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The New Police Protectorate

Birth and History

The New Police Protectorate is the largest protectorate in this sector. It also has the highest level of technology. It was formed shortly after a Robotech ship, Endysis, was rifted to the Tammer III system. The REF ship realized that the engine was non-functional and that it was in an unknown area of space. So it tried to contact earth. After waiting in vain for the reply from any other vessel from the REF or RDF, the captain of the ship, Howard Lithan, decided to investigate one of the two habitable planet in this system. Upon approach, pirates attacked the drop shuttles. The first wave of pirates was fended off with minimal damage to the REF forces. When the landing team scouted out the area, they found human settlements that were enslaved by the pirates. Captain Lithan was faced with a decision; he could either step out of the affair or he could get involved and take care of the injustice that being done. The pirates were pretty well armored and he was sure that they would be difficult to fight them all at once. They casualties would be high on both sides.

After a few days of contemplation and a number of attacks from the pirates, he decided to rid this system of the pirates. There were two habitable planets in this system that he would have to defend. One of them was 90% covered with water. He set up outposts to defend the colonies that he had ridded of pirates. He realized that these people were being used as slave in mines, farms, and factories. He used these resources to their full extent.

It was more difficult to evict the pirates from the water planet in this system. The robotech pilots found it awkward to do combat under water. It was also much more difficult to find the pirates. Captain Lithan decided that a siege would be the best thing. Interrogations gave him a basic idea of how long the pirates could last under water without supplies. The intelligence was inaccurate, it took twice as long to get the pirates to surrender as he anticipated.

This maneuver was well worth the wait though. With the surrender, he also obtained the weapons and vehicles that the pirates used. They studied the foreign technology and were able to duplicate and better yet, improve it. This was a major turning point in his crusade. He now had the resources and the knowledge to build an army that could protect the whole system!

One of the colonists had been previously in communication with other planets secretly using rogue equipment. After the REF arrived and helped them, he managed to send a detailed communication without the REF’s knowledge. He sent news of their freedom. This message was broadcast to the entire sector. Many other colonies were also using rogue radio communications. When it was received, rebellions started in many of the part of the sector. The pirates were spread too thin to put down all of the revolt.

After a year of rebuilding the settlements and fortifying his position, Captain Lithan sent missions to other systems. After another 5 years he had eight solar systems under his protection. A government formed with Lithan at the head of the military. The people had elected a protectorate political leader named Samuel Phena from Tammer III. During the official declaration of a government, a commander in the army, Tim Barner, argued his own way of governing the protectorate. He had people that voted for his ideas, but he lost. He became angry and became AWOL from the military. He was able to steal some ships, mecha, and supplies before he left. Since then, there has been a warrant for his arrest.

The capital of the whole protectorate is the City of Terukin on the planet Tammer III in the system Tammer III. The eight systems currently protected by the New Protectorate include Apafa, Celdemok, Darab, Gemmik, Hayward, Lukacs, Tammer III, and Tuzvar. The New Police is currently trying to annex two systems into its protectorate. They are Bak and Veres. So far the Northern Star protectorate has been able to hold them at bay in Bak. And both the Coalition and Nova Tank have been formidable opponents in Veres.

 

List and description of solar systems:

Apafa

1-Rock

19 min.

2-Habitable

 

 

Celdemok

1-Empty

15 min.

2-Rock

30 min.

3-Asteroid

45 min.

4-Rock

1 hrs

5-Asteroid

 

Hayward

1-Empty

15 min.

2-Rock

30 min.

3-Habitable

45 min.

4-Gas Giant

 

 

Darab

1-Empty

15 min.

2-Rock

30 min.

3-Asteroid

45 min.

4-Habitable

1 hrs

5-Gas Giant

 

 

Tuzvar

1-Rock

15 min.

2-Habitable

30 min.

3-Asteroid

45 min.

4-Gas Giant

1 hrs

5-Empty

3 hrs

6-Gas Giant

6 hrs

7-Rock

 

 

Gemmik

1-Rock

26 min.

2-Habitable

45 min.

3-Rock

1 hrs

4-Asteroid

2 hrs

5-Asteroid

4 hrs

6-Gas Giant

7 hrs

7-Gas Giant

12 hrs

8-Rock

21 hrs

9-Gas Giant

38 hrs

10-Rock

67 hrs

11-Rock

 

 

Lukacs

1-Rock

15 min.

2-Asteroid

30 min.

3-Habitable

45 min.

4-Habitable

1 hrs

5-Rock

3 hrs

6-Empty

6 hrs

7-Gas Giant

12 hrs

8-Rock

24 hrs

9-Gas Giant

 

 

 

Tammer III

1-Asteroid

11 min.

2-Rock

22 min.

3-Habitable – Arenk (Ocean world)

45 min.

4-Rock

1 hrs

5-Habitable – Tammer III (Capital City located here)

3 hrs

6-Rock

6 hrs

7-Gas Giant

12 hrs

8-Rock

24 hrs

9-Rock

48 hrs

10-Gas Giant

 

 

 

Government Structure and Notes

The New Police protectorate has elected officials and representatives at every level of the government. Each system and providence has a representative that leads the officials on the lower levels of the government. The officials run for election every 5 years and are voted upon by the people. In this system, there are obviously chances of corruption. In this organization, there is an average 8-10% of politicians which are corrupt and can be bribed or coerced easily. The system does check for this by electing most of the officials that work with a leader, but some still have found ways to get away with conspiracies and other bad crimes.

The taxes in the protectorate are slightly high for the public. Private businesses are all audited and taxed fairly high also. The businesses are, though, well protected against pirates inside the protectorate. There is little worry about pirates inside the protectorate.

Any new developments and discoveries made by a business are also reported to the government for copyrighting and for security issues. Large bonuses are given for useful discoveries. Some discoveries are completely bought out by the government. Many companies have shut down their R&D facilities in this protectorate because of this law. Some have created a sister company in another protectorate to work on the research and development. But they keep the production facilities because it is cheaper and there are better quality materials available.

 

Technologies of the New Police

After years of developing and testing, the scientists aboard the Endysis developed new mecha. These would not use protoculture like the REF mecha. They had run out of protoculture a few years after they arrived here. Development of this mecha started before the protoculture supply was depleted.

They were forced to study the technology that they acquired from the pirates and surrounding areas for options. They ended up redesigning the fusion reactors and using them for their mecha. They developed a standard power armor for the military, as well as larger mecha and fighters. The standard power armor is called the "XTF-PA#". There are currently 9 versions of the armor. Each corps in the army uses its own special version. One of the most notable things about the XTF power armor is the use of different vehicular attachments. The attachments can be intermixed by all of the versions of the power armor. The most common one is the power glider. Others include a space booster pack, two different underwater packs, a mountain climbing "spider", and a ground hover vehicle. With a quick modification, the larger mecha can also use an XTF power armor as the pilot compartment.

The New Police protectorate is very protective of their technology. The scientists have developed an interesting security feature to keep their developments off the black market. They have implanted minor bionics into each pilot so that they can use the power armor. If these implants are tampered with, they become inactive and the power armor cannot be operated. The minor bionics need to be renewed every two years or if a part gets damaged.

 

 

New Police Military

The army is split up into different divisions for environment specialty. Different planets have many different types of terrain, so it is impossible to keep any standard training in one area. Each division unit consists of different specialties to create a well-rounded team. The standard vehicles can be adjusted for the conditions that they are exposed to. For example, the power glider’s engine and weapon systems could be modified to function in the extreme cold or in sandy conditions when needed.

The basic O.C.C.s exist in all of the different divisions. Special teams are often set up for certain operations. There are sometimes groups set up with some of each of the divisions.

New Police Military O.C.C.s

The basic O.C.C. description provides the main information about the O.C.C. such as skills, secondary skills, and description about the O.C.C. By determining the division the character will receive a few more skills. Then the basic items and well as pay are determines.

The descriptions of the O.C.C.s are as follows:

 

Communications Specialist

The communications specialists have been trained in the different forms and techniques in communications. They are an essential part of any division. They are trained to fix basic hardware problems in cases of emergency. A communication specialist is usually sent as a team member of any operation.

Attribute requirements: I.Q. 12, M.E. 10

O.C.C. Skills:

Radio: Basic (+30%)

Radio: Scramblers (+15%)

Radio: Satellite (+20%)

Optic Systems (+15%)

T.V./Video (+15%)

Read Sensory Equipment (+20%)

Basic Electronics (+10%)

Surveillance Systems (+15%)

Language: Sign Language (+15%)

Hand to Hand: Basic

Other Skills:

Communications: Any (+5%)

Domestic: Any

Electrical: Any (+5%)

Espionage: None

Mechanical: Basic; automobile and computer repair only

Medical: First Aid only

Physical: Any

Pilot: Any

Pilot Related: Any (+10%)

Rogue: None

Science: Math only

Technical: Any

W.P.: Any

Wilderness: None except division skills.

Authorized upon assignment: Any XTF attachment, XTF power armor, personal body armor, additional or special communication equipment, any small weapons, ground or hover vehicle, personal computer, encryption/decryption equipment.

Standard Equipment: See division description

Monthly Wages: See division description

Personal Savings: 4D6x100

Demolition Specialist

The demolition specialists are experts in building, placing, designing, and diffusing bombs and explosives. Their key rolls are sabotage, booby traps, structure demolition, and explosives disposal. The New Police development team has designed a body armor specifically for demolitions disposal to protect these specialists.

Attribute requirements: I.Q. 13, M.E. 12

O.C.C. Skills:

Demolitions (+30%)

Demolitions: Disposal (+30%)

Computer Programming (+20)

Electrical: Basic (+20%)

Electrical: Engineer (+15%)

Radio: Basic (+10%)

Chemistry (+25%)

Chemistry: Analytical (+25%)

Hand to hand: Basic

Other Skills:

Communications: Any (+5%)

Domestic: Any

Electrical: Any (+15%)

Espionage: Any

Mechanical: Any

Medical: First Aid only

Physical: Any

Pilot: Any

Pilot Related: Any (+10%)

Rogue: None

Science: Math only

Technical: Any

W.P.: Any

Wilderness: None except division skills.

Authorized upon assignment: Any XTF attachment, XTF power armor, special or normal personal body armor, additional or special explosives, special demolition equipment, ground or hover vehicles, small or medium weapons.

Standard Equipment: See division description

Monthly Wages: See division description

Personal Savings: 3D6x100

Field Medical Specialist

In the hail of fire and bullets, the Field Medical Specialist has been the hero to many. They are trained in the art of first aid and life saving techniques in the field. They do have some combat training so that they can be used for multiple purposes. These heroes must have a high mental endurance to take the stress that they feel in the field.

Attribute requirements: I.Q. 12, M.E. 13

O.C.C. Skills:

Paramedic (+15%)

First Aid (+20%)

Math: Basic (+10%)

Pilot: Automobile (+10%)

Read Sensory Equipment (+10%)

Science: Chemistry (+15%)

Biology (+15%)

Pathology (+10%)

Hand to Hand: Basic

Other Skills:

Communications: Radio: basic only

Domestic: Any

Electrical: Basic electronics only

Espionage: None

Mechanical: Basic: automobile and computer repair only

Medical: Any (+10%)

Physical: Any

Pilot: Any

Pilot Related: Any (+10%)

Rogue: None

Science: Any (+10%)

Technical: Any (+5%)

W.P.: Any

Wilderness: None except division skills.

Authorized upon assignment: Any XTF attachment, XTF power armor, any medical supplies, ground vehicles, any special medical equipment, any small or medium weapons, personal armor.

Standard Equipment: See division description

Monthly Wages: See division description

Personal Savings: 4D6x100

Heavy Weapon Support

The heavy weapon support soldiers represent the brute strength of the New Police Army. As their name describes, the are specialists in heavy weapons and artillery. They specialize in "anti-tank" and other anti-armor techniques. You will almost always find them with the heaviest weapons in the group, ready to knock out any menacing machine. They are almost always the ones to give cover fire.

Attribute requirements:

O.C.C. Skills:

Body Building

Math: Basic (+10%)

Pilot Tank (+15%)

Demolitions (+15%)

W.P. Sub Machine Gun

W.P. Heavy

W.P. Energy

W.P. Semi & Automatic Rifle

Weapons Systems (+20%)

Hand to Hand: Expert

Other Skills:

Communications: Radio: Basic only

Domestic: Any

Electrical: Basic Electronics only

Espionage: None

Mechanical: Automotive Mechanics only

Medical: First Aid only

Physical: Any

Pilot: Any

Pilot Related: Any (+10%)

Rogue: None

Science: Math only

Technical: Any

W.P.: Any

Wilderness: None except division skills.

Authorized upon assignment: Any XTF attachment, XTF power armor, personal combat armor, any heavy weapons, special equipment, land vehicle, extra ammunition.

Standard Equipment: See division description

Monthly Wages: See division description

Personal Savings: 4D6x100

Other New Police O.C.C.s

Infantry Soldier

Intelligence Specialist

Mecha Pilot Specialist

Mechanical Specialist

Technical Support Officer (Technical Specialist)

Tracking Specialist

(Tracking, lore, counter tracking, etc.)

Vehicle Pilot Specialist

 

 

New Police Divisions/Corps

Once an O.C.C. is selected, then a division must be selected. Extra skills and information are added in the description. Different divisions give different bonuses and skills. The regular O.C.C.s must be chosen first. This way, any division can put together a special task force by O.C.C. Inter division task forces have also been set up from time to time when different terrain is involved in the mission.

 

Cold Weather Division

The cold weather division defends and assaults in the sub zero areas of each planet in the protectorate. They are trained to operate covertly and effectively in the barren wastelands of arctic terrain.

Bonuses: +1D6 to P.E., +2D6 to S.D.C.

Division Skills:

Wilderness Survival (Cold weather): 50% +5% per level

Medical: Treat Cold Ailments: 45% +4% per level

Mechanics: Basic: 50% +5% per level

Body Building

Pilot Advanced: XTF Power Armor: 45% +5% per level

Pilot Advanced: XTF Power Glider

Pilot Basic: All XTF Attachments

Standard Equipment: Energy pistol and rifle of choice, 4 energy clips for each, 2 dress uniforms, field uniform with combat boots, personal survival kit (canteen, first aid kit, radio, 1 week’s rations, survival knife), two non-energy weapons of choice. XTF power armor for field use only.

Monthly Wages: 2500 credits per month for non-officers. Officers receive 3600 to 4600 credits per month.

 

Mountain Division

The mountain division operates and trains in the mountains. They are trained in the techniques to travel, survive, and do battle in mountainous terrain. They are also trained in guerrilla warfare. Their concealment skill is used for hiding and ambushing the enemy in the vast cover of the mountains. They are proficient at rock natural mountain/rock climbing.

Bonuses: +1D6 to P.S., +2D4 to S.D.C.

Division Skills:

Body Building

Wilderness Survival (Mountain): 50% +5% per level

Climbing (+20%)

Pilot Advanced: XTF Power Armor: 45% +5% per level

Pilot Advanced: XTF Climbing Attachment: 45% +5% per level

Pilot Basic: All XTF Attachments

Concealment (+10%)

Standard Equipment: Energy pistol and rifle of choice, 4 energy clips for each, 2 dress uniforms, field uniform with combat boots, personal survival kit (canteen, first aid kit, radio, 1 week’s rations, survival knife), two non-energy weapons of choice. XTF power armor for field use only.

Monthly Wages: 2200 credits per month for non-officers at levels 1-5. Levels 6 and up earn 2700 credits per month. Officers receive 3200 to 4900 credits per month.

Military Police

The Military police are only the police to the military units. They are not the police force for the civilians. That is the Civil Division. The military police take care of the unlawful actions of the soldiers. They are also in charge of security for bases, military buildings and the stockade.

Bonuses: +1D6 to P.E., +2D4 to S.D.C.

Division Skills:

Read Sensory Equipment (+15%)

New Police Law: 55% +4% per level

Running

Criminal Science & Forensics: (+10%)

Streetwise: (+10%)

Pilot Advanced: XTF Power Armor: 45% +5% per level

Pilot Advanced: XTF Power Glider

Pilot Basic: All XTF Attachments

Standard Equipment: Energy pistol and rifle of choice, 4 energy clips for each, 2 dress uniforms, field uniform with combat boots, personal survival kit (canteen, first aid kit, radio, 1 week’s rations, survival knife), two non-energy weapons of choice. XTF power armor for field use only.

Monthly Wages: 2400 credits per month for non-officers at levels 1-5. Levels 6 and higher earn 2900 per month. Officers receive 3500 to 4700 credits per month.

 

Under Water/Naval Division

The Water division operates above, on, and below the seas and oceans. They are the prominent division in the ocean world of Arenk (third orbit in the Tammer III system). They have two attachments that they use. The older attachment is for more heavy support. It is slower and uses propellers for movement. The latest design uses a water jet for faster propulsion but it has fewer weapon systems. The Naval division also operates the battleships and other sea ships in the navy.

Bonuses: +1D6 to P.S., +1D6 to P.E, +2D4 to S.D.C.

Division Skills:

Swimming (+20%)

SCUBA (+20%)

Read Sensory Equipment (+15%)

Undersea & Sea Survival (+15%)

Fishing (+5%)

Pilot Boat: Motor & Hydrofoils (+15%)

Pilot: Ship (+5%)

Pilot Advanced: XTF Power Armor: 45% +5% per level

Pilot Advanced: XTF Water Attachment (Choose old or new)

Pilot Basic: All XTF Attachments

Standard Equipment: Energy pistol and rifle of choice, 4 energy clips for each, 2 dress uniforms, field uniform with combat boots, personal survival kit (canteen, first aid kit, radio, 1 week’s rations, survival knife), two non-energy weapons of choice. XTF power armor for field use only.

Monthly Wages: 2400 credits per month for non-officers for level 1-5. Levels 6 and higher earn 2900. Officers receive 3400 to 4900 credits per month.

Other Divisions of the New Police

Jungle Division

Wilderness Survival (Jungle)

Desert Division

Wilderness Survival (Desert)

Civil Division (The Police force of the Civilians)

Space Division

Air Division

Sky diving/parachuting

 

New Police Standard Power Armor

XTF Power Armor Standard Features

All of the XTF power armors have a basic set of features. Different divisions have created new features to suite their individual terrain needs. These are the standard features of the basic power armor. See division versions for individual features.

 

1) Computer Targeting System with infrared capabilities is built into the Heads Up Display. Range: 4000 ft (609m).

Bonuses: Adds +2 to strike with missiles, and adds +2 to strike with other weapon systems (rifles, cannons, etc.).

 

2) Radio Communication System: Wide band and directional with voice command actuation. Range: 3 miles (4.8km)

 

3) Short Range Radar built into Heads Up Display. This displays a radar screen inside the helmet. Can identify and track up to 30 different targets. Range: Four miles (6.4km)

 

XTF-1 Power Armor

The XTF-1 is the generic version of the power armor for the New Police protectorate. It has a few built in weapons, and can also use hand held weapons. The XTF power armor was also designed to attach to a variety of vehicles to enhance its versatility.

All are also fitted with a built in booster pack that allows them to fly at low altitudes. It is also used to slow down the power armor when detaching from fast moving vehicle attachments. The booster pack is also the piece that is used to attach to the vehicles.

The main weapon is mounted on one forearm. It is a double-barreled laser cannon. On the opposite arm is a shield for parrying.

Mini-missiles are also located on different parts of the power armor. They may be fired individually or in volleys. Any type of mini-missile may be used.

One the chest of the power armor are four smoke grenade/chaff/flair canisters. These can be detached and thrown, dropped from off a vehicle, or detonated while on the chest. They do no damage to the power armor if this is done. The chaff is used mainly while flying with the power glider to avoid missiles. The heat flair is used against heat seeking missiles but will also blind unprotected eyes for a few minutes. This will burn SDC material. The burn lasts for 30 seconds.

The most unusual weapon of the XTF power armor are the four disks attached to the thigh of the armor. These disks are thrown explosive weapons. They do cut inflicting Mega Damage. The pilot is the one who detonates them. So the pilot could potentially or purposely miss the target and the disk could get stuck somewhere to be detonated or retrieved at a different time. Or the pilot could detonate the disk when the target dodges so that the blast radius can still hit the target.

The divisions of the army have modified the power armor for their different terrain and circumstances. This shown below is the basic power armor used by some of the divisions.

 

XTF-1 Combat Power Armor

Model Type: XTF-1 New Police Power Armor

 

Class: Offensive/Defensive Support

 

Crew: One

 

M.D.C. by location:

Head- 95

Main Body- 260

Arms- 90

Legs- 120

Shield- 200

Booster pack- 85

 

Physical Strength: 30

 

Height: 8.2 feet (2.5 m)

 

Width: 4.3 feet (1.3 m)

 

Weight: 300 lbs. (135 kg)

 

Speeds:

Running: 50 mph (80 km). The pilot tires at half the normal rate.

Flying: 200 mph (320 km) with booster pack

 

Weapons:

1) Double Barreled Forearm Laser: The laser is built into the forearm of the power armor. The newer modes are being built so that the laser can be detached and replaced with weapon designs as they are developed.

Damage: 1D4x10 MD

Range: 4000 feet (1200 m)

Payload: Effectively unlimited

Rate of fire: Same as the pilot’s hand to hand attacks

2) Hand Held Armor Piercing Particle Gun (optional)

Damage: 4D6 MD

Range: 2000 feet (610 m)

Critical Strike: 19,20

Payload: 30 single shots

Rate of fire: Same as the pilot’s hand to hand attacks

3) Thrown Explosive Disks. The disks are thrown weapons. They do mega-damage in two ways. The first is if they are thrown, they do only some damage. The second way it does damage is that the pilot can detonate it once detached.

Damage:

Thrown damage only: 1D6 MD

Detonated: 6D6 MD

Range: Throwing range of pilot

Blast Radius: 15 feet (4.6 m)

Payload: 4, two on each leg.

4) Shoulder mounted mini-missiles (4)

Damage: Varies with type

Range: Varies

Payload: 4

5) Chest mounted smoke grenades (can be replaced with chaff or flares). These may be detached and thrown, or they may be set off while still attached.

Payload: 4. Any combination of the following:

Smoke:

Damage: None

Radius: 35 feet (10.7 m)

Duration: 1D4 melees

Chaff:

Damage: None

Radius: 35 feet (10.7 m)

Duration: 1D4 melees

Flare:

Damage: 3D6 SDC

Duration: 30 seconds (2 melees)

Special: Blind unprotected eyes for 1D4 minutes

 

 

Communications Specs: See standard features

 

 

Space XTF-4 Power Armor

The space power armor is designed for high speeds in space. Its large booster pack is standard. Although it can be detached and other attachments can be used, it is rare for this to happen. The attachment has powerful boosters that can propel the mecha to mach 3 in atmosphere and mach 6 in space. Although the power armor was not designed to break the orbit of any planet, research and development are working on an inter-orbit attachment and modification. If this works, it will allow the space power armor to leave and re-enter the atmosphere. The modifications are still under debate whether they would be useful or not.

On each of the side of the head are two canisters that are used as chaff, as flares and as sand emitters. These are all used for defense from attacks. The sand emitters are similar to chaff, but they can completely block lasers.

 

XTF-4 Combat Power Armor

Model Type: XTF-4 New Police Space Power Armor

 

Class: Offensive/Defensive Support

 

Crew: One

 

M.D.C. by location:

Head- 70

Main Body- 270

Arms- 100

Legs- 120

Booster pack- 200

 

Physical Strength: 30

 

Height: 9.2 feet (2.8 m)

 

Width: 4.3 feet (1.3 m)

 

Weight: 400 lbs. (180 kg)

 

Speeds:

Running: 50 mph (80 km). The pilot tires at half the normal rate.

Flying: Mach 3 with booster pack (Mach 6 in space)

 

Weapons:

1) Forearm Energy Rifle: The energy rifle is built into the forearm of the power armor.

Damage: 1D6x10 MD

Range: 4000 feet (1200 m)

Payload: Effectively unlimited (connected to the power source)

Rate of fire: Same as the pilot’s hand to hand attacks

2) Hand Held Armor Piercing Particle Gun (optional)

Damage: 4D6 MD

Range: 2000 feet (610 m)

Critical Strike: 19,20

Payload: 30 single shots

Rate of fire: Same as the pilot’s hand to hand attacks

3) 6-Pack Booster Mounted Mini-Missiles (2)

Damage: Varies with type

Range: Varies

Payload: 6 missiles per launcher for a total of 12

4) Shoulder mounted chaff grenades (can be replaced with sand or flares). These may be detached while in flight, thrown, or they may be set off while still attached.

Payload: 4. Any combination of the following:

Sand:

Damage: None

Radius: 35 feet (10.7 m)

Duration: 1D4 melees

Chaff:

Damage: None

Radius: 35 feet (10.7 m)

Duration: 1D4 melees

Flare:

Damage: 3D6 SDC

Duration: 30 seconds (2 melees)

Special: Blind unprotected eyes for 1D4 minutes

 

Special Features for the space XTF power armor:

1) An Independent Environmental Pilot Compartment enables the life support systems to stay on-line in case the power armor is shut down. Battery life is 12 Hours.

 

2) An Independent Mini Propulsion System is built into each side of the main body. This is to give some control and propulsion to the power armor in case the boosters are disabled. This gives a pilot more chance of reaching safety if stranded.

Duration of burn: 5 minutes of solid fuel are supplied standard.

Speed: 300 mph (480km)

Communications Specs: See standard features

 

 

XTF Attachments

The XTF attachments were designed to enhance the capabilities of the XTF power armor. Even though some attachments were designed for specific uses, any attachment can be used by any power armor. Divisions do tend to have preferences with these though. Here are the descriptions of the attachments.

 

Power glider

The power glider is the most used out of all the attachments. All divisions of the military use it in conjunction with the other vehicles. There are minor modifications to the propulsion and weapon systems that need to be made for each different environment. Over all, the power glider has been the most effective attachment vehicle.

It is fitted with a moderate amount of weapons, missiles, and bombs. The XTF power armor was designed to be able detach at a max speed of 300-mph. When the power armor detaches, the power glider usually flies a safe distance away and hovers in a stationary position until needed. If there is a troop transport around, they the gliders will fly back there until called for. Currently the technicians are experimenting with making the power glider a combat companion drone to the pilot. There are currently a few prototypes in the works.

The power glider can hover stationary for patrolling or for power armor dismounts, but it can also travel up to Mach 2 for air combat, transportation, or bombing runs. The glider is also capable of short powerless glides. This is useful in covert operations or incases of engine failure. If any major failures occur, the XTF armor can detach and use the booster pack to slow down. Any detachment at speeds greater that 300 mph (480 km) is dangerous.

 

Model Type: PGPA-1

 

Class: XTF Power Attachment

 

Crew: One (requires XTF power armor to pilot)

 

M.D.C. by Location:

Wing (2) -- 50

*Main Body --280

**Communications Cluster -- 75 (extra armor)

***Engine (2) -- 150

Bottom Mounted Hover Jets – 50

* Depleting the MDC of the main body will destroy the glider. Self destruct mechanisms are activated when not physically connected to the XTF armor. The self-destruct is to ensure that the New Police technology is not stolen.

** Destroying the MDC of the Communications Cluster will destroy the sensors. This will destroy the ability to be recalled for pick-ups.

*** Destroying the Engines will prevent flight. The power armor will still be able to hover at a speed of 80 mph (128 km) at a max altitude of 100 feet (30.5 m).

 

Speed:

Flying: From Mach 1.5 with a 1 mile (1.6 km) ceiling to a stationary hover with a ceiling of 400 feet (122 m).

 

Statistical Data

Height: 5.5 feet (1.7 m)

Width: 11 feet (3.36 m)

Length: 21.5 feet (6.56 m)

Weight: 560lbs (252 kg)

 

Cargo: None

 

Power System: Nuclear, average life is 16 years.

 

Black Market Price:

 

Weapon Systems:

1) Forward Mounted Rapid-Fire Plasma Cannon (2)

The cannons are located under each side of the main body where the wings extend. They are forward fixed and so the glider has to move its whole body to aim the cannons. Both can be fired individually or simultaneously.

Damage: 2D6 MD for a single short burst, 4D6 for a double short burst, 4D6 for a medium single burst, 1D6x10 for a medium double burst, 1D6x10 for a long single burst, and 2D6x10 for a long double burst.

Range: 4000 feet (1200 m).

Rate of fire: Standard

Payload: Unlimited

2) Mounted Mini Missiles (12)

Four mini missiles are mounted on each side of the main body while two are mounted on each side of the bottom. Any type of mini missile can be mounted to the power glider.

Type of missile: Any

Damage: Varies per missile type

Payload: 12 total

Rate of Fire: One at a time or volleys up to 12

3) Bottom Mounted Laser guided bombs

Two high explosive bombs can be mounted to the underside of the power glider. They can be used with laser targeting or manual targeting. They are exposed and therefore are not armed until they are detached.

Type of bomb: High explosive (standard)

Damage: 2D4x10

Payload: 2

Mountain Climbing Attachment/Shield

The main attachment for the mountain division doubles as a forearm shield as well as a mountain climbing device. When used for mountain climbing, it attaches to the back of the XTF power armor. The 4 legs can then extend to climb, or aid in climbing. The pack is able to climb with the armor facing the cliff or backwards with the power armor facing out. These are defensive and offensive modes, respectively. The climber can change positions in mid climb, but it needs the assistance of a climbing line.

Built into the attachment are two winches with grappling hooks attached to the end of the cable. The grappling hooks can be launched up out of the attachment. The winches are covered by armor for protection.

When not climbing, the attachment is large enough and armored enough to be used as a shield. Its legs are folded in while in this mode. The weapon systems and winch systems are fully functional in this mode.

 

Model Type: MCPA-2

 

Class: XTF power attachment

 

Crew: One (requires XTF power armor to operate)

 

M.D.C. by Location:

Legs (4) -- 50

*Main Body --200

**Communications Cluster -- 75 (extra armor)

Winch Covers (2) -- 50

* Depleting the MDC of the main body will destroy the climber. Self destruct mechanisms are activated when not physically connected to the XTF armor. The self-destruct is to ensure that the New Police technology is not stolen.

** Destroying the MDC of the Communications Cluster will destroy the long-range sensors. The pilot will have to rely on the communications of the XTF power armor.

 

Speed:

Climbing: 15 mph (24 km)

Running: 25 Mph (40 km)

 

Statistical Data:

Physical Strength of legs: 35

Height: 5.5 feet (4.6 m)

Width: 2 feet (.61 m)

Length: 3 feet (.92 m)

Weight: 150 lbs (67.5 kg)

 

Cargo: None

 

Power System: Nuclear, average life is 16 years.

 

Black Market Price:

 

Weapon Systems:

1) Forward Fixed Beam Cannon

The forward fixed beam cannon is the main weapon of the Mountain attachment. It can be fired both in climbing mode and as a shield. The shield is connected to the HUD of the XTF power armor as any normal weapon would.

Damage: 1D4x10 per blast

Range: 4000 feet (1200 m)

Payload: Unlimited

2) Rotating Laser Turret

In order to compensate for the major weakness of the climbing mode, a rotating turret was installed so that the climber could return fire.

Damage: 2D6 MD for a short burst, 4D6 for a medium burst, 4D6 for a long burst.

Range: 2000 feet (610 m)

Payload: Standard

3) Mini Missile Launcher (2)

Damage: Varies with missile type

Range: Varies with missile type

Payload: 8 total. Two dual launchers with one reload per launcher.

 

Other XTF Attachments

Space Booster packs

Underwater #1 (Original/Heavy support)

Underwater#2 (Light combat)

Vehicle: Combat Hover Cycle