SiraTech Enterprises

SiraTech Enterprises

A RIFTS Netbook

[Rifts]

Introduction #

One of my favourite shows of all times was the Robotech cartoon series. When I discovered that Palladium had a line of Robotech Role-playing books I immediately ran out and bought them. This was my first experience with role-playing games. I collected many other RPG’s and miniature games over the years but Palladium was always one of my favourite game publishers.

One day I was browsing the locale gaming store when I ran across a new RPG by Palladium called Rifts. I bought it and my friends and I sat down to try it out. It was an immediate hit. After many years now of playing many campaigns in the Rifts world I found that the one thing that was lacking was really cool transformable mecha like those in Robotech. So I decided to create a sourcebook and story line to bring the vehicles of Robotech into the Rifts universe. At first I just created characters and transported them from the Robotech universe into Rifts. But I quickly discovered that the mechs were severely out gunned. Not only that, but when you ran out of missiles and other ammunition it was expensive, time consuming, and in some cases impossible to get replacements.

One day a solution to my problem suddenly hit me. What if a manufacturer in the Rifts universe somehow acquired the plans and ability to manufacture the mecha of Robotech? I set out making improved versions of some select mecha and used them in a test campaign. The idea seemed to work well, and so was born the SiraTech Enterprises Sourcebook.

The sourcebook is far from complete and it takes time to order my scrawled notes into proper documents. And time is not something I have a lot of. To give you some idea of what the final goal is in these web pages read the History and Overview section.

History and Overview #

SiraTech Enterprises was founded by an insignificant race of beings in a remote corner of the Three Galaxies (see Rifts Dimension Book Two: Phase World) called the Sira’la. Their only talent was the ability to know the intimate workings of any type of machine. They also showed an increased level of productivity when threatened. They were relatively primitive compared to most civilizations of the Three Galaxies, they were only just taking there first steps into space. They possessed technology roughly equal to that of 1970’s Earth. They lived on a small planet in a star system that had only three other planets. All of the planets were poor in minerals and none of them had any moons. They called their planet, sun and system Sira.

One day, several decades ago, a representative from Naruni Enterprises found their home planet by accident when the Rift he was traveling through became unstable. Suddenly and unexpectedly he found himself on the uninteresting, peaceful world of Sira. After doing some subtle intelligence gathering he determined that the inhabitants had little conception of fighting, let alone war. The agent concluded that he would not find any demand for weapons so he prepared to depart. As an afterthought he kidnapped several Sira’la and sedated them, hoping to sell them as slaves to make some profit for him. Arriving later at a Splugorth planet he sold the dozen aliens at the slave market.

Several years later he heard a rumour from an associate in the intelligence division of Naruni Enterprises that sent his thoughts back to this incident. It seemed that the Spulgorth’s allies, the Kittani, were very excited about this race of beings known as Sira’la that were gifted with machines. They were offering large sums of money to anyone who could provide the whereabouts of the Sira civilization. Upon hearing this and seeing a picture of the aliens the agent was reminded of the planet he had visited so many years ago. He alerted his employers about his involvement and volunteered to abduct more Sira’la so that Naruni could determine what was so special about them. Over the next few years Naruni Enterprises abducted many of the aliens and found that they had more than a gift with machines. The Sira’la all possessed psionic powers that let them link with machines and divine their function and construction. This allowed them to reproduce any technological device they examined. The Naruni were thrilled, this meant that they could now reproduce competitor’s products without having to steal the original plans.

They abducted several thousand Sira’la and set up a top secret research and production facility in a star system near to Sira. Here they trained the Sira’la as technicians, engineers and scientists. They proved extraordinarily adept at all mechanic sciences, including bionics, computer programming, and others. Unknown to the administrators of the compound, the Sira’la were using the technology they were learning to contact their home world and inform them of the situation. Many years passed with more wonders pouring forth from the facility. Because of this Naruni Enterprises is now one of the most advanced and successful arms dealers in all of the Megaverse.

It was not to last however. One day the leaders of Naruni Enterprises received some upsetting news. The facility’s staff and all of its equipment had vanished.

Believing that the Kittani had found the Sira’la, agents were sent to recover them. The agents returned to report that the Kittani had apparently given up their search more than a decade before and were not responsible for the ransacking of the facility. In fact, the Kittani’s own captive Sira’la had been abducted as well. Close inspection of the facility revealed that there was a residual spatial anomaly at a point beyond the gravitational pull of the planet. Naruni assumed that inter-dimensional raiders had attacked the facility and made off with its contents. The lack of any significant signs of a struggle caused the corporate leaders to suspect inside help. They combed through their ranks looking for moles. Through all of this many years rolled by. Finally, an underling suggested that they accept their losses and just build another facility, abduct some more Sira’la, and start over. The suggestion met with approval and an expedition was sent to Sira.

When the expedition emerged from the Rift they found themselves on a highly developed world. They were quickly captured by Sira’la soldiers wielding high-tech laser rifles and wearing M.D.C. body armour. Bewildered the expedition leaders wondered if they had accidentally traveled forward in time. They had little time to ponder though, as they were quickly put aboard a space cruiser and transported to the nearest Naruni outpost. There they were turned over to their associates with a message to be delivered to the Naruni Board of Directors as well as the Kittani. The Sira’la would no longer be treated as slaves or property.

Enraged by the arrogant statements of an upstart race of primitives, Naruni Enterprises put together a task force and a small fleet of ships. Upon arriving in the Sira star system they were confronted by a fleet of over two dozen cruisers and battleships. The Sira fleet sent only one transmission before opening fire. “We warned you.” Only one ship escaped the battle, and the feeling is that it was allowed to escape to carry the message to its leaders.

From that day forward the Sira Empire has been enemies of Naruni Enterprises, the Kittani, and the Splugorth. In recent years they have decided that the best way to remove their enemies is to attack them both physically and economically. Thus was born SiraTech Enterprises. Technologically they are now superior to Naruni Enterprises and the Kittani. To this day Naruni Enterprises can’t understand how the Sira’la pulled it off.

Their fatal mistake lay in their conception that the Sira’la were, and would always be, primitive. However with the training received from the Kittani, and especially Naruni, the Sira’la were now just as technologically advanced as their masters. Through the use of the technologies that their masters had taught them, they secretly contacted their home world. Both groups of captured Sira’la, those with the Kittani and those with Naruni, transmitted all their teachings to the scientists of Sira. With the whole population becoming involved in learning new technology, the Sira’la civilization was practically reordered overnight. They converted their factories into advanced mechanized manufacturing plants and began to build ships to terraform and colonize the other planets in their system.

Even with their astounding progress they were still more than half a century behind most of the rest of the Three Galaxies and had no hope of standing up against the Kittani or Naruni Enterprises. This all changed when a team of Sira’la scientists who were studying Rifts detected what they thought was some type of machine. It appeared that the object was trapped between dimensions, outside of space and time. Through some dimensional anomaly, one of the researchers was able to telemechanically link to the object. His mind was overloaded by the emanations of an alien technology. He just barely managed to correct the objects trouble before he passed out. In a flash of energy, a large space station blasted through the fabric of space and time to emerge in orbit around the planet. The Sira’la had just discovered the lost Robotech Factory Satellite and all the alien technology that it possessed.

The factory was abandoned; the crew had died from the rigours of being trapped between realities for so long. The Sira’la claimed the factory for themselves and set about studying it. The alien technology of protoculture was totally beyond them, but they were able to repair the factory; much as the inhabitants of Earth in the Robotech dimension had been able to repair the SDF-1. Using the advanced technology gained from the Kittani and Naruni the Sira’la were able to convert the factory to use regular power sources. They were also able to adapt plans found aboard the factory and create weapons of war that far surpassed those of Naruni and all other arms dealers. They were even able to adapt the “Fold Drive” to work without protoculture, allowing them to travel through space and between dimensions instantly.

Now that they were ready, they planned and executed the release of the captive Sira’la, thwarted the attempts of Naruni to enslave them again, and vanquished a small fleet of attacking space craft. Although pleased with themselves, the Sira’la knew that they would soon be discovered by the other powers of the Three Galaxies. So they decided to dive into galactic culture first. They formed SiraTech Enterprises and developed a line of robots, power armour, vehicles, and weapons to market. They knew that their material was superior to that of Naruni and most others. The technology of mass production found in the Robotech Factory Satellite enabled them to produce their products inexpensively. This gave them an edge over Naruni Enterprises, who like to charge top dollar for their hardware.

At present, SiraTech is gaining a reputation for high quality merchandise and friendly service. In many people’s eyes this makes them preferable to Naruni Enterprises with its strong arm tactics and under-handed business deals. SiraTech Enterprises keeps the best of its technology for use by the Imperial Siran Army and their mercenary company the Aesirian Army. The equipment it does market commercially is still far superior to that of any other manufacturer in the Three Galaxies.

The development of SiraTech Enterprises and the Siran Empire can be viewed chronologically in relation to Rifts Earth time in the Timeline section.

Timeline #

This section gives a chronological list of events in the history of SiraTech industries. Dates are relatives to standard Rifts Earth time keeping.

Year Event
65 P.A. Naruni agent accidentally finds the Sira’la home world. Kidnaps several and sells them in a Splugorth slave market.
67 P.A. Kittani engineers discover that the Sira’la are very adept with machines. They begin search to round up all other Sira’la slaves.
68 P.A. Kittani search for the Sira’la home world, Sira, begins.
69 P.A. Naruni agent hears about Kittani search for the Sira’la home world.
70 P.A. Naruni abducts many Sira’la and discovers their abilities with machines.
72 P.A. Naruni abducts several thousand Sira’la and builds a secret research and production facility that they are imprisoned in. There education in high technology begins.
74 P.A. Sira’la held captive by Kittani manage to contact home world and inform them of situation. Technological developments are also transmitted.
75 P.A. Sira’la held captive at Naruni facility make contact with home world and impart more technology.
79 P.A. Robotech Factory Satellite is snatched from limbo. The Sira’la begin to adapt the secrets of Robotechnology.
82 P.A. The Sira’la are able to repair the Robotech Factory and return it to full operation. Study of Robotechnology continues.
88 P.A. Full integration and comprehension of Robotechnology is achieved without the use of protoculture. Siran military is equipped with transformable fighter craft based on old VF style veritechs. Also giant robot vehicles based on plans of RDF Destroids are included in regular army.
90 P.A. Sira’la at Naruni Facility revolt and escape aboard a space cruiser from their home system. The captives of the Kittani also escape.
90 P.A. Search for answers about what happened at the facility is initiated by Naruni Enterprises.
93 P.A. Naruni expedition to Sira to capture more Sira’la fails. Expedition is turned over to Naruni with a warning.
94 P.A. Naruni fleet is vanquished by Siran Imperial Army.
95 P.A. SiraTech Enterprises is formed by the Siran Empire to compete with Naruni and the Kittani.
97 P.A. SiraTech Enterprises launches its first line of products. Several laser weapons and body armour, similar to those produced by Naruni at the time.
98 P.A. Naruni tries to use its standard business practices to bankrupt SiraTech, it fails.
99 P.A. First line of SiraTech power armour is marketed. It fails miserably because of its alien nature.
100 P.A. SiraTech conducts a study of what it’s market wants. It tests many types of weapons and vehicles. It standardizes its production to conform to popular conventions. Decision to use a higher level of technology in their commercial productions is approved by Siran Empire.
101 P.A. SiraTech perfects advanced genetic engineering and cloning. The Aesirman Soldier is created and with it the Aesirian Army mercenary platoon. The platoon is used to test new developments in the field. The Siran Empire is still expanding and has not yet been noticed by the major powers of the Three Galaxies.
102 P.A. SiraTech launches new product line of personal weapons, body armour, personal force fields, advanced combat vehicles, robot vehicles, and power armour. It is a success although recognition is still low.
103 P.A. SiraTech includes transformable vehicles into its commercial line. Previously these were restricted to the Aesirian Army and the Imperial Siran Army. The Imperial Siran Army gains new more advanced equipment.

Technology #

The technology used by SiraTech Enterprises can best be described as a combination of Naruni and Kittani basic engineering principles enhanced by the alien science of Robotechnology.

Although the Sira’la where never able to reproduce the alien power source known as “protoculture” they were able to simulate its properties by other means. What they failed to reverse engineer they replaced with technology learned from the Kittani and Naruni.

While many may say that SiraTech is just a bunch of “copy cats” this is not entirely true. While it is true that all of their products are based on designs found in the Robotech Factory Satellite, all of these designs have been completely re-engineered. Only the outward appearance is the same, the inner workings are usually completely different, and much more advanced than the originals.

The reason for this is that though the Sira’la could design a vehicle or device entirely from the ground up, they prefer the challenge of improving an existing design. Which to be honest is much more difficult. It would have been far easier to create a new super advanced aerospace fighter from the ground up, rather than redesign Robotech’s Alpha fighter to compete in the Three Galaxies, but still retain the characteristics of the original.

One of the most complicated projects SiraTech ever embarked upon was to reverse engineer the advanced pilot interface system that Robotechnology gained through the use of Protoculture. Their first success in this area was really just an extension of their own psychic powers.

The Telemechanic Vehicle Link was developed to allow the Sira’la to interface directly with a vehicle using their psionic power of Telemechanics. Unfortunately it required that the vehicle be designed with this capability in mind from the beginning.

The Siran scientists thought that a proper system of advanced control should have the capability to be added to any existing vehicle, and should be usable by those who do not have a specific psionic power. They set about creating a Neural Interface that would allow any pilot to experience intimate control similar to the Telemechanic Link. They succeeded, but the system required that the pilot have a cybernetic attachment implanted in their cranium. Work continues to perfect a system that does not require intrusive surgery.

A spin off of the Neural Interface was the Robotic Interface; it is basically a version of the system that allows intelligent Bots to control vehicles more completely. In fact it allowed them to all but become the vehicle.

SiraTech’s main goal is to create vehicles that respond faster and better to their user’s commands. The devices listed above are just one approach to this problem; another approach resulted in the SiraTech Reflex Response and Augmentation System. This is one of the crowning achievements of Siran scientists; it can be added to any vehicle or incorporated from the design phase. It drastically improves the performance of a vehicle and is the cornerstone to SiraTech’s edge in the performance market.

With all these wonderful technologies you would think SiraTech would be satisfied that they could take it easy and ride their current successes. That is not the case though, ever the perfectionists the Siran scientists are rumoured to be delving into nano-technology to create modular vehicles and weapons the likes of which only the most imaginative have contemplated…

Neural Interface #

This device gives the user a direct link from brain to equipment. It was developed by SiraTech Enterprises for use by individuals who could not link to vehicles with Telemechanics. It is most commonly used in conjunction with a vehicle control system to provide the user with a much more precise control over the vehicle’s movements, and use of vehicle mounted weapon systems.

Note: The term vehicle is used here to represent any and all conventional vehicles, robot vehicles, jet packs, and power armour. Basically any equipment used for transport (motorized of course.) This does not include TW items and equipment of any sort.

The user must have a Neural Interface implant (hereafter referred to as an NI-jack) and the vehicle must be equipped with Neural Interface equipment. The NI-jack is a cybernetic device that is hooked directly into the user’s nervous system and motor control portion of the brain, allowing direct and complete control over the various functions integral to the vehicle. The Neural Interface (abbreviated NI here after), is a special electronic/cybernetic control interface conduit shaped like a ultra sophisticated audio/visual plug, hooked up to a specialized vehicle and weapons control computer. The interface cord and jack are encased in a highly durable metallic sheathing (3 MDC) to help in surviving collisions and shock damage.

The NI is equipped with a series of micro servos and a miniaturized short range sensor, which are activated by verbal command from the pilot, causing the servos and sensor to activate and guide the interface conduit to the NI-jack. The user must be located in the piloting compartment of the vehicle when he does the voice activation. This insures nearly 100% connection probability. This assumes optimal conditions. The chance of connection is reduced significantly, to about 60%, if the user is moving in an erratic fashion.

The NI-jack allows the user to view all sensors and visual images and such from cameras and sensors systems. This includes hearing if the vehicle is equipped with such sensors. The NI-jack is usually installed in the back of the neck or the temple. If installed at the base of the neck, it is fairly easy to conceal from viewers.

The NI-jack is a completely different and independent system from the Universal Headjack & Ear Implant as found in the Rifts Basic book. They are not compatible in the least. The cost of the NI-jack is 20,000 credits, not including surgery.

The NI, the vehicle portion of the pair, costs 15% of the normal (non-NI equipped) vehicle cost. So to figure the final cost of the vehicle, multiply the cost by 1.15. The NI system can contain and process the vocal patterns and passwords for 5 users. This can be expanded to 30 by the purchase of a dedicated computer, costing 250,000 credits.

The NI cost can again be increased by an additional 5% if the vehicle owner wishes to make this system immune to EMP’s, by making the NI Optical. However, without this added cost, the NI would fair as well as any other computer affected by EMP’s (which is to say, not well). With an Optical enhanced NI, the computer would be immune to EMP’s created by nuclear blasts and other weapons.

If a vehicle is to be made without the “manual” controls, this system (NI) would cost 11% (percent) of the cost of the vehicle in question, not the normal 15%. Because the NI accesses the combat computer controlled systems (ie. Weapons, sensors, Motive systems, etc) directly, manual controls are not/would not be needed. As in a two-seater vehicle the person using the NI/NI-jack system would control the vehicle, unless said vehicle was made as a “trainer” so that the other person can ride “piggy­back”, watching what the first person is doing until the second person wishes to take control.

The benefits given by the use of this specialized electronic/cybernetic device are listed below:

Power Armour Bonuses #

  • +15 % to the appropriate piloting skill.
  • +1 attack/action per melee
  • +2 to Strike in Ranged combat (with integral weapon systems)
  • +2 to Strike in Hand to Hand combat
  • +1 to Pull/Roll with Punch, Fall, or Impact
  • +1 to Parry
  • +2 to Dodge
  • +4 to Dodge while in air (total)

Robot Vehicles Bonuses #

  • +10% to appropriate piloting skill
  • +1 attack/action per melee
  • +2 to Strike in Ranged combat (with integral weapon systems)
  • +1 to Strike in Hand to Hand combat (where appropriate)
  • +1 to Pull/Roll with Punch, Fall, or Impact
  • +1 to Parry
  • +1 to Dodge
  • +2 to Dodge while in air (total) if appropriate

When using Telemechanics, these bonuses are not used. Instead use the bonuses listed for a Telemechanic link. Only one or the other applies.

The Neural Interface is in addition to any other controls said vehicle has, and as such, the other controls can still be used by anyone without an NI-jack.

Robotic Vehicle Interface #

This system can be installed in Bot R.C.C. characters; it allows them to interface directly with the vehicle. This allows them to control the vehicle more accurately, making them superior pilots. Cost: 750,000 credits.

Bonuses:

  • +15% to all piloting rolls
  • +1 to strike
  • +1 to parry
  • +1 to dodge
  • Plus, automatically receive the equivalent skill of robot, power armour and piloting combat: ELITE with that vehicle!

If the vehicle also has a Neural Interface the bonuses from that also apply, since the RVI is merely an advanced Bot version of that system. Some vehicles have anti-intrusion systems (the robot has to save versus psionics or receive a nasty jolt doing 2D6 M.D. and the link up is impossible). This module also gives the Bot character the equivalent of a universal headjack (see Rifts, page 230), and +15% to all their computer operation, programming and hacking rolls! Furthermore, once a successful meld is completed (1D6 melee rounds), the character is the overriding force in control of the vehicle or machine, and cannot be subverted or control taken away.

All Sira’la are minor psionic’s and possess Telemechanics. As a result they have developed an advanced system that makes their vehicles more receptive to telemechanic links. All vehicles that they produce are equipped with this feature, and unlike their other systems cannot be built into an existing vehicle.

The pilot must pay the normal I.S.P. cost to link to the vehicle but once he is linked his power will continue at no extra cost to him until he exits the vehicle or chooses to terminate the connection. By using telemechanics to bond with a vehicle the pilot gains the following bonuses.

Power Armour:

  • +2 attacks per melee
  • +4 to strike with weapon systems
  • +2 to strike in Hand To Hand combat
  • +3 to roll
  • +3 to parry
  • +3 to dodge on the ground
  • +6 to dodge in the air (total)

Robot Vehicles:

  • +2 attacks per melee
  • +2 attacks per melee with weapon systems
  • +4 to strike with weapon systems
  • +2 to strike in Hand To Hand combat
  • +2 to roll
  • +2 to parry
  • +2 to dodge on the ground
  • +4 to dodge in the air (total); if capable

SiraTech Reflex Response and Augmentation System #

This advanced reflex response and augmentation system is the commercial version that can be added to any robot vehicle or suit of power armour. The system can be combined with Neural Interfaces and Telemechanic Links. It requires extensive replacement of the vehicles circuitry and takes at least a week to perform. Cost: 20% of the vehicles base cost.

The system combines advanced processors and a high bandwidth neural receptor to provide the pilot with increased response time. The system also has a limited expert system that anticipates the possible actions of the pilot and prepares for them. When combined with a Neural Interface or Telemechanic Links the pilot can achieve almost perfect integration with the vehicle.

All commercial SiraTech robot vehicles and power armour have a version of this system. All SiraTech restricted robot vehicles and power armour have a more advanced version.

Bonuses #

The following bonuses are in addition to normal combat bonuses.

  • +1 on initiative.
  • +1 to parry at levels three, six, ten and fourteen.
  • +1 to roll with impact, punch or fall.
  • +1 to Leap (auto) dodge.
  • +1 additional melee action/attack at levels five and ten.

Engineering and Design #

Nearly all SiraTech powered armour and robot vehicles are copies of Robotech mecha, at least on the surface. In actual fact though, SiraTech scientists completely reverse engineered the mecha designs they found aboard the Robotech Factory Satellite. They then worked in as many improvements as they could given the constraints of the original design, and then built the vehicles up using the more advanced technology at their disposal.

The result is vehicles that look to be exact duplicates of Robotech mecha, but which are in fact stronger, faster, and much more deadly.

For the most part the RDF era designs have been improved to nearly the limit of SiraTech’s capabilities. These vehicles have been allocated for commercial sale. Other more modern Robotech designs have been carefully augmented to their maximum limits while still retaining the features of the original. These vehicles have been designated as restricted vehicles, only for use by the Siran Military and the Aesirian Army.

In some cases existing robot and powered armour vehicles found on RIFTS Earth have been given the same treatment. And in other cases entirely new vehicles have been designed from the ground up, but which show the influences of their mixed Robotech/RIFTS heritage. These vehicles also are restricted for use only by the Siran Military and the Aesirian Army.

Eventually in time these restricted mecha may roll down to the commercial market as new designs are released that render the old ones less cutting edge. Anyway you look at it though SiraTech has a product line that is astoundingly advanced, the only thing holding them back from total market domination is that they have not yet been able to ramp supply up to meet demand. If they ever do manage to flood the market their name will become a known and respected symbol.

Until then their name is only whispered in rumours on the lesser developed worlds of the Three Galaxies. The sight of one of their creations is enough to cause crowds to stop and stare… assuming they aren’t looking at the hostile end…

Commercial Products #

SiraTech restricts its more advanced designs for use by the Siran Imperial Army and to a lesser degree the Aesirian army. For commercial release they have a line of older designs as well as some newer ones that were created especially for mass market distribution. Below is a list of those that are available for sale.

Power Armour #

SiraTech Cyclone Power Armour #

    The Cyclone is one of SiraTech’s greatest commercial successes. The idea of a small, fast, one man vehicle capable of turning into an agile suit of power armour captivated many buyers. The cyclone is the most technologically advanced of any commercial product marketed by SiraTech. Although the Siran military has replaced it with the more sophisticated Skyclone, it has just become available commercially.

In order for the cycle to transform, the pilot must be wearing a suit of ST-4 Riding Armour. If not, the cycle will be unable to initiate the transformation sequence due to the fact that the body armour is an integral component of the power armour. The complexity involved in the transformation of such a small vehicle insures that there will not be any successful “knock-off” attempts of this popular vehicle.

Model Type: ST-BA001-B

Class: Strategic Mobile Military Transformable Exo-Skeleton

Crew: One.

M.D.C. by Location in Cycle Mode:
Headlight (front) 5
Tires (2) 2
Storage Box (2) 2 each
Rocket Thruster 50
*Main Body 250

* Depleting the M.D.C. of the Main Body will shut the vehicle down/completely, making it useless.

M.D.C. by Location in Power Armor Mode:
Tires (2, mounted behind shoulders) 2 each
Rocket Thruster (rear, lower back) 50
Forearm Weapons/Shields (2) 50 each
Legs (2) 150 each
Head 100
*Main Body 250

* Depleting the M.D.C. of the main body will shut the power armor down completely, rendering it useless. An emergency release system allows the person inside to shed the immobilized armor. Remember, the wearer is also wearing a suit of Riding Armor underneath.

Speed #

Motorcycle Mode: 210 mph (336 kmph) maximum. Typical cruising speed is around 80 mph (128 kmph). Turbo boost by the rear jet enables the motorcycle to make leaps of up to 40 feet (12.2 m) across or hurl itself 20 feet into the air.

Power Armor Mode, Running: 60 mph (96 kmph) maximum.

Power Armor Mode, Flying: Hover stationary up to 30 feet (9.1 m) above the ground and fly up to 200 feet (61.5 m) high and at a maximum speed of 180 mph (288 kmph).

Power Armor Mode, Leaping: The powerful exoskeleton legs can leap up to 20 feet (6.1 m) high or across unassisted by the thruster. A thruster assisted leap can propel the unit up to 100 feet (30.5 m) high or lengthwise.

Statistical Data #

Height: Power Armor Mode — 7 feet (2.1 m)

Motorcycle Mode — 3.6 feet (1.09 m).

Width: Power Armor Mode — 3.4 feet (1.03 m)

Motorcycle Mode — 1.6 feet (0.5 m).

Length: Power Armor Mode — 3.1 feet (0.94 m)

Motorcycle Mode — 5 feet (1.5 m).

Weight: 200 lbs (90 kg).

Physical Strength: Equal to a P.S. of 40.

Cargo: Has detachable cargo boxes that can be connected to the rear of the bike like saddlebags. The size of each container is 18 inches tall by 20 inches wide by 18 inches deep (18x20x18). A passenger can also ride seated behind the driver. Maximum cargo weight limit, in addition to the rider is 250 lbs (113 kg). Reduce maximum speed by 20% for every additional 50 lbs (22 kg) and -1 to dodge. Note: The storage boxes and passenger drop off the motorcycle when it changes into power armor mode.

Power System: Nuclear Fusion, average energy life is 5 years.

Market Cost: 25 million credits direct from dealer.

Weapon Systems:

1. Mini-Missile Launchers (2): In motorcycle mode, the two launchers are side by side in the nose of the cycle. In power armor mode, the launchers are divided, with one on each side of the chest/shoulder area. Both launchers hold six missiles each.

Primary Purpose: Assault

Secondary Purpose: Anti-Aircraft

Missile Type: Any mini-missile.

Mega-Damage: Varies with missile type.

Range: Usually about one mile.

Rate of Fire: One at a time or in volleys of 2, 4, 6 or 12.

Payload: 12 total; 6 per launcher.

2. Forearm Mini-Missile Launcher (1): A pair of mini-missile tubes are located on one of the powered armors forearms, the other has a pulse laser. It is up to the user which arm the launcher is on. When in motorcycle mode the launcher is located on the same side of the front wheel.

Primary Purpose: Assault

Secondary Purpose: Anti-Aircraft

Missile Type: Any mini-missile.

Mega-Damage: Varies with missile type.

Range: Usually About one mile.

Rate of Fire: One at a time or in a volley of 2 (all).

Payload: 2 total.

3. Forearm High Intensity Pulse Laser Gun: This weapon is mounted on one of the forearm shields and tied directly to the vehicles power supply. In motorcycle mode, the weapon can be rotated upward in a 45 degree angle and fired by pressing a trigger in the handle bars.

Primary Purpose: Assault

Mega-Damage: 3D6+6 M.D. per single shot, or 1D6x10+10 M.D. triple pulse burst.

Range: 2000 feet (610 m).

Rate of Fire: Equal to total number of hand to hand attacks per melee.

Payload: Effectively Unlimited.

Special Bonus: +2 to strike — thanks to the laser targeting system.

4. Optional: HI-S120 Beam Cannon: A large high-intensity laser rifle designed for the battle cycle (or any other power armor suit with a P.S. of 28 or higher) as an additional weapon system. The weapon is stored on the top right or left side in cycle mode and carried in power armor mode. It can only be carried in a free hand (one that does not have a pulse laser gun mounted on it). It can be used by normal humans like a rifle, but is heavy and awkward, and imposes a penalty of -3 to strike.

Range: 4000 feet (1200 m).

Mega-Damage: 5D6+2 M.D. or 2D4x10+16 M.D. multiple pulse burst (three simultaneous shots; counts as one melee action).

Rate of Fire: Standard.

Payload: 30 shots per long E-Clip.

Weight: 14 lbs (6.4 kg)

5. Optional: Missile Launcher Sidecar: The sidecar can be attached to the battle cycle in motorcycle mode only, or onto any type of larger, conventional motorcycle. The sidecar will automatically detach and drop away from the battle cycle when it changes to power armor mode.

Primary Purpose: Assault

Secondary Purpose: Anti-Aircraft

Missile Type: Any mini-missile.

Mega-Damage: varies with missile type.

Range: Varies with missile type, usually 1 mile.

Rate of Fire: One at a time or in volleys of 3, 6, or 9 (all).

Payload: 9 total.

6. Optional: ST-RL6 Heavy Rocket Cannon: This weapon is hand held in soldier mode and top mounted in cycle mode. Only one can be carried, but can be combined with other weapon systems except CADS. The rocket cannon can only be held in a hand that has no forearm weapon system, or forearm mini-missile launcher.

Primary Purpose: Assault

Secondary Purpose: Anti-Aircraft

Missile Type: Any mini-missile.

Mega-Damage: varies with missile type.

Range: Varies with missile type, usually 1 mile.

Rate of Fire: One at a time.

Payload: 6 total.

7. Optional: Close Assault and Defence System (CADS): This hand to hand weapon system can be used in place of the other types of forearm weapons. The Cyclone is fitted with large disc-like forearm shields that contain the CADS system. With the press of a manual control stud or by voice activation (a spoken 4 digit code), one or both of the retractable blades will spring out for instant use. The blades are double-edged, sword-like weapons with a high-frequency energy field around them, creating a mega-damage blade weapon.

The blades are powered by the cyclone’s own power supply and cannot be removed without tools. Detached from the cyclone, a CADS is a worthless weapon, weighing far to much to wield even as a two-handed weapon and it is no longer energized.

Primary Purpose: Hand to Hand Combat

Secondary Purpose: Clandestine operations.

Mega-Damage: 1D6x10 M.D.

M.D.C. Special: 50 when retracted, but a renewing energy field provides the blades and forearms with unlimited M.D.C. when extended (this only protects the blades and forearms).

Special Bonus: Adds +2 to parry in hand to hand combat.

8. Hand to Hand Combat: Rather than use a weapon, the pilot can engage in mega-damage hand to hand combat.

Bonuses & Damage from Battle Cycle Combat Training:

Restrained Punch — 1D4 M.D.

Full Strength Punch — 2D4 M.D.

Power Punch — 2D6 M.D. (counts as two attacks)

Crush, Pry or Tear — 1D4 M.D.

Kick — 1D6 M.D.

Leap Kick — 2D6 M.D. (counts as two attacks)

Power Leap Kick — 3D6 M.D. (thruster assisted counts as two attacks)

Body Flip/Throw — 1D4 M.D.

Elite:

+2 to strike

+3 to parry

+4 to leap dodge (auto dodge in power armor mode)

+4 to dodge in motorcycle mode

+4 to roll with punch, fall or impact

+1 on initiative

+2 melee attacks at level one

+1 additional attacks at levels 3, 6, 10, and 14.

Basic:

+1 to strike

+1 to parry

+1 to leap dodge (auto dodge in power armor mode)

+2 to dodge in motorcycle mode

+2 to roll with punch, fall or impact

+1 melee attack at level one

+1 additional attacks at levels 4, 8, and 12.

9. Special Equipment: All features common to most power armor with the following changes and additions:

  1. Computer Targeting System with infrared, passive night sight and thermo-imaging capabilities is located in the right shoulder of the battle cycle in power armor mode. Bonuses: Adds +2 to strike with missiles, and +1 to strike with other weapon systems (pistols, rifles, etc.). Range: 4000 feet (610 m) by line of sight.

  2. Laser Resistant Armor made of advanced ceramic compounds. Lasers do only half damage.

  3. Neural Robotic Interface

Robot Vehicles #

  • “Stinger” Combat Robot

  • “Dark Knight” Transformable Hover Tank

  • “Viper” Transformable Robot Jet Fighter

SiraTech “Stinger” Combat Robot #

This is one of the only vehicles from the early productions of the Sira’la that is still in service. It has been updated and improved but the only real change from its first production is the addition of a multi rifle.

The origins of this mecha can be traced back to the first attempts of the Sira’la to produce Robotech type vehicles. They were very pleased with the replicas of VF veritechs that they were producing but less satisfied with Destroid reproductions. They disliked the lack of maneuverability that charcaterized Destroids, but they didn’t want to sacrifice the fire-power. Eventually they would adopt the style of multi-rifle seen on the Silverhawk (see Phase World pg. 130) but in the meantime they developed a highly maneuverable robot vehicle.

The Stinger was inspired by a report found on the Robotech Factory satellite about the guerrilla activities by a band of female Zentraedi on Robotech Earth during the Zentraedi Uprisings. This band had apparently taken the Zentraedi Female Power Armor and merged it with Destroid components to create an incredibly maneuverable robot with massive firepower. The Sira’la decided to take the basic design of the Zentraedi Female Power Armor and make similar modifications. It took them several years to perfect, but eventually they were able to produce a fast, nimble, highly destructive robot vehicle. It had only two disadvantages: its armament was limited to missiles (although a very large payload) which meant that it would run out of ammunition eventually, and it was very large (55 feet tall). This limited its use to combat in open environments in combination with other support vehicles.

When the multi-rifle style of gun pod was adopted by the Sira’la, the Stinger was redesigned to include an ST-E11 which greatly improved its combat capabilities.

If you want a visual conception of what this robot looks like you’ll have to conjure one up from my following description. This is because I suck at drawing and no one I know is has the required skill to pull this off. So imagine what the stinger looks like take the basic Zentraedi Female Power Armor (Robotech RPG page 92), next replace the upper arms with ones similar to those of the Vindicator (Sentinels RPG page 91) and the lower arms with ones similar in appearance to those of the REF Gladiator (Sentinels RPG page 64), then replace the lower legs below the knees with ones that look like those of the Vindicator. We’re not done yet, remove the dual autocannons mounted in the chest and place a missile pod in the chest there on either side of the face plate, the missile pods should look something like those of the RDF Gladiator (Robotech RPG page 59). Well that wasn’t so tough was it, or maybe it was. Hey, its the best I can do, if someone would like to attempt to draw this or any other of my designs go right ahead, I would greatly appreciate the help.

Model Type: ST-CR002

Class: Mobile Missile Assault Robot

Crew: One.

M.D.C. by Location:

**Communications Antenna — 10

**Optic Lens — 40

Rear Thrusters (2) — 150 each

Top Missile Launchers (2) — 100 each

Upper Arms (2) — 60 each

Forearms/Missile Pods (2) — 80 each

Shoulders/Missile Pods (2) — 100 each

Upper Legs/Missile Launchers (2) — 80 each

Lower Legs/Thrusters/Missile Pods (2) — 180 each

Upper Chest/Missile Launchers (2) — 200 each

Reinforced Pilots Compartment — 200

*Main Body — 500

Multi-Rifle — 180

* Depleting the M.D.C. of the main body will shut down the entire unit, immobilizing it completely.

** The very small size and/or location of these items make them difficult targets to strike. Attackers are –6 to strike on a called shot. Destroying the communications antenna reduces radio range to 5 miles. Destroying the optic lens eliminates all forms of optic enhancements.

Speed:

Running: 110 mph (176 kmph) maximum.

Flying, Atmosphere: Mach 4 (2,680 mph/4,288 kph) maximum.

Flying, Space: Mach 12 (8,040 mph/12,864 kph) maximum.

Altitude: Unlimited, thanks to the contragravity flight system.

Leaping: 100 feet (30.5 m) up or across without using jet boosters, 300 feet (91.5 m) with jet boosters.

Statistical Data:

Height: 55 feet (16.8 m)

Width: 26 feet (8 m).

Length: 27 feet (8.3 m).

Weight: 35 tons fully loaded.

Physical Strength: Equal to a P.S. of 40.

Cargo: None.

Power System: Nuclear Fusion, average energy life of 25 years.

Market Cost: 80 million credits.

Weapon Systems:

1. Short Range Missile Launchers: Two are top mounted, near the engine thrusters, and one is mounted on each hip.

Primary Purpose: Assault

Secondary Purpose: Anti-Aircraft

Missile Type: Any short range.

Mega-Damage: Varies with missile type.

Range: Varies with missile type, usually about 1 to 5 miles.

Rate of Fire: One at a time or in volleys of 2, 4, 8, or 12.

Payload: 126 Total! Hip launchers: 21 each, for a total of 42; top launchers have 21 each, plus one set of reloads, for a total of 84.

2. MM-94 Multi-Missile System: The Stinger is bristling with missiles, its lower legs, arms, and chest have launchers that are almost identical to those used in the Alpha.

Missile Type: Any short range.

Mega-Damage: Varies with missile type.

Range: Varies with missile type; usually 1 to 5 miles.

Rate of Fire: One at a time or in volleys of two, four, six, eight, ten, twelve, fourteen, sixteen, eighteen, twenty, thirty, forty two, sixty, or all (94).

Payload: 94 total. Shoulders: 10 each, total of 20; Upper Chest: 12 each, total of 24; Forearms: 12 each, total of 24; Lower Legs: 13 each, total of 26;

3. Mini-Missile Launcher: The lower portion of the main body flips open to reveal a mini-missile launcher.

Primary Purpose: Anti-missile

Secondary Purpose: Assault.

Missile Type: Any mini-missile.

Mega-Damage: Varies with missile type.

Range: Varies with missile type, usually about 1 mile.

Rate of Fire: One at a time or in volleys of 2, 4, 6, or 8.

Payload: 36 total.

4. ST-11 Multi-Rifle: This three-barrelled rifle is the standard armament for SiraTech robots between 36 and 60 feet. The thicker top barrel is a short-range particle beam cannon with devastating damage, the lower barrel is a heavy Variable Frequency High Intensity Laser cannon, and the stubbier barrel is a gravity railgun.

Weight: 600 lbs (270 kg)

Primary Purpose: Anti-armour and anti-ship

Secondary Purpose: Anti-personnel

Mega-Damage: HI-Laser: 2D6x10 M.D. per blast; particle beam cannon: 3D6x10 M.D. per blast; railgun: a burst of 20 rounds inflicts 2D4x10 M.D., a single round inflicts 4D6 M.D.. At short range, both the laser and particle beam can attack at the same time, doing a combined damage of 5D6x10 M.D.!! At very close range, the laser, particle beam and railgun can attack at the same time, doing a combined damage of 6D6x10+20 M.D.!!!

Rate of Fire: Equal to the number of hand to hand attacks.

Effective Range: Laser: 12,000 feet (3660 m). Particle Beam Cannon: 3,000 feet (915 m). Railgun: 2,000 feet (610 m). All are doubled in space.

Payload: Effectively Unlimited for the laser and particle beam weapons; 2,000 round drum magazine for the railgun (that’s 100 bursts).

5. Hand to Hand Combat: Rather than use a weapon, the pilot can engage in mega-damage hand to hand combat.

Bonuses & Damage from ST-CR002 Stinger Combat Training:

Restrained Punch — 1D4 M.D.

Full Strength Punch — 2D6 M.D.

Power Punch — 4D6 M.D. (counts as two attacks)

Crush, Pry or Tear — 1D6 M.D.

Kick — 1D6 M.D.

Leap Kick — 3D6 M.D. (counts as two attacks)

Body Flip/Throw — 1D4 M.D.

Body Block/Ram — 2D6 M.D.

Stomp — 1D4 M.D. against targets 10 feet (3 m) tall or smaller.

Elite:

+1 to strike in hand to hand combat

+3 to strike with weapon systems

+2 to parry

+2 to leap dodge (auto dodge).

+3 to dodge while flying.

+2 to roll with punch, fall or impact.

+2 to pull punch.

+1 to initiative

+4 to dog-fighting rolls

+2 melee actions/attacks at level one.

+1 additional actions/attacks at levels 3, 6, 9, and 12.

Basic:

+1 to strike

+1 to parry at second level.

+1 to leap dodge (auto dodge).

+2 to dodge

+1 to roll with punch, fall or impact.

+2 to dog-fighting rolls

+1 melee action/attack at level one.

+1 additional actions/attacks at levels 4, 8, and 12.

6. Special Features & Systems of Note: All features common to all robot vehicles plus the following changes and additions:

1) Laser Resistant Armor constructed from high-tech ceramics. Lasers inflict half damage.

2) Infrared Spotlight. Range: 2000 feet (610 m).

3) Thermo-Imager. Range: 2000 feet (610 m).

4) Passive Nightvision. Range: 2000 feet (610 m)

5) Neural Robotic Interface with dedicated optical computer.

SiraTech “Dark Knight” Hover Tank Transformable Robot Vehicle #

The hover tank was SiraTech’s first production of a land based transformable vehicle. The success of it in combat tests proved that there was a market for it and the soon to be released Cyclone.

Based on plans found aboard the Robotech Factory Satellite of the Southern Cross’s Veritech Hover Tank, it was relatively simple to adapt to current technological specifications. Several problems however arose from the fitting of the main cannon. In it’s test phase the cannon put such a heavy demand on the power plant that it kept burning it out. It was decided to add a capacitor bank between the cannon and the power supply to regulate the cannons awesome power demands. The down side to this was that the payload was now limited. It was felt however that the vehicles other weapon systems would make up for this weakness.

Model Type: ST-RHT001

Class: Transformable Robot Hover Tank

Crew: One. Two passengers can be placed in the back seat.

M.D.C. by Location:

Head — 120

Headlights (2 on top) — 5 each

Hands — 80 each

Arms — 200 each

Arm Shields (2) — 600 each

Legs — 250 each

Retractable Hover Jets (2) — 65 each

Rear, Lower Hover Jets (2) — 60 each

Retractable Utility Arms (3) — 3 each

Main Cannon — 180

Tri-Railgun — 100

Multi-Rifle — 150

Reinforced Pilots Compartment — 200

*Main Body — 600

* If the M.D.C. of the main body is depleted the unit shuts completely down.

Speed:

Hover, Transport Mode: 3 to 10 feet above the ground (0.9 m to 3 m). Maximum speed is 200 mph (320 kmph).

Hover, Tank Mode: 3 to 10 feet above the ground (0.9 m to 3 m). Maximum speed is 8 mph (12.8 kmph).

Running, Soldier Mode: 35 mph (56 kmph) maximum.

Leaping: The Hover Tank can leap or propel itself straight up into the air — 80 feet (24.4 m) in ALL modes. In soldier mode the robot can leap up to 120 feet (36.6 m) high with assistance from the booster jets built into its feet and 80 feet (24.4 m) lengthwise.

Statistical Data:

Height: 20 feet (6 m) in Soldier mode, 14 feet (4.2 m) in Tank mode, and 7 feet (2.1 m) in Transport mode.

Width: 14 feet (4.2 m) in Soldier mode, 7 feet (2.1 m) in Tank mode, 9 feet (2.7 m) in Transport mode.

Length: 6.5 feet (2 m) in Soldier mode, 25.5 feet (7.65 m) in Tank mode, and 19.5 feet (5.85 m) in Transport mode.

Weight: 16.4 tons

Physical Strength: Equal to a P.S. of 50.

Cargo: Limited, space for a Battle Cycle Power Armor and personal equipment.

Power System: Nuclear Fusion (average energy life of 20 years) or Antimatter (average energy life of 30 years).

Market Cost: 50 million credits for Nuclear powered or 70 million for Antimatter.

Weapon Systems:

1. Main Cannon: A rapid-fire particle beam cannon is located in the left weapon housing shield/arm. Although it cannot rotate or move right to left, it can move up and down in a 45 degree angle. The main cannon is only exposed in the Tank mode, but can also be used (one attack per melee) in soldier mode if extended from the weapon housing on the left arm.

Primary Purpose: Assault/Defense

Secondary Purpose: Anti-Aircraft

Range: 11,000 feet (about two miles/3.2 km).

Mega-Damage: 5D6x10 per each blast.

Rate of Fire: In Tank Mode it can be fired as many times equal to the pilot’s combined number of hand to hand attacks per melee. In Soldier Mode only one attack per melee is allowed.

Payload: Conditionally Unlimited. Fully charged, the cannon has 30 blasts (45 if antimatter powered). The cannon recharges at a rate of one energy blast per minute (or one energy blast per melee if antimatter powered).

2. Triple-Barreled Railgun: This is the secondary weapon of the Hover Tank in Tank mode, it can only be fired in this mode. Its fixed forward mounting limits the direction of the railgun to straight ahead. However, the upper torso of the Hover Tank can move in a 45 degree angle to the left and right, as well as up and down. Also, a quick flick of the booster jets in the feet and the Hover Tank can turn in any direction, including completely around.

Primary Purpose: Assault/Defense

Secondary Purpose: Antipersonnel

Range: 4000 feet (1200 m).

Mega-Damage: 3D4x10 per burst.

Rate of Fire: Equal to the total number of hand to hand attacks per melee of the pilot.

Payload: 40 bursts can be fired before reloading is required. Reloading is automatic, but takes one full melee. All Hover Tank railguns have enough ammo for 5 reloadings (that’s 200 bursts).

3. ST-E10 Multi-Rifle: This three-barrelled rifle is the standard armament for most SiraTech robots between 19 and 35 feet tall. The thicker top barrel is a short-range particle beam cannon with devastating damage, the lower barrel is a heavy variable frequency HI-Laser cannon, and the stubbier barrel is an automatic gravity grenade launcher.

Weight: 280 lbs (126 kg)

Primary Purpose: Anti-armour and anti-ship

Secondary Purpose: Anti-personnel

Mega-Damage: HI-Laser: 2D6x10 M.D. per blast; particle beam cannon: 3D6x10 M.D. per blast. At short range, both the laser and particle beam can attack at the same time, doing a combined damage of 5D6x10 M.D.!!

Mega-Damage, Grenade Launcher: Can only fire micro-fusion grenades: 1D6x10 M.D. to a blast area of 12 feet (3.6 m). A burst of 10 rounds inflicts 5D6x10 M.D. to a blast area of 40 feet (12 m).

Rate of Fire: Equal to the number of hand to hand attacks.

Effective Range: Laser: 12,000 feet (3,660 m). Particle Beam Cannon: 3,000 feet (915 m). Grenade Launcher: 1,500 feet (458 m). All are doubled in space.

Payload: Effectively Unlimited for the laser and particle beam weapons; 300 for the launcher (30 bursts!).

4. Hand to Hand Combat: Rather than use a weapon, the pilot can engage in mega-damage hand to hand combat.

Bonuses & Damage from Hover Tank Combat Training:

Restrained Punch — 1D6 M.D.

Full Strength Punch — 3D6 M.D.

Power Punch — 1D6x10 M.D. (counts as two attacks)

Crush, Pry or Tear — 2D6 M.D. (uncharged)

Crush, Pry or Tear — 2D6+20 M.D. (charged)

Kick — 2D6 M.D.

Leap Kick — 4D6 M.D. (counts as two attacks)

Body Flip/Throw — 1D6 M.D. (uncharged)

Body Flip/Throw — 1D6+20 M.D. (charged)

Body Block/Ram — 2D6 M.D.

Grapple — 20 M.D. per melee round.

Stomp — 2D4 M.D. against targets 10 feet (3 m) tall or smaller.

Elite:

+2 to strike

+4 to parry with arm shields

+2 to dodge

+3 to roll with punch, fall or impact

+2 to pull punch

+3 melee actions/attacks at level one

+1 additional actions/attacks at levels 6, and 8.

Basic:

+1 to strike

+2 to parry with arm shields

+1 to dodge

+1 to roll with punch, fall or impact

+1 melee actions/attacks at level one

+1 additional actions/attacks at levels 7, and 10.

5. Special Features & Systems of Note: All features common to all robot vehicles plus the following changes and additions:

1) Laser Resistant Armor constructed from high-tech ceramics. Lasers inflict half damage.

2) Infrared Spotlight. Range: 2000 feet (610 m).

3) Thermo-Imager. Range: 2000 feet (610 m).

4) Passive Nightvision. Range: 2000 feet (610 m).

5) Neural Robotic Interface with dedicated optical computer.

SiraTech “Viper” Transformable Robot Jet Fighter Air Combat System #

The Viper was one of SiraTech’s first attempts to create a low-cost and highly effective transformable attack aircraft. The Viper is essentially an improved version of the Logan whose plans the Sira’la uncovered on the Robotech Factory. It is very impressive for its cost and the Kittani have become worried in recent years that their niche of the market may be stolen.

Model Type: ST-RF01

Class: Transformable Robot Jet Fighter

Crew: One.

M.D.C. by Location:

Forward Lasers (2; shoulders) — 20 each

Nose Tri-Cannon — 40

Upper Arms (2) — 50 each

Forearms/Shields/Wings (2) — 150 each

Hands (2) — 30 each

Legs (2) — 180 each

Main Engine Thrusters (2) — 120 each

Tail Fins (2) — 30 each

Retractable Utility Arm (1) — 3

ST-20 Gun Pod — 80

Reinforced Pilot’s Compartment — 150

*Main Body — 350

* Depleting M.D.C. of main body shuts the unit completely down.

Speed:

Flying, Jet Mode: Hover stationary 3 to 300 feet (0.9 to 91.5 m) above the ground, Mach 4.6 (3082 mph/4931 kmph) maximum with a 60 mile (96 km) ceiling.

Flying, Guardian Mode: Hover stationary to Mach 2 (1340 mph/2144 kmph) maximum.

Running, Guardian Mode: 40 mph (64 kmph).

Leaping: The powerful robot legs can leap up to 30 feet (9 m) high and/or 50 feet (15.2 m) lengthwise. A jet thruster assist will propel the unit 100 feet (30.5 m) high and/or 200 feet (61 m) lengthwise.

Statistical Data:

Height: 7 feet, 5 inches (2.29 m) in jet mode

12 feet (3.6 m) in guardian mode

Width: 20 feet (6 m) wingspan in jet mode

9 feet (2.7 m) at the shoulders in guardian mode

Length: 20 feet, 6 inches (6.29 m) in jet mode

14 feet, 7 inches (4.4 m) in guardian mode

Weight: 6 tons

Physical Strength: Equal to a P.S. of 40

Cargo: Minimal.

Power System: Nuclear; average energy life of 8 years.

Market Cost: 8 million credits.

Weapon Systems:

1. Forward High-Intensity Lasers (2): A pair of lasers are built into what might be viewed as the shoulders of the Viper for dog fights and assault. They can be fired in both jet and guardian modes. Angle of fire is fixed to fire forward only.

Primary Purpose: Assault

Secondary Purpose: Anti-Vehicle

Mega-Damage: 1D6x10 M.D. per twin blast. If one laser is destroyed, reduce damage to 5D6 M.D..

Range: 4000 feet (1200 m).

Rate of Fire: Equal to the total number of hand to hand melee attacks.

Payload: Effectively Unlimited.

2. Rapid Fire High Intensity Tri-Laser Cannon: This is the main weapon of the Viper, and is capable of inflicting massive damage. It is limited to a fixed forward mounting in the nose of the vehicle, which restricts firing to straight ahead. To fire up, side to side, or other angles, the entire torso must be moved.

Primary Purpose: Assault

Secondary Purpose: Anti-Vehicle

Mega-Damage: 3D4x10+10 M.D. per burst. Can only fire bursts.

Range: 8000 feet (2400 m)

Rate of Fire: Equal to the total number of hand to hand melee attacks.

Payload: Effectively unlimited.

3. ST-E20 Particle Beam Gun Pod: This weapon is the standard issue for the Viper. It is a stubby, high-powered, short-range particle beam cannon. It is hand-held in guardian mode, and mounted on the undercarriage in jet mode. It can be fired in both modes, but is restricted to a fixed forward arc of fire in jet mode.

Primary Purpose: Assault/Defense

Secondary Purpose: Anti-Vehicle

Mega-Damage: 2D6x10 M.D.

Range: 2000 feet (600 m).

Rate of Fire: Equal to the total number of hand to hand melee attacks.

Payload: Effectively unlimited.

4. Short Range Missiles: The Viper can carry three short range missiles on each wing for a total of six missiles.

Primary Purpose: Assault

Missile Type: Any short range

Mega-Damage: Varies with missile type

Range: Varies with missile type; usually 1 to 5 miles.

Rate of Fire: Volleys of 2, 4 or 6 (all).

Payload: 6 total.

5. Hand to Hand Combat: Rather than use a weapon, the pilot can engage in mega-damage hand to hand combat.

Bonuses & Damage from the Viper Combat Training:

Restrained Punch — 1D4 M.D.

Full Strength Punch — 2D6 M.D.

Power Punch — 4D6 M.D. (counts as two attacks)

Crush, Pry or Tear — 1D6 M.D.

Kick — 1D6 M.D.

Leap Kick — 3D6 M.D. (counts as two attacks)

Body Flip/Throw — 1D6 M.D.

Body Block/Ram — 1D6 M.D.

Elite:

+1 to strike

+3 to parry with arm shields

+4 to dodge in guardian mode

+6 to dodge in jet mode

+2 to roll with punch, fall or impact

+2 melee actions/attacks at level one.

+1 additional actions/attacks at levels 4, 8, and 12.

Basic:

+1 to strike at second level

+1 to parry with arm shields

+2 to dodge in guardian mode

+3 to dodge in jet mode

+1 to roll with punch, fall or impact

+1 melee action/attack at level one.

+1 additional actions/attacks at levels 5 and 10.

6. Special Features & Systems of Note: All features common to all robot vehicles plus the following changes and additions:

1) Laser Resistant Armor constructed from high-tech ceramics. Lasers inflict half damage.

2) Infrared Spotlight. Range: 2000 feet (610 m).

3) Neural Robotic Interface with dedicated computer.

Vehicles #

  • “Corsair” Aerospace fighter

  • “Commanchero” Attack helicopter

  • “Raider” Fighter pod

SiraTech Corsair Aerospace Fighter #

The Corsair was one of the first non-transformable vehicles of Robotech origin that the Sira’la adapted for their purposes. They realized that while transformable vehicles were more versatile, they were also a lot more expensive and not always the most cost-effective approach.

Model Type: ST-AF001

Class: Aerospace Fighter

Crew: One.

M.D.C. by Location:

Laser Cannons (2) — 100 each

Missile Bays (3) — 150 each

*Wings (2) — 300 each

**Tail Fins (2) — 20 each

Thrusters (4 in rear) — 100 each

Reinforced Pilots Compartment — 150

***Main Body — 500

* Destroying one wing will send the stricken aircraft into a dive to its doom. Ejecting and parachuting to safety is the only chance for survival.

** Destroying either or both tail fins has no obvious effect on the vehicle.

*** Depleting the M.D.C. of the main body will totally destroy the aircraft. If the reinforced pilots compartment is intact it can be jettisoned and parachute to safety.

Speed: Mach 6 (3900 mph/6240 kmph) maximum; Mach 2.5 (1625 mph/2600 kmph) is the usual cruising speed. Has VTOL capability.

Statistical Data:

Height: 24 feet (7.5 m)

Width: 66 feet (20.1 m)

Length: 54 feet (16.4 m)

Weight: 42 tons

Cargo: Minimal space (about 1 foot/0.3 m) for weapons and extra clothing.

Power System: Nuclear Fusion; 20 year energy life.

Market Cost: 8 million credits.

Weapon Systems:

1. Rapid Fire Variable Frequency Laser Cannon (1): Mounted on the side of the nose this weapons delivers punishing attacks and is the fighters main armament.

Primary Purpose: Anti-Aircraft

Secondary Purpose: Assault

Range: 8000 feet (2400 m)

Mega-Damage: 2D6x10 per blast.

Rate of Fire: Equal to total number of hand to hand attacks per melee.

Payload: Effectively Unlimited.

2. Medium Range Missile Launchers (3): Located on the left and right sides and the undercarriage these launchers open to reveal racks of medium range missiles.

Primary Purpose: Anti-Aircraft

Secondary Purpose: Assault

Missile Type: Any medium range can be used.

Mega-Damage: Varies with missile type.

Range: Varies with missile type.

Rate of Fire: Volleys of 3, 6, or 9.

Payload: 27 total; 9 missiles stored in each of the 3 missile bays.

Combat — Elite:

+2 to strike

+5 to dodge attacks while flying

+3 to dog-fighting rolls

+1 to initiative

+2 melee actions/attacks at level one

+1 additional actions/attacks at levels 5 and 10.

Combat — Basic:

+2 to strike

+3 to dodge attacks while flying

+1 to dog-fighting rolls

+1 melee action/attack at level one.

+1 additional actions/attacks at levels 6 and 11.

Special Equipment:

1. Radar can identify and track up to 50 targets within a 100 mile range.

2. Targeting Computer: +1 to strike with Laser Cannon.

3. Ejection/Parachute System: Ejects the pilot’s compartment.

4. Laser Resistant Ceramic Armor: ½ damage from lasers.

5. Neural Robotic Interface: with dedicated optical computer.

SiraTech “Commanchero” Attack Helicopter #

Through there many experiments with “Fold” technology, SiraTech discovered Rifts Earth. Seeing the strife and conflict here, and man’s desperate struggle to survive against monstrous invaders, they saw the perfect opportunity to market a line of high-tech conventional vehicles at low prices.

The Commanchero is the first in that line, and is being marketed exclusively on Rifts Earth as part of a test program. If it is successful more items will be added, although SiraTech is worried about the possible hostility from natives towards extra-dimensional arms dealers. They have not advertised their status as such, and so far no one suspects.

The Commanchero is another plan that the Sira’la found aboard the Robotech Factory Satellite. They have added their own improvements to the plan as they always do, but essentially it is the same as the vehicle of the same name found in the Robotech universe.

Model Type: ST-AH001

Class: Attack Helicopter

Crew: Two: pilot and copilot/weapons technician/gunner.

M.D.C. by Location:

Main Propeller — 100

Tail — 180

Tail Rotor — 80

Booster Jets (2) — 200 each

Wings (2) — 100 each

Missile Racks (6) — 80 each

Forward Vulcan Laser Turret (1) — 90

*Main Body — 350

Reinforced Cockpits (2) — 150 each

Speed:

Flying: 150 mph (240 kmph) cruising, 300 mph (482 kmph) maximum for helicopter, 500 mph (804 kmph) with booster jets.

Range: The nuclear energy source gives the Commanchero continual power, but the jets overheat after 10 hours of continual use at booster speeds. A liquid fuel version is also available with a range of approximately 500 miles (800 km).

Statistical Data:

Height: 16 feet (4.9 m)

Width: 10 feet (3 m); rotors have a diameter of 50 feet (15.2 m).

Length: 58 feet (17 m).

Weight: 8 tons fully loaded.

Cargo: Limited.

Power System: Nuclear (with 15 year energy life), or liquid fuel.

Market Cost: 10 million credits for nuclear, 1 million for liquid fuel.

Weapon Systems:

1. Forward, Vulcan Laser Turret (1): Located in the lower nose of the helicopter this weapon is usually operated by the gunner.

Primary Purpose: Assault

Secondary Purpose: Anti-Missile

Mega-Damage: 3D4x10 M.D. per burst.

Rate of Fire: Equal to the total number of hand to hand melee attacks of the pilot or gunner.

Effective Range: 4000 feet (1200 m).

Payload: Effectively Unlimited.

2. Side Mounted Railguns (2): Concealed in the fuselage, one on each side, is a pair of multi-barrel gatling style railguns. They are fixed forward and usually operated by the pilot.

Primary Purpose: Anti-Armor

Secondary Purpose: Anti-Aircraft

Mega-Damage: 4D4x10 M.D. per dual 20 round burst. Can only fire dual bursts.

Rate of Fire:

Effective Range: 4000 feet (1200 m).

Payload: 4000 round drum magazine per railgun; that’s a total of 200 bursts per railgun.

3. Wing Rack Missile Pods (6): Three, removable, short range missile pods are mounted on each of the wings for a total of six.

Primary Purpose: Assault

Secondary Purpose: Defense

Missile Type: Any short range

Mega-Damage: Varies with missile type

Rate of Fire: One at a time or in volleys of 2, 4, or 6.

Effective Range: Varies with missile type.

Payload: 54 total. 9 per pod.

Combat — Elite:

+2 to strike with all weapons

+2 to dodge normal

+3 to dodge with booster jets engaged

+1 to dog-fighting rolls

+2 extra attacks involving weapon systems

+1 additional attacks at levels 5 and 10.

Combat — Basic:

+2 to strike with all weapons

+1 to dodge with booster jets engaged

+1 extra attack involving the weapon systems

+1 additional attacks at levels 6 and 11.

Special Equipment: All features common to all robot vehicles plus the following changes and additions:

  1. Laser Resistant Armor** constructed from high-tech ceramics. Lasers inflict half damage.

  2. Infrared Spotlight.** Range: 2000 feet (610 m).

  3. Thermo-Imager.** Range: 2000 feet (610 m).

  4. Passive Nightvision.** Range: 2000 feet (610 m).

SiraTech Raider Fighter Pod #

Based on the plans for the Zentraedi Fighter Pod found aboard the Robotech Factory Satellite, the Raider has been scaled down to human size. With its small size, impressive firepower, agility, high speed, and low cost it is a very effective combat vehicle.

SiraTech has manufactured several hundred thousand Raider’s, so availability is good. It is also the primary air support craft for the Aesirian mercenary army.

Model Type: ST-FP01

Class: Aerial Military Combat Vehicle

Crew: One

M.D.C. by Location:

Particle Beam Gun Cluster — 50

Engine Thrusters (3) — 60 each

**Main Body — 250

Force Field — 100

Reinforced Pilot’s Compartment — 60

** Depleting the M.D.C. of the main body will shut the vehicle down completely.

Speed:

Flying, Atmosphere: Mach 1 (670 mph/1072 kph), with short bursts of speed of up to Mach 2.8 (1876 mph/3002 kph) for dodging and attack runs.

Flying, Space: Mach 1.7 (1139 mph/1822 kph), with short bursts of speed of up to Mach 4.8 (3216 mph/5146 kph) for dodging and attack runs.

Range: Unlimited.

Statistical Data:

Height: 4 feet (1.2 m); the tail adds three feet (0.9 m) for an overall height of 7 feet (2.1 m).

Width: 7 feet (2.1 m).

Length: 11 feet (3.4 m)

Weight: 1 ton

Cargo: None.

Power System: Nuclear Fusion, average life of 10 years.

Market Cost: 2 million credits.

Weapon Systems:

1. Particle Beam Cluster: Three particle beam cannons are mounted fixed forward in the nose of the fighter pod.

Primary Purpose: Assault

Secondary Purpose: Defence/Anti-missile

Mega-Damage: Can fire one cannon doing 2D4x10 M.D., or all three simultaneously doing 4D6x10 M.D.

Rate of Fire: Equal to total number of hand to hand attacks

Effective Range: 2000 feet (610 m)

Payload: Effectively Unlimited

2. Mini-Missile Launchers (2): Built into the fuselage of the fighter pod on either side between the top and bottom thrusters.

Primary Purpose: Assault

Secondary Purpose: Defence/Anti-missile

Missile Type: Any mini-missile

Mega-Damage: Varies with missile type.

Rate of Fire: Volleys of two or four.

Effective Range: Varies with missile type.

Payload: 16 missiles total; 8 per launcher.

3. Special Features & Systems of Note: All features common to all robot vehicles (or power armour) plus the following changes and additions:

1) Laser Resistant Armour constructed from high-tech ceramics. Lasers inflict half damage.

2) Neural Robotic Interface with dedicated computer.

Bots #

SiraTech Spectre Unmanned Aerospace Fighter #

When the Sira’la discovered the plans for the Ghost aboard the Robotech Factory they were fascinated. An unmanned combat vehicle controlled by a limited artificial intelligence unit could greatly augment a fleet’s firepower.

They quickly built their own version which had more powerful weapons and a dual processor system which gave the craft greater agility. The Siran military has nearly a million of these craft in its forces and they provide the backbone for their attack forces.

Model Type: ST-UF001

Class: Unmanned Robot Aerospace Fighter

Crew: None, Unmanned

M.D.C. by Location:

Right & Left Thrusters — 250 each

*Main Body — 400

* Depleting the M.D.C. of the main body will completely destroy the aircraft.

Speed:

Flight, Atmospheric: Mach 2.2 (1474 mph/2358 kmph) cruising speed. Top speed is Mach 5 (3350 mph/5360 kmph) making it trans-atmospheric.

Flight, Space: Mach 3.8 (2546 mph/4074 kmph) cruising speed. Maximum velocity is Mach 9.8 (6566 mph/10506 kmph).

Statistical Data:

Length: 53 ft (16 m)

Width: 20 ft (6 m)

Height: 18 ft (5.4 m)

Weight: 10 tons

Cargo: None.

Power System: Nuclear, average energy life is 10 years.

Market Cost: 12 million credits.

Combat Data:

Bonuses: +3 to initiative, +4 to strike, +2 to auto-dodge, +2 on dog-fighting rolls.

Attacks per melee: 6

Weapon Systems:

Three Particle Beam Cannons on either side of the fighter for a total of six. All three fire simultaneously.

Range: 8000 feet. (Triple in Space)

Mega-damage: 3D6x10 per tri-blast, 6D6x10 for dual tri-blasts (counts as one attack per melee).

Rate of Fire: Equal to combined number of attacks.

Payload: Effectively Unlimited.

SiraTech Weapons and Equipment #

PERSONAL WEAPONS #

ST-HEXAP High Explosive Armour Piercing Rounds #

SiraTech has developed a high explosive, armour piercing round that turns normal slug throwers into mega-damage weapons. Attempts to analyse the bullets has resulted in them going off as soon as the casing is breached. It is unknown whether this is intentional on the part of SiraTech in order to keep the nature of their explosives secret, or if it is merely a normal result of breaching the protective layer around the explosive compound. Whatever the intention, the bullets using this explosive are incredibly powerful.

Damage: A HEXAP bullet inflicts 1D4 M.D. per individual round! This means that even single shot pistols can inflict significant amounts of mega-damage. Automatic weapons can inflict large amounts of damage on bursts.

Market Cost: 4 credits per explosive pistol bullet, 8 credits for each rifle cartridge, and 12 for each heavy machine-gun round.

SiraTech Variable Frequency Lasers #

All SiraTech variable frequency laser weapons are capable of using 40 different light frequencies. A built-in computer will diagnose the target and after two shots will automatically adjust the frequency so all subsequent shots will inflict full damage. Or the operator can manually change the frequency with a touch or voice command. Number 7 counters the USA-G10 Glitter Boy, number 26 counters most SiraTech armour, the other settings are able to overcome other laser resistant armours.

SiraTech Grenades #

Fragmentation: 4D6 M.D. to a 30 foot (9.1 m) area.

Light High Explosive: 6D6 M.D. to 12 foot (3.6 m) area.

Heavy High Explosive: 8D6 M.D. to a 12 foot (3.6 m) area.

Plasma: 8D6+2 M.D. to a 12 foot (3.6 m) area.

Micro-Fusion: 1D6´10 M.D. to a 12 foot (3.6 m) area.

Also available: Stun/Flash, Tear Gas, Smoke, and Flares. See page 98 of Coalition War Machine for more details.

ST-M36 Caseless Sub-Machinegun #

This line of slug-thrower is a heavy duty sub-machinegun designed to use caseless 9mm ammunition, either HEXAP or conventional.

Weight: 5 lbs (2.25 kg)

Damage: Varies; can fire conventional 9mm cartridges — 3D6 S.D.C. per single round or 2D4´10 S.D.C. per 20 round burst, or HEXAP cartridges — 1D4 M.D. per single round or 3D6+2 M.D. per 20 round burst.

Rate of Fire: Single round or 20 round burst.

Effective Range: 1000 feet (300 m).

Payload: 120 round magazine.

Market Cost: 4000 credits.

ST-M37 Caseless Auto-Pistol #

This line of slug-thrower can fire conventional 9mm caseless rounds or HEXAP caseless rounds.

Weight: 3 lbs (1.4 kg)

Damage: Varies; can fire conventional 9mm cartridges — 2D6 S.D.C. per single round or 1D4´10 S.D.C. per 10 round burst, or HEXAP cartridges — 1D4 M.D. per single round or 3D4+1 M.D. per 10 round burst.

Rate of Fire: Single round or 10 round burst.

Effective Range: 350 feet (105 m).

Payload: 30 round magazine

Market Price: 1800 credits.

ST-M35 Caseless Assault Rifle #

This line of slug-thrower can fire 4.45mm caseless rounds, conventional or HEXAP. It also has an under-mounted auto grenade launcher.

Weight: 9 lbs ( kg)

Damage, Grenade Launcher: Varies with grenade type.

Damage, 4.45mm: Varies; can fire conventional 4.45mm cartridges — 4D6 S.D.C. per single round or 2D6´10 S.D.C. per 20 round burst, or HEXAP cartridges — 1D4 M.D. per single round or 3D6+2 M.D. per 20 round burst.

Rate of Fire: Grenade launcher — Equal to hand to hand attacks; 4.45mm caseless — Single round or 20 round burst.

Effective Range: 1800 feet (548.6 m).

Payload: 4.45mm caseless — 140 round magazine; Grenade Launcher — 4 grenades.

Market Price: 7000 credits.

ST-RL2 Rocket Cannon #

This is a disposable rocket launcher that can fire two plasma mini-missiles. Comes equipped with a detachable telescopic, night sight scope.

Weight: 12 lbs ( kg).

Mega-Damage: 1D6´10 M.D.

Rate of Fire: Twice Maximum.

Effective Range: 1 mile (1.6 km).

Payload: Two plasma mini-missiles.

Cost:

ST-PE1 Plasma Pistol #

The smallest of plasma ejectors, this weapon has heavy hitting power, but a limited payload. The range, however, is impressive for such a small weapon; 9 inches (0.2 m) in length. Inflicts double damage to frozen world beings.

Weight: 4 lbs (1.8 kg).

Mega-Damage: 6D6 M.D. per blast

Rate of Fire: Single shot

Effective Range: 350 feet (107 m)

Payload: 5 shots per standard E-clip

Cost: 12,000 credits

ST-PE20 Plasma Ejector #

The full-sized, rifle version of the devastating plasma pistol. 24 inches (0.6 m) in length. Inflicts double damage to frozen world beings.

Weight: 12.5 lbs (5.7 kg).

Mega-Damage: 1D4´10+20 M.D. per blast

Rate of Fire: Single shot

Effective Range: 1,200 feet (366 m).

Payload: 10 shots per long E-clip.

Cost: 30,000 credits

ST-AR22 Assault Rifle #

A powerful close range energy rifle that has a combination variable frequency high-intensity laser and under-mounted grenade launcher. It comes standard with a full featured scope that includes telescopic sight, cross hair sight (+1 to strike on an aimed shot if laser targeting is not used), infrared vision, infrared laser targeting scope (+3 on an aimed shot), glare reduction filter, passive nightvision, and thermo-imager. It also has a hook-up that attaches the rifle to a helmet equipped with a Heads Up Display (HUD). In this the image received by the rifle scope is displayed on the helmets HUD. This gives and additional +1 to strike on an aimed or burst shot. The rifle is -2 to strike when fired with one hand, but when used two handed it has excellent balance (additional +1 to strike).

Weight: 12 lbs ( kg).

Mega-Damage: HI-Laser: 5D6+4 M.D. or 2D4x10+22 M.D. multiple pulse burst (three simultaneous shots; counts as one melee action). Grenade Launcher: varies with type.

Rate of Fire: Standard

Effective Range: HI-Laser: 2400 feet (732 m). Grenade Launcher: 1200 feet (366 m).

Payload: HI-Laser: 36 shots, Grenade Launcher: 6 round drum magazine.

Cost: 50,000 credits

ST-AR23 Assault Rifle #

This rifle is almost identical to the ST-AR22 Assault Rifle except it replaces the under-mounted grenade launcher with a mini-missile launcher. It is equipped with the same features as the ST-AR22.

Weight: 11 lbs ( kg).

Mega-Damage: HI-Laser: 5D6+4 M.D. or 2D4x10+22 M.D. multiple pulse burst (three simultaneous shots; counts as one melee action). Missile Launcher: varies with missile type.

Rate of Fire: Standard

Effective Range: HI-Laser: 2400 feet (732 m). Missile Launcher: About one mile (1.6 km).

Payload: HI-Laser: 36 shots, Missile Launcher: 1 mini-missile.

Cost: 45,000 credits

ST-AR24 Assault Rifle #

This rifle is almost identical to the ST-AR22 Assault Rifle except it replaces the under-mounted grenade launcher with a micro-missile launcher. It is equipped with the same features as the ST-AR22.

Weight: 12 lbs ( kg).

Mega-Damage: HI-Laser: 5D6+4 M.D. or 2D4x10+22 M.D. multiple pulse burst (three simultaneous shots; counts as one melee action). Missile Launcher: varies with missile type.

Rate of Fire: Standard for laser, single shot for micro-missile launcher.

Effective Range: HI-Laser: 2400 feet (732 m). Missile Launcher: About half a mile (0.8 km).

Payload: HI-Laser: 36 shots, Missile Launcher: 4 micro-missiles.

Cost: 45,000 credits

ST-ATL10 Anti-Tank Laser Rifle #

This is a heavy weapon built to give infantrymen a chance against the armoured behemoths that dominate the battlefield. The shortcomings of this weapon are its hideous energy demands and its weight. It’s so heavy (the barrel is thick with insulation to protect against heat) that it takes two normal humans to carry it (cyborgs and power armour troopers can use it as a rifle without trouble). Also, they use up E-clips so fast that only large organisations or wealthy characters can afford to equip themselves with it. The weapon has four E-clips, two slotted in the stock and two in front of the trigger. Each shot uses the entire energy load from one of the clips!

Weight: 30 lbs (13.5 kg).

Mega-Damage: 5D4´10+10 M.D. per shot!

Rate of Fire: Single shots only; each shot empties an entire E-clip!

Effective Range: 3000 feet (914 m)

Payload: 4 shots (1 per E-clip).

Cost: 100,000 credits

ST-100 “Hawkeye” Defence System #

This large, automated sentry weapon is a modified version of the ST-E6 Multi-Rifle with a built-in nuclear reactor and contragravity hover system. The thicker top barrel is a short-range particle beam cannon with devastating damage, and the lower barrel is a heavy High Intensity Variable Frequency Laser Cannon. The “Hawkeye” is used in ambushes, to set traps, and defend perimeters either as a stand-alone robot sentry or in conjunction with troops or other defences.

As an automatic defence system, the weapon is programmed to recognise either specific targets (memory can hold 3000 targets) or to defend an area from all intruders (kills indiscriminately). It is equipped with passive nightsight, thermo-imager, motion detection, and a laser targeting system. A coded radio signal can be used to deactivate the sentry or a shut off time can be programmed into the system before it is activated. There is also a fail-safe manual off and on button.

The contragravity hover system gives the sentry the ability to dodge, seek cover, or a better position. It can move at a maximum speed of 20 mph (32 kph) with an unlimited altitude (it will rarely fly more than a few feet above the ground).

Weight: 180 lbs (81 kg)

Mega-Damage: HI-Laser: 2D4´10 M.D. per blast, Particle Beam Cannon: 2D6´10 M.D. per blast. At short range, both the laser and particle beam can attack at the same time, doing a combined damage of 3D6´10+20 M.D.!!

Rate of Fire: Eight attacks per melee round.

Effective Range: Laser: 4,000 feet (1200 m). Particle Beam: 800 feet (244 m). All are doubled in space.

Payload: Effectively Unlimited.

Combat Computer: Combat data file enables it to relocate to a better position, hide and take evasive action, and to recognise up to 3000 different targets. It is extremely effective against many supernatural opponents who are magically invisible, detecting them by heat signature and motion.

Combat Bonuses: +2 to initiative, +2 to automatically dodge, +6 to strike, 8 attacks/actions per melee.

Market Cost: Never sold on the open market. Is programmed to self-destruct if captured.

EQUIPMENT #

ST-4 Riding Armour #

  • M.D.C.: 100 and laser resistant (lasers do ½ damage).
  • Complete Environmental Battle Armor (E.B.A.) suitable for use in space and other hostile environments.
  • Computer controlled life support system.
  • Internal cooling and temperature control.
  • Humidifier.
  • Gas filter and artificial circulation
  • Independent oxygen supply and purge system which automatically engages in low oxygen or polluted environments. Eight hour oxygen supply.
  • Fire and heat resistant up to 300 degrees centigrade. Normal fires do no damage, but plasma and nuclear fires have full effect.
  • Radiation shielded.
  • Helmet with removable face plate.
  • Directional, short-range radio built into the helmet. Range is 4 miles (6.4 km).
  • Tinted, light sensitive polarised visor.
  • Weight: 18 lbs (8.1 kg).
  • Very Good Mobility: -5% Prowl penalty.
  • Market Cost: 65,000 credits.
  • Colours: Light Grey.

Personal Force Fields #

SiraTech Industries deals in personal force fields, that are virtually identical to ones sold by Naruni Enterprises (see Phase World page 121). Unlike suits of armour, force fields are light and non-cumbersome (no penalty to prowl rolls). The force fields that SiraTech Industries sells work by reacting to both energy beams and to fasl-moving objects (like bullets and punches) by absorbing and dispersing the incoming energies. It is possible for an enemy to move slowly and press a weapon against the skin of the target without triggering the force field, but this is easier said than done (such attacks are made at -6 to strike, unless the target is unable to move away — for example, if he’s backed up against a corner or unconscious). The force field offers no protection against gases or hostile environments, including intense heat. A field wearer can drown if submerged in a body of water or burn to death if caught in the middle of a fire (unless he is wearing additional sealed armour or a space suit of some sort).

The M.D.C. value of the force field shows how close to overload it is. If the M.D.C. of the field is depleted, it has overloaded and cannot be reactivated for 12 hours. As long as the M.D.C. has not been overloaded, it regenerates lost M.D.C. at the rate of one M.D.C. point per melee round (4 M.D.C. per minute).

On the other hand, force fields need a source of energy. One E-Clip will keep force fields active for a period between 12 and 2 hours depending on the power of the field (see below). Naturally, this means that force fields cannot be left “on” all the time, but only when battle is imminent. This is a disadvantage over normal suits of armour.

It is NOT possible to wear armour under a force field, unless the field generator is built into the armour itself. Fields can be built into any M.D.C. armour suit or into powered armour at an extra cost (typically about 50% more than the normal cost for the field system). When connected to a nuclear reactor, the field can run indefinitely but is still subject to overload.

Robot models exist, but are a lot more expensive. There are equivalents of all Force Field Classes and they offer double the M.D. protection, but they cost 20 times as much as the integral force field models for powered armour

ST-F12A Light Force Field #

This is the lightest model available and is worn as two

crossed belts over the person’s torso (the belts can be converted into bandoleers for grenades or E-Clips at no additional cost. Each bandoleer cam hold 6 grenades or 4 E-Clips). The force field will run for 12 hours on one E-clip. Activating the field takes one melee action and protects the wearer immediately after activation.

There is an integral force field (the N-F12B) which can be built into any suit of M.D.C. armour or powered armour. The powered armour version uses no E-Clip and taps directly into the nuclear reactor of the suit. The robot model is twice as powerful, but much more expensive.

  • M.D.C.: 45 (M.D.C. 90 for the Robot Model).

  • Weight: 8 Ibs (3.6 kg).

Market Cost: 25,000 credits for the personal field. 35,000

credits for the integral model; this includes installation cost, the armour must be bought separately. The Robot Model costs

700,000 credits.

ST-F20 (A or B) Medium Force Field #

As above, but offering greater protection. An E-Clip will

power the force field for 8 hours.

  • M.D.C.: 75 ( 150 for the Robot Model)

  • Weight: 10 Ibs (4.5 kg)

Market Cost: 50,000 credits for the personal field (ST-F20A), 65,000 credits for the integral model (ST-F20B). The robot model costs one million credits.

ST-F40 Heavy Force Field #

This force field requires a harness system and is slightly heavier than the ST-F12 or ST-F20. This is the usual limit for infantry force fields. An E-Clip will power the force field for only 4 hours of continual use.

  • M.D.C.: 110 (220 for the Robot Model)

  • Weight: 15 lbs (6.8 kg)

Market Cost: 90,000 credits for a personal field (ST-F40A), 130,000 credits for the integral model (ST-F40B). The Robot model costs two million credits.

ST-F50 Super Heavy Force Field #

This is the most powerful force field available. It looks and weighs the same as the ST-F40 field, but is much more intense.

  • M.D.C.: 160 (320 for Robot Model)

  • Weight: 15 lbs (6.8 kg)

Market Cost: 170,000 credits for a personal field (ST-F50A), 280,000 credits for the integral model (ST-F50B). The Robot model costs five million credits.

WEAPONS FOR ROBOTS, POWER ARMOUR, AND BORGS #

ST-E2 Laser Rifle #

This variable frequency, high intensity laser rifle is intended to be used by SiraTech Skyclones, Borgs with internal power supplies, and power armour troops. It provides the trooper an long range sniper weapon with exceptional accuracy and damage.

Weight: 24 lbs (11 kg)

Primary Purpose: Anti-armour

Secondary Purpose: Anti-personnel

Mega-Damage: 2D4´10 M.D. per blast

Rate of Fire: Equal to the total number of hand to hand attacks per melee.

Effective Range: 8,000 feet (2,440 m). Doubled in space.

Payload: Effectively Unlimited.

Special Bonus: +2 to strike — thanks to the built-in laser targeting system.

Market Cost:

ST-E3 Pulse Laser Rifle #

This is a variable frequency, high intensity, pulse laser rifle for use by Skyclones, power armor troopers and borgs with internal power supplies. It is meant for close in fighting were damage, not accuracy, is important.

Weight: 22 lbs (10 kg)

Primary Purpose: Anti-armour

Secondary Purpose: Anti-personnel

Mega-Damage: 6D6+4 M.D. per single shot or 2D6´10 M.D. per triple-pulse burst.

Rate of Fire: Equal to the total number of hand to hand attacks per melee.

Effective Range: 3,000 feet (915 m). Doubled in space.

Payload: Effectively Unlimited.

Market Cost:

ST-E4 Heavy Laser Cannon #

This is a variant of the ST-ATL10 Anti-Tank Laser Rifle (see above) meant to be used by power armor troopers and borgs with internal power supplies.

Weight: 30 lbs (13.5 kg).

Mega-Damage: 5D4´10+10 M.D. per shot!

Rate of Fire: Equal to the number of hand to hand attacks.

Effective Range: 3000 feet (914 m). Doubled in space.

Payload: Conditionally Unlimited. 10 shots fully charged and regenerates 5 shots per melee.

Cost: 120,000 credits

ST-E6 Multi-Rifle #

This two-barrelled rifle is another variant of the standard weapon used by most SiraTech robots and power armour. It is usually the standard weapon of power armor suits 6 to 9 feet in height and borgs with internal power supplies. The thicker top barrel is a short-range particle beam cannon with devastating damage, and the lower barrel is a heavy HI-Laser cannon.

Weight: 55 lbs (24.8 kg)

Primary Purpose: Anti-armour

Secondary Purpose: Anti-personnel

Mega-Damage: HI-Laser: 2D4´10 M.D. per blast, Particle Beam Cannon: 2D6´10 M.D. per blast. At short range, both the laser and particle beam can attack at the same time, doing a combined damage of 3D6´10+20 M.D.!!

Rate of Fire: Equal to the number of hand to hand attacks.

Effective Range: Laser: 4,000 feet (1200 m). Particle Beam: 800 feet (244 m). All are doubled in space.

Payload: Effectively Unlimited.

Market Cost:

ST-E8 Multi-Rifle #

This is a large, three-barrelled weapon designed to fire a variety of ordnance. One barrel is a heavy HI-Laser cannon. The thicker top barrel is a short-range particle beam cannon with devastating damage, and the stubbier barrel is an automatic gravity grenade launcher.

This weapon is usually standard armament for all SiraTech power armour suits between 10 and 18 feet tall.

Weight: 100 lbs (45 kg)

Primary Purpose: Anti-armour and anti-ship

Secondary Purpose: Anti-personnel

Mega-Damage: HI-Laser: 2D4´10 M.D. per blast; Particle Beam: 3D6´10 M.D. per blast; At short range, both the laser and the particle beam can attack at the same time, doing a combined damage of 4D6´10+20 M.D.!!

Mega-Damage, Grenade Launcher: Can only fire micro-fusion grenades: 1D6´10 M.D. to a blast area of 12 feet (3.6 m). A burst of 10 rounds inflicts 5D6´10 M.D. to a blast area of 40 feet (12 m).

Rate of Fire: Equal to the number of hand to hand attacks.

Effective Range: Laser: 10,000 feet (3,050 m); Particle Beam: 2,000 feet (610 m); Grenade Launcher: 1,000 feet (305 m). All are doubled in space.

Payload: Effectively unlimited for the laser and particle beam weapons; 200 grenades for the launcher (20 bursts!).

Market Cost:

ST-E9 Multi-Rifle #

This is a large, two-barrelled weapon designed for close combat. One barrel is particle beam cannon and the other is an ion pulse cannon.

This weapon can be used in place of the standard armament on any SiraTech power armour suits between 10 and 18 feet tall.

Weight: 100 lbs (45 kg)

Primary Purpose: Anti-armour and anti-ship

Secondary Purpose: Anti-personnel

Mega-Damage: Particle Beam: 3D6´10 M.D. per blast; Ion Pulse: 2D6´10 M.D. per blast. At short range, both the particle beam and ion pulse can attack at the same time, doing a combined damage of 5D6´10 M.D.!!

Rate of Fire: Equal to the number of hand to hand attacks.

Effective Range: Particle Beam: 2,000 feet (610 m); Ion Pulse: 1,000 feet (305 m). All are doubled in space.

Payload: Effectively unlimited.

Market Cost:

ST-E10 Multi-Rifle #

This three-barrelled rifle is the standard armament for most SiraTech robots between 19 and 35 feet tall. The thicker top barrel is a short-range particle beam cannon with devastating damage, the lower barrel is a heavy variable frequency HI-Laser cannon, and the stubbier barrel is an automatic gravity grenade launcher.

Weight: 280 lbs (126 kg)

Primary Purpose: Anti-armour and anti-ship

Secondary Purpose: Anti-personnel

Mega-Damage: HI-Laser: 2D6x10 M.D. per blast; particle beam cannon: 3D6x10 M.D. per blast. At short range, both the laser and particle beam can attack at the same time, doing a combined damage of 5D6x10 M.D.!!

Mega-Damage, Grenade Launcher: Can only fire micro-fusion grenades: 1D6´10 M.D. to a blast area of 12 feet (3.6 m). A burst of 10 rounds inflicts 5D6´10 M.D. to a blast area of 40 feet (12 m).

Rate of Fire: Equal to the number of hand to hand attacks.

Effective Range: Laser: 12,000 feet (3,660 m). Particle Beam Cannon: 3,000 feet (915 m). Grenade Launcher: 1,500 feet (458 m). All are doubled in space.

Payload: Effectively Unlimited for the laser and particle beam weapons; 300 for the launcher (30 bursts!).

Market Cost:

ST-E11 Multi-Rifle #

This three-barrelled rifle is the standard armament for SiraTech robots between 36 and 60 feet. The thicker top barrel is a short-range particle beam cannon with devastating damage, the lower barrel is a heavy Variable Frequency High Intensity Laser cannon, and the stubbier barrel is a gravity railgun.

Weight: 600 lbs (270 kg)

Primary Purpose: Anti-armour and anti-ship

Secondary Purpose: Anti-personnel

Mega-Damage: HI-Laser: 2D6x10 M.D. per blast; particle beam cannon: 3D6x10 M.D. per blast; railgun: a burst of 20 rounds inflicts 2D4´10 M.D., a single round inflicts 4D6 M.D.. At short range, both the laser and particle beam can attack at the same time, doing a combined damage of 5D6x10 M.D.!! At very close range, the laser, particle beam and railgun can attack at the same time, doing a combined damage of 6D6´10+20 M.D.!!!

Rate of Fire: Equal to the number of hand to hand attacks.

Effective Range: Laser: 12,000 feet (3660 m). Particle Beam Cannon: 3,000 feet (915 m). Railgun: 2,000 feet (610 m). All are doubled in space.

Payload: Effectively Unlimited for the laser and particle beam weapons; 2,000 round drum magazine for the railgun (that’s 100 bursts).

Market Cost:

ST-E12 Multi-Rifle #

This three-barrelled rifle can be used in place of any robot whose standard armament is the ST-E11. The thicker top barrel is a short-range particle beam cannon with devastating damage, the lower barrel is a heavy Variable Frequency High Intensity Laser cannon, and the stubbier barrel is a very short-ranged plasma projector.

Weight: 660 lbs (297 kg)

Primary Purpose: Anti-armour and anti-ship

Secondary Purpose: Anti-personnel

Mega-Damage: HI-Laser: 2D6x10 M.D. per blast; particle beam cannon: 3D6x10 M.D. per blast; plasma projector: 2D6´10 M.D. per blast. At short range, both the laser and particle beam can attack at the same time, doing a combined damage of 5D6x10 M.D.! At very short range (less than 1,000 feet) all three cannons can attack at the same time, doing a combined damage of 7D6´10 M.D.!!!

Rate of Fire: Equal to the number of hand to hand attacks.

Effective Range: Laser: 12,000 feet (3660 m). Particle Beam Cannon: 3,000 feet (915 m). Plasma Projector: 1,000 feet (305 m). All are doubled in space.

Payload: Effectively Unlimited.

Market Cost:

ST-E20 Particle Beam Gun Pod #

This weapon is the standard issue for the Viper, and can be used by other robots and power armor between 9 and 12 feet tall. It is a stubby, high-powered, short-range particle beam cannon that inflicts devastating damage.

Weight: 90 lbs (40.5 kg)

Primary Purpose: Assault/Defense

Secondary Purpose: Anti-Vehicle

Mega-Damage: 3D6´10 M.D.

Rate of Fire: Equal to the number of hand to hand attacks.

Effective Range: 2000 feet (600 m). Doubled in space.

Payload: Effectively unlimited.

Market Cost: