The following file uses Palladium's standard gaming terms rather than those of the Darkworld RPG. This is because many of the mecha of the mecha upgrades here are on those from their games. -Tony Compiled Mecha Modifications The following upgrades are the combined bonuses from all previous upgrade pages. Using this, you may ignore those earlier pages. All rules under Mecha Notes still apply. Destroid Anti-Missile System: This is a four-barrel rotating weapon which fires exploding pulses of energy inflicting 50 MD. A missile volley hit has one missile destroyed, and there's a 75% chance the rest of the volley goes up as well. A 1 on a 1d20 means the system misses. This cannot be manually controlled for offensive purposes. The generator has enough power for sixteen shots. Veritech Anti-Missile System: All veritechs are installed with missile guidance scramblers (mini-missiles aren't guided) that deflect missile volleys 50% of the time. They also have chaff launchers with 12 rounds. Chaff can be launched once an action without using up the character's attacks. The shredded metal inflicts 2d6 MD to a 60' radius and causes misdirection/destruction of a missile volley with 60% effectiveness. Power Armor: These small units are outfitted with scramblers. Linked Weapons: If a linked system is being fired, it is the only thing that may be fired that action! RDF Excaliber: Main Body +150 MDC, +100 MDC to all other locales P-Beam: Rate Of Fire = Pilot's APM, 2d6x10 MD each, The P-Beams may be linked to fire as one weapon (1 APM, at same target.) Head MGs: one does 3d6 MD, both do 6d6 MD Gun Clusters (2): each has an: AC 3d6 MD, Plasma Blaster 4d6 MD, Laser 3d6+1 MD, and 50mm Grenade Launcher 5d6 MD to 50'R, "all" weapons in a cluster linked do 1d6x10 MD or both clusters linked do 2d6x10 MD (The 50mm Grenade Launcher deactivates when clusters link, however, they can be linked alone and do 1d6x10 MD to 50'R when both are fired.) RDF Gladiator: Main Body +150 MDC, +60 to all else Punch 1d4x10 MD, Knuckle Bomber 2d6x10 MD Gun Cluster of ACs and Energy WPs do 2d4x10+11 MD Two 50mm Grenade Launchers do 5d6 MD to 50'R alone or do 1d6x10 MD to 50'R linked Optional Hand Held Weapon RDF Raidar X: Main Body +150 MDC, +70 to all else Two arms are mounted above the waist on the back. Each can reach around the waist to the front. They have 90 MDC and a PS 40. Ion Chest Ball Turret: 2d4x10 MD Arm Guns (3 Versions): V1: Laser Arms do 1d8x10 MD ea (1d4x10 if a barrel destroyed) V2: HE Arms do 1d6x10+10 MD ea (1d4x10 if a barrel destroyed) V3: HE Arms do 2d6x10 MD ea, each arm has a payload big enough for both barrels to fire 50 times (50 double rounds in each arm for the two barrels in each arm). The MB suffers 50 MD if an upper arm with remaining ammo is destroyed. Rapid-Fire: The arm guns may fire linked 4 more times after the pilot has expended all of his own actions. Optional Hand Held Weapon RDF Spartan: MB +200 MDC, +50 to all else An arm is mounted under each missile pod. 90 MDC, PS 40 Punch or Bash 2d6 MD Chest (MB) Mini-Missile Launcher: 30 total, max volley 10 Optional Hand Held Weapon RDF MAC II: MB +500 MDC, +200 to all else Physical Attack 1d8x10 MD, Stomp 3d8x10 MD, Cannot Dodge, one copilot controls a reflex shield to parry attacks Well, something moving as slow as the MAC can be dodged. VF/Super VF: MB +150 MDC, +100 to all else NEW Physical: power punch (1 APM) 1d10, elbow 1d8, power kick 1d12, leap kick 2d12 (1 APM) Nose Lasers: 5d6 MD ea, 1d6x10 MD linked Head Lasers: 1d10 MD x # fired Each Arm may hold one gun pod and retain both in fighter mode. Each leg may store 2 clips. It takes 2 APM to reload. It would take another action to swing the second gun over one shoulder to free a hand to reload with. In fighter mode, the two weapons may be linked. DU-11 Gun Pod: L-18', MDC 150, Ra-4500', payload 60, short burst (1 rd) 5d6 MD, long burst (2) 1d6x10 MD, 2 APM Burst (4) 2d6x10 MD, Full Melee Burst (20) 8d6x10 MD Valkyrie Rifle: This double-barrel weapon must be the only hand held weapon if used. MDC 160, Ra-9000', linked to protoculture reactor, It comes in Laser and EMP versions. Damage: 2d6x10 MD per blast Super VF Only: The forearm launchers each hold 2 MRMs. One of the missile pods on the fighter's back may be replaced with a P-Beam doing 2d6x10 MD (Ra-4 miles.) VF/Super VF: Wing Missiles: Two box launchers (50 MDC ea) are on each wing. Each pod contains 4 SRMs or MRMs, or 2 LRMs, or 8 MMs. Armored VF Fighter: +75 MDC to each armored locale Veritech Hovertank: MB +50 MDC, +15 headlights, +80 main gun, +25 tri-cannon, +20 head Ion Cannon (Main Gun): V1: unlimited payload, 3d6x10 MD V2: 4d6x10 MD, ROF = 4x/melee Tri-Autocannon (Usable as Guardian or Battloid): V1: unlimited rounds (energy to matter system), 6d6 MD V2: Payload 30, 1d6x10 MD Stiletto Laser Rifle: 1d4x10+10, +1 Strike, MDC 100 Forearm Mini-Missiles: 12 per arm, can be Short, Medium, or Long Range mini-missiles Optional Sword Laser Replacement for one or both shield weapons: MDC 120, sword 1d6x10 MD, sword laser blast 1d4x10 MD - Ra 4000' Modified For Space: Mach 2, RPC is completely enclosing. AJACS: MB +100 MDC, +50 to arms, legs, and RPC Arm Pulse Laser: 1d4x10+10 MD, +1 Strike Left Forearm Double-Barrel Plasma Cannon: 2d4x10 MD, MDC 100 Head/Nose Laser: 5d6 MD Missile Pods: 30 MRMMs each, same volley types Logan: MB +100 MDC, +50 to RPC, upperarms, and legs Logan AP Cannon: appears to be an E-20 Gun Pod, MDC 120, 1d6x10+10 MD, 30 shells, can use instead 12 mini-missiles (even S,M,orLR) or 1 SRM, It takes one melee to load a shell cylinder or one melee per missile. Bladewings: The razor edges can slice for 1d4x10 MD (2 action attack.) Wing MM Launcher: 12 MMs per wing for 24 total, doesn't interfere with guardian configuration or bladewing use REF Excaliber: MB +150 MDC, +80 to all else P-Beam: ROF = 4x/melee, 1d10x15+25 MD Optional Hand Held Weapon REF Gladiator: MB +150, +50 to all else Shoulder Lasers: (1) 1d6x10 MD, (Both) 2d6x10 MD Punch 6d6 MD, Knuckle-Bomber 2d4x10 MD Laser Turret: 4d6 MD aimed (+3 strike), 1d6x10 MD burst (1APM,+1Str) Optional Hand Held Weapon REF Raidar X: MB +150, +50 to all else Rapid-Fire: +4 APM usable only for linked arm laser shots Laser Arms: 1d8x10 MD ea, The damage is halved on an arm (1d4x10) if one of the barrels is destroyed. Both arms can be linked to fire as one. GRL Defense Lasers: 1d6x10 MD, spray (1 APM) hits 2d10 does 1d20 MD REF Shark Spartan: MB +150, +50 to all else The missile pod arms have 90 MDC and a PS 40. Optional Hand Held Weapon REF MAC III: MB +300, +100 to all else Cannons: Each does 2d6x10 MD. Laser Arms: 3d6x10 ea, 6d6x10 MD fired together Cannot Dodge, Same reflex shield as the MAC II (only smaller) Alpha Fighter: +100 MDC to all locales (Meson Molecular Coating) Punch/Kick 2d6 MD, Knee 3d6+4 MD, Leap Kick (2 APM) 5d6 MD Sensor Unit: holds 4 MMs (even S,M, or LR) DU-XX Gun Pod: identical to the DU-11 only smaller, two may be used may be linked in fighter mode Nose Lasers: (1) 3d6 MD, (Both) 6d6 MD Shadow Fighter DU-13 Destabilizer: 1d8x10 MD, 40 blasts, ME-Clip Beta Fighter: +100 MDC to all locales (M.M. Coating) Punch 2d6 MD, Power Punch (2 APM) 5d6 MD Beta Triple-Barrel Wrist Weapons: 1d8x10 MD per wrist DU-XX (3): One is in the front. One is also in each upperleg. The upperleg guns may only fire in fighter mode. All three may fire linked in fighter configuration. Vindicator: +100 MDC to all locales (M.M. Coating) Physical Attack: 3d6 MD DU-12 Destabilizer: 4d6x10 MD, 40 blasts, ME-Clip Nose Lasers: (1) 5d6 MD, (Both Fired) 1d6x10 MD REF Battlepod Destroid: +130 MDC to all locales (MMC) P-Beams: 1d8x5 MD or 1d8x10 MD 32mm ACs: 1d30 MD short burst, 1d6x10 MD long burst, spray (1 APM) 1d30 MD to 2d6 targets, payload unlimited (ETM: Energy to Matter) Punch or Kick 2d6 MD Optional Hand Held Weapon REF Officer's Pod Destroid +170 MDC to all locales (MMC), Antennae 75 MDC Punch or Kick 2d8 MD, Stomp 4d6 MD P-Beams: 1d8x5 MD or 1d8x10 MD WP Arms: P-Beam 1d4x10 + AC 2d10 MD = 1d6x10 MD each Front Mounted Missile Launcher (2): max volley is two from each, payload two LRMs each or 8 LRMMs each Optional Hand Held Weapon (-2 strike) GMU: All MDC x6 RF Laser Cannon: 3d6x100 MD pulse burst PBT-M2 P-Beam Turret: 2d10x10 MD PBT-S1: 2d6x10 MD Missile Launchers (2): 12 LRMs each, max volley six Demon Hunter Power Armor: LRMM Launcher: One is on each shoulder and holds 8 LRMMs each. Max volley from each is four. Holy Water Cannon: One is on each leg and has five one gallon shots. Bioroid Replicas: (Power Armor, Red or Invid Fighter Bioroid Type) +100 MDC to all locales, +2 to Strike/Parry/Dodge Bioroid Blaster: 1d8x10 (explosive rounds) or 2d6x10 MD (energy), only one may be used as the combat computer was designed that way. When disconnected from a bioroid replica, the blaster is limited to 60 blasts. Depending on the type of blaster, the protoculture reactor supplies unlimited energy or powers the ETM system to replenish shells. Physical Attacks: 5d6 MD, Jumpkick (2 APM) 1d6x10 MD Head MGs: (Both bioroid styles) 6d6 MD, spray does 2d6 MD to 2d12 These giant power armor suits have become quite popular. They're reknowned for their agility. Invid Replicas: (Mecha) +220 to Shock Trooper Body, +150 to the Scout and Pincer Command Unit Body, +80 MDC to all other locales, Then, triple all arm shield MDC. The USD figured these designs were worthy of reconstruction and thus redesigned their appearance completely to form a line of light mecha. +1 to Parry with an arm shield Scout: The stats for this may be used for civilian recreational mecha. Due to the dangerous world, it can be given mega-damage claws doing 3d6+2 MD if the pilot has a license for such weapons. Otherwise its mechanical strength does 2d6x10 SDC. Armored Scout: Each plasma cannon does 1d4x10 MD. Claws do 4d6 MD. Shock Trooper: Each Plasma Cannon does 1d6x10/2d6x10 MD linked. Physcical attacks inflict 3d10 MD or 1d6x10 MD for power (2APM) attack. Pincer: Physical attacks do 3d8 MD. The twin heat rays do 2d8x10 MD, 3d10x10 MD (2 APM), or a sparkler attack (2APM) doing 1d4x10 MD to 3d6 targets. Each mini-plasma discer does 1d4x10 MD. Royal Command Battloid: Plasma Cannon does 2d6x10 MD. Physical attacks do 4d10 MD or 1d6x10 MD on a power (2APM) strike. Head Laser: 1d4x10 MD Alien Invasion of Rifts Earth (A twisted story-line by Tony Figueroa) (See the Macross II RPG) In the year 2089, the Zentraedi rogues returned under control of an alien species known as the Marduk. At least that's what we called them. Bent on the destruction of the human race because of the Zentraedi peoples' defeat at the humans' hands, they waged combat relentlessly. They wanted vengeance on the humans for ruining are perfectly good war-like race. The new Zentraedi called Zentrans (male) and Meltrans/Meltrandi (females) were controlled by the Marduk much like the Robotech Masters. They were defeated. In the year 2098, cataclysm occured. Fortunately, the RDF/UN Spacy (former REF) had several bases which survived. The soldiers in suspended animation were left to their stasis until the power sources ran dry because the computers and people meant to wake them had been destroyed. Other bases have survived intact and awake. Now, three centuries later, a new breed of Marduk have come with new Zentran/Meltran clones, and the UN Spacy forces, although few, have been revived. The Marduk ships broke through the orbital defenses and began demolishing it completely. The UN Spacy space station was far to weak to stop them. Luckily, they managed to convince the colonies of the threat (see Rifts: Mutants in Orbit). This has gained the USD's attention. Laika Station, Outcast Station (Nihilist Meta), and several independents forged an alliance with the USD while the USD has decided to not interfere and let Freedom, Yuro, and CAN fight amongst each other. The latter colonies aren't particularly interested in the Marduk threat nor are the majority of the outcasts. The Mechanoids (see Rifts: Mechanoids) wish to exterminate all humanoids as usual. Fortunately, the Marduk fleet is all of their forces and it isn't as great and powerful as they beleive it to be. Unfortunately, the comparatively tiny sized USD Space Force is completely outnumbered but perhaps not outclassed. Three Luran Bladerunners are all the Lurans are willing to contribute. This isn't their dimension, and therefore, not their fight. Mecha, Power Armor, and Armor Pilots DWA Replica Alien Mecha: The Molatile Weapons Corporation dealed in many different areas. One of which was the item which blew Arcanar into Miranda X creating the Darkworld scenario. Their giant power armor suits are something the USD has perfected. The MWS used the methods discovered by the Robotech Masters, bioroids. They also produced mecha based on Invid designs, however, their remodeling of them let the line become successful. The new designs were sleeker and menacingly beastial. None of them retained the eye sensor weakness. The (Invid) Enforcer Power Armor (normal or Red) have +80 MDC to all locales. Their energy rifles inflict 1d6x10 MD and the Red Enforcer's rifle does 1d8x10 MD. Basic Combat: Only Armor Pilots and Mechlars can pick the Elite combat level. Others may only choose combat basic. If a Robotech mecha doesn't have a basic level, you fight with minimal bonuses (see next paragraph). Using Darkworld, basic combat that doesn't allow a kick or dodge just means you get no bonus from mecha combat to do so. When doing so, a single piloting roll must be made to successfully pull kicking or dodging off and avoid losing an action from stumbling or other mishaps. If no Mecha/P.A. is taken, then the raw stats from the character's hand to hand combat are used, adding WP Systems and targetting equipment bonuses. If the machine doesn't have a basic combat with dodge/kick penalties, then dodging and kicking can be done without problem. Focusing an Armor Pilot: This chooses one specific Mecha/PA. All other units can only be chosen at the basic level. It takes 8 skills total to focus (4 for piloting, 4 for combat.) Add 25% to the piloting skill and WP Sys skill in regards to the unit specialized in. The mecha combat bonuses (APM,S/P/D) are doubled (if it added 2 actions, it now adds 4.) The damage from hand to hand combat in the unit has one die added. If punch did 2d6 MD, it now does 3d6 MD. Cyclones are considered one specific mecha as are the different Alpha and VF styles. The intense training a focused pilot undergoes hones his skills immensely, granting the pilot +2 PP. Ace Training: If an armor pilot uses two skills to pick a piloting skill then add +15%. If two skills are chosen to pick combat, add to +1 APM, strike, parry, and dodge. This cannot be used on a focused unit. It can be used to eliminate dodging and kicking penalties in basic level combat. Piloting Penalties: H to H Ultraviolent: -1 APM at L1 + L14 Samurai: -3 APM at L1 and -1 at L10 + L15 Phoenix Eye and Eagle Claw: -1 APM at L1 Leopard Kung Fu: -1 APM at L1 + 4 + 5 + 10 WP Systems Skill: This skill comes with the skill body-mounted long range weaponry. This adds +1 to strike per 2 levels except level one which uses the bonus of the WP Sys skill itself. Body-mounted weaponry includes mounted on the head, shoulders, arms, legs, body, and other places. This may be combined with no other WP Skill except wp energy. If it does say use WP Sys too, only use the starting bonus (L1 level). DWA Mecha Equipment Positron Mecha Rifles For 20 footers: 2d6x10 MD, $120,000 For 30 footers: 4d4x10 MD, $160,000 For 40 footers: 3d6x10 MD, $180,000 Hardsuit Technology of 2401 & Misc As a result of Blackwood armor research which perfected their MBB Environmental Body Armor, military hardsuits built thereafter began being built with the perfected molecule-bonding process. The hardsuits weren't provided with Shadowtech, the Blackwood term for their darkness producing blacker than black painting process, but they recieved all the other benefits. Also, bio-amplification myomers which are used in Wasteland Tech power armor has been installed rather than the previous model's mechanical servos. By mid-2401, all USD produced taelon alloy will be 25% more resilent (have more MDC). . . . . . . . . . . none of this is on the open market Standard 2401 Hardsuit (Powered EBA): Wt: 160-200 lbs, MDC 250 and the suit takes half damage from lasers and fire/heat weapons, Ht: 1.5 inches taller than wearer on average, EBA, PS x4 of wearer's, Max Running Spd: 120 MPH, Hardsuit Jetpack: MDC 90, max speed 240 MPH (overheat after 1 hour), 180 MPH (overheat in 30 min), cruise 120; Laser Targeting +3 Strike, Punch 1d6 MD, Kick 1d8 MD; Engine: Protoculture ; $500,000 Reflex Ribbons: These are hooked directly into the hardsuit reactor. They glow with energy when activated. These mentally controlled 4.5' razor ribbons inflict 2d8 MD (each) normally but slice for 1d6x10 MD (each) when they tap power from the protoculture reactor. They are to be greatly feared in hand to hand combat. (WP Chain/whip, and WP Systems bonuses are applicable) ; If w/o WP chain, Make a WP Sys % roll each time they're used to avoid hitting self instead. $60,000 (both) (each has ribbon has 15 MDC) Proto-Saw: This attachment fits over the forearm and runs off the reactor. The teeth of this 3.5' long saw are reinforced by a proto-field, letting it cut with the forcefield rather than its metal razors. The damage is 1d4x10+5 MD. It can be hooked into up to two canister E-clips and run effectively for thirty hours without a recharge. MDC 60, $60,000 Grav Pulse Cannons: Due to the low firepower of the HS ECM unit, researchers developed this destructive weapon system specifically for it. This system consists of a pair of shoulder mounted circular graviton collectors. When not in use, they lay flat against the shoulders, but when activated, they rise up like a pair of shoulder mounted headlights. It requires 15 seconds for them to collect enough power to fire, but the force they discharge crushes for a combined 8d6x10 MD. They can be fired separately for 4d6x10 MD and doing so can increase the rate of fire although it lessens the damage per blast. This unit requires the hardware found on the ECM Model Hardsuit to operate. MDC 120 each, $480,000 2401 M.B. Armor: By early 2401, the USD will have the capability to make any of their taelon armored units 25% tougher with MB Armor. Although by the end of 2401, this will have been abandoned due to the ABT Armor that will be finished with testing by early 2402. Both the MB armor and ABT armor will only suffer 1/2 damage from lasers and fire/heat attacks. I-Field Generator: * Available mid-2401 / USD only * The Inaba Field Generator, named after its inventor, is a defensive device designed to deflect the sub-atomic particles and molecules fired from energy weapons. It is also a large device and will be initially installed into large mecha. Its drawback is that it deflects attacks at and from the mecha that carries it. Therefore, mecha installed with it are outfitted with non-energy weapons like the Markir machinegun. The prototypes of it will be capable of deflecting 120 MD from each energy attack aimed at it. By early 2402, most of the kinks will have been ironed out, and the I-Field will be able to deflect up to 240 MD from each energy attack. Putting more power through it would melt the device even with the current USD conductor and insulator technology. Regarless of the mecha, there's 50% chance of the I-Field Generator failing with every hit the mecha takes to the body while the body has 50% or less of its body MDC. Power armor I-Field generators will be in the same shape. PA sized prototype I-Fields will be able to deflect 60 MD per attack, but the final designs will be able to deflect 120 MD per attack. I-Fields can be made for body armor sized units such as hard suits, but the prototypes will only deflect 30 MD per attack while the final design will deflect 60 MD per attack. Hardsuit-sized I-Field generators would also be external, taking the place of the jetpack and having the same MDC. Note: The I-Field works on fire and gasses! Yes, oxygen is also deflected as will most atmospheric gasses, so I-Fields would only be installed on units with SCEs (Self-Contained Environments). Mecha SR (Sabot Rocket) Cannon: This handy item for mecha holds six sabot rocket packs. Each pack is in truth a triple strength bolt of infantry sabot rockets. Anything that survives a MSRC blast deserves to be greatly feared. Damage: 3d6x50 MD, Cost: $450,000 It is logical to assume that 3 more shots could be added to the weapon for each additional 10' of mecha. So, a MSRC for 30 footers could hold 9 shots and one for 40 footers could hold 12. Raise the price for those custom jobs to $500,000. Why aren't normal missiles entirely replaced with sabot rockets? SRs are obtained cheapest from Lura. Producing them on Arcanar is particularly costly and time consuming. In other words, it's Luran chemistry. Latest in DuraConductors and DuraInsulation: By Y2401, the advancements in this technology has been so great as to make it a worthy task to upgrade "old" mecha. Mecha using energy weapons (like the Vanguard and Dark Knight) can use this to double their energy wp modifiers. So, the Dark Knight's meson cannon would do 3d8x20 MD. This reconstruction costs around $300,000 give or take 100K. Markir Mecha Machinegun: This huge weapon is made in three sizes and is almost like a mecha-sized Piledriver machinegun. It can fire three types of bursts (the number in parenthesis is a number reflecting the amount of ammo used): a Short Burst 6d6x5 MD (1), a Medium Burst 6d6x10 MD (2), and a Long Burst 6d6x20 MD (4) that uses 2 APM. 20 Footer Model: Ammo 44 (22,000 rounds) 30 Footer Model: Ammo 100 (50,000 rounds) Note: 20 footers could use 2-h 40 Footer Model: Ammo 172 (86,000 rounds) USD Mecha Advancements of 2402 During the winter of 2401, Blackwood finally completed the work on ABT (atom-bonded taelon) armor and the meson molecular coating procedure (which was used experimentally during Y2400). Production of mecha with this alloy began early 2402. The mecha built with it were noted to have their armor strengthened by 25% more again giving them a total of 50% more armor than their Y2400 models. An even more resilent armor was to be perfected when the ABT/MMC armor was put into production in 2402. However, no armored units were to appear with it until mid-2402 because the time to produce the average mecha with this new mesonite crystal armor was six months. This crystalline alloy was to be 3x as tough as the taelon armor used in 2400 and before. These units are 50% heavier than the standard models but are given priority on the more powerful engines in order to keep their speed standard. Also, duraconductor and insulation technology made another leap allowing another double in power to energy weapons. And with the development of GV7, most military explosive weapons gained twice the destructive force when using GV7 as their explosive. This leap put the USD nearer the Lurans with their high-explosive LSR (Luran Sabot Rockets.) Note: GV7 uses gravitons to create a gravitational blast powerful enough to completely shatter or severely damage most military strength armors. LSRs cannot be increased using GV7. In addition, in depth research into bio-amplification myomers led to an increasing of the strength of standard USD mecha and power armor. The prototypes of mid 2402 included power armors with amplification modifiers of x8 the pilot's strength while the mecha had their mechanical strength increased by six times. The mecha used an artificial bio-energy source because their size increased the distance between the pilot and the myomers. Nothing was accomplished in the way of making the myomer stronger to allow it to amplify PS of above 40 although mecha didn't have that problem because the myomers were working in conjunction with mechanical hydraulics and servos which is the reason for mecha strength being increased by 6x (Example: PM-100 Dark Knight would have a PS 480). Note: It is left up to the Game Master, but these advancements aren't intended to apply to infantry equipment. Even power armor built with this new technology will be bulkier although they'll weigh about the same due to the lighter although more resilent armor. Mark RDF Raidar X 2402 Upgrade Example: The arm lasers were upgraded to more powerful models that did 2d6x10 MD each before the start of 2401. So, with the 2401 and 2402 duraconductor improvements, the output of each laser arm would be increased to 2d6x40 MD. Also, the explosive shell firing model can use sabot rockets instead, firing one from each barrel (4, 2 per arm). The damage from such a model would be 2d6x50 MD per arm, but the main body would suffer 2d6x50 MD if such an arm were destroyed with ammo remaining. The standard shells would be increased to 4d6x10 MD with GV7 and do only 100 MD to the body if the arm containing them were destroyed. Its body would have 600 MDC total from 2402 armor tech. The Raidar X's targeting systems will have been upgraded to provide +5 strike with its long range attacks by 2401. All other mecha with a targeting system bonus of less than 4 would be improved by +1 in the 2402 models. More 2402 Mecha Tech Doomsender Mecha Cannons: This weapon is one example of a weapon costing more than the unit carrying it. Its shells are expensive, but they can tear a mecha in half with one burst. They fire standard MG Bursts. A short x5 damage burst uses 1 pt of ammo. A 2 action x10 damage burst uses 2 ammo, and a 4 action x20 damage burst uses 4 ammo. Single shots don't use enough rounds to count (150 single shots equal one short burst). Payload: Each gun size has 60 rounds of ammo because as they get larger, they can carry more but fire more too. They are listed in the size category of mecha they were designed for: 20 Footers (M20 Doomsender): 2d6x6 MD per shot, Cost: $3,600,000 30 Footers (M30): 2d6x9 MD per shot, Cost: $5,400,000 40 Footers (M40): 2d6x12 MD per shot, Cost: $7,200,000 50 Footers (M50): 2d6x15 MD per shot, Cost: $9,000,000 The M50 Doomsender Cannon could do 2d6x300 MD in a 4 action burst, sending out 600 shells! This weapon is slightly over 30' in length. The Doomsender series is different than most mecha weapons in that these are designed to be two-handed for the size category they're specifically for. Destabilizer Infantry Weapons: These weapons fire a force field destabilizing energy blast a few feet ahead of their projectile attack in order to penetrate enemy force fields and inflict maximum damage while the hole in the defense is still up. They do double damage on all single shots because of the destabilizer blast, but the destabilizer damage is absorbed when it disrupts a force field. The destabilizer only fires single shots, so it doesn't fire when bursts are fired from automatic weapons. Note: The 6 inch to 1 foot hole the blast creates in force fields lasts for 1d6 melees. Cost: These weapons cost 10 to 100x more than the standard unmodified weapon. WP Energy isn't applicable because the weapon used is still projectile. DU-11 & DU-XX Mecha Gunpods: Increase the damage of these units produced after 2401 by x3. Miscellaneous 2402 Equipment Polarity Reverser: This hand-dandy palm-sized device has a 75% chance of fixing nebulous technological malfunctions in equipment due to energy problems. It is particularly useful when even the Game Master doesn't know what the terms for the malfunction mean. It also acts as a life preserver, performs the heimlech manuever, opens into a parachute, lengthens into 1000' of tough rope, might open or close dimensional rifts, causes energy weapons to fire backwards, allows the owner to function normally in the vacuum of space, dries wet clothing, and becomes a spare tire. On Sale: $1.95 WARNING: If it begins to smoke and vibrate, run and cover head. 236 Space Modulator: This martian handgun inflicts 1d8x5 RDC and has too much ammo. It can also blow up the Earth, but if it doesn't jam, something else will happen to intervene. (Energy WP), On Sale: $2.50 WARNING: The space modulator cannot do permanent harm living beings. M-Field Generator: The Manabe-Field Generator was perfected during the winter of 2401 and became commonplace in units produced after the start of 2402. The M-Field creates a force barrier around the protected unit that repels matter large enough to be seen by the naked human eye. Bullets, shells, punches, and missiles are all defended against by this field. Mecha generator units may repel 240 MD from each attack (simultaneous attacks count as a single attack). Missiles flying into the field are counted as attacks doing 20 MD. Those that are repelled detontate on the field or are deflected to detonate elsewhere. The M-Field protected unit takes damage from missiles detonating on the field as if it were caught in the blast radius and not actually hit. Sometimes the missile detonations may be repelled by the field as well, but energy missiles such as plasma won't have their explosions affected by an M-Field. Mini-missiles automatically detonate on the field due to their small size. Every hit on the unit's main body when it's below half its max MDC stands a 50% chance of disabling the M-Field Generator. Using one or both of the duraconductor upgrades on the I or M Field Generators rather than on the energy weapons of the unit will multiply the MD reflected by the field by x2 each. Warhawk A.S.M. - The Premiere Mecha of 2401 A.S.M. = Air Superiority Mecha [USD Special Unit] Has the increased duraconductors for wps and MB armor of 2401. Ht 35', Weight 26 tons, Crew 1 Ace Pilot + 1 passenger Engine: Protoculture (12 year cell) Speed: Running 80 MPH Flight Mach 3 in Soldier mode, Mach 5 in Air Mode Laser Targeting +5 Strike with Long-Range weapons MDC by Locale: Head 350, Body 950, Arms (2) 475, Hands (2) 350, Legs (2) 570, Sensors (6) 180, P-Beam Cannons (2) 450, ML (2) 450, RPC 750, Rear Turret 250, Jets (3) 300 * Note: RPC completely enclosed by Body * Only entrusted to pilots with skill of at least L7 * Pilot Warhawk available from Pilot DW Mecha (Latter skill -with training- leads to former skill with no further skill point expenditure required.) Pilots normally train on a Battlehawk ASM. * Pilot Warhawk: +4 APM, +4 S/P/D, +1 APM at L7 + 15 (-2 APM, -2 S/P/D if not wearing FS-1, MIP, or CVR-4) * Radar 60 miles, also has an I-Field - OR - M-Field Generator WP Systems: 1. PBC Rifles (2): Range 12,000', Damage: 5d6x20 MD each Linked to Reactor, ROF 5x/melee (1x/3 sec), May link in Air Mode 2. Leg Lasers (6): Three forward-facing laser ports are in the lower leg of each leg. Each has a forward 45 degree arc. Range 8,000', Damage: 1d6x20 MD each, Up to all six may be linked 3. ML (2): Payload 40 LRMM each, Max Volley 10 each Arc: 90 degree forward, one is mounted above each shoulder 4. PS 120, Punch/Kick 1d6x10 MD (Power Attack 2 APM - 2d6x10 MD) 5. Ion-Fire Saber: May form one 2d8x20 MD saber in one hand or a 1d8x20 MD in both hands. May not be used while hand holding rifle. 6. Rear Laser Turret: R-4000', Dual-Barrelled Shot 2d6x10 MD, May be operated by passenger or AI: APM 5, +10 Strike Total Battlehawk A.S.M. - Y2401 ASM = Air Superiority Mecha [USD Special Unit] Has 2401 MB Armor and double Power Output for weapons Ht 25', Wt 17 tons, Crew 1 + 1 Passenger (though 2nd seat cramped) Engine: Fusion (15 year life) Speed: Running 70 MPH Flight Mach 5 in Air Mode, Mach 3 in Soldier Mode Laser Targeting +5 Strike with Long-Range weapons MDC by Locale: Head 275, Body 625, Arms (2) 300, Hands (2) 180, Legs (2) 375 RPC 375, P-Beam Cannons (2) 300, ML (2) 300, Jets (3) 200, Sensors (6) 90, Rear Turret 180 * RPC completely enclosed by Body * Piloting Bonus from Warhawk Elite Combat: +4 APM, +4 S/P/D * Pilot needs to wear FS-1, CVR-4, or MIP to avoid -2 APM, -2 S/P/D * 60 mile radar, May or may not have I or M-Field * Same availability as any other mecha put into production in early 2401 WP Systems: 1. PBC Rifles (2): R-8500', Damage: 4d6x20 MD Linked to Engine, RoF: 5x/melee, Rifles may be linked in Air Mode 2. Leg Lasers (6): Three on the outside side of each lower leg. R-8000', Damage: 1d6x20 MD each, may link all 6, 45 degree front arc 3. ML (2): Payload - 28 LRMM each, Max volley - 7 each 4. PS 80, Punch/Kick 1d6x10 MD (Power Blow 2 APM 2d6x10 MD) 5. Rear Laser Turret: R-4000', Dual-Barrel: 1d6x10 MD per barrel fired, Passenger may operate gun or AI: APM 5, +10 total to strike 6. The Battlehawk lacks the ion-fire saber ports of the Warhawk. 7. Optional: Other hand held weapon or shield to replace a PBC Rifle Battlehawk and Warhawk Descriptions These mecha are near duplicates of each other. They are set aside only by size, and the fact that no expense was spared when producing the Warhawk, a unit meant only for best pilots. Blackwood mecha are the only USD units more advanced than the Warhawk. Both are transformable units. One mode humanoid (Soldier) and the other is the Air Mode, where legs fold up and arms fold back to streamline for higher speeds. The PBC Rifles flip over arm to rest on top it. Each PBC has a 45 degree forward arc in Air Mode. The midsection of the body juts forward in an aerodynamic manner. The lower arms project a proto- field that simulates wings, otherwise all steering is handled by the jet units themselves. The sensors are mounted over the body to see in all directions. The head is merely the largest sensor and is only otherwise functional as an ornament. The Warhawk is slightly more responsive due to its Protocultre Reflex Energy. Both the Warhawk and Battlehawk have good responsiveness, however, and need to "read" the pilot through a sensor suit (the pilot's armor or flight suit). When the unit has a M or I-Field, not all weapons will be able to be fired with the field on. The field can be turned off to fire these weapon systems. It will be considered off during the entire action. Other than that, these mecha have all standard mecha features along with the veritech anti-missile system. NEW Piloting Outfits - Y2401 FS-1: The Flight Suit One is a protective outfit, but it's primary purpose is to interface a pilot to his/her machine. ( EBA, MDC 25 ) It is often worn under a Repulsar Vest. Cost: $12,500 CVR-5: MDC 160, An environmental machine-interface armor. It suffers half- damage from lasers and plasma/heat damage. Cost: $160,000 MIP (Machine Interface Plate): A non-environmental armor. Same MDC as normal Interface Plate. However, cybersocket equipment can be plugged into this armor rather than the wearer and still operate as if plugged into the user. MIP has hand, neck, and forehead sockets, however, this use of the suit is still experimental and isn't guaranteed to work. Cost: double that of standard Interface Plate Dethroner USD-SM109: Y2392 This bulky humanoid mecha has no head and each of its arms is a double- barreled twenty-foot long laser cannon which only has a shoulder actuator (no elbow). It is usable for anti-aircraft purposes or assault/defense. Knocking targets out of the sky is its strong suit. It is not meant for in-close fighting but for killing targets from afar. It's long range radar, a dome between its shoulders, is the most powerful available. One interesting note about its design is that it is completely smooth-looking with few sharp angles, giving it a rounded appearance. Height: 36', Weight: 72 tons Nickname: "Swatter","Robby" Engine: Argor, Speed: Running 70 MPH Crew: One + 1 passenger seat, Note: Can twist 360 degrees at the waist MDC: Body 750, RPC 550, Sensors (8) 90, LR Radar 360, Arms (2) 400, Legs (2) 450, Chest Cannon (4) 120, Rear Laser 120 * The sensors are small recessed targets about a foot in diameter. They are -3 to be hit and require a called shot of 24+. * The RPC is completely enclosed in the body. WP Systems (Laser Targeting +3 Strike LR, +2 more if LR Radar working): 1a. Laser Cannons (4): Two comprise each arm. R-12 miles, Damage 8d6x10 MD each, up to all four can be linked ROF 5x/melee each, Note: If a natural one is rolled while firing, one of the barrels fired burns out permanently ('til replaced). or 1b. USD-SM209: Damage: 4d6x10 MD each, ROF = up to 10x/melee or 1c. USD-SM309: Damage: 3d6x10 MD each, ROF = Pilot's APM or 1d. USD-SM409: Damage: 2d6x10 MD each, ROF = Pilot's APM +4 2. Chest Plasma Cannons (4): Purpose: Close Defense, ROF: 5x/melee R-1,250', Damage: 2d6x10 MD each, up to all four may be linked 3. Rear Laser Turret: Arc 180 degree rear, R-4000', Damage: 2d6x10 MD Can be controlled by passenger or AI: APM 5, Strike +9 total 4. PS 120, Punch 3d10 (50% may damage gun, cannot fire until fixed) Kick 3d10, Stomp 3d6x10 MD Systems: 1. LR Radar: Range 500 miles, Identify/Track: 1200 targets 2. Spotlights: One in each shoulder (body) MDC 100, Range 1 mile Can do in IR or Visible Light 3. Retractable Arms with 20' reach (2): one on either side of hip, PS 40, MDC 90, Damage (not meant for combat): 4d6+26 SDC Hidden Compartment Door (2): MDC 100 Flanker USD-TM250: Y2395 This humanoid mecha has a large pair of P-Beam cannons, one on each forearm. Each cannon is about the length of the entire arm. This is an assault mecha first and a defense mecha second. The right and left shoulder have a place for the attachment of accesories to make the Flanker a more variable weapons system. Both pectoral plates have missile launchers concealed under them. The outside of the each lower leg is outfitted with an anti-personnel grenade launcher. This was the fastest land mecha until 2396 when the Vanguard (introduced in 2392) had its locomotion system upgraded. The Dark Knight outpaced them all when it was introduced in 2400. Height: 32', Weight: 45 tons Speed: Running 150 MPH, Engine: Argor Crew: One + One passenger Seat MDC: Head 280, Body 700, RPC 420, Arms (2) 350, Hands (2) 280, Legs (2) 420, P-Beam Cannon (2) 250, LL Grenade Launcher (2) 150, ML (2) 280 Weapon Systems (Laser Targeting only +1): 1a. P-Beam Cannons: R-12,000', Damage: 5d6x10 MD If a natural 1 is rolled, one of the p-beams fired burns out. 1b. TM-260: 5x/melee RoF version exists which doesn't burn out. 1c. TM-270: The P-Beams on this model do 4d6x10 MD and has no known problems. ROF is equal to Pilot's APM. 2. Dual-Barrel Head MG: Ammo 200, Singleshot 2d6 MD, Short Burst (25 shots) 1d6x10 MD, Long Burst (50 shots) 2d6x10 MD 3. Missile Launchers (2): Payload 12 LRMs each, max volley 12 each 4. Lower Leg Grenade Launchers (2): Payload 4 each, Damage: 4d4x20 MD to 80' BR 5. PS 240, Punch/Kick 1d6x10 MD, Stomp 3d4x10 MD 6. Optional: Hand Held Weapon or Shield 7. Optional: Shoulder Attachment: a. Type B ML: Paylaod 1 LRM or 2 MRM or 4 SRM, MDC 350 b. Ion Cannon: R-16,000' ('bout 3 miles), Damage 1d8x100 MD On a roll of natural 1, the cannon burns out permanently. MDC 350, If destroyed, the weapon explodes in 2d4 melees doing 2d4x1000 MD to all in a 750' BR. If the weapon is taken to -350 MDC, it explodes immediately. ROF: 3x/melee (1x/5 seconds) Must be the only weapon fired that action. c. Another P-Beam like one on forearm (can't fire all three at once, engine doesn't have that much power, may fire 2 simultaneously) d. Type A ML: 24 SRMs, 16 MRMs, 8 LRMs, or 48 MMs. Max Volley 4 for S-LRMs or 8 for MMs e. LR Radar like the Dethroner (uses both shoulders though) Stingray Inc.'s Motoslave 2401 The motoslave for Stingray's hardsuit has the increased armor and an I or M-Field. It's speed increase is the most notable difference. Top Speed: Mach 1, Top Speed with loss of one hoverjet: 250 (-15 S/P/D, make piloting check at -50% every melee to avoid loss of control), Top Safe Speed with loss of one hoverjet: 120 (-6 Dodge) Doberman Police Hover Tank: Y2396 Size: L 18', W 8', H10', Weight: 15 tons Speed: 250 MPH maximum to stationary hover Manuevering Jets allow it to stop and turn on a dime. Maximum Height 60' for travel or boosted leap 120' Crew: 2 preferred (pilot/gunner), Passengers 2 are allowable although 2 more could be stuffed but each would add -5 S/D and -25% piloting If piloted by one person, -1 APM. If gunner is present, both have +1 APM. Engine: Argor MDC: Body 380, RPC 200, Turret 300, Fan Skirts 200, AA Gun 60 Weapon Systems: 1. Turret P-Beam: R-4000', 4d6x10 MD, snub-nosed 2. Turret Missiles: Payload 8 SRMs (4 concealed tubes on either side of turret), Common Types: Tear gas, smoke, Knockout gas 3. Netgun (Body, 2): Forward Mounted, Payload 20 each, Fires coils capable of wrapping around humanoids up to 20' in size. If strike, wrap around torso and hold for with a of PS 80. 4. Turret Stunner: R-600', If strikes target's skin(body), will render target unconsciouss for 1d6 melees. Can be set to kill doing 1d6 MD with a range of 1200'. 5. Anti-Air Cannon: This rotary cannon is mounted on the body behind the turret which limits its firing arc, but it normally rests at a 45 degree angle pointing towards the tank's rear. R-5000', Damage 2d6x10 MD per burst, Ammo 60 bursts Special: 1. Enhanced Optics: IR, UV, Passive NV, Telescopic, Macro 2. Analyzers for Air and Gasses, Can also track by smell: 20%+5% per level of operator. Palladin Hovermecha USD-TM380: Y2398 Height 20', Weight 18 tons, Speed: 180 MPH in hover mode, 90 MPH running Engine: Fusion (20 year life) Crew: 1, not enough room for passenger (-15 S/P/D if two adult human-sized people in cockpit MDC: Body 500, Arms (2) 250, Arm Shields (2) 600, Hands (2) 125, Legs (2) 300, Head 200, RPC 375 Weapon Systems: 1. Ion Cannon: This weapon is mounted inside the right arm shield. It should only be fired when the mecha is on its feet on the ground and not moving. If fired on the ground while moving, a piloting check (at -50%) must be made to not lose 1 APM. If hovering, the check is made at -75%. Range: 16,000', Damage: 6d6x10 MD 2. Plasma Gun: A plasma ejector is concealed in the left arm shield. Range: 4000', Damage: 3d6x10 MD from plasma bolts 3. PS 160, Punch 5d6 MD, Kick 6d6 MD 4. Optional: Hand held weapons (like swords, palladins need swords) Note: The Palladin has oversize feet in which hoverjets are hidden. Also, hoverjets are in the chest and back which support it while hovering. At faster than running speeds, the mecha folds down some for better balance. Briareos Morningstar 2401 This heavily armored anti-predator jet had new armor being worked on during the year 2400. Changes for 2401: Main Body 750 MDC and RPC 500 MDC. The increased armor had no effect on the vehicle's weight. The increase was from better armor, not more. The speed has been increased dramatically. New Speed: Mach 2.5, VTOL capable Nothing else could be found to improve the design. Briareos Starfire Warjet Y2401 This sleek black combat jet is a testament to the USDs ever increasing technology. It combines a mix of the heavy armor and armament of the Morningstar with the speed of the Slammer and the time-tested Fanner. It is faster than the Morningstar while being far more heavily armed than the Slammer although unable to beat both in both categories. On either side of the cockpit are large rapid-fire lasers while the wings and fuselage carry a heavy assortment of missiles. The dorsal laser turret can be gunner controlled or guided by the AI. Length 45', Weight 16 tons, Wingspan 38' Speed: Mach 3.5, VTOL capable, can hover for about 30 seconds before engines burn out Crew: 1 Pilot and 1 Gunner (optional) Engine: Argor, Ion Drive propulsion MDC by Locale: Body 500, RPC 300, Wings (2) 450, Tail Fins (2) 150, Engine 350 Wing MLs (2) 300, Laser Turret 180, Laser Cannon (2) 250 Fuselage ML 300 * The armor is laser-resistant and takes 1/2 damage from all lasers. Weapon Systems: 1. High-Powered Rapid-Fire Laser Cannon (2): R-8000', Damage: 3d6x10 MD each, The two may be linked to do 6d6x10 MD. They run the length of either side of the jet and destroying one will do 250 MD worth of damage to the wing. 2. Laser Turret: R-4000', Damage: 2d6x10 MD, AI: APM 5, S+9 total 3. Wing ML: Each wing carries 12 LRMs (2 rows of 6). Max Volley: All 4. MML Pod (2): A MML is built into the bottom of each Laser Cannon. Each has a payload of 36 normal MMs with a max volley of 12 each. 5. Fuselage/Undercarriage Launcher: Behind a hidden pannel, there are two large launch tubes. It can hold two Type B SRMs, MRMs, or LRMs. Piloting Penalty: -1 APM (and no bonus apm) if no gunner present Piloting/Gunner Bonus: PP bonus, +1 APM, +7 strike, +9 dodge, also +1 APM at L10 and L15 Cougar Mk II Power Armor TPA-201 December, Y2400: Ht 8', Wt 1 ton, Speed: Run 200 MPH, Leap 75', A/G Flight 500 MPH (can push to 600, but must make skill check everytime change course or perform some action - including weapons fire, 50% per hour the A/G system will fail, must wait equal time for it to cool, if the system does fail, will take 4d6 hours to correct itself or half with technician helping), Cannot fire P-Beam while A/G is engaged and grav cannon will only do 1d8x10 MD Engine: Protoculture (20 year life), MDC by Locale: Body 400, RPC 300, Arms (2) 200, Hands (2) 100, Legs (2) 250, Head 200, P-Beam 150, Grav Cannon 150 (head-mounted), CCS (2) 250, Leg Mounted MM Launchers (2) 150 Weapon Sys (+2 Strike LR): 1. P-Beam: Right Shoulder, 90 degree down arc, 180 degree up arc, Range - 1 mile, beam doesn't form at 50' or less, Dam: 2d8x10 MD OR Meson Sabot Cannon: R- 1 mile, Damage: 2d8x10 MD, Shots: 60 2. Grav Cannon: Mounted in maw of head, R-2500', firing arc is equal to movement of human head, Damage: 2d6x10 MD 3. Cougar Claw Shields: These forearm-mounted discs are able to extend force field enhanced blades. The shields themselves create a force field that makes them OR the blades indestructable. Extra power from the engine can be used to make both indestructable or to add increase the blade damage. Doing this to one CCS saps 1/2 the damage from the two cannons. Increasing both reduces both energy weapons to 1/4 damage. Blade Damage: 5d6 MD, Power Blow (2APM) 1d6x10 MD Increased Blade Damge: 1d6x10 MD, Power Blow (2) 2d6x10 MD Leap Attacks inflict Triple Damage. 4. PS 60, Punch 3d6 MD, Kick 4d6 MD, Leap attacks inflict Triple Damage. 5. Leg-Mounted MM Lauchers (2): Each lower leg has a MM launcher with 3 MMs. Max Volley: all Optional: Hand-held weapon Note: The 2401 version can use FS-1, MIP, or CVR-5 piloting suits to increase response for +1 APM and +1 S/P/D. The Cougar II was used as a test unit for pilot suit interfacing of which the ultimate result was applied to the Warhawk and Battlehawk mecha. Units produced after 2401 will have the highest possible advancement of the interface suit project: +2 APM and +2 S/P/D. This will be available to all other power armor as well. Cost: $5,000,000 (2401 version: $6,000,000) Technology Levels: Earth MY nations vs USD Y2390 to Y2400 MDC of P.A. and Mecha (Earth nations and USD): 6' to 7': Earth> MDC 30-200, USD> MDC 100-200 Earth EBA> to 100 MDC, USD EBA> to 180 10 footers: MDC 250-400 20's: 350-500 25's: 350-550 30's: 350-750 40's: to 1000 50's: to 1500 Often, the Earth vehicles have more armor, but the USD vehicles tend to have better manueverability. Then again, the USD makes vehicles superior in armor and mobility quite often as well. The armor values above could be doubled, but all movement and combat bonuses (S/P/D) would be reduced to half in addition to a loss of one APM. A typical distribution of armor relative to the PA/Mecha's body is: arms are 40-50%, legs are 50-60%, head is 40-50%, and the RPC is 40-75%. Some USD vehicles have been known to have RPCs (Reinforced Pilot Compartments) better armored than the actual body. USD RPCs can be up to 133.3% of the body, but the RPC shouldn't exceed the above listed values on the MDC chart. Weaponry: USD weaponry is without a doubt more powerful than any existing Earth nation. There are exceptions, but they are rare. Mecha/PA Power Output Listed in terms of energy weapon damage minus power needed for other systems: 10's: Earth> 48 MD USD> 120 MD or 160-240 MD with restrictions or heavy restrictions 20's: Earth> 60-80 MD USD> 240 MD or 360 with restrictions 30's: Earth> 160 MD USD> to 480 with minimal other systems to 600 with restrictions 40's: Earth> USD> to 480-720 or 960 with restrictions to 1920 with heavy restrictions Non-energy weapons are a different story. The USD's most powerful non- energy weapons for infantry are the Lanser II (Desolater) and Piledriver Mk2 (damage outputs 160-180 MD). Both the Earth nations and the USD can build powerful railguns, but they are not particularly well suited for infantry or small power armors. There are disadvantages to using them as such although they have high damage outputs of 120-180 MD. Gorilla Power Armor TPA-301 Y2400: Ht 12', Width 7', Wt 5 tons (A/G System keeps it down to 1.5 tons) Speed: Running 180 MPH, Leap 24' If power from weapons is shunted to A/G system, the A/G system may be able to lift the gorilla to flight at 25 MPH (max 30). Flight Harness: This jet and A/G system will propel the Gorilla at up to 120 MPH, but APM and S/P/D are reduced by half. Engine: Fusion (10 year life) MDC by locale: Body 420, RPC 350, Arms (2) 210, Hands (2) 150, Legs (2) 252, Head 200, Railgun 180, Ammo Drum 180, Rifle 120, Launcher 180, Optional: Flight Harness 180 Weapon Systems: 1. Gorilla Railgun: R-6000', Size: 6', Weight: 3 tons (included in unit's weight), Damage: 3d6x10 MD, Drum Payload: 120 This is left shoulder mounted but can tilt back and rest on the back. 2. Gorilla Rifle: R-2500', The rifle is actually a wave motion shotgun linked to the Gorilla's engine. Damage: 1d12x10 MD per barrel (2) Payload: 8 shots per barrel, After the energy is spent, the gun can fire from the engine's energy at half damage (one barrel) or full damage every other action. The gun's starting payload is from the CE-Clips that are supplemented with the engine's power. Not firing the weapon allows the engine to recharge one clip at 1 shot (out of 30) per second for a maximum of 15 shots being restored to the weapon per melee. Note that the A/G drive cannot be being used to fly during weapon recharging. Typically used in the right hand, but the left hand can link to it too. When not engine-linked, the CE-Clips have a max capacity of 4. 3. Mangler Launcher (Right Hip): Payload: 18, Max Volley: 6, R-4000', Damage: 2d4x10 MD to 10' radius, unguided rockets 4. Optional: Hand Held weapon or shield 5. PS 80, The gorilla has powerful 8' long arms and oversized crushing hands. The shoulders and elbows can each twist 360 degrees. Punch 1d4x10 MD, Kick 4d6 MD Kumo No Sensou TPA-401 Y2400: "War Spider Tactical Power Armor - 401" Ht 9', Wt 1.25 tons Speed: Running 190 MPH A/G Flight (Shoulder Nacelles): 400 MPH max, 240-250 is cruising speed. To push to 300, lower damage of all energy weapons by half. To go to 400, all power to weapons must be taken offline, including railguns as well as energy weapons. This was the first frontline power armor in 2400 to use an external A/G system. Engine: Fusion (10 year life) MDC By Locale: Body 400, RPC 300, Arms (6) 180, Hands (4) 90, Legs (2) 240, Head 180, A/G Nacelles (2) 180, Chest MG (2) 150, Hand Weapons (?) 180 (normally) Weapon Systems: 1. Railgun Arms (2): This pair of spindly arms are mounted waist-level on the back. They normally rest, pointing their weapons over the shoulders into the front arc. Instead of hands, they have railguns: R-6000', Damage 2d6x10 MD, Payload 60 each, While in the "standard" position, they can link, otherwise they can't. In this position, they also clamp to the shoulder, letting them remain there even if the arm is blown apart. 2. Four Arms (2): These four are outfitted with weapons before each mission. The top pair is mounted at the shoulders like human arms while the bottom pair are mounted about mid-chest level on either side. Standardly, the bottom pair recieve Proto-Saws clamped over the hands, each doing 1d4x10+5 MD in hand to hand combat (3d6 MD without the proto-field). The top pair normally recieve grav cannons, linked to the engine. These do 2d6x10 MD each, but the engine only has enough power for one (so both can be fired doing 1d6x10 each or one doing 2d6x10 MD). Grav Cannon Range: 2500', These grav cannons are modified versions of the infantry weapon and will only fire linked to the arm of the War Spider (hand doesn't actually hold it). Typically, only two of these arms are used at a time. 3. PS 50, Punch 3d6 MD, Kick 4d6 MD 4. Chest MGs (2): These are basically two mostly internally-mounted Piledriver Mk2s. They can be linked. Range: 4000', Damage 6d6 MD, Payload 750, Fires MG Bursts Vortex TPA-501 Y2400: Ht 10', Wt 1500 lbs Speed: Running 60 MPH A/G Flight: Mach 1 (A/G nacelle mounted on back between jets) Jets: Mach 1, A/G & Jets: Mach 2 Engine: Protoculture (20 year life) MDC by Locale: Body 300, RPC 250, Arms (2) 150, Hands (2) 75, Head 150, Legs (2) 150, Jets (2) 200, A/G Nacelle 200, Back ML (2) 150, Leg ML (2) 150, P-Beam 150 (mounted in abdomen, called shot of 18 to hit) Chest Lasers (2) 50 (need called shot of 18 to hit) Weapon Systems (+2 S LR; Mobility: +1 S/P, +4 Dodge): 1. P-Beam: Range - 2 miles, Minimum Range-250' (takes beam this far to form), Damage: 2d8x10 MD 2. Arm Wrist Lasers (2): R-4000', Dam: 1d6x10 MD, one on each arm 3. Back Missile Launchers (2): One is flat against the back of each jet. They flip up to unload. Payload: 4 Medium Range Missiles each, Max Volley: All, The launchers also serve as shielding for the flight systems. 4. Lower Outer Leg MLs (2): Payload: 3 MMs, Max Volley: All 5. Chest Lasers (2): These tiny nozzles are weapons meant for close-in last ditch efforts. R-2500', Damage: 6d6 MD each or 1d6x10+10 MD for both (linked) 6. PS 50, Punch 3d6 MD, Kick 4d6 MD