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Cyclone - VR-011 Rifleman

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VR-011 RIfleman (from Robotech: The Expeditionary Force Marines Sourcebook, page 72)

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(Image credit: clipartmag.com)

The VR-010 series is notably different from future Cyclone designs because the hover engines are built into the wheels. In the case of the VR-011 Rifleman in Battloid mode, the hover jets in the wheels enable the mecha to jump upwards extremely high and to drop from great heights, even sub-orbital heights, enabling the rider to land on a cushion of air that is unlikely to show on thermographic imagers or set landing areas on fire. However, the engines are incapable of actual flight and drop landings are clumsy and awkward as terminal velocity can only be reduced by so much, and directional control in immd-flight is minimal at best. The Rifleman can be dropped from the sky, but they tend to hit the ground with a thud. Many an early Cyclone Rider learned to roll when he landed, rather than try to hit the ground running when dropped from high altitudes. (In fact, the VR-015 was designed with the ability to hover and fly in both motorcycle and Battloid mode to provide a man-sized mecha that could drop from great altitudes and land as soft and quiet as a feather, as well as adjust its drop trajectory and, if off target, fly wherever it needed to go before hitting the ground).
The VR-11 Rifleman is the front-line Cyclone assigned for the Expeditionary Force Marines and infantry soldiers during much of the fleet's operations, war and exploration. It gets its name from the fact that traditionally all Marines are skilled rifleman.
At the time, the idea of being able to "drop" armored troops from a sub-orbital spacecraft and let them slow their decent to land on the ground without an actual parachute was considered revolutionary. As a Veritech, once on the ground, the man-sized Battloid transforms into a aa combat variable motorcycle for speed. In short, the troops can hit the ground running and drive off wherever they need to go. If they hit a patch of terrain too difficult to traverse in motorcycle mode, all the pilot has to do is switch to Battloid to climb over debris or fallen trees, or up a mountainside or to wade through a shallow body of water.
Overall, the VR-011 has very good speed and armor protection, excellent mission flexibility, and is a reliable all-terrain vehicle as well as a maneas of troop transport. It enables the average infantryman to quickly deploy and fight effectively in almost any environment. Its armor and weapon systems also enable the Marine to survive combat with giant, powerful war machines which would usually make mincemeat out of what was once considered traditional infantry. It is no wonder the UEEF would develop and try out so many variations of the Cyclone design. The RIfleman remains "the standard" for combat Cyclones until the advent of the VR-052 Battler after the war with the Regent ends. Up til that point, the VR-011 Rifleman is the most common and mass-produced Cyclone ever.

Model Type: VR-011
Also known as: The "Rifleman"
Class: Armored Infantry Veritech Motorcycle
Crew: One
M.D.C. by Location:
Cycle Mode:
* Headlights (2) - 1 each
* Tires (2) - 4 each
** Main Body - 150

Battloid/Armor Mode:
* Tires (2, back mounted) - 4 each
* Wheel Thruster Jets (2, one in each wheel hub) - 10 each
Legs (2) - 55 each
Forearm Shields/Weapon Hardpoints (2) - 60 each
* Head Varies with Helmet Type - 40 is standard
[pindent[** Main Body - 150[/pindent]

* Destroying either tire makes piloting the Cyclone in motorcycle mode impossible and the pilot must switch to Battloid mode to continue operating the vehicle. If the back tire is lost while moving in cycle mode, the pilot needs to make a Pilot: Veritech/Cyclone skill roll at -25% or lose control and crash.
If the front tire is lost while moving, the pilot needs to make a Pilot: Veritech/Cyclone skill roll at -40% or lose control and crash.
Destroying one of the tires in Battloid mode, when they are linked to the jump jets, reduces the height and length of the jet-assisted jumps and leaps by half. Destroying both tires in Battloid mode makes jet-assisted leaps impossible.
Note: The tires are small, low profile and difficult targets, often obscured by dust. To shoot out a tire (or the thruster in a wheel housing), the attacker must make a successful "Called Shot" with the following penalties: Shooting at a stationary target -4, moving target -6, and fast moving target -11 to strike. These penalties also apply to targeting the head and other small targets.
** Depleting the M.D.C. of the main body destroys the Cyclone, rendering it useless.

Speed:
Cycle Mode: Maximum speed is 150 mph (240 kph). Cruising speed is usually around 60 mph (96 kph). The Cyclone can perform jumps in cycle mode of up to 50 feet (15.2 m) across or 15 feet (4.6 m) high.
Battloid Mode: The Cyclone mecha enhances the pilot's natural speed. The max running speed of the Cyclone is the pilot's running speed plus 25%.
The Rifleman Cyclone in Battloid mode can also leap up to 20 feet (6.1 m) high and across unassisted by thrusters. Leaps of 40 feet (12.2 m) high or across can be made when assisted by the thrusters. It can also hover above the ground up to 20 feet (6.1 m) after a leap upward, but only for 1D4 melee rounds before the hovering becomes too wobbly to be sustained. Hovering up off the ground as high as 4 feet (1.2 m) can be maintained for two hours before the thrusters begin to overheat. Maximum hover speed is only a walking speed of 4 mph (6.4 m).
The vectored thrusters in each wheel hub are primally (sic) designed to slow the descent of the VR-011 Rifleman from high-altitude drops, falls and leaps off buildings and enable the mecha to land on its feet like a cator with a quick tumble before leaping onto its feet or transforming into cycle mode to attack or evade the enemy.

Statistical Data:
Cycle Mode:
Height: 3 feet, 6 inches (1.1 m)
Length: 6 feet, 9 inches (2.1 m)
Width: 1 foot, 6 inches (0.5 m))
Battloid/Armor Mode:
Height: 6 feet, 9 inches (2.1 m)
Length: 5 feet, 2 inches (1.6 m)
Width: 3 foot, 3 inches (1.0 m))
Weight: 380 pounds (171 kg) dry.
Physical Strength: The VR-010 series Cyclone give the wearer an Augmented Strength 6 points higher than his own P.S. attribute and increases P.P. by 1 point. These attribute bonuses apply only when in Battloid mode.
Cargo: Unlike later models, the VR-010 series does not come equipped with the armored saddlebags. However, the contents of a standard UEEF Military Survival Pack are located in a small compartment under the seat of the Cyclone in imotorcycle mode.
Power System: 1,190 cc. High-Output Protoculture Fired Rotary Engine with a range of about 400 miles (640 km). All Cyclones also have a backup power system comprised of an electric motor that is constantly charged by regenerative braking systems in the wheel hubs. The engine's battery can store enough power for two hours of general riding. Use of the backup power system renders the Cyclone unable to transform, makes the jump jets unavailable, and reduces speed by 25%.

Weapons and Equipment for the VR-010 Series Cyclones (these two weapon systems are currently attached to each of your Rifleman Cyclones - the Plasma Blade is on your character's dominant hand).

3. VMWS-25 Mini-Missile Delivery System: The only real difference between this and the later GR-97 is that the VMWS-65 is modular. Meaning it can be replaced, alike all VMWS units, in three melee actions by a trained Cyclone rider or mechanic. It is also a bit less well armored than the GR-97. The VMWS-65 has two single-launch tubes usually loaded with HEAP mini-missiles. Mini-missiles can be fired in both Cycle and Battloid modes, and are guided by the CYcleon's combat computer.
Primary Purpose: Anti-Mecha/Anti-Armor
Secondary Purpose: Anti-Missile and Anti-Personnel.
Weight: Seven pounds (3.15 kg) for the launcher, and each missile weighs about 5 pounds (2.25 kg).
Range: One mile (1.6 km).
Mega-Damage: Per mini-missile, but usually loaded with HEAP (High Explosive Armor Piercing) missiles which inflict 1D4x10 M.D. per missile.
Rate of Fire: Singly or in volleys of two or all.
Payload: Two missiles in each launcher.
M.D.C. of the Weapon: 35 M.D.C.
Broadsword note: In a lower-backpack on your Cyclone is an armored case that holds 4 more mini-missiles. Reloading a single missile takes one action. All of the missiles (including the missiles in the tubes) are of the plasma-napalm variety (1D6x10 M.D.) that your characters have often been selecting for your mecha.

4. VMWS-90 Plasma Blade: The precursor to the CADS-1 system used in the later VR-041H "Saber" Cyclones, these weapons are considered innovative and revolutionary when they are first introduced. The system consists of retractable blade that, when activated, is wrapped in a magnetic field and covered in plasma, an ionized gas that is considered a fourth state of matter. It is hot enough to slice through the toughest super alloys. The magnetic shield is computer controlled with a safety system that immediately shuts the plasma flow off if the blade touches the Cyclone itself, preventing the pilot from accidentally damaging his mecha or himself in the heat of battle. The plasma field is fueled by a a gas canister than can quickly run out in combat, thus the blade is usually retracted and shut off when not in use. The plasma field makes the blade virtually impervious to damage, making it the perfect weapon for parrying attacks.
Primary Purpose: Close Combat, Anti-Armor.
Secondary Purpose: Defense.
Weight: 15 pounds (6.75 kg) for the entire vambrace assembly.
Range: hand to hand melee combat.
Mega-Damage: 2D6 per slash or punch. A power punch inflicts 4D6 M.D. but counts as two melee attacks. Usable as a traditional bladed weapon when not activated, doing 2D6 S.D.C. damage.
Rate of Fire: Not applicable , the VMWS-90 is a sword-like melee weapon. Each slash or stab counts as one melee attack.
Payload: The blade can be active for a total of 10 minutes (40 melee rounds) before running out of the hydrogen gas needed to generate the plasma field.
M.D.C. of the Weapon: 30 M.D.C. for the housing, 45 M.D.C. for the blade itself, but while the plasma field is active, it is virtually indestructible.
Bonus: +2 to parry with Mecha Elite Combat Training, in addition to other MECT bonuses.
Broadsword note: Per Shop Talk, "House Rule: Combat (mecha) - Damage from Hand to Hand skills apply to melee damage. Grappling skills can be used."

Bonuses from Mecha Elite Combat Training (MECT):
+1 attack per melee at levels 2, 5, 8, 12, and 15. +1 on initiative, +2 to strike, +1 to parry, +2 dodge, +2 to pull punch, and +1 to roll with punch.
 
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