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Super Robot Wars Anew (Crossover)

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The year is Universal Century 0083, roughly four years after the tragedy of Zeon dropping a...
Crew Roster
Important Crew-
Seiya Uribatake: Your Chief Engineer by default. He might be an ass, but he's surprisingly skilled with just about any tech, and can keep the Macross running.

Sayla Mass: A former crewmate from the legendary White Base, and a young doctor. She's responsible for saving the lives of many before and during the fold incident, and is now the Chief Medical Officer of the Macross.

Claudia Grant: A Lieutenant Commander in the Earth Federation armed forces, and your Executive Officer due to the fact that it's what she was trained for. She knows how to work the support systems of the Macross, and acts as the link between you and the rest of the crew.

Lynn Minmay: A young asian teenager who was separated from her family during the Macross Island Incident, but was saved by Dr. Sayla Mass and Ruri Hoshino. A decent enough cook, a trained waitress, and an amateur singer. More importantly she's been taking care of huge swaths of the youngest children, and is damned good at it.


Skull Squadron-
Roy Fokker: An ace pilot, and your primary Military Advisor. He's a veteran of the One Year War, and leader of Skull Squadron. Currently dating Claudia Grant. Has a strong SPIRIT, and great FOCUS.

Hikaru Ichijyo: A young man who grew up alongside Roy Fokker in the circus! He's an amateur pilot of no little potential, though a bit cocky and rules-allergic. Has a strong SPIRIT, and will PERSIST till the end.

Maximilian Jenius: So you know in SRW games where you gotta do like ten different things to unlock a secret unit? Uh, you did that out of pure luck in the one turn it was capable of happening. Max is the definition of an ace pilot, and is probably one of the best ones out there even without being a Newtype. Fuck. Has a strong SPIRIT, and great INTUITION.


Confirmed Assets-
x4 VF-1A Valkyrie: The first workable variable fighter design. Comes with a number of anti-personnel weapons integrated, as well as guided multipurpose missiles. It's primary armament is the 3-Barrel GU-11 55mm Gatling Gunpod, which can be swapped from handheld to integrated mode. Has additional hardpoints for extra weapon modules.

x1 VF-1S Valkyrie: A customized and enhanced variant of the VF-1A piloted by Roy Fokker. It's engines are enhanced, and it has additional integrated anti-aircraft laser cannons in the head compared to the original.

x50 ATM-09STS Scopedog Spacers: Modified Scopedog Armored Troopers capable of operating in space due to cute little jetpacks and stuff. Their only integrated weapons are extending cartridge-enhanced arm punches, though there is a supply of GAT-22 30mm heavy machine guns and SAT-03 60mm solid shooter bazookas. Nobody in their right mind would want to fight a mobile suit with one of these one on one, but fifty on one . . .?

x1 Space Bus: An early Federation space transport capable of reaching space and atmospheric re-entry. It can carry a small amount of cargo and people, or a small task force of Armored Troopers.

SDF-1 Macross: The Super Dimensional Fortress Macross, a first of it's kind space battleship combining alien technology and Earth Federation technology. Fully armored, and armed with a pair of high-speed 178cm electromagnetic rail cannons, as well as many anti-fighter machineguns. While equipped with a considerable amount of missiles as well, the missile launchers are a loss. Has access to extensive greenhouses and a Space Fold system.
 
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Captain Hoshino Ruri
Hoshino Ruri

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Martial: 8
Diplomacy: 5
Stewardship: 6
Intrigue: 5
Learning: 6
Spirit: 10

Traits-
Cyber-Newtype: You're a pseudo-psychic cyborg full of experimental nanomachines! Grants the possibility for unusual options or events, as well as your control over the SDF Macross. Will grant access to Newtype research options if you choose to pursue them.

Perks-
Extradimensional Novice: You're starting to see that the world exists on more than one layer, and with Space Folding you can move between them. Gain +3 on rolls dealing with extradimensional bullshit.

Ace Combat: Your ace pilots are quite skilled, the cream of the crop some would say. With their varying training regimes and strategies, when they get together they can really push the envelope. Gain +3 on rolls dealing with pilot training.

Drawbacks-
Escaped Experiment: Certain people and clandestine organizations will start automatically hostile to you. Also, certain situations may receive a penalty due to the side effects of the experiments on your body.

Green: The majority of your crew has never been in a combat situation, giving a -5 penalty to combat rolls. Assuming they survive, this drawback will be removed.
 
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