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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.

Micron Power Armour Mk 3.0

PAMK3a (22K)
  • BACKGROUND
  • SDC BY LOCATION
  • SPEEDS
  • STATISTICAL DATA
  • WEAPON SYSTEMS
  • STANDARD EQUIPMENT
  • COMBAT BONUSES
  • ADVANCED COMBAT TRAINING

  • 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.


    PAMK3b (22K) 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.


    PAMK3c (18K)

    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.


    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.


    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.


    PAMK3d (21K)

    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.)

    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:


    STANDARD EQUIPMENT FOR THE UN POWER ARMOUR Mk 3.0


    COMBAT BONUSES FOR MICRON POWER ARMOUR Mk 3.0 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 UN Micron Power Armour Mk 3.0.


    REFERENCES
  • Palladium Books Game Engine and MDC Rules

  • © Aaron Sketchley
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