Micronian Power Armor MkII
(aka the “Grenadier” Power Armor)
Torso- Head- Upper Legs (2)- Lower Legs (2)- Feet (2)- Upper Arms (2)- Forearms (2)- Forearm Shields (2)- RL-6- | 300 1 150 each 100 each 150 each 80 each 50 each RL-6- 3 | Hands (2)- Power Pack (backpack)- Thruster- .50 Caliber Machinegun- EP-40 40MM Pulse Beam- EP-3 Gallant H-90- E-cables (up to 2)- | 50 each 200 150 2 10 50 10 10 each |
Running: Per pilots speed; Going faster IS possible, but pilot will take 1 HP (not SDC) per MPH per turn. Range Over Land: Unlimited Power Hop: The Mecha can not “fly” per say, but can make 1 powered hop every other turn, where the Mecha will fly up to 100 feet in the air and up to 1 mile away (pilot can control height and distance up to 1 inch). “Forced” hops can be done each TURN, but causes a cumulative 5% chance of destroying the power plant each time (suit shuts down). Maximum Height: 100 feet Maximum Distance: 1 mile Dimensions: Special: The exact dimensions of each suit is different, due to the different si 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: 300 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 I “Almanor” reactor; Lifespan: 2.5 years on a single powerball. Power Hop Booster: PCT 11 Air Plasmafier Cost and Availability: 2.1 million€ each Availability: Routinely available. Estimated Black Market Cost: Between 200 thousand and 20 million€, depending on quality. Black Market Availability: 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. 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 2. Forearm Weapon: The forearms of the Micronian MkII is fully adaptable, and can use either the GR-9 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; Regularly available. Purpose: Defense/Assault MD: Slash: 2D6MD; Punch: 3Dd 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; Rare, and highly sought after. | 3. 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-3 4. 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 Tlua 5. E-Cables (2): A refit kit became available in the last month of the war against the Regent, which allows MOST energy weapons to plug directly into the Mecha’s own power plant. It can be installed by anyone who can read (multiple languages are included in the kit, along with every tool the user will need)- DOES NOT REQUIRE ARMORER SKILL! (However, it does take 30 minutes for an average person to do it; It only takes an armorer 10.) 6. Hand to Hand Combat: Rather than use any weapons the MkII 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). |
Features:
Effect: Duration: 1D4 melee rounds. Rate of Fire: Once per melee. Payload: 6 chaff/flares. Pup tent Sleeping bag Black light GPS First aid kit (bandages, gau Plasma torch (for small repairs and starting fires) Repair kit (with MDC Repair Spray) Sewing kit (a small spool of thread and 5 needles) 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. |