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Clariont Ensign.
United Galaxies Council.
Mi'cronne Power Armor MkII (aka the "Grenadier" Power Armor).
Clariont Ensign.
United Galaxies Council.
MI'CRONNE POWER ARMOR MKII.
Mi'cronne Power Armor MkII.
The REF Mi'cronne Power Armor MkII is the second generation of non-transformable power armor. The origins of this armor was field-implemented upgrades to the old-style MPA (authorized, rather than Moddies) for defensive position units (at that time it gave the pilot 150 MDC). The new suit is, likewise, a simple extension of the old program, though none of the MkII's are MkI's (all are new suits). Additionally, the Weapons Systems have been upgraded and expanded. On the down side, the flight systems have been weakened to a power boosted jump system.
The decision to create this new suit for fixed-defense, rather than utilizing the more flexible VR-series Cyclones, revolved around a simple fact of Cyclones; They transform. It was realized that the very transformability of Cyclones, which was one of it's greatest strengths offensively and in escape and evade mode, was a disastrous weakness in defensive positions; Sentries, tired of being cooped up it their power armors, would switch to Motorcycle mode to allow their bodies some movement and air. While on watch, they would then walk around, either to perform some watch business, or simply to stay awake. This would place them up to 10 feet away from their bikes, when an aggressor force could attack with relative impunity.
The development of a fixed Battloid mode power armor meant that soldiers COULDN'T be away from their weapons, even for "just a moment", and could carry more and heavier weapons (including the.50 cal machinegun). The change from the old flight pack to the new power jump pack was necessary as the engines couldn't handle the power necessary, and would burn out totally after only a few minutes of flight. A few stylistic changes were made (most noticeably the change in the helmet from the RDF-era Veritech helmet to the CVR-1 helmet), and the forearms reconfigured to allow either the VR-052's GR-97 or VR-041's CADS vibro sword, as well as the RL-6 rocket Cannon or Super Bazooka. Finally on the weapons systems upgrades was the installation of the E-Cable for use with any standard energy weapon (less the Gallant H-90), giving them effectively unlimited capacity, and the installation of the E-Clip charger (allowing the suit itself to recharge E-Clips).
A rider-unit motor or hovercycle was briefly considered, but this was shelved indefinitely after the advent of the Garland VR- Cyclone.
Worthy of special mention is the Type I "Almanor" reactor; Developed from a black market nuclear power plant, it was based on the "Powerball", which is essentially a ball of reactor-grade Uranium-235. The engineering was based on an ordinary 2-stroke, 10 HP lawn mower type engines SPECIFICALLY for the powerball. When RDF forces (1138TH MP, Delta company, supported by 15TH Mechanized and VAF-306) captured the factory producing the reactors, the whole facility, including the buildings themselves, which were disassembled and shipped to Dr. Emil LANG'S research facilities in Japan (Adm. Henry GLOVAL issued the necessary order per a request by Dr. LANG). The reactor also directly relates the power hop system, as it plasmafies air, which is then forced out under pressure.
Though the system developed by Dr. LANG'S team is, in every way, superior to the unit manufactured by the black marketeers in CA, the unit retains its street name, "Almanor" (named for the area where it was made), as a testament to those who developed it and, partially, because the leader of the group, Don HOUSTON, arranged a plea bargain in which his lead developer, Dr. Marcus GOLDIE, would assist in the development of the new system for the RDF, in exchange that his entire crew would be released or only charged with misdemeanors (Mr. HOUSTON himself received a felony conviction for transporting contraband military goods, and was sentenced to 10 years service in the REF).
The common nickname of the Mi'cronne Power Armor MkII is "the Grenadier." It is so called because it is much heavier, but more importantly because a dozen grenades were originally issued with the armor. This issue has been done away with over the years, though the Grenade, Fragmentation Type 31 Cache, the bag used to carry the grenades, is still issued with the power armor itself; Though it's use is not required, most soldiers who do have them keep them, mostly to carry extra ammo and food/water.
Name: Mi'cronne MkII
Model Type: Power Armor
Class: Power Armor
Crew: One.
Passengers: None
MDC By Location:
Torso-
Head-
Upper Legs (2)-
Lower Legs (2)-
Feet (2)-
Upper Arms (2)-
Forearms (2)-
Forearm Shields (2)-
RL-6-
300
75
175 each
150 each
100 each
150 each
80 each
50 each
RL-6- 3
Hands (2)-
Power Pack (backpack)-
Thruster-
.50 Caliber Machinegun-
EP-40 40MM Pulse Beam-
EP-37 60MM Beam Cannon-
Gallant H-90-
E-cables (up to 2)-

50 each
200
150
2
10
50
10
10 each

Speed and Statistical Data:
Running: Per pilots speed; Going faster IS possible, but pilot will take 1 HP (not SDC) per MPH per turn.
Range Over Land: Unlimited
Power Hop: The Mecha can not "fly" per say, but can make 1 powered hop every other turn, where the Mecha will fly up to 100 feet in the air and up to 1 mile away (pilot can control height and distance up to 1 inch). "Forced" hops can be done each TURN, but causes a cumulative 5% chance of destroying the power plant each time (suit shuts down).
Maximum Height: 100 feet
Maximum Distance: 1 mile
Dimensions: Special: The exact dimensions of each suit is different, due to the different sizes of the wearer: Arms: Upper arms are the same length as the pilots, but lower arm are 1 feet longer to accommodate the telescopic arm (see "Features").
Legs: Upper legs are the same length as the pilots, but lower arm is 8" longer to accommodate the mine detector and magnetic feet (see "Features").
Torso: Width: 1 inch more than pilot's chest (does not interfere with movement) Length: 3" longer than pilot's trunk from base of neck to bottom of groin.
Head: 2" wider than pilot's head.
Weight: 300 lbs more than pilot.
Cargo: Several heavy-gauge plastic pockets give 182 cubic inches of storage. These pockets are attached by stitches to specially-made "frames" located on the upper and lower legs, hips, breast areas, stomach, and buttocks, for a total of 10 total pockets. Additionally, a normal gunbelt, backpacks, chest packs, butt packs, hip/fanny packs, flight/SAR bags, and shoulder pouches can be carried in any combination the pilot chooses.
Power System: Type I "Almanor" reactor; Lifespan: 2.5 years on a single powerball.
Power Hop Booster: PCT 11 Air Plasmafier
Cost and Availability: 2.1 millioncredit each
Availability: Routinely available.
Estimated Black Market Cost: Between 200 thousand and 20 millioncredit, depending on quality.
Black Market Availability: Very rare; This suit is too complicated and difficult to make, move, and sell, and for too few buyers overall, to deal with. It is available in certain far-eastern countries, and from Carberra.
Note: Cost and Availability under Weapons Systems and Standard and Special Features refers to black market cost and availability; For the REF these should considered per the Statistical Data.
Weapons Systems:
1. Forearm Weapon: The forearms of the Mi'cronne MkII is fully adaptable, and can use either the GR-97 or the (CADS-1). These weapons can not be removed without tools (normal hand tools will suffice), and are totally useless unless attached to the Mecha, as they are far too heavy to be used by hand (see Bonuses/Penalties under each). Each suit can have 02 forearm weapons, either one of each or both of one type. The pilot can also elect to have only one, or no, forearm weapons.
GR-97 Forearm Missile Launcher: Developed for the VR-052 Battler Cyclone from the original Mi'cronne Power Armor's forearm mini-missile launchers. These appear as a pair of arm-length tubes on the forearm of the Mecha. Some pilots like to install "extra" launcher on the hips and/or lower legs (like the hip- and leg-mounted SRM launchers of the old Armored Veritech and Mecha Knight Destroid). Though this increases mini-missile firepower, it does have some disadvantages (see Bonuses/Penalties)
Purpose: Assault
Missile Type: Plasma only.
MD: 1D6 times 10 MD each.
Rate of Fire: Individually or in volleys of 2 each per pilots attacks per melee.
Range: One mile.
Payload: 2 per launcher (4 total). Up to 36 additional missiles can be carried in backpacks and etc. Note: Additional launcher provide the additional 2 per launcher.
Bonuses/Penalties: Hip/Thigh launchers: No bonus to fire (except from Toggle Sight and pilot's bonuses) and -5% to pilot in small/confined spaces and to climb, prowl, swim, and other movement skills per launcher. Additionally, the pilot can NOT carry a hip holster wear there is a launcher (and can not carry a thigh holster wear there is either a hip or thigh launcher).
Cost and Availability: 1,500 to 5,000credit each, depending on the market; Regularly available.
Close Assault And Defense System One (CADS-1): Simply put, the CADS-1 is the most advanced hand to hand weapon for Mecha ever. It consists of a disc-shaped shield which contains the retractable blade. At the press of a button or by a four digit verbal command (some pilots like to reset their verbal command to something fancy), the double-edged blade will spring out. It is enveloped by a high-frequency energy field, making it a mega damage weapon.
Purpose: Defense/Assault
MD: Slash: 2D6MD; Punch: 3Dd MD; Power Punch: 6D6 MD
Attack Per Melee: Per pilot.
Range: Within reach
Payload: Not applicable.
Bonuses/Penalties: +2 parry in hand to hand combat, and can be used to parry/block energy blasts at no bonus. However, can only be used as a 2-handed weapon and only causes SDC damage when removed from the power armor.
Cost and Availability: 2,000 TO 6,000credit each; Rare, and highly sought after.

2. GR-103 Mini-Missile Launcher (2): This weapon is standard to the VR-052 and -041 Cyclones. One launcher is located on each shoulder, and both hold 06 mini-missiles (usually armor piercing).
Purpose: Assault/Anti-Aircraft
Missile Type: Mini-missiles.
MD and Range: Varies by type used; Around 30-60 MD max, and around 1 mile range.
Rate of Fire: Volleys of 1, 2, 3, 4, 6, or all 12 times pilots attacks per melee.
Payload: 6 mini-missiles per launcher (12 total).
Cost and Availability: 2,000 to 6,000; Fairly common

3. Heavy Weapons: Any "normal" type of heavy weapon can be carried, provided the pilot has qualified on it. These include, but are not limited to the.50 Caliber Machinegun, EP-37 60MM Beam Cannon, EP-40 40MM Pulse Beam, RL-6 Heavy Rocket Cannon, and PB-22a Shoulder Particle Beam Cannon.

4. Side Arms: Any "normal" type of side arm can be carried as well. These include, but are not limited to the Gallant H-90 Multi-Weapons System, T-21 Multi-Phase Laser Energy Weapon, the Robotech Master's Tluaza Milldiem 281 Model Assault Rifle, M-35 "Wolverine" Assault Rifle/M-39b Single-Shot Mini-Missile Launcher, M-36 "Badger" Sub-Machinegun, 9mm "Wolf" auto-Pistol, Nous-Granďiel Kah yar (and other knives), etc.

5. E-Cables (2): A refit kit became available in the last month of the War against the Regent, which allows MOST energy weapons to plug directly into the Mecha's own power plant. It can be installed by anyone who can read (multiple languages are included in the kit, along with every tool the user will need)- DOES NOT REQUIRE ARMORER SKILL! (However, it does take 30 minutes for an average person to do it; It only takes an armorer 10.)
Purpose: Ammo Supply System
MDC: 10 each
Bonuses/Penalties: Extends payload of energy weapons (other than the H-90) to unlimited.
Weight: 1/2 lb each
Cost and Availability: 100credit each
Availability: Rare. Very new. As time wears on they will eventually rise to "Very common."

6. Hand to Hand Combat: Rather than use any weapons the MkII can engage in hand to hand combat. Use of brass knuckle, black jackets, and other melee weapons will double the effective damage (less edged weapons).
Restrained Punch- 1D4 SD
Punch- 1D4 MD
Power Punch- 2D6 MD (counts as two attacks)
Kick- 1D4 MD
Leap Kick- 2D4 MD (counts as two attacks)
Body Flip/Block- 1D4
Features:
  • Hearing Amplification: Can amplify sounds as quiet as 1 decibel at 1,000 feet, and in the ultra- and sub-sonic ranges.
  • HUD (in visor): Displays maps, radar, targeting information, and any OTHER information the wearer wants directly in front of the user.
  • Video Recorder: 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 3/4 (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.
  • Vacuum Seal: Permits the Mecha to be used in hard vacuum (such as outer space), and other hostile environments.
  • 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.
  • Magnetic Feet: Electro magnets in the pads of the feet allow the unit to adhere to the hulls of Warships and the exteriors of SOME buildings.
  • Belt Keepers: Used to hold gun and other belts (normally the oversized, 2.5" wide variety) to the suit.
  • Telescopic Arms: The hands can actually telescope out of the arms up to 3.5 feet to grasp small, distant objects. The hand will fit in pipes/holes up to 6" across in the open (wider) position.
  • Toggle Sight: A targeting computer with full-range capabilities is located inside the right shoulder. Bonus: +2 strike with missiles and other weapons linked into the sight.
  • 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).
  • Belt Keepers: Used to hold gun and other belts (normally the oversized, 2.5" wide variety) to the suit.
  • Internal temperature and humidity control: Automatically maintains users desired heat, humidity, and other personal comfort settings.
  • Fire resistance: Fires external to the tank are not felt at all.
  • 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 as requested by the pilot.
  • Oxygen Rebreather System: Extends pilots air supply to 100 hours; Cartridge MUST be replaced after that period of time.
  • 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 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. Also, a cloud of smoke approximately 25 cubic feet.
    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, 2 cubic 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 Power Armor's 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 Mi'cronne Power Armor MkII Combat Elite:
  • 2 additional attacks per melee
  • One additional attack per melee at levels 3, 6, and 9.
  • +1 strike
  • +2 parry
  • +3 leap dodge; Automatic dodge, just like a parry.
  • +5 regular dodge.
  • +4 roll with punch, impact, explosion.
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