¿Tired of scraping out a meager existance in this unforgiving world? ¿Tired of living in little huts or broken, run-down prewar buildings? ¿Do you seek adventure, excitement, and the opertunity to grow? ¡Then the Brotherhood of Steel may be for you! All Brotherhood initiates recieve three square meals per day, hot showers, and a nice soft bed. You could have a helping hand in the reconstrucion 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 Brothehood calls on you. ¿Will you answer the call?
St. Sergeant Cassidy, Paladin, Brotherhood of Steel (Shady Sands Garrison)
If you have been hiding under a rock, or perhaps are a little stupid, then 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 Tśentrædi Rain of Death came, the Commanding Officer, Colonel Mason, realized that the scientists were trying to develop a Human mutant (partly using recovered Tśentrædi 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-8Ø 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 military 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, 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 Military 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.
In an unusually about the Brotherhood, Tśentrædi are allowed to join iF they have been micronized. Tśentrædi 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 Tśentrædi (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, were the Brotherhood would be able to hide if necessary.
The Tśentrædi 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 Tśentrædi’s population in the Brotherhood grew, and became more trusted; After a couple of years, the first few Tśentrædi 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 it’s 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 are commonly found; Gallant H-9Ø’s can also be found here); 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 Tśentrædi Brotherhood”; First formed as a program to control Tśentrædi in the Brotherhood, the Steel Tśentrædi Brotherhood was, technically, an incarceration program. Local area Tśentrædi 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 was to be 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 Tśentrædi 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 Tśentrædi-inclusive groups (such as the RDF and REF), once a Tśentrædi 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; They took good care of their recruits, protecting them, treating illnesses and injures, etc. 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 are 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 Plenopotentiary 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 Tśentrædi, 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 force 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 transeffered 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 BIS 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.
The Brotherhood now exists as a separate UGC Agency, still answerable to the Council itself (as the successor of the Plenopotentiary Council). They often are tasked with capturing at-large high tech criminals (those using Robotechnology and other heavy implements of warfare), reverse engineering alien technology (mainly from their headquarters at UES BREETIA TULL, in earth orbit), as a security forces for REF and RDF units on extended missions, generally providing security around strategic and primary subsidiary sites, and allied villages in the area.
Brotherhood Assets: NOTE: This only reflects what they had at Founding, not later on.
VC-22 Osprey
C-13Ø Hercules
HH-1 Huey= 5
Centaur Hover Tank= 1
Small Arms= Hundreds
Body Armors= Dozens
T-51a Power Armors= 2Ø
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 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 accept the RDF Light Body Armor.
Brotherhood Robes
Brotherhood Jacket
Brotherhood Leather
Brotherhood Metal
Combat Armor
Brotherhood Armor
Brotherhood T-51a
Brotherhood Spear
Laser Pistol
Brotherhood Plasma Torch
Dessert Eagle
Brotherhood .223 Pistol
Colt .223 Hunting Rifle
AR-15 Assault Rifle
2Ø-gge. Combat Shotgun
Brotherhood Laser Rifle
Brotherhood Plasma Grenade
Brotherhood Electro-Magnetic Pulse Grenade
Brotherhood PM-214 5.56MM (.223 cal) Minigun
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.
Brotherhood RobesRobes 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: Ø damage.
Weight: Ø2 lbs.
SDC: 1Ø
Prowl Penalty: Full mobility; No prowl penalty.
Leather Jacket and GaiterWhile 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: ½ damage.
Weight: Ø3 lbs.
SDC: 4Ø
Prowl Penalty: Full mobility; No prowl penalty.
Leather ArmorHardened leather armor which provides excellent impact protection.
Protection: Ø damage.
Weight: Ø5 lbs.
SDC: 5Ø
Prowl Penalty: Full mobility; No prowl penalty.
Brotherhood Metal ArmorThe 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, 2Ø MD becomes 2Ø SD); ¼ damage.
Weight: 1Ø lbs.
MDC: 3Ø
Prowl Penalty: -Ø5%
Combat ArmorThis 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, 2Ø MD becomes 2Ø SD); Ø damage.
Weight: 2Ø lbs.
MDC: 5Ø
Prowl Penalty: -1Ø%
![]() The T-5Ød “Buckethead” |
![]() The T-51a “Classic” |
Speed and Statistical Data:
Running: Per pilot.
Range On Land: The pilot has an effective 5Ø% greater PE (rounded down).
Flying: Not Possible
Height: The power armor is 2 feet taller than the pilot.
Width: The power armor is ½ foot wider than the pilot.
Length: The power armor is ¼ foot longer than the pilot.
Weight: The suit weights 5ØØ 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 inchרØ8 inchרØ1Ø 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.
Estimated Black Market Cost: 2Ø,ØØØ credits each; Always available to Knights, and issued to others as needed.
Black Market Availability: 1,ØØØ to 1ØØ,ØØØ credits each; Occasionally Available. Fehrans and Tśentrædi Malcontents have a great desire to obtain them.
Weapons Systems
1. 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
2. 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.
Features: NOTE: Features are strictly civilian of nature; Therefore, a lot of military-grade features were removed.
• Radar: Civilian grade radar. Range: 1Ø miles, can track up to 1Ø individual targets. 9Ø% reliability (ØØ% against unfriendly stealthed vehicles).Combat in the T-51a: Very limited; The suit is obstenatively a construction armor.
• Type-11 wide band radios: Effective 1Ø 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 1ØØ times. 1ØØ 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 1Ø% 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, 1st 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),7star flares (25Ø foot apogee), 2 white parachute flares (1,5ØØ foot apogee), 1ØØ feet of black or brown parachute cord (15Ø lbs tensile strength), 2-5 days rations, 2 gallons water, water purification kit- good for about 1Ø 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 9س 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.
• 3 additional attacks per meleeStacking Brotherhood Armor
• +3 Strike
• +2 Parry and dodge.
• One additional attack per melee at levels 6 and 11
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=½+Ø+Ø=¾ protection (a damage of 2Ø does 5 actual SD to the wearer).
Armor Bonus: Add together, ie Brotherhood Armor and Power Armor=5Ø+
74=124 MDC to covered areas.
Prowl Penalty: Add together and an additional 5Ø%, ie Leather Jacket, Leather Armor, and Brotherhood Armor=15+8=-23% prowl. When wearing Power Armor, no prowl is possible.
This is a collection of Brotherhood-specific weapons, made by and for Brothers.
Standard initiate Spear
Ceremonial Honor Guard SpearThis 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 caps), 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: 1ؾ lbs. Honor Guard Spear: 2¼ lbs.
Payload: The Honor Guard Spear’s e-clip has 1Ø hours continuous use; E-pads extend this to unlimited.
Cost: 2Ø€ for the knife, 1Ø€ for the handle and cap, and about 8€ in labor each.
Availability: Always available at The Exchange; The distinctive Brotherhood decorative effects aren’t on, but the materials for this are available for about 5€. Honor Guard Grips materials cost another 3-4€.
Laser PistolA 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:
MD: רØ
Rate of Fire: Per users attacks per melee.
Range: feet
Weight: ¼
Payload:
Cost: 2,ØØØ€ each.
Availability: Routinely available.
Glock 86 Plasma TorchA pistol-grip style plasma torch; Not originally intended as a weapon, but Technicians have been known to use them in self-defense.
Purpose:
MD: 1D6
Rate of Fire: Per users attacks per melee.
Range: 2½ feet
Weight: 7 lbs.
Payload: Each e-clip has the equivalent of 3Ø shots.
Cost: 2ØØ€ each.
Availability: Routinely available.
Dessert EagleThis dual-action only (DAO) semi-automatic pistol comes in two varieties; .357 and .5Ø caliber.
Purpose: Defense.
MD: רØ
Rate of Fire: Per users attacks per melee.
Range: feet
Weight: ¼
Payload:
Cost: 3,ØØØ€ each.
Availability: Routinely available.
.223 PistolThis Brother-specific weapon actually fire a RIFLE round. The revolver is opened with a Loading Gate, rather than more tarditional side-opening, and automatically ejects spent shell casings when the gate is open.
Purpose:
MD: 1D4
Rate of Fire: Per users attacks per melee.
Range: feet
Weight: ¼
Payload: 6 rounds.
Cost: 2,ØØØ€ each.
Availability: Routinely available.
Colt Rangemaster Hunting RifleThis 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 Tech and Meds sent into the field are often issued one for self-defense. Fires the .223 caliber/5.56MM rifle round.
Purpose: Ceremonial and self-defense.
SD: 4D6
Rate of Fire: Single fire per user’s attacks per melee.
Range: feet
Weight: 9 lbs.
Payload: 1Ø rounds per clip.
Cost: 5,ØØØ€ each.
Availability: Routinely available.
AR-15 Assault RifleThe Knight’s general-purpose weapon; Fires the .223 caliber/5.56MM rifle round.
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: 6,5ØØ€ each.
Availability: Only available to Knights and Wanderers.
Combat ShotgunA 2Ø-gge, burst or single fire smooth-bore shotgun with a 2Ø- or 5Ø-round detachable box or drum clip. A 2ØØ-round double-drum clip is also available to Wanderers.
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: ¼
Payload: 2Ø, 5Ø, and 2ØØ-round detachable box or drum clips are available.
Cost: 8,ØØØ€ each.
Availability: Upon assignment.
Wattz 2,ØØØ Laser RifleAn 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: 1ØØ feet; High Power: 1Ø feet.
Weight: 12 lbs.
Payload: Low Power: 1ØØ blasts; High Power: 1Ø blasts.
Cost: 2,ØØØ€ each.
Availability: Routinely available.
plasmagrenadeExactly the same as the future warhead of the Plasma mini-missile.
Purpose:
MD: 1D4
Rate of Fire:
Range: Per throwers range.
Weight: ¼
Payload: Once only.
Cost: 5ØØ€ each.
Availability: Routinely available.
Electro-Magnetic Pulse GrenadeAn 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:
Ø1-6Ø: Machine is dead; The electronics are completely ruined, and can not be repaired.
6Ø-9Ø: The machine is damaged, roll again:Ø1-5Ø: Sluggish; ½ attacks per melee, and pilots, crew, etc are ½ to all applicable skills (i.e. Pilot: Destroid of 85% now is 42%, rounded down).
91-ØØ: MIRACLE; The blast had no effect! The legs/mounts somehow grounded out the entire blast).
Ø1-51: Machine is disabled; it will take 1D4 hours to repair iF parts are available, or 1D4 minutes to jurry-rig.
Against Personnel: Will stun anyone not wearing environmentally sealed body armor, and has a 6Ø% 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: 7ØØ€ each.
Availability: Upon assignment.
PM-214 MinigunThe 5.56MM (.223 cal) PM-214 Minigun is a small-arms chambered Gatling gun, 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 mounted on a frame adapted from the rig used by movie camera men to carry their equipment.
Purpose: Offense/infantry Support
MD: 2D6
Rate of Fire: 5 bursts per melee max; Can not exceed the users attacks per melee.
Range: 2,ØØØ feet
Weight: 2ØØ lbs.
Payload: Variable; This is a belt-fed weapon.
Cost: 15,ØØØ€ each.
Availability: Upon assignment.RETURN TO TOP OF PAGE