Rifleman Light Power Armor
Torso- Head- Upper Legs (2)- Lower Legs (2)- Feet (2)- Upper Arms (2)- | 200 50 100 each 50 each 80 each | Forearms (2)- Forearm Shields (2)- Hands (2)- Power Pack (backpack)- E-cables (up to 2)- | 65 each 50 each 50 each 150 10 each |
Speed and Statistical Data: Weapons Systems: 2. Forearm Weapon: The forearms of the Micronian MkII is fully adaptable, and can use either the GR-9 3. GR-9 5. 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 6. 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 Features:Running: Per pilots speed; Going faster IS possible, but pilot will take 1 HP (not SDC) per MPH per turn.
Range Over Land: Unlimited
Flying: 100 MPH max.
Flying Range: The Rifleman can fly for up to 4 hours before it must come down for 30 minutes to let the engine and grav pod cool off; Settling into water will cool it off in 3 minutes.
Maximum Height: 100 feet
Dimensions: Special: The exact dimensions of each suit is different, due to the different sizes of the wearer: Arms: Upper arms are the same length as the pilots, but lower arm are 1 feet longer to accommodate the telescopic arm (see “Features”).
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: 120 lbs more than pilot.
Cargo: Several heavy-gauge plastic pockets give 182³ inches of storage.on the upper and lower legs, hips, breast areas, stomach, and buttocks, for a total of 10 total pockets.
hip/fanny packs, flight/SAR bags, and shoulder pouches can be carried in any combination the pilot chooses.
Power System: Type IV reactor; Lifespan: 5 years on a single powerball.
Flight System: Standard grav pods.
Thrust System: PCT 11a Air Plasmafier.
Cost and Availability: 1.4 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.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
Availability: Fairly common7 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.7 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: 1D6×10 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.
Availability: Regularly available.
Purpose: Defense/Assault
MD: Slash: 2D6MD; 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/block energy blasts at no bonus. However, can only be used as a 2-handed weapon and only causes SDC damage when removed form the power armor.
Cost and Availability: 2,000 TO 6,000€ each.
Availability: Rare, and highly sought after.7d Hip Missile Launcher: An slightly expanded version of the GR-97 Forearm Missile Launcher developed for the VR-052 Battler Cyclone appear as a pair of arm-length tubes on the forearm of the power armor.
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: 3 per launcher (6 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.
Availability: Regularly available.4. GR-9 7e Hip Missile Launcher: An slightly expanded version of the GR-97 Forearm Missile Launcher developed for the VR-052 Battler Cyclone appear as a pair of arm-length tubes on the lower legs of the power armor.
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: 3 per launcher (6 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.
Availability: Regularly available.7 60MM Beam Cannon, EP-40 40MM Pulse Beam, RL-6 Heavy Rocket Cannon, and PB-22a Shoulder Particle Beam Cannon.za 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-Granďiel Kah yar (and other knives), etc.7. Hand to Hand Combat: Rather than use any weapons the Rifleman 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/Block- 1D4
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: direction (may lock onto another target). Duration: 1D4 melee rounds. Rate of Fire: Once per melee. Payload: 6 chaff/flares. |