The following material is an adaptation of mecha from STARSHIP TROOPERS, a novel by Robert A. Heinlein and a series of mechanical designs developed for the TV series Uchu no Senshi by Studio Nue. Please feel free to use, copy, and distribute it as you see fit. All we ask is that you give proper credit to us and do not claim that it is your own work. Comments and suggestions are welcome.


MA-157 APACHE

MICRON POWERED ARMOR

 

RPG Stats by Newtype Alpha (Newtype_alpha@yahoo.com)

Background info provided by Newtype Alpha Productions

 

Background

In the earliest stages of the 2nd Supervision War, Gallaron soldiers rapidly found themselves increasingly outnumbered and out gunned both in space and on the ground. While the space forces had initially on found ways to overcome their already staggering numerical inferiority with advanced defense systems and powerful new mecha, the ground troops and infantry units in the defense forces frequently suffered heavy losses at the hands of the more numerous and much better armed protoculture soldiers. This shortcoming in Gallaron warfare reached it's maximum expression in 2018 during the Battle of Gallaron, when the civilians of Megaroad City were forced to fight off enemy ground troops with shotguns and pitchforks until reinforcements could arrive from the besieged orbiting fleet. Earlier research into Zentradi battle tactics had already produced the PA-142 Stormlord powered armors, but soon it became clear that a radical new measure was needed if micronized officers and soldiers were to have any chance of surviving on the battlefield for any amount of time.

In mid 2018, Lieutenant Major Lao Kai Chan, commander of SDF-09 Victory's Mobile Infantry Battalion, introduced a series of radical new designs to the industrial construction firm Macron Industries for trial production, hoping to boost Gallaron fighting strength with a diverse new arsenal. The most unique of these proposed prototypes was by far the most novel, a micron-scale combat mecha to be known as the PA-150 Apache. The small size and low cost of the units meant trial production could be commenced on a very large scale, and using revenues generated by reconstruction efforts after the Battle of Gallaron, the company was able to produce a large number of specialized variants in the first rollout alone. The original 10 prototypes were piloted by soldiers of Special Operations Unit Zero known cryptically as "the Quodrono," all 10 of which were experienced Stormlord pilots and found the design highly appealing from the first day of use. Combined with a scaled-down version of the Meltrandi Vector Control System used in the Queadlunn-Rau powered armors, the Apache is not only impressive in physical agility but in aerial maneuverability as well, and some more adept pilots have even been known to perform complicated martial arts skills using such a machine.

RPG STATS

 

Vehicle Types:

  • MA-157 Apache: Standard version, included with GSDF as part of basic training for all officers. First rollout in 2018 on factory block 09 of Alpha Factory, later SDF-09 Victory.

  • MA-158 Comanche: Officer's type powered armor equipped with improved verniers and 50mm armor piercing cannon on shoulder.

  • MA-160 Cheyenne: High performance variant, designed expressly for use by Gallaron Spacey's special forces "Quodrono" units. Features improved sensors and electronic warfare equipment, as well as improved agility and thruster efficiency.

  • Class: Mobile Infantry/Micronian Use Powered Armor
    Manufacturer: Gallaron Alpha Factory Satellite/SDF-09 Victory
    Crew: Pilot only in standard G-suit.

     

    MDC BY LOCATION:

    (1) Head/Helmet                      		     2
    (2) Main Body                        		     8	
        Arms (2)                         		     3 each
        Hands (2)                     	    	     1 each
        Legs (2)                   	        	     4 each 
        Bomb Dispenser                  		     1
        RPG Launcher                     		     2
        50mm Cannon                                      2
        ECM Gear                       	    	     4
        Short Range Missile Launcher (1 or 2)    	     2 each
    (3) Rear Engine Section              		     6
    (4) Main Thrusters (3)	         		     2 each
    (4) Maneuvering Thrusters (4 legs, 4 arms) 	     1 each
     
     
    NOTES:
    1. Destroying the head/helmet of the power armor will knock out the mecha's major sensor systems, including all of the optics systems (infrared, nightvision, thermal). Radar and communications will be unaffected. -10 to hit due to size and shielding.

    2. Depleting the MDC of the main body will destroy the mecha and instantly kill the pilot.

    3. Destroying the rear engine section of the armor will knock out all thrusters and weapons. In space, the armor will become adrift while in an atmosphere it will crash.

    4. Each main thruster destroyed reduces the speed of the armor by 30%. If all three main thrusters are destroyed while the armor is in a planetary atmosphere it will crash. The maneuvering thrusters are not powerful enough to keep the armor aloft in gravity for any amount of time. Each maneuvering thruster destroyed will reduce speed by 2.5% and impose a -1 penalty to dodge while flying.

    5. 1 MDC is equal to about 100 SDC. (IE: Main body has 16 MDCs, or 1600 SDC) The average micronian soldier has about 22 SDC, and the average Zentradi soldier has about 4000 (40 MD)

    SPEEDS:

    RUNNING: 35 mph
    LEAPING: 6 ft (1.8 m) high or 10 ft (3.5 m) long without thrusters. 100 ft (36 m) high or 200 ft (72 m) long with thruster assistance. Thrusters can also be used to stop a fall from any height.

    FLYING: 160 mph/256 kph with a 10,000 ft (3,048 m) ceiling in an Earth-like atmosphere. Can also hover in place indefinitely.

     

    STATISTICAL DATA:

    HEIGHT: 6.4 ft (2 m)
    WIDTH: 1.6 ft (.5 m) at shoulders
    LENGTH: 2.7 ft (.84 m)

    Note: Gallaron powered armors feature variable sized parts. Exact dimensions for Apache may vary by up to 30 cm depending on pilot measurements

    WEIGHT: 450 lbs plus that of the pilot in standard Earth Gravity.

    PHYSICAL STRENGTH: Equal to a P.S. of 35
    CARGO: None.
    POWER PLANT:

     

     

    WEAPON SYSTEMS:

    1. Mk-87 GUIDED RPG LAUNCHER: The standard Apache is equipped with a single high-velocity, self-guiding rocket propelled grenade launcher over the right shoulder. These grenades can be self guided to a pre-programmed heat or radiation signature, or laser guided by the Apache's onboard computer. Each grenade can contain a small high explosive round with a shaped charge designed to inflict heavy damage to enemy armor, or a concentrated plasma incendiary for anti-personnel missions. Though not especially powerful on their own, these rockets make the best use of the Apache's typical "Strength in numbers" combat tactics as Apache squads typically use these weapons in combined barrages from all ten suits.

      1. PRIMARY PURPOSE: Assault

      2. SECONDARY PURPOSE: Anti-mecha

      3. RANGE: 3 km (5.4 miles)

      4. DAMAGE: 4D8 M.D. for shaped charge, 4D6 MD over 20 meters radius for plasma charge

      5. RATE OF FIRE: Twice per melee

      6. PAYLOAD: Internal magazine contains 6 rounds per armor

      7. NOTE: Each guided rocket is +3 to strike against all targets. Apache armors usually use rockets in tandem with one another; a typical missile barrage does 4D8x10 MD

    2. BOMB RACK: The left shoulder hardpoint of the Apache powered armors may also be equipped with a dispenser for powerful plasma based explosives capable of punching holes in large space craft such as Supervision Army battleships. Each powered armor can carry a maximum of three mines when the rack is equipped, and the explosives can be used with a variety of triggers, including remote detonators, motion sensors, pressure sensors, sound/decibel meters, or a standard pre-set timer. Infantry men also have the option of loading the suit with small hand grenades for anti-personnel use. For some special missions in VERY special circumstances, the bomb racks can be used to hold a single NK-150 reaction warhead, though the added weight of such a device would make the suit quite heavy. (Dodge bonuses reduced by half)

      1. PRIMARY PURPOSE: Demolition

      2. SECONDARY PURPOSE: Area Defense

      3. RANGE: 2 meters. (bomb rack dispenses charges in any direction unless manually drawn by pilot) blast radius of about 6 meters

      4. DAMAGE: 4D8 M.D. for mines, 2D8 for hand grenades. 1D4x1,000 MD (radius 122 m) for tactical nukes. (Doubles in atmosphere)

      5. RATE OF FIRE: Can release all explosives in under 5 seconds if necessary.

      6. PAYLOAD: 6 mines or 16 small grenades or in extreme circumstances, one tactical nuclear device.

    3. AR-41 HV (HYPER-VELOCITY) CHAIN-RIFLE: Standard issue infantry weapon designed specifically for use by Apache powered armors. The fierce recoil of this weapon makes it difficult if not impossible to use on full auto without a powered armor, but the rifle more than makes up for this disadvantage in terms of stopping power. A rudimentary railgun firing system is used to accelerate specially crafted .50 caliber rounds at incredible velocities for maximum armor penetration, making this weapon hands down the most powerful micronian assault rifle in history. It is also one of the few micronian hand held weapons in existence that can consistently penetrate the hyper-carbon based armor materials used in most mecha and space craft. It is also extremely accurate over relatively long ranges, thanks also to the extremely high muzzle velocity of the shells it fires. It can therefore be used as a sniper weapon, an anti-air weapon, or simply as an extremely vicious infantry weapon.

      1. PRIMARY PURPOSE: Assault

      2. SECONDARY PURPOSE: Anti-personnel/anti-mecha

      1. RANGE: 1100 meters

      2. DAMAGE: 1D6 MD (1D6x100 SD) for a short burst, 3D6 MD (3D6x100 SD) for a long burst, or 1D6x5 MD for full melee burst. Each individual round always does 1D6x10 SD (about 0.5 MD)

      3. RATE OF FIRE: Equal to the number of attacks of the pilot. The rifle fires at a rate of 800 rounds per minute, and can empty its entire magazine with one full melee burst (Each burst counts as one attack.) The rifle can and often is used by infantry soldiers without powered armors, but due to the intense recoil, the rifle cannot be fired on full auto without one.

      4. PAYLOAD: Each rifle is belt fed from a 200 round drum, enough ammo for 16 short bursts, 5 long bursts 1 full melee burst. Each powered armor can carry up to two spare ammo drums on the hip armor.

      5. NOTE: Soldiers wearing powered armors, trained or not, gain +3 to strike with the machinegun against all targets in addition to any other bonuses. Soldiers without powered armors can NOT use the rifles on full auto and must fire one round at a time. (0.5 MD per round)

    4. MP-117 MACHINE PISTOL: The most common infantry weapon in the Gallaron forces, this former standard of the Megaroad-01 colony mission is a direct descendent of the infamous Uzi submachine pistols of the 20th century. It's reliability and stopping power make it an extremely effective anti-personnel weapon, but it is pretty much useless against armored targets like tanks or combat mecha. It can, however, be used against small hardened targets such as microns in body armor or small land vehicles. Apache armors almost always carry one of these weapons on a specialized rack on the hip armor just beneath the main engine.

      1. PRIMARY PURPOSE: Assault

      2. SECONDARY PURPOSE: Anti-personnel

      1. RANGE: 340 meters

      2. DAMAGE: 5D6 SD for a short burst, 1D6x10 SD for a long burst, 1D6x20 SD for melee burst

      3. RATE OF FIRE: Equal to the number of attacks of the pilot. The machinegun fires at a rate of 1100 rounds per minute, and can empty its entire magazine with one full melee burst (Each burst counts as one attack.)

      4. PAYLOAD: Each machinegun is fed by a 60 round magazine, sufficient for 4 short bursts 2 long bursts or 1 melee burst.

    5. 60mm ARMOR PIERCING CANNON: This cannon is available only on specially equipped MA-158 "Comanche" type officers suits, and used primarily against larger targets such as enemy mecha or full sized Zentradi soldiers. It is designed on a similar principle of the AR-41 chain rifle, using a rudimentary railgun system to achieve extremely high muzzle velocities. It was primarily intended for use against larger Zentradi powered armors, in which regard it more than excels. The cannon can also fire explosive tipped shells for use against lightly armored macron infantry, but often reduces the weapon's firing accuracy. Though it does not actually inflict much damage against Zentradi armors or variable fighters with a direct hit, it can easily reach sensitive areas or systems that would normally be protected behind armor plating, sometimes having a greater effect than other, more traditional weapons.

      1. PRIMARY PURPOSE: Assault/Artillery support

      2. SECONDARY PURPOSE: Anti-mecha

      3. RANGE: 3,600 meters

      4. DAMAGE: 4D8 MD for armor piercing shells, or 4D10 MD for explosive shells

      5. RATE OF FIRE: Twice per melee.

      6. PAYLOAD: The cannon contains a large ammunition clip large enough to hold 20 rounds in addition to one chambered round in the cannon itself.

      7. NOTE: Armor piercing rounds will penetrate any armored surface and inflict one-half MD in additional "splash damage" on any objects beneath armor protection (IE: Powered armor pilot or other internal system receives 2D8 MD) un-armored targets simply add splash damage to normal damage rating.

    6. AMM-19 SHORT RANGE MISSILE LAUNCHERS: The Apache can carry a single short range mini-missile launcher into combat should the mission call for it. Each bazooka-like launcher is reloadable and can fire one missile literally as fast as the soldier and companions can reload it. These short range missiles are small and their warheads are not especially large compared to the AIM-190s used by larger mecha, but the fact that they are usually fired from extremely close quarters, and their small size in general, makes them extremely hard to dodge.

      1. PRIMARY PURPOSE: Assault

      2. SECONDARY PURPOSE: Anti-mecha

      3. RANGE: 4 mile (6.4 km)

      4. DAMAGE: 1D4x10 M.D. per missile

      5. RATE OF FIRE: Equal to the number of attacks of the pilot. (Reloading takes one attack/action, but missile can be fired immediately in the next action.)

      6. PAYLOAD: A single armor can carry one missile in the launcher and one additional missile

      7. NOTE: AMM-19s are automatically +2 to strike against all mecha in space and +1 in an atmosphere.

    7. HAND TO HAND COMBAT: If necessary, the pilot of the micron power armor can engage in melee combat rather than use a weapon. The armor is extremely agile and can execute ANY typical hand to hand combat moves, such as punches, jump kicks, leap attacks, rolling with impacts, etc. Note: The micron powered armor is the standard mecha of the GSDF and all soldiers in the Defense Force, regardless of rank and assignment, are proficient in combat with these machines (Not unlike the Zentradi Regult battle pods).

              DAMAGE:

    8. Restrained Punch: 1D6x10 S.D.

    9. Full Strength Punch: 4D6x10 S.D.

    10. "Booster" Punch: 5D6x10 S.D. (counts as two attacks)

    11. Tear or Pry with Hands: 3D6x10 S.D.

    12. Kick: 3D6x10 S.D.

    13. Leap Kick: 4D6x10 S.D.

    14. Body Flip/Throw: 2D4x10 S.D.

    15. Body Block/Tackle: 4D6x10 S.D.

    16. Stomp: 1D6x20 S.D. (only effective against small objects)

     

    STANDARD EQUIPMENT FOR THE APACHE POWERED ARMOR:

  • ELECTRONIC WARFARE EQUIPMENT: Available only with the Special forces QSP variant. This system features improved sensor resolution and superior tracking cappabilities, as well as a more efficient thruster output the makes this mecha not only extremely maneuverable compared to other units, but much harder to detect over long range. Any QSP "Cheyenne" variant using this gear gains +3 on initiative, +2 to strike, +2 to dodge and adds 10% bonuses to pilots skill to escape detection.

  • COMBAT COMPUTER: The Apache is equipped with an extremely advanced combat computer similar to the one used in the VF/S-4 Blitzkrieg. The combat computer tracks and identifies specific enemy targets, and has a database of over 800 images stored in memory. The computer can identify and track up to 100 targets simultaneously.

  • EXTERNAL AUDIO PICKUP: Range: 300 ft (91.5 m). A sound amplification system that can pick up normal conversation up to 300 feet away.

  • HEAT AND RADIATION SHIELDS: Special shielding prevents the penetration of life threatening heat and radiation. A radiation detection and alarm system are linked with the shields and will sound an alarm if there is a rupture in the shields and what the levels of radiation are.

  • LASER TARGETING SYSTEM: (Usually mounted on handheld or fixed weapons) Range: 15 miles (24 km). Used for increased accuracy in the striking of enemy targets and is partly responsible for the mecha's strike bonus.

  • LOUDSPEAKER: A loudspeaker system is built into the craft, which can be used to amplify the pilot's voice up to 90 decibels.

  • OPTICS: INFRARED: Range: 4000 feet (1220 m). This optical system projects a beam of infrared light that is invisible to the normal eye, but detectable by the mecha's sensors. The system allows the pilot to detect hidden/concealed objects by their IR reflectiveness. The beam will be visible to anyone with IR sensitive optics, however.

  • OPTICS: NIGHT VISION: Range: 4000 feet (1220 m). A passive light image intensifier that emits no light of its own, but relies on ambient light which is electronically amplified to produce a visible picture.

  • OPTICS: THERMAL IMAGER: Range: 4000 feet (1220 m). A passive optical heat sensor that detects infrared radiation projected by warm objects and converts that data into a false-color visible image. The system enables the pilot to see in the dark, in shadows, and through smoke, and also adds a +10% bonus to pilots using a tracking skill.

  • RADAR: 200 mile (321 km) range.

  • RADIO/VIDEO COMMUNICATION: Long range, directional communications system with satellite relay capabilities. Range: 600 miles (960 km) or can be boosted indefinitely via satellite relay.

  • SELF-DESTRUCT: To prevent capture and spiritia draining and by the Supervision Army, the Apache armor is equipped with a series of explosive charges intended to destroy the mecha in case of capture or loss of power. The explosive is chemical-based and can be detonated with a touch of a button, even if the engines and power systems of the armor have been destroyed. The Apache upgrades include a remote detonator with a special transponder code that enables other friendly mecha or starships to trigger the self-destruct at almost any range, as well as a spiritia energy sensor that triggers the explosive if the pilot should become immobilized by spiritia draining for a set period of time. (The remote detonator cannot be removed without triggering it, a feature mainly intended to keep the Apache off the Zentradi black market.) The explosion will instantly kill the pilot, destroy the mecha, and inflict 1D6x5 M.D. to everything within an 18 foot (5 m) radius around the armor.

  • TACTICAL LIFE SUPPORT SYSTEM: The power armor is pressurized and provides enough air and water to support a single soldier for up to 1 week. The armor can automatically seal small holes and punctures to prevent the air from escaping, and if an arm or leg is severely damaged it can be sealed off and jettisoned from the mecha (note that this does cut off the pilot's arm or leg, doing an additional 1D4 S.D. to the pilot). Note that like most powered armors, the hands are mechanical extensions of the pilot's hands.

  • COMBAT BONUSES FOR MICRONIAN POWERED ARMOR TRAINING:

    BASIC MICRON ARMOR COMBAT TRAINING

    • Basic training for non-pilot military personnel.
    • 2 attacks per melee (plus those of the pilot).
    • Add one additional action/attack at levels three, nine, and fifteen.
    • +1 to strike.
    • +1 to parry
    • +4 to dodge
    • +1 to roll with a punch or move with an impact, reducing damage by half
    • No leap dodge.
    • No leap kick.
    • Critical strike same as pilot's hand-to-hand.
    • Body block/tackle/ram - 1D6x10 S.D. plus a 90% chance of knocking an opponent down, causing him to loose initiative and one attack that melee round.
    • All full sized mecha are -4 to strike

    ADVANCED MICRON ARMOR COMBAT TRAINING

    • Advanced training for military pilots and mecha specialists.
    • 5 attacks per melee (plus those of the pilot).
    • Add one additional action/attack at levels three, six, eleven, and fifteen.
    • +4 on initiative.
    • +4 to strike.
    • +3 to parry
    • +7 to dodge
    • +3 to roll with a punch or move with an impact, reducing damage by half.
    • +4 Leap dodge
    • Critical strike same as pilot's hand-to-hand.
    • Body block/tackle/ram - 1D6x10 S.D. plus a 90% chance of knocking an opponent down, causing him to loose initiative and one attack that melee round.
    • All full sized mecha are -4 to strike.

    REFERENCES USED IN THIS DESIGN

    • Starship Troopers Novel by Robert A. Heinlein

    • Legend of Megaroad Fanfiction

    • Uchu no Senshi TV Series