VAF-6I Alpha Fighter
M.D.C. by Location:
Head – 75
*Sensor Pod – 45
Hands (2) – 45 each
Forearms (2) – 120 each
Upper Arms (2) – 90 each
Shoulders (2) – 100 each
Upper Legs (2) – 120 each
Lower Legs (2) – 180 each
**Wings (2) – 150 each
***Tail Stabilizers (2) – 100 each
****Main Body – 420
Reinforced Pilot’s Compartment – 150
EU-13 Gun Pod – 100
*Destroying the sensor pod will knock out most of the Alpha’s sensors in Battloid mode. Radar range is reduced to 10 miles (16km), and long range radio, laser communications, and the targeting system are disabled until it transforms into guardian or fighter mode. All of this leaves the Alpha at -3 to strike, parry and dodge.
**Destroying even one wing will send the Alpha immediately out of control and it will be unable to fly in fighter mode until the wing is repaired or replaced.
***Destroying one vertical stabilizer reduces all bonuses and speed by half and the Alpha is very unstable in fighter mode, but still flyable (-15% on all skill rolls involving stunts and evasive maneuvers). Destroying both stabilizers sends the Alpha out of control, much like losing a wing. The Alpha is unable to fly in fighter mode until the stabilizers are repaired or replaced. Note: The tail stabilizers are small targets to hit and requires a called shot with the following penalties: Shooting at a stationary target -4, moving target -6, and fast moving target -11 to strike.
****Depleting the M.D.C. of the main body destroys the mecha, rendering it totally useless.
Speed
Flying – Fighter mode:
Sea Level: 687.5 mph (1,100km)
32,808 feet (10,000m): 1,187.5mph (1,900km) or Mach 1.55
98,425 feet (30,000m) or higher: 1,875mph (3,000km) or Mach 2.4.
Guardian Mode
425mph (680km)
Battloid Mode
195mph (312km)
Running
75mph (120km)
Leaping
75 feet (22.8m) up or across unassisted by thrusters
Weapon Systems
EU-13 80mm Pulse Beam Cannon. The EU-13 is a high output, rapid-fire laser cannon designed as the main energy weapon for the Alpha.
Weight: 500 lbs
Range: 4,000 feet (1,219m)
Mega-Damage: 4d4 M.D. single shot, 1d4x10 M.D. for a five round burst.
Rate of Fire: Each single shot or burst counts as one attack
Bonus: +3 to strike with the EU-13 Gun Pod
Payload: 100 single shots or 20 five shot bursts per ammo clip. Two spare magazines are located one in each leg. It takes two melee actions to switch to a new magazine.
LWS-12 Nose Lasers (2). Two light lasers weapons are located along the side of the Alpha’s nose in fighter mode. They are fixed forward and can be fired individually or as a pair.
Range: 2,000 feet (610m)
Mega-Damage: 2d4 M.D. for a single laser, 4d4 M.D. when fired as a pair at the same target
Rate of Fire: Each shot counts as one of the pilot’s melee attacks.
Bonus: +2 to strike with nose laser.
MM-60 Missile Delivery System. Spread out along the surface of the Alpha are a myriad of single-shot missile launchers.
Range: 3 to 5 miles depending on missile type
Mega-Damage: Usually 2d6x10 per missile.
Rate of Fire: One or in volleys of 2, 4, 8, 16, 32 or all. One volley, no matter how many missiles are in it, counts as one attack.
Payload: 60 missiles.
MMDS-8 Missile Delivery System. On each side of the head are two launch tubes (four in total) that hold two mini-missiles each for a total of eight missiles.
Range: One mile
Mega-Damage: Usually 1d4x10 per missile
Rate of Fire: One or in volleys of two or four.
Payload: Eight mini-missiles total.
Hand to Hand combat. The Alpha can engage in hand to hand combat.
Damage: Punch: 1d4 M.D. restrained punch, 2d6 M.D. on a full strength punch, 4d6 M.D. on a power punch (counts as two attacks).
Kick: 3d8 M.D.
Stomp Attack: 2d8 M.D., but the target must be less than 12 feet tall
Power Kick, Jump Kick, and Leap Kick: 5d8 M.D. but each of these counts as two attacks
Flying Leap Kick: 1d6x10 M.D., but counts as three melee attacks and has a 1-66% chance of knocking an opponent of roughly equal size or smaller off its feet or back 1d6x100 yards, plus the victim loses initiative and one melee attack.
Bonuses with Mecha Combat Training: +1 attack per melee round at levels 1, 3, 6, 9, 12, and 15. +2 on initiative, +2 to strike (applies to punches, stomps and kicks), +2 to parry, +2 to disarm, +3 to pull punch, +2 to dodge on the ground, +4 to dodge in flight (any mode), and +2 to roll with impact.
VF-B9 Beta Fighter
M.D.C. by Location
Head – 75
*Back Mounted Sensor Pod – 100
Hands (2) – 100 each
Chest Retractable Missile Bays (2) – 180 each
Shoulder Pop-up Missile Bays (2) – 160 each
EU-14 80mm Pulse Beam Cannons (3) – 100 each
**Forearm Shields (2) – 375 each
Forearm Ion Blasters (6; three each arm) – 15
Upper Arms (2) – 120 each
Upper Legs (2) – 180 each
***Wings (2) – 170 each
****Main Body – 515
Reinforced Pilot’s Compartment – 170
*Destroying the Sensor Pod knocks out most of the Beta’s sensors in Battloid mode. Radar range is reduced to 10 miles (16km), and long-range radio, laser communications, and the targeting system are disabled while in Battloid mode. All of this leaves the Beta at -3 to strike, parry, and dodge. Note: This is a difficult target to hit and requires a called shot with the following penalties: Shooting at a stationary target -4, moving target -6, and fast moving target -11. The same is true of the forearm guns.
**These heavy shields can be used to protect various parts of the Beta’s airframe. Attempting to block incoming missiles, projectiles and energy beams requires a successful parry roll. Depleting the M.D.C. of a shield will destroy the wing transformation mechanism and will render the Beta unable to transform into Guardian or Fighter mode.
***Destroying even one wing sends the Beta immediately out of control and it is unable to fly in fighter and guardian modes until the wing is repaired/replaced.
****Depleting the M.D.C. of the main body will destroy the mecha.
Speed
Flying: Fighter mode
Sea Level: 437 mph (700km)
59,055 feet (18,000m) 1,206 mph (1,930km)
147,636 feet (45,000m) 5,562.5 mph (8,900km) or Mach 7.2 in ballistic flight
Guardian Mode: 312.5 mph (500km) at all altitudes
Battloid Mode: 301 mph (482km)
Running: 80mph (128km)
Leaping: 80 feet (24.4m) up or across unassisted. 300 feet (91.5m) with rocket assist.
Weapon Systems
EU-14 80mm Pulse Beam Cannons (3). These are almost identical to the pod mounted EU-14 that the Alpha carries, except that they are mounted in the fuselage of the Beta and are forward firing only. Firing all three cannons at once is only possible in jet mode, and only the center cannon can fire in guardian mode. These cannons cannot be fired in Battloid mode. Also, when linked up to an Alpha, only the two side cannons can be fired.
Range: 4,000 feet (1,219m)
Mega-Damage: 1d4x10 for one burst, 3d4x10 for a blast from all three.
Rate of Fire: Each blast or triple blast counts as one melee attack
Bonus: +2 to strike with Gun Pod
Payload: Effectively unlimited.
Forearm Pulse Beam Cannons (2). These triple-barreled heavy hitters are mounted in the forearms above the hands and are considered the Beta’s primary energy weapon in Battloid mode.
Range: 1,500 feet (457.2m)
Mega-Damage: 6d6 M.D. per simultaneous triple burst from one arm, or 1d6x10 when both arms are aimed at the same target and fired at once.
Rate of Fire: Each blast counts as one attack
Bonus: +3 to strike
MM-20 Missile Delivery System (2). Two of the short range missile launchers are built into the Beta. They are on either side of the Beta’s cockpit in fighter and guardian modes, and in the chest in Battloid mode. They are available in all three modes, but they are unable to fire when the Beta is docked with an Alpha. Each launcher holds 20 missiles, for a total of 40.
Mega-Damage: Varies by missile type, but typically 2d6x10
Range: 3 to 5 miles
Rate of Fire: one or in volleys of 5, 10, or 20.
Payload: 40 missiles
MM-16 Missile Delivery System (2). These pop-up launchers are located on the shoulders behind the MM-20 launchers. They hold eight missiles each, all of them ready to launch. The MM-16 can fire in any mode.
Mega-Damage: Varies by missile type, but typically 2d6x10
Range: 3 to 5 miles
Rate of Fire: One at a time or in volleys of 2, 4, 8, or all.
Payload: 16 missiles
Bomb Bay. This bay carries up to 4,000kg of ordinance, either laser guided or unguided gravity bombs. The bomb bay can only be utilized in fighter mode.
Mega-Damage: Light, Medium, and Heavy bombs are the equivalent of short-, medium- and long-range missiles without a propulsion system.
Rate of Fire: Dropping a volley of bombs can be 2, 4, 8, or the entire payload, and counts as two attacks. A “bombing run” is a special attack that takes one full melee round to accomplish.
Payload: 17 light bombs, 8 medium bombs, or four heavy bombs.
Wing Mounted Hardpoints (6). Each wing mounts three hardpoints to carry short- and medium-range missiles and light or medium bombs. The hardpoints can also mount rocket pods of mini-missiles. All ordinance must be launched or jettisoned before changing to Battloid mode.
Rate of Fire: Volleys of 2, 4, 6, or all count as one melee attack. Unleashing the entire payload at once counts as three melee attacks.
Payload: Each hardpoint can hold one medium-range missile, three short-range missiles, or a pod that carries six mini-missiles.
Hand to Hand Combat. The beta can engage in hand to hand combat.
Punch: 1d6 M.D. on a restrained punch, 3d6 on a full strength punch, and 1d6x10 on a power punch (counts as two attacks)
Kick: 5d8 M.D.
Stomp: 3d8 M.D. on targets less than 12 feet tall
Power Kick, Jump Kick, and Leap Kick: 2d4x10 M.D., but counts as two melee attacks.
Flying Leap Kick: 2d6x10 M.D., but counts as three melee attacks.
Bonuses for Mecha combat training:
+1 attack per melee round at levels 2, 4, 8, and 12. +1 on initiative, +1 to strike (applies to melee attacks), +2 to parry, +2 pull punch, +1 dodge on the ground, +3 dodge in flight (any mode), and +1 to roll with impact.
VF-1R Valkyrie
MDC by Location
*Sensor Head – 120
Arms (2) – 150 each
Hands (2) – 60 each
Utility Arms (3 in right forearm) – 10 each
Legs (2) – 180 each
Feet/Vectored Thrust Nozzles (2) – 120 each
**Wings (2) – 180 each
***Vertical Stabilizers (2) – 90 each
Head Weapons (1A has 1, 1J has 2, 1R has 3, 1S has 4) – 60 each
GU-11 Gun Pod – 150
Wing Hardpoints (2 each) – 25 each
Reinforced Pilot’s Compartment – 175
****Main Body – 420
*Destroying the sensor head will knock out most of the Valkyrie’s sensors. Radar range is reduced to ten miles, long range radio and laser communications are lost and the laser targeting system is destroyed. All of this leaves the Valkyrie at -3 to strike, parry and dodge. Destroying the sensor head will also destroy all point defense lasers.
**Destroying even one wing will send the Valkyrie immediately out of control and it will be unable to fly in fighter or Guardian mode until the wing is repaired/replaced.
***Destroying one stabilizer will reduce al bonuses and speed by half and the Valkyrie is very unstable in fighter mode, but still flyable. Destroying both stabilizers will send the Valkyrie out of control, much like losing a wing. The Valkyrie will be unable to fly in fighter mode until the stabilizers are repaired/replaced.
****Depleting the MDC of the main body will destroy the mecha, rendering it totally useless.
Speed
Flying:
Fighter Mode
Sea Level: 1,340 mph (just over Mach 2)
32,808 feet: 2,593 mph (Mach 3.9)
98,425 feet: 3,703 mph (Mach 5.6)
Guardian Mode
390 mph
Battloid Mode
151 mph
Running (Battloid mode): 100 mph
Leaping (Battloid mode): 50 feet up or across with no assist. 150 feet up or across with thruster asssit.
Statistical Data
Fighter Mode
Height: 12.4 feet
Length: 46.5 feet
Wingspan: 27.2 feet full sweep, 48.5 feet full extension
Guardian Mode
Height: 28.5 feet
Length: 36 feet
Wingspan: 27.2 feet full sweep, 48.5 feet full extension
Battloid Mode
Height: 41.6 feet
Length: 13 feet
Width: 24 feet
Weight: 15 tons
Cargo: There is a small space big enough for a survival pack and a sidearm
Weapon Systems
LLW-20 CIWS Lasers (1, 2, or 4): Each Valkyrie carries a number of 20mm lasers mounted on the sensor head. These short range, low yield lasers are designed to give the Valkyrie point defense and anti-personnel capabilities.
Range: 2,000 feet
Mega Damage: 2D4 MD per laser per blast. Lasers can also be used as a cutting beam to burn through bulkheads and slice through hulls. Damage for cutting beam is 2D4 MD per melee attack spent burning or cutting.
Rate of Fire: Each blast uses one of the pilot’s melee attacks.
GU-11 55mm Triple barreled Rotary Cannon: The GU-11 is a hydraulically driven, triple barreled rotary cannon configured as a rifle. It fires 55mm High Explosive Armor Piercing (HEAP) rounds from an internal, stock mounted helical magazine at a rate of 750 rounds per minute. This weapon is durable, performs well in both atmosphere and vacuum, and has excellent range and penetration.
Range: 4,000 feet
Mega Damage: Ten round burst that inflicts 2d6x10 MD. Can only fire bursts.
Rate of Fire: Each burst counts as one melee attack.
Payload. 250 rounds of 55mm HEAP, giving the GU-11 25 bursts before needing to be reloaded.
Note: The GU-11 has a built-in laser targeting system, and is +1 to strike even in burst firing. This bonus stacks with other bonuses granted from WF skills or IFF computers.
LAC-20 Automated 20mm CIWS Auto-Cannon: The LAC-20 is a single barreled 20mm auto cannon mounted in the center of the VF-1R’s sensor head. This weapon is computer operated, and is designed to supplement the standard LLW-20 lasers in their CIWS mode
Range: 2,000 feet
Mega Damage: 1d4x10+2 MD for a five round burst.
Payload: 100 rounds of LEAP ammo, providing 20 bursts
NOTE: This weapon is autonomous and operates independently of the pilot. It has three attacks per round and is +1 to strike incoming missiles. The pilot can take manual control of the weapon.
MDS-M-4 Missile Delivery System: On each side of the head are two launch tubes that hold two 78mm mini-missiles each, for a total of eight missiles. These missiles are also part of the VF-1R’s Close In Weapon System and are useful against missiles.
Range: One mile
Mega Damage: Dependent on missile type, but the usual loadout is HEAP (High Explosive Armor Piercing) missiles that inflict 1d4x10 MD per missile.
Wing Mounted Articulated Hardpoints (4): Each wing caries two articulated hardpoints for the mounting of external ordnance.
Payload: Each hardpoint can carry three medium range missiles, two long range missiles, or one MLOP loaded with 15 mini missiles.
LPWS-12 Nose Lasers (2): Two LPS pulse lasers were mounted in the nose of all VF-1s belong to the SDF-1’s air wing.
Range: 2,000 feet
Mega Damage: 2D4 MD for a single laser blast, 4D4 MD when fired as a pair
Rate of fire: Each single or dual blast uses one of the pilot’s melee attacks.
Hand to Hand Combat: Designed to be able to go toe to toe with the giant Zentraedi, the Valkyrie is tough and agile, making it a very competent scrapper.
Restrained Punch: 1d4 MD
Full Strength Punch: 1d6 MD
Power Punch: 4d6 MD; counts as two attacks
Kick: 3d8 MD
Stomp: 3d6 MD against targets under 20 feet tall
Jump Kick: 5d8 MD; counts as two attacks
Body Block/Ram: 2d8 MD per 20 mph of running speed. Uses two attacks and has a 60% chance ok knockdown against targets up to 50% bigger. Victims knocked down lose initiative and two melee attacks.
Special Bonuses: Valkyries enjoy the following bonuses: +1 on initiative, +2 to strike, +3 to parry and dodge, +4 to auto-dodge while flying in fighter mode (the act of dodging does not use up a melee action), +3 to roll with punch. These bonuses are in addition to those granted by the MECT skill.
Bonuses with Elite Combat Training Only: +1 attack per melee round at levels 1, 3, 6, 9, 12, and 15. +2 on initiative, +2 to strike, +1 to parry, +2 to dodge, +1 to disarm, +2 to pull punch and +1 to roll with impact.
Optional Special Equipment for all Valkyries
Armored Valkyrie
GBP-1S Modular Valkyrie Armor/Missile Pack: The GPB-1S consists of numerous bolt-on armor plates combined with a MDS-L-70 “Barrage” Missile Deployment System.
Additional MDC by Location:
Forearms (2) – 100 each
Shoulders (2) – 175 each
Upper Legs (2) – 125 each
Lower Legs (2) – 150 each
Main Body – 200
Weight: 16.2 tons without missiles
Speed: reduce all Battloid mode speeds by 30%. Cannot transform unless all armor is jettisoned.
Weapon Systems
MDS-L-70 “Barrage” Missile Pack: the Missile Pack adds an additional 70 short range missiles to the Valkyrie.
Range: Dependent on missile type; usually 3 to 5 miles
Mega Damage: Dependent on missile type; usually 2d6x10 MD
Rate of Fire: Singly or in volleys of 2, 4, 8, 16, 32, or all.
Payload: Twelve in each shoulder, ten in the chest, three in each forearm, three on each hip, and 12 in each leg for a total of 70.
Super Valkyrie
MVAS-1 FASTPack and Modular Armor System: The Super Valkyrie upgrade is a bolt-on modular armor and FASTPack system designed to increase the Valkyrie’s effectiveness and survivability in space.
MDC by Location:
Forearms (2) – 100 each
Lower Legs (2) – 125 each
FASTPack Thursters and Missile Packs (2) – 150 each
These numbers are in addition to the regular MDC of an unarmored Valkyrie.
Weight: 8 tons
Speed: The FASTPack increases all flying speeds by 50%, and can reach speeds capable of entering orbit.
Bonuses: +1 to parry and +4 to dodge in all modes while in space. This bonus is in addition to any skill bonuses.
Penalties: While designed for space, it can be used in the atmosphere. The Super Valkyrie is awkward, and due to the increased weight of the FASTPack and drag, it reduces all combat bonuses by 25%.
Weapon Systems
MDS-L-46 “Hailstorm” Missile Pack: The Hailstorm Missile Pack adds an additional 46 short range missiles to the Valkyrie.
Range: dependent on missile type; usually 3 to 5 miles
Mega Damage: Dependent on missile type; usually 2d6x10 MD
Rate of Fire: Singly or in volleys of 2, 4, 8, 16, 32, or all.
Payload: 46 missiles. Twenty in each thruster pack and three in each forearm.
Optional NP-BP-02 Beam Cannons: This replaces one of the missile launcher pods on the back of the Valkyrie with a pair of Particle Beam Cannons, reducing the overall missile payload of the Super Valkyrie to 26.
Range: 4,000 feet
Mega Damage: 4d10 per double blast
Rate of Fire: Equal to the combined hand to hand attacks of the pilot.
Payload: Effectively unlimited.
Optional NP-BP-10 Mini-Missile Packs: This replaces one of the standard missile launcher pods on the back of the Valkyrie with a Mini-Missile Launcher with an increased missile payload.
Range: One mile
Mega Damage: Typical payload is either HEAP missiles that do 1d4x10 MD per warhead, or Plasma that do 1d6x10 MD
Rate of Fire: Volleys of 1 to 9 missiles at a time
Payload: 30 Mini-Missiles per individual launcher
Optional NR-BP-E7 FAST "Recon" Packs: These replace both booster packs with an advanced AWACs radar dome.
PRIMARY PURPOSE: Enhanced Reconnaissance
RANGE: 600 miles (960 km)
DETECTION CAPABILITIES: The radar of the radome can detect and track up to 800 targets simultaneously and can record position, speed, and direction of motion for all targets tracked. The VF's onboard computer can only track 250 of these contacts simultaneously, but the telemetry from the radome can be transmitted via laser communications to a command ship for further analysis.
1. Radar: Both the Alpha and Beta model Veritech fighters are equipped with a powerful radar array with a 140 degree field of view for targeting and 360 degree warning coverage. This radar is designed for aerospace superiority and strike operations and features a low-observable, electronically-scanned array that can track multiple targets in all kinds of weather as well as outer space. The radar array can also focus its emissions to overload enemy sensors. This gives the Veritechs a limited electronic-attack capability and requires an Electronic Countermeasures skill roll to deploy it. If the character doesn’t have the skill, he can substitute the Sensory Equipment skill, but at a-15% penalty. The VF/A-61 and VF/A-6ZAlphas and the VF/B-9 Beta have a range of 150 miles and can track up to 50 targets at once. The VF/A-6H Recon Alpha has an upgraded radar array that has a range of 250 miles and can track 144 targets at a time.
2. Communications: Wide band and directional radio communication system with built-in scrambler that transmits both voice and cockpit video. Range is 600 miles, but can be boosted indefinitely via satellite relay. Secure laser communication with a range of 250,000 miles.
3. On-Board Computer System: All Veritechs have a powerful on-board computer that handles all targeting and combat control abilities. The combat computer collects data from all sensors and displays the information on the pilot’s HUD.
4. Motion Detector and Collision Warning System: Detects objects within 5,000 feet and alerts the pilot with an alarm and flashing light.
5. Sensor Pod/ Sensor Head: The sensor pod and sensor head have the following optical sensors:
Telescopic Optical Enhancement: 2,000 foot range and a 120 degree field of view.
Audio Pickup and Filtration: This system works both multi-directionally and as a shotgun mic. It can pick up sounds as quiet at a conversation at 500 feet.
Loudspeaker: Amplifies the pilot’s voice up to 100 decibels.
Spotlights: Two tiny, high intensity xenon spotlights with a 1,000 foot range
Infrared Spotlight: Emits an infrared beam that is invisible to the naked eye but can be seen by the right sensors. Range 2,000 feet, but is reduced by half in smoke or inclement weather.
Tactical Camera: This camera, called the “gun camera” by pilots, can record up to 180 minutes of footage into memory that can then be downloaded and watched.
Thermal Imager: Converts the heat signatures of warm objects into visible images. 2,000 foot range and allows the pilot to see through darkness, shadows, smoke, and inclement weather and even through walls up to one foot thick.
Nightvision: Passive light amplification that allows the pilot to see in the dark as long as there is at least some ambient light. 4,000 foot range but is completely useless in total darkness.
6. Ejection Seat: There are two separate ejection systems in the Alpha and Beta. The first is the Atmospheric Ejection System that has a traditional ejection seat that exits through the canopy in fighter or guardian modes or the back in Battloid mode. The second system is for use in space where the entire fuselage from the pilot’s compartment forward is jettisoned. This escape capsule retains the life support system and protects the pilot from both the vacuum of space and enemy fire while waiting to be recovered.
7. Distress Beacon: Broadcasts a distress beacon on an encrypted UEEF frequency. Range of250 miles.
8. Self Destruct: A last ditch system to prevent the capture of the mecha. The blast is largely contained and does 1d6x100 to a 25 foot radius for a mecha with little or no missiles left, and 2d6x100 to a 100 foot radius for a mecha with most or all of its missiles.
9. Smoke and Chaff/Flare Dispenser: All Veritechs carry both smoke and chaff dispensers to confound radar and confuse enemies. The smoke dispenser has four charges and can make a thick cloud of white smoke about 60 feet across. The chaff/flares dispensers have four charges each and have a 01-75% chance to confuse both radar guided and heat seeking missiles. The older Valkyrie model Veritechs have extra chaff/flares totaling 12, and a total of 24 smoke charges.
10. Tactical Life Support: All Veritechs have a pressurized pilot’s compartment with an internal oxygen supply good for 48 hours. This can be stretched to a week through the external oxygen intakes. The intakes are equipped with scrubbers to filter out chemical and biological agents. The pilot can hook the life support from his CVR-3 armor to the onboard system to extend his personal oxygen supply.
2. Communications: Wide band and directional radio communication system with built-in scrambler that transmits both voice and cockpit video. Range is 600 miles, but can be boosted indefinitely via satellite relay. Secure laser communication with a range of 250,000 miles.
3. On-Board Computer System: All Veritechs have a powerful on-board computer that handles all targeting and combat control abilities. The combat computer collects data from all sensors and displays the information on the pilot’s HUD.
4. Motion Detector and Collision Warning System: Detects objects within 5,000 feet and alerts the pilot with an alarm and flashing light.
5. Sensor Pod/ Sensor Head: The sensor pod and sensor head have the following optical sensors:
Telescopic Optical Enhancement: 2,000 foot range and a 120 degree field of view.
Audio Pickup and Filtration: This system works both multi-directionally and as a shotgun mic. It can pick up sounds as quiet at a conversation at 500 feet.
Loudspeaker: Amplifies the pilot’s voice up to 100 decibels.
Spotlights: Two tiny, high intensity xenon spotlights with a 1,000 foot range
Infrared Spotlight: Emits an infrared beam that is invisible to the naked eye but can be seen by the right sensors. Range 2,000 feet, but is reduced by half in smoke or inclement weather.
Tactical Camera: This camera, called the “gun camera” by pilots, can record up to 180 minutes of footage into memory that can then be downloaded and watched.
Thermal Imager: Converts the heat signatures of warm objects into visible images. 2,000 foot range and allows the pilot to see through darkness, shadows, smoke, and inclement weather and even through walls up to one foot thick.
Nightvision: Passive light amplification that allows the pilot to see in the dark as long as there is at least some ambient light. 4,000 foot range but is completely useless in total darkness.
6. Ejection Seat: There are two separate ejection systems in the Alpha and Beta. The first is the Atmospheric Ejection System that has a traditional ejection seat that exits through the canopy in fighter or guardian modes or the back in Battloid mode. The second system is for use in space where the entire fuselage from the pilot’s compartment forward is jettisoned. This escape capsule retains the life support system and protects the pilot from both the vacuum of space and enemy fire while waiting to be recovered.
7. Distress Beacon: Broadcasts a distress beacon on an encrypted UEEF frequency. Range of250 miles.
8. Self Destruct: A last ditch system to prevent the capture of the mecha. The blast is largely contained and does 1d6x100 to a 25 foot radius for a mecha with little or no missiles left, and 2d6x100 to a 100 foot radius for a mecha with most or all of its missiles.
9. Smoke and Chaff/Flare Dispenser: All Veritechs carry both smoke and chaff dispensers to confound radar and confuse enemies. The smoke dispenser has four charges and can make a thick cloud of white smoke about 60 feet across. The chaff/flares dispensers have four charges each and have a 01-75% chance to confuse both radar guided and heat seeking missiles. The older Valkyrie model Veritechs have extra chaff/flares totaling 12, and a total of 24 smoke charges.
10. Tactical Life Support: All Veritechs have a pressurized pilot’s compartment with an internal oxygen supply good for 48 hours. This can be stretched to a week through the external oxygen intakes. The intakes are equipped with scrubbers to filter out chemical and biological agents. The pilot can hook the life support from his CVR-3 armor to the onboard system to extend his personal oxygen supply.
CVR-3 Body Armor. This standard pilot and infantry body armor is a necessary component of the Cyclone. Without the armor, the cycle cannot turn into Battloid mode.
M.D.C. for male armor:
Helmet – 50
Arms (2) – 35
Legs (2) – 50
Main Body – 120
M.D.C. for female armor:
Helmet – 50
Arms (2) – 30
Legs (2) – 40
Main Body – 90
Space Cyclone Veritech
The V-021 Nova is specifically designed for combat in the vacuum of space and other hostile or airless environments. Its large, main thrusters are designed for speed and quick response to repel enemies trying to board as well as for boarding vessels themselves. The VR-021 Nova is also deployed to recover fighter pilots who have had their fighter shot out from under them or were forced to eject, as well as rescue people from shuttles and spaceships that have been damaged and set adrift. Their big thrusters and excellent speed in outer space make them ideal for rescue and all sorts of fast-response. Their small size and maneuverability is a plus, because it makes them good at dodging attacks and weaving their way through floating debris. Marines clad in Nova Cyclones are often the first dispatched to board and investigate the wreckage of derelict alien spaceships, space stations, space ports, asteroid clusters and debris fields, with the VR-024 Comet usually covering their backs and exit route.
Both the Nova and Comet are excellent at search and destroy missions, search and rescue, reconnaissance and investigating and clearing derelict spacecraft and asteroid fields, precisely because they are so small, quiet, and fast. Both Space Cyclones can Prowl in space at slow speeds (under 30 mph/48 km), hiding and moving among floating debris or asteroids and hovering down corridors and access tunnels inside abandoned ships and space stations.
In raids and combat assaults, squads and platoons of Marines clad in Nova and Comet Space Cyclones are among the first to punch through and enter the hull of an enemy vessel to board the ship and either engage in combat with enemy forces inside, or rocket down hallways toward a specific target. Such targets may be the capture or elimination of key personnel, alien technology, or locations designated for sabotage, destruction or capture (internal gravity control, communications, fold engines, key weapons, the bridge, etc.). Sometimes, being able to enter the enemy's spacecraft and taking the bridge or other strategic location from inside is easier and more expedient than trying to destroy the entire vessel, especially if it is massive, or if you are trying to preserve lives. The two Space Cyclones are also deployed in this manner on missions of rescue, freeing troops or allies from an enemy ship, or raids to secure supplies from the enemy.
(Note: Space pirates use similar tactics of boarding spacecraft and either raiding and taking what they need, or trying to capture the ship by getting the crew to surrender. If you can take the bridge and/or life support, you can often get the crew to stand down and surrender. This preserves the ship, the cargo and supplies it carries, and it gives them an entire ship - even if it has some damage - to either sell for big profits or repair and add to their own fleet.)
The VR-021 Nova was originally conceived to go toe to toe with Bioroids on hover sleds in space combat, and do so quite well. They can also fight Invid, though the Invid always try to use the weight of their superior numbers in swarming attacks which may force Space Cyclones to retreat. The Nova can handle Invid Scouts and Fighter Scouts in one-on-one space combat admirably well, and have the speed to engage in limited dogfights with them, but against a swarm, the Cyclones may find themselves in trouble very quickly.
The Nova has a number of vernier nozzles in hovercycle mode that are distributed across the body in Battloid mode and enable the mecha to be piloted in deep space in either configuration. It is heavily armored to survive the rigors of space and space combat, and is the most armored Cyclone in service until the introduction of the Battler.
The Nova, in particular, also functions very well in water, with excellent deep sea capabilities. This makes them excellent for underwater exploration, reconnaissance, work and combat.
Model Type: VR-021 Nova Space Cyclone.
Class: Extreme Environment Veritech Hovercycle.
Crew: One.
M.D.C. by Location:
Hovercycle Mode:
* Headlights (2) - 2 each
* Rear Thrusters (2) - 25 each
* Thruster Missile Launchers (2) - 30 each
* Front Hover Jet - 20
** Main Body - 170
Battloid/ Armor Mode:
Helmet/Head - 55
* Main Hover Jets (2; back) - 45 each
* Main Vectored Thruster (I, lower back) - 25
* Thruster Missile Launchers (2) - 30 each
Forearm Shields - 60 each
Beam Cannon (1, handheld) - 50
Armored Forearm Missile Launchers - 30 each (both on one arm)
Legs (2) - 50 each
** Main Body - 170
* Destroying one hover jet reduces the maximum speed of the Cyclone by 33%, and the pilot must operate the vehicle in Battloid mode. Destroying two thrusters makes it impossible to fly in Earth-like gravity, and it can only be flown in space or underwater at 10% of its top speed. To shoot out a hover jet or any item marked by a single asterisk, 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, but the CVR-3 body armor should keep the character alive for a while.
Speed:
Hovercycle Mode:
In Space: Mach 1 (761 mph/1,218 km) in space or hover at a fixed location.
On Earth/Atmosphere: Maximum speed is 140 mph (224 km) on Earth or in similar environments. Cruising speed is usually around 60 mph (96 km), and the mecha can also hover stationary.
Maximum ceiling is an altitude of 5,000 feet (1,524 m).
Like all Cyclones, the VR-021 Nova can exit from sub-orbital spacecraft and "drop" to locations on the ground. Its ability to actually fly enables it to adjust its trajectory and speed to hit its drop zone perfectly every time or to completely change flight plans, or engage the enemy in aerial combat.
Penalties in an Atmosphere: The Nova suffers a Piloting skill penalty of -30% when flying in the air, but only a -15% penalty when flying close to the ground (1-15 feet/0.3 to 4.6 m off the ground). No penalty underwater. Also reduce its combat bonuses by half in an atmosphere and -1 attack per melee. Note: The Nova Cyclone functions best in space or underwater, not in an atmosphere or as a ground combat unit.
Water: The VR-021 Nova can ride across the surface of water at a speed of 100 mph (160 km) or 50 mph (80 km) underwater. Maximum depth tolerance is 2 miles (3.2 km) and the mecha retains all of its usual combat bonuses and capabilities in water.
Speed in Battloid Mode:
Flying in Space: 400 mph (640 km) in space or hover at a fixed location.
Running in an Earth-like Setting: The size and bulk of the Space Cyclone makes running and leaping awkward in an atmosphere and gravity. The max running speed of the Nova Cyclone is 10% greater than the pilot's natural speed attribute. The Cyclone in Battloid can leap up to 10 feet (3 m) high and across unassisted by thrusters. Leaps of 100 feet (30.5 m) high or across can be made when assisted by the thrusters.
Flying in Battloid Mode: The main and secondary thrusters enable the pilot to hover up to 30 feet (9.1 m) high or skim along the ground or the surface of water, or up to 100 feet (30.5 m) at 60 mph (96 km).
Water: The VR-021 Nova in Battloid can ride across the surface of water at a speed of 60 mph (96 km) or 40 mph (64 km) underwater. It can also walk along the floor of a seabed. Maximum depth tolerance is 2 miles (3.2 km) and the mecha retains all of its usual combat bonuses and capabilities in water.
Statistical Data:
Hover Cycle Mode:
Height: 4 feet (1.2 m).
Length: 6 feet, 10 inches (2.1 m).
Width: 4 feet, 5 inches (1.3 m).
Battloid/ Armor Mode:
Height: 8 feet (2.4 m).
Length: 5 feet (1.5 m).
Width: 3 feet, 4 inches (1.0 m).
Weight: 420 pounds (189 kg).
Physical Strength: The 020 series Cyclone gives the wearer an Augmented Strength 6 points higher than his own P.S. attribute and increases P.P. by one point. (These attribute bonuses apply only when in Battloid mode.)
Cargo: None.
Power System: Environmentally Sealed Protoculture Mini-Reactor with a range of about 4,000 miles (6,400 km).
Note: Standard colors are black or dark blue, with grey and white highlights and markings.
Weapon Systems:
1. 80mm Beam Cannon: This large-bore laser rifle is the Nova's main weapon. It sits on top of the forearm and is powered by a Protoculture magazine that attaches to the back of the weapon. It was designed specifically for space combat, though it can be used underwater and in an atmosphere. This weapon is the precursor to the EP-37 pulse beam rifle. It fires single shots as well as three-shot bursts.
Primary Purpose: Assault.
Secondary Purpose: Defense.
Weight: 30 pounds (13.5 kg).
Range: 4,000 feet (1,219 m).
Mega-Damage: 3D6 M.D. for a single blast, 1D4x10+6 M.D. for a three round burst.
Rate of Fire: Each blast or burst uses one of the pilot's attacks.
Payload: 90 single shots or 30 three-round bursts per Protoculture magazine.
Bonus {for Cyclones): + 1 to strike for a single shot, no bonus for bursts.
2. GR-101 Mini-Missile Delivery System (2): These two missile pods hold four mini-missiles each and are located on the front of the rear thrusters. They can be fired in either mode and provide the VR-021 with good striking power. In hovercycle mode, they are located behind and to the sides of the rider.
Primary Purpose: Anti-Mecha/Anti-Armor.
Secondary Purpose: Anti-Missile and Anti-Aircraft.
Weight: Each missile weighs about five pounds (2.25 kg).
Range: One mile (1.6 km).
Mega-Damage: Per type of mini-missile, but usually loaded with HEAP (High Explosive Armor Piercing) missiles which inflict 1D4x10 M.D. per missile.
Rate of Fire: One or in volleys of 2, 4, 6 or all 8.
Payload: Eight mini-missiles total (four in each missile pod).
3. GR-95 Mini-Missile Delivery System: Located on either side of the off-hand forearm shield is a mini-missile pod containing two missiles. It is similar to the other cyclone forearm mini-missile launchers, except that it is more of an enclosed system to ensure that the missiles are not damaged by the rigors of combat in space or other hostile environments. Otherwise, they function exactly like the GR-97. Note: May replace these mini-missile launchers with any of the modular weapons
available to the Cyclone.
Primary Purpose: Anti-Mecha/Anti-Armor.
Secondary Purpose: Anti-Missile and Anti-Personnel.
Weight: Four pounds (1.8 kg) for each of the two launchers, and each missile weighs about five 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: One at a time or in volleys of two, three or all four.
Payload: Four, two mini-missiles per launcher.
4. Hand to Hand Combat Bonuses: As indicated below. All Cyclones are fast, agile Veritechs suitable for all manner of infantry combat and ground operations. They are even able to dodge and engage Invid and other large mecha, though at considerable risk.
Attacks per Melee: See bonuses, below.
Augmented P.S.: 20-30 is the most common range.
Hand to Hand Damage:
Punch/Forearm Strike: 1D6 S.D.C. + P.S. damage bonus.
Power Punch: 1D4 M.D., but counts as two melee attacks.
Kick or Stomp Attack: 2D6 S.D.C.
Power Kick: 1D6 M.D., but counts as two melee attacks.
Jump Kick or Leap Kick: 3D6 S.D.C. + P .S. damage bonus.
A power leap is not possible. Counts as two melee attacks.
Flying Leap Kick: 5D6 S.D.C. + P.S. damage bonus, but counts as three melee attacks.
Body Block/Ram: 2D6 S.D.C. (P.S. damage bonus does NOT apply) on a body block/ram per 20 mph (32 km) up to 140 mph (224 km). There is a 01-65% chance of knocking down an opponent of equal size or up to 50% larger, or smaller, off their feet. In any case, the victim of knockdown loses initiative and two melee attacks. This attack counts as two of the Cyclone's melee attacks.
Bonuses with Mecha Elite Combat Training in Space Cyclone Only: In space and underwater, the VR-021 gets+ 1 attack per melee round at levels l, 4, 8 and 12; +2 on initiative, +1 to strike, +2 to parry, +1 to disarm, +1 to pull punch, +4 to roll with impact, and +4 to automatic dodge. (Special: The act of dodging, even leaping out of the way, does not use up a melee attack. In fact, the Cyclone is so fast and nimble, that the pilot can leap, hop and skip out of the way without penalty. No other dodge bonuses apply.)
REDUCE bonuses by half (round down) when in an atmosphere or on the ground.
Note: These bonuses ONLY apply in outer space and when the pilot has the Mecha Elite Combat Training skill in Cyclones. The pilot's own number of attacks and bonuses (if any) are combined with these when piloting the mecha. Do not add mecha bonuses to the pilot's Hand to Hand ability when he is outside the mecha. Outside of his mecha, the pilot possesses only human fighting abilities.
VR-024 Comet
Space Cyclone Veritech
The VR-024 Comet is slower in space, but faster in an atmosphere with flight capabilities superior to the Nova. It is designed for reconnaissance, courier missions, and sniper support. The body type is reminiscent the VR-041H Saber Cyclone and many of the parts are interchangeable. It is armed with six mini-missiles mounted on the outside of the rear hover jets, with an additional twelve mini-missiles in the chest (front in Cycle mode), and the
rider usually carries the EU-5 energy rifle into combat.
One of the VR-024 Comet's most distinctive features are the auxiliary boosters on the forearms when it transforms from cycle to Battloid. These rather large boosters give it considerable control and movement in space. They are especially useful for snipers because the thrusters help to hold the Comet in place and rock-steady. When taking evasive action or dodging the claw attacks of the Invid, the arm thrusters give the Marine wearing them tremendous movement and agility to dodge attacks and reposition quickly. The boosters can also be turned on low to help push away melee attackers, giving the pilot a bonus to parry (see below).
The Comet fills all the same combat roles as the Nova, and the two mecha are often deployed in mixed combat squads of both.
Model Type: VR-024 Comet Space Cyclone.
Class: Extreme Environment Veritech Hovercycle.
Crew: One.
M.D.C. by Location:
Hovercycle Mode:
* Headlights (2) - 1 each
* Main Hover Jets (2) - 35 each
* Vectored Thrust Nozzles (rear, 4) - 10 each
* Missile Tubes (6)- 5 each
** Main Body-140
Battloid/ Armor Mode:
* Helmet/Head - 50
* Headlights (2, chest)- 1 each
* Mini-Missile Launchers (2, concealed in chest) - 20 each
* Main Hover Jets (2, back, behind shoulders)- 35 each
* Missile Tubes (6) - 5 each
* Forearm Auxiliary Boosters (2) - 22 each
Legs (2)- 45 each
** Main Body - 140
* Destroying one hover jet reduces the maximum speed of the Cyclone hovercycle by 33% and imposes a -10% piloting skill penalty, and the pilot must operate the vehicle in Battloid mode unless in space or underwater. Destroying two thrusters makes it impossible to fly in Earth-like gravity, and it can only be flown in space or underwater at 10% of its top speed. To shoot out a hover jet or any item marked by a single asterisk, 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, but the CVR-3 body armor should keep the character alive for a while.
Speed:
Hovercycle Mode:
In Space: 500 mph (800 km) and it can hover stationary at a fixed location with secondary thrusters and arm thrusters holding it remarkably steady.
On Earth/Flying in an Atmosphere: Maximum speed is 260 mph (416 km). Maximum ceiling is an altitude of 10,000 feet (3,048 m).
On Earth/Flying over the Ground or Water: Maximum speed is 200 mph (320 km) on Earth and in similar environments. Cruising speed is usually around 70 mph (112 km), and the mecha can also hover stationary. When hugging the ground, the Comet Cyclone is seldom more than 12 feet (3.6 m) above the surface and may be even lower.
Like all Cyclones, the VR-024 Comet can exit from sub-orbital spacecraft and "drop" to locations on the ground. Its ability to actually fly enables it to adjust its trajectory and speed to hit its drop zone perfectly every time or to completely change its flight plan and objective, and fly off anywhere or engage the enemy in aerial combat.
Penalties in an Atmosphere (apply to both modes): The VR-24 Comet suffers a Piloting skill penalty of -15% when flying in the air, and -10% penalty when flying close to the ground (1-20 feet/0.3 to 6.1 m off the ground). No penalty underwater. Also reduce its combat bonuses by half in an atmosphere. Note: The Comet Cyclone functions best in space or underwater and not in an atmosphere or as a ground combat unit; -10% Piloting
skill penalty and -1 attack per melee round.
Water: The VR-024 Comet can ride across the surface of water at a speed of 130 mph (208 km) or 60 mph (96 km) underwater. Maximum depth tolerance is 1.2 miles (1.9 km) and the mecha retains all of its usual combat bonuses and capabilities in water.
Speed in Battloid Mode:
Flying in Space: 300 mph ( 480 km) in space or hover at a fixed location.
Running in an Earth-like Setting: The size and bulk of the Space Cyclone make running and leaping awkward in an atmosphere and gravity. The max running speed of the Comet Cyclone is 10% greater than the pilot's natural speed attribute.
The Comet Space Cyclone in Battloid can leap up to 10 feet (3 m) high and across unassisted by thrusters. Leaps of 150 feet ( 46 m) high or across can be made when assisted by the thrusters.
Flying in Battloid Mode: The main and secondary thrusters enable the pilot to hover up to 30 feet (9.1 m) high or skim along the ground or the surface of water, or up to 1,000 feet (305 m) at 80 mph (128 km).
Water: The VR-024 Comet in Battloid can ride across the surface of water at a speed of 60 mph (96 km) or 50 mph (80 km) underwater. It can also walk along the floor of a seabed. Maximum depth tolerance is 2 miles (3.2 km) and the mecha retains all of its usual combat bonuses and capabilities in water.
Statistical Data:
Cycle Mode:
Height: 3 feet (0.9 m).
Length: 7 feet (2.1 m).
Width: 3 feet, 6 inches (1.1 m).
Battloid/Armor Mode:
Height: 7 feet, 4 inches (2.2 m).
Length: 5 feet, 6 inches ( 1. 7 m).
Width: 3 feet, 6 inches (1.1 m).
Weight: 320 pounds (144 kg) dry.
Physical Strength: The VR-024 Comet Cyclone gives the wearer an Augmented Strength 6 points higher than his own P.S. attribute and increases P.P. by one point. (These attribute bonuses apply only when in Battloid mode.)
Power System: Environmentally Sealed Protoculture Mini-Reactor with a range of about 4,000 miles (6,400 km).
Note: Standard colors are black, dark blue, or medium blue with red and silver highlights and markings.
Weapons and Equipment for the VR-024:
1. Single 60mm Mini-Missile Launch Tubes (6): On either side of the rear of the bike, and on either hover jet mounted on the back when in Battloid mode, are three individual tubes loaded with one 60mm mini-missile each, for a total of six. These are primarily defensive weapons used to shake pursuers and slow down enemy mecha while the VR-024 completes its mission.
Primary Purpose: Defense and Anti-Personnel.
Secondary Purpose: Anti-Mecha and Anti-Missile.
Weight: Each missile weighs five pounds (2.25 kg).
Range: One mile (1.6 km).
Mega-Damage: By mini-missile type. Standard load is High Explosive Armor Piercing (HEAP) which inflict 1D4x10 M.D. per missile, and two smoke mini-missiles which do no damage but create billowing, obscuring clouds of smoke that can help the Comet evade an enemy or mark a target for an air strike or artillery or missile barrage.
Rate of Fire: Individually or in volleys of 2, 3, 4 or all six.
Payload: Six missiles total, one in each tube.
2. GR-103 Mini-Missile Delivery System: These two missile pods hold six mini-missiles each and give the VR-024 a needed punch. They are located together above the headlights in cycle mode, and in the chest sections when in Battloid mode.
Primary Purpose: Anti-Mecha/ Anti-Armor.
Secondary Purpose: Anti-Missile and Anti-Aircraft.
Weight: Each missile weighs about five pounds (2.25 kg).
Range: One mile (1.6 km).
Mega-Damage: Per type of mini-missile, but usually loaded with HEAP (High Explosive Armor Piercing) missiles which inflict 1D4x10 M.D. per missile.
Rate of Fire: One or in volleys of two or four.
Payload: Twelve mini-missiles total (six in each missile pod).
3. EU-5 Pulse Beam Rifle: This is the same weapon issued to Marines using the VR-010 Series Cyclones. It is capable of single shots and bursts and is carried like a rifle by the Cyclone Rider in Battloid mode. In hovercycle mode the weapon is stowed alongside the mecha. This weapon can be used by unarmored humans with a penalty of -2 to strike, and they must have a P.S. of 22 or higher.
Primary Purpose: Assault.
Secondary Purpose: Defense.
Weight: 12 pounds (5.4 kg).
Range: 2,000 feet (610 m).
Mega-Damage: 2D4 M.D. for a single shot, 5D6 M.D. for a five pulse burst.
Rate of Fire: Each shot or burst counts as one melee attack.
Payload: 50 single shots or 10 five-pulse bursts per Protoculture magazine.
M.D.C. of the Weapon: 25 M.D.C.
Bonus (for Cyclones in Battloid Mode): + 1 to strike for a single shot, no bonus for bursts.
4. Hand to Hand Combat Bonuses: As indicated below. All Cyclones are fast, agile Veritechs suitable for all manner of infantry combat and ground operations. They are even able to dodge and engage Invid and other large mecha, though at considerable risk.
Attacks per Melee: See bonuses, below.
Augmented P.S.: 20-30 is the most common range.
Hand to Hand Damage:
Punch/Forearm Strike: 1D6 S.D.C. + P.S. damage bonus.
Power Punch: 1D4 M.D., but counts as two melee attacks.
Kick or Stomp Attack: 2D6 S.D.C.
Power Kick: lD6 M.D., but counts as two melee attacks.
Jump Kick or Leap Kick: 3D6 S.D.C. + P.S. damage bonus.
A power leap is not possible. Counts as two melee attacks.
Flying Leap Kick: 5D6 S.D.C. + P.S. damage bonus, but counts as three melee attacks.
Body Block/Ram: 2D6 S.D.C. (P.S. damage bonus does NOT apply) on a body block/ram per 20 mph (32 km) up to 140 mph (224 km). There is a 01-65% chance of knocking down an opponent of equal size or up to 50% larger, or smaller, off their feet. In any case, the victim of knockdown loses initiative and two melee attacks. This attack counts as two of the Cyclone's melee attacks.
Bonuses with Mecha Elite Combat Training Space Cyclone Only: In space and underwater the VR-024 Comet gets+ 1 attack per melee round at levels 1, 4, 8 and 12; +1 on initiative, +2 to strike, +1 to disarm, +1 to pull punch, +4 to roll with impact, and +4 to automatic dodge. (Special: The act of dodging,
even leaping out of the way, does not use up a melee attack. In fact, the Cyclone is so fast and nimble that the pilot can leap, hop and skip out of the way without penalty. No other dodge bonuses apply.)
REDUCE bonuses by half (round down) when in an atmosphere or on the ground.
Note: These bonuses ONLY apply in outer space and when the pilot has the Mecha Elite Combat Training skill in Cyclones. The pilot's own number of attacks and bonuses (if any) are combined with these when piloting the mecha. Do not add mecha bonuses to the pilot's Hand to Hand ability when he is outside the mecha. Outside of his mecha, the pilot possesses only human fighting abilities.
VR-041H Cyclone
M.D.C. by Location – Motorcycle mode
Headlights (2) – 1 each
*Tires (2) – 6 each
Armored Pannier/Saddlebags (3) – 10 each
Vectored Thrust Nozzle (rear) – 32
Main Body – 225
Battloid/Armor mode
*Tires (2, back mounted) – 6 each
Main Vectored Thruster ( 1, lower back) – 35
Secondary Vectored Thrusters (2, in wheel hubs) – 12 each
Forearm Shields/Weapon Hardpoints (2) – 65 each
Legs (2) – 75 each
Head – 50
**Main Body – 225
*Destroying either tire reduces all bonuses and speed in motorcycle mode by half. Destroying both tires renders the Cyclone unrideable. 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. Losing both tires makes driving impossible.
**Depleting the M.D.C of the main body destroys the Cyclone, rendering it useless.
Speed
Cycle Mode: Maximum speed is 160mph (256kph). Cruising speed is usually around 80mph (128kph), and the mecha can also hover stationary. Use of the rear thruster can increase maximum speed by 60mph (96kph) for short periods of time (1d6 minutes), as well as allowing the Cyclone to jump up to 40 feet (12.2m) across or 20 feet (6.1m) high.
Battloid Mode
The Cyclone mecha enhances the pilot’s natural speed. The running speed of the Cyclone is the pilot’s running speed plus 25%. The vectored thrusters allow the pilot to hover up to 30 feet (9.1m) or skim along the ground or the surface of water, or up to 100 feet (30.5m) at 60mph (96kph). The Cyclone in battloid mode can leap up to 20 feet (6.1m) high and across unassisted by thrusters. Leaps of 100 feet (30.5m) high or across can be made when assisted by the thruster.
Physical Strength: The VR-040 series cyclone gives the wearer an Augmented Strength 8 points higher than his own P.S. attribute, and increases P.P. by two points. (This only applies in Battloid mode.)
Cargo: Two lightly armored, hard-sided saddlebags can be mounted to the Cyclone, as well as a top box mounted behind the rider. Each saddlebag is 18 inches high, 20 inches wide and 18 inches deep and can carry 100 pounds. The top box is 14 inches in all dimensions and can carry 50 pounds. These boxes are watertight, lockable, and easily detachable. They automatically drop off when the Cyclone transforms and must be recovered afterward or are lost.
Weapon Systems
GR-103 Mini-Missile Delivery System. These two missile pods hold six mini-missiles each and help to give the Cyclone a needed long range punch.
Range: One mile
Mega-Damage: Varies upon missile type, but usually 1d4x10 M.D.
Rate of Fire: One or in volleys of two or four
Payload: 12 mini-missiles total
Close Assault and Defense System (CADS-1) (2). The CADS-1 system consists of two retractable blades made of steel laced ceramic mounted in the forearm shields of the VR-041 (wheel covers in cycle mode). The blades are 3.2m long and when active, are surrounded by a high-frequency energy field that makes the blades vibrate thousands of times a second. The blades can slice though just about anything.
Weight: 25 pounds
Mega-Damage: A slashing blow deals 2d6 M.D., a punch deals 3d6 M.D., and a power punch does 6d6 M.D. and takes two attacks.
Handheld Weapons. The VR-041 is usually issued with a Gallant H-90 Modular Side Arm, EP-37 Pulse Beam Rifle, or the H-260 Valiant.
Hand to Hand combat bonuses. As standard for Cyclones plus the following bonuses: +1 on initiative, +2 to parry, +1 to disarm, and +2 to pull punch.
Gallant H-90 Modular Energy Pistol
This weapon is standard issue for pilots, officers, and vehicle crews. It is a 10mm laser weapon that uses an ingenious modular design to fill the role of both sidearm and rifle. As a side arm, the Gallant is a compact, semi-automatic weapon with the ability to deliver both M.D. as well as S.D.C. damage with just the flick of a switch. With the rifle stock attached, the Gallant becomes a long-range, precision laser rifle.
Weight: 2lbs as a pistol; 7lbs as a rifle
Range: Pistol: 800ft Rifle: 1600ft
S.D.C. Damage: 2d6 S.D.C. for a single shot, 5d6 S.D.C. for a three round burst; same for pistol and rifle. Only the range is different.
Mega-Damage: Pistol 1d6 M.D. for a single blast, 3d6 M.D. for a three round burst. Rifle: 2d6 M.D. for a single blast, 6d6 M.D. for a three round burst.
Payload: 2500 S.D.C. blasts, 830 pistol M.D. rounds, 415 rifle M.D. rounds
H-260 Valiant Laser Assault Rifle
The H-260 is a man-sized, heavy laser assault rifle issued to Cyclone pilots and heavy infantry troops. It is accurate, durable and capable of burst firing.
Weight: 12lbs
Range: 2,000 feet
Mega-Damage: 2d6 M.D. singe shot, and 4d6 M.D. for a three shot burst
Payload: Energy clip provides 415 single M.D. blasts or 138 bursts
M-55 Wolverine Assault Rifle
The Wolverine is a select fire assault rifle issued as the main infantry weapon to Marine platoons. The weapon fires either 5.56mm caseless ammunition or 5.56mm HEAP rounds. It also has an optional underbarrel 25mm grenade launcher.
Weight: 10lbs
Range: Rifle 2,000ft, Grenade Launcher 1,200 feet
S.D.C. Damage: 4d6 S.D.C. for a single rifle round, 1d4x10 S.D.C. for a three round burst
Mega-Damage: 2d4 M.D. for a single HEAP round or 4d4 M.D. for a three round burst of HEAP rounds
25mm Grenades do 4d6 M.D. to a 10 foot area
Payload: 96 round box magazine capable of 32 bursts of S.D.C. or HEAP rounds. The grenade launcher attachment carries 4 grenades. It takes 1 melee round to reload all four grenades.
RL-6 60mm Light Repeating Rocket Cannon
The RL-6 is a light anti-armor weapon that fires 60mm mini-missiles. It is usually issued to the VR-38 Light Cyclone as its primary weapon, but it can be used by standard infantry or as the handheld weapon for any of the Cyclones.
Weight: The weapon weighs 16 pounds. A fully loaded magazine weighs around 8 pounds.
Range: One mile
Mega-Damage: By mini-missile type. Standard load is HEAP rounds which deal 1d4x10 per missile.
Rate of Fire: One missile per attack
Payload: Six mini-missiles. Reloading with a pre-loaded magazine takes one melee action
Combat training bonuses with MECT Cyclone only
+1 attack per melee round at levels 1, 4, 6, 8, 12 and 15. +2 on initiative, +1 to strike, +2 to parry, +2 to disarm, +1 to pull punch, +2 to roll with punch, +4 to automatic dodge
VR-052T Cyclone
M.D.C. by Location – Motorcycle mode
Headlights (2) – 1 each
*Tires (2) – 6 each
Armored Pannier/Saddlebags (3) – 10 each
Vectored Thrust Nozzle (rear) – 32
Main Body – 225
Battloid/Armor mode
*Tires (2, back mounted) – 6 each
Main Vectored Thruster ( 1, lower back) – 35
Secondary Vectored Thrusters (2, in wheel hubs) – 12 each
Forearm Shields/Weapon Hardpoints (2) – 65 each
Legs (2) – 75 each
Head – 50
**Main Body – 225
*Destroying either tire reduces all bonuses and speed in motorcycle mode by half. Destroying both tires renders the Cyclone unrideable. 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. Losing both tires makes driving impossible.
**Depleting the M.D.C of the main body destroys the Cyclone, rendering it useless.
Speed
Cycle Mode: Maximum speed is 175mph (280kph). Cruising speed is usually around 80mph (128kph), and the mecha can also hover stationary. Use of the rear thruster can increase maximum speed by 60mph (96kph) for short periods of time (1d6 minutes), as well as allowing the Cyclone to jump up to 40 feet (12.2m) across or 20 feet (6.1m) high.
Battloid Mode
The Cyclone mecha enhances the pilot’s natural speed. The running speed of the Cyclone is the pilot’s running speed plus 25%. The vectored thrusters allow the pilot to hover up to 30 feet (9.1m) or skim along the ground or the surface of water, or up to 100 feet (30.5m) at 60mph (96kph). The Cyclone in battloid mode can leap up to 20 feet (6.1m) high and across unassisted by thrusters. Leaps of 100 feet (30.5m) high or across can be made when assisted by the thruster.
Physical Strength: The VR-050 series cyclone gives the wearer an Augmented Strength 10 points higher than his own P.S. attribute. (This only applies in Battloid mode.)
Cargo: Two lightly armored, hard-sided saddlebags can be mounted to the Cyclone, as well as a top box mounted behind the rider. Each saddlebag is 18 inches high, 20 inches wide and 18 inches deep and can carry 100 pounds. The top box is 14 inches in all dimensions and can carry 50 pounds. These boxes are watertight, lockable, and easily detachable. They automatically drop off when the Cyclone transforms and must be recovered afterward or are lost.
Weapon Systems
EP-40 Ion Pulse Pistol. The EP-40 is a heavy ion pistol that dishes out respectable damage and is very accurate over short distances. It is mounted on one of the modular weapon hardpoints based on pilot preference. In cycle mode the weapon lays along the front wheel hub, and is fixed forward with a 45 degree arc of fire.
Weight: 8 lbs
Range: 1500 feet (457m)
Mega-Damage: 4d6 per blast. No burst capability.
Rate of Fire: Each blast counts as one melee attack.
Payload: 80 blasts
M.D.C. of the weapon: 35 M.D.
Bonus: +1 to strike at ranges under 750 feet in addition to any bonuses of the pilot.
Hand to Hand combat bonuses. As standard for all Cyclones with the following additional bonuses: +1 attack at levels 6 and 15, +1 to initiative, +2 to pull punch, +1 to parry, and +3 automatic dodge.
VR-052F Heavy Assault Cyclone
GR-97 Mini-Missile Delivery System. The 052F variant is equipped with a mini-missile launcher on each forearm in Battloid mode and on the front wheel hardpoints in motorcycle mode. The missiles can be fired in both Battloid and in cycle mode.
Range: one mile
Mega-Damage: 1d6x10 per missile
Rate of Fire: One or in volleys of two or four
Payload: two per launcher for a total of four
EP-37 60mm Pulse Beam Rifle. This heavy laser rifle fires single shots and five round bursts. It is highly accurate and very durable, able to take all manner of abuse in the field and keep working. It is issued with the VR-052F as a standard assault rifle, and is stowed alongside the mecha while in cycle mode.
Weight: 22lbs
Range: 4,000 feet
Mega-Damage: 4d4 M.D. for a single shot. 1d4x10 M.D. for a five round burst.
Rate of Fire: Each blast or burst uses one melee attack
Payload: 100 single shots or 20 bursts
M.D.C. of the Weapon itself: 40 M.D.C.
Bonus: +2 to strike for single shots, +1 for burst firing.
Hand to Hand combat bonuses. As standard for Cyclones plus the following bonuses: +1 attack at levels 6 and 15, +2 on initiative, +1 to strike, +2 to pull punch, +1 to parry, and +4 to automatic dodge.
H-260 Valiant Laser Assault Rifle
The H-260 is a man-sized, heavy laser assault rifle issued to Cyclone pilots and heavy infantry troops. It is accurate, durable and capable of burst firing.
Weight: 12lbs
Range: 2,000 feet
Mega-Damage: 2d6 M.D. singe shot, and 4d6 M.D. for a three shot burst
Payload: Energy clip provides 415 single M.D. blasts or 138 bursts
M-55 Wolverine Assault Rifle
The Wolverine is a select fire assault rifle issued as the main infantry weapon to Marine platoons. The weapon fires either 5.56mm caseless ammunition or 5.56mm HEAP rounds. It also has an optional underbarrel 25mm grenade launcher.
Weight: 10lbs
Range: Rifle 2,000ft, Grenade Launcher 1,200 feet
S.D.C. Damage: 4d6 S.D.C. for a single rifle round, 1d4x10 S.D.C. for a three round burst
Mega-Damage: 2d4 M.D. for a single HEAP round or 4d4 M.D. for a three round burst of HEAP rounds
25mm Grenades do 4d6 M.D. to a 10 foot area
Payload: 96 round box magazine capable of 32 bursts of S.D.C. or HEAP rounds. The grenade launcher attachment carries 4 grenades. It takes 1 melee round to reload all four grenades.
RL-6 60mm Light Repeating Rocket Cannon
The RL-6 is a light anti-armor weapon that fires 60mm mini-missiles. It is usually issued to the VR-38 Light Cyclone as its primary weapon, but it can be used by standard infantry or as the handheld weapon for any of the Cyclones.
Weight: The weapon weighs 16 pounds. A fully loaded magazine weighs around 8 pounds.
Range: One mile
Mega-Damage: By mini-missile type. Standard load is HEAP rounds which deal 1d4x10 per missile.
Rate of Fire: One missile per attack
Payload: Six mini-missiles. Reloading with a pre-loaded magazine takes one melee action
Combat training bonuses with MECT Cyclone only
+1 attack per melee round at levels 1, 4, 6, 8, 12 and 15. +2 on initiative, +1 to strike, +2 to parry, +2 to disarm, +1 to pull punch, +2 to roll with punch, +4 to automatic dodge
VR-057A Super Cyclone
M.D.C. by Location – Motorcycle mode
Headlights (2) – 1 each
*Tires (2) – 6 each
Armored Pannier/Saddlebags (3) – 10 each
Vectored Thrust Nozzle (rear) – 32
Main Body – 245
Rail Gun – 75
Battloid/Armor mode
*Tires (2, back mounted) – 6 each
Main Vectored Thruster ( 1, lower back) – 35
Secondary Vectored Thrusters (2, in wheel hubs) – 12 each
Forearm Shields/Weapon Hardpoints (2) – 65 each
Legs (2) – 75 each
Head – 50
**Main Body – 245
Rail Gun – 75
*Destroying either tire reduces all bonuses and speed in motorcycle mode by half. Destroying both tires renders the Cyclone unrideable. 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. Losing both tires makes driving impossible.
**Depleting the M.D.C of the main body destroys the Cyclone, rendering it useless.
Speed
Cycle Mode: Maximum speed is 175mph (280kph). Cruising speed is usually around 80mph (128kph), and the mecha can also hover stationary. Use of the rear thruster can increase maximum speed by 60mph (96kph) for short periods of time (1d6 minutes), as well as allowing the Cyclone to jump up to 40 feet (12.2m) across or 20 feet (6.1m) high.
Battloid Mode
The Cyclone mecha enhances the pilot’s natural speed. The running speed of the Cyclone is the pilot’s running speed plus 25%. The vectored thrusters allow the pilot to hover up to 30 feet (9.1m) or skim along the ground or the surface of water, or up to 100 feet (30.5m) at 60mph (96kph). The Cyclone in battloid mode can leap up to 20 feet (6.1m) high and across unassisted by thrusters. Leaps of 100 feet (30.5m) high or across can be made when assisted by the thruster.
Physical Strength: The VR-050 series cyclone gives the wearer an Augmented Strength 12 points higher than his own P.S. attribute. (This only applies in Battloid mode.)
Cargo: Two lightly armored, hard-sided saddlebags can be mounted to the Cyclone, as well as a top box mounted behind the rider. Each saddlebag is 18 inches high, 20 inches wide and 18 inches deep and can carry 100 pounds. The top box is 14 inches in all dimensions and can carry 50 pounds. These boxes are watertight, lockable, and easily detachable. They automatically drop off when the Cyclone transforms and must be recovered afterward or are lost.
Weapon Systems
GR-97 Mini Missile Delivery System – Mounted on either forearm/front wheel hub, each launcher consists of two single launch tubes loaded with mini-missiles. While rare to do so, these launchers may be replaced with an EP-40 Ion Pulse Pistol or two CADS-1 Sabers.
Range: 1 mile
Mega Damage: Per missile type, but usually loaded with HEAP missiles which inflict 1d4x10 MD per missile or Plasma/Napalm which inflict 1d6x10 per missile.
Payload: 2 missiles per arm
H-260 Valiant Laser Rifle – This is a large heavy assault laser rifle issued to Cyclone pilots and heavy infantry troops. It is accurate, durable and capable of burst firing.
Weight: 12 lbs
Range: 2000 feet
Mega Damage: 2d6 MD single shot and 4d6 MD for a three round burst
Payload: 415 single MD blasts or 138 MD bursts per E-clip.
MDC of the Weapon: 35 MD
HRG-70 Rapid-Fire Rail Gun – This is a high energy 20mm rail gun that fires high speed armor piercing sabots in 10 round bursts.
Range: 4000 feet
Mega Damage: 1d6 MD for a single round, and 1d4x10 + 10 MD for a 10 round burst
Payload: Each ammo canister contains 1,000 rounds, good for 100 bursts. Canister can be replaced by anyone with the Field Armorer, Weapons Engineer, or Biomechanical Maintenance skill.
Here is a reprint of the CADS-1 weapon system and the EP-40 Ion Pistol. Remember, these are not standard weapons for the Super Cyclone, and are available only upon request of the operator. They take the place of the GR-97 Mini-Missile launchers.
Close Assault and Defense System (CADS-1): The CADS system consists of two retractable blades made of steel laced ceramic mounted in the forearm shields of the Cyclone. The blades are 3.2 feet long when active.
Mega Damage: A slashing blow deals 2d6 MD, a punch deals 3d6 MD, and a power punch does 6d6 MD and takes two attacks.
The CADS-1 system operates as a paired weapon, and replaces both of the GR-97 Mini-Missile launchers.
EP-40 Ion Pulse Pistol: The EP-40 is a heavy ion pistol that dishes out respectable damage and is very accurate over short distances. It can be attached to either side of the Cyclone’s front wheel.
Range: 1500 feet
Mega Damage: 4d6 MD per blast
Payload: 80 blasts
Bonus: +1 to strike targets under 750 feet in addition to any bonuses of the pilot
MDC of the Weapon: 35 MD
Combat training bonuses with MECT Cyclone only
+1 attack per melee round at levels 1, 4, 6, 8, 12 and 15. +2 on initiative, +1 to strike, +2 to parry, +2 to disarm, +1 to pull punch, +2 to roll with punch, +4 to automatic dodge
VM-9L "Silverback"
Crew: One, pilot, but there is a second seat for one passenger or gunner.
MDC by Location:
Vehicle Mode
Cargo Containers (4): 15 each
Windscreen: 15
*Wheels (4): 5 each
Modular Wheel Cover Hardpoints (4): 25 each
Sensor Drum: 15
Headlights (4): 3 each
Rail Guns (2): 75 each
*Turret Housing (1, for rail guns): 85
**Rear Modular Equipment Mount: 25
***Main Body: 290
Battloid Mode
Windscreen: 15
*Wheels (4): 5 each
Modular Wheel Cover Hardpoints (4): 25 each
Rail Guns (2): 75 each
*Turret Housing (1, for rail guns): 85
Arms (2): 45 each
*Hands (2): 15 each
*Cargo Containers (4; two per arm): 15 each
Sensor Drum: 15
Headlights (2): 3 each
Legs (2): 112 each
*Feet (2): 50 each
Rear Thruster: 25
**Rear Modular Equipment Mount: 25
***Main Body: 290
*Indicates a small and/or difficult target to hit, requiring an attacker to 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.
Destroying one wheel will reduce the Silverback's speed in vehicle mode by 50%. Destroying two wheels will reduce speed by 75%, and destroying three wheels willmake the Silverback undrivable.
Destroy one of the feet and reduce running speed and leaps by 30%. Destroy both and the mecha cannot stand and running speed is only 10%.
Destroy a container compartment and the contents spill out, whether it is an extra load of missiles or supplies.
**Destroying the rear modular equipment mount also destroys or detatches anything mounted to it, and will prevent future use of the mounting until repaired.
***Depleting the MDC of the main body destroys the Silverback, rendering it useless.
Speed
Vehicle Mode: 140 mph maximum on a flat, clear road. A more cautious 47 mph off road.
Battloid Mode: 60 mph
Statistical Data
Vehicle Mode:
Height: 5 feet, 11 inches. 7 feet, 11 inches with a turret on the rear mount.
Length: 12 feet, 10 inches
Width: 6 feet, 11 inches. 7 feet, 11 inches with side mounted weapons.
Battloid Mode
Height: 13 feet, 5 inches. 20 feet, 8 inches with a turret on the rear mount.
Length: 9 feet
Width: 11 feet, 2 inches
Weight: 2,667 pounds or 1.3 tons
Physical Strength: Robotic Ps of 30
Cargo: Four lightly armored, hard-sided panniers can be mounted to the Silverback between the wheels (or mounted on the arms in battloid mode). Each saddlebag is 27 inches high, 30 inches wide and 27 inches deep and can carry 200 pounds. These boxes are watertight, lockable and easily detachable from the Silverback.
Power System: 3,200cc supercharged, high-output, Protoculture fired rotary engine. All Silverbacks 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 Silverback unable to transform to battloid mode and reduces speed by 25%.
Weapons and Sensor Systems
1. Modualr Rear Equipment Mount: The rear turret can mount various types of anti-armor or anti-aircraft weapons, or a reconnaissance and sensor suite. Only one piece of equipment can be mounted on this turret at a time. The following are the most common options:
A) HRG-140 Dual Rail Gun: Standard issue ordnance is the HRG-140, which looks like two HRG-70 rail guns mated together in a turret that is mounted on the top of the Silverback in vehicle mode and in battloid mode. In both modes, the turret can rotate 360 degrees to fire at enemies from all sides, even behind, and has a 90 degree arc of fire, up and down, to engage air or ground targets with equal ease. The rail gun can be fired by the pilot or from the passenger seat, as well as from a remote palm control unit.
Weight: 50 lbs
Range: 4,000 feet
Mega Damage: 2d6 MD for a single round from each weapon, and 2d4x10+14 MD for a 20 round burst.
Rate of Fire: Each shot or burst counts as one action/attack.
Payload: Each ammo drum carries 2,000 rounds, good for 200 bursts. One full reload/ammo drum set can be carried by the Silverback, but one of the missile reloads will have to be left behind. Drums can be replaced by anyone with the Field Armorer, Weapons Engineer, or Biomechanical Maintenance skill.
B) Optional: AAC-11 Flak Cannon: The AAC-11 is a double-barreled cannon that loosely resembles the HRG-70 rail gun, but is slightly larger and has greater range.
Weight: 150 lbs
Range: 6,000 feet
Mega Damage: One round does 3d6 MD, a ten round burst does 2d6x10 MD
Rate of Fire: Each single shot or ten round burst counts as one action/attack, but bursts only get half the usual strike bonus and cannot be used for precision shooting (no Called Shots with a burst).
Payload: Each ammo drum carries 1,200 rounds, good for 120 bursts.
C) Optional LMMDS-12 Missile Delvery System: A box launcher carrying 12 short-range missiles can be mounted on the turret of the Silverback. Two men working together can reload an entire launcher in two melee rounds (30 seconds).
Weight: Each missile weighs about 33 lbs.
Range: Typically 3 to 5 miles.
Mega Damage: Varies by missile type, typically 2d6x10 MD per missile.
Rate of Fire: Singly or in volleys of 2, 4, or 6. One volley counts as one melee attack.
Payload: 12 short-range missiles, up to one full reload can be carried on the Silverback.
D) Optional MMMDS-6 Missile Delivery System: A box launcher carrying six medium-range missiles can be mounted on the turret of the Silverback.
Weight: each missile weighs about 80 lbs
Range: Typically 50 miles
Mega Damage: Varies by missle type.
Rate of Fire: Singly or in volleys of 2 or 4.
Payload: Six medium-range missiles, but one full reload can be carried on the Silverback.
E) Optional MMDS-48 Missile Delivery System: A box launcher carrying 48 mini-missiles can be mounted on the turret of the Silverback.
Weight: Each missile weighs about five pounds.
Range: Typically one mile.
Mega Damage: Varies by missile type.
Rate of Fire: One or in volleys of 2, 4, 6, 12, or 24.
Payload: 48 mini-missiles, but one full reload can be carried by the Silverback.
F) Optional OSS-88 Scout/Reconnaissance Sensor Suite: This is a more powerful sensor suite than the one mounted on the Cyclone. It is deployed in scouting/reconnaissance and forward observation roles, as well as a C3 unit. It has all the standard sensor suite features, as well as an IFF/CC unit much like the VF/A-6H Command Alpha.
10x Optical Image Enhancement: Magnifies the pilot's vision by 10, as well as digitally sharpening and stabilizing the image.
Passive Nightvision: Ambient nightvision uses trace amounts of light to make the pilot see as if it were daytime. Range 1,000 feet.
Thermal Imaging: Thermal imager that uses the heat signatures of people and objects to make a visible image. Allows the pilot to see in total darkness, through walls, incliment weather and smoke. Range is 1,000 feet
Digital Video and Still Recorder: A digital still camera and video recorder. The camera can record 36 hours of video or tens of thousands still images on digital media. These images can be broadcast to others with the ability to receie them, as well as be downloaded from the digital media back at base. 10x optical magnification as well as digital sharpening and stabilization.
External Audio Pickup: this system works both multi-directionally and as a shotgun mic. It can pick up sounds as quiet as a whisper at 500 feet and can sift through ambient sounds for specific noises.
Laser Distancer and Range Finder: Can estimate distance, altitude, and rate of approach/travel as well as be used to paint a target for airborne and ground based ordnance delivery. Range two miles.
Encrypted Long-Range Communications Array: A high-powered, long-range and encrypted radio. This system can also scramble enemy communications, and can be focused and used to temprarily oerload enemy comm arrays for 1d6 rounds. This gives the Silverback a limited electronic attack capability and requries a Electronic Countermesures roll. Radio: Basic can be used instead at a -30% penalty.
Enhanced Radar Suite: More robust radar antennas are installed on the Silverback that allow the pilot to identify and track up to 144 different airborne targets up to 75 miles and 48 land targets up to 25 miles. The data from the radar can be boradcast to other mecha or installations. The radar can also be focused and used to temporarily burn out an enemy's radar for 1d6 rounds. This requires an Electronic Countermeasures roll, but Radio: Basic can be used instead at a -30% penalty.
IFF/CC Computer System: The Silverback also has an integrated Identify Frend or Foe (IFF) system for increased command and control, with a database of up to 300 known enemies of the UEEF. This system can identify a target, assign it priority based on known abilities and threat level, and even anticipate known behaviors and tactics. The onboard computers can then connect to the computers of all other Silverbacks, Cyclones or other mecha in the squad (up to 18), and transmit the data to them. This grants all mecha that are linked the following bonuses: +2 to initiative, +2 to strike, and +3 to parry and dodge to all mecha. This requires a roll on the Sensory Equipment skil at -10% due to the chaos of combat. The IFF system can "learn" new enemies by analyzing data from the targeting and combat computers, as well as gun camera footage.
2. H-260 Valiant Laser Assault Rifle (1): The H-260 is a man-sized, heavy laser assault rifle issued to Cyclone pilots, Silverback crews and heavy infantry troops.
Weight: 12 lbs
Range: 2,000 feet
Mega Damage: 2d6 MD single shot and 4d6 MD for a three round burst.
Rate of Fire: Each blast uses one melee action/attack.
Payload: Protoculture energy clip provides 415 single MD blasts or 138 MD bursts per E-Clip.
3. Modular Weapon Systems for Wheel Hardpoints (4): Each wheel cover has a modular hardpoint similar to the Cyclone. The H-260 Valiant is always mounted on the right side of hte front wheel and a GR-97 Mini-Missile Launcher on the left side. Any of the following weapons can be mounted on the three remaining hardpoints; the H-260 is standard issue.
EP-40 Ion Pulse Pistol
GR-97 Mini-Missile Launcher
EP-37 60mm Pulse Beam Rifle
HRG-70 Rapid Fire Rail Gun
RL-6 60mm Light Repeating Rocket Cannon
4. Hand to Hand Combat: The Silverback can also engage in hand to hand combat if necessary.
Restrained Punch: 1d4 MD
Full Strength Punch: 1d6 MD
Power Punch: 2d6 MD; counts as two melee attacks
Stomp Attack: 2d6 MD, but only on targets 6ft tall or smaller
Jump Kick and Leap Kick: 2d8 MD, but counts as two melee attacks
Body Block/Ram: 2d6 MD on a body block/ram per 20 mph of speed. There is a 60% chance of knocking an opponent of equal size, up to 50% larger, as well as smaller opponents off their feet. In any case, the victim also loses initiative and two melee attacks. This counts as two of the mecha's melee attacks.
Bonuses with Mecha Elite Combat Training: +1 attack per melee round at levels 2, 4, 8, and 12.
+1 to strike, +1 to parry, +2 to dodge, +2 to roll with impact.
VM-9H Heavy Silverback
Crew: One, pilot, but there is a second seat for one passenger or gunner.
MDC By Location:
Vehicle Mode
*Mini-Missile Launchers (2): 40 each
*Slit Windshield: 25
*Wheels (4): 5 each
Modular Wheel Cover Hardpoints (4): 25 each
Sensor Drum: 15
*Sensor/Camera System (1; top): 50
Headlights (4): 3 each
Rail Guns (3): 75 each
*Turret Housing (1, for two rail guns): 85
**Rear Modular Equipment Mount: 25
Reinforced Pilot Compartment: 95
***Main Body: 348
Battloid Mode
*Slit Windshield: 25
*Wheels (4): 5 each
Modular Wheel Cover Hardpoints (4): 25 each
Rail Guns (3): 75 each
*Turret Housing (1, for two rail guns): 85
Arms (2): 45 each
*Hands (2): 15 each
*Mini-Missile Launchers (2; one per arm): 40 each
Sensor Drum: 15
*Sensor/Camera System (1; top/head): 50
*Headlights (2): 3 each
Legs (2): 112 each
*Feet (2): 50 each
Rear Thruster: 25
**Rear Modular Equipment Mount: 25
Reinforced Pilot Compartment: 95
***Main Body: 348
*Indicates a small and/or difficult target to hit, requiring an attacker to 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.
Destroying one wheel will reduce the Silverback's speed in vehicle mode by 50%. Destroying two wheels will reduce speed by 75%, and destroying three wheels willmake the Silverback undrivable.
Destroy one of the feet and reduce running speed and leaps by 30%. Destroy both and the mecha cannot stand and running speed is only 10%.
**Destroying the rear modular equipment mount also destroys or detatches anything mounted to it, and will prevent future use of the mounting until repaired.
***Depleting the MDC of the main body destroys the Silverback, rendering it useless.
Speed
Vehicle Mode: 140 mph maximum on a flat, clear road. A more cautious 47 mph off road.
Battloid Mode: 60 mph
Statistical Data
Vehicle Mode:
Height: 5 feet, 11 inches. 7 feet, 11 inches with a turret on the rear mount.
Length: 12 feet, 10 inches
Width: 6 feet, 11 inches. 7 feet, 11 inches with side mounted weapons.
Battloid Mode
Height: 13 feet, 5 inches. 20 feet, 8 inches with a turret on the rear mount.
Length: 9 feet
Width: 11 feet, 2 inches
Weight: 3,023 lbs, or 1.5 tons
Physical Strength: Robotic Ps of 34.
Cargo: None, other than a small area behind the seats for a rifle, handgun and survival kit; not room for a third passenger.
1. Modualr Rear Equipment Mount: The rear turret can mount a variety of anti-armor and anti-aircraft weapons, or an advanced reconnaissance and sensor suite. Only one piece of equipment can be mounted at a time. The selection is the same as the VM-9L Light Silverback.
A) HRG-140 Dual Rail Gun.
B) AAC-11 Flak Cannon
C) LMMDS-12 Short-Range Missile Launcher
D) MMMDS-6 Medium-Range Missile Launcher
E) MMDS-48 Mini-Missile Launcher
F) OSS-88 Sensor Suite
2. HRG-70 Rail Gun: The HRG-70 is a high energy 20mm rail gun that fires high-speed, armor piercing sabots in 10 round bursts. It is mounted on the right wheel of the Heavy Silverback, providing even more devastating firepower. In battloid mode, it serves as a handheld rail gun; just point and shoot.
Weight: 50 lbs
Range: 4,000 feet
Mega Damage: 1d6 MD for a single round, and 1d4x10+10 MD for a 10 round burst.
Rate of Fire: Each shot or burst counts as one melee action/attack.
Payload: Each ammo canister contains 1,000 rounds, good for 100 bursts.
3. MM-12 Mini-Missile Launchers (2): The two cargo boxes normally found on each side of the Silverback are replaced with a pop-top mini-missile launcher on each side/arm. Each contains 12 mini-missiles. To fire, up to three hatches on each unit are opened, the missiles are launched, and the hatches close again. One of the three hatches is only usable while in battloid mode.
Weight: Each missile weighs about five pounds.
Range: Typically one mile.
Mega Damage: Varies by missile type.
Rate of Fire: One or in volleys of 2, 4, 8, or 16 in vehicle mode. May also fire all 24 in battloid mode.
Payload: 24 total, 12 mini-missiles per each of the two box launchers, but one full reload can be carried on the Heavy Silverback.
4. Modular Weapon Systems for Wheel Hardpoints (4): Same as the VM-9L Light Silverback.
HRG-70 Rapid Fire Rail Gun (see #2 above).
EP-40 Ion Pulse Pistol.
GR-97 Mini-Missile Launcher
EP-37 60mm Pulse Beam Rifle
RL-6 Light Repeating Rocket Cannon
5. Hand to Hand Combat: The Silverback can also engage in hand to hand combat if necessary.
Restrained Punch: 1d4 MD
Full Strength Punch: 1d6 MD
Power Punch: 2d6 MD; counts as two melee attacks
Stomp Attack: 2d6 MD, but only on targets 6ft tall or smaller
Jump Kick and Leap Kick: 2d8 MD, but counts as two melee attacks
Body Block/Ram: 2d6 MD on a body block/ram per 20 mph of speed. There is a 60% chance of knocking an opponent of equal size, up to 50% larger, as well as smaller opponents off their feet. In any case, the victim also loses initiative and two melee attacks. This counts as two of the mecha's melee attacks.
Bonuses for MECT Only: +1 attack per melee round at levels 2, 4, 8, and 12. +1 to Strike in hand to hand combat, +1 to Strike with long range weapons, +1 to Parry, +1 to Dodge, and +2 to Roll with Impact.
Missile Stats
Mini-Missiles
High-Explosive: 5d6 M.D., 1 mile, 5 foot radius, 1 M.D.C.
HEAP: 1d4x10 M.D., 1 mile, 3 foot radius, 2 M.D.C.
Fragmentation: 5d6 M.D., ½ mile, 20 foot radius, 1 M.D.C.
Plasma/Napalm (medium): 1d6x10 M.D., 1 mile, 15 foot radius, 1 M.D.C.
Smoke: No damage, ½ mile, 20 foot radius, 1 M.D.C.
Short-Range Missiles
High Explosive (light): 2d4x10 M.D. at a 5 mile range and 10 foot radius. 5 M.D.C. for the missile itself.
High Explosive (medium): 2d6x10 M.D. at a 5 mile range and 15 foot radius. 5 M.D.C.
Fragmentation (light): 2d4x10 M.D. at a 3 mile range and 20 foot radius. 5 M.D.C.
High-Explosive Armor Piercing/HEAP (medium)**: 2d6x10 at a 5 mile range and 5 foot radius. 5 M.D.C.
Plasma/Napalm (medium)**: 2d6x10 M.D., 3 mile range, 15 foot radius, 5 M.D.C.
Tear Gas: No damage, ½ mile, 10 foot radius, 5 M.D.C.
Knock-Out Gas: No damage, ½ mile, 10 foot radius, 5 M.D.C.
Smoke (colors available): No damage, 1 mile, 20 foot radius, 5 M.D.C.
Medium-Range Missiles
High-Explosive (light): 2d4x10 M.D., 50 miles, 20 foot radius, 10 M.D.C.
High-Explosive (medium): 2d6x10 M.D., 40 miles, 20 foot radius, 10 M.D.C.
High-Explosive (heavy): 3d6x10 M.D., 40 miles, 30 foot radius, 10 M.D.C.
HEAP (medium)**: 3d6x10 M.D., 40 miles, 20 foot radius, 10 M.D.C.
Fragmentation (light): 2d6x10 M.D., 40 miles, 40 foot radius, 10 M.D.C.
Plasma/Napalm (medium)**: 4d6x10 M.D., 40 miles, 40 foot radius, 10 M.D.C.
Multi-Warhead**: 5d6x10 M.D., 80 miles, 20 foot radius, 10 M.D.C.
Smoke (colors available): No damage, 40 miles, 40 foot radius, 10 M.D.C.
Long Range Missiles
High-Explosive (medium): 3d6x10 M.D., 500 miles, 30 foot radius, 20 M.D.C.
High-Explosive (heavy): 4d6x10 M.D., 500 miles, 40 foot radius, 20 M.D.C.
HEAP (medium): 3d6x10 M.D., 800 miles, 30 foot radius, 20 M.D.C.
Fragmentation (light): 2d6x10 M.D., 400 miles, 80 foot radius, 20 M.D.C.
Plasma/Heat (medium): 4d6x10 M.D., 500 miles, 40 foot radius, 20 M.D.C.
Plasma/Heat (heavy)**: 5d6x10 M.D., 500 miles, 50 foot radius, 20 M.D.C.
Proton Torpedo (heavy)**: 6d6x10 M.D., 1200 miles, 50 foot radius, 20 M.D.C.
Reflex (medium)**: 1d4x100 M.D., 1000 miles, 40 foot radius, 20 M.D.C. Rare
Reflex (heavy)**: 1d6x100 M.D., 1000 miles, 60 foot radius, 20 M.D.C. Rare
Reflex Multi-Warhead**: 2d4x100+60 M.D., 1800 miles, 100 foot radius, 20 M.D.C. Rare
**Available as smart bombs, + 5 to strike.
Normal missiles are +3 to strike
Armor Piercing warheads (HEAP) do triple damage with a critical strike.
Mini-Missiles
High-Explosive: 5d6 M.D., 1 mile, 5 foot radius, 1 M.D.C.
HEAP: 1d4x10 M.D., 1 mile, 3 foot radius, 2 M.D.C.
Fragmentation: 5d6 M.D., ½ mile, 20 foot radius, 1 M.D.C.
Plasma/Napalm (medium): 1d6x10 M.D., 1 mile, 15 foot radius, 1 M.D.C.
Smoke: No damage, ½ mile, 20 foot radius, 1 M.D.C.
Short-Range Missiles
High Explosive (light): 2d4x10 M.D. at a 5 mile range and 10 foot radius. 5 M.D.C. for the missile itself.
High Explosive (medium): 2d6x10 M.D. at a 5 mile range and 15 foot radius. 5 M.D.C.
Fragmentation (light): 2d4x10 M.D. at a 3 mile range and 20 foot radius. 5 M.D.C.
High-Explosive Armor Piercing/HEAP (medium)**: 2d6x10 at a 5 mile range and 5 foot radius. 5 M.D.C.
Plasma/Napalm (medium)**: 2d6x10 M.D., 3 mile range, 15 foot radius, 5 M.D.C.
Tear Gas: No damage, ½ mile, 10 foot radius, 5 M.D.C.
Knock-Out Gas: No damage, ½ mile, 10 foot radius, 5 M.D.C.
Smoke (colors available): No damage, 1 mile, 20 foot radius, 5 M.D.C.
Medium-Range Missiles
High-Explosive (light): 2d4x10 M.D., 50 miles, 20 foot radius, 10 M.D.C.
High-Explosive (medium): 2d6x10 M.D., 40 miles, 20 foot radius, 10 M.D.C.
High-Explosive (heavy): 3d6x10 M.D., 40 miles, 30 foot radius, 10 M.D.C.
HEAP (medium)**: 3d6x10 M.D., 40 miles, 20 foot radius, 10 M.D.C.
Fragmentation (light): 2d6x10 M.D., 40 miles, 40 foot radius, 10 M.D.C.
Plasma/Napalm (medium)**: 4d6x10 M.D., 40 miles, 40 foot radius, 10 M.D.C.
Multi-Warhead**: 5d6x10 M.D., 80 miles, 20 foot radius, 10 M.D.C.
Smoke (colors available): No damage, 40 miles, 40 foot radius, 10 M.D.C.
Long Range Missiles
High-Explosive (medium): 3d6x10 M.D., 500 miles, 30 foot radius, 20 M.D.C.
High-Explosive (heavy): 4d6x10 M.D., 500 miles, 40 foot radius, 20 M.D.C.
HEAP (medium): 3d6x10 M.D., 800 miles, 30 foot radius, 20 M.D.C.
Fragmentation (light): 2d6x10 M.D., 400 miles, 80 foot radius, 20 M.D.C.
Plasma/Heat (medium): 4d6x10 M.D., 500 miles, 40 foot radius, 20 M.D.C.
Plasma/Heat (heavy)**: 5d6x10 M.D., 500 miles, 50 foot radius, 20 M.D.C.
Proton Torpedo (heavy)**: 6d6x10 M.D., 1200 miles, 50 foot radius, 20 M.D.C.
Reflex (medium)**: 1d4x100 M.D., 1000 miles, 40 foot radius, 20 M.D.C. Rare
Reflex (heavy)**: 1d6x100 M.D., 1000 miles, 60 foot radius, 20 M.D.C. Rare
Reflex Multi-Warhead**: 2d4x100+60 M.D., 1800 miles, 100 foot radius, 20 M.D.C. Rare
**Available as smart bombs, + 5 to strike.
Normal missiles are +3 to strike
Armor Piercing warheads (HEAP) do triple damage with a critical strike.
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