GR-97 Forearm Mini-Missile Launcher (2) - The VR-052 Battler comes automatically
equipped with a pair of missile launchers built into the forearm shields
of the cyclone. These appear as two cylinder shaped canisters that run the
length of the arm shield. Each canister contains one mini-plasma missile.
The missiles can be fired one at a time or in pairs. NOTE: When the
cyclone is in motorcycle mode, the shields are at the base of the wheel.
Primary Purpose: Assault
Secondary Purpose: Anti-Aircraft (ground to air missiles)
Missile Type: Plasma mini-missiles only!
Mega-Damage:
1D6X10 M.D.
Rate of fire: Individually or volleys of two, or all four
Range: Varies with missile type; usually one mile.
Payload: Four (4) total, but up to 12 additional missiles can be
securely fitted in one cyclone storage box. Each missile weighs 2lbs.
(0.9kg). M.D.C. of Weapon: 25
NOTE: It takes a trained Bio-Maintenance Engineer to reload
these pods a minimum of 2 1/2 minutes. Yes! it takes an untrained person
an average of 1D8+3 minutes to fully reload just one of these.
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GR-161 Forearm Mini-Missile Launcher (2) - This is designed to fit on the battler cyclone, but may redesigned to
fit on the saber. These would appear as four cylinder shaped objects next
to each other on the arm(s). It has one missile per launcher for a total
of four per arm. These run the length of the arm shield, each container
holds one missile each. This would go in place of one or both of the GR-97
Forearm Launcher, or the CADS-1 system. Underneath of this shield is the
Forearm shield for that extra added protection. NOTE: When the
cyclone is in motorcycle mode, the shields are at the base of the wheel.
Primary Purpose: Assault
Secondary Purpose: Anti-Aircraft (ground to air)
Missile Type: Any; except Plasma
Mega-Damage: Varies with missile type.
Rate of fire: Individually or volleys of two, or all four
Range: Varies with missile type; usually one mile.
Payload: Four total per arm. M.D.C. of Weapon: 25
NOTE: It takes a trained Bio-Maintenance Engineer to reload
these pods a minimum of 2 1/2 minutes. Yes! it takes an untrained person
an average of 1D8+3 minutes to fully reload just one of these. |
Close Assault and Defense Systems (CADS-1) - is the most advanced hand to
hand weapon system built for mecha. In place of the other types of forearm
shield weapons available, the Saber Cyclone is fitted with large
disc-like shields that contain the CADS-1 system. With the press of a manual
stud control or by voice activation (a spoken 4 digit code), one or both of
the retractable high-frequency sabers will spring out for instant use. The
sabers are doubled-edged, sword-like weapons with high frequency energy
field around them, creating a mega-damage blade weapon. Hence, the "Saber"
part of the mecha's name. The blades are powered by the cyclone's own power
supply and can not be removed without tools. Frequent use of the blades will
drain the protoculture cell twice as quickly. Detached from the cyclone mecha, a
CADS-1 is a worthless weapon, weighing far too much to wield even a two-handed
weapon and it no longer has mega-damage capability (does 2D6 S.D.C., but is a -10 to
strike and parry).
Primary Purpose: Hand to Hand Combat
Secondary Purpose: Clandestine operations (silent and deadly).
Range: Within reach. The blades are 3 ft (1 m) long when extended.
Mega-Damage: Slash -- 2D6 M.D., Punch -- 3D6 M.D., or Power Punch
-- 6D6 (counts as two attacks. Number of Attacks Per Melee: Equal to combined
hand to hand attacks.
Weight: 25 lbs each (11.4 kg)
M.D.C. Special: 50 when retracted,
but a renewing force field provides the blades and forearms with unlimited M.D.C. when extended (this only protects the saber blades and forearms).
Special Bonus: Adds a +2 to parry in hand to hand combat and even enables
the character to attempt to parry/ block energy blasts, but with absolutely
no bonuses (natural, unmodified dice rolls only).
Note: The CADS system comes standard with the VR-041 Saber Cyclone
(one for each arm). Opting for a different weapon system or split systems
is not advised and uncommon. In motorcycle mode, the
CADS are located on either side of the front wheel hub. Penalty: The inclusion
of the CADS-1 system on the other two cyclones will reduce their maximum
speeds by 20% per each unit.
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EP-40, 40mm Pulse Beam Gun - Another energy weapon designed
specifically for use with cyclone mecha. The weapon appears to be a large
pistol that can be stored on either side of the front wheel hub in
motorcycle mode and is mounted on the forearm shield, in place of a GR-97
missile launcher, for storage in battliod mode. The EP-40 must be held in
hand to be fired while in battloid mode.
In motorcycle mode, the weapon can be rotated
upward in a 45 degree angle and fired by pressing a trigger in the handle
bars.
The EP-40 system comes complete with a
built-in laser targeting system that provides a bonus of +1 to strike.
Unfortunately, its weight and awkward design makes it impossible for it to
be used by humans not in cyclone mecha. Strike Penalty for humans is -10,
and it can be used as a two-handed weapon.
Primary Purpose: Assault
Range: 2000ft (609m)
Mega-Damage: 4D6 M.D. per blast
Rate of Fire: Aimed, burst or wild. See Modern Weapon Proficiencies.
Payload: 30 blasts per energy clip.
Weight: 22 lbs each (10kg) M.D.C. of Weapon: 25.
Special Bonus: +1 to strike - thanks to the laser targeting system.
Note: The EP-40 uses Protoculture.
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GR-165 Retractable Recoilless Barrels - These barrels retract to be
protected while in motorcycle mode. The barrels resemble the ones you would see
on the old RDF Raidar X. (2) barrels per arm.
Primary Purpose: Anti-Mecha
Secondary Purpose: Assault
Range: 4000ft (609m)
Mega-Damage: 2D6 M.D. per short blast,
4D6 M.D. per heavy blast, 1D4X10 M.D. per maximum blast.
Rate of Fire: (per Arm) 16 short, 8 heavy, 8 maximum. (total) 32 short,
16
heavy, 16 maximum.
Payload: Effectively Unlimited.
Weight: 22 lbs each (10kg) M.D.C. of Weapon: 25.
Special Bonus: +1 to strike - thanks to the laser targeting system.
Note: The AS-165 uses Protoculture.
For
Example: you may want this device, this would involve removing one or both
of the GR-97 Mini-Missile Launchers, then replace it with the device. |
CS-10 Heavy Combat Shield -
This shield takes 100 M.D.C. It only takes a trained Bio-Maintenance
engineer 2 melees (30 seconds) to replace it with another one. NOTE:
This does not have the renewal field over this nor can it. It is attached
to the arm by magnets, there are strong enough to hold the shield in place
no matter what the cyclone is doing. This would go in place of one or both
of the GR-97 Forearm Launcher, or the CADS-1 system. Underneath of this
shield is the Forearm shield for that extra added protection. NOTE:
When the cyclone is in motorcycle mode, the shield are at the base of the
wheel. |
CS-15 Heavy Combat Heat Shield -
This shield takes 100 M.D.C. It only takes a trained Bio-Maintenance
engineer 2 melees (30 seconds) to replace it with another one. The
difference between this shield and a normal combat sheild is that this
particular shield is treated with HHS-125 Heavy Heat Shielding.
NOTE:
This does not have the renewal field over this nor can it. It is attached
to the arm by magnets, there are strong enough to hold the shield in place
no matter what the cyclone is doing. This would go in place of one or both
of the GR-97 Forearm Launcher, or the CADS-1 system. Underneath of this
shield is the Forearm shield for that extra added protection. NOTE:
When the cyclone is in motorcycle mode, the shield are at the base of the
wheel. |
CT-10 *Special* Computer Tie In - This can be mounted underneath the arm
shield without replacing anything. Most computers have some sort of
external "tie in". This is designed to go into that slot for downloading
information and can only operate menu driven systems. Can not hack the
system with this device. There are 4 memory chip slots for storing
information. Range: 5ft. (1.5m) retractable of cable. |
GR-925 Welding Pod - This addition to the arm shield weapons is designed for
construction/repair. It contains a light welding laser and a plasma torch. While
not intended to be used as a weapon, it can do damage on higher settings.
This welding laser is built into the arm shield. Primary Purpose: Construction/Repair
Mega-Damage Settings: Light Laser: 1D4 M.D. (Maximum Setting).
Plasma Torch: 1D4, 2D6, 4D6 M.D. (Maximum Setting).
S.D.C. Damage Settings: Light Laser: 1D6, 2D6 S.D.C. Plasma
Torch: 1D6, 3D6, 6D6 S.D.C.
Rate of Fire: Standard.
Range: 5 ft (1.5 m).
Payload: The welding laser and plasma torch draws power directly from
the protoculture power, so it is effectively unlimited as long as it remains
attached to the cyclone. If the cyclone is not on protoculture power the
welding system will not work.
For
Example: you may want this device, this would involve removing one or both
of the GR-97 Mini-Missile Launchers, then replace it with the device. |
GR-900 Precision Drill Utility -
This addition to the arm shield weapons is designed for
construction/repair. It contains a high powered drill for repair. There are
three settings for drilling into metal, wood, etc. Behind the drill is a small
compartment containing different bits including tool bits, like screw drivers,
sockets, etc. While
not intended to be used as a weapon, it can do damage.
This Precision Drill is built into the arm shield.
Primary Purpose: Construction/Repair
S.D.C. Damage Settings: 1D6, 3D6, 6D6 S.D.C.
Rate of Fire: Standard.
Range: 6 to 12 inches.
Payload: The drill has it's own internal battery power. One charge
can last 18 hours of constant use. Can pull from the protoculture cells to run
the drill, but is not needed or can recharge from the cells.
For
Example: you may want this device, this would involve removing one or both
of the GR-97 Mini-Missile Launchers, then replace it with the device. |
GR-001 Non Lethal Prod -
Contains a electric Prod and a stun gun capable of stunning a frenzied bear man
Primary Purpose: Defense
Damage: Special;
The gun fires an energy charge that short
circuits the nervous system. Victims are dazed, — 10 to strike, parry and dodge,
for 2D4 melees.
A successful saving throw means that the person
has successfully fought off the effect and is unimpaired. Roll to save against
each blast that strikes. Range: 100ft (30.5m).
Bonus to Strike: Must have a W.P. with Energy Pistol.
Saving Throw: Save vs toxins.
Rate of Fire: Standard.
Range: Gun: 100ft (30.5m) Electric Prod: 6 ft. (2.1m)
Payload: The welding laser and plasma torch draws power directly from
the protoculture power, so it is effectively unlimited as long as it remains
attached to the cyclone. If the cyclone is not on protoculture power the non
lethal system can work from its own internal battery power. One charge
will give 200 shots or 200 hits with the prod.
For
Example: you may want this device, this would involve removing one or both
of the GR-97 Mini-Missile Launchers, then replace it with the device. |
GR-300 Chemical Freezer - A chemical spray is emitted that will instantly freeze
an area as large as 20ft (6.1m) radius. It's main use is fighting fires on
starships for the purpose of putting out the hottest fires. The spray is equal
to minus 300 degree Celsius. Primary Purpose: Fire Fighting
Secondary Purpose: Defense
Range: 40ft (12.2m)
Mega-Damage: Varies; the spray has little affect on mecha, although if
sprayed into a joint there will be stiffness and impaired movement for 3D4
melees (Arms: are -3 to strike, parry and on initiative, while frozen. Leg
joints will reduce running speed and leap ranges by 30%). Spraying CVR-3 body
armor will stiffen all joints impairing movement greatly; penalties include -3
to strike, parry and on initiative, and speed is reduced by half. CVR-3 body
armor also suffers 1D4 M.D. (S. Cross armor the same). Spraying an unprotected
person will instantly kill him/her. Minimal protection is provided by a
flight/space suit with a full helmet, but the person must roll under his/her
P.E. attribute to avoid falling unconscious from shock (lasts 3D4 minutes) and
will still suffer 6D6 S.D.C. and hit points damage.
Rate of Fire: In the form of a short Spray Blast.
Payload: canister, equal to 12 Blasts.
For
Example: you may want this device, this would involve removing one or both
of the GR-97 Mini-Missile Launchers, then replace it with the device. |
GR-225 Grappling Hook - This is a rather unique weapon system and is a
grappling hook launcher with an extremely strong cable and hook. The grappling
hook can be used in a variety of purposes, such as a makeshift crane, cable for
pulling, or even for securing loose and crumbling fixtures. It can be used for
it's original purpose of scaling buildings and walls as well, of course. This
unit is NOT designed with combat purposes in mind.
- Primary Purpose: Rescue
- Secondary Purpose: Demolition
- Mega-Damage: Grappling Hook: 5D6 S.D. (not designed to be used as a
weapon)
- Rate of Fire: Equal to pilot's number of attacks.
- Range: Grappling Hook: 500 ft (150 m) of high-strength wire; 10
M.D.C. per 50 feet.
- Payload: 500ft. (150m) of cable.
- Note: Must use Protoculture to operate the winch and to power the
gun to shoot the grappling hook at the target.
For
Example: you may want this device, this would involve removing one or both
of the GR-97 Mini-Missile Launchers, then replace it with the device. |
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