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Mecha Readouts

Technical Information

 

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.

Mecha Statistics:

ARMOR

Scout Variant:

  • Helmet-5   Main Body-30  Arms-15  Legs-20  Ammo Drum-10  Shield-25

Heavy Variant:

  • Helmet-5   Main Body-45  Arms-20  Legs-30  Ammo Drum-10  Heavy Shield-35

Optional Additions:

  • Booster Pack-20  Thermal Baffle-15

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)

  • Primary purpose: Utility use

  • Range: 15 m

  • MegaDamage: 1D4x2

  • Payload: Unlimited

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

  • Primary purpose: 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

  • Primary purpose: Anti-Armor

  • Range: 1500 m

  • MegaDamage: 4D4x5

  • Payload: 12 rounds

Parrying Shield

  • NOTE: The parrying shield can be used to parry an attack. All damage is dealt to the shields if a parry is successfully executed.

  • Damage capacity: 25  (Heavy Sheild is 35)

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:

  • Actions +2   Strike +2   Dodge +2 (w/ booster +4)

  • Autododge +2   Roll w/ Impact +3   Parry +3

Heavy Variant:

  • Actions +2   Strike +2   Dodge +1 (w/ booster +3)

  • Autododge +1   Roll w/ Impact +5   Parry +4

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