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Clariont Ensign.
United Galaxies Council.
RDF-Era Escalator
AMS-021.
Clariont Ensign.
United Galaxies Council.
Escalator was the RDF's code name for the black market's Excalibur/Raider X hybrid. An interesting aside is that the REF considered the Escalator for mass-production, and even field
AN RDF ESCALATOR; THIS ONE IS ON TERRA; YOU CAN TELL BY THE 3 AND 5 ON THE MECHA- THE 5 MEANS 5<font size=-2><sup><u>TH</u></sup></font> ARMY, THE 3 MEANS 3ᴿᴰ DIVISION,
An RDF Escalator, This One On Terra; You can tell by the "3" and "5" On The Mecha- The 5 Means 5TH Army, The 3 Means 3ᴿᴰ Division, "Thundering Hellfire", A Heavily Decorated Unit. They Had A 350% Purple Heart Rate, With Every Single Member Having Earned The AWard- About 50% Post-Humously.
tested a few just to see if it might work. Even though that fell through, the various RDF's elected to start manufacturing them due to a need for the kind of heavy firepower that they brought to the table. Power problems that plagued the original, black market versions have been corrected through improved power control systems and power plants.
The addition of the Raider X laser arms added long-range support without sacrificing close-in support; The extensive close in firepower was more than ably covered by the TZ-IV Gun Cluster, shoulder missiles, and 50-caliber machine gun. The Raider X's arms are also much heavier than some people gave it credit for, and the loss of the PBC's really didn't hurt the overall firepower capability of the Mecha, when the rate of fire and range were factored in. However, the RDF-Era Escalator is too slow and heavy for practical REF deployment, but more than practical for RDF use; Since the RDF Escalator qualifications requirements are fundamentally similar to the REF Escalator's req's, an RDF'er could easily switch over with only a few days training. Training on either model for the First time itself only takes a few weeks to a couple of months.
However, the Escalator does suffer one small problem; Maintenance takes quite a bit of TIME and MATERIAL, and with the exception of a few basic PMS req's, all these tasks must be done in proper facilities; The REF Escalator didn't have that problem, due to designing in advance (General HUNTER and his subordinates realized the need to be able to repair their Mecha far from any kind of facilities). This problem "generally" doesn't plague the RDF's, since they are primarily a "home guard" (much like the old National Guards or Garrison Commands of pre-GCW Terra, or City Guards of Tirol), but can hamstring other forces (mercenaries, raiders, pirates, etc.).
There are no explicit plans to remove the Escalator from service any time soon. There were vague intentions to upgrade them at some point, but after 200 years of debate those plans have been cancelled outright in favor of fielding newer Mecha (including the REF Escalator). The UGC continues to provide some funding towards maintenance of the RDF Escalators, but has decided not to provide funding for replacement hulls.
A few RDF Escalator hulls are in service with the REF as turrets in some Third-tier units, mainly Prison Authority transfer ships, as mounted ships guns, but these are slowly going away as well.
Name: Escalator
Model Type: Destroid
Class: Civil Defense
Crew: 1 or 2
Passengers: None.
MDC By Location:
Torso- 200
Cockpit-
Upper Arms (2)-
Lower Arms (2)-
Upper Legs (2)-
Lower Legs (2)-
Feet (2)-
200
150
100 each
100 each
100 each
100 each
100 each
Shoulder Missile Pods (2)-
MRM Launcher Pods (2)-
Missile Pods on legs (4)-
MM-50 Missile Pods (8)-
TZ-III/IV- Gun Clusters (12)-
M-89 Machine Guns (top mounted)-

150 each
50
50 each
60 each
75 each
25 each

Speed and Statistical Data:
Running: 50 MPH.
Range On Land: Unlimited.
Flying: Not Possible.
Surfaced And Underwater: 20 knots.
Range, Surfaced and Underwater: Unlimited.
Maximum Depth: 200 Miles for 48 hours.
Height: 36.10 feet.
Width: 25.9 feet.
Length: 16 feet.
Weight: 30 tons (slightly lighter than original).
Cargo: Only crew supplies could be carried inside. This includes a VR-Series Cyclone.
Power System: Hr-115a Fusion Reactor.
Estimated Black Market Cost: Between 2 million and 25 millioncredit, depending on quality.
Black Market Availability: Occasionally Available. Fehrans especially love them; T'sentraedi Malcontents also have a great desire to obtain them.

Weapons Systems
1. Weapons arms: Each arm is fitted with one of two weapons: The REF-era Raidar X Laser canon or 966-PFG arms. A popular option is to vary the types, so that both arms is different.
966-PFG: Occasionally chosen.
Purpose: Assault.
MD: 2D10 short burst, 3D10 heavy burst, 4D10 maximum burst per arm.
Blast Radius: 20 feet.
Rate of Fire: 8 short, 4 heavy, or 2 maximum bursts per melee, per arm.
Range: 8 miles.
Payload: 200 rounds per barrel. (4 rounds are fired at max).
Cost and Availability: 50,000credit each; Routinely available.
Tri-Barreled Laser Cannons: The more popular option.
Purpose: Anti-Aircraft.
MD Per Arm: Single blast- 3D6 MD. Dual Blast- 6D6 MD. Triple Blast- 1D4 times 10 MD.
Rate of Fire: Equal to the pilots total number of attacks per melee. Both arms can fire one, two, or all three of their lasers cannons simultaneously, or all six cannons can operate as one unit and fire at the same time at the same target. Simultaneously firing of cannons is considered a volley regardless of how many cannons are firing. Each volley counts as one attack.
Range: 8 miles.
Payload: Effectively unlimited.
Cost and Availability: 150,000credit each; Occasionally available.

2. TZ-IV Gun Cluster: TZ-IV Gun Cluster is located under the chest cover, containing: Laser, 32MM Autocannon, 180MM Grenade Launcher, and Flamethrower.
Laser: MD: 2D6. Rate of Fire: Per pilots attacks per melee. Range: 2,000 feet. Payload: Unlimited.
32MM Autocannon: MD: 2D6 short burst, 2D6 long burst, 6D6 full melee burst. Rate of Fire: Per pilots attacks per melee. Range: 4,000 feet. Payload: 240 rounds; 10 full melee bursts, 20 long bursts, and 40 short bursts.
180MM Grenade Launcher: MD: 4D6. Blast Radius: 160 feet. Rate of Fire: Once per melee. Range: 4,000 feet. Payload: 50 rounds.
Flamethrower: SD: 5D10. Rate of Fire: Twice per melee. Range: 200 feet. Payload: 50 blasts. Note: Will ignite all exposed combustibles; 40% chance of igniting undamaged, unopened gasoline/diesel tanks.
Cost and Availability: 15,000credit; Common.

3. TZ-III Gun Cluster: Originally designed with this weapons system in mind, it is still an option. Has a laser, 25MM Autocannon, 180MM Grenade Launcher, and Flamethrower.
Laser: MD: 2D6. Rate of Fire: Per pilots attacks per melee. Range: 2,000 feet. Payload: Unlimited.
25MM autocannon: MD: 1D6 short burst, 2D6 long burst. Rate of Fire: Per pilots attacks per melee. Range: 4,000 feet. Payload: 300 rounds; 15 full melee bursts, 30 long bursts, and 60 short bursts.
180MM Grenade Launcher: MD: 4D6. Blast Radius: 160 feet. Rate of Fire: Once per melee Range: 4,000 feet. Payload: 50 rounds.
Flamethrower: SD: 5D10. Rate of Fire: Twice per melee. Range: 200 feet. Payload: 50 blasts. Note: Will ignite all exposed combustibles; 40% chance of igniting undamaged, unopened gasoline/diesel tanks.
Cost and Availability: 15,000credit; Common

4. Missile Launcher Pods: Mounted on each shoulder.
Purpose: Assault/Defense.
MD and Range: Varies by type used.
Missile Type: Any SRM; A common mix is all explosive, or 2 plasma/napalm, 2 smoke, 2 knockout or tear gas, and the remainder explosive.
Rate of Fire: One at a time or volleys of 2 with a total of 12 volleys.
Payload: 12 per launcher; 24 total.

5. M-89 12.7MM Machine Guns (2): Mounted on the "head" of the Mecha.
Purpose: Anti-Personnel/Armor.
Damage: Lead (Ball) shot: 7D6 Per round; Depleted Uranium rounds: 1D6 times 10 MD per round; Burst fire only.
Rate of Fire: Burst fire only; Fires in fire round burst per pilots attacks per melee.
Range: 2,000 feet.
Payload: 50,000 rounds are normally carried- That's 10,000 bursts.
Cost and Availability: 5,000credit; Occasionally available. Highly sought after, and made by a wide number of black marketers.
Ammo Cost and Availability: Ball rounds: 800 to 1,000credit for a box of 50; Routinely available. DU rounds: Up to 100 thousandcredit for a box of 50; Rare. Highly sought after.
6. SRM Launchers (mounted on the legs): Mostly for defense. There are 4 launchers, 2 per leg.
Purpose: Defense.
MD and Range: Varies by type used.
Missile Type: Any SRM.
Rate of Fire: Individually or in volleys or two.
Payload: 3 per launcher.

7. MM-60 Multi-Missile System: Seen only on post-REF departure units, the MM-50 gave a lot of immediate firepower potential, at little added weight. However, the cost was enormous, and added in excess of 2000credit per launcher to each unit. Also, the installation of this weapon system necessitates the removal of the original SRM Launchers.
Purpose: Assault/Anti-Personnel.
Missile Type: Standard REF Short Range Missiles.
MD and Range: Varies by type used.
Rate of Fire: One at a time or volleys of 2, 4, or 8.
Payload: 4 per launcher; Up to 4 could be fitted to each leg, though 3 was the "nominal" load.
Cost and Availability: 2,000credit each; Fair availability.

8. MRM Launcher: Mounted above the right shoulder on the original design, it was often seen to have one on EACH shoulder, doubling capacity.
Purpose: Assault.
MD and Range: Varies by type used.
Missile Type: MRM.
Rate of Fire: Individually or in volleys or two.
Payload: 6 per launcher.
Cost: 2,000credit for a second launcher.
Availability: Commonly available.

9. Super Veritech Missile Launchers (2): Often selected over the original MRM launchers. Installation of this weapon requires the removal of the original MRM launchers. 2 can be mounted.
Purpose: Assault.
MD and Range: Varies by type used.
Missile Type: Any MRM.
Rate of Fire: Volleys of 1, 2, 4, or 8 per pilots attacks per melee.
Payload: 20.
Cost and Availability: 10,000credit each; Occasionally available.

10. Strike Veritech-Style PBC Cannon: One or both missile pods can be replaced with a twin-particle beam cannon, similar to the ones mounted on the Excalibur Destroid. This gives it quite a bit more fire power, but at a loss of range and reliability. Installation of this weapon requires the removal of the original MRM launcher.
Purpose: Assault/Defense.
MD: 5D10+25 MD per cannon per blast.
Rate of Fire: Four times per melee max.
Range: 10,000 feet.
Payload: Unlimited.
Cost and Availability: 12,000credit each; Occasionally available.

11. Hand to Hand Combat: Slightly limited versus the Excalibur proper, but a highly effective option in general.
Swat- 1D6 MD.
Kick- 1D6 MD.
Body Block- D MD.
Leap Kick- 2D6 MD.
Stomp- 1D6 MD (only effective against small objects).
















Features:
  • Radar: Combat grade radar. Range: 200 miles, can track up to 250 individual targets. 95% reliability (24% against unfriendly stealthed vehicles).
  • 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.
  • Anti-Jamming System: Reduces Electronics Countermeasure by 3/4 (decrease skill level appropriately).
  • Full Range Sensory Suite: Infrared, ultra violet, Magnification, night sight, color filters, thermal imager. Range is about 2,000 miles for MOST sensors.
  • 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).
  • Loudspeaker: Amplifies voice 1 to 100 times. 100 feet in normal crowds.
  • Smoke Emitters (2): Emits enough smoke to cover an area about 20 cubic feet in calm weather; Special chemicals block IR sensors and radar signals (scatters them so the enemy cant get a good fix), however does not totally interfere with enemy sensors (enemy is -2 strike).
  • 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 (i.e. "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.
  • 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.
  • 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.
  • FLIR/SLIR: Forward and Side Looking Infrared. Allows pilot and weapons officer to get visuals on targets at night.
  • Blue Force Tracker: Identifies Friend from Foe. Overlays the information on both the radar and HUD, ensuring that friendly forces are not accidentally targeted.
  • Video Recorder: Records from sensors and the cockpit itself. 500 hours of recording available.
  • Vacuum Seal: Permits the Mecha to be used in hard vacuum (such as outer space), and other hostile environments.
  • 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.
  • GPS: Standard tracking device.
  • HUD: Displays maps, radar, targeting information, and any OTHER information the wearer wants directly in front of the user.
  • 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.
  • Oxygen Rebreather System: Extends pilots air supply to 100 hours; Cartridge MUST be replaced after that period of time.
  • Internal temperature and humidity control: Automatically maintains users desired heat, humidity, and other personal comfort settings. Also called "Heating And Air Condition.")
  • Heat And Radiation Shielding: Special shielding prevents the penetration of life threatening heat and radiation.
  • Variable Tint Cockpit Canopy: 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 90 cubic 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.
  • LDP (4): Launched Decoy Pods. The Mecha can carry a special pod that carries four advanced decoy drones. These drones are launched to go where ever they want for 30 minutes. Each is a specially designed lure that mimic the Mecha. This system has been successfully deployed against SEVERAL alien radar-type sensors (including one that works off of sound), but does not work on Invid Protoculture sensors.
    MDC: 5
    Effects: The decoy has a 98% chance of fooling ordinary non military radars and non smart guided missiles, and a 90% chance of fooling military grade radars and advanced smart missiles.
    Range: Released to go wherever it wants. Can fly independently for about 30 minutes.
    Rate of Fire: Per pilots attacks per melee.
    Payload: 8 decoys total.
  • AMC/FD (2): Anti-Missile Chaff/Flare Dispensers. Actually launches a glob of burning magnesium/aluminum alloy to confuse both radar AND heat sensory systems. Fires off 04 chaff/flares each time it is activated. The system is KNOWN to work on all KNOWN radar and infrared systems, but concerns continue that somewhere out there their MIGHT be a system that will be totally unaffected by the system. Reduce effects 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.
    Duration: 1D4 melee rounds.
    Payload: 60 chaff/flares. Each time the system is engaged, the system fires off 04 chaff/flares.
  • XTNDR RADAR/Radio Antenna Extender: A simple, 2 cubic foot 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 Mecha 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).
  • 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 Bonuses from Escalator Combat Elite:
  • 2 additional attacks per melee.
  • +1 Roll.
  • +1 Strike.
  • +1 Parry and dodge.
  • One additional attack per melee at levels 6 and 11.
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