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By AARON SKETCHLEY (aaronsketch@HOTdelete_thisMAIL.com) Ver 0 2015.07.19

Official Setting information is in darkgreen. Extended Universe information is in steelblue.

Power Suit

Charging (51K)

BACKGROUND

The Power Armour was introduced in 2047. It is light, agile, form fitting, capable of limit flight and offers protection against low powered mecha scale weapons.

Up until 2045, Terrorists relied on VFs and massed firepower. After the development of the AVF, Terrorists shifted to Power Armour (for assassination and stealing supplies) and more powerful and compact weapons. More bang for the buck.

The Power Armour was designed to be a light, highly mobile unit for maximum 'stealth' on the battlefield with high powered weapons to give it serious punch. It has a heavily armoured head assembly.

It has numerous sensors, and is extremely mobile when using the hover blades to move (+2 innitiative).

THE FOLLOWING IS A WORK IN PROGRESS

No internal weapons. Outfit weapons: 1 big gun 2 pistol - grenade/flare/gas launcher 3 power blades 4 Mine/timed explosives 5 grenades


RPG STATS

Vehicle Type: under investigation
Class: Micron Power Armour
Manufacturer: under investigation
Crew: One pilot wearing Tactical Life Support and Cushioning System.
Customer: under investigation

Design Features: under investigation


SDC BY LOCATION:

The entire Mk 3.09 has an AR of 19. Meaning that any unmodified roll to strike of 19 or higher will penetrate the armour and hit the pilot inside. Any unmodified roll to strike below 19 will only hit the armour. AR does not apply to MDC weapons.
Location SDC
Upper Arms (2)
Lower Arms (2)
Hands (2) DD>Sub-arms (2)³
Sub-arm Hands (2)³
Upper Legs (2)²
Lower Legs (2)
Main Body ¹
Back Pack º
Head
450 each
400 each
250 each
350 each
150 each
750 each
500 each
2000
1250
700
NOTES:
¹ Depleting the SDC of the main body will destroy the power armour. If in a vacuum the suit will decompress.
² Destroying the upper legs will reveal the pilots leg within. There is a good chance that the pilot's leg will be highly injured in the process. In a vacuum, the unit will decompress.
³ Destroying a sub-arm or sub-arm hand will expose the operators arm or hand. If in space, the suit will be compromised. If the pilot isn't wearing a vacuum suit (or the suit has been compromised,) decompression will occur. Requires a called shot at -5 to strike.
º Destroying the backpack will destroy the rocket thrusters and the fuel supply of the power armour. In space, the vehicle will be able to move by veneer thrusters alone. There is also a chance that the reactant fuel load will explode (GM's discretion) causing 1D3x10 MD.


Rear (128K)

SPEEDS:

The Anti-UN Power Armour has extremely efficient and powerful moveable thruster arrays above the shoulders on the backpack and on the outside of the knees. The vehicle also has a few strategically place veneer jets for maneuverability in space.

RUNNING: speed is roughly the same as the user's SPD. Fatigues at 1/3 the normal rate.
SKATING: in effect, hovering 1 to 10 cm off of the ground. 245 Kmph.
LEAPING: Capable of rocket assisted jumps.
FLYING: 315 Kmph in an atmosphere. Roughly Mach 1.25 in space.


STATISTICAL DATA:

HEIGHT: 2.5 m
WIDTH: 1.65 m
LENGTH: 1.45
WEIGHT: 135 kg + pilot.
PHYSICAL STRENGTH: equal to a PS of 25.
POWER PLANT: micro-thermonuclear turbine engine. Used to recharge the battery during extended missions. The Turbine engine is considered to be noisy. Space flight and extended atmospheric flight will deplete the fuel reserves quickly. Fuel load: 7 days normal operations. 6 hours if constantly flying.
AUXILLARY POWER PLANT: Longlife Battery. Used during segments of the mission where maximum stealth is required.
CARGO: Small compartment behind the pilot's seat for personal belongings. Additional equipment can be carried via backpack or military belts, though they may inhibit the power armour's capabilities.


WEAPON SYSTEMS:

Searching (117K)

1. MICRO-MISSILE LAUNCHER POD

The backpack of the Mk 3.09 contains four separate dogfight missile launchers. Each is loaded with a single all-purpose Raytheon Erlikon GH-30B I/IR-guided micro-missiles. Until use a retractable hatch covers the launcher.


2. 10 mm PALM AUTO CANNONS

The main armament of the Mk 3.09. The weapon port is concealed in the center of the palm of the hands and doesn't interfere with regular activity. The ammunition, firing mechanism and barrel of the weapons are mounted inside the forearms of the power armour. The weapons are mechanically preset to fire in burst of either 10 or 25 rounds, or until the pilot releases the trigger or the magazine is emptied. This weapon system can be used against micron (SDC) and mecha (MDC) targets.


3. HAND HELD WEAPONS

Any handheld weapon can be used by the Mk 3.09. If used, the weapon is either easily placed into a holster or is used only during the first few phases of combat and discarded. One of the design features of the Mk 3.09 is its "free-hands" combat abilities. Oddly enough, the most commonly used hand weapons to date are clubs! They are usually quickly grabbed out of materials within reach. The second most commonly used weapon is the UN hand held rocket launcher followed by high power machineguns.


4. HAND TO HAND COMBAT

The Mk 3.09 does give some bonuses in hand to hand combat, unlike its predecessor, the Mk III. The Mk 3.09 does not impede the agility of the wearer and the artificial servos in the arms and legs do increase the hand to hand damage of the wearer.

DAMAGE:


head (76K)

STANDARD EQUIPMENT FOR THE ANTI-UN POWER ARMOUR


COMBAT BONUSES FOR ANTI-UN POWER ARMOUR COMBAT TRAINING:

BASIC POWER ARMOUR COMBAT TRAINING

Basic training for non-pilot military personnel.


ADVANCED POWER ARMOUR COMBAT TRAINING

Advanced training for pilots specializing in the Anti-UN Micron Power Armour.


REFERENCES
  • Palladium Books Game Engine and MDC Rules
  • Macross 7 Trash

  • © Aaron Sketchley
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