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Clariont Ensign.
United Galaxies Council.
PA-02 Rifleman
Power Armor.
Clariont Ensign.
United Galaxies Council.
The Robotech Defense And Expeditionary Forces have always needed power armors in greater quantities than supply allows; However, the Rifleman Power Armor, with its relatively cheap and easy to fabricate design has help to bridge the
RIFLEMAN POWER ARMOR.
Rifleman Power Armor. This was
an early prototype carrying
a experimental weapon that was
discontinued in short order.
gap. It's actually a fixed-Battloid mode VR-052 with a simplified power plant (not a transforming Mecha) and that CAN fly for far longer periods than its predecessor. The Rifleman's ease of training, simplicity, and reliability guarantees it's place in RDF, REF, and throughout the UGC service for a long time to come.
The Rifleman also has a lot more versatility in some fields than the Mi'cronne MkII Combat or the Cyclone series; Specifically, it is pre-pierced for such attachments as the CA-101 Cyclone Re-entry Shield and CA-105 Cyclone High-density Battery Pack, and its relatively slimmer profile allows it to be worn by Destroid and Aero-Space pilots without modification comfortably (to wear a Cyclone the cockpit must be modified and it's nefariously uncomfortable).
Of equal, if not greater, importance to the common soldier is the ingenuous to design the Rifleman with the ability to use any forearm weapons system; Even the Mi'cronne MkII did not have that ability when it was First fielded (it was quickly reconfigured after that). As an additional benefit, the Rifleman is light enough that it can be worn while riding on a standard Hovercycle. This allows it to be used as Cavalry (under the old Terran system "Cavalry" would be more like Dragoon), thought this typically uses heavier platforms such as the PASS-451 Wyvern Assault Motor/Hovercycle.
The Rifleman is also in common service with Police Departments/Militias and Fire Departments.
Name: Rifleman Light Power Armor
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)-
200
50
100 each
75 each
50 each
80 each
Forearms (2)-
Forearm Shields (2)-
Hands (2)-
Power Pack (backpack)-
E-cables (up to 2)-

65 each
50 each
50 each
150
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
Flying: 100 MPH max.
Flying Range: The Rifleman can fly for up to 4 hours before it must come down for 30 minutes to let the engine and grav pod cool off; Settling into water will cool it off in 3 minutes.
Maximum Height: 100 feet
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: 120 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 IV reactor; Lifespan: 5 years on a single powerball.
Flight System: Standard grav pods.
Thrust System: PCT 11a Air Plasmafier.
Cost and Availability: 1.4 million credit each; Routinely available.
Black Market Cost and Availability: Between 200 thousand and 20 million credit, depending on quality; 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 Rifleman 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 MkII'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 5,000 credit each, depending on the market.
Availability: 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: 3D6 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.
Availability: 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
Availability: Fairly common.
3. GR-97d Hip Missile Launcher: An slightly expanded version of the GR-97 Forearm Missile Launcher developed for the VR-052 Battler Cyclone appear as a pair of arm-length tubes on the forearm of the power armor.
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: 3 per launcher (6 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.
Availability: Regularly available.

4. GR-97e Hip Missile Launcher: An slightly expanded version of the GR-97 Forearm Missile Launcher developed for the VR-052 Battler Cyclone appear as a pair of arm-length tubes on the lower legs of the power armor.
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: 3 per launcher (6 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 5,000 credit each, depending on the market.
Availability: Regularly available.

5. 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.

6. 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. however the standard UGC issue weapons are now the Gallant H-100A Pistol and H-1100 Rifle.

7. Hand to Hand Combat: Rather than use any weapons the Rifleman 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 200 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 foot 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 can't 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.
  • 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.
  • Belt Keepers: Used to hold gun and other belts (normally the oversized, 2.5" wide variety) to the suit.
  • 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).
  • Internal temperature and humidity control: Automatically maintains users desired heat, humidity, and other personal comfort settings.
  • Fire Resistance: Fires external to the Mecha 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 (ie "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.
  • 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 Vehicle/Mecha/Vessels 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 Rifleman Power Armor Combat Elite:
  • 3 additional attacks per melee
  • One additional attack per melee at levels 3, 6, and 9.
  • +3 leap dodge; This is NOT an automatic dodge, unlike most leap dodges
  • +3 regular dodge.
  • +8 roll with punch, impact, explosion.
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