![]() | Power Armor. | ![]() | |||
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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
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. Tech Update, 3503 With the development of the Cemu Drive the fleet of Riflemen PA's began an upgrade program beginning in 3503 and finishing off 10 years later. The Cemu Drive can be used for FTL flight but ARA recommends against this in PA's and REF orders forbid it except in the event of evacuation. Even in such a case it's to be used only when no absolutely other options exist. They can be used for general flight and force fields, and are to be used for spacedrop operations. 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 182³ 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: 1⅖ million€ each; Routinely available. Black Market Cost and Availability: Between 200 thousand and 20 million€, 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: 1D6×10 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€ 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 6,000€ 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: 1D6×10 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€ 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: 1D6×10 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€ 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 60ᴍᴍ Beam Cannon, EP-40 40ᴍᴍ 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 "masters" Tluaza Milldiem 281 Model Assault Rifle, M-35 "Wolverine" Assault Rifle/M-39b Single-Shot Mini-Missile Launcher, M-36 "Badger" Sub-Machinegun, 9ᴍᴍ "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: | |||||
Effect: 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. Rate of Fire: Once per melee. Payload: 6 chaff/flares. Pod: 50 Fiber Optic Cable: 10 Effect: Extends range of any sensors 10× (or defeats other penalties in a 5 mile area). | |||||