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Mecha Information:
The
first of the Cyclops series was created at the close of Space War I with
the introduction of Steiber Industrial's micron-sized redesign of the
Zentraedi Nousjadeul-Ger. The mecha proved popular, and Streiber
released the Cyclops II as a wide production model. The cost of the
unit was very high however, and so the mecha only saw limited
distribution.
Designed with Special Forces Teams in mind, the Cyclops III has a wide
array of optional packages, letting the pilot customize the mecha to fit
each mission, as well as his own preferences. Aside from the
standard weapons, it mounts a cutting laser in each arm, a 1000 ft.
grapple gun, electromagnets in the hands and feet, integral Winter's Night
TacNet, a multi-spectrum imaging system, and over 100 man hours of
life-support.
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Mecha
Statistics:
ARMOR
Scout
Variant:
Heavy
Variant:
Optional
Additions:
PERFORMANCE
Scout
Variant:
-
Walking
Speed: Normal pilot's
walking speed
-
Running
Speed: Normal pilot's
running speed
-
Limited
Flight (with booster):
100 kph
Heavy
Variant:
-
Walking
Speed: Half pilot's normal
walking speed
-
Running
Speed: Half pilot's normal
running speed
-
Limited
Flight (with booster):
65 kph
MASS
-
Scout
Variant Empty: Pilot's weight plus
220kg
-
Scout
Variant Loaded: Pilot's weight plus
360kg
-
Heavy
Variant Empty: Pilot's
weight plus 320kg
-
Heavy
Variant Loaded :
Pilot's weight plus 480kg
ARMAMENTS
Utility
Lasers (2)
Fabrique
M240K 7.62mm Machinegun
-
Primary
purpose: Assault
-
Range:
750 m
-
StandardDamage:
4D6, 4D6x3, or 4D6x 10
-
Payload:
600 rounds (200 short bursts or 60 long bursts)
Highwayman
M115A1 25mm Autocannon
:
Assault
Range:
1000 m
MegaDamage:
1D4, 3D4, or 1D4x 10
Payload:
300 rounds (100 short bursts or 30 long bursts)
SIBG-1
Anti-Armor Electro-Magnetic Accelerated Ballistic Weapon
:
Anti-Armor
Range:
1500 m
MegaDamage:
4D4x5
Payload:
12 rounds
Parrying
Shield
Hand
to Hand Combat
-
Punch
(light): 1D4
-
Punch
(medium): 1D6
-
Punch
(heavy): 2D4
-
Kick
(light): 1D4+1
-
Kick
(medium): 1D6+1 (upon
successful execution, target suffers -1 initiative)
-
Kick
(heavy): 2D4+2 (upon
successful execution, target suffers -2 initiative)
-
Charge/tackle:
2D6 (upon successful execution, target automatically loses initiative)
LOGISTICS
-
Controls:
Motion reactive fiber-optic body suit, Gauntlet-mounted controller
-
Sensors:
Hybrid sensor-TV camera and radar sensor, Multi-optics imaging suite
-
Interface:
HUD on helmet's visor, MFD on Gauntlet-mounted controller
-
Communications:
Winter's Night Small Unit Communications Tactical Network
-
Special:
Thermal-optical layering for stealth profile
COMBAT
BONUSES
Scout Variant:
Heavy Variant:
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