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Clariont Ensign.
PA-5 Glitterclone.
Clariont Ensign.
United Galaxies Council.
United Galaxies Council.
The Glitter Cyclone follows in UGC's tradition of deploying as many small, fast armed vehicles, rather than larger, more easily targeted Destroids and other large combat
PA-5 Glitterclone.
BATTLOID MODE.
Vehicle Mode.
Top Speed:60 mph (96 kph) Battloid/210 mph (336 kph) Motorcycle.
Height:B: 7 feet (2.1 m)/M: 3.6 feet (1.09 m).
Width:B: 3.4 feet (1.03 m)/M: 1.6 feet (0.5 m).
Length:B: 3.1 feet (0.9 m)/M: 5 feet (1.5 m).
Battloid Mode.Weight:300 lbs (102.1 kg).
PS:Equal to a Robotic P.S. 40.Powerplants:Hydro-cell and Micro Fusion engines.
vehicles. It's armed a large particle beam cannon as its PRIMARY weapon, though a pair of SRMs can also be affixed (transformation to Battloid mode, however, is impossible).
In 2103, a Shivannie RDF infantry squad on routine patrol found a power armor never before seen. The pilot was dead, and the Mecha was NOT registered. The shell was shiny and much smoother than that NORMALLY used in Mecha production- More on par with Warship-grade armor. It was also armed with a weapon never before seen by ANYONE, though not that complicated by any means- Indeed, it was a rather crude particle beam cannon, nothing more.
REF engineers reverse-engineered the Mecha and found it actually WASN'T a Mecha at all- It was a simple armor suit, powered by a nuclear reactor. After a few years of working on the design, they determined that it was a specialized power armor, intended for space combat. The laser-reflective armor, a chrome/steel/aluminum/tungsten/titanium alloy, could not be replicated by REF engineers, but this was no matter; They simply used their OWN variety of laser resistant material (a diamond/steel alloy), then overlaid this with Stealth/Silvrite Lamilar Armor.
In field testing (FBX 21555320), the new armors actually showed a pretty poor record, compared to the expense; However, with the latter upgrade to Stealth/Silvrite Lamilar, UGC Special Forces found it to be the IDEAL platform for special operations when power armor was desirable; Better, even, than the Micronian MkII with hovercycles.
The Glitter Cyclone isn't deployed in large numbers, and never will be; Its cost is simply too high to justify. However, it remains available in small numbers to each branch of the service, and even the average civilian living NEAR a base will likely see at least one every once in a while.
Much of the technology that created the Glitter Cyclone was developed from notes and specifications developed by Dr. Ryan KITSUNE, though the intergalactically famed Robotechnologist himself was not directly involved in the development of the Glitter Cyclone.
Name: Glitter Cyclone
Model Type: Power Armor
Class: Power Armor
Crew: One.
Passengers: None
MDC By Location:
Vehicle Mode:
Headlight-
Wheels (4)-
Storage Box (2)-
4
10
5 each
Power Pack (backpack)-
BPX-451-
**Torso-
200
100
275
Battloid Mode:
Wheels (4, mounted behind shoulders and at rear outside lower back)-
Grav-Pod System (Rear, Lower Back)-
Upper Arms (2)-
Forearms (2)-
Forearm Shields (2)-
Feet (2)-
Upper Legs (2)-
Lower Legs (2)-
RL- 6-
Hands (2)-

10 each
90
150 each
80 each
50 each
100 each
175 each
150 each
30
50 each
Power Pack (backpack)-
Thruster-
BPX-451-
.50 Caliber Machinegun-
EP-40 40MM Pulse Beam-
EP-37 60MM Beam Cannon-
Gallant H-90-
E-Cables (up to 2)-
*Head-
**Torso-
***Force Field-
200
150
100
2
10
50
10
10 each
120
275
160
NOTE:
*Destroying the Head/Helmet eliminates all forms of optical enhancement and sensory systems. No power armor combat bonuses to strike, parry, and dodge. Note: Head is a difficult target to hit and is a called shot and is -3 to strike.
**Depleting the M.D.C. of the main body will shut the mecha down completely, rendering it useless. Pilot has an emergency release to escape immobilized armor. Remember, pilot is riding CVR-3 Body Armor underneath.
***The force field will stop energy attacks and fast moving objects. Slow moving objects can pas through. It Regenerates 1 MDC per melee unless overloaded and then cannot be activated for 12 hours if overloaded. The force field pulls its power off of the power plant.
Speed and Statistical Data:
Motorcycle Mode Speed: 210 mph (336 kph) maximum. Typical cruising is around 80 mph (128 kph). Can handle rough terrain at great speeds due to reinforced body. Using grav pods enables the motorcycle to make leaps of up to 80 ft (24.4 m) across and up to 40 ft (12.2 m) into the air.
Battloid Mode, Running: 60 mph (96 kph) maximum. Running does tire out the operator but at 5% of normal fatigue rate due to the robot exo-skeleton and grav pod.
Battloid Mode, Leaping: Powerful legs of the Cyclone can leap 20 feet (6.1 m) up or across unassisted by using grav pods. The grav pod enables the power armor lo leap a height of approximately 100 feet (30 m) high or 600 feet (183 m) long in a power jump.
Battloid Mode, Flying: The grav pod enables the armor hover in a stationary at any altitude and fly at a maximum speed of 200 mph (320 kph). The grav pods makes the armor trans- atmospheric and armor can accelerate at up to 0.5 Gs of acceleration.
Underwater: It can walk along the bottom of the sea floor at 25% of maximum speed. The Mecha can also use its thrusters to travel up to a maximum speed of 100 mph (160 km).
Maximum Ocean Depth: 200 feet.
Range: 15 months; Flight time is a measly 20 minutes before damage from overheating begins.
Height: Battloid Mode: 7 feet (2.1 m)
Motorcycle Mode: 3.6 feet (1.09 m)
Width: Battloid Mode: 3.4 feet (1.03 m); Motorcycle Mode: 1.6 feet (0.5 m)
Length: Battloid Mode: 3.1 feet (0.9 m); Motorcycle Mode: 5 feet (1.5 m)
Weight: 300 lbs (102.1 kg)
Physical Strength: Equal to a Robotic P.S. 40
Powerplant:
Primary: 320 cubic MM Hydro-cell engine; Will only effectively run the Mecha in motorcycle mode; The main PBC must draw power from the Protoculture system. (Both CAN be run together, but isn't recommended beyond taking a quick shot from the PBC.) Range: 2,000 miles.
Secondary: Micro Fusion Protoculture Reflex Generator; Micro Fusion with Fifteen (15) month duration.
Cargo: Can carry cargo in storage boxes or an extra passenger. Can carry up to 250 lbs (113 kg) without reducing speed of Cyclone. For every 50 lbs (22 kg) reduce speed by 20% and gets a -1 to dodge. Unlike the original VR-038-LT, 041, and 52, the storage boxes do NOT drop off cyclone when it transforms; The 081m's boxes shift from behind the rider to the chest of the wearer, with the lid on the LEFT side, allowing the wearer to reach inside easily. Also, the Personal Weapons Storage System (PWSS-4671), a high-tech gun belt developed for the VR-Series, can be worn, allowing the carrying of a holster and several other pouches.
Cost and Availability: 3.5millioncredit; From First delivery of raw materials to final checkout at the factory, assuming full production, is three days. Currently, some 17 factories are producing the VR-081m.
Black Market Cost and Availability: Prices fluctuate from 10,000credit to 30 millioncredit, depending on market conditions. Generally good. Occasionally the market runs cold, especially during a gear up for a major War, when Destroids and other larger machines become more popular (a major indicator of malcont and enemy intentions). NOTE: UGC Galactic Intelligence Command has secretly sold about 300,000 units on the black market. Each has been rigged with a tracker allowing GIC to determine their whereabouts, however, most of these have either failed or been removed.
Weapons Systems:
1. Forearm Weapon: The forearms of the Glitter Cyclone 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 Micronian 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: 2D6 MD; 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/ 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. PB-22a Shoulder Particle Beam Cannon: Essentially a scaled down version of the T'sentraedi MPA shoulder cannon. Originally developed for the Micronian MkII, the PB-22a suits the purposes of the VR-081m perfectly.
Purpose: Assault
MD: 4D10 per blast
Rate of Fire: Per pilots attacks per melee.
Range: 4,300 feet (1,300M).
Payload: 100 blasts before the Power armor has to secure power the the suit or overload; This is the only energy weapons that actually puts a drain on the suit.
Weight: 20 lbs
Weapon Cost and Availability: 200,000 to 250,000 new and undamaged. HIGHLY prized by those who can get them; EXTREMELY rare.
E-clip Cost and Availability: 20,000 to 50,000 each. Recharges cost roughly 500 each; Very rare.
3. 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

4. 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.

5. 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 T'luaza 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-Gran'diel Kah yar (and other knives), etc.

6. E-Cables (2): Originally only available as a refit kit, the VR-081m comes with E-Cables already installed.
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."

7. Magnetic Tow Cables: The Wyvern are equipped with two magnetic tow cables mounted on both sides of the rear fender. Each has a range of 200 feet, fired forward from the rear wheel hubs. They 'could' be used as weapons, but do minimal damage. Cables may be broken by inflicting 5 M.D.C. to them, either by tearing them or by shooting them.
Purpose: Rescue, Recovery, and Capture. Can also be used to entangle an enemy by a successful strike + 3 consecutive successful strikes or 8 successful strikes within 15 total attempts. (automatically successful on a natural 20.)
Range: 200 feet.
Mega-Damage: 1D4 M.D.
Rate of Fire: Once per melee.

8. Hand to Hand Combat: Rather than use any weapons the VR-081m 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/- 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 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.
  • Grav Pods Equipped Feet: Mini Grav Pods in the pads of the feet allow the unit to adhere to the just about ANYTHING.
  • 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).
  • TIES (Threat Identification and Engagement System): All sight systems and the are automatic linked to this system. This system assists the pilot in identifying the target and selected the proper weapon system or round type need for the most effective threat neutralization. The computer then places the 32 most threatening targets into the fire control computer, and assist that computer in tracking these targets. This system is cable of storing data on the top 96 Identified Targets. It tells via voice and data displayed on the Heads Up Display what the target is and what sort of weapon should be used on it. Contains all currently known designs. It has a 84% monster/D-bee/Demon success rate, and a 89% power armor or robot ID success rate. Paired with an 88% success rate for selecting the proper weapon and aiming point. It can also ID magic power's, and spell like effects 57% of the time and give suggested counters and avoidance data.
  • 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 (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.
  • 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.
  • 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 square 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 Port: 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).
  • Slealth/Silvrite Lamilar Armoring: A unique combination of laser reflective armor and stealthing material, in which the armor is coated with a low-adhesive glue, over which the stealthing materials are formed. The stealth material is NOT laser reflective (SDC), but will still absorb radar signals, even if part of the stealth material is torn away. The Silvrite treated armor underneath will NOT be effected in any way by the radar absorbent material being damaged.
    Effects:
    Silvrite Treated Armor Laser Reflective Armor: All lasers do 1/2 damage.
    Stealth Coating: Gives the vehicle the radar cross-section, infrared signature, and MOST other radiation of essentially nil. The acoustic signature also has been minimized using various techniques.
  • Chameleon System: The VR-081m is the only power armor currently using the Chameleon System; Pleizio-ceramic tiles darkened or lightened as necessary to render the craft invisible. Effective Prowl of 20%, or +15% when combined with other techniques.
    Minimum Effective Distance: 20 feet.

    Combat Bonuses from VR-081m Glitterclone 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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