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By AARON SKETCHLEY (aaronsketch@HOTdelete_thisMAIL.com) Ver 1.4 2015.07.19

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

Power Armour Hand-Held Weapons

NOTE: the weapons function in all environments - from water to space - with relatively little chance of jamming. These weapons are designed for and used exclusively against Power Armour-or-greater classes of armour. The Unified Forces have deemed it a war crime to use these weapons against unarmoured humans.

  • Power Armour Power Blade
  • VF-scale Power Blade
  • Assault Rifle 1
  • Assault Rifle 2
  • Grenades
  • Grenade/Speaker Pod Launcher Underbarrel Attachment
  • Machine Pistol
  • Mine/Timed Explosive
  • Missile Launcher
  • Rocket Launcher
  • Pistol - Auto
  • Pistol - Vehicle Stopper
  • Pump Action Shot Gun
  • Sniper Rifle
  • Submachine Gun

  • Powerblade (18K)

    Power Armour Power Blade

    The Power Blade is a hand-held weapon designed to overcome the armour of Power Armour in hand to hand combat. Deactivated, it is little more than a square shaped handle with a single switch near the hilt. When activated, a pair of filament sized prongs extend from the hilt and a magnetically 'bottled' dark-gray energy matrix forms around and between them. The thickness of the energy matrix is minute, only 1 micron thick. Viewed head-on, the 'blade' is virtually invisible except for a faint shimmering. The weapon emits a faint humming noise when it is used.

    The blade is usually combat knife sized. It can be extended to sword length, but the weapon's operation time is reduced by 1/2. Power Blades can also be attached to firearms and used as anti-armour bayonets.


    Powerbladeout (19K)

    VF-scale Power Blade

    A VF sized version of the Power Blade. Unlike the Power Armour version, the VF version cannot be attached to a gun pod. The Power Blade is only issued to pallet-equipped VFs, such as the VF-11, VF-17, VF-19 and VF-22. The reason is that the weapon's cradle and recharger occupy one entire pallet. When activated, the pallet door extends outwards, and the Power Blade hilt extends upwards allowing the VF's hands an easier chance to retrieve or return the weapon to its cradle.


    PAassaultrifle (15K)

    Assault Rifle 1

    The standard assault rifle for Power Armour. The weapon has optional mounting points for attachments such as an underbarrel grenade/speaker pod launcher, bayonet, laser indicator, penlight and so on.


    PAassaultrifle2 (10K)

    Assault Rifle 2

    A larger calibre assault rifle for Power Armour. The weapon has optional mounting points for attachments such as an underbarrel grenade/speaker pod launcher, bayonet, laser indicator, penlight and so on.


    Grenades

    Large grenades for Power Armour. Like the grenades for unarmoured humans, they must be thrown.


    Grenade/Speaker Pod Launcher Underbarrel Attachment

    An underbarrel attachment for assault rifles. Grenades have wonderful anti-personnel affects. However, in the world of Power Armour, their effectiveness is reduced as the fragments from a grenade have significantly lower rates of armour penetration than the bullets usually fired by the weapons that the grenade launcher is attached to. In addition to grenades, the launcher can fire gas shells, an electro-shock shell and recently, speaker pods.
    1. Grenades
      Explode on impact. They flood an area with metal fragments that can rip those affected to shreds.
    2. Gas Shell
      Various types of gas are available. Such as smoke, tear gas, knockout gas and so on. The Unified Government doesn't condone the use of nerve gas, biological or chemical weapons. However they are avaiable for black ops missions. For Power Armour, the standard shell used is smoke.
    3. Electro-shock Shells
      Essentially a stun-gun for power armour. The shells are designed to discharge a large electromagnetic charge upon contact. The electromagnetic charge basically fries the sensitive electronics inside of power armour. No effect against unarmoured opponents. Minimal effects against armour greater than that of a Power Armour.
    4. Speaker Pods
      Are armor piercing shells designed to distract the enemy without having to defeat them by destroying them. The shells can penetrate the toughest of armours. Once embedded in armour plate, the speaker pods open and transmit soundwaves into the mecha's body, filling it with loud music. In addition to their use as a distraction, speaker pods have been known to cause spiritia reactions in the minds of brainwashed Varauta pilots, occasionally permitting them to break free of the brainwashing. NOTE: This not a Sound Energy System (SES), this is just a normal speaker unit.


    PAmachinepistol (11K)

    Machine Pistol

    A smaller sized automatic weapon for Power Armour. The weapon has optional mounting points for attachments such as an underbarrel bayonet, laser indicator, penlight and so on.


    Mine/Timed Explosive

    A block of explosives about the size of the first mobile phones. The detonator, when primed, is either timed delay (up to 6 hours), remote detonation or fuse (trip wire initiated).


    Missile Launcher

    Coinciding with the release of the Mk 3.0, the Unified Government 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.

    It is effective against armoured targets (Power Armour) as well as blasting holes in fortifications to make entry points. The weapon is able to rapidly fire. However, after 5 rapid-fire shots, there is a possibility that the shells will "cook-off" inside the barrel unless adequately cooled.

    Some power armour, such as the Mk 3.0, have a special mounting point on the buttocks plate for a single hand-held rocket launcher.


    PArocketlauncher (7K)

    Rocket Launcher

    A multiple-shot anti-materiel rocket launcher. It is effective against armoured targets (Power Armour) as well as blasting holes in fortifications to make entry points. The weapon is able to rapidly fire. However, after 8 rapid-fire shots, there is a possibility that the shells will "cook-off" inside the barrel unless adequately cooled.


    Pistol - Auto

    The standard auto pistol for Power Armour.


    Pistol - Vehicle Stopper

    The vehicle stopper are a revolver with an extremely large calibre designed to do only one thing: stop an opponent cold. These weapons have been known to blow entire limbs off of power armour and are even a lethal threat to full-sized Zentraadi.


    PAshotgun (15K)

    Pump-Action Shot Gun

    Where the assault rifle is designed for warfare, the shot guns are designed for more traditional police style roles. They are an extremely large calibre designed to do only one thing: stop an opponent cold. These weapons have been known to blow entire limbs off of power armour and are even a lethal threat to full-sized Zentraedi.

    There are two versions of this robust weapon: one with a folding stock and the other with a short barrel. The shotguns have optional mounting points for attachments such as a bayonet, laser targeter, penlight and so on.


    PArifle (19K)

    Sniper Rifle

    A sniping rifle on steroids! Though it is designed to take on Power Armour, it is threatening even to full-sized Zentraadi. The sniper rifle has optional mounting points for attachments such as a bayonet, silencer, nightvision or thermovision scope and so on. The weapon comes standard with a folding bipod for added stability. There are even connections to allow the Power Armour's Fire Control System to assist in targeting the weapon.


    PAsubmachinegun (12K)

    Submachine Gun

    A shorter weapon for Power Armour for use within combined spaces. The weapon has optional mounting points for attachments such as an underbarrel bayonet, laser indicator, penlight and so on.


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

  • © Aaron Sketchley
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