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By AARON SKETCHLEY (aaronsketch@HOTdelete_thisMAIL.com) Ver 1.2 2015.07.19

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

Enemy Power Armour

EnemyPowerSuitColour (116K)

BACKGROUND

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. The Enemy Power Armour is one of the results of that change in operational tactics.

The Enemy Power Armour was introduced in mid-2048 and is a form fitting, limit flight capable power armour that offers protection against low-powered anti-mobile weapon weapons. It 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 capabilities that are equal to or better than the Mk 3.09.

The Power Armour is roughly 10% larger then the Unified Forces' Mk 3.0. The pilot is primarly housed in the chest cavity, which doubles as a cockpit, with only the pilot's legs extending out of the torso section and into the upper legs of the vehicle. The effect is a more crouched appearance, due to the way that the pilot is saddled in the power armour and how the pilot's legs are used to actuate the power armour's legs.

Both the master and slave arms have fully articulated hands that can be used to hold and carry things. In normal operations, the larger slave arms are locked with the master arms and they move as one. However, the two sets of arms can be unlinked - though the slave arms remain stuck in their last position until relinked with the master arms. The unit has a heavily armoured head assembly.

With the inclusion of a thermonuclear turbine engine, the unit's backpack has been enlarged. 6 vernier jets are standard, enabling the Enemy Power Suit to do thrust-assisted leaps and manuever in space. There are also mounting points for a detachable flight backpack.

The roles that the Enemy Power Armour is used in are, in order of preference, infiltration and assassination/sabatoge, boarding and capturing space ships, and fire support (sometimes in calvary-like actions) of other (usually captured) Power Armour forces and regular (non-Power Armour) infantry. The Enemy Power Armour is generally not used in straight combat. There are legions of the less expensive, captured, Micron Power Armour to fill that role.


Vehicle Type: All-regime variable tactical combat Power Suit.
Class: Heavy Power Armour
Crew: One pilot wearing Tactical Life Support and Cushioning System.
Manufacturer: Thought to be the Critical Path Corporation.
Government: anti-Unified Government allied

Customer: non-Unified Government allied agencies


SDC BY LOCATION:

The entire Enemy Power Armour has an AR of 19. AR does not apply to MDC weapons.
Location SDC Location SDC
Upper Arms (2)
Lower Arms (2)
Hands (2)
(3) Slave Arms (2)
(3) Slave Arm-Hands (2)
Head
600 each
500 each
250 each
350 each
150 each
750
(2) Upper Legs (2)
Lower Legs (2)
(1) Main Body
20 mm Machine Gun
(4) Optional Back Pack
800 each
550 each
2,500
750
1,500


SPEEDS:


STATISTICAL DATA:

HEIGHT: 2.5 m
WIDTH: 1.65 m
LENGTH: 1.45
EMPTY MASS: 135 kg + pilot.

PHYSICAL STRENGTH: equal to a PS of 30.
CARGO: Small compartment behind the pilot's seat for personal belongings. Additional equipment can be carried in backpack or military webbing, though they may inhibit the power armour's capabilities.

POWER PLANT: micro-thermonuclear turbine engine. Used to recharge the batteries during extended missions. The turbine engine is considered to be noisy. Extended use of vernier thrusters will deplete the fuel reserves quickly. Fuel load: 5 days normal operations. 4 hours if constantly flying.
AUXILLARY POWER PLANT: 3 HR-1VTG Hyper Eneloop fuel cells. Used expecially when maximum stealth is required.


EnemyPowerSuitOpen (39K)

DEFENSIVE SYSTEMS

1. ACTIVE STEALTH: the Enemy Power Armour is equipped with the initial active stealth mechanism. Refer to Active Stealth Systems - 2nd Generation for details.
2. ENERGY CONVERSION ARMOUR: the Enemy Power Armour incorporates Overtechnology using AWAG/PA 109 SWAG energy converting armour system, the Power Armour employs surplus power to triple the armour strength.
4. HEAT AND RADIATION SHIELDS: refer to Heat And Radiation Shields for details.
5. ANTI-G MECHANISM & HOMING SIGNAL: refer to Transponder and Survival Kit for details.
  1. SEAT ANGLE AND VITAL POINT STIMULATION: refer to Anti-G Mechanism: Seat Angle and Vital Point Stimulation for details.
6. SELF-DESTRUCT: to prevent capture of a vehicle by the enemy, the pilot can activate the self-destruct system, which will cause the fighter to explode and obliterate all internal systems.


ARMAMENTS

The Enemy Power Armour has no fixed armaments.

1. Strengthened Exoskeleton 20 mm Machine Gun

A heavy-duty combined machine Gun and grenade launcher. Designed to take on Power Armour, it is lethal even to full-sized Zentraadi. The weapon functions in all environments - from water to space with relatively little chance of jamming. These weapons are designed for and used exclusively against Power Armour scale mobile weapons or greater. The Unified Government has deemed it a war crime to use this weapon against unarmoured humans.

The machine gun has built in optical sensors and connections to allow the Power Armour's Fire Control System to assist in targeting the weapon.


2. HAND HELD WEAPONS

Any handheld weapon can be used by the Enemy Power Armour. If used, the weapon is either easily placed into a holster or is used only during the first few phases of combat and discarded. The standard weapon is usually an assault rifle or sniping rifle. Refer to the Power Armour Hand-Held Weapons page for weapon descriptions.


3. HAND TO HAND COMBAT

The Enemy Power Armour does give some bonuses in hand to hand combat, unlike its Unified Forces contemporaries. The Enemy Power Armour 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:
  • Pulled Punch: 1D8 SDC
  • Swat: 2D6+10 SDC
  • Full Strength Punch: 1D4x10+10 SDC
  • Booster Punch (2 attacks): 1D8x10+15 SDC or 1D2 MD.
  • Snap Kick: 4D6 SDC
  • Kick: 1D6x10+10 SDC
  • Leap Kick (2 actions): 2D6x10+15 SDC or 1D3 MD.
  • Body Flip/Throw: 4D6+10 SDC (difficult, but well trained pilots can do it.)
  • Body Block/Tackle: 2D6+10 SDC
  • Stomp: 1D6+10 SDC. (only effective against small objects).

  • OPTIONAL EQUIPMENT

    The Enemy Power Armour has mounting points for a Detachable Flight Backpack. The backpack contains fuel and a pair of 3 dimensional moveable thrusters on the top edges. The thrusters provide movement in all directions.

    The fligh backpack is designed for space, but it can be used within an atmosphere. Due to its limited flight performance (especially when compared to VFs and EX-Gear), flight operations are generally restricted to areas near the ground where the unit can quickly duck behind cover.

    The flight backpack can be purged at any time.


    AVIONICS

    Unless otherwise noted, refer to Avionics for details.
    Back:
  • BALANCE CONTROLLER
  • FCS (Fire Control System): the Enemy Power Armour's FCS is an all regimes type weapon control system. It has only limited air-to-air capabilities.
  • INERTIAL NAVIGATION SYSTEM (AUTOPILOT)

    Head turret:
  • EXTERNAL AUDIO PICKUP
  • LASER MARKER & LASER SPOT TRACKER
  • RADAR: See APG-997 for details.
    • RANGE: 30 km search range, 20 km lock-on fighter sized vehicles.
    • HEIGHT: 24,385 m to small moving targets near or on the ground not obscured by foliage.
    • TWS: 18 targets, engage up to 12 at the same time; ACM: 12 targets.
  • RADIO/VIDEO COMMUNICATION: Range: 300 km.
    • IFF/UHF DATALINK ANTENNA
    • UHF ANTENNA
    • VHF ANTENNA
  • OPTICS - HYBRID SENSOR/TV CAMERA SYSTEM
  • OPTICS - INFRARED SENSOR and MULTI-BAND OPTICAL SENSOR

  • OTHER SYSTEMS

    Unless otherwise noted, refer to Other Systems for details.


    COMBAT BONUSES FOR ENEMY POWER ARMOUR TRAINING

    If the Enemy Power Armour has the Detachable Flight Blackpack, it provides the following bonuses:
    BASIC COMBAT TRAINING for non-pilot military personnel
  • +1 attack per melee (plus those of the pilot). +1 attack at levels 7 and 12.
  • +1 initiative
  • +2 strike (weapons only, not hand to hand.)
  • +3 to parry
  • +3 to dodge
  • +2 to roll with a punch or fall with an impact, reducing damage by half.
  • No Tilt Dodge.
  • Critical strike same as pilot's hand-to-hand.
  • Body block/tackle/ram - 1D10+10 S.D.C. plus a 30% chance of knocking an opponent down, causing him to lose initiative and one attack that melee round.
  • ADVANCED COMBAT TRAINING for military pilots and mecha specialists.
  • +2 attacks per melee (plus those of the pilot). +1 attack at levels 3, 6, 11 and 15.
  • +2 initiative
  • +4 to strike (weapons only, not hand to hand)
  • +4 to parry
  • +4 to dodge
  • +4 to roll with a punch or fall with an impact, reducing damage by half.
  • Tilt Dodge Modifier (applied to the regular dodge bonus for the mode the VF is in): -5.
  • Critical strike same as pilot's hand-to-hand.
  • Body block/tackle/ram - 2D6+10 S.D.C. plus a 50% chance of knocking an opponent down, causing him to loose initiative and one attack that melee round.

  • REFERENCES
  • Palladium Books Game Engine and MDC Rules

  • © Aaron Sketchley
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