felt at all.
    Weight: 85 lbs (powered armor)
    MDC By Location:
    Head-
    Torso-
    Upper and Lower Legs-
    50
    74
    60 each
    Upper and Lower Arms-
    Power/Back Pack-

    50 each
    70

    Speed and Statistical Data:
    Running: Per pilot.
    Range On Land: The pilot has an effective 50% greater PE (rounded down).
    Flying: Not Possible
    Height: The power armor is 2 feet taller than the pilot.
    Width: The power armor is .5 foot wider than the pilot.
    Length: The power armor is .25 foot longer than the pilot.
    Weight: The suit weights 500 lbs. However, so long as the suit still has power, the weight is effectively non-existent.
    Physical Strength: Give the pilot an effective +2 PS; However, hand strength is unaffected. Anything that was greater than the pilots PS before is now possible as a 2-handed item WITH NO PENALTIES.
    Physical Endurance: Give the pilot an effective +5 PE.
    Prowl Penalty: No prowl possible.
    Cargo: The suit has an integrated pouch has a 4 inch by 8 inch by 10 inch in the front with a cover. A second pouch can be installed on the back, but the wearer wont be able to reach it.
    Power System: RR-5 Micro-Fusion Cell.
    Cost and Availability: 20,000 credits each; Always available to Knights, and issued to others as needed.
    Black Market Cost and Availability: 1,000 to 100,000 credits each; Occasionally Available. Fehrans and T'sentraedi Malcontents have a great desire to obtain them.

    Weapons Systems:
    1. Hand-Held Weapons: Any hand-held weapon can be used by the T-51a; An E-Pad in each hand gives energy weapons an effectively unlimited capacity. There are not, however, any integrated weapons systems.





    2. Hand to Hand Combat: The T-53c can easily engage in hand to hand combat.
    Swat- 2D4 MD
    Punch- 2D6 MD
    Kick- 2D4 MD
    Body Block- 3D6 MD
    Leap Kick- 4D6 MD
    Stomp- 2D6 MD (effective against objects 4 feet and below)
    Powered Jump Stomp: 6D6 MD and WILL knock over anything less than 10 feet tall
    Features:
    • Radar: Militry grade radar. Range: 25 miles, can track up to 200 individual targets. 95% reliability (12% against unfriendly stealthed vehicles).
    • Type-11 wide band radios: Effective 10 mile range, auto encrypt/decrypt. Works on standard radio band wavelengths, so it can still be jammed (if the enemy knows the frequencies).
    • Loudspeaker: Amplifies voice 1 to 100 times. 100 feet in normal crowds. Has an unnatural sound to it.
    • CBR Protection: Complete chemical, biohazard, and radiological protection.
    • Mine Detector (in feet): Gives effective 85% Detect Mine/Trap OR increases skill by 10% for pilots that have that skill (whichever is more). Works on density composition, so non-metallic objects cant hide, and displays a visual assessment and danger probability (based on a mathematical formula) for the pilot on request.
    • HUD: Displays maps, radar, targeting information, and any OTHER information the wearer wants directly in front of the user.
    • GPS: Standard tracking device.
    • Variable Tint Helmet Visor: Adjusts tinting to light conditions, up to an including a black dot if the sun is directly on the pilots face (only covers eyes).
    • Internal temperature and humidity control: Automatically maintains users desired heat, humidity, and other personal comfort settings.
    • Smoke dispensers (8): Throws out smoke flares capable of covering a 903 foot area. Special chemicals in the smoke obscures iR and heat sensors, and defeats visual tracking of the vehicle. Note that it DOESN'T make the vehicle invisible, but simply negates ALL bonuses to strike.
    • Survival Pack: A pack of simpler emergency survival supplies: Pup tent, sleeping bag, black light, GPS, first aid kit (bandages, gauze, bandage tape, pads, antiseptic/analgesic), plasma torch (for small repairs and starting fires), repair kit (with MDC Repair Spray), sewing kit (a small spool of thread and 5 needles), 7 star flares (250 foot apogee), 2 white parachute flares (1,500 foot apogee), 100 feet of black or brown parachute cord (150 lbs tensile strength), 2-5 days rations, 2 gallons water, water purification kit- good for about 10 gallons.

      Combat in the T-53c Enhanced Power Armor: Not as limited as the T-51 series.
    • 3 additional attacks per melee
    • +3 Strike
    • +2 Parry and dodge.
    • One additional attack per melee at levels 6 and 11
    The Brotherhood Of Steel.
    The Brotherhood Of Steel.
    Brotherhood of Steel; Cyborg Armor.
    The Brotherhood Of Steel.
    The Brotherhood Of Steel.
    Exactly how the Brotherhood came to obtain this technology is a closely guarded secret; So close, in fact, that they don't actually know themselves.
    It is known they recovered this as a dead body, with the flesh long since rotted away (as well as much of the bone, now preserved at Lost Hills), but virtually no records were kept; It only mysteriously first appears around 2263, as "accounted inventory," rather than on a "new inventory" schedule, meaning it had been there at least since the previous inventory (about 1 year before).
    Rumors about the item abound, within and without the Brotherhood; It's said it was owned by a mutated supersoldier, "a kind of ultra super mutant in power armor," who could laugh off the most powerful weapons, while ripping the most dangerous creatures and even armored vehicles and people in half with his bare hands... A truly dangerous creature, and his armor shows it might well be true.
    Testing on the armor's components revealed that there was, in fact, something "human but not human" in it; Whoever he was (what was left of the pelvic bone clearly indicated a male wearer), he was a monster of a man.
    The suit itself was NOT power armor; It was in fact grafted to his body- A cyborg.
    Curiously, there was no protection for the arms, or the components thereof were very carefully and deliberately removed; The BOS hasn't determined what configuration they would have been as a result, and simply added Kevlar armor covers in their place. The helmet and face mask provide air and certain drugs to keep the user fighting, while a harness around the body provides others that can keep the user fighting as well. In theory at least, the user "could" step into hard vacuum and keep fighting long after anyone ELSE had died of spacing.
    The Brotherhood does have the capability to replicate this suit, and in fact did once with a volunteer subject, but determined that it was too expensive, too impractical, and "far too damned inhuman" to pursue the technology any further (the test subject developed serious mental issues; she said "I feel like a monster has entered my mind... all I want to do now... is burn it all... to kill them all..." she later committed suicide, but not before going totally rogue and massacring a village of tribals just west of Klamath Falls, OR.).
    The suit provides such strength and stamina, that the original user actually carried a 30MM GAU-8/A Avenger rotatory cannon with a shortened barrel (for balance, the original barrels being far too long to effectively employ and only necessitated by the A-10 Thunderbolt III's unusual cockpit-over-barrel configuration).
    To date, this technology has only escaped BOS control once; A T'sentraedi Clan obtained the designs and attempted to involve an Atorian faction in developing it further, but the plot was defeated by BOS agents intercepting the ship carrying the blueprints and simply destroying it. The UGC knows of the operation, but has worked very hard to help cover it up, as they're keen on nobody getting the blueprints, either (in fact, they don't even want the BOS having it, but that is something they can't control). (The GIS also obtained the blueprints over two centuries ago, but shipped them and all other information to "the yard" so it could be studied and understood, and without any intention of copying it.)
    Protection: Full; The wearer does NOT feel the impact beyond a hard push (though they will feel the impact very clearly). Energy weapons are not felt at all.
    Weight: 200 lbs (powered armor)
    MDC By Location
    One Of The Few Surviving Videos Of
    The Device With The Original Owner.
    Computer Modeled Rendering Of
    The Suit As It Originally Appeared.
    Head-
    Torso-
    Upper and Lower Legs-
    150
    350
    130 each
    Upper and Lower Arms-
    Power/Back Pack-

    100 each1
    160

    1; This is "most likely" to rise as a high as 200, and at least to 180; Currently they only use kevlar armor here, addition of metal or ceramic composite plate would substantially add to the protection, but the technology isn't being pursued at this time, and with good reason.
    Speed and Statistical Data:
    Running: Per pilot.
    Range On Land: The pilot has an effective 50% greater PE (rounded down).
    Flying: Not Possible
    Height: The power armor is 2 feet taller than the pilot.
    Width: The power armor is .5 foot wider than the pilot.
    Length: The power armor is .25 foot longer than the pilot.
    Weight: The suit weights 500 lbs. However, so long as the suit still has power, the weight is effectively non-existent.
    Physical Strength: Give the pilot an effective +2 PS; However, hand strength is unaffected. Anything that was greater than the pilots PS before is now possible as a 2-handed item WITH NO PENALTIES.
    Physical Endurance: Give the pilot an effective +5 PE.
    Prowl Penalty: No prowl possible.
    Cargo: The suit has an integrated pouch has a 4 inch by 8 inch by 10 inch in the front with a cover. A second pouch can be installed on the back, but the wearer wont be able to reach it.
    Power System: RR-5 Micro-Fusion Cell.
    Black Market Cost and Availability : 20,000 credits each; Always available to Knights, and issued to others as needed; 1,000 to 100,000 credits each; Occasionally Available. Fehrans and T'sentraedi Malcontents have a great desire to obtain them.

    Weapons Systems:
    1. Hand-Held Weapons: Any hand-held weapon can be used by the T-51a; An E-Pad in each hand gives energy weapons an effectively unlimited capacity. There are not, however, any integrated weapons systems.





    2. Hand to Hand Combat: The T-53c can easily engage in hand to hand combat.
    Swat- 2D4 MD
    Punch- 2D6 MD
    Kick- 2D4 MD
    Body Block- 3D6 MD
    Leap Kick- 4D6 MD
    Stomp- 2D6 MD (effective against objects 4 feet and below)
    Powered Jump Stomp: 6D6 MD and WILL knock over anything less than 10 feet tall
    Features:
    • Radar: Militry grade radar. Range: 25 miles, can track up to 200 individual targets. 95% reliability (12% against unfriendly stealthed vehicles).
    • Type-11 wide band radios: Effective 10 mile range, auto encrypt/decrypt. Works on standard radio band wavelengths, so it can still be jammed (if the enemy knows the frequencies).
    • Loudspeaker: Amplifies voice 1 to 100 times. 100 feet in normal crowds. Has an unnatural sound to it.
    • CBR Protection: Complete chemical, biohazard, and radiological protection.
    • Mine Detector (in feet): Gives effective 85% Detect Mine/Trap OR increases skill by 10% for pilots that have that skill (whichever is more). Works on density composition, so non-metallic objects cant hide, and displays a visual assessment and danger probability (based on a mathematical formula) for the pilot on request.
    • GPS: Standard tracking device.
    • Variable Tint Helmet Visor: Adjusts tinting to light conditions, up to an including a black dot if the sun is directly on the pilots face (only covers eyes).
    • Smoke dispensers (8): Throws out smoke flares capable of covering a 90³ foot area. Special chemicals in the smoke obscures IR and heat sensors, and defeats visual tracking of the vehicle. Note that it DOESN'T make the vehicle invisible, but simply negates ALL bonuses to strike.
    • Survival Pack: A pack of simpler emergency survival supplies: Pup tent, sleeping bag, black light, GPS, first aid kit (bandages, gauze, bandage tape, pads, antiseptic/analgesic), plasma torch (for small repairs and starting fires), repair kit (with MDC Repair Spray), sewing kit (a small spool of thread and 5 needles), 7 star flares (250 foot apogee), 2 white parachute flares (1,500 foot apogee), 100 feet of black or brown parachute cord (150 lbs tensile strength), 2-5 days rations, 2 gallons water, water purification kit- good for about 10 gallons.

      Combat in the T-53c Enhanced Power Armor: Not as limited as the T-51 series.
    • 3 additional attacks per melee
    • +3 Strike
    • +2 Parry and dodge.
    • One additional attack per melee at levels 6 and 11
    The Brotherhood Of Steel.
    The Brotherhood Of Steel.
    Brotherhood Weapons.
    The Brotherhood Of Steel.
    The Brotherhood Of Steel.
    This is a collection of Brotherhood-specific weapons, made by and for Brothers.
    Melee Weapons:
    Brotherhood Spear:
    Ripper:
    Standard initiate Spear.
    Ceremonial Honor Guard Spear.
    This weapon is issued to each Brother, and is mostly ceremonial, the Elder and Commander Honor Guards being the only ones who actually work with them. They are made out of combat knives expertly mounted to shovel handles (complete with metal ferules), and decorated with feathers and leather strips. Initiates are required to keep one with them at all times, and to keep their sheath on the blade. Honor Guard version is a vibro-bladed version.
    Purpose: Ceremonial
    Damage: Initiate Spear: 1D6 SD; Honor Guard Spear: Convert Initiate version to MD.
    Attacks per melee: Per users attacks per melee.
    Reach: 4 feet
    Weight: Initiate Spear: 10¾ lbs. Honor Guard Spear: 2.25 lbs.
    Payload: The Honor Guard Spear's e-clip has 10 hours continuous use; E-pads extend this to unlimited.
    Cost and Availability: 20credit for the knife, 10credit for the handle and cap, and about 8credit in labor each; Always available at The Exchange; The distinctive Brotherhood decorative effects aren't on, but the materials for this are available for about 5credit. Honor Guard Grips materials cost another 3-4credit.
    The RipperTM is a melee weapon consisting of a thin blade corralling a rotating chainblade connected to an unsually powerful (5 hp) planetry motor for its size (2 inches thick but 6 inches in diameter) and using rare earth or similar magnets (off-brand copies used lesser magnets and/or smaller motors, and often were good for little more than trimming hedges, and crudely at that). Powered by small energy cells, it can saw through people with relative ease, even with heavy armor.
    It took its name from the company that invented it, Ripper Inc., even though they marketed it as "The Hand Saw." It was intended as a brush-clearing tool, but in the chaos of the post-Rain of Death and Invid Invasion period the tool took on an ominous notoriety; One faction of "survivors" from Glasgow used the Ripper to butcher meat- Specifically, humans. Alive. There is at least one example of a ripper being mounted as a bayonet, though the example was supremely sub-standard (and may have only been intended as a joke in any case).
    Purpose: High-powered cutting implement
    Damage: 2D6 MD
    Attacks per melee: Per users attacks per melee.
    Reach: 2 feet
    Weight: 2.25lbs.
    Payload: Each e-mag give 10 hours of continuous use; E-pads are not available.
    Cost and Availability: 100credit each; Always available at The Exchange.
    Non-Explosive Throwing Weapons:
    Darts:
    Chakram:
    Dart
    Damage:3 - 6.
    Damage Type:Normal.
    Range:PS(5) feet.
    Weight:1 lbs.
    "It's a dart. It could get under the skin and cause a nasty infection."
    - Brotherhood Weaps TraMan.
    Darts are a type of throwing weapon; They don't deal very much damage compared to grenades but in large numbers they can be troublesome. They are easy to fabricate even in trenches, cheap, usually reusable, and can be tied to rockets and missiles in some cases, adding shrapnel to an already pretty nasty weapon.
    The single most effective use of darts was the loading of about a thousand onto a Vertibird (a variation of the V-22 Osprey) and dropping them out the back. This "bombing raid" tore apart a raider faction known as "Bang Bang Smash," though another such raid was used later on to lesser effect against a raider faction known as "Ultra Violence." They were latter used on "The Khans" in a coordinated air/land strike to much greater effect.
    Chakram
    Damage:4-6.
    Damage Type:Normal.
    Range:15 feet.
    Weight:2 lbs.
    A Chakram is a steel throwing weapon from India. It is circular in shape with a sharpened outer edge and ranges in size from approximately 4.5 to 12 inches in diameter. The lightweight structure of the chakram also allowed for the weapon to be thrown at fast speeds with great accuracy quickly.
    On the general battlefeild the chakram was laregely obsolecent, however a few specialists, most notably a certain member of the (in)famous DakTarg Squad of the later Invid Invasion era (whcih defeated the rogue sentient computer that tried to destroy the earth), used them to variously clever effects; In the case of DakTarg's Mandy, it was used to distract an enemy while the heavy weapons forced them to seek cover, and the sniper took her shot.
    Side Arms:
    Laser Pistol:
    Glock 86 Plasma Torch:
    A basic laser pistol. Exactly like the RDF Laser Pistol except stylistically. Honor Guards keep these on them on-watch, but hidden in their armor.
    Purpose: Self-defense.
    SD: 4D6 per blast; Scribes would eventually improve the design, to include and MD setting of 1D6 per blast.
    Rate of Fire: Per users attacks per melee.
    Range: 200 feet
    Weight: 1.5 pounds (.7 kg).
    Payload: 10 blasts per e-mag. E-pads are not available, but expanded e-mags are (15, 20, 30, 35, and 50 blast).
    Cost: 250credit each.
    Availability: Routinely available.
    A pistol-grip style plasma torch; Not originally intended as a weapon, but Technicians have been known to use them in self-defense. The system was upgraded for greater range mostly for this reason, though it can also be helpful in bridge building and demolitions.
    Purpose: Welding/Cutting.

    MD: 4D6 per blast.
    Rate of Fire: Per users attacks per melee.
    Range: 2 feet; Scribes would eventually improve the design to 100 feet.
    Weight: 1.5 pounds (.7 kg).
    Payload: 25 blasts per e-mag. E-pads are not available.
    Cost: 400credit each.
    Availability: Routinely available.
    Dessert Eagle:
    5.56MM Pistol:
    A Dessert Eagle.
    This dual-action only (DAO) semi-automatic pistol comes in two varieties, .357 and .50 caliber ae. A supremely silenced version based on the Welrod's silencer is often used for "special duties" (wet work, assassinations).
    Purpose: Defense.
    SD: 4D6 per blast.
    Rate of Fire: Per users attacks per melee.
    Range: 200 feet
    Weight: 1.5 pounds (.7 kg).
    Payload: 15 rounds per mag; Expanded mags are available (15, 20, 30, 35, and 50 round).
    Cost: 450credit each.
    Availability: Routinely available.
    This originally Brother-specific weapon actually fires a RIFLE round. The revolver is opened with a Loading Gate, rather than more traditional side-opening, and automatically ejects spent shell casings when the gate is open. The weapon has proven extremely popular on the black market, and due to it's simple design has been replicated extensively- The the BOS' annoyance.
    Purpose:
    MD: 1D4
    Rate of Fire: Per users attacks per melee.
    Range: 150 feet
    Weight: 2.25 lbs.
    Payload: 6 rounds.
    Cost: 2,000credit each.
    Availability: Routinely available.
    Long Arms:
    Discussion:
    The Brotherhood "typically" restricts personal long arms to the 5.56 by 45MM caliber for logistical support reasons, despite the availability of other options that provide equal or greater capability. This said, the M-16a5 is compatible with any known caliber. (Brotherhood snipers are issued the .50 BMG belt-feed only upper receiver, training to fire this in semi-automatic mode only; anything more would break the weapon down too quickly, and without adequate padding will break the shooter too.) With extremely rare exceptions, the M-16 is the standard rifle, with a 20 inch barrel and adjustable stock for Knights and Warriors, 12 inch barrel and fixed "short" stock for Technicians and Scribes, and A-2UTE2 upper receiver housing and Fontain picatinny rail forward stock for both. The rifles also are issue with a nylon stock-mounted magazine carrier/cleaning kit pouch and bayonet lug (even though bayonets are no longer issued; it was cheaper to continue using the old milling equipment that installed the lug than it was to just remove the lug).
    The Brotherhood also has a "leap" from personal weapons straight to support weapons, since the a5 is already configured to serve as both a personal weapon and as a support weapon. Most Brotherhood warriors deploy with at least 200 rounds on a belt to support their designated machine gunner (with the PM-215), but can use said belt themselves. Most also carry the combat shotgun sub-posed to their assault rifle for close in defense.
    Efforts have been made to reduce the degree of violence used on "lesser combatants," such as wandering tribals, but some less than fully dedicated members still use the heavier weapons exclusively; In the case of cannibals, this practice has consistently been affirmed, either tacitly (by ignoring the breach of BOS policy), or explicitly (by commending the Brothers in question on their fine work in ridding the wastes of threats to all life). On extreme forward deployments (anything off Terra proper), this practice simply is ignored outright, since Brotherhood members can't necessarily know beforehand what will or will not be effective against a given enemy.
    Colt Rangemaster Hunting Rifle:
    M-16a5 Assault Rifle:
    Colt Rangemaster Hunting Rifle.
    This reliable, semi-automatic fire only rifle is a common weapon in the wastes. Knights are required to keep one in their lockers for ceremonial purposes, and Techs and Meds sent into the field are often issued one for self-defense. Fires the .223 caliber/5.56ᴍᴍ rifle round.
    The Rangemaster is a derivative of the ancient M-14 Battle Rifle, though the heavy wood stocks long ago went the way of "the Dweller," with a slightly shorter barrel (14 inches rather than the standard 16 inch) for techs and medical personnel, and adjustable stock (up to 6 inches of adjustment is possible). A supremely silenced version based on the De Lisle carbine silencer is often used for "special duties" (wet work, assassinations, and commando raids).
    Purpose: Ceremonial and self-defense.
    SD: 4D6
    Rate of Fire: Single fire per user's attacks per melee.
    Range: feet
    Weight: 9 lbs.
    Payload: 10 rounds per mag.
    Cost: 5,000credit each.
    Availability: Routinely available.
    The Knight's general-purpose weapon; Generally chambered for the .223 caliber/5.56MM rifle round, but can be chambered to anything less than 7.62MM in diameter AND 55MM in length without alteration;
    M-16 Assault Rifle.
    Exploded View.
    UTE-2 Upper Receiver Housing.
    Brotherhood Upper Receiver.
    Anything above either restriction must be side-loader only.
    The "a5" variant, which is the Brotherhood's standard, is configured as both box mag feed (as standard) AND as belt-feed (using PM-214 compatible B-14 Disintegrating Belts) with 4 trigger settings (safe, semi-auto, 5-round burst, and automatic). While the Brotherhood can (and has, on occasion) produced upper receivers for all major calibers in both box mag and belt-fed (except .22 pistol belt-fed, they couldn't get the feed mechanism to work with the belt required for those), they don't routinely issue such calibers as it is cost prohibitive.
    Purpose: Offense
    Damage: Single Fire: 4D6 SD; Burst Fire: 4D6 MD.
    Rate of Fire: Single or Burst Fire: Per user's attacks per melee.
    Range: feet
    Weight: 8 lbs
    Payload:
    Cost: 6,500credit each.
    Availability: Only available to Knights and Wanderers.
    Combat Shotgun:
    Wattz 2,000 Laser Rifle:
    Combat Shotgun.
    Superposed Version.
    A 20-gge, burst or single fire smooth-bore shotgun with a 20- or 50-round detachable box or drum clip. A 200-round double-drum clip is also available to Wanderers. The shotgun could also be mounted under the AR-15's barrel.
    Purpose: Assault/Security
    Damage: Single Fire: 4D4 SD; Burst Fire: 1D4 MD.
    Rate of Fire: Single or burst fire modes; Per users attacks per melee.
    Range: 25 feet
    Weight: .25
    Payload: 20, 50, and 200-round detachable box or drum clips are available.
    Cost: 8,000credit each.
    Availability: Upon assignment.
    Wattz 2,000 Laser Rifle.
    An early version of the weapon that would eventually become the RDF Light Laser Rifle. A material shortage forced the Brotherhood to adapt hunting rifles as the frame, using light-gauge aluminum water pipes.
    Purpose: Self-Defense
    Damage: Two settings: Low Power: 5D5; High Power: 1D6 MD.
    Rate of Fire: Per users attacks per melee.
    Range: Low Power: 100 feet; High Power: 10 feet.
    Weight: 12 lbs.
    Payload: Low Power: 100 blasts; High Power: 10 blasts.
    Cost: 2,000credit each.
    Availability: Routinely available.
    Six-12 Shotgun:
    SIX 12 SHOTGUN.
    Six-12 Shotgun.
    A 12-gge SAO revolver shotgun using a detachable cylinder (making reloading even in combat fairly easy). The Six-12 not only can be but is specifically intended to be mounted under the AR-15's series barrel.
    Unfortunately the company that developed the Six-12, Crye Precision, in no way survived the Kara Qalliph Diel'are Kah Yar; The manufacturing and warehouse facility was ground zero for a T'sentraedi Reflex Cannon strike, destroying everything in a 10 mile radius- Including about 90% of the company's employees. As it was, the Brotherhood had to reconstruct the gun from the few surviving examples they were able to get their hands on (they had reconstruct the long barrel from the short barrel, and partially had to reconstruct the grip and trigger assemblies from a cobbled together gun).
    Use Combat Shotgun stats, but with a 6 round detachable cylinder instead of box magazine and add explosive, EMP, taser, and chemical shells.
    GM's; The UGC does not feild this particular gun, but it's not restricted to BOS members. Many other groups makes this exact same gun, with quality varying to some degree but most are reasonably good quality (very few are poor quality; a discerning buyer can tell by shaking the gun, if it rattles, move on to the next supplier).
    (Yes, this is a real gun.)
    Thrown Explosives:
    Plasma Grenade:
    Electro-Magnetic Pulse Grenade:
    Exactly the same as the future warhead of the Plasma mini-missile. They are very rare, but powerful; When detonated, a small explosive in the grenade ruptures the magnetic seal containing a charge of superheated plasma (high-energy ionized gas).
    Purpose: Anti-Personnel/Vehicle
    MD: 1D4
    Rate of Fire:
    Range: Per throwers range.
    Weight: .25
    Payload: Once only.
    Cost: 500credit each.
    Availability: Routinely available.
    An experimental EMP weapon. Never produced by the RDF or REF as the designs were lost, the Brotherhood sort-of forgot to mention to the RDF that they had them.
    Purpose: Anti-electronics and electrically driven machinery.
    Effect:
    Against material: Roll on the following table:
    01-60: Machine is dead; The electronics are completely ruined, and can not be repaired.
    60-90: The machine is damaged, roll again:
    01-50: Sluggish; .5 attacks per melee, and pilots, crew, etc are .5 to all applicable skills (i.e. Pilot: Destroid of 85% now is 42%, rounded down).
    01-51: Machine is disabled; It will take 1D4 hours to repair if parts are available, or 1D4 minutes to jury-rig.
    91-00: MIRACLE; ¡The blast had no effect! The legs/mounts somehow grounded out the entire blast.
    Against Personnel: Will stun anyone not wearing environmentally sealed body armor, and has a 60% chance of stunning those that are. Spacesuits, rubber suits, etc. also provide sufficient protection.
    Attacks per melee: Per users attack per melee
    Range: Per throwers range.
    Payload: Once only.
    Cost: 700credit each.
    Availability: Upon assignment.
    Support Weapons:
    PM-214 Miningun:
    The 5.56мᴍ (.223 cal) PM-214 Minigun is a small-arms chambered Gatling gun developed by the Brotherhood and based on the 7.62MM M-134 originally developed for Viet Nam-era helicopters and special operations aircraft. The PM-214 has been modified with a reduced rate of fire and rpm to make it useable as infantry support weapon, and originally mounted on a frame adapted from the rig used by movie camera men to carry their equipment; Later the Brotherhood developed an adjustable length recoil-reducing stock, allowing it to be used as a heavy squad support rifle (pictured). This is the BOS' only "support" weapon at this time.
    Vehicle Mounting Kits are also available.
    PM-214 Minigun.
    Purpose: Offense/infantry Support
    MD: 2D6
    Rate of Fire: 5 bursts per melee max; Can not exceed the users attacks per melee.
    Range: 2,000 feet
    Weight: 200 lbs.
    Payload: Variable; This is a belt-fed weapon.
    Cost and Availability: 15,000credit each; Upon assignment.
    Mines:
    The Brotherhood Of Steel is known to still use mines, but are very contientious to mark mine feilds. In fact, they've only used them around defensive positions.
    T-13 Anti-Personnel Mine:
    T-45SE:
    T-13 Anti-Personnel Mine:
    The T-13 Anti-Personnel Mine was designed to maim and kill personnel by launching a hand grenade of pellets into the air. They do a lot of damage to unarmored target, but doesn't have a lot of armor penetration. This makes it most effective against unarmored targets.
    The Brotherhood would plant them around their bases, set on pressure-activated trigger BEHIND their barbed wire barriers. However, individual Brothers are still known, against BOS orders, to emplace them in field positions, and non-BOS have no such restrictions. As a result, BOS Technicians must routinely find and disable these devices in the field- Hazardous work indeed, resulting in a few death every year at least.
    Purpose: Anti-Personnel.
    MD: 2D4(5).
    Rate of Fire: Once.
    Range: 4 feet.
    Weight: 4 lbs.
    Payload: Once only.
    Cost: 500credit each.
    Availability: Routinely available.
    T-45SE Mine:
    The T-45SE mine will do massive amounts damage to a small vehicle and kill personnel. It also deals great damage to larger creatures (e.g. Deathclaws, T'sentraedi, etc.), and RPA's.
    The T-45SE can be dangerous to handle; Accidental activations have happened inside of BOS bases by inexperienced Brothers, sometimes resulting in deaths, very often in dismembership and other permanent injuries, this even with powered armored troops.
    The weapon also suffers some reliability issues; They're reasonably easy to de-activate by hostile parties, and difficult to boobytrap against such tampering, and suffer from sympathetic explosions if within 12 feet. Brothers in the field have found the best way to defeat them is by shooting them; This causes them to prematurely detonate.
    They can be rigged to remote detonators, but rarely are.
    Purpose: Anti-Personnel/Vehicle.
    MD: 1D4(5).
    Rate of Fire: Once.
    Range: 4 feet.
    Weight: 4 lbs.
    Payload: Once only.
    Cost: 450credit each.
    Availability: Routinely available.
    T-45LE Anti-Vehicle Mine:
    Remote Detonator:
    T-45LE Anti-Vehicle Mine:
    The T-45LE is anti-vehicle mine that will blow a medium sized vehicle several feet into the air.
    It has a high amount of armor penetration, making it effective against larger targets. However, it was purpose-built for armor, and is thus easily avoided by people on foot and power armor (effective -10 strike).
    Purpose: Anti-Vehicle
    MD: 4D4(10).
    Rate of Fire: Once.
    Range: 4 feet.
    Weight: 4 lbs.
    Payload: Once only.
    Cost: 750credit each.
    Availability: Routinely available.
    Remote Detonator:
    Damage:2D4 SD.
    Damage Type:Explosive.
    Weight:1 lb.
    Cost:500.
    Remote
    The remote detonator was used by the Brotherhood in conjunction with other explosives; A matching three digit number on the remote and the detonator is entered, the package is planted where desired, remote is activated. If the remote is lost or damaged, the detonator could still be set to a timer.
    The detonator itself isn't really a "bomb," though C-4 is usually installed as an anti-tampering defense. Instead, they are usually rigged to a larger device, such as the aforementioned C-4. Just about any explosive will work, though, just some work better than others; As a stand-alone explosive, it causes 2D4 SD, but combined with an explosive will cause whatever the explosive's damage is; It will set off ANY explosive. There are no known exceptions (and the BOS has gone looking).
    The Brotherhood Of Steel.
    The Botherhood Of Steel.
    Brotherhood M-4 Sherman Tank.
    The Brotherhood Of Steel.
    The Brotherhood Of Steel.
    The M-4 Sherman was a widely-used main battle tank used in World War II. It was cheap and easy to produce, but thoroughly outclassed by German tanks of the era. The armor was too thin and the gun too light to be truly effective against German tanks,
    Brotherhood M-4 Sherman.
    Weight:34.75 long tons (33 tonnes).
    Length:19 ft 4 in (5.89 m); 25 ft 6 in (7.77 m) overall.
    Width:8 ft 8 in (2.64 m).
    Operational Range:200 miles (321.8 km).
    Suspension:Coil spring.
    Height:9 ft (2.7 m).
    Crew:4 (Commander, gunner, loader/radio-operator, driver).
    Armor:5.25 inch (75 mm) frontal armor;
    3 inch 133.5 turret.
    Power/weight:87 hp/ton.
    Main Armament:QF 17-pounder (76.2) gun, 80 rounds.
    Secondary Armament:Flexible .50 (12.7мм) Browning M-2 machine gun (generally not mounted);
  • Coaxial .30 (7.62MM) Browning M-1919 machinegun, 5,000 rounds.
  • Engines:Twin modified Lycoming T53; 1,500 shp (1119kW); 3,000 shp (2238kW) total.
    Speed:20 mph (32 km/h) sustained, 25 mph (40 km/h) at burst.
    but being mechanically simpler (thus easier to maintain in the field) and infinitely cheaper to produce helped the Allies win the war.
    After Kara Qalliph Diel'are Kah Yar, a raider faction known as "the Reavers" found several in a museum, rebuilt three of them, and were using them to help their raiding. They had up-gunned them with a rebuilt QF 17-pounder (76.2MM) gun with 80 rounds and repowered it with a pair of rebuilt (modified) Lycoming T53's (probably from an UH-1 Iroquois, taking only about 1/3 the space), leaving room for extra fuel and ammo.
    The Reavers voluntarily surrendered to the Brotherhood, bring with them their tanks (and other equipment), which the Brotherhood then used as well.
    Other upgrades made by the Brotherhood in their M-4's included frontal and search radar, infrared sensors (in the turret), Cullens berm cutters (I-beams cut and welded to the hull for breaching bocage and other barriers), flamethrowers, T34 Calliope rocket launchers (very similar to a Stalin Organ), mine-clearing flails (the latter two could be removed), improved armor, and an improved main gun (simplified, making it easier to manufacture, service, and repair).
    They stayed in service for decades, until they became obsolete even by reconstruction era standards, after which the Brotherhood began building new ones along the same lines. These would include grav pod technology, but only as an auxiliary to the tracks normally used and allowed enough space for the crew to don powered armor (which hadn't been possible in the original design, as the hatches were too small for them to fit). (The Reavers were handed over the UWG authorities to serve prison sentences ranging from 6 months to 20 years). The Vertibird was specifically re-designed to accommodate one M-4 in their cargo bay, though it's a tight fit (no infantry support on board, they have to ride separately), and it makes the flight dynamics awkward (tail heavy).
    The stats listed here reflect the current model.
    Name: Sherman.
    Model Type: M-4.
    Class: Militry Armored Vehicle.
    Crew: 4 (Commander, gunner, loader/radio-operator, driver).
    Passengers: None.
    MDC By Location:
    Tank Hull-
    Crew Compartment-
    Passenger Compartment-
    Grav Pods (16; 8 each side)-
    Rear Jet Thrusters (2)-
    Turret-
    500
    200
    300
    150 each
    150 each
    150
    L-19 Rail Launcher (2)-
    L-15b Rail Launcher-
    Top Mounted L-04 Rail Launcher-
    Wheels (10)
    Side hatches (2)-

    150 each
    100
    50
    200 each
    350 each

    Notes: Usual penalties apply.
    Speed and Statistical Data:
    Speed:
    20 mph (32 km/h) sustained, 25 mph (40 km/h) at burst. Due to the use of gravity pods, there is NO physical terrain that they can't traverse sort of hills over 15 feet high and 50º; Even then, they can cover it with a running start, but this is the upper end of their limits. The grav pods WILL work over water.
    Hovering Height: From 2 to 25 feet, but stability suffers the higher you go (-5% every 18 inches):
    Maximum Range: 200 miles (321.8 km).
    Height: 9 ft (2.7 m).
    Width: 8 ft 8 in (2.64 m).
    Length: 19 ft 4 in (5.89 m); 25 ft 6 in (7.77 m) overall.
    Weight: 34.75 long tons (33 tonnes).
    Power System: Twin modified Lycoming T53; Output: 1,500 shp (1119kW); 3,000 shp (2238kW) total.
    Hover System: Normal grav pods.
    Cargo Capacity: Up to 15 TONS of cargo can be carried internally in lieu of troops, and another 10 ton of cargo can be lashed to the hull. External cargo is subject to any environmental factors (including chemical, biological, and nuclear/Reflex weapons).
    Cost and Availability: Each tank costs 2.31 millioncredit; They take 2 months to fully build.
    Weapon Systems:
    1. QF 17-pounder (76.2мм) gun, 80 rounds: The British installed these in their Shermans, which increased the firepower of the tank to a "one-shot kill" capability." The BOS version is simplified, but the same gun.
    Purpose: Heavy Assault.
    Damage and Range: 2D6 times 5.
    Rate Of Fire: Once per melee.
    Payload: 80 rounds.
    Bonus: None.

    2. M-2 Heavy Machinegun: This automatic heavy machinegun has been around since the early 20th Century on Earth, and nearly identical ones have existed just about everywhere. The addition of Depleted Uranium rounds to the available inventory has added to the lethality of the 50's significantly. Also, during the War with the Regent, Plasma-662 propellant was developed; The charge was reduced to exactly emulate the effect of Cordite propellant, so it does NOT effect the damage. The weapon rests on a specially designed rig, allowing it to swivel and track according to the gunner's wishes (though it IS a 2-handed weapon. The rig "can" be modified to accept other heavy weapons, but requires a competent armorer who has the skill jury-rig (or similar skill). In the Reaver build, there was one of these in top of the turret and one coaxial to the main gun, with the M-1919 mounted out the front of the hull; In the Brotherhood build, all three are M-2's.
    Purpose: Anti-Personnel/Armor
    Damage:
    Lead (Ball) shot: 7D6 Per round;
    Depleted Uranium rounds: 1D6×10 MD per round.
    Rate of Fire:
    Single Fire: 1 Shot per user's attacks per melee.
    Auto Fire: 5 round bursts per pilots attacks per melee. (Can actually fire up to 5,000 times per melee, but soldiers are trained to fire in 5 round bursts.)
    Range: 7,000 feet
    Payload: Up to 500 rounds can be carried easily.
    3. Cullen's Berm Cutters: 5 foot long sharpened extensions made of purpose-cut I-beams. They can cut through just about anything not metal, up to 50 feet thick. After that, they can tear up the material pretty good, like a super-pickaxe, though pulling the material out can prove more difficult.

    4. Optional T34 Calliope Rocket Launchers (2): This heavy rocket launcher can be mounted over the engine compartment, angled at 32 degrees. Note that these are dumb rockets, not mini-missiles, but have the same range and damage.
    Purpose: Heavy assault.
    Damage and Range: Varies by type used; Use mini-missile stats WITHOUT any bonus.
    Rate Of Fire: Volleys of 7 per commander's attacks per melee.
    Payload: 15 rockets on 7 racks (105 total).

    5. Optional Anti-Mine Flail: A spinning drum with long chains at high-speed causes anti-personnel and anti-vehicle mines to prematurely detonate. Mounts to the Cullen berm cutters. This system only works on mines that are pressure sensitive, or magnetically activated. If doesn't work on grav pod based or command detonated mines, nor on radar based mines (not that there are any of those, since they're too expensive for practical use).




    Anti-Mine Flail.
    Cullen Berm Cutter.
    Features:
    • Stealth: Limits the tank's radar cross-section, infrared signature, acoustic signature, and other radiation by about 50%. This is increased to 65% when using camouflage nets and other gear.
    • Hearing Amplification: Can amplify sounds as quiet as 1 decibel at 1,000 feet, and in the ultra- and sub-sonic ranges. Unidirectional.
    • HUD: Displays maps, radar, targeting information, and any OTHER information the user wants directly in front of the them.
    • Visor Display: An auxiliary HUD displaying directly to the helmet visor. Based on the Cyclone version (since Tankers are required to wear their CVR-3 anyways).
    • Activities Recorder: Essentially the same as a plane's black boxes, this system records from sensors and the cockpit itself. 500 hours of recording available.
    • Radar: Combat grade radar. Range: 200 miles, can track up to 250 individual targets. 95% reliability (24% against unfriendly stealthed vehicles).
    • FLIR/SLIR: Forward and Side Looking Infrared. Allows pilot and weapons officer to get visuals on targets at night.
    • ESM: Radar Detector. Passively detects other radars being operated.
    • AJP: Active Jamming Pod. Causes -25% to detection but when it is active, other vehicles/bases can detect that it is jamming, and some missiles will home in on jamming signals. Jamming also causes a -4 penalty to all radar guided weapons.
    • Full Range Sensory Suite: Infrared, ultra violet, Magnification, night sight, color filters, thermal imager. Range is about 2,000 miles for MOST sensors.
    • Motion Detector: Activates a loud wailing when an object is coming at the user fast, and a soft ringing if it's coming slowly. Activation ranges must be specified by the pilot.
    • Blue Force Tracker: Identifies Friend from Foe. Overlays the information on both the radar and HUD, ensuring that friendly forces are not accidentally targeted.
    • GPS: Standard tracking device.
    • Virtual Map: Displays a continuously-updating map of local terrain for the pilot. Effective land navigation of 85% as updates come. Good to 50 miles. Specific range can be adjusted in 1 mile increments.
    • Anti-Jamming System: Reduces Electronics Countermeasure by ¾ (decrease skill level appropriately).
    • Electronic Counter Measures (ECM): These systems disrupt enemy radar and tracking systems, making it difficult for them to lock onto the ship with weapons. The countermeasures give the Mecha a +3 to dodge, +2 to strike and +1 on initiative in combat.
    • Loudspeaker: Amplifies voice 1 to 100 times. 100 feet in normal crowds.
    • CBR Protection: Complete chemical, biohazard, and radiological protection. Uses overpressure combined with space clouser.
    • Vacuum Seal: Permits the Mecha to be used in hard vacuum (such as outer space), and other hostile environments.
    • Variable Tint Viewports: Adjusts tinting to light conditions, up to an including a black dot if the sun is directly on the pilots face (only covers eyes).
    • Internal temperature and humidity control: Automatically maintains users desired heat, humidity, and other personal comfort settings.
    • Combat/Targeting Computer: Records all enemy and friendly activity over the course of time; Can replay that activity for the pilot, assign target designation numbers, and track likely damage based on mathematical formulas (ie "Right leg red" badly damaged/destroyed, "head green" not damaged, etc). Displays this information as a pop up in the HUD as requested by the pilot.
    • Oxygen Rebreather System: Extends internal air supply to 100 hours; Cartridge MUST be replaced after that period of time.
    • Magnetic Clamps: Electro magnets in the underside of the hull allow the unit to adhere to the hulls of warships and the exteriors of SOME buildings.
    • Grav Clamps: Actually reversing the polarity of the grav pods; Allow the tank to adhere to any SOLID (and some liquids) in the known universe.
    • Fire resistance: Fires external to the tank are not felt at all, even if the crew wants to.
    • Decoys: Specially modified Mini-Missiles used as decoys; Burning globs of magnesium/aluminum alloy to confuse both radar AND heat sensory systems, as well as creating a lot of smoke to obscure the Mecha. NOTE: Though the modified mini-missiles combine smoke flares, AMC/FDs, and LDP's, they aren't powerful enough for use with Destroids/Guardians/Etc. Reduce effect by 20% against smart missiles (add +20% to rolls for smart missiles).
      Effect:
      01-50: Enemy missile or missile volley detonates in chaff cloud - Missiles are all destroyed.
      51-75: Enemy missile or missile volley loses track of real target and veers away in wrong direction (may lock onto another target).
      76-00: No effect, missile is still on target.
      Also note that the chaff cloud will also blind nearby heat sensors (and optically based sensors at night) for 1 melee. They will suffer the following penalties: Reduce melee attacks/actions, and combat bonuses by half. Also, a cloud of smoke approximately 25³ feet wide and high by about 1 half-mile long.
      Duration: 1D4 melee rounds.
      Rate of Fire: Once per melee.
      Payload: 6 chaff/flares.
    • Combat/Targeting Computer: Records all enemy and friendly activity over the course of time; Can replay that activity for the pilot, assign target designation numbers, and track likely damage based on mathematical formulas (ie "Right leg red" badly damaged/destroyed, "head green" not damaged, etc). Displays this information as a pop up in the HUD on request by the pilot.
    • MRA 6 Radios: Allows real time, continuous radio link up with friendly forces in the area via satellite relay over laser radio signals, preventing jamming, and automatically encrypts/decrypts same to prevent eavesdropping.
    • Type-11 wide band radios: Effective 10 mile range, auto encrypt/decrypt. Works on standard radio band wavelengths, so it can still be jammed (if the enemy knows the frequencies).
    • XTNDR RADAR/Radio Antenna Extender: A simple, 23 feet helium balloon lofts a 10 lb. pod 100 feet into the air. Hanging from this payload is a fiber-optic cable that relays the data collected from the XTNDR Pod to the tanks computers. Note that using this system under heavy foliage will allow the radar, etc. to work there, at no penalties, but it will not break the canopy either.
      MDC By Location:
      Pod: 50
      Fiber Optic Cable: 10
      Effect: Extends range of any sensors 10 times (or defeats other penalties in a 5 mile area).
    • CS/A-013(a) Communications Satellite: The tank can be fitted out with 1 of these satellites for extended communications and radar range.
      MDC By Location:
      Pod: 50
      Fiber Optic Cable: 10
      Effect: Extends range of any sensors 10 times.
    • Amplified Hearing: Can amplify sounds as quiet as 1 decibel at 1,000 feet, and in the ultra- and sub-sonic ranges. Recognizes 5 million different sounds.
    • Standard Infantry Grip Points: Allows hands-free adhering to the outside of the tank's hull. There are 30 grip points per tank, even though only a five-man team is assigned to a tank. Hand grips are also attached, though not required to be used. See HERE for more information.
    • Survival Pack: A pack of simpler emergency survival supplies: Pup tent, Sleeping bag, Black light, GPS, First aid kit (bandages, gauze, bandage tape, pads, antiseptic/analgesic), Plasma torch (for small repairs and starting fires), Repair kit (with MDC Repair Spray), Sewing kit (a small spool of thread and 5 needles), 7 star flares (250 foot apogee), 2 white parachute flares (1,500 foot apogee), 100 feet of black or brown parachute cord (150 lbs tensile strength), 2-5 weeks rations, 20 gallons water, Water purification kit (good for about 200 gallons).

      Combat Bonuses from Brotherhood M-4 Sherman Combat Elite:
    • 3 additional attacks per melee.
    • One additional attack per melee at levels 3, 6, 9, and 12 with any additional bonuses for the pilot and crew.
    • +2 Initiative.
    • +3 Strike.
    • +4 Parry and Roll.
    • +2 Dodge.
    • Prowl at .5 driver or commander's prowl (whichever is LESS).
    The Brotherhood Of Steel.
    The Botherhood Of Steel.
    Brotherhood Vertibird.
    The Brotherhood Of Steel.
    The Brotherhood Of Steel.
    The Vertibird was originally built by a rogue faction of the former US government. It was based on the VC-22 Osprey, but fitted with a 7-blade prop and the fuselage arranged with a vaguely
    Vertibird.
    Max Range:2,000 miles (321.8 km).
    Weight:34.75 long tons (33 tonnes).
    Length:25 ft 61/3 in (7.77 m) overall.
    Wingspan:22 ft 4.5 in (YYm).
    Height:12 ft (3.6m).
    Crew:3 (pilot, copilot, flight mechanic).
    Power/weight:87 hp/ton.
    Armament:Limited.
    Engines:Twin Lycoming T53's.
    Speed:250 mph (40kh).
    "dragonfly" appearance for much the same reason- Increased visibility. This design had the "unintended" advantage of terrorizing tribals, and event to make urbanites "uneasy" (this the planes were 'usually' landed well outside of city limits and at least a couple miles away from villages unless intimidation was the point). The rogue faction eventually disappeared, and may have been the other antiunificationist faction the BOS was rumored to have fought against.
    The original planes were relatively small and cramped constructs, with very little space aft of the pilot's compartment; After 4 years of development, BOS Scribes were able to design the plane to accommodate an M-4, giving the tanks monumental forward deployability. (-15% pilot's skill when hauling a tank aft, due to the awkward weight distribution.) More commonly, the planes carry smaller vehicles, such as the Scouter.
    During the process of re-designing the craft to accommodate the M-4, a force of 12 Vertibirds were ambushed by parties unknown; One was destroyed in the air, 2 others shot down, and all but one took damage (thought the rest were able to escape). The attackers used ordinary rockets, nothing terribly sophisticated, and were able to kill 130 Brothers (all in T-53, making it both costly in human and mat'eri'el terms).
    The elders were determined that THIS was not going to happen again. The first part was to install guns on the planes; All but 2 of the survivors reported that the attack happened in such a way that had they been armed they could have returned fire (though the first two planes nevered stood any such chance). Later on further countermeasures were developed, but this was the first stage. Two PM-214's were selected as door guns with a third fixed forward, along with fixed-forward rocket launchers. Neither door gun can be used with an M-4 on board, and only 1 with most other vehicles (both can be used with a Scouter on board).
    The stats listed here reflect the current model.
    Name: Vertibird.
    Model Type: None known.
    Class: Aircraft.
    Crew: 3 (pilot, copilot, flight mechanic). The planes can go out with 1, and a few in posseion of groups other than the BOS are single-operator affairs (the pilot is also the mechanic, etc.).
    Passengers: up to 10.
    MDC By Location:
    Fuselage-
    Crew Compartment-
    Passenger Compartment-
    Grav Pods (8)-
    300
    200
    300
    100 each
    Jet Thrusters (2)-
    Wheels (6)
    Side hatches (2)-

    150 each
    20 each
    50 each

    Notes: Usual penalties apply.
    Speed and Statistical Data:
    Speed: 250 mph (40kh).
    Hovering Height: 25,000 feet max.
    Maximum Range: 2,000 miles (321.8 km).
    Height: 12 ft (3.6m).
    Wingspan: 22 ft 4.5 in (YYm).
    Length: 25 ft 6.3 in (7.77 m) overall.
    Weight: 43.5 tons (14.25 tonnes).
    Power System: Twin modified Lycoming T53; Output: 1,500 shp (1119kW); 3,000 shp (2238kW) total.
    Hover System: Normal grav pods.
    Cargo Capacity: Up to 35 tons (YYmt) cargo can be carried in lieu of troops.
    Cost and Availability: Each plane costs 5.3millioncredit; They take 3 months to fully build.
    Weapon Systems:
    1. PM-214 5.56MM (.223 cal) Minigun: The 5.56MM PM-214 was developed by the Brotherhood for infantry support. It fits the Vertibird's needs well, not surprising since it was based on the M-134 originally developed for helicopters. Three are mounted, one on each side and one fixed forward. (The Vertibird doesn't have side doors in the sense used for helicopters, but they are referred to as "door guns" anyways.)
    Purpose: Offense/infantry Support
    MD: 2D6
    Rate of Fire: 5 bursts per melee max; Can not exceed the users attacks per melee.
    Range: 2,000 feet.
    Payload: 30,000 rounds are carried on board, but the rounds can not be switched between guns easily.
    2. Rocket Launchers: 6 rocket tubes were installed forward facing on the fuselage. These are muzzle-loading, meaning they can not be reloaded in flight. No bonuses to strike (these are stupid rockets). Pilots hate these things, as they have to wear the Brotherhood's bulky and uncomfortable toggle sights to aim them, which severely restricts their vision, and prefer to let co-pilots use them instead. (Using the PM215 gives a +1 strike, but only if used with the toggle sight.)
    Purpose: Offense.
    MD: 2D6
    Blast Radius: 20 feet.
    Rate of Fire: 2 per melee.
    Range: 2,000 feet
    Payload: 6 total.
    Features:
    • HUD: Displays maps, radar, targeting information, and any OTHER information the user wants directly in front of the them.
    • Visor Display: An auxiliary HUD displaying directly to the helmet visor. Based on the Cyclone version.
    • Activities Recorder: Essentially the same as a plane's black boxes, this system records from sensors and the cockpit itself. 500 hours of recording available.
    • Radar: Combat grade radar. Range: 200 miles, can track up to 250 individual targets. 95% reliability (24% against unfriendly stealthed vehicles).
    • FLIR/SLIR: Forward and Side Looking Infrared. Allows pilot and weapons officer to get visuals on targets at night.
    • ESM: Radar Detector. Passively detects other radars being operated.
    • AJP: Active Jamming Pod. Causes -25% to detection but when it is active, other vehicles/bases can detect that it is jamming, and some missiles will home in on jamming signals. Jamming also causes a -4 penalty to all radar guided weapons.
    • Full Range Sensory Suite: Infrared, ultra violet, Magnification, night sight, color filters, thermal imager. Range is about 2,000 miles for MOST sensors.
    • Motion Detector: Activates a loud wailing when an object is coming at the user fast, and a soft ringing if it's coming slowly. Activation ranges must be specified by the pilot.
    • Blue Force Tracker: Identifies Friend from Foe. Overlays the information on both the radar and HUD, ensuring that friendly forces are not accidentally targeted.
    • GPS: Standard tracking device.
    • Virtual Map: Displays a continuously-updating map of local terrain for the pilot. Effective land navigation of 85% as updates come. Good to 50 miles. Specific range can be adjusted in 1 mile increments.
    • Anti-Jamming System: Reduces Electronics Countermeasure by ¾ (decrease skill level appropriately).
    • Electronic Counter Measures (ECM): These systems disrupt enemy radar and tracking systems, making it difficult for them to lock onto the ship with weapons. The countermeasures give the plane a +3 to dodge, +2 to strike and +1 on initiative in combat.
    • Loudspeaker: Amplifies voice 1 to 10 times. 10 feet in normal crowds.
    • Variable Tint Viewports: Adjusts tinting to light conditions, up to an including a black dot if the sun is directly on the pilots face (only covers eyes).
    • Internal temperature and humidity control: Automatically maintains users desired heat, humidity, and other personal comfort settings.
    • Fire resistance: Fires external to the plane are not felt at all, even if the crew wants to.
    • Grav Clamps: Reversing the polarity of the grav pods allow the plane to adhere to the hulls of warships and the exteriors of SOME buildings.
    • Decoys: Specially modified Mini-Missiles used as decoys; Burning globs of magnesium/aluminum alloy to confuse both radar AND heat sensory systems, as well as creating a lot of smoke to obscure the plane. NOTE: Though the modified mini-missiles combine smoke flares, AMC/FDs, and LDP's, they aren't powerful enough for use with Destroids/Guardians/Etc. Reduce effect by 20% against smart missiles (add +20% to rolls for smart missiles).
      Effect:
      01-50: Enemy missile or missile volley detonates in chaff cloud - Missiles are all destroyed.
      51-75: Enemy missile or missile volley loses track of real target and veers away in wrong direction (may lock onto another target).
      76-00: No effect, missile is still on target.
      Also note that the chaff cloud will also blind nearby heat sensors (and optically based sensors at night) for 1 melee. They will suffer the following penalties: Reduce melee attacks/actions, and combat bonuses by half. Also, a cloud of smoke approximately 25³ feet wide and high by about 1 half-mile long.
      Duration: 1D4 melee rounds.
      Rate of Fire: Once per melee.
      Payload: 6 chaff/flares.
    • Combat/Targeting Computer: Records all enemy and friendly activity over the course of time; Can replay that activity for the pilot, assign target designation numbers, and track likely damage based on mathematical formulas (ie "Right leg red" badly damaged/destroyed, "head green" not damaged, etc). Displays this information as a pop up in the HUD on request by the pilot.
    • MRA 6 Radios: Allows real time, continuous radio link up with friendly forces in the area via satellite relay over laser radio signals, preventing jamming, and automatically encrypts/decrypts same to prevent eavesdropping.
    • Type-11 wide band radios: Effective 10 mile range, auto encrypt/decrypt. Works on standard radio band wavelengths, so it can still be jammed (if the enemy knows the frequencies).
    • Amplified Hearing: Can amplify sounds as quiet as 1 decibel at 1,000 feet, and in the ultra- and sub-sonic ranges. Recognizes 5 million different sounds.
    • Survival Pack: A pack of simpler emergency survival supplies: Pup tent, Sleeping bag, Black light, GPS, First aid kit (bandages, gauze, bandage tape, pads, antiseptic/analgesic), Plasma torch (for small repairs and starting fires), Repair kit (with MDC Repair Spray), Sewing kit (a small spool of thread and 5 needles), 7 star flares (250 foot apogee), 2 white parachute flares (1,500 foot apogee), 100 feet of black or brown parachute cord (150 lbs tensile strength), 2-5 weeks rations, 20 gallons water, Water purification kit (good for about 200 gallons).
      Combat Bonuses from Vertibird Combat Elite:
    • 1 additional attack per melee.
    • +1 Initiative.
    • +2 Strike.
    • +5 Parry and Roll.
    • +5 Dodge.
    • Prowl at .5 pilot's prowl.
    The Brotherhood Of Steel.
    The Botherhood Of Steel.
    Other Brotherhood Vehicles.
    The Brotherhood Of Steel.
    The Brotherhood Of Steel.
    Chryslus Motors Corvega:
    Patrol Car:
    The Chryslus Motors Corvega recently hit the market, a fairly solid touring vehicle of limited realistic working capabilities but comfortable and fast, with surprisingly decent off-road capabilities.
    It's thought by most people that "Chryslus Motors" is a new underground car company, and in a real sense they are; It's actually a front company for the Brotherhood, both to make money (by entirely legitimate means, no drugs or guns or anything else like that), and to collect intelligence on the goings-on in the Brotherhood's area. Each vehicle has a tracker on it, and while this in no way gives the Brotherhood an idea of what the owner is doing, it does give them a reasonably good idea of where the vehicle is, thus giving them a trail to follow. Jefferson State "employees" seem to like them, but they are a status symbol in any case, and this is hardly surprising. More seem to be heading towards Boneyard or Vault City- In other words, where the money is. Many also seem to be heading out of the region, a curious development the Brotherhood intends to follow up on.
    Currently, the only authorized purveyor of "new" Corvega's in a man named Gordon who lives and works with his daughter, Tamira, in an old gas station about 1/3 of the way between Reno and the coast.
    MSRP: 200,000
    Seats: 4
    Top Speed: 120 mph on flat level road.
    MSRP: 120,000
    Seats: 4. The diver's seat is reasonably comfortable, but that's about it.
    Speed: 215 mph on flat level road; An amazing 183 on dirt road; And a DAMNED impressive 100 mph on NO road, if it can be driven on "at all."
    In the junkyard of the bay area just north of the acropolis of San Francisco (just outside the village of Woodacre), there lives the TODD family; For generations they built and sold cars, but a few generations back the owner of the junkyard found a cache of California Highway Patrol cars that had been delivered for eventual "disposition," then mysteriously forgotten. (What few records survived showed the facility had been closed by order of then Governor Gavin "No Mandate" NEWSOM, with the intention of selling all the assets, especially the dirt, to his various campaign supporters for pennies on the dollar of fair market value.) Whatever happened to that deal, the end came too soon, and the cars were never shipped.
    For speed and endurance, the Police Patrol Car is one of the best choices; It's basically a 4-wheel civilian TANK, armor and all, and kept in good condition can handle just about anything. Their off-road capabilities are fairly ASTOUNDING, and the Brotherhood has bought hundreds of these seemingly never-ending supply. Sadly, slavers in the Jefferson region (and some beyond) have also taken a "shine" to the police patrol car, in a rather sardonic political statement.
    Scout:
    Motorcycle:
    The Scout is a fair car, sold by many people and built by an unknown faction. They have "limited" amphibious capabilities, being able to cross rivers, streams, and even some lakes, but they aren't cabable of handling open water; In fact, they can't even cross any body of water with swells above 2 feet.
    The Scout is 'odd' in the sense that they are clearly new manufactures, not pre-war rebuilds, using proprietary technologies not known to anyone else. No one has yet been able to unlock their secrets, despite the fact that the design itself isn't all that dramatic; Even a shade tree mechanic can easily repair one, and many have been rebuilt to various specifications (racing, cargo, "amphibious landers" capable of operating at sea, light combat vehicles (usually consisting of additional armor plating on top and mounting a heavy machinegun on a rail turret], etc.).
    The Scout was originally being secretly manufactured in limited quantities by the BOS in an intelligence-gathering operation, seeing who buys them, how many, and to what purpose they seem to be getting the most use; However, their utility caught on very strongly, and the Brotherhood was "forced" to begin manufacturing them in much greater quantities, selling them as "used" via various outlets. They themselves sell "used" Scouts quite a bit, right from Maxon. They represent the most common non-professional vehicle after the Motorcycle, forming about 75% of the vehicles available.
    MSRP: 20,000
    Seats: About 4
    Top Speed: They can get up to 250 mph on flat level road.
    Cargo: A 5 foot by 3 foot by 3 foot area (2 foot by 3 foot by 3 foot if the rear seats are being used).
    Fuel Economy: About 20 miles to the gallon.
    A Motorbike, probably.
    Base Price: 10,000 caps
    Seats: 2 (3 with a side car).
    Cargo: A 5' by 3' by 3' area (2' by 3' by 3' if the rear seats are being used).
    Max. Range: 800 miles.
    Fuel Effeciency: 30 miles to the gallon.
    Top Speed: 80 mph.
    The Woodacre Junkyard (north of San Fran) builds and sells these primarily (Green Steel produces some as well). The engines are usually rebuilt, but the frames are new, custom-designed (in the Woodacre design, it's actually formed from steel tubes on semi-automated machines).
    A motorcycle is an two-wheeled motor vehicle. In the wastes, they're designed as off-road touring, with a heavy frame and wide seat, but easy to stand up on as well (to reduce injury on deeper drops and higher rocks).
    Motorcycles are strictly utilitarian, with lower prices and much greater fuel economy.
    Woodacre only produces one style, but once they leave the TOOD Family's lot, they are often re-built; In fact, 1 out of every five is grafted to a cart (above) to form a trike. The TODD Family also produces left and right sidecars, and at least one motorcycle had one of each (with the mountings for the sidecars actually connected around the main frame connection).
    So popular are motorcycles that in the BOS's Core Region they outnumber even hovercyles about 5 to 1, and all other vehicles by an average about 3 to 1. The closest competitor, the Truck, is what keeps that average up, with a 4 to 3 ratio (without that, the motorcycle would outnumber the next three combined). The TOOD family are "considering" getting into the trike business, since they have materials available.
    Truck:
    Brahmin Carts
    A lot of factions build various 18-wheeler and heavy-duty truck rebuilds; Only the Brotherhood has the ability to build new trucks from the frame up. Their extensive cargo capabilities make them idea for many applications. A common arrangement is to simply bolt a short shipping container to the frame, although the example depicted uses a simple deck with wood rails. Fuel economy on these trucks is POOR, but they can carry as much as 10 times as much cargo, and as such more than make up for the 'loss' incurred.
    Base Price: 100,000 caps
    Seats: As many as 10, depending on configuration.
    Top Speed: Most can get up to 85 mph on flat level road.
    Fuel Economy: Not very good; They generally get only 8 to 10 miles to the gallon.
    Large CartMedium Cart
    Range:About 1000 miles.Range:About 1000 miles.
    Cargo:870 tons.Cargo:690 tons.
    Passengers:10Passengers:10
    Brahmin-drawn Caravan Carts consisting of a car trunk or small truck pulled by a brahmin, mainly use is to carry large amounts of stuff or for trading at once.
    They are also often configured as trailers, and a few have been grafted onto other vehicles (such as the extended truck, extended scout, and the trike).
    Brahmin carts were a common sight for many years, and aren't "uncommon" today, though their popularity as primary vehicles has dropped significantly over the last few years, being primarily relegated to farm and factory use. Variants include twin-axled, dedicated trailer, hard and soft covered, and even a floating version (primarily used with Scouts).
    Bus:
    "Police Call Boxes":
    The Brotherhood have collected a large number of busses over the years, uparmoring all of them and adding guns to most. Most have cattle catchers in the front, some taken from trains, others fabricated from grader blades and reinforced with steel.
    Most pre-Invid states limited the size of the vehicles by width; After the arrival of the Invid, however, this requirement was ignored, and often flaunted. The Brotherhood in particular would leave their cattle catchers unaltered (although unlike some groups, they didn't deliberately ram their vehicles into other people's homes, and usually would shoot those who had if they could catch them).
    Around the Brotherhood's territories (and a bit beyond are blue phone booths marked "Police Call Boxes." They seem quite strange to outsiders, and often completely out of place, sometimes in the middle of absolutely NOWHERE, and yet oddly well maintained (more than one story has been told of finding one with paint still drying).
    They are in fact BOS "call boxes," and are used to allow Knights and above to travel from one place to another QUITE efficiently; They create a stabilized macro-wormhole system that allows the Brotherhood to travel from one box to another. (GM NOTE: This is one-of-a-kind technology, only available to BOS troops, and only applicable to Earth and Ceres; also, they don't connect those two bodies.)
    Only BOS Knights and above can activate the wormhole system, but once activated anyone "could" walk through one, as long as it's still open. Anyone who manages to force the locking mechanism (a VERY hardened system) or otherwise enter will see only a simple call box, roughly circa 1960's; Attempts to use the phone will result in an automated response, "I'm sorry, the circuits are all busy at this time." BOS troops will NOT reveal the nature of this device, no matter what, since they know the only ally the still have, no matter what, is the Brotherhood; It doesn't matter what they've done, they can always "come home." They might come home face punishment, but there is NOTHING they could have done "out there" so bad the BOS won't take them back.
    A few wastelanders have been "fortunate" enough to see the device in operation; As the wormhole is activated, a rotating light on top activates warning other BOS the system is on-line and running.
    The Brotherhood Of Steel.
    The Botherhood Of Steel.
    M/V Valdez
    The Brotherhood Of Steel.
    The Brotherhood Of Steel.
    PMV Valdez main deckPMV Valdez main deck
    Topside View At The Pier.Main Deck.
    PMV Valdez cargo holdPMV Valdez Bridge
    Cargo Hold And Engineering.Bridge.
    "Well, I see you already gassed her up. When you've taken care of everything else, just press the button. The computer will take care of the rest, if it's still working."
    - A. Ron MEYERS.
    Anchored in San Francisco, Poseidon Marine Vessel (PMV) Valdez was an old, decaying oil tanker that the Brotherhood came into control of. How this came to be is not "really" known, but it is known it had something to do with the events that brought the BOS into possession of the Vertibird and the Cyborg armor, since the only course the ship's computers seem to know was the platform where the cyborg was recovered from (which was associated with the Vertibirds, a couple hulks were still there and parts were actually salvaged from the mess).
    Despite the energy crisis, the oil tanker ran on diesel fuel which is derived from oil, rather than fusion. It is probable that converting such a vessel was deemed too expensive (since as long as there was some oil, the payload would be valuable enough to justify the fuel cost) or simply that it was impossible due to the limitations of the fledgling fusion technology. However, while utilizing outdated technology as propulsion, the tanker was fully automated and equipped with a navigational computer secured by a door operated with a magnetic tanker FOB. Additionally, the ship was equipped with an IFF (Identification Friend or Foe) transponder, preventing, a curious detail for a "civilian" ship.
    The Valdez was abandoned sometime around 2077, when components of the navigation computer were removed. As a further precation, the NavCom Space was fortified to a degree rarely seen outside of militry bunkers, with the only door accessing the space sealed by a fob. Someone REALLY wanted that machine unaltered- But that same someone seems to have wanted to be able to access the computer later, for reasons unknown.
    After its abandonment, various creatures have taken residence in the tanker. These included centaurs, floaters and wanamingos. A band of vagrants eventually occupied the deck of the tanker, forcing the creatures to remain in the holds. The vagrants formed a community, using the vessel as their home, turning it into a simple settlement, selling various scavenged items to visitors. The community was led by "Captain" A. Ron MEYERS, a Navarro technician gone AWOL, "a tough old military guy" (as described by Marc). The second community leader was Badger, the local hacker and electronics specialist. The vagrants themselves are a diverse collective of solitary wanderers, social outcasts and survivalists from across the wasteland. The vagrants emigrated to San Francisco for the tolerance and respect for secrecy there, but for reason unknown joined a fledgling army that "may" have eliminated the oil tanker.
    After these events, the BOS took custody of the tanker, digging out an improvised dry dock to allow access to repair her hull. Once this was completed, the ship was refloated and converted to an assault carrier (B/LHA-001), even though this was mostly for show.
    The Brotherhood Of Steel.
    The Brotherhood Of Steel.
    Brotherhood Robots.
    The Brotherhood Of Steel.
    The Brotherhood Of Steel.
    The Brotherhood deploys a few robots.
    Combat Robots.
    These are robots that have limited or no use outside of combat.
    SB-Series Sentry Robot.
    The Brotherhood reverse engineered the Sentry Bot from units recovered "abroad" not long after the Rain Of Death; They were originally developed by and for the US Air Force for base security, but proved to be less than ideal (the heuristics being far too simple). However, BOS Scribes have upgraded the design to be a powerhouse internal security drone, equipped with heavy armor plating, powerful weapons integrated into its chassis and high mobility, thanks to mecanum wheels mounted on its legs.
    Their purpose is mainly to guard high value assets and locations. and pose a serious threat to the unwary, wielding rocket launchers and a Gatling gun.
    What the Sentry Bot gains in pure power, though, it deeply looses to stealth and speed; A plodding 15 mph is all the better it can get, and at that can only go about 200 miles before they have to rest for at least a couple hours. Their stealth is non-existent; They make enough noise and racket to be heard a half-mile away. In fact, that's a "defect" the Brotherhood has learned to exploit, sending the drones in one way, driving the enemy another, where Paladins and Fighters have already set a trap. Some enemies are aware of this tactic by now, and counter use it, by estimating how far the trap would be (based on types of traps[s] anticipated), then simply shelling that general area. (It's worked... a couple times...)
    In a surprising variance, no friendly fire event has ever been attributed to a Sentry Bot failure; There are a few recorded cases of friendly forces straying into their path (with the Sentry Bots attempting to check fire each time), but none of one targeting, by design or accident, a friendly force.
    There ARE a few cases of Sentry Bot's targeting BOS or allied forces, however; Investigating these "accidents" has revealed the Brother or ally to be a traitor or other enemy infiltrator. Though this has only happened twice, it's curious for the fact that it DID happen, when the Brotherhood itself was completely unaware of the deceptions involved.
    MDC By Location
    Head-
    Torso-
    Upper and Lower Legs-
    200
    400
    150 each
    Upper and Lower Arms-
    Power/Back Pack-

    100 each
    160

    Speed and Statistical Data:
    Running: A crippling 15 mph.
    Range: The robot's power plant can run for 20 years, but it can only run for about 200 miles at a time.
    Flying: Not Possible
    Height: 10 feet.
    Width: 4 feet.
    Length: 3 feet.
    Weight: 2,500 lbs. That's 1.25 tons...
    Physical Strength: Effective PS of 12 PS; However, the drome doesn not have hands nor any other manipulators.
    Physical Endurance: Effective 45 PE; Includes locking joints.
    Prowl Penalty: Totally negates prowl by party; In fact, this is a common tactic, sending the Sentry Bots in from one direction, while BOS troops come in from another.
    Cargo: Not possible.
    Power System: RR-5 Micro-Fusion Cell.
    Cost and Availability : 20,000 credits each; Always available to Knights, and issued to others as needed.
    Black Market Cost and Availability : 1,000 to 100,000 credits each; Occasionally Available.

    Weapons Systems:
    1. PM-214 Miningun: While the Sentry Bot "could (at least conceivably) carry any type of mounted weapon, the 5.56MM (.223 cal) PM-214 Minigun is the standard used (mainly because the Brotherhood can make these themselves).
    Purpose: Offense/infantry Support
    MD: 2D6
    Rate of Fire: 5 bursts per melee max; Can not exceed the users attacks per melee.
    Range: 2,000 feet
    Weight: 200 lbs.
    Payload: 2,000 rounds.
    2. Light Rocket launcher: The entire left arm is a light rocket launcher.
    Purpose: Offense/infantry Support
    MD: 2D6
    Rate of Fire: 2 attacks per melee; Can not exceed the users attacks per melee.
    Range: 2,000 feet
    Payload: 5 pure tube (30 total).

    3. Hand to Hand Combat: The Sentry Bot can easily engage in hand to hand combat.
    Swat- 2D4 MD
    Punch- 2D6 MD
    Kick- 2D4 MD
    Body Block- 3D6 MD
    Leap Kick- 4D6 MD
    Stomp- 2D6 MD (effective against objects 4 feet and below)
    Powered Jump Stomp: 6D6 MD and WILL knock over anything less than 10 feet tall.

    Features:
    • Radar: Militry grade radar. Range: 25 miles, can track up to 200 individual targets. 95% reliability (12% against unfriendly stealthed vehicles).
    • Mine Detector (in feet): Gives effective 85% Detect Mine/Trap OR increases skill by 10% for pilots that have that skill (whichever is more). Works on density composition, so non-metallic objects cant hide, and displays a visual assessment and danger probability (based on a mathematical formula) for the pilot on request.
    • Type-11 Wide Band Radios: Effective 10 mile range, auto encrypt/decrypt. Works on standard radio band wavelengths, so it can still be jammed (if the enemy knows the frequencies).
    • Loudspeaker: Amplifies voice 1 to 100 times. 100 feet in normal crowds. Has an unnatural sound to it. Ties to the radio, allowing announcements.
    • GPS: Standard tracking device.
    • Survival Pack: They carry a pack of simpler emergency survival supplies for their biologic team.
    • Smoke Dispensers (8): Throws out smoke flares capable of covering a 90³ foot area. Special chemicals in the smoke obscures IR and heat sensors, and defeats visual tracking of the vehicle. Note that it DOESN'T make the robot invisible, but simply negates ALL bonuses to strike.

      Combat Profile For SB-Series Robot:
    • 4 attacks per melee
    • +3 Strike
    • +2 Parry and dodge.
    • +3 strike.
    Defensive Turrets.
    Plasma Turret.
    Gun Turret.
    A Basic Plasma Turret.
    Plasma Turret Diagram View.
    Plasma turrets are automated defense systems the Brotherhood uses on primary positions (main bases) for external security measures. These things are very dangerous; Their armor plating gives it protection equivalent to power armor, and the dual plasma cannon mows its opponents down quickly. As a robot, it is itself extremely vulnerable to pulse grenades.
    Exactly where they came from is a bit of a mystery; The Brotherhood only says they were developed by a group that is no longer in business. At first blush, these would appear to be upgraded versions of the gun turret, and that would be nominally correct; However, the plasma turret's pedestal must rest on re-inforced concrete, and the torso servos are much more powerful, while the torso frame is much larger and heavier (in order to support such a heavy machine).
    The "automated" nature of these machines is a partial misnomer; While they can be set to fully automatic operation (using pre-set parameters based on target size, location and direction of travel, and a wide variety of other characteristics), they can also be set to partial automation (wherein the computer core determines what targets are selected, but an operator must verify the decision to fire).
    The auto-cannon is an automated turreted defensive system that appears at various BOS facilities, equipped with twin minigun cannons
    A Basic Plasma Turret.
    Plasma Turret Diagram View.
    (PM-214's) and relatively heavily armored. They are usually part of a larger automated defense system. These systems are ever-watchful of their domain. Just like most other robots, however, Gun Turrets are susceptible to electro-magnetic pulses.
    They are usually arranged in the area of a main entrance, so that they can provide mutual firs support. Expirience has shown that units positioned where they are not supported can be far more easily disabled or destroyed outright, creating a "window" for an aggressor to exploit in such situations.
    Despite being highly effective, they are limited by two issues; First, their ammo ballast (the actual container for ammo) is limited to 800 rounds (this is supposed to be upgraded eventually). Second, their sensors are HIGHLY vulnerable to marksmen. Without this, they're firing blind unless tied to a larger network, in which case they will still loose all bonuses to fire.
    Currently, only a few locations are known to have gun turrets; Lost Hills, Mariposa, and Navarro. There were several at Sierra Army Depot and the oil platform, but these were removed long ago, and what components could be rebuilt were, the rest studied.
    MDC By Location:
    Head-
    Torso-
    Upper and Lower Legs-
    Upper and Lower Arms-
    Power/Back Pack-
    200
    400
    150 each
    100 each
    160
    Head-
    Torso-
    Upper and Lower Legs-
    Upper and Lower Arms-
    Power/Back Pack-
    200
    400
    150 each
    100 each
    160
    Weapons Systems:
    Plasma Turret:
    Gun Turret:
    1. Twin Plasma Cannons: While the Plasma Turret "could" (at least conceivably) mount any type of mounted weapon, they were designed for the Plasma Cannon.
    Purpose: Suppression fire.
    MD: 2D6
    Rate of Fire: 5D6 per blast.
    Range: 2,000 feet
    Payload: Unlimited.
    1. PM-214 Miningun: While the Gun Turret "could" (at least conceivably) mount most types of weapons, the PM-214 Minigun is the standard used.
    Purpose: Suppression fire.
    MD: 2D6
    Rate of Fire: 5 bursts per melee max; Can not exceed the users attacks per melee.
    Range: 2,000 feet.
    Payload: 2,000 rounds.
    Features:
    Both automated turret systems use the exact same features; In fact, the parts are interchangeable.
    • Radar: Militry grade radar. Range: 10 miles, can track up to 100 individual targets. 95% reliability (0% against unfriendly stealthed vehicles).

    • Smoke dispensers (8): Throws out smoke flares capable of covering a 903 foot area. Special chemicals in the smoke obscures IR and heat sensors, and defeats visual tracking of the vehicle. Note that it DOESN'T make the unit invisible, but simply negates bonuses to strike.
      Combat Profiles:
    • 4 attacks per melee
    • +3 Strike
    The Brotherhood Of Steel.
    The Botherhood Of Steel.
    Limited/Non-Combat Robots.
    The Brotherhood Of Steel.
    The Brotherhood Of Steel.
    These are robots that have limited or no use in combat.
    Mr: Handy.
    RoboBrain.
    "Mister Handy" is a type of maintenance and construction robot with multiple, multi-jointed appendages, which levitates thanks to its powerful jet-powered engine found around the Brotherhood's areas of operation.
    First brought to market in 2037 as a general construction and maintenance unit in the United States and Mexico, they were reliable robots after a hardware update in 2039 corrected a bug that caused interference in the operation of the multiple arms. A key selling feature is the nuclear power unit (a model 238B, licensed from Calpower) and self-maintenance modes. Multiple Mister Handies are capable of keeping themselves in working condition (Self Diagnostics) and are also fully programmed to perform nuclear fuel replacements, making them extremely popular for nuclear reactors
    Outside of construction and nuclear reactors they fund extensive use as butlers, maintenance workers, and sometimes as semi-autonomous security drones before the Great War. These robots are in general not designed for any combat, but will still attack with their manifold arms if threatened.
    They been recorded using firearms, including miniguns and ammo, though they really weren't properly programmed for this function, and thus have a tendency to shoot wild. Being robots, they are still rather robust and as such can be daunting opponents nonetheless.
    "Please come back. I'm sorry about all that recent unpleasantness."
    Robobrains (military alphanumeric serial numbers RB-3928) are multi-purpose robots. Their memories and programs are stored inside a synthetic pseudo-organic processor, contained in a domed shell atop their chassis. They are considered intuitively superior to most robots, as their "human-like" brains allow them a wider range of responses and functions. Their hands can operate most tools and weapons usable by humans.
    Robobrains were created before the war for the U.S. militry and for the civilian sector. They move on a tracked chassis (using dual 40 hydro-processor motors) on a flexible mount. In addition, to use consoles, operate levers, or engage targets with weapons, they have two flexible manipulators, ending in three point claws, on the sides of their torsos. Robobrains were going to be the next generation of robotic soldier in the war against China, but their production costs made it difficult to implement their introduction into the American militry. The robobrain's organic brain is suspended in pressurized bio med gel. Any damage to the casing or the brain itself can disrupt the robot's brainwaves and damage its neural connection to the rest of the body, affecting the robot's performance. Feeding the organic brain information about its surroundings are special sensors (typically with software written in 2076 installed), called Sensors '76.
    Apart from providing a real-time high resolution feed of the robot's surroundings, they are also capable of switching to infrared mode, in case the main sensors, for one reason or another, become useless for operating in unlighted areas. Robobrains, due to the nature of their pseudo-organic processor, can be programmed with much more complex and expansive instructions than typical robots. This also means they are superior to typical combat robots of Terra from their era in terms of their tactics and strategy. This makes it it is imperative that robobrains be routinely memory-wiped, as it is possible for the brain to break its own programming (CODE or other types) and develop serious personality quirks; This is hinted at by their battle cries of (but not limited to) "Please don't take this personally," "They could have programmed me to love, to forgive, but nnnoooo," and "When this is all over, I hope we can still be friends." However some seem to enjoy what they have been programmed to do, with disturbing remarks such as: "Don't be afraid, I've become quite good at killing."
    Brotherhood of Steel Outcasts have painted and re-programmed several robobrains for their own use. Interestingly, the fame of RoboBrain is exactly the same as Plasma Turrets; It's believed that one program may have come from the other, with perhaps an eye to develop an "mobile plasma turret." It could also have been merely a cost-cutting measure, since the is lots of space in a gun turret that is taken up in a RoboBrain.
    EyeBot.
    RoboDog.
    A "Floating Eye" (or "Eyebot") is a hovering security bot equipped with a taser.
    Basically a flying video camera, they are commonly found in pre-War military installations. The floating eyebot uses a powerful electric prod to keep intruders in line. Resembling an eyeball, its upper portion houses the CPU, motivator and the sensors. The extending arm below is equipped with a low power energy prod. These robots are quick but fragile, and were mostly used as a sentry or for important areas in vital facilities. Floating eye bots are often used by the military to guard important locations, and as such can be found in many pre-War bunkers. They use basic electric weaponry to control vermin and lack in durability due to their light weight. However, once battle between a Eyebot and an intruder has commenced, they will not leave until one of the two is dead or the intruder has fled; They have no fear of death, because they are incredibly simplistic machines.

    "The life fuctions of my master appear to be terminated. Are you my new master?"
    The "K-9" series robot is an advanced cyberdog by a certain Dr. SCHREBER. K-9, unlike most robots, is fully sentient and vocal, allowing them to communicate verbally in several languages. Their high intelligence allowed them to develop their own sense of morality, which brought them at odds with their developer's unethical experiments.
    An attempt to destroy the K-9 series was thwarted later on; The NCR government used the attack as an excuse to confiscate the K-9's in order to learn more information about potential enemies as well as what makes the two of them "tick." Experiments on the first units destroyed them, but eventually a solution was found and K-9's roll off assembly lines- With memories of what was done to them intact. They don't like NCR at all.
    K-9's possess a sense of humor, and will sometimes make sarcastic and snide remarks during conversations.
    The Brotherhood Of Steel.
    The Botherhood Of Steel.
    Brotherhood Facilities.
    The Brotherhood Of Steel.
    The Brotherhood Of Steel.
    The Brotherhood controls, outright, 10 facilities:
    Lost Hills/Maxon
    The fortress at Lost Hills and the surrounding village of Maxon is their corporate and spiritual headquarters; 99% of the various technologies they've recovered can be found, in one form or another, here, though their industrial capabilities were long ago moved out, first to the oil platform, then to Ceres.
    The main village is "pretty frumpy" as one REF soldier put it, but the secondary village is one of the most sophisticated and urbane areas on the region; There is even accesses to a vault back there, along with other bunkers. (The main vault access the Brotherhood Bunker via a tunnel dug by the Brotherhood for this purpose.)
    THE VILLAGE OF MAXON.LOST HILLS BUNKER, LEVEL 1.LOST HILLS BUNKER, LEVEL 2.LOST HILLS BUNKER, LEVEL 3.LOST HILLS BUNKER, LEVEL 4.
    The Village Of Maxon.Lost Hills Bunker Level 1.Lost Hills Bunker Levels 2 through 8 (Barracks).Lost Hills Bunker Level 9 (Workshops [original; now Research And Developement].Lost Hills Bunker Level 10 (Command, Control, Communications, Intelligence).
    WesTek (also Wes Tek, as two words)
    WesTek, a bombed-out research facility colloquially known as "The Glow" or "Great Glow," was originally founded in 2002 as the primary research installation for West Tek. Work was done there on advanced weaponry and in biomedical research. The facility was decontaminated and rebuilt (though questionably well) by the Brotherhood after an Initiate proving her fitness to be a Brother secured the facilities, destroying over a dozen automated drones and re-activating the power plant; This was a mission previously attempted at least twice, once as a major militry expedition, and both having failed. The site remains somewhat radioactive, mainly from radiation leaching into the surrounding soil unchecked for so many years, but is steadily improving.
    While the Brotherhood does own the facility and maintains a security force there, it is inhabited by mutated humans who's bodies have developed a resistance to the radiation, and the security details are not permitted to remain there more than a week at a time.
    The sie originally was an impact crater; Once the Bortoerhhood turned their eye to re-claiming the facility, they QUICKLY and VERY THROUGHLY covered over the otrignal hole and build an access control bunker, then installed a ladder. Curiously, the holes in the levels within the facility have to date not been repair.
    The auxillery powerplant and power management system is located on level 6; Repairing this re-activated the facilities security measures, eventually leading to a raging facility wide firefight.
    The main powerplant is on level 8; The nuclear reactor suffered a containment breach as a result of the attack that effectively destroyed the facility. However, repairing this breach proved to be easier than originally anticipated, and the reactor was shut down moments before the strike (the strikes eventuality was known). Using a few easily (for the Brotherhood) obtained parts, the reactor was rebuilt and, more importantly, RESEALED, preventing further radiation seepage.
    The powerplant level was expanded to gain access to a fairly expansive mine, where various ores are recovered, then processed on-site for the reactor specifically and facility generally maintenance. The accessway is along the west side (there is a desk/bullet resistant barrier and a trio of armed guards standing watch).
    WESTEK GROUND LEVELWESTEK LEVEL 1.WESTEK LEVEL 2.WESTEK LEVEL 3.
    WesTek Ground Level (Access).WesTek Level 1 (Offices).WesTek Level 2 (Engineering And R&D).WesTek Level 3 (Security Forces).
    WESTEK LEVEL 4.WESTEK LEVEL 5.WESTEK LEVEL 6.WESTEK POWERPLANT LEVEL.
    WesTek Level 4 (Biology-Physics Research Labs).WesTek Level 5 (Secured Testing Labs [specimens]).WesTek Level 6 (Barracks And Operational Support).WesTek Level 7 (Powerplant).
    Mariposa As It Appeared When The Brotherhood Re-Took The Facility.
    Mariposa Militry Base
    Mariposa Military Base was a top-secret United States militry facility built to house experimental research that had been started at WesTek involving biomedical research and super soldiers; All that's really known about it is that whatever was going on there, it failed, and it failed miserably; The US Army commander, a bird colonel, there actually mutinied over it during the early hours of the Rain Of Death.
    The facilities were then abandoned by the now-deserters, who force marched to Lost Hills, becoming the Brotherhood; Many years later, whatever secret the facilities was holding got out, and the Brotherhood marched north to stop it ("put the genie BACK in his bottle"). The access to the facility was imploded, and it was "thought" this time the facilities were forever sealed (the genie's bottle had been "welded shut"), but about 50 years later another faction re-opened the facility, taking something; The miners they used to force the facility open "mutated" and were left in the facility, the tunnel again being blown up to trap them inside- Along with about a dozen wounded comrades.
    It was in this time when the Initiate "Chosen" first appeared; She re-entered the facility, killing off the miners and reclaiming the facility for the Brotherhood. The tunnel itself was once again sealed, but now a permanent detachment of 6 troopers in T-53c and armed with mini-guns, supplemented by automated weapons turrets, maintain control of the facility. There has been talk about reopening the facility, this time under much more controlled conditions (the first party to enter simply "stumbled in" and fell victim to the facility's secret, the second party forcibly entered knowing what it wanted and taking only that, effectively nothing more than raiders and murdering grave robbers), but these plans have not come to any fruition as yet.
    Sierra Army Depot (SAD)
    Sierra Army Depot, located outside the one-time city of Herlong. The existence is of the base was forgotten by many of the residents of the wastes and would have remained so were it not for its accidental rediscovery by a group of explorers, who reported its location to Reno's WRIGHT Family; Orville WRIGHT then contracted an "unknown tribal" who was secretly working for the Brotherhood to reopen the facility, indetified only as Chosen in the report (this is the same individual that previously helped the Brotherhood gain control of the Shi, and would later help them gain control over the Hubologists). Before reporting to Orrville, she reported to the Brotherhood she'd accessed the base, and they dispatched a heavily-armed, power armored company to take custody of the facility and refurbish the artillery located there; When WRIGHT members arrived to take custody, they were killed quickly and efficiently, and their failure to report back became troublesome to Orrville, who investigated the situation personally; Seeing BOS troops there, he was forced to try and make a deal, first with the Bos and then another faction- Both fell through. The depot is now a regional storage area for Brotherhood arms and munitions and servicing and decommissioning/disposition center for vehicles and other equipment. The base's automated defenses have been rebuilt and are fully functional, and expanded upon heavily in the intervening years. An artificial intelligence, named Skynet, was installed at SAD at some point to aid the researchers and handle some security functions. In 2071, Skynet achieved self-awareness, but its limited menu of responsibilities prevented it from exercising any control over the base as a whole. SAD continued in this capacity during the outbreak of the First, Second, and Third Robotech Wars. Soemtime during the First Robotech War, the facilities logistics functions became fully automated by Skynet, and personnel were removed to serve in other capacities; It was at this time when the automated turrets (controlled by Skynet) were installed. Once complete, the base staff sealed the front blast doors, armed the turrets, and cleared the perimeter. Sierra Army Depot was left forgotten and alone, even the logistics and research capacities being ignored, until re-discovery and re-opening over a century and a half later.
    Rediscovered was a bio med gel that could, in theory, have restored body parts if "washed" (or submerged) in the chemical quickly enough; Unfortunately, the formula was in a sector of the base's computers damaged during an earthquake, and recovering it has proven difficult.
    Navarro As It Appeared Just Before The Brotherhood Took The Facility (intel photo, taken around 2240, declassified 2345).
    The Oil Rig, Headquarters Of The Enclave.
    Inside The Mine.
    Navarro Air Feild
    Navarro was an oil refinery facility used in conjunction with an off-shore oil platform that was commandeered by a faction calling itself "Enclave." It was mainly a fueling and transfer station for their personnel and equipment. Seizing control of this base gave the Brotherhood a set of Veritbird blueprints (allowing them to build their own in the long run, and physical control over a couple in the short run), and denied the Enclave access to the mainland (since they couldn't refuel or repair the craft effectively), forcing them to withdraw to the oil platform they'd been using as their headquarters (see below). Enclave had also installed one of the few post-Rain Of Death operational satellite up-link stations, giving them continuous comms with their various subordinate stations; Loss of the facility meant many Enclave troops were stranded ashore, where they were eventually hunted down and dealt with (either killed or captured), vastly reducing their effective strength. It also became a forward base for the eventual destruction of the Enclave.
    Oil Platform
    The oil platform was one of the last working ones on Earth; After the oil had been extracted, the facility was "sold" to a shadowy group called "Enclave" who used it as their base of operations for many years, until a reactor meltdown destroyed the facilities; Most of the members were killed as a result.
    About 25 years later, the Brotherhood boarded what was left, thinking the reactor had breached and exploded; It had simply melted down, the explosions observed being various other materials detonated as a result of the meltdown.
    After decontamination and rebuild, the facility is used by the Brotherhood for various research purposes, but mostly to deny the facility to other factions. The same group that now occupies WesTek decontaminated the oil rig.
    Bunker November-02, Klamath
    Bunker November-02 was a long-forgotten tunnel near Klamath that the Brotherhood secured control of; It provided very little in the way of new knowledge, but was a secure (and mostly secret) location to be used as a staging base. For reasons not entirely clear, a toxic chemical was released in the facilitie's semi-natural tunnels, leading to it's common name, the Toxic Caves. Although just about everyone knows "of" the "caves," only a VERY small handful learned of the hardened bunkers within, and until the Brotherhood came along no one had ever entered it. So secret is this base that even most of the Elders don't know of its existence, and ¡some of the High Elders have never heard of it! It's really just a minor supply depot, mostly serving the far northern reaches, but the simple fact that is does exist and could easily be used in that capacity by an enemy makes it critical to control.
    Control of the bunker necessitated control of Klamath, a feat which was simply not possible; However, by sly dealing and strong arm tactics, the Brotherhood managed to gain "strong influence" over the town, thus securing their interests- And without the cost of actually HOLDING those interests. When various warlords of the wastes seize control of Klamath, the BOS swings into action, undermining their other interests (raiding their mines, bases, camps, etc.) to deprive them of their inventory, thus making the control of the town moot. The Brotherhood itself gives Klamath the money to buy off these thieves- Money taken FROM the raider's own assets.
    "TV Town,"
    The so-called "TV Town" was originally created by an intelligent computer based on 50s and 60s TV shows. Populated by androids, it was the envy of surrounding settlements, all of which wanted some of its technology. The difference between them and the BOS is the BOS took that town.
    The main purpose for the BOS was to ensure the technology could not fall into the wrong hands (and unfortunately with the BOS that usually means anyone other than their own); After a relatively brief skirmish resulting in two destroyed Sentry Bots and a badly injured Brotherhood Knight, a truce was made. The computer would surrender to the Brotherhood, who would provide security and support, in exchange to technical knowledge. The system would be allowed to continue, unmolested, until it suffered "terminal fault" entirely on it's own.
    Ares Missile Silo Complex
    The Ares Rocket Silo complex is actually the ruins thereof, having fired it's load of missiles during the Rain Of Death, and been targeted in retaliation in return. Most of the complex is utterly destroyed, with only the Command Center surviving in any useful sense of the word. Behind the fence line there is a warehouse building, two closed silo doors, a partially opened silo, and it has one fully opened one. The wreckage of a Vertibird in markings OTHER THAN the Brotherhood indicate this site was of some interest to another group at one time, probably the faction the BOS obtained the design for the Vertibird from.
    For decades, Ares was empty and abandoned, until overrun by mutants; Their access to the computer systems and machine shops located there posed a serious threat to the region, though most notably to VC (a city which the BOS remains cold and aloof towards, despite nominally being allied through the NCR). This prompted the Brotherhood to launch what was expected to be a major offensive, but turned out to be a rather simple march; The mutants and other "residents" were cold, tired, hungry, and generally not a match for 3 companies of BOS troops (most in T-53cA2 powered armor), despite being VERY well armed. The situation was made even worse when the Brotherhood secured control of the ground area and built a camp there, expecting it to be a long siege; What little food the inhabitants were getting could no longer get in, and no stockpiles of any significance were available. Even the rats were starving, it turned out, and a truce to discuss surrender was obtained before the last tent was erected.
    The underground levels are not accessible to non-BOS members, but the ground levels are, with only a tiny shack stopping just about anyone from wandering in; In fact, the area is a minor shanty town, nominally under the security of the Brotherhood (though security FROM them might sometimes be more of the issue). Most of the inhabitants of that era are decedents of the mutants that surrendered, a few are various wanderers and homeless people or their decedents who've drifted in over the decades.
    The underground areas contain a wide variety of fabrication and manufacturing equipment (this is where the BOS makes the Scout), but the facility is still a militry installation, and used as storehouse primarily.
    Ares Ground Level.Ares Level 1 ().Ares Level 2 ().Ares Level 3 ().
    Ares Level 4 ().Ares Level 5 ().Ares Level 6 ().Ares Level 7 ().

    Rock Falls
    Rock Falls, Post-Rebuild.
    SHI-HUANG-TI (inset; sail area).
    The Hubologist Shuttle, "USS" QUETZEL.
    The Brotherhood controlled a series of bunkers stretching east from Corpus Christi to the southern tip of Lake Michigan (roughly Merrillville, Indiana, then known as Brahmin Hills). Strangely, the bunkers were titled backwards, going east to west, as if the were built in the wrong order.
    As the REF reasserted their control over the region in the wake of the Regis' evacuation, the bases were slowly surrendered to the "Robbies," but the Brotherhood retained control of a fortified formerly raider base called Rock Falls. After reinforcing the outer perimeter, the BOS used the base for administrative and some supply activities.
    It is tempting to some to think the facility is not as fully secured as it appears, being up against a hillside, and with a tiny, almost non-existent, hole in the outer wall. In fact, the facility is MUCH more secure than it looks; The hole in the wall was deliberately left there, drawing would-be intruders into an area where they can be killed easily (many in fact have tried), and the cliff itself is heavily boobytrapped. A few have still tried to gain access this way, and one in fact managed to sneak close enough to take random pot-shots at the defenders, but no one has managed to gain access to the facility (and the would-be sniper died, his body being hung on the main gate until it rotted away).
    "Effective Control"
    They also effectively control 2 critical factions in San Francisco, the Shi and the Hubologists;
    The Shi/SHI-HUANG-TI
    The Shi's main computer system was 'hacked by outsiders' and the Brotherhood helped them rebuild it, secretly installing a backdoor that allows them to watch the Shi's every move (literally and figuratively, since the security cameras are part of the computer system). They also took physical possession of SHI-HUANG-TI, the submarine that brought the Shi's ancestors to San Francisco. Using the back door, the Brotherhood arranged a major raid by "monsters" on the Shi, forcing them to turn to the Brotherhood for militry assistance, thus making them a vassal party to the Brotherhood. The formerly "secret" backdoor then was "installed" into the Shi's computer mainframe, allowing the Brotherhood to communicate with their 'ally.' For presence purposes, the Brotherhood took control of and expended the main computer space, installing barracks, and posting a Brother in T-53c Powered Armor and armed with a laser pistol and spear in the "Emperor's Audience Chamber," while another dozen or so are in the barracks area (most armed with plasma rifles and a minigun). The Brotherhood maintain the illusion for outsiders that there IS an Emperor who's word is respected by the Shi, even knowing the truth as they do. The Shi retained physical control of The Steel Palace, however, and the Brotherhood tread carefully around the Shi's interests- As long as it doesn't interfere with their own.
    Due to the allegedly religious context of the Shi's world view, the Swiss Custodes also maintain a presence in the palace, though their barracks are storage tank space, and not in the court proper. (The Custodes have no idea that the "emperor" is in fact a supercomputer.)
    The Hubologist's Temple
    The Brotherhood gained control over the Hubologists using a different strategy; They invaded outright. Under a pretext of combatting slavery, the Brotherhood and another faction, The Rangers, invaded the Hubologist's main stronghold, killing most of the members and taking anything that 'might' prove the Hubologists were inncocent, while proudly displaying anything that proved their guilt- Most especially, the bodies of over a dozen slaves the Brotherhood had left there (via a slaver that turned on her leadership in the Den) so they could be massacred and "prove" the slavery was occurring. (The slave brand on their left breast was that of the Hubologist's emblem.) The survivors, what few there were, were cowed into silence. The Rangers split the facility with the Brotherhood, allowing the surviving Hubologists to rebuild their temple but under the very watchful eye of the two factions.
    The Sisterhood Of Steel.
    The BrotherSisterhood Of Steel.
    The Sisterhood Of Steel.
    The Sisterhood Of Steel.
    The BrotherSisterhood Of Steel.
    War is not all there is to life, and the Sisterhood of Steel was bound and determined to prove it. They encompass all parts of the Brotherhood; Knights, Scribes, traders, etc. Although the Brotherhood never had (a whole lot) of sexism, there was always an undercurrent of tension; Female members began grouping together in an informal sorority.
    Some are as girlie as you can get; Others have to prove they're ACTUALLY female by a gentalia inspection (and males 'have' tried to sneak in). Straight, lesbian, bisexual, it doesn't matter; The only requirement to be part of the sisterhood is be female.
    Despite it's informal founding, the Sisterhood IS an official entity; Several High Elders have "reminded" members that female berthing, heads, and other marked spaces are for females only, and males entering those spaces had better be on business, and announce their presence first. A few have chosen not to heed this warning; Each one caught has been punished most severely.
    Name: Sisterhood Of Steel.
    Type: Sororial Order
    Leader Title: Senior Paladin
    Membership Type: Female members of the Brotherhood of Steel; Species is not relevant.
    Goals: To bask in the sisterhood. Talk shit about males. Etc.
    Size and Orientation:
  • Large Guild (200)
    Features:
  • The Sisterhood Of Steel.
    A: Sponsorship:
    B: Dress:
    C: Equipment:
    D: Weaponry:
  • Merchants (BOS)
  • Simple (5); The Sisterhood often participates in various clothes-making and repairing activities; The lesser highlight of the year is the annual quilt party.
  • Cheap Equipment (2)
  • Specialist Equipment (10)
  • Large Library (20)
  • Simple (5); The Sisterhood supplies knives, sometimes ammo and small arms, and most importantly, anti-rape defenses.
  • E: Communications:
    F: Security:
    G: Stronghold(s):
    H: Intelligence:
  • Messengers (15)
  • Lax (5); What would they be keeping secret? Is there a POINT to secrecy here?
  • Hut or Hovel (5); The Sisterhood owns outright a 3-deck adobe building, and while this may seem impressive, it's in fact nothing more than a barn, though a nice looking one, from the inside.
  • Gossips (2)
  • Scouts (5)
  • I: General Alignment:
    J: Criminal Activity;
    K: Reputation:
    L: Salary:
  • Scrupulous (8)
  • Con Men (5)
  • Prostitute (5)
  • Smugglers (15)
    The Sisterhood does not officially participate in these activities, but they do actively obstruct any investigations into them by members, as long as "no one really got hurt." That the Sisterhood does, in small part, profit from it (their members make money, which then is often passed along to the Sisterhood) doesn't hurt, either.
  • Unknown (5); Outside the Brotherhood, at least.
  • None (5); On the other hand, they're not a dues-paying organization any longer, either.
  • M: SPECIALS:
  • Friendship- Government (20)
  • Monopoly (90); In fact, it's the ONLY female guild in the BOS. Seriously, how would you compete?
  • The Brotherhood Of Steel.
    The Brotherhood Of Steel.
    Scribe's Foundation.
    The Brotherhood Of Steel.
    The Brotherhood Of Steel.
    The smartest kids in the room can't do much really by themselves; The Scribe's Foundation was established to give them a way to work together AND to promote learning with younger Direct Recruits. It was members of the Scribes Foundation that eventually unraveled the mysteries of the Frank HORRIGAN Powered Armor suit, making replication theoretically plausible, even though no one will do it (and of course, with good reason).
    "IF" Mariposa is ever reopened, the operation will inevitably be Scribe heavy, at easily 10 to 1 ratio. Even now, Scribes form the bulk of the Mariposa camp staff, testing water, soil samples, etc., looking for any deviation, no matter how slight- There's something in that tunnel, and they're afraid it might get out.
    Scribe's Foundation
    Type: A collection of researchers, archivists, etc. dedicated to learning for its own sake.
    Leader Title: Senior Paladin.
    Membership Type: All Scribes.
    Goals: Cooperation, encouraging education, and research.
    Size and Orientation:
  • Guild (300).
    Features:
  • A fairly average Scribe. Her dual hand gun style indicates a fightimg srcibe, but her lack of armor suggests she was assigned to a rear area, such as Mariposa.
    A: Sponsorship:
    B: Dress:
    C: Equipment:
    D: Weaponry:
  • Merchants.
  • Simple (5).
  • Excellent Equipment (10);
  • Specialist Equipment (10);
  • Medical Supplies (40);
  • Large Library (20);
  • Alchemist (60);
  • Forge (10);
  • Weapons and Armor Forge (15).
  • Simple (5).
  • E: Communications:
    F: Security:
    G: Stronghold(s):
    H: Intelligence:
  • Messengers (15).
  • Tight (10).
  • Keep or Tower (25); Actually several. Most are used to specific duties, some are for general research, a few are open schools.
  • Gossips (2).
  • I: General Alignment:
    J: Criminal Activity:
    K: Reputation:
    L: Salary:
  • Scrupulous (8).
  • Con Men (5);
  • Poisoner (10);
  • Drug Master (15);
    As part of the Brotherhood, Scribes 'may' be asked to go out and play "Let's make a deal" with some faction the Brotherhood wants something out of. They may be asked to manufacture poisons ᵅⁿᵈ/ₒᵣ drugs, whether for criminal purposes or merely for research for its own sake.
  • K: Reputation
  • Known (10), and not "really" well respected by some Knights.
  • None (5). The Brotherhood already pays them.
  • M: SPECIALS:
  • Friendship- Merchants (10);
  • Minor Competition (+10).
  • Green Steel.
    Green Steel.
    Green Steel.
    Green Steel.
    Green Steel.
    The Green Steel is an informal order originally composed of JUST T'sentraedi; Several decades later, mutated Humans were allowed to join as well. In the intervening years, many Humans who'd proven themselves "T'sen 'zalg" ("T'sentraedi Strong")
    A Male Green Steel Member.
    Date unknown.
    A Female Green Steel
    Member. Date unknown.
    were permitted to informally join them; Children born of T'sentraedi parents (most of them female) were assumed members.
    Would-be members not per se invited must perform the "brek-thun," or "honor dance," a ritual of trial by unarmed combat with three members of the Green Steel. Generally speaking, if the entrant proves they fought as well as could be expected and took the subsequent beating well (there is NO WAY you take three enemies on like this), then you're offered a bottle of something (usually alcoholic) and offered a seat at Campfire; If you fail, your injuries are attended and you're invited to return some other time without hard feelings.
    The "rough and tumble" outward appearance of Green Steel hides a deeply surprising series of facts;
    1. Green Steel members, at least in their main clubhouse, treat each other with a degree of disrespect that outsiders are often "deeply distressed" by the language used; Any racist, sexist, or "-phobic" slur is used, and quite liberally. In fact, they NEVER speak to each other in "proper terminology."
    This isn't without reason, though; The first Green Steel members, all T'sentraedi, (4 females, 2 warrior males) were treated like SLAVES by the BOS. Shit, literally, out ranked them. But from this, the first leader of Green Steel, the dumbest of the lot (IQ of THREE) saw an important lesson; "If you can't handle a little verbal abuse, how did you handle getting shot at for the last hundred plus years?"
    With this in mind, Green Steel made a POINT of it to be as disrespectful as possible in the Pitt; In fact, it's only when such "proper terms" are used (like Human, T'sen, Ma'am, Sir, etc.) are used that a problem is brewing, and most members just grab their beer and move a few paces away and let THEM settle the matter themselves.
    Fighting in the Pitt is pretty common, too, and tacitly encouraged; As long as no weapons get drawn, it's all fun and games. Anybody can break up a fight, and they don't "have to" have a reason ("but it helps") any more than the fighters had to have a reason to start to begin with ("doesn't really help things any").
    Green Steel is also "hiding" a secret; The Founders first job was excavating an old militry bunker, stripping out anything useful for re-use on the main BOS bunker. With that job completed, they asked for permission to use the bunker for themselves, a request that was granted.
    The BOS's "abusive" treatment of the T'sentraedi had unleashed dormant protocols in their minds, however; The same intellectual protocols that made them good warriors had, once upon a time, made them good miners and engineers. Being forced to use these skills sets directly on controlled deconstruction (not demolitions but organized, thoughtful disassembly) had re-awakened those abilities. And disassembly led to assembly- Construction, manufacture, fabrication, even "crafting" became their obsession.
    These "rough bastards" are now some of the foremost fabricators in the region, rivalling even the Scribe's guild (though the Scribes Guild has official support for the BOS, whereas Green Steel doesn't meaning the Scribes get new equipment, whereas Green Steel has to rebuild their equipment from scrounged mat'eri'els and whatever they can build for themselves, so they STILL don't have even a basic microscope, other than the old one in the lab with one broken lens and the missing adjustment knob that someone found in what was left of a local high school).
    The Brotherhood knows about the "secret" factory, but they also know what's being made down there, and more importantly what isn't, and are not terribly worried. Green Steel can't make any major weapons, but they can rebuild just about anything you can name. They also can build bridges, rebuild roads, overhaul cars (9 out of 10 Brotherhood vehicles arrived as piles of scrap in a vaguely car shape, with Green steel members rebuilding it to a running, functioning vehicle)... Pretty much anything.
    The real secret, though, is their OBSESSION with the subject; If you could just leave a Green Steel member in the Pitt for a few years, he'd probably come out knowing how to rebuild the entire bunker from the ground up.
    The original bunker has been completely overhauled, thoroughly rebuilt, with all the inoperable junk hauled off and replaced by useful equipment (though their nuclear reactor is "a bit twitchy" and requires constant maintenance) and their advanced fabrication machines aren't in much better shape. Even the water well (that they hand-dug by jamming a 3" pipe into the dirt and twisting for three weeks) is "kinda wonky."
    Over the entrance to the bunker is a tin and wood shack with tin letters; The Founders wanted to call the place "Haven" but they could only find the letters p, i, and a pair of t's, so "Pitt" it became. (If they could have found an s, "Tits" and Spit/Spitt" would have been considered.) The Pitt is a strip bar, with a curtain hung across the door to the back (leading to the bunker itself). "Passing the curtain" is a serious no-no for anyone who isn't Green Steel, and if you make a fuss they'll escort you out of the bar entirely. On your ass (they're very careful about that, they don't 'throw' anyone out, but they WILL remove you, by force if necessary, without hurting anything much more than your pride). If you pass the initiation, though, they'll take you back there and introduce you to "Giselle," their pride and joy; A massive 40 foot CNC machine they built from scrap out of a mining doohickey frame, a busted VDU and terminal (actually several terminals), and a shit ton of cordless drills (for the motors, mostly). Oh, and a wire coat hanger and a "Love-A-Lot" CareBear, neither of which anybody really knows how they got there and everyone is afraid to remove it for fear the whole system will implode. (In the case of the coat hanger, there's not need for alarm. About the stuffed animal... Well...)
    One of Green Steel's weak points is their reputation, which is a motorcycle club; That's partially because every new member receives a Green Steel built motorcycle, jacket (brown leather with a Green Steel emblem on the back), and helmet (they are, however, the finest rider's helmets on the market). The guild stays away from anything even vaguely illegal (they "could" make various drugs, legally, but simply WON'T because it causes too many problems) except alcohol (which isn't illegal per se, but they make tons of it, occasionally selling a little on the side, which is illegal), but their motorcycle "gang" reputation continues to dog them.
    Name: Green Steel
    Leader Title: Officially, Dants Trati Kemma Trati Nous-Magdomillan, which roughly translates as "The Absolute Noble Lord Master Of Strategy". Unofficially, "the Great Poobah," "The Boss," "Oh Capitan," and "Asshole." As always with the Green Steel, looks are deceiving; The title is more like an insult, sardonically referring to their leader with patently fake respect, as a sign of actual respect.
    Membership Types: Mostly T'sentraedi, with some humans, mutants, and even a few Stage 3 Deathclaws. Pretty much ANYONE who isn't Human or otherwise outcast by "mi'cronne" culture and isn't too good looking.
    Goals: Officially, "Goals? What are "Goals"? Getting drunk, maybe... Getting laid, for sure... That's about it, really." Unofficially, Green Steel is all about BUILDING. They would, if given the mat'eri'els needed, totally tear down and rebuild the world, right down to the rose gardens on every front lawn.
    Size and Orientation: Guild (300)
    Features:
    A: Sponsorship:
    B: Dress:
    C: Equipment:
    D: Weaponry:
  • None: The Brotherhood itself gives no endorsement nor aid to Green Steel, and Green Steel doesn't give a fuck about that, either.
  • None (0): Green Steel members supply their own clothes, uniforms, etc.
  • Cheap Equipment (2)
  • Medical Supplies (10)
  • Small Library (10)
  • Alchemist (60)
  • Weapons and Armor Forge (15)
    Green Steel is OBSESSED with learning, building, growing, in any way possible. Their "forge" is a full fledged mini-factory, with home-built CNC machines, massive and small-scale vacuum tables, anything and everything; First thing the do if they hear of a new idea, is work to copy it.
  • Simple (5); They can give limited logistical support, repairing any BOS-issued weapon, supplying ammo, and even making some of the simpler weapons, but most of the heavy gear is beyond the group's capabilities (individual members can, at least in limited quantities, do a lot more).
  • E: Communications:
    F: Security:
    G: Stronghold(s):
    H: Intelligence:
  • Messengers (15). Sort of... Mostly it's "Hey, you, get your lazy ass over here... go find (name) and tell him to get down here."
  • None (0); Literally anyone can come into Pit, but getting past The Curtain is a bit trickier. Actually walking through it per se isn't, but they won't let you touch their toys, they won't let you in on their secrets (at least not there), they pretty much treat you as an outsider (which you are) and generally encourage you to go back to the bar.
  • Fortified House (15):
    The Pitt is just a front (literally) for the guild. Most people know "of" the basement, where the workshops are, a lot of people have seen them (it's a minor recruitment tool, 'accidently' let people see the lesser equipment, keep them away from the bigger toys), but only guild members know how big it really is; It's been so long that even the BOS itself has pretty well forgotten that there was a bunker down there, with only a couple of the Elders at any given time being too aware.
  • Gossips (2)
  • Militry Scouts (5)
  • Underworld Contacts (5)
  • I: General Alignment:
    J: Criminal Activity:
    K: Reputation:
    L: Salary:
  • Unprincipled (6):
    The members are pretty much here only to have a good time and let their hair down. Fighting, drinking, anything goes, as long as it's not too extreme (causes the guild "embarrassment"). Rules are pretty lax, and enforcement is equitable, though anyone really getting hurt is a problem, and you gotta clean up any messes you made.
  • None (0); And "None" means "NONE." They won't help you if you've screwed up.
  • Suspicious (2):
    Green Steel's reputation as a "motorcycle club" plus their dubiously legal foundation leads many to watch them warily; The fact that they have their not quite so secret workshops, their clubhouse is a well known strip bar (most famous for a hundred miles), and they were founded by and openly welcome any social outcasts isn't helping them any.
  • Charges Fees (0);
    In fact, it's a quasi-plutocracy. Wealthy members tend to find their opinions matter "morer" than others because they can buy more beer. However, it is technically a democracy, in that no one is (by guild rules) more powerful than anyone else, except the asshole, who's only power is in time of direct crisis (and can be removed if they abuse that power).
  • M: SPECIALS:
  • Leased Land (Special); The Pit and the old bunker.
  • Minor Competition (+10): There are some members who are also members of the Scribes and/or Sisterhood, and sometimes those agendas clash; Usually, Green Steel loses those fights, but it doesn't matter; Green Steel is a drinking club anyways... Right?
  • Green Steel.
    Green Steel.
    Green Steel Specialized Equipment.
    Green Steel.
    Green Steel.
    The equipment listed here either is specialized for Green Steel or started with them.
    WEAPONS:
    The gun became ana accident sensation in the wastes of the CA/OR/WA/NV/AZ wastelands overnight when a few were recovered from the bodies of dead Green Steel members on various field assignments- Within a year, at least 100 fabrication shops were identified as making the guns, and they became HIGHLY desired on the black markets. When the REF returned to Terra, they too discovered this "clever little gun" and while they would eventually choose not to adopt it in any fashion, they officially did nothing to prevent it's spread abroad- In reality, the REF did much to increase it's spread beyond, by using a carefully worded services wide order that REF members were not to invest in private enterprises that might conflict with the interests of the PLENIPOTENTIARY COUNCIL, allowing "wide interpretation" of the order (no specific products or industries were mentioned beyond "black markets" and "militry grade hardware").
    Dolne's are now produced throughout the UGC spheres of influence, though in generally limited numbers- The common users include Le Legion, criminal gangs, the Knaeck (few and far between are the Knaeck or their affiliated members who don't have one), the pro-UGC Magog (it is inscribed on Wayist Magog sectarian laws that they SHALL carry one, for reasons that even the Wayists can not explain- Tiamist Magog accepted the new law gladly), and so many others it's impossible to list even half. In fact, the Dolne's utility as a self defense weapon is so widely accept that it can only be described as what factions refuse them, that being the Geh ‘Dai and Palpatinains Syhith, and even within those factions only the leadership can be said to actually NOT carry them- Lower ranking members are not unknown to "illegally" posses one (plus variously chambered cylinders).
    Green Steel Dolne Pistol
    The Dolne Pistol (often referred to by the derogatory "Apache") operated on the principle of a pepperbox revolver using a pinfire cartridge and incorporates a fold-over knuckle duster forming the grip and a rudimentary foldout dual-edged knife. Since its component parts can be folded inward towards the cylinder, it was easily concealable and was effective at extremely close range. A cordite powder was used extensive by La L'egion Etrange're during the Terran occupation (with every known Legionnaire having at least one, and many carrying up to 5 at a time).
    When the Green Steel members heard of this unique weapon, they immediately took an interest (unaware of La L'egion's version), reverse engineering the gun based only on pre-Global civil War photos. After extensive testing (under the rare condition that "real world" civility was permitted), they determined several things; The knife was mostly useless, the barrel was too short to be practical even as a point-blank self defense weapon, the cylinder was too difficult to remove and re-install for reloading (especially under combat conditions, though this was considered unnecessry since then it would be used only as a last ditch weapon anyways), the lack of a safety of any sort made negligent discharges inevitable, the extension out the back of the gun made hooking on pockets problematic and was unnecessary, and of course that black powder was completely outdated. From there they re-designed the gun, first by removing the knife blade entirely, then to use self-contain rounds (shelled cartridges with shot and primer included) loaded with Plasma 662 (which still allowed cordite and black powder, though with less efficiency), lengthened the cylinder about an inch, simplified the removal process (takes 1 melee action rather than a full melee as the previous design), and rifled the barrels. The backstrap grip/ring section was removed to reduce hooking (the piece was needed on the original design was mostly brass and as such it to give the grip/rings a solid "shoulder" to rest on, but with the new design steel was selected and is solid enough in its own right so as not to need the shoulder). To make the gun safe for casual carry, the trigger was re-designed to be the safety- With the trigger in the folded position, a tiny bit of shoulder is cammed in the way so the hammer is disengaged AND a plate is cammed in the way of the firing pin, making it unable to discharge, With the trigger in the unfolded position, a lock cams into the grip/rings, making accidental folding impossible. A detent pin in the frame holds the grip/rings in place when folded well enough that opening the gun accidently is unlikely. Lastly, the original design made extensive use of bolts to hold the gun together- Green Steel did away with all the bolts, instead using the removal of the cylinder as the starting point of disassembling (removing the cylinder moves a lock out of position for the frame, allowing it to opened up by swinging the plate up/forward from the left side).
    With these basic safety and function issues fixed, Green Steel began thinking about the cylinder itself- What kind of munitions were needed? Nobody could really agree on this, and the compromise solution came as using three different types, the 10 MM (which allows the use of the /40 cal without alteration), the 9MM (which allows the use of the .380 cal and .357 Sig, though not as efficiently and with the penitential for barrel damage), and the .357 Magnum (allowing the use of .38 without alteration). The guns were issued with 2 of each, the individual Green Steel members being allowed to use "which ever best fits the needs of the circumstances" (though the Brotherhood in general was stockpiling around a million rounds of 10MM every year at this point).
    The Brotherhood Of Steel.
    The Botherhood Of Steel.
    The Brotherhood of Steel;
    Bakersfield Institute.
    The Brotherhood Of Steel.
    The Brotherhood Of Steel.
    The Brotherhood Of Steel, in an effort to protect those disabled by the Wars, established the Bakersfield Institute, a full-range hospital with extended physical and psychiatric facilities.
    Unfortunately, the hospital was a partial bust; Though the sick and injured received treatment, the conditions at the hospital left MUCH to be desired, and was compared to a "sanitarium" (an obsolete term for psychiatric hospitals, infamous for being one step BELOW torture chambers in the decent to Hell scale). Treatment was also very rudimentary, with only basic prosthetics, "talk therapy," etc. Patients were encouraged to leave the Institute the soonest possible, both to get them away from the Institute and to allow other patients in. However, NEVER was anyone refused to come for inability to pay (even if they had to wait for treatment), and the Brotherhood did give the best treatment they could with what they had. Every few weeks conditions improved a little, as tents were replaced by shacks, shacks bifurcated into closets with beds (every such "apartment" had a separate exterior door in case of fire or earthquake), latrines converted to working toilets, RUNNING hot water (solar heated during the day), etc. After about 10 years, the Institute had grown into a nicer place to come, but still had that dreaded reputation from it's early days, and the quality of treatment had risen very barely (drugs had become available for the most critical of cases, and prosthetics had improved a scotch). Treatment, however, is still less than most other hospitals- It's also still FREE.
    The Institute has often been referred to as the "Bakersfield Institute Of The Disabled"; Even official Terran Authority documents repeat this misnomer, one the Brotherhood repudiates every time it comes up.
    (Stats unavailable at this time.)
    The Brotherhood Of Steel.
    The Brotherhood Of Steel.
    Dirty Deeds (Done Dirt Cheap).
    The Brotherhood Of Steel.
    The Brotherhood Of Steel.
    The Brotherhood's reputation is one of integrity and protecting the weak, but it ISN'T all fairytale bullshit; They did actually beat off a pair of global threats that "could have" (most say "would have") effectively destroyed the earth, but they also did it by pulling a lot of underhanded shit.
    The Shi were forced into an alliance with the Brotherhood by a third-party threat the Brotherhood themselves arranged (a mercenry army). While far from the only faction to use such a tactic, the Brotherhood used such tactics often and most effectively, since they could provide their allies with the best equipment and MUCH more money. The mercs used to accomplish this mission were in fact mutated humans, recruited from the remnants of a prior army, and armed with the finest weapons available, along with armor specially designed for their mutated bodies, and was "almost" as large as every prior such army combined. In fact, it outnumbered the Brotherhood itself nearly 5 to 1, but lacking the Brotherhood's newly acquired air power and armored vehicles, was simply no match for the "assistance." Surprisingly, the leader of the mercs WAS paid in full based on the number of warriors that survived the conflict. This operation was carried out by a Brotherhood Initiate Recruit identified as "Chosen" but never named.
    The "reconciliation" of the Hubologists was carried out in much the same manner, and by the same Brotherhood member (now First Sergeant and simultaneously a Ranger) as carried out the Shi Operation; "She" contracted with a known slaver of questionable loyalty to the Jefferson State Slaver's Association to purchase about 25 slaves for eventual release; The slaver only had to change his dorsal slave mark to a brand that would make it "appear" that the slaves were owned by the Hubologists, then ensure they stayed covered up. The delivery was to be made at the Hubologist's main temple in San Francisco, the payment to be the slaver would receive surgery to remove her slaver tattoo.
    To cover up the full plot, however, the slaver was assassinated (presumably by "Chosen" though exactly who actually pulled the trigger can never be truly known) under the pretext of "killed in the cross fire," along with all the slaves that were to be freed. The Brotherhood officially teamed up with The Rangers to carry out this operation, The Rangers providing the legal and moral authority, the Brotherhood providing simply the muscle.
    The very thick veneer of eliminating a slaver faction held well; The Rangers expressed doubts about the veracity of the slaving, but they did recognize the Hubologists as a growing faction and a threat to all the other factions, and as such agreed to "investigate" the situation, leading to the confrontation.
    The choice of 25 slaves was by no means an accident; Chosen expressly stated in her report that 25 slaves would be far too many for any one slaver to handle individually, thus would necessitate "(the) Mark" to hire on additional help (mercs being common, freeboot mercs more so), who would invariably object to The Ranger's interference, and thus create a violent confrontation. In her report Chosen even states she recommended a source for Mark to hire from knowing they'd be "hypra-reactive" and VERY heavily equipped and offering to subsidize the hiring- A fire fight was inevitable, as long as Mark made delivery on-time.
    Chosen made sure not to allow The Rangers to know the situation had been arranged, even going so far as to ensuring the slaver died in the fighting (though her report admits she didn't know who exactly fired the killing shot, only that she believed she did) to help contain the secret of this false-flag operation.
    Amongst the most curious 'loot' was the capture of a reusable single-stage-to-orbit shuttle, "USS" QUETZEL; She was to take the "faithful" away from this world. It's a damned good thing they never got the chance, though, because the ship's air scrubbers were woefully inadequate and the fuel they were developing would have exploded on take off ANYWAYS, killing all aboard; This would have left thousands of "faithful" behind without leadership, blaming everyone they could find, meaning a jihad.
    The Brotherhood shipped the craft, by train, to Maxon officially to study and possibly rebuild it, but hasn't done much with either to date; It really was mostly to get this dangerous contraption as far away from Hubologists hands as possible, before they killed anyone ELSE with the damned thing.
    Only a select few know about this operation; The Elders and High elder of the Brotherhood, the CEO and Security Division Chief of GD (a tour as GD's SecDivC being a necessary waypoint to becoming GD's CEO, and the next in command to the Brotherhood in any case), and some members of the Joint Council Select SubCommittee For Domestic Intelligence. Even the holders of the documents (a computer chip) don't really know what's on it; The encryption keys needed to view the document are controlled by the High Elder, GD SecDivC, and GD's CEO, and all three are required to unlock the very much stand-alone mainframe (even has it's own power supply system, to make sure even THAT can't be hacked).
    This twin operations represent the absolute worst of the Brotherhood's history, where relatively innocent people were killed and otherwise abused on the initiative and authority of the BOS alone, but in their wake they helped to re-stabilize the region; The aftermath of the Hubologist operation, a schism within the survivors of the Hubologists leading to the creation of the much more militant Elronologists, could not have been predicted nor really prevented by Chosen (the "Elronologists" were the original faction, and the schism had been forming all along anyways, this just advanced it, though quite substantially), and in any case in no way really threatened the regional state (the California Republic). If anything, the schism weakened both, as the Hubologists had not the man power to work on their precious spaceship or advance their brainwash enslavement (making the operation legitimate, "from a certain point of view,"), the Elronologists not the man power to carry out their damned "cleansing" programme, and thus both were contained, with the Elronists dying out inside of a decade.
    Far to the north, the Brotherhood pitted two factions against each other, the Vault City Residents versus the Gecko residents, by deliberately tampering with the Gecko's Nuclear reactor; Vault City threatened war, and suddenly a mercenry army of about 50 fighters showed up.
    This force DIDN'T impress the Vault City leadership, and a large-scale raid was conducted; This was enough pretext for the Brotherhood to march into Vault City to launch a raid of its own, destroying three laser turrets and blowing the main gate open. Thousands of Vault City Guards raced out to confront the threat, but the Brotherhood force of 50 fighters (all in T-53 power armor) was the largest that had been mustered to date for a single operation (in fact, it represented 150% of the fighting force at the time, with many Scribes and Technicians learning battle for the first and only time).
    In the hour long fight that followed, the Brotherhood secured control of Vault City and forced the Council to surrender, where after they locked most of them up in the barracks section of the vault (from whence the city took its name). Under the pretext of "protecting" Gecko, Brothers marched in there, too, though this time, knowing the cause of the reactor's malfunction, they made quick work of the issue and returned the plant to proper order. The Vault City councilors were eventually released from custody, though not before discovering that First Citizen Lynette was both using brain stimulants (a strictly forbidden substance) AND had been conspiring with parties in Shady Sands to seize outright control of both (the council banished her for both crimes). Control of the cities was eventually handed over to NCR.
    Like the Shi and Hubologist operations, this represented a low point of Brotherhood moral authority, but again brought a rising power to heal- One that would have eventually threatened the regional authority.
    PREVIOUSFACTIONS HOMEPAGENEXT
    I actually MADE the "Ceremonial Honor Guard Spear" described here; In fact, that's the photo of it. I also learned, to my dismay, that it is NOT a throwing weapon. My next one is for my step-daughter- And I will warn her not to throw it.
    T-45SE: Some funny stories;
    When I played FO:T, I was handing off a T-45SE from The PC to Mandy, and somehow it detonated. (No, I don't know how.)
    At the FO;T Uprising special encounter, I laid down a series of these in a nice ring around the rouge Brothers; Then I had Farsight snipe one off... It really was EPIC seeing that. It was just fucking too funny.
    Anyways, so ya... I pick on the T-45 a bit.
    "Ripper As Bayonet"; Ya. That actually happened. Some guy mounted an electric chainsaw to a rifle (IIRC, it was an AR-15) and "attacked" a pumpkin. And no, it didn't work out very well.