Weapons Systems:
Any current in use PA system
PBC-21EA 20MM HAND-HELD PARTICLE BEAM Cannon: capable of firing semiautomically either 1.5 MJ or 750 KJ. The weapon is powered by an energy clip that holds 200 1.5 MJ (or 400 750 KJ) shots. PRIMARY PURPOSE: Assault SECONDARY PURPOSE: Anti-presonel, Anti-Mecha RANGE: 1200 m DAMAGE (low power / high power): (1D3/1D6) for each single shot, (2D4/2D6) for each short burst, or (3D6/5D6) for each long bursts RATE OF FIRE: Single shots or bursts equal to the combined attacks of the pilot. PAYLOAD: 5pu 400 shots each MDC: 50
Katanna power Blade A high powerd power blade made to cut trough any thing Range Melee Damage 2D6 |
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Systems
Targeting systems for the beam cannon and missiles is a combination of line of sight, laser viewfinder built into the helmets optics as well as a compact, uni-directional radar unit.
Laser designator. High power, laying an infrared laser beam used to designate a specific target. Bombs and missiles or even shipboard weapons systems from orbit can lock on the laser designated target and ordnance can be delivered with near pinpoint accuracy.
Multi-Optics package. Infrared with illumination source, passive light amplification an image enhancement as well as a thermo-optics filter. All imaging can be relayed to a tiny HUD on the helmets faceplate.
Satellite linkage � each unit can be monitored remotely from orbit either by ship or support satellite for superior battlefield management.
Complete nuclear, chemical, biological protection, sealed life support and comprehensive air scrubbers extend the duration of life support without air re-supply to approximately 30 (depending on field conditions).
Maneuvering thrusters at the back, chest and shoulders for micro-gravity are maneuvering. Stealth The suits surface is covered by a thin layer of digital and image sensitive material. suit can alter it�s camouflage patterns to any pattern though most of the time it is clear
1. +2 Attacks, +2 Roll, +2 Dodge, Use any small object as a thrown weapon. 2. +2 Strike, +1 Disarm, +6 Damage 3. +1 Attack, +1 Initiative Use suitable blunt object as weapon 4. Blunt strike with Pistol/Butt-stroke with rifle (1d6 damage) 5. Body Hold, Pin/Incapacitate 6. +1 Attack, Knock-out/Stun 18-20 (Pressure point) 7. Critical Strike (Called!, also Pressure point), use suitable flexible object as weapon 8. +1 Initiative, +1 Roll, +1 Dodge, +2 Parry 9. Knock-out/Stun (Called, pressure point) 10. +1 Attack, Blind-Fighting (fighting without negatives when you cannot see such as in smoke/gas, darkness, while blinded, etc) 11. +4 Speed, Arm lock 12. Combo Wrist lock/Disarm 13. +2 Damage, +1 Disarm, +1 Initiative 14. +2 Roll, +2 Dodge, +1 Parry 15. +1 Attack, Shoot wild without penalty!
Thanx to: Brad Snape & Nicholas Ali |
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