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Clariont Ensign.
United Galaxies Council.
Policeman Civil
Defense Mecha.
Clariont Ensign.
United Galaxies Council.
A Policeman Destroid.
The Policeman is an attempt to make a Mecha suitable for riot suppression. The Policeman carries a wide assortment of anti personnel weapons. Although it is slow compared to a Militry Mecha, it is useful in urban situations. Its sensors easily locates rioters, allowing for quicker deployment of foot and vehicle assets that may be deployed with the Mecha. The First Policeman to see action was a prototype that was deployed during the riots in the Persius Ghettos uprising on FBX 21555320.
While the Mecha initially brought order to the area it was in, they were quickly overwhelmed when rioters brought heavier weapons, including stolen Cyclones. A better situation for the Policeman was on Arium, where the Civil Defense Authority used it to fight off a pirate raid. Quickly and brutally destroying the raiders, the Mecha so pleased the CDA Command that they doubled the number of orders for it. The Policeman has been bought by every organized government except the Terran Authority and Cannberran Home Guard.
Though it's hard to see this destroying even a Southern Cross-era Battloid, it's an excellent Mecha for its engineered role. Some worlds have ordered local authorities to reorganize the weapons, most commonly eliminating the anti-personnel mines (too indiscriminate) and the Flame thrower (due to indiscriminate nature and collateral damage).
Type: Civil Defense Forces galaxy wide.
Class: Destroid
Model: LE/CDF Destroid
Crew: 1
Passengers: None.
M.D.C. By Location:
Torso-
Upper and Lower Legs and Feet (2 each)-
100

150 each
Upper and Lower Arms and Hands (2 each)-
Head-
100 each

50
Speed and Statistical Data:
Running: 80 MPH max
Range: Unlimited
Surfaced On The Water: 10 knots safely
Underwater: 05 knots safely
Maximum Depth: 10' (fully submerged)
Maximum Dive Time: 20 minutes
Height: 20 ft
Width: 05 ft
Length: 02 ft
Weight: 05 tons.
Cargo: Pilots supplies only; Typically this includes a riot shotgun (just like police cars).
Power Plant: RRx 7 Battery packs; Output: 386 Kwh; Endurance: 48 continuous hours.
Cost and Availability: 0.4 millioncredit; Always to authorized buyers.
Civilian Version Cost and Availability: And unarmed civilian version, popular by security services, can be made available for 0.7 millioncredit even; Good availability.
Black Market Cost and Availability: 100 thousand to 100 millioncredit; Good availability.
Weapons Systems:
1. A 25ΠΌΠΌ Auto Cannon Located in the RIGHT forearm.
Purpose: Anti-Personnel
MD: Short Burst: 1D6; Long Burst: 2D6; Full Melee Burst: 6D6
Rate of Fire: Per pilots attacks per melee.
Range: 4,000 ft
Payload: 240 rounds; 10 full melee bursts, 20 long bursts, and 40 short bursts.
Cost and Availability: 20,000credit; Fair availability.
Ammunition Cost & Availability: About 300credit for a complete re-load. Always available.
Spare Clip Cost & Availability: N/A

2. A 25MM Auto Cannon Located in the LEFT forearm.
Purpose: Anti-Personnel
MD: Short Burst: 1D6; Long Burst: 2D6
Rate of Fire: Per pilots attacks per melee.
Range: 4,000 ft
Payload: 300 rounds; 10 full melee bursts, 20 long bursts, and 40 short bursts.
Cost and Availability: 15,000credit; Fair availability.
Ammunition Cost & Availability: About 300credit for a complete re-load. Always available.
Spare Clip Cost & Availability: N/A

3. 06 Anti-Personnel Pods: Essentially Cobalt Limit Mines, are mounted on the legs of the Mecha to prevent forced boarding. (This is part of what went wrong during the Perius Uprising). The mines are behind M.D.C. shielding to prevent destruction by ground forces, and can ONLY be detonated on command. The Mecha takes NO damage from the mines.
Purpose: Anti-Personnel
Damage: 1D4 times 10
Rate Of Fire: One Time Only
Effective Range: 20 feet
Payload: 03 per leg (06 total).
Payload: 03 per leg (06 total).
Bonuses/Penalties: Automatic strike against anyone in range.
Cost and Availability: About 500credit per mine; Good availability.
Ammunition/Spare Clip Cost & Availability: N/A

3. Flame thrower: In chest; This is the Mecha's most controversial weapon, due to its inherently indiscriminate nature and the fact that it will set the surrounding environment (including buildings, vegetation, and etc) on fire.
SD: 5D10
Rate of Fire: Twice per melee
Range: 200 ft.
Payload: 50 blasts.
Note: Will ignite all exposed combustibles; 40% chance of igniting undamaged, unopened gasoline/diesel tanks.

4. Small Laser in the torso: For discouraging any form of attack.
Purpose: Anti-Personnel
MD: 2D6
Rate of Fire: Per pilots attacks per melee.
Range: 2,000 feet
Payload: Unlimited.
Cost and Availability: 1,000credit each; Always available.
Ammunition/Spare Clip Cost & Availability: N/A

5. Stun Cannon: Occasionally replaces the torso laser.
Purpose: Anti-Personnel
Effect: Will stun anyone not wearing environmentally sealed body armor, and has a 60% chance of stunning those not wearing any.
Rate of Fire: Per pilots attacks per melee.
Range: 200 feet.
Payload: Unlimited.
Cost and Availability: 15,000credit each.
Ammunition/Spare Clip Cost & Availability: N/A

6. Gunpods: Any type of gunpod can be carried by the Mecha. None is standard. Stats are per the gunpod.

7. Melee Weapons: The Policeman can also utilize Mecha-Sized melee weapons. A few are available, from the archaic RDF-era battle mace to several modern melee weapons.Purpose (all): Defense.

MMW-8a Power Lance: Contrary to the name, the MMW-8a Power Lance is NOT a powered weapon; Rather, the weapon is simply a titanium tube, flattened at the tip, which is then forged and sharpened.
Purpose: Anti-Mecha.
Damage: 8D6.
Attacks per Melee: Twice.
Range: 10 ft.
Payload: Unlimited; Draws from Mecha.
Weight: 20 lbs.
Cost and Availability: 500credit; Fair availability.
Mecha Pike: The MMW-8b Mecha pike, like its shorter cousin the Power Lance, is not a powered weapons. It's just a longer version of the MMW-8a.
Purpose: Anti-Tank/Destroid.
Damage: 8D6.
Attacks per Melee: Once.
Range: 40 ft.
Payload: Unlimited; Draws from Mecha.
Weight: 60 lbs.
Cost and Availability: 5,000credit; Ocassioanl availability.
Battle Axe: The MMW-10 Battle Axe is essentially a powered, Mecha sized double edged axe, especially useful in street fighting when one wants very badly to demolish a building. It has three settings, one S.D. and two M.D. settings.
Purpose: Anti-Building.
Damage: SD: 4D10; Low MD: 1D10; High MD: 4D10.
Attacks per Melee: 3/4 pilots attacks per melee.
Range: 04 ft.
Payload: Unlimited; Unpowered.
Weight: 600 lbs.
Cost and Availability: 150credit; Always. This is one of the fairly few weapons one can even make in their back yard- If they can find enough high-gauge titanium alloy metal.
E-Sword: Another powered weapon, this is a scaled-up version of the VR-041 Saber Cyclone's CADS weapons system.
Purpose: Anti-Mecha/Vehicle
Damage: 4D4.
Attacks per Melee: Per pilot's attacks per melee.
Range: 06 ft.
Payload: Unlimited; Draws from Mecha's power.
Weight: 150 lbs.
Cost and Availability: 850credit; Usually available.

8. Hand to hand combat: Is also a highly effective option, and many times pilots have used literally pounding on the ground ("ground pounding" or "pounding sand") as a HIGHLY EFFECTIVE intimidation tactic.















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 radio band wavelengths, so it can still be jammed (if the enemy knows the frequencies).
  • Loudspeaker: Amplifies voice 1 to 100 times. 100' in normal crowds.
  • Smoke Emitters (2): Throws out smoke flares which 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). Note: The smoke can be replaced by ANY chemical agent, from tear gas and pepper sprays to "Dragon's Breath", a noxious chemical that produces a smell so foul it's been known to cause people to visit the hospital, but is really quite harmless.
  • 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. It can also track the status of other police in there area if thier bio-monitor are on line.
  • 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.
  • 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.
  • Vacuum Seal: Permits the fighter 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.
  • 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.
  • LDP (4): Launched Decoy Pods. Located at various locations around the ship. The ship carries special pods that carries advanced decoy drones. These drones are launched and fly off in various directions away from the ship. Each is a specially designed radar lure that creates a radar image to mimic the vessel. If decoys are not destroyed, they can be Recovered and repaired. This system has been successfully deployed against SEVERAL alien radar-type sensors (including one that works off of sound), but not against Invid Protoculture sensors. (They will sometimes attract Invid, however.)
    M.D.C.: 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: 10 every melee.
    Payload: 16 Decoys each pod.
  • 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.
  • 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.
  • Survival Pack: A pack of simpler emergency survival supplies: Pup tent, sleeping bag, black light, G.P.S., First aid kit (bandages, gauze, bandage tape, pads, antiseptic/analgesic), plasma torch (for small repairs and starting fires), repair kit (with M.D.C. Repair Spray), sewing kit (a small spool of thread and 5 needles), 7 star flares (250' apogee), 2 white parachute flares (1,500' apogee), 100' 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.
  • Internal temperature and humidity control: Automatically maintains users desired heat, humidity, and other personal comfort settings.
  • 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).
  • XTNDR RADAR/Radio Antenna Extender: A simple, 2 square foot helium balloon lofts a 10 lb. pod 100' 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.
    M.D.C. 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, 1st aid kit (bandages, gauze, bandage tape, pads, antiseptic/analgesic), plasma torch (for small repairs and starting fires), repair kit (with M.D.C. Repair Spray), sewing kit (a small spool of thread and 5 needles), 7 star flares (250' apogee), 7 white parachute flares (1,500' apogee), 100' 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 UM-R60 Urbana Defense Destroid Combat Elite:
  • 4 additional attacks per melee.
  • One additional attack per melee at levels 3, 9, and 15.
  • +5 Dodge.
  • +5 Parry.
  • +6 Dodge.
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