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Escalator AMS-Ø22

The Escalator was first created in Central Africa during the Reconstruction Era after the First Robotech War by rebellious factions in that sector. The REF considered the Escalator for service, and few hundred were built; However, the program did not live up the potential desired by REF High Command, and was shelved. Field-improvised unit were often seen, especially after the Battle For Carbonara, and the design has gained a Renaissance in Colonial Civil Defense units.
One of the factors leading to the REF Escalator’s down fall was the lack of weapons; For essentially the same price, the RDF Escalator has essentially twice the close in firepower. However, the have a bad habit of cropping up when you least expect them, and therefore all Destroid Pilots are required to maintain their qualifications on them with a 16 per month simulator time.
Name: Escalator AMS-Ø22
Model Type: Destroid
Class: Civil Defense
Crew: 1
Passengers: 1.
MDC By Location:
Torso-
Cockpit-
Upper Legs (2)-
Lower Legs (2)-
Feet (2)-
Upper Arms (2)-
3ØØ
2ØØ
15Ø each
15Ø each
1ØØ each
1ØØ each
Lower Arms (barrels; 6)-
Shoulder Missile Pods (2)-
Shoulder GR-1ØØ Launchers (2)-
MM-5Ø Pods (4)-
Head Tri-Lasers (3)-

1ØØ each
15Ø each
1ØØ each
6Ø each
1ØØ each

Speed and Statistical Data:
Running: 75 MPH
Range On Land: Unlimited
Surfaced and Underwater: Knots
Range On The Surface: Unlimited
Maximum Depth & Time: 2ØØ feet for 48 hrs.
Height: 26 feet
Width: 18.6 feet
Length: 11.2 feet.
Weight: 2Ø.6 tons
Cargo: Pilot supplies only.
Power System: Hr-115a Fusion Reactor.
Flight System: T’sentrædi-Style anti-grav pods
Cost and Availability: 8 million€ each; Routinely available.
Black Market Cost and Availability: Between 2 and 3Ø million credit; Routinely available.

Weapons Systems
1. Tri-Barreled Laser Cannons comprise both arms. An advanced computer targeting/radar system increases the guns accuracy.
Purpose: Anti-Aircraft
MD Per Arm: Single blast- 3D6 MD. Dual Blast- 6D6 MD. Triple Blast- 1D4×1Ø MD.
Rate of Fire: Equal to the pilots total number of attacks per melee. Both arms can fire one, two, or all three of their lasers cannons simultaneously, or all six cannons can operate as one unit and fire at the same time at the same target. Simultaneously fining of cannons is considered a volley regardless of how many cannons are firing. Each volley counts as one attack.
Range: 8 miles
Payload: Effectively unlimited.
Bonus: +2 to strike only while the radar sensor is functioning. Depleting the torso MDC to 8Ø will negate this bonus.

2. Triple Head Lasers: Three lasers are built into the head-like housing. Each has a 9غ arc and can be fired independently or in tandem.
Purpose: Assault/Defense
MD: Single Blast: 3D6 per blast; Dual Blast: 6D6 per blast; Triple Blast: 1D6×1Ø per blast
u>Rate of Fire: Per pilot’s attacks per melee.
Range: 4,ØØØ feet
Payload: Unlimited

3. GR-1ØØ Mini-Missile Launchers (2): Mounted above and behind each shoulder is a mini-missile launcher with automatic reloading. The covers flip up to reveal six missiles. Each mini-missile is replaced the moment it is launched. Additional missiles are housed in the length of the launcher which is housed on the back.
Purpose: Assault
Missile Type: Any mini-missile EXCEPT plasma.
MD and Range: Varies by type used; Generally around 1D6 and 1 mile.
Rate of Fire: Volleys of 2, 4, or 6 per pilots attacks per melee.
Payload: 18 mini-missile per launcher (36 total).

4. Shoulder Mounted SRM Pods (2): These twin missile pods are heavily armored to protect the missiles and shoulder joints of the Tri-Lasers.
Purpose: Assault
Missile Type: Any SRM
MD and Range: Varies by type used.
Rate of Fire: Volleys of 1, 2, 3, or 4 per pilots attacks per melee.
Payload: 12 per launcher (24 total).

5. MM-5Ø Multi Missile System: This venerated SRM system is installed to maximize the power-to-target potential of the Mecha. The Ø4 launchers are mounted on the legs of the Mecha.
Purpose: Assault
Missile Type: Any SRM
MD and Range: Varies by type used.
Rate of Fire: Volleys of 1, 2, 4, or 8 per pilots attacks per melee.
Payload: 4 per launcher (16 total)

6. Hand to hand Combat is limited, but doable.
Swat: 1D4 MD
Body Block: 1D6 MD
Kick: 1D6 MD
Stomp: 1D4 MD.
Leap Kick: 2D6 MD (counts as two attacks).



Features:
  • Radar: Combat grade radar. Range: 2ØØ miles, can track up to 25Ø 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 ¾ (decrease skill level appropriately).
  • 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 1Ø mile range, auto encrypt/decrypt. Works on standard radio band wavelengths, so it can still be jammed (if the enemy knows the frequencies).
  • Loudspeaker: Amplifies voice 1 to 1ØØ times. 1ØØ feet in normal crowds.
  • 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.
  • 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.
  • 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 Ø4 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 2Ø% against smart missiles (add +2Ø% to rolls for smart missiles.)
    Effect:
    Ø1-5Ø: 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-ØØ: 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: 6Ø chaff/flares. Each time the system is engaged, the system fires off Ø4 chaff/flares.
  • LDP (4): Launched Decoy Pods. The Mecha can carry a special pod that carries four advanced decoy drones. These drones are launched to go where ever they want for 3Ø minutes. Each is a specially designed lure that mimic the Mecha. This system has been successfully deployed against SEVERAL alien radar-type sensors (including one that works off of sound), but does not work on Invid Protoculture sensors.
    MDC: 5
    Effects: The decoy has a 98% chance of fooling ordinary non military radars and non smart guided
    missiles, and a 9Ø% chance of fooling military grade radars and advanced smart missiles.
    Range: Released to go wherever it wants. Can fly independently for about 3Ø minutes.
    Rate of Fire: Per pilots attacks per melee.
    Payload: 8 decoys total.

  • Full Range Sensory Suite: Infrared, ultra violet, Magnification, night sight, color filters, thermal imager. Range is about 2,ØØØ miles for MOST sensors.
  • Smoke Emitters (2): Emits enough smoke to cover an area about 2س 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).
  • Vacuum Seal: Permits the Mecha 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 1Ø% 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.
  • 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. 5ØØ 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 5Ø 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, 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 (25Ø feet apogee), 2 white parachute flares (1,5ØØ feet apogee), 1ØØ feet of black or brown parachute cord (15Ø lbs tensile strength), 2-5 days rations, 2 gallons water, water purification kit- good for about 1Ø gallons.
  • Oxygen Rebreather System: Extends pilots air supply to 1ØØ hours; Cartridge MUST be replaced after that period of time.
  • 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).
  • Smoke dispensers (8): Throws out smoke flares capable of covering a 9س foot area. Special chemicals in the smoke obscures IR and heat sensors, and defeats visual tracking of the vehicle. Note that it DOESN’T make the vehicle invisible, but simply negates ALL bonuses to strike.
  • XTNDR RADAR/Radio Antenna Extender: A simple, 2³ foot helium balloon lofts a 1Ø lb. pod 1ØØ feet into the air. Hanging from this payload is a fiber-optic cable that relays the data collected from the XTNDR Pod to the Mecha 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: 5Ø
    Fiber Optic Cable: 1Ø
    Effect: Extends range of any sensors 1Ø times (or defeats other penalties in a 5 mile area).
  • Combat Bonuses from Escalator Combat Elite:
  • 3 additional attack per melee.
  • One additional Attack Per melee at levels 3, 9, and 15 with any additional bonuses for the pilot.
  • +2 Initiative.
  • +4 Strike.
  • +4 Parry.
  • +8 Dodge.
  • +9 Roll.

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