Sketchley's Macross Gateway
Created by Jet Jockey; expanded upon by AARON SKETCHLEY (aaronsketch@hotmail.com)
Eskar III
Notes: If your game is currently taking place in March of 2050 you can always use the excuse about supplies being delayed due to Eskar III's supply routes being in the control of the Anti-UN as an excuse to under equip your players if you want. If your games feature other Anti-UN terrorist groups these groups can be inspired by the current success of others who took control of Eskar III.
The SIS (Anti-UN) invasion of Eskar III took place on 2050.03.01.
The Death Angels experienced a 24 hour straight space, air and ground battle with the Sovereign Independent States' Army on Eskar III.
Eskar
Medium sized yellow star.
Eskar I
Eskar II
Eskar III
A UN Colony of with a strongly anti-Zentraedi population. Eskar III is a very strategic colony in terms of UN troop and supply movement, even though the colony itself is not that important. It is often used as a junction point for traders, smugglers and pirates. The hardy colonist and criminals both favor public duels. Those on their way to New Patagonia (and beyond; the Macross 15 Fleet), New Essex or Britannia often stop off here.
Update: Eskar III has recently fallen to an invasion by the "Anti-UN". Reports claim that the phantom Neo Nupetiet Vergnitz-bis lead the invasion forces. The new colonial government, supported by the Sovereign Independent States (the "Anti-UN"), will end up passing laws the will increase zentran rights and treatment on Eskar III.
Population: 40,000 (Microns)
Government: Sovereign Independent States' Governor.
Loyalty: UN 15%, Anti-UN 35%, Self/Other 50%.
Type: Colony, Service-Spaceport.
Military:
UN - On The Run
- x1 Infantry Squad (Company sized before invasion).
- x1 Mixed VF-5000, 11 & 9 Team.
ANTI-UN
- Ground Forces
- x1 Infantry Company.
- x1 Variable Ground Platoon Craft Platoon.
- x1 Gjagravan-Va Squad.
Cities and other Colony Facilities
- Capital City (A)
Population 10,000
Location: near the tip of the northwest corner of the main continent.
- Eskar Space Port (A)
A full service space port, one of the few in the region that can accommodate large capital and cargo ships. It was taken by the anti-UN with minimal damage. It is the life-blood of Eskar and what makes the colony so strategic. Being on the ground, possibly near water (think the spaceport on Eden).
The Anti-UN didn't bring it's own governing officials with them so colony leadership is still "in charge" they just send tax dollars to the anti-UN. They'll still operate out some government building most likely away from the port.
Located on the western coastline of the capital city.
- Eskar Defense Force HQ and Airbase (middle of F, G & H)
Located southeast of the capital city in the central farming valley. Now the HQ of the SIS (Sovereign Independent States)'s occupation troops.
- Eskar Cities (A through M)
Location of most of the people. Their lives aren't much different now, just an Anti-UN presence. Eskar III's Defense Force survivors are hiding out in the cities forming anti-anti-UN cells.
- The Anti-Landing Weapons on Eskar III
Based on spacefold communication arrays. The modified array creates a pulse that disables a ships main engines. It doesn't destroy the ship, just sends it adrift (or crashing if in a gravity) - like the rebel ion cannon on Hoth in "Star Wars V: The Empire Strikes Back". VFs are too small to be hit by the weapon. In addition, the UN forces can't simply vaporize or nuke the weapons from orbit due to inherent weapon inaccuracies in those mega-weapons and the placement of the anti-landing weapons in populated areas. On the ground the anti-landing weapons are defended by some of the Gjagravan-Va mecha and potential other Anti-UN forces.
Eskar IV
Eskar V
Eskar VI
Eskar VII
Eskar VIII
Sketchley's Macross Gateway