Official Setting information is in
darkgreen. Extended Universe information is in
steelblue.
BACKGROUND
The Cheyenne II is a re-designed ADR-03 Mk III Cheyenne, which was put into practical use during the Unification War. Though the Cheyenne II took over the Cheyenne's outward appearance almost without change, there are also many altered points. Concretely, there has been such things as the conversion to a thermonuclear reaction furnace (the archetypal craft had a gas turbine), the modernization and increase in the armaments, and the enhancement of the rocket motor used in the void of space as well as an increase in vernier engines. Moreover, the internal structure is completely changed even though one section of the parts is diverted, and the performance has been greatly improved.
Prior to its deployment, the Macross Frontier's escorting New Unified Forces and S.M.S. understood that the Cheyenne II would be used in such things as combat inside the islands, antiaircraft attacks from armoured shelters on the warships, and missile attacks during the Macross Attack.
Similarly to the archetypal Cheyenne craft, which was classified as an ADR (Anti-air Defence Robot = Anti-aircraft Interception Type), the Cheyenne II is also a Destroid who's main duty is anti-aircraft attacks. However, the Cheyenne II has a performance that doesn't stop at being merely an enhanced type of Cheyenne. In addition to an expansion of the operational area due to such things as propulsion devices and auxiliary verniers that give the ability to cope with combat in the void of space and rollers furnished with a magnetic attachment system that is easily used for high-speed movement on the decks of space vessels, the Cheyenne II anti-hard target fire power has been increased due to installation of charged particle guns. As each of the forearm guns drastically differ in the presence or absence of such things as special ballistic qualities, bullet speeds and guidance functions, it seems that a fire control system that can simultaneously operate several different armaments is installed in the Cheyenne II. Moreover, the Cheyenne II is equipped with a large radar pod so that a single Cheyenne II can do such things as capture an enemy plane and align and guide the firearms.
The Cheyenne IIexcels in multi-purposefulness. To a certain extent the Cheyenne II is shown to be a substitution of other models such as the SDR (Space Defence Robot = Space Interception / Short-Range Defence type) and the MBR (Main Battle Robot = Battle type).
The Cheyenne II was easily used inside the emigrant ships because, in addition to the foot-ankle assembly rollers having excellent rolling stability, they also didn't easily damage the pavement surfaces. Besides performing anti-aircraft attacks aboard warships in foot-ankle assembly protecting armoured shelters, it seems that the Cheyenne II can be remote controlled from the warship's side. When the Cheyenne II is deployed aboard a warship, along with the shipboard guns, they compose the anti-air defence complex.
RPG STATS
Vehicle Type: ADR (Anti-air Defence Robot)
Class: Destroid
Crew: One pilot wearing Tactical Life Support System.
Manufacturer: Frontier Fleet
Government: New Unified Government
Customer: New Unified Space Forces, S.M.S.
Design Features: foot-ankle assembly rollers, rocket motor and verniers, ability to exchange arm armaments, remote controllable.
Variants:
- Cheyenne II: standard unit
- Works: unit stripped of all weapons used in construction and rescue.
MDC BY LOCATION:
Location |
MDC |
Location |
MDC |
(1) Main Body
Legs (2)
Gatling Gun Arms (2)
Rocket Pods (2)
Hands (2)
|
350
225 each
200 each
150 each
60 each
|
(2) Large Radar Pod
(3) Sensor Unit
Searchlights (2)
Reinforced Pilot Compartment
|
125
85
25 each
150
|
NOTES:
1 Depleting the MDC of the main body will destroy the mecha. The pilot and cockpit section/escape pod will be automatically ejected from the doomed mecha before it explodes by the mecha's main computer.
2 Destroying the radar pod will knock out the radar system. Other systems will be unaffected.
3 Destroying the sensor unit will knock out the mecha's major sensor systems, including all of the optics systems (infrared, nightvision, thermal). Radar and communications will be unaffected.
SPEEDS:
Running 125 Kmph
Skating 275 Kmph
Leaping 9 m high or 15.2 m long without thrusters.
Flying can only hover in atmosphere. Can fly up to Mach 1 (1,072 kmph) in the void of space.
VTOL: limited hovering ability in atmosphere.
STATISTICAL DATA:
Height: 9.87 m
Width: under investigation
Length: under investigation
Mass: under investigation
PHYSICAL STRENGTH: equal to a PS of 50
CARGO: Small compartment behind pilot's seat for personal belongings.
POWER PLANT - main engine: One 3,550 SHP Kuransu Maffai [Kranss-Maffai] MT901 Thermonuclear Reaction Furnace
POWER PLANT - sub-engine: One 573 kW GE EM 12A Fuel Power Generator
DEFENSIVE SYSTEMS
1. ESCAPE POD
The entire reinforced cockpit of the Cheyenne II is a detachable escape pod that can be jettisoned when the mecha is destroyed. The ejected cockpit does not contain thrusters, but does contain a powerful locator beacon and an integrated life support system that can support the pilot for up to 24 hours after ejection. The pod is also equipped with parachutes in case of ejection in an atmosphere. The combat computer is programmed to automatically eject the escape pod if the mecha is destroyed (main body MDC reduced to 0), but this can be overridden if the pilot is feeling suicidal for some reason.
2. INTERNAL MDP/S-02 MULTIPURPOSE CHAFF/FLARE/SMOKE DISCHARGER SYSTEM
A combined chaff, flare and smoke discharger, useable in all modes, and located in the bulge on the outside of the engine pod; which functions as an air/dive brake. When used, they fire a burst of 6 flares, 1 exploding chaff container or one cloud of white smoke per 1 unit listed in the stats. Chaff and flares are unique in their means of countering missiles.
- PRIMARY PURPOSE: defence
- SECONDARY PURPOSE: distraction
- RANGE: GM's arbitration. Smoke effect a 6.1 m3 spherical area OR a 1 m wide, 40 m long release.
- BONUSES: chaff and flares are +3 to dodge. Roll to dodge after rolling on the following per missile:
01-40 Missile distracted - explodes harmlessly in the countermeasures.
41-80 Missile distracted - it loses track of its target. Depending on the missile type and its remaining fuel, it could reacquire you, or another target in the area.
81-00 No effect.
Optional: +5% per every additional countermeasure deployed after the first. For example: 3 countermeasures changes the table to 01-50, 51-90, and 91-00.
- RATE OF FIRE: unlimited. (Author's recommendation: maximum of 4 per attack to better reflect their fallibility.)
- PAYLOAD: 8 bursts of flares, 8 chaff pods and 8 bursts of smoke per dispenser.
DESCRIPTIONS:
- CHAFF explodes roughly 2 seconds after being deployed. They fill the area with a plethora of small, highly reflective metal pieces that only distract radar-seeking missiles.
- FLARES are fired in bursts of six to eight per unit. They only work against heat-seeking missiles. Flares can also be used as a signal at night or in space or to blind an opponent at close range who is relying on visual type sensors.
- SMOKE creates a large, billowing cloud of white smoke. It is impossible to see inside, or what is on the other side of the cloud. All visual optics are prevented. Heat and infared imaging are not. Smoke is generally used to hide a units exact position, to cover a retreat, or to indicate a location for extraction or targeting.
3. HEAT AND RADIATION SHIELDS
Special shielding prevents the penetration of life threatening heat and radiation. A radiation detection and alarm system are linked with the shields and will sound an alarm if there is a rupture in the shields and what the levels of radiation are.
4. SELF-DESTRUCT
To prevent capture of a Destroid by the enemy, the pilot can activate the Destroid's self-destruct system, which will cause the Destroid to explode after a delay of up to 60 minutes (time is set by the pilot). The explosive damage is contained within a 6 m area and inflicts 1D6x10 M.D. to everything within the radius of the explosion. All internal systems are obliterated.
5. SWAG ENERGY CONVERSION ARMOUR
The Destroid uses excess power from the engines to reinforce the armour strength. Effectively triples the armour's durability. Optional rule: reduce the MDC to one-third (33%) in fighter mode.
OFFENSIVE SYSTEMS
1. GE 30 mm 6-BARREL GATTLING GUN (2)
The guns are guessed to have a firepower and rapid-fire ability that exceed that of the Cheyenne's Gatling Guns. They are able to crush the second form Vajra that don't have a high-bullet resistance. The guns are capable of reversing themselves at the elbow joint to give the Cheyenne II the use of the robotic hands position at the rear of the cannon arms. The guns can be fire linked.
- PRIMARY PURPOSE: Defence
- SECONDARY PURPOSE: Assault
- RANGE: 3,350 m
- DAMAGE: 1D10 per round. 10 round burst, single target - 1D10X10 MD. 25 round burst, single target - 2D10X10 MD. Note, for bursts using greater then 25 rounds, increase the damage by a scale of 1D8X10 per 10 rounds OR refer to the modern weapons rules for machineguns. Every 100 rounds fired requires 1 action.
The Gatling Guns can be used for sprays: 10 round spray - 1D10 MD, affects 1D4 targets. 25 round burst spray - 1D10 MD, affects 2D4 targets with a 50% chance of hitting bystanders. Longer duration sprays (up to limits of the magazine): 2D10 MD, affects 4D4 targets. Chance of hitting bystanders is 70%.
- RATE OF FIRE: Equal to the pilot's combined number of attacks. Note that the gatling gun isn't limited to bursts of only 10, 25 or 1,000 rounds. Any variation can be fired (it is recommended to stick to multiples of 10 for ease of damage resolution.)
- PAYLOAD: 2,000 rounds per Gatling Gun. Once exhausted, the gun pods can only be reloaded by trained personnel using the right reloading equipment.
2. UNDER-GATLING GUN ARMAMENT STATION (2)
Arranged in parallel with the forearm Gatling Gun, below the Gatling Gun's drum magazine, is an armament station. A Charged Particle Beam Gun, Flamethrower, or Cannon can be mounted. The guns are capable of reversing themselves at the elbow joint to give the Cheyenne II the use of the robotic hands position at the rear of the cannon arms. The guns can be fire linked.
2a. MAULER PBG-17 CHARGED PARTICLE BEAM GUN (2)
The beam gun provides the Cheyenne II with its greatest firepower. They are usually not used against small, fast moving enemy vehicles.
- PRIMARY PURPOSE: Anti-Aircraft
- SECONDARY PURPOSE: Breaching attacks
- RANGE: GM's option: apply further penalties to strike at long range if the Cheyenne II is engaging in maneuvers. The following is for when the unit is not moving and is carefully positioning the unit to aim properly.
- to 28,000 m: No penalties to hit
- to 56,000 m (maximum range): -3 to strike. Roll 1D4 per gun: 1 glancing blow roll for damage and divide by 1/4, 2 glancing blow roll for damage and divide by 1/2, 3 & 4 Direct hit normal damage.
- DAMAGE: 5D6x10 M.D. per shot. 1D6x100 if the two guns are fire-linked.
- RATE OF FIRE: Single shots only. Firing both guns at the same target counts as one attack.
- PAYLOAD: 10 single shots per gun before the capacitor is depleted. The energy pack must be recharged back at base.
2b. FLAMETHROWER
- PRIMARY PURPOSE: Anti-Personnel
- RANGE: 60 m
- DAMAGE: 5D10 SDC (inflicts MDC to MDC organisms)
- RATE OF FIRE: twice per melee per flamethrower. Firing both flamethrowers at the same target counts as one attack.
- PAYLOAD: 50 blasts per thrower.
2c. CANNON FOR A SALUTE OF GUNS
Used in such things as ceremonies. Negligible in combat.
- PRIMARY PURPOSE: Awe
- SECONDARY PURPOSE: Accustic attacks
- RANGE: 3 m, sound can be heard up to 5 km away.
- DAMAGE: broken eardrums and glass, if within 3 m. Force of discharge may knock people over and unconcious.
- RATE OF FIRE: once per melee per cannon.
- PAYLOAD: 5 discharges per cannon.
3. 4-TUBE ANTI-AIR CLOSE-RANGE MISSILE LAUNCHER MK.16 (2)
On both shoulders. The launchers are known to be used during the "Macross Attack". Both launchers can be firelinked.
- MISSILE TYPE: Bifors AA/AS-SAM-22 Anti-Air Close-Range Missile
- PRIMARY PURPOSE: Anti-aircraft/spacecraft
- SECONDARY PURPOSE: Macross Attack
- RANGE: 40 km, 2,500 kmph
- DAMAGE: 4D10+30 M.D.
- BLAST RADIUS: 15.2 m radius.
- RATE OF FIRE: 1 to 4 missiles per launcher.
- BONUSES: +5 strike, +4 dodge, 4 attacks until the missile is out of fuel (in most cases, the missile will use one attack to get to the target.
- PAYLOAD: 4 per launcher; 8 total.
5. ANTI-PERSONNEL MACHINE GUN
Mounted in the groin of the Cheyenne II.
- PRIMARY PURPOSE: Anti-Personnel
- SECONDARY PURPOSE: Anti-missile
- RANGE: 1,000 m
- DAMAGE: 5D6 SDC per round. 10 round burst, single target - 1D6x50 SDC. 25 round burst, single target - 1D6x100 SDC. Note, for bursts using greater then 25 rounds, increase the damage by a scale of 1D6x50 per 10 rounds OR refer to the modern weapons rules for machineguns.
The machine gun can be used for sprays: 10 round spray - 5D6 SDC, affects 1D4 targets. 25 round burst spray - 5D6 SDC, affects 2D4 targets with a 50% chance of hitting bystanders. Longer duration sprays (up to limits of the magazine): 1D6x10 SDC, affects 4D4 targets. Chance of hitting bystanders is 70%.
- RATE OF FIRE: Equal to the pilot's combined number of attacks. Note that firing of the machinegun isn't limited to only 10, 25 or 400 rounds. Any variation can be fired (it is recommended to stick to multiples of 10 for ease of damage resolution.)
- PAYLOAD: 2,000 rounds. Once exhausted, the gun pods can only be reloaded by trained personnel using the right reloading equipment.
6. HAND TO HAND COMBAT
If necessary, the pilot of the Cheyenne II can engage in melee combat rather than use a weapon. The Cheyenne II is extremely agile, and can execute most typical hand to hand combat moves; such as punches, jump kicks, leap attacks, rolling with impacts, etc..
DAMAGE:
- Restrained Punch: 1D6 M.D.
- Full Strength Punch: 4D6 M.D.
- "Booster" Punch: 1D6x10 M.D. (counts as two attacks)
- Tear or Pry with Hands: 2D4 M.D. + additional ripping and frame damages.
- Kick: 4D6 M.D.
- Leap Kick: 2D6x10 M.D.
- Body Flip/Throw: 2D6 M.D.
- Body Block/Tackle: 2D6 M.D.
- Stomp: 1D6x10 M.D. (only effective against small objects) Note that for some objects, they will be instantly destroyed.
OPTIONAL EQUIPMENT (FAST PACKS & SUPER PARTS)
None!
SENSOR SYSTEMS
- EXTERNAL AUDIO PICKUP: Range: 125 m. A sound amplification system that can pick up normal conversation up to 115 m feet away.
- IFF ANTENNA: the associated systems receives codes from other aircraft and identifies them as either friend or foe. This eases in targeting and tracking your enemies, without hitting your allies with "friendly fire".
- OPTICS - FLIR (Forward Looking Infrared): Range: 750 m. A passive optical heat sensor that detects infrared radiation projected by warm objects and converts that data into a false-color visible image. The system enables the pilot to see in the dark, in shadows, and through smoke, fog, haze, and other atmospheric obscurants. FLIR adds a +10% bonus to pilots using a tracking skill.
- OPTICS: HYBRID SENSOR/TV CAMERA SYSTEM AND REAR PERISCOPE: it provides standard visuals with x100 zoom functions (can zoom in to see 1 m square at 1,000 m.) The rear periscope allows for views directly behind the vehicle.
- LARGE RADAR POD: enables a single Cheyenne II to do such things as capture an enemy plane and align and guide the firearms. It is capable of tracking the entire upper hemisphere. It is capable of identifying (tracking?) 6,000 objects at up to about 250 km, as low as 10 m. The system is also capable of creating 3D images. It can image a 10 cm object at 10,000 m.
- RADIO/VIDEO COMMUNICATION: Long range, directional communications system with satellite relay capabilities. Range: 1,250 Km or can be boosted indefinitely via satellite relay.
- RETRACTABLE EC (Electronic Countermeasures) and VHF ANTENNA: provides protection against surface to air missiles and air to air missiles' radar, by jamming. A radar warning receiver allows the pilot to know when they are in a radar-guided threat environment. The Very High Frequency antenna transmits and receives tactical, operational, and administrative information in the VHF range. It supports line-of-sight communications.
- UHF ANTENNA: the Ultra High Frequency antenna transmits and receives tactical, operational, and administrative information in the UHF range. It supports line-of-sight communications.
- VHF ANTENNA: the Very High Frequency antenna transmits and receives tactical, operational, and administrative information in the VHF range.
OTHER STANDARD EQUIPMENT
- BALANCE CONTROLLER: assists in maintaining balance. It is located in the groin.
- FIRE CONTROL SYSTEM: uses the large radar pod, and is the weapon control system which automatically takes aim after target acquisition with the radar and calculates the optimal firing solution. The Cheyenne II's FCS is an all regimes type specializing in anti-air attacks. The FCS can store and analyze data during combat with hostile forces. Data readouts and stats can be displayed either on the cockpit's HUD display (transparent panels above the main display) and/or a hexagonal three-panel screen, which can also be used to display video images. The FCS is capable of tracking and identifying specific enemy targets, up to 24 targets on the ground and 250 targets in the air, while simultaneously devising and executing fire control solutions on up to 10 ground targets, or 30 aerial targets. The FCS has a database of over 10,000 images stored in memory. The FCS also utilizes a helmet pointing system built into the helmet, that takes aim by following the pilot's eyes. The FCS has the following modes: wide-range search mode (using LADAR and IR), track mode (capable of tracking "plenty" of enemy craft, using IFF), ACM mode (capable of tracking more than 40 craft during high G manuvers, and anti-warship mode (for use with anti-ship missiles, using radar cross-sections).
- HOMING SIGNAL: The Cheyenne II is equipped with a homing device that enables rescue teams to locate a disabled craft or ejected life pod. The range of the signal is 750 Km. Most UN Spacy ships and variable fighters can locate and track homing signals, and the on board computers will automatically notify their pilots if such a signal is detected.
- INERTIAL NAVIGATION SYSTEM (AUTOPILOT): it uses data from the Doppler device and can automatically navigate the attack craft. Pilots can even sleep during long trips, but this practice is frowned upon by senior command. The auto-pilot can be programmed with a single destination or a complex flight plan involving multiple speeds, directions, and destinations. The onboard computer will alert the pilot when the craft is near its destination, and can also be set to automatically signal when sensors detect objects near the craft.
- LASER TARGETING SYSTEM: Range: 15.0 Km. This can be used with the forearm firearms. It is not possible to use this system for laser communication.
- LOUDSPEAKER: A loudspeaker system is built into the craft, which can be used to amplify the pilot's voice up to 90 decibels.
- SEARCHLIGHTS: a searchlight is mounted on the chest, to the right of the sensor head. Range: 90 m.
- STANDARD SURVIVAL KIT: inside the small reinforced box is a medium-sized flashlight, two hand flares, one rocket flare, a compass, infrared distancing binoculars, a small mirror, a pocket knife, dehydrated and concentrated food (can be stretched into a five day supply for one person) and basic first aid items (aspirin, bandages, disinfectants, etc.).
- TACTICAL LIFE SUPPORT SYSTEM: The cockpit is pressurized, and also provides additional air feeds to the pilot's flight suit that provides him with pressurized breathing. The Unified Forces flight suit also contains an upper and lower g-suit that promotes blood circulation even during high-g turns, thus decreasing the possibility of pilot's blacking out in combat.
COMBAT BONUSES FOR CHEYENNE II/WORKS TRAINING
- 2 attacks per melee (plus those of the pilot). Add one additional action/attack at levels three, six, eleven, and fifteen.
- +1 on initiative
- +2 to strike
- +3 to parry
- +3 to dodge
- +3 to roll with a punch or fall with an impact, reducing damage by half.
- Tilt Dodge Modifier (applied to the regular dodge bonus): -5.
- Critical strike same as pilot's hand-to-hand.
- Body block/tackle/ram - 2D4 M.D. plus a 50% chance of knocking an opponent down, causing him to loose initiative and one attack that melee round.
REFERENCES
© Aaron Sketchley