Additional Weapons and Equipment available to UEEF/UEMC personnel.
(Subject to the pilots Service Record and Supply Availability)
The UEMC uses all the standard Weapons of the UEEF, from the ubiquitous H-90 Gallant, to the new H-260 Valiant. Weapons from the old UEG armories are also available. In order to support a marine Fireteam, other, more specialized weapons are usually called for, from Sniper Rifles to crew served Grenade Launchers. Other weapons, like the AA-1 and AA-2 Mines can also be used, but are are rarely employed by the UEMC, since they, like their predecessors before them, prefer to be on the offense, leaving the defense of an objective, or area, to the UEA (United Earth Army).
- GAU-15
- GAU-11
- GAU-14
- GPU-9
- GAU-121
- AM-90
- Ammunition
- M-307/312 Mk.II ACSW
- M-56
- Small Arms
- Small Arms Mods
- EP-42
- GR-106 / GR-109
- MV-885/ KSV-75h
- CVR-3 Rhino Mount
- CVR-3 Riot Shield
- MIECS Addon's
- Combat Support Drone
- Icarus Wing-Pack
- CVR-4 / CVR-5
GAU-15 78mm
- Primary Purpose: Assault / Anti Mecha
- Range: 5.0 km
- Damage: 6d8 MD for single shot; 6d8x5 for a 5 round short burst; 6d8x10 for a 10 round medium burst; 6d8x20 for a 20 round long burst.
- Rate of Fire: The pilot can fire as many single shots as his combined hand to hand attacks per melee.
- Payload: 50 rounds stored internally.
- Notes: -4 to strike within 500m; Mecha under 100 tons struck by the GAU-15 must make a piloting roll at -15% to avoid being knocked to the ground
GAU-11 55mm
- Primary Purpose: Assault / Anti Mecha
- Range: 4,000ft
- Damage: 4D6 MD per single shot; 4d6x5 per 5 round short burst; 4d6x10 per ten round medium burst; 4d6x20 for 20 round long burst.
- Rate of Fire: The pilot can fire as many bursts as his combined hand to hand attacks per melee.
- Payload: 250 rounds stored internally.
- Notes: +1 to strike.
Image: Macross Manual
GAU-14 30mm
- Primary Purpose: Assault / Anti Mecha
- Range: 4,000ft
- Damage: 2D6 per single shot; 2d6x5 per 5 round short burst, 2d6x10 per ten round medium burst; 2d6x20 per 20 round long burst.
- Rate of Fire: The pilot can fire as many bursts as his combined hand to hand attacks per melee.
- Payload: 500 rounds stored internally.
- Notes: Mounts a flip down bayonet. 4D6 MD + PS Bonus of Mecha
Image: Macross Manual
GPU-9 35mm
- Primary Purpose: Assault / Anti Mecha
- Range: 4,500ft
- Damage: 2d8 MD per single shot; 2d8x5 per 5 round short burst; 2d8x10 per 10 round medium burst; 2d8x20 per 20 round long burst.
- Rate of Fire: The pilot can fire as many bursts as his combined hand to hand attacks per melee.
- Payload: 500 rounds stored internally.
- Notes: +2 to strike.
Image: Macross Manual
GAU-121 60mm
- Primary Purpose: Assault / Anti Mecha
- Range: 8,500ft
- Damage: 4d8x10 per 10 round medium burst; 4d8x20 per twenty round long burst.
- Rate of Fire: The pilot can fire as many bursts as his combined hand to hand attacks per melee.
- Payload: 240 rounds stored internally.
- Notes: Can only be used in Battloid mode. Weapon may only fire in bursts.
Image: Macross Manual
AM-90 20mm
This weapon is designed for use with the VM-9 Silverback, it's is to small to be used by an Alpha
- Primary Purpose: Assault / Anti Mecha
- Range: 7,500 ft
- Damage: 2d4 MD per single round; 2d4x5 for 5 round short burst; 2d4x10 for a 10 round medium burst; 2d4x20 for a 20 round long burst.
- Rate of Fire: The pilot can fire as many bursts as his combined hand to hand attacks per melee.
- Payload: 500 rounds in external drum (75 MD).
- Notes: Can only be used by a VM-9 Silverback, in Battloid mode. (May be used by dismounted Infantry as a field piece but it MUST be braced!)
Image Copyright Aaron Beck 2006
- HEAP (High Explosive Armor Piercing)
- Available to 20mm, 30mm, 35mm, 55mm, 60mm, and 78mm.
- Base Damage (Standard load out)
- HEAT/M (High Explosive Anti-Tank/Mecha)
- Available to 78mm ONLY.
- Crit on NATURAL strike roll of 15+, triple damage on NATURAL 20
- ABM (Air Bursting Munition)
- Available to 60mm and 78mm.
- Base Damage to a 20ft area.
- API (Armor Piercing Incendiary)
- Available to 30mm, 35mm, 55mm, and 60mm.
- Target cannot roll with impact, +20 to Damage.
- HVAP (High Velocity Armor Piercing)
- Available to 20mm, 30mm and 35mm.
- Crit on NATURAL strike roll of 17+, triple damage on NATURAL 20
Image: Macross Manual
M-307/312 Mk.II ACSW (Advanced Crew Served Weapon)
In the late 1980's the SAMP Project gave birth to the M-307 / M-312. Utilizing 'Smart Shell' ammunition the weapons were revolutionary, despite this, the project was canceled in 2007. However, upon the arrival of the SDF-1 in 2009, the SAMP Project was resurrected. While the older Mk.19 was upgraded to the Mk.25, the Mk.25 is meant to be mounted on jeeps, and other armored vehicles. Due to the unique attenuated recoil system, the M-307 does not require mounts or sandbags to be employed by dismounted infantry. The M-307 / M-312 is also lighter (only 50 pounds, four pounds lighter them the Mk.25) and has longer reach, (6,000 feet as opposed to the Mk.25's paltry 1,700) making it ideal for the Marine on the go. The M-307 also makes use of 25mm rounds, instead of the bulkier 40mm. This allows for more ammunition to be carried, and the rounds can be used in the M-303 Grenade Launcher that is often attached to the M-55 Wolverine.
- Range: 6,000ft
- Damage:
- FRAG: 4D6 to a 12 foot radius for a single round, 2D6x10 to a 24 foot radius with a 6 round burst.
- HEAP: 6D6 to a 3 foot radius for a single round, 3D6x10 to a 8 foot radius with a 6 round burst.
- Tear Gas: Saving throw vs. 16 to a 24 foot radius.
- Smoke: None, can obscure a 40 foot area per round.
- Payload: 50 or 100 rounds in a disintegrating link belt.
M-312
The M-307 operators have the option of swapping out the 25mm barrel and replacing it with a 12.7mm (.50 Caliber) barrel, effectively converting the M-307 into the M-312 in under 2 minutes (1min 47sec)
- Range: 5,000ft
- Damage: 2D8 per round, 2D6x10 per 20 round burst.
- Payload: 500 rounds in a disintegrating link belt.
Image courtesy US DoD / End War
XM307
M-56 Sniper Rifle
The M-56 Sniper Rifle is the latest addition to the UEMC arsenal, field tested and brought into service in 2037 the M-56 has served on numerous battlefields, from the sweltering humidity of Praxis to the frozen wastes of Bentus V. An all around reliable weapon the M-56 enables the Marine to truly reach out and touch someone.
- Range: 1.5 miles
- Damage: 1D4x10
- Payload: 10 rounds
- Rate of Fire: Semi Automatic, one shot per attack.
- Notes: +3 to Aimed shots ONLY, +5 with a Zeiss Divari Victory T scope. (Only UEEF SEALs / Spec Ops warrant such a scope as part of their kit.)
Small Arms
- While the UEEF has it's own selection of firearms for their troops, that doesn't mean that other options aren't available. The main reason many of these weapons were not selected was due to the fact that, with protoculture, an 'infinite' power source had been found to power energy weapons, rendering their projectile based cousins, all but obsolete. Now, with the Protoculture Matrix missing, the UEEF is starting to take a second look at the other options.
- Pistols:
1: | Beretta ML-3 | Weight: 1 pound | Range: 85ft | Damage: SDC: 2D6+2 | Rate of Fire: Single Shot | Payload: 7 round clip. | |
2: | Walther PPL | Weight: 1 pound | Range: 80ft | Damage: SDC: 2D6+2 | Rate of Fire: Single Shot | Payload: 5 round clip. | |
3: | Derringer II | Weight: .8 pounds | Range: 70ft | Damage: SDC: 3D6 (6D6 if both barrels are fired at the same time) | Rate of Fire: Single or Duel shot. | Payload: 2 | |
4: | Glock-33 | Weight: 1.5 pounds | Range: 100ft | Damage: SDC: 2D6+4 | Rate of Fire: Single Shot | Payload: 9 round clip. | |
5: | Glock-34 Contour | Weight: 1.5 pounds | Range: 100ft | Damage: SDC: 2D6+4 | Rate of Fire: Single Shot | Payload: 9 round clip. | |
6: | HK-P11 | Weight: 1.8 pounds | Range: 100ft | Damage: SDC: 3D6 | Rate of Fire: Single Shot | Payload: 13 round clip. | Bonuses: +1 to strike. |
7: | Colt M-2022A1 | Weight: 2.5 pounds | Range: 100ft | Damage: SDC: 3D6+2 | Rate of Fire: Single Shot | Payload: 9 round clip. | |
8: | Sig-29 | Weight: 2.8 pounds | Range: 200ft | Damage: SDC: 4D6 SDC | Rate of Fire: Single Shot | Payload: 1+13 round clip. | |
9: | M-37 Weasel | Weight: 3.5 pounds | Range: 200ft | Damage: SDC: 4D6 or Damage: MDC: 1D4 | Rate of Fire: Single Shot | Payload: 15 round clip. | |
10: | Beretta 990 | Weight: 4.3 pounds | Range: 210ft | Damage: SDC: 4D6 or Damage: MDC: 1D4 | Rate of Fire: Single Shot | Payload: 15 round clip. | |
11: | Beretta 991 | Weight: 4 pounds | Range: 200ft | Damage: SDC: 4D6 or Damage: MDC: 1D4 | Rate of Fire: Single Shot | Payload: 15 round clip. | Bonuses: +1 to Strike |
12: | Webley Mk XI | Weight: 5.5 pounds | Range: 220ft | Damage: SDC: 7D6 or Damage: MDC: 2D6 | Rate of Fire: Single Shot | Payload: 6 shot cylinder. | Bonuses: -1 to Strike. |
- Submachineguns:
13: | Beretta 193R Paladin | Weight: 2.5 pounds | Range: 120ft | Damage: SDC: 3D6+4 per single shot, or 1D6x10+4 per four round burst | Rate of Fire: Single shot or 4 round burst equals one attack. | Payload: 15 or 20 round clip. | |
14: | MP-73 | Weight: 4.7 pounds | Range: 175ft | Damage: SDC: 4D6 per single shot .45ACP, 2D6x10 per five round burst or Damage: MDC: 1D4+1 per single shot .45HSK, 5D6+5 per five round burst. | Rate of fire: One shot or burst equals one attack. | Payload: Available in 15, 20, 25, 32, and 50 round magazines. | |
15: | M-90Lite | Weight: 4.5 pounds | Range: 800ft | Damage: SDC: 4D6 per single shot, 1D6x10+12 per 3 round burst or Damage: MDC: 2D4 per single shot, 4D6 per 3 round burst. | Rate of Fire: One shot or burst equals one attack. | Payload: 30 round clip standard. | Bonuses: +1 to strike. |
- Shotguns
16: | Mossberg CQ-66 | Weight: 4.7 pounds | Range: 350ft (Solid Slug) 100ft (Buckshot) | Damage: SDC: 8D6 per single shot (12g Solid Slug), 6D6+6 per single shot (12g Flechette) or Damage: MDC: 6D6 per single shot (12g Solid Slug), 4D6+3 per single shot (12g Flechette) | Rate of Fire: 1 shot equals one attack. | Payload: 3+1 12g, or 5+1 EE (Solid Slug only), cylindrical magazine |
17: | Higgins SHG-8 | Weight: 5.2 pounds | Range: 300ft (Solid Slug) 100ft (Buckshot) | Damage: SDC: 8D6 per single shot (12g Solid Slug), 6D6+6 per single shot (12g Flechette) or Damage: MDC: 6D6 per single shot (12g Solid Slug), 4D6+3 per single shot (12g Flechette) or Damage: SDC: 2D4x10+16 (Per Slug Burst), 2D4x10+4 (Per Flechette burst) or Damage: MDC: 1D6x10+12 (Per Slug Burst), 1D4x10+14(Per Flechette burst) | Rate of Fire: 1 shot or burst equals one attack. | Payload: 8 round box magazine. |
- Rifles
18: | M-90 | Weight: 5 pounds | Range: 1500ft | Damage: SDC: 5D6 per single shot, 2D4x10+10 per 3 round burst or Damage: MDC: 2D6+4 per single shot, 2D4x10 per 5 round burst. | Rate of Fire: One shot or burst equals one attack. | Payload: 45 SDC shots or 15 SDC Bursts. 45 MDC Single Shots or 9 five round bursts. | Bonuses: +1 to strike. |
19: | Sentry 306L | Weight: 6.8 pounds | Range: 1100ft | Damage: MDC: 4D4 per single shot, 2D4x10 per 5 round burst. | Rate of Fire: One shot of burst equals one attack. | Payload: 30 round box magazine. | Bonuses: +1 to strike. |
20: | M-90C | Weight: 7.5 pounds | Range: 1500ft | Damage: MDC: 2D6+4 per single shot, 1D10x10+12 per 7 round burst. | Rate of Fire: One shot of burst equals one attack. | Payload: 49 single shots or 7 seven round bursts. | Bonuses: +1 to strike. |
Artwork Copyright Biometal79 / FASA - Shadowrun
Inevitably, one is going to want to customize their side arm to suit their needs, profession or fancy.
Customization generally falls under two categories; Cosmetic, and Practical.
Cosmetic
- Finishes
- Natural Colors: x0.1 of weapon cost
- Chrome, pearlescent, camouflage, gloss: x1 of weapon cost
- "Bowling-ball": x0.3 of weapon cost
- Neon iridescent: x1.5 of weapon cost
- Grips
- Wood: 25 - 200 credits
- Acrylic: 30 - 250 credits
Practical
- Custom Grips
- +1 to Strike: 150 - 550 credits
- Clips
- +10 rounds: 150 credits
- +15 rounds: 200 credits
- Barrel
- Porting: +1 strike: 500 - 1,250 credits
- Recoil Dampener: +1 strike when firing bursts: 1,000 - 2,500 credits
- Cooling system: Active Cooling: 400 - 700 credits
- Heat resistant: Passive Cooling: 300 - 600 credits
- Body
- Solenoid Electric Trigger: +1 Strike at extreme range: 600 - 1,500 credits
- Balancing: +1 Strike: 350 - 1,750 credits
- Folding Stock: +1 Strike to aimed shots: 150 - 450 credits
- Optics
- Fiber Optic Front and rear sights: 35 - 100 credits
- Red Dot: +1 Strike: 50 - 150 credits; EMP Hardened 300- 450 credits
- Laser Sight: +1 Strike: 75 - 250 credits
- Scope: +1 Strike: 100 - 12,000 credits
EP-42 Ion Automatic Pistol
While the EP-40 was a stalwart and reliable weapon, it suffered from low over all hitting power and rate of fire. The EP-42 was built on the lessons learned from the EP-40. Chief among these was the need for a less specific energy clip. Many EP-40's became useless on Earth after their charge wore out, and, it was exceedingly difficult to adapt the more prolific ASC clips to fit. This issue was somewhat remedied in the H-90; by making those clips incredibly small, many more could be carried. The EP-42 also sports an increased rate of fire and damage output.
- Range: 1,800ft
- Damage: 4D6 per single blast, 1D6x10+10 per three round burst.
- Payload: 120 blasts. 40 bursts.
- Rate of Fire: Each blast or burst counts as one melee attack.
- Bonues: +1 to Strike
- Adapter: The EP-42 can use standard ASC and UEEF Rifle clips.
GR-106 / GR-109
With the success of the GR-103 mounted on the older VR-041 Sabre Cyclones, alternate versions of the pop launcher was designed for use in the newer VR-052 Battler and VR-057 Super.
GR-106
Range: 1 mile
Damage: As per missile but usually HEAP or Plasma
Payload: 3 per launcher for a total of 6.
Note: The GR-106 can only be used on the VR-052 and VR-057.
GR-109
Range: 1 mile
Damage: As per missiles but usually HE and FRAG
Payload: 9 per launcher for a total of 18.
Note: The GR-109 can only be used on the VR-052 and VR-057.
MV-885 / KSV-75h
At some-point somewhere down the line it was inevitable that unit within the UEEF would want to recreate the role of the 'Pig-Man'. Some weapons like the EP-37, and the newer HRG-70 do a fair job at it. However, there are times when even the fire power of the current UEEF stocks fall short in both terms of volume and power. Two weapons have been adopted to fit the bill.
MV-885
The MV-885, a human construct, was born of the need to level incredible amounts of fire against a large number of foes. This was / is especially true when dealing with Invid swarm attacks.
Range: 3,500ft
Weight: 75 pounds
Damage: 1D4 per round: 2D4x10 per 20 round burst.
Rate of Fire: 300
Payload: 2000 rounds. (Belt fed ammo drum)
Special: Burst Fire or Suppressive Fire.
Notes: While the weapon can fire in short controlled bursts it is limited to 20 rounds before the weapon becomes uncontrollable enough to fire accurately at a single target. When used to suppress an area at least two attacks must be spent. A 1D4 is rolled and damage is applied to that many targets. If the character wishes to continue suppressing an area, by adding more attacks, he/she may but must call that at the onset of the attack. For each additional attack used an additional 2 targets may be struck. IF for some reason the shooter wishes to break off his or her attack early, they may do so at the cost of an attack, if a dodge is required the 'auto' component is nullified. Also while firing the character is stationary and may not dodge, unless they break off their attack to do so. The character may parry, but would need to use the weapon to do so as the MV-885 is used two handed.
Additional Notes: In keeping continuity with the preexisting suppressive fire rules a strike roll is technically necessary. However any roll BUT a Natural 1 will impact the area the player desires to suppress. The player must state OR ask for (in the event of tight spaces) the area in meters he / she wishes to suppress. At that point the conversion of ROF divided by meters will be applied. (Fractions will be rounded DOWN.) This applies to any enemy ENTERING or trying to MOVE THROUGH the area already under suppression. This save is a roll of a D20 + PP Stat.
For Example: 300 ROF into a 6 meter area is 50, the save to beat is 50. The same 300 into a 10 meter area is 30.
Further Notes: Opening fire into an area requires a normal strike roll that the enemy gets a chance to avoid with a dodge. This reflect the fact that (assuming a successful dodge) they noticed the big gun spinning up and made it to cover. In the case of tight quarters, that means they moved off in a direction which allows them to avoid the beginning of the stream. After the initial attack, the area is considered suppressed. Any enemy that made it to cover is so protected (that is until the cover succumbs to the enemy fire if a vehicle or fortification.)
The MV-885 can NOT be used in motorcycle mode.
KSV-75h
The KSV is a Karberran weapon. It's origins can be traced to sporting and big game hunting rifles. The "h" version has hand-grips designed for smaller human hands. The weapon is a single shot bolt action monster with a 4 round box magazine holding 75mm AP ammunition. Each fully loaded magazine weighs 10 pounds and the weapon itself tops out at 145lbs. A scope may be mounted and can be linked into a Cyclones built in HUD but requires readjustment after 8 shots due to the shock waves and vibrations of prolonged use.
Image Copyright: Hellsing
Range: 2 miles
Damage: 2D10x10
Rate of Fire: Each shot counts as one attack.
Payload: 4 (Reloading takes two full attacks)
Notes: -5 to strike when fired at targets closer then 500ft. Targets struck must make piloting roll at -10% to avoid being knocked back. Personnel that are hit, and manage to survive, within Body Armor and or Power Armor are automatically knocked on their ass and lose an attack.
CVR-3 Rhino Mount
This add-on clips onto mounting lugs fixed to a standard CVR-3 helmet. When mounted the Add-on allows for the face plate underneath to be slid up and down and mounts a slide down targeting sight and comes with a fixed camera and low light emitter.
Statistical Data:
- Adds 15 MDC to the CVR-3 Helmet
- -1 to Initiative due to slightly obscured field of vision.
- Sensors:
- Thermal Sight: 500ft
- Targeting Scope: x40 Magnification: +1 to strike
- Camera up-link.
- Redundant IR and Night Vision (for use outside of a Cyclone)
CVR-3 Riot Shield
Originally made for use with CBR-5 and CVR-3 clad Military Police; an up armored version of the Riot Shield has been constructed for front line shock units. Intended to deflect melee strikes by Invid Scouts and Troopers the shield, much like it's ASC counterparts, is capable of deflecting most any type of incoming fire. many UEEF troopers adore them, especially Praxians, and those within heavy infantry units. The shield can sport laser resistant coatings, but seldom does so as the majority of Invid weaponry it was designed to deflect is either plasma or particle based.
Statistical Data:
- 75 MDC
- Weight: 20 pounds
- Clip Mounts: Can carry up to 4 Clips for an M-90 or M-25.
- Prong Spikes: 2D4 MD or plus 4D4 to SD damage.
- +3 Parry
- -10% to any tasks that require manual dexterity until shield is set down.
- Uses WP Shield.
- NOTE: When used in Cyclone armor, the shield REPLACES the arm mounted weapon (GR-97, EP-40, CADS-1 etc.)
Image Copyright Studio Sunrise / Kunio Okawara
Beyond the specialty MIECS pouches and packs used by the UEEF and ASC armed forces, a number of generic multipurpose pouches can be used as well.
Load bearing pouch: Small (LB:S)
Each LB:S pouch can carry one of the following:
- 1 RMK (Robot Medical Kit)
- 1 RAU (Robot Antiseptic Unit)
- 4 Tubes Protein Healing Salve
- 1 Laser scalpel with energy pack
- 1 Laser pen tool
- 1 Roll of Duct Tape
- 1 Fiber Optic Probe
- 1 Hand held radio or communicator
- 1 Hand grenade (or flare)
- 1 Rifle-grenade (40mm)
- 2 Rifle-grenades (25mm)
- 10 shotgun shells
- 2 Energy pistol magazines (or 4 Gallant H-90 magazines)
- 3 Handgun magazine
- 1 Energy rifle magazine
- 1 Assault rifle magazine or 30 rounds of loose ammo
- 1 20-ft roll of DETcord
- 1 Cutting Charge
- 1 pair handcuffs
- 1 Multi-tool or pocket knife. (I.e. Leatherman)
- 20 sets of plastic flexi-cuffs
- 1 laser distance finder
- 1 portable language translator
- 1 Pocket Digital Disc Audio Player/Recorder (iPod or Walkman size)
- 1 Pocket Digital Disc Audio and Video Player (iPod or Walkman size)
- 4 meal bars
Load bearing pouch: Medium (LB:M)
Each LB:M pouch can carry one of the following, or twice as much as a small pouch.
- 1 Compact Pistol holster (with pistol)
- 3 Assault Rifle magazines or 60 rounds of loose ammo
- 4 25mm rifle grenades
- 1 laser torch with battery pack
- 1 Hand-Held Computer
- 1 Fusion Block (Type 1,2, or 3)
- 1 MRE
- 1 Standard First Aid Kit with RMK
- 1 IRMSS (Internal Robot Medical Surgeon System)
- 1 Protoculture Canister
Load bearing pouch: Large (LB:L)
Each LB:L pouch can carry one of the following, or twice as much as a medium pouch, or four times as much as a small pouch.
- 1 Small frame SMG sized holster (with SMG) (SMG can also be attached to armor with a sling)
- 1 Plasma torch
- 1 Plasma torch battery pack
- 1 Tool kit
- 2 Protoculture Canisters
- 10 25mm rifle grenades
Medical Packs
- Field medical pack (Heavy)
- 1 Portable Bio-Scan and Bio-Lab, with locking case
- 2 IRMSS Systems
- 4 Field Medical First Aid Kits with RMK
- Note: Due to its size and bulkiness reduce speed by half, and -3 to dodge for all normal humans not in Cyclone or powered armor. (This pack is identical to the internal MD-01 Field Medical Suite used on the VR-041M Cyclone)
- Emergency Medical Field Pack
- 2 IRMSS Systems
- 2 Field Medical First Aid Kits with RMK
- Top pouch (covers opening for pack)
- 3 Field Medical First Aid Kits with RMK
- 2 Collapsible Stretchers with joint braces (one on each side of the pack)
- Note: Due to its size and bulkiness reduce speed by half, and -3 to dodge for all normal humans not in Cyclone or powered armor.
Demolitions Packs
- Demo pack (Heavy)
- 4 Fusion Blocks (typically Type 2 or 3)
- 1 All purpose tool kit
- 2 20-ft pack of detcord (Merc Ops p.114)
- 6 Cutting Charges (Merc Ops p.113)
- Power pack for laser torch
- 1 Laser Cutting Torch
- Note: Due to its size and bulkiness reduce speed by half, and -3 to dodge for all normal humans not in Cyclone or powered armor.
- Demo Pack (Light)
- 2 20-ft pack of detcord (Merc Ops p.114)
- 6 Cutting Charge (Merc Ops p.113)
- 1 All purpose tool kit
- 1 Fusion Block (Typically Type 2 or 3)
Specific MIECS pouches and packs can be found on Page(s) 190 - 194 in ROBOTECH: The Masters Sourcebook
UEEF Military Survival Pack can be found on Page 140 in ROBOTECH: The Shadow Chronicles
Information on Cyclone Storage Boxes can be found within each Cyclone Mecha entry (Cargo Header) in the TSC book as well as on page 17 of the REF Field Guide
Thank you Ted/Jeron for the entry!
Combat Support Drone – All Terrain Land Based
In response to the increasing use of Cougar Inorganics by Invid Regent forces the UEEF's RRG (Robotech Research Group) contingent under the direction of Dr. Lang developed a canine counter to the feline Invid mecha. Two factors prevented the Vanquish Project from reaching mass production. The first, was simply that by the time the first prototypes had been created and fielded to test units, the war was winding down. As such what units that had been fielded were used in mop-up operation on Tirol and then within UEEF Military Police units. The second factor, was that, the AI employed by the Vanquish was co-developed by Dr. Lang with Haydonite assistance, much as they assisted with the J.A.N.I.C.E. Project. It has only been recently that drone's used prior to the Betrayal, such as the Ghost fighter and Vanquish CSD have been added back into the MToE.
As an aside, some drones, such as the Shadow Fighter have been permanently stricken from inventory as the AI used in that craft is far to riddled with Haydonite code (in order to accommodate the heuristic functions needed to deal with multi-mode operations) to use safely. Conversely, the relatively simple by comparison, AI's used in the Ghost (with it's source code having been written on Earth circa 2010) and Vanquish (which uses the source code template from the Ghost), have been vetted and safeguards put in place to protect from outside influence.
Vanquish Combat Support Drone
- CSD-(ATLB)-K9 Vanquish
- Crew: None
- A.I. Type: Mil-Spec Class B
- MDC By Location:
- Main Body: 145
- Head: 50
- Legs (4): 75 each
- Shoulders (Mini Missile Launchers: 4): 50 each
Statistics:
- Speed:
- Running: 175 mph
- Climbing: 90%
- Leap: 80ft
- Height: 4ft at the shoulders
- Width: 3’7”
- Length: 6ft
- Weight: 645 pounds
Weapons Systems:
- Mini Missile Launchers: (x4)
- Range: As per missile type
- Damage: As per missile type
- Payload: 50 (8 are always smoke)
- 8 per forward shoulder, 17 per ‘wing’.
- Attacks Per Melee: 5
- Bite: 2D4
- Swatting Blow: 1D4 MD or 6D6+15 SD
- Full Strength Blow: 3D6 MD or 2D6x10 SD
- Leap Attack: 1D6x10 (counts as two attacks)
- Bonuses:
- Strike and Parry +4
- Dodge +6
- Initiative +4
- Roll with impact +2
- Skills:
- Tracking: 70%
- Land Navigation: 90%
- Prowl: 70%
- Locate Explosives: 80%
- Possess the same sensor capabilities of a Cyclone.
Additional Notes:
- The Vanquish can also be used as a pack animal and can carry 4 Cyclone Cargo boxes. (One mounted to both hindquarters and two on its back. Using the Mini Missile Launchers will automatically detach the back mounted boxes.)
- The AI is capable of learning and has three modes of operation: Combat, Guard, and Idle. Only a human operator may initiate Combat mode, but the AI has the autonomy to switch from Idle to Guard in order to defend UEEF personnel, and UEEF property (in that order) following an AIAF 'Attack If Attacked First' policy.
- Most Cyclone mounted weapon can be attached to the back mount, but like the cargo pods, will have to be ejected if the rear missile ‘wings’ are to be deployed.
Image Copyright: Platinum Games / Sega Entertainment
Icarus Wing-Pack
The Icarus is an add-on for the Cyclone Ride Armor. A small thruster pack attached to articulated wings fit atop the rear of the Cyclone where the Upper Cargo Box would go. Meant to be disposable, the Icarus is primarily used among drop troops. The method of use is that at a predetermined altitude the drop pod would separate from the rider and the wings would snap open and, coupled with the Cyclone internal hover systems give extended range, speed, and maneuverability prior to touchdown. Once landed the wings are discarded. They can be retained however, but add to the riders encumbrance. If retained the wings fold up hanging behind the back, and in motorcycle mode, they flip backwards behind the motorcycle. Being articulated, the gyros can assist in tight turns, much like the heavy and muscled tail of a Cheetah.
- MDC By Location:
- Thruster Hub: 75
- Wings (2): 125 each
- Statistical Data:
- Adds: +75 Mph to Flying Speed
- Adds: +1 to Dodge in flight
- Adds +10% Pilot Skill in Flight or in Motorcycle Mode.
- Weight: 120 pounds.
- Fuel Payload:
- Duration: 2 minutes of continuous use.
- Armament:
- Up to three Mini Missiles may be carried on each wing.
- Damage: As per munition
- Range: As per munition
- Rate of fire: 2, 4, or all 6. CANNOT be fired one at a time.
With weapons and ship upgrades, mecha and equipment improvements, the basic unit of protection for the UEEF now REF soldier has likewise been improved.
The CVR-4 Line is now current standard issue to all REF members.
CVR-4F
- Head: 50
- Arms: 40
- Legs: 50
- Main Body: 100
CVR-4M
- Head: 50
- Arms: 45
- Legs: 60
- Main Body: 130
The CVR-5 Line of armor is available to commando and special forces pending mass distribution to the 'Fleet'.
CVR-5F
- Head: 50
- Arms: 45
- Legs: 55
- Main Body: 110
CVR-5M
- Head: 50
- Arms: 50
- Legs: 65
- Main Body: 140