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Micron Power Armour Mk 3.0 |
BACKGROUND
The Mk 3.0 Micron Power Armour is the long awaited successor to the Mk 1.0. The reason is that the Mk 2.0 and subsequent variations were of lesser capability than the Mk 1.0, thus the long life of the Mk 1.0 and the length of time before the 3.0's production commences. Many decades were spent researching and designing potential power armour designs, but no non-Zentraedi blueprint design was successful until the mid 2030s.
The Mk 3.0 uses the tried and true flight backpack from the Mk 1.0. (The engines and fuel apparatus were converted into a removeable backpack from the standard (or basic) Mk 1.0 body - as a number of Mk 1.0 users complained that in combat situations where flight wasn't necessary and stealth (aka crawling through the mud and/or confining spaces) the back pack thrusters simply got in the way and prevented the use of the Mk 1.0 in a number of tactical situations.) The Mk 3.0 is the long-awaited response to those complaints and criticisms.
The Mk 3.0's introduction was never meant to replace the Mk 1.0. The Mk 3.0 is designed more for ground engagements and ship to ship boarding. The Mk 1.0 is still used for heavy infantry engagements and other repair work that require its unique abilities. Whereas the Mk 1.0 is designed as an all-purpose power armour, the Mk 3.0 is designed to be mission-specific customized. There are a number of optional customizations that have never been publicly announced! Potential customizations include dual shoulder cannon launchers, a hand-held multi-round rocket launcher, and/or optional arm shields.
The Mk 3.0 is slightly less bulky and has slightly more maneuverability than the Mk 1.0. The advances in technology have permitted the creation of a light, full environment suit offering protection from micron and low powered macron scale weapons. Although it is certainly unable to withstand direct hits from macron scale weapons, it does offer protection against nearby macron scale explosions. The Mk 3.0 offers the pilot full environmental protection, and is able to operate in all environments, from water to space. However, it is recommended that the suits exposure to highly acidic environs be limited at best - as the resultant corrosion may erode the suits seals and the interior may become compromised.
With the addition of a special backpack, the Mk 3.0 is capable of limited flight in an atmosphere. Due to the nature of the vehicle's missions, this capability is mostly used for skating at high speeds close to the ground and making leaps over large distances or up great heights. In general, personnel equipped with the Mk 3.00 use other vehicles for insertion and removal from an operation.
Compared to the Mk 1.0, the Mk 3.0 is few and far between. Since its introduction in 2035, the Mk 3.0 has seen operation in only special forces squadrons and squads assigned to heavy assault or desperate missions of some kind. In general, the Mk 3.0 composes 15 to 25% of the overall power armour forces available to the UN Armed Forces.
RPG STATS
Vehicle Type: UN Micron Power Armour Mk 3.0
Class: Micron Power Armour
Manufacturer: UN Government
Crew: One pilot wearing Tactical Life Support and cushioning System.
Customer: UN Armed Forces
Design Features: fully humanoid form for enhanced hand to hand combat. Option of large backpack with 3 dimensional moveable thrusters. Enclosed cockpit in the torso with only the pilots legs extending out of the torso and into the upper legs of the vehicle. Optional shoulder rocket/missile launcher. Optional arm shields.
SDC BY LOCATION:
The entire Mk 3.0 has an AR of 18. Meaning that any unmodified roll to strike of more 18 or higher will penetrate the armour and hit the pilot inside. Any unmodified roll to strike below 18 will only hit the armour. AR does not apply to MDC weapons.
Location |
SDC |
Hands
Upper Arms
Lower Arms
Shoulder Shields
Upper Legs ²
Lower Legs
Head
Main Body ¹
Detachable Back Pack º
Engine Thrusters³ (2)
|
225 each
250 each
375 each
300 each
325 each
500 each
650
1750
750
300 each
|
NOTES:
¹ Depleting the SDC of the main body will destroy the Mk 3.0. 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 backpack thruster will reduce the top flying speed by 35%. Destroying two or more removes their movement abilities in an atmosphere. In space, destroying two reduces the speed by 70%.
º Destroying the backpack will destroy the turbine engine and the fuel supply of the Mk 3.0. 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.
SPEEDS:
The Mk 3.0 has extremely efficient and powerful moveable thruster array behnd the shoulders on the backpack. 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. 260 Kmph.
LEAPING: Capable of rocket assisted jumps.
FLYING: Incapable of flying in an atmosphere. Capable of rocket assisted jumps. In space, the Mk 3.0 can maneuver and fly at a speed of 350 Kmph. Roughly Mach 1.25 in space.
STATISTICAL DATA:
- HEIGHT: adds 60 cm to the wearers height.
- WEIGHT: 40 kg + pilot.
- PHYSICAL STRENGTH: Adds +4 to user's PS.
- POWER PLANT: Kranss-Maffai MT550D 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: 3 days normal operations. 5 hours if constantly flying.
- AUXILLARY POWER PLANT: Longlife Battery. Used during mission segments where maximum stealth is required.
- CARGO: Additional equipment can be carried via backpack or military belts, though they may inhibit the Mk 3.0's capabilities.
WEAPON SYSTEMS:
1. OPTIONAL MICRO-MISSILE LAUNCHER
A detachable micro-missile launcher cannon can be attached to the backpack of the Mk 3.0. The missile-launcher is only used during heavy combat engagements outside of confined spaces. It is never used inside of confined spaces due to the resulting chaos.
The Mk 3.0 is designed to support dual shoulder cannons. However, this is only used when a heavy volume of destructive fire is needed in a short time from a single position. In all other cases, a single shoulder cannon is more than sufficient. Mk 3.0 pilots per the hand-held rocket launcher over the shoulder mounted one, as it allows them more manueverability.
- RANGE: 4.9 km
- DAMAGE: 1D6x10 MD per missile.
- RATE OF FIRE: Individually only, equal to the pilot's combined number of attacks.
- PAYLOAD: 3 per clip. Mk 1.0 Power Armour can carry two additional clips mounted on the hips. However, either another person changes the clips (1 action to retrieve a clip, 1 action for loading,) or the pilot can do it by themselves for 3 actions (1 to remove the launcher, 1 to retreive the clip and 1 to reattached the launcher.)
The launcher can be used as a handheld weapon, however it has a terrible kickback: -2 to strike. Cannot be used by unprotected humans due to the heated exhaust of the rockets.
2. Hand-held Rocket Launcher
Coinciding with the release of the Mk 3.0, the UNG developed a multi-round hand held rocket launcher designed exclusively for use with power armour. It has met with great success due to the increased mobility it allows and the ease in quick reloading of the weapon.
The Mk 3.0 has a special mounting point on the buttocks plate for a single hand-held rocket launcher.
- RANGE: 4.9 km
- DAMAGE: 1D6x10 MD per missile.
- RATE OF FIRE: Individually only, equal to the pilot's combined number of attacks.
- PAYLOAD: 5 per clip. The Mk 3.0 Power Armour can carry two additional clips mounted on the hips. It costs 1 action to reload the weapon.
The launcher can be used like a pistol (held in one hand and fired,) however it's strong kickback gives a -3 to strike. It is possible to carry two rocket launchers, though the fatigue rate doubles for the pilot. Cannot be used by unprotected humans due to the heated exhaust of the rockets.
3. Optional Anti-Projectile Shield
A "new" addition to UNG's humanoid weapons of war. The Mk 3.0 has the option of being equipped with an external shield. On a successful parry in soldier or gerwalk mode, the shield can be used to block missiles or projectiles, thus protecting the main body from harm. Although constructed of super-strong materials, the shield is NOT regenerable and must be ejected once its SDC is depleted.
Mk 3.0 pilots never use the shield unless they expect to have limited mobility and/or the shield will help them perform their mission (for example: riot control - used to push rioters back.)
- PROTECTION: 1000 SDC.
- BONUS: +3 parry.
- MINUSES: -2 to dodge per shield. -5 to strike when using the arm that the shield is mounted on.
Note: the shield has space on the inside for mounting additional ammunition clips or other equipment necessary for the mission.
4. HAND HELD WEAPONS
Any handheld weapon can be used by the Mk 3.0. 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.
5. HAND TO HAND COMBAT
The Mk 3.0 does not give any excessive bonuses in hand to hand combat other than its armour protection. Unlike earlier models of Micron scale Power Armour, the Mk 3.0 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: 2D8 SDC
- Full Strength Punch: 1D6x10 SDC
- Booster Punch (2 attacks): 2D6x10 SDC or 1D3 MD.
- Snap Kick: 4D6 SDC
- Kick: 1D8x10 SDC
- Leap Kick (2 actions): 2D8x10 SDC or 1D6 MD.
- Body Flip/Throw: 4D8 SDC (difficult, but well trained pilots can do it.)
- Body Block/Tackle: 2D8 SDC
- Stomp: 1D8 SDC. (only effective against small objects)
STANDARD EQUIPMENT FOR THE UN POWER ARMOUR Mk 3.0
- COMBAT COMPUTER W/HUD DISPLAYS: The Mk 3.0 Power Armour is equipped with a combat computer that can store and analyze data during combat with hostile forces. The helmet`s visor displays the information to the wearer of the suit in a HUD display format, which allows the computer to display large amounts of data to the pilot and even highlight enemies overlaid graphics. The combat computer tracks and identifies specific enemy targets, and has a database of over 1,500 images stored in memory. The computer can identify and track up to 35 targets simultaneously.
- EXTERNAL AUDIO PICKUP: A sound amplification system that can pick up normal conversation up to approximately 100 m away.
- HEAT AND RADIATION SHIELDS: Special coating on the armour prevents the penetration of life threatening heat and radiation. A radiation detection and alarm system are linked with the combat computer and will sound an alarm if there is a breach in the protective shielding and what the levels of radiation are. The same goes for breaches of the suit whilst in a vacuum.
- HOMING SIGNAL: The Micron Power Armour is equipped with a homing device that enables rescue teams to locate a disabled Destroid or ejected pilot. The range of the signal is 160 Km. Most UN Spacy ships, Variable Fighters and Destroids can locate and track homing signals, and the onboard computers will automatically notify their pilots if such a signal is detected.
- LASER TARGETING SYSTEM: Range: 3.2 km. Used for increased accuracy in the striking of enemy targets and provides the +1 bonus to hit.
- LOUDSPEAKER: A loudspeaker system is built into the suit, which can be used to amplify the pilot's voice up to 90 decibels.
- OPTICS: INFRARED: Range: 610 m. This optical system projects a beam of infrared light that is invisible to the normal eye, but detectable by IR sensors. The system allows the suit wearer to detect hidden/concealed objects by their IR reflectiveness. The beam will be visible to anyone with IR sensitive optics, however.
- OPTICS: NIGHTVISION: Range: 610 m. A passive light image intensifier that emits no light of its own, but relies on ambient light which is electronically amplified to produce a visible picture.
- OPTICS: THERMAL IMAGER: Range: 610 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, and also adds a +10% bonus to pilots using a tracking skill.
- RADIO/VIDEO COMMUNICATION: Long range, directional communications system with satellite relay capabilities. Range: 320 km or can be boosted indefinitely via satellite relay.
- SELF-DESTRUCT: To prevent the capture of the vehicle by the enemy, the pilot can activate a self-destruct system, which will cause the vehicle to explode after a delay of up to 60 minutes (the 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.
Note: GM's may wish to reduce the damage to an SDC level.
- STANDARD SURVIVAL KIT: The Mk 3.0 Power Armoure comes equipped with backpack mounted equipment pouches which, amongst other things contain, a medium-sized flashlight, two hand flares, one rocket flare, an universal direction finder, 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.) There is ample room for more items such as extra food and water, ammunition, and other equipment.
- TACTICAL LIFE SUPPORT SYSTEM: The Mk 3.0 Power Armour suit is pressurized, and provides air feeds to the suits helmet that provides them with pressurized breathing.
COMBAT BONUSES FOR MICRON POWER ARMOUR Mk 3.0 COMBAT TRAINING:
BASIC POWER ARMOUR COMBAT TRAINING
Basic training for non-pilot military personnel.
- +1 action/attack at level one.
- Add one additional action/attack at levels four, seven and twelve.
- +1 strike (weapons only, not hand to hand.)
- +2 parry
- +1 dodge
- No tilt-dodge.
- +1 roll with punch, fall or impact.
- Critical strike same as pilot's hand-to-hand.
- Body block/tackle/ram - 2D6 S.D.C. plus a 30% chance of knocking an opponent down, causing him to loose initiative and one attack that melee round.
ADVANCED POWER ARMOUR COMBAT TRAINING
Advanced training for pilots specializing in the UN Micron Power Armour Mk 3.0.
- +1 action/attack at level one.
- Add one additional action/attack at levels three, six, eleven, and fifteen.
- +2 to strike (weapons only, not hand to hand)
- +3 parry
- +2 dodge
- -5 Tilt-dodge (available only while flying)
- +3 roll with punch, fall or impact
- Critical strike same as pilot's hand-to-hand
- Body block/tackle/ram - 2D8 S.D.C. plus a 50% chance of knocking an opponent down, causing him to loose initiative and one attack that melee round
REFERENCES
© Aaron Sketchley