CW-10 Firebrand Battle Suit


With new competition from companies like Ultra-Tech Incorporated, Wellington Industries, Golden Age Weaponsmiths, Chipwell Industries, Triax(TM), Angrar Robotics, Iron Heart Armaments, Naruni Enterprises(TM), and facing increasing pressure from older companies like Northern Gun(TM) and Wilks(TM), CyberWorks found themselves pushed out of the market. Their old Titan series of bots has become obsolete almost overnight, and sales have plummeted. Something drastic had to be done.

The first bot in their new line, the CW-10 Firebrand Battle Suit, is a new design that has been on the market for only a few months. They have increased the technology level of their bots, from Northern Gun(TM) levels to Triax(TM) levels, in the hopes that a higher level of technology will help boost sales. The suit is the culmination of their work with captured Mechanoidreg. robots and their breakthroughs with psionic channeling technologies.

Although the ejection of Naruni Enterprises(TM) from North America, the destruction of both UTI and Iron Heart Armaments, and the new agreement between the Coalition States(TM) and Ishpeming(TM) and the Manistique Imperium (home to Wellington Industries) have helped to lessen the competition, CyberWorks is still planning to release its new robot line soon.

Though much of the CW-10 Firebrand's systems were based on the HPA Mark One, the design is not. The CW-10 is much sleeker, with a more rounded body and no wings. It is painted in reds and blacks, and the design is quite demonic.
Model Type: CW-10 Firebrand Battle Suit
Class: Power Armor
Crew: One
M.D.C.(TM) by Location:
Vibro-Swords (2) - 10 each
Missile pods (2) - 50 each
Main Rear Jet - 100
Secondary Jets (2) - 10 each
Arms (2) - 95 each
Legs (2) - 150 each
* Head - 100
** Main Body - 300
* Destroying the helmet will eliminate all optics and sensory systems, and leave the pilot's human head vulnerable to future attacks. Note: The head is a small and difficult target to hit. Thus, it can only be hit when a character makes a called shot and even then the attacker is -3 to strike.
** Depleting the M.D.C.(TM) of the main body will shut the armor down completely, making it useless. Note: Destroying the main jet will make flight and power jumps impossible.
Speed:
Running: 70 mph (112.6 km) maximum. Note that the act of running does tires its operator, but at only 10% the normal fatigue rate.
Leaping: The powerful robot legs can leap up to 15 feet (4.6 m) high or across unassisted by jet thrusters. A thruster assisted leap can propel the unit up to 100 feet (30.5 m) high or 200 feet (61 m) lengthwise without actually attaining flight.
Flying: The jet propulsion system enables the Battle Suit to hover stationary up to 500 feet (153.4 km) high or fly at speeds up to 200 mph (320 kmph).
Range: Unlimited. The nuclear power pack gives the suit a life of 20 years even under the most strenuous and constant amount of use. However, the jets get hot after 24 hours of constant use and require a cooling period of about five hours or may burn out.
Statistical Data:
Height: 7 feet (2.4 m)
Width: 3 feet (0.9 m)
Length: 4 feet (1.2 m)
Weight: 250 (112.5 kg)
Physical Strength: Equal to a P.S. of 35.
Cargo: None.
Power System: Nuclear; average energy life is 20 years.
Market Cost: 2 million credits for a fully equipped CW-10, complete with Plasma Cannon. Sold primarily in Kingsdale.

Weapon Systems:

1. CW-230 Plasma Cannon: Same as the mass market version, with an extendible cord that plugs into the armor, giving it an unlimited payload. The energy clip can also be recharged with this cord, but it takes one hour to recharge ten blasts.
Primary Purpose: Assault
Weight: 17 lbs (7.65 kg)
Mega-Damage(TM): 6D6 M.D.(TM)
Rate of Fire: Equal to the total number of hand to hand melee attacks.
Maximum Effective Range: 2000 feet (610 m)
Payload: 30 shots per standard E-clip.
2. Shoulder Mini-Missile Launchers: A pair of missile launchers are mounted above the shoulders/wings.
Primary Purpose: Assault
Mega-Damage(TM): Varies with missile type.
Rate of Fire: One at a time or in volleys of two, three or four.
Maximum Effective Range: One mile (1.6 km)
Payload: 12 total, six per launcher, with three ready to fire and three in reserve. Additional missiles can be hand loaded at a rate of one per melee round (15 seconds).
3. Vibro-Blades (2): Hidden in the forearms are retractable, 18 inch (0.45 m) vibro-sabers.
Mega-Damage(TM): 2D4
Maximum Effective Range: Hand to hand combat.
4. Hand to Hand Combat: Rather than use a weapon, the pilot can engage in mega-damage(TM) hand to hand combat.
Restrained Punch: 4D6+25 S.D.C.(TM)
Full Strength Punch: 1D4 M.D.(TM)
Kick: 2D4 M.D.(TM)
Leap Kick: 3D4 M.D.(TM)
Head Butt: 1D4 M.D.(TM)
Flying Body Block: 3D6 M.D.(TM)
5. Telemechanics Bonuses: One of the unique systems that is integrated into this suit is a psionic amplification system that can channel the pilot's psychic energy, in the form of the telemechanics power, and increase the efficiency of the suit in hand to hand combat. Add the following bonuses when the wearer activates the telemechanics power:
+2 attacks per melee
+4 to strike with all integral weapon systems
+3 to strike when flying
+3 to pull punch
+5 to roll with impact
+4 to parry or +5 to parry with vibro-blade
+4 to dodge when on the ground or +6 to dodge when flying


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