The following material is an adaptation of mecha from
MACROSS and
MACROSS THE MOVIE, the film of the original Japanese
MACROSS.
Please feel free to use, copy, and distribute it as you see fit. All I ask is that you give proper credit to me and do not claim that it is your own work.
Comments and suggestions are welcome.
Zentraedi Quimeliquola Queadlunn-Rau Power Armour
RPG Stats by Daniel Henwood (dhenwood@hotmail.com)
Design layout adapted from DAVE DEITRICH (deitrich@mcs.net)
Background info provided by the MACROSS ONLINE COMPENDIUM
BACKGROUND
This Meltrandi Power Armour Suit is the most advanced mecha that the Zentraedi Army have at their disposal however the
Quimeliquola Queadlunn-Rau is used solely by the Meltran's, the Zentran's having their own Nousjadel-Ger Power Armour. The Quimeliquola Queadlunn-Rau is a most dangerous mecha especially more so as
the pilots of this Power Armour suit are all excellent pilots, well trained in the Mecha they pilot. The Quimeliquola Queadlunn-Rau is the most expensive mecha to manufacture, mainly due to the Inertia Vector Control System
incorporated in to the suit, which gives it its unparalleled mobility in combat, and should be treated with caution by enemy opposing it..
RPG STATS
Vehicle Types:
- Quimeliquola Queadlunn-Rau: Meltrandi Power Armour Suit
Class: Zentraedi Female Division High Manoeuvrability Battle Suit
Manufacturer: Quimeliquola Factory Satellite
Crew:
One pilot wearing Light Zentraedi Armour
MDC BY LOCATION:
Tri-barrel Laser Pulse Guns (2) 50 each
Medium Bore Impact Cannons (2) 20 each
Missile Launchers (4) 75 each
Hand Held Miniature Main Laser Machine Pistol 30
(1) Face Plate 30
(2) Arms (2) 100 each
(2) Legs (2) 150 each
(3) Engine thrusters (2) 150 each
(4) Main Body 250
NOTES:=20
- Destroying the Face Plate will knock out the mecha's major sensor systems, including all of the optics systems (infrared, nightvision, thermal).
Radar and communications will be unaffected.
- Depleting the MDC of one or both of the Leg's will render the
Mecha immobile in an atmosphere. Depleting the MDC of an armour will render that limbs weapons useless. (Note: The Meltran Pilot sits in the body of
the mecha with her no limbs extending into the arms or legs.)
- Destroying one thruster will reduce the flight speed of the Mecha
in space by 50%. Destroying both thrusters will render the mecha immobile.
- Depleting the MDC of the Main Body will destroy the Mecha, probably killing the pilot as well.
SPEEDS:
- RUNNING:
- 3 x Pilots Speed Stat
- LEAPING:
- 30 ft (9 m) high or 50 ft (15.2 m) long without thrusters.
- FLYING IN SPACE:
- Mach 5.1 (3,216mph) Able to hover indefinately and attain orbit without rocket booster assistance.
STATISTICAL DATA:
- HEIGHT:
- 16.75 m
- WIDTH:
- 18.4 m=
- LENGTH:
- 10.8 m
- WEIGHT:
- 32,500 kg
- PHYSICAL STRENGTH:
- Equal to a P.S. of 50
- POWER PLANT:
- 2 x 2.1 GGV class Quimeliquola Thermonuclear Reactor converters
WEAPON SYSTEMS:
- AIR TO AIR HIGH SPEED ROTATING TRI-BARREL LASER PULSE GUNS: (2)
These fore-arm mounted Tri-Barrel Laser Pulse Guns are used
primarily in
high speed air to air combat situations where missiles will not work.
The high
level of damage they inflict is attributed to their tri-barrel
configuration
and high rate of fire.
- Primary Purpose: Anti-Aircraft/Mecha
- Secondary Purpose: Assault
- RANGE: 4000 feet (1200 m)
- DAMAGE: 3D4x10 (single), 6D4x10 (Dual)
- RATE OF FIRE: Equal to the number of combined attacks of
the
pilot.
- PAYLOAD: Effectively Unlimited.
- MEDIUM BORE SIMULTANEOUSLY FIRING IMPACT CANNONS: (2) These
two
Impact Cannon's are the secondary weapons of the Queadlunn-Rau, used
rarely
due to their low damage rate compared to the Pulse Guns and missiles,
however
they are still deadly weapons in the hands of a Queadlunn-Rau Pilot.
- PRIMARY PURPOSE: Assault
- SECONDARY PURPOSE: Defence/Anti-mecha
- RANGE: 4000 feet (1200 m)
- DAMAGE: 1D4x10 M.D. (Per Cannon)
- RATE OF FIRE: Single or dual blasts (Dual blast counts as
one
attack.) Equal to pilots number of attacks.
- PAYLOAD: Effectively Unlimited.
- CLOSE COMBAT MISSILE LAUNCHER: (4) The Queadlunn-Rau is
equipped
with four sets of missiles launchers, two on the hips of the Power
Armour and
two in a special housing above the main thrusters. These missiles are
used for close combat purposes in addition to the Queadlunn-Rau's other
weapons.
- PRIMARY PURPOSE: Anti-Mecha
- MISSILE TYPE: Any short range missile
- RANGE: Varies with missile type
- DAMAGE: Varies with missile type
- RATE OF FIRE: Volleys of 1,2,4,6,8 or 12 missiles
- PAYLOAD: 21 missiles (per hip launcher), 42 missiles (per
top
launcher) for a total of 126 missiles
- OPTIONAL HAND HELD Miniature MAIN LASER MACHINE PISTOL:
- Primary Purpose: Assault
- Secondary Purpose: Anti-personnel
- RANGE: 300 feet (90 m)
- DAMAGE: 3D6 M.D. (per blast)
- RATE OF FIRE: Equal to the number of combined attacks of
the
pilot.
- PAYLOAD: Effectively Unlimited.
- HAND TO HAND COMBAT:
DAMAGE:
- Kick: 1D6 M.D.
- Punch: 1D6 M.D.
- Leap Kick: 2D6 M.D.
- Stomp: 1D6 M.D. (only effective against small objects)
STANDARD EQUIPMENT FOR THE QUEADLUNN-RAU:
- COMBAT COMPUTER: The Queadlunn-Rau is equipped with a combat computer that can store and analyze data during combat with hostile forces. The forward viewscreen of the Queadlunn-Rau allows the computer to display large amounts of data to the pilot and even highlight enemies and missile attacks with overlaid graphics. The combat computer tracks and identifies specific enemy targets, and has a database of over 10,000 images stored in memory. The computer can identify and track up to 250 targets simultaneously. The high speed focussing plate over the sensor eye allows the Queadlunn-Rau to draw in more data, faster and more accurately than any other mecha.
- EXTERNAL AUDIO PICKUP: Range: 300 ft (91.5 m). A sound amplification system that can pick up normal conversation up to 300 feet away.
- HEAT AND RADIATION SHIELDS: Special shielding prevents the penetration of life threatening heat and radiation. A radiation detection and alarm system are linked with the shields and will sound an alarm if there is a rupture in the shields and what the levels of radiation are.
- OPTICS: NIGHTVISION: Range: 2000 feet (610 m). A passive light image intensifier that emits no light of its own, but relies on ambient light which is electronically amplified to produce a visible picture.
- OPTICS: INFRARED: Range: 2000 feet (610 m). This optical system projects a beam of infrared light that is invisible to the normal eye, but detectable by the mecha's sensors. The system allows the pilot to detect hidden/concealed objects by their IR reflectiveness. The beam will be visible to anyone with IR sensitive optics, however.
- OPTICS: THERMAL IMAGER: Range: 2000 feet (610 m). A passive
optical
heat sensor that detects infrared radiation projected by warm objects
and
converts that data into a false-color visible image. The system
enables the
pilot to see in the dark, in shadows, and through smoke, and also adds
a +10%
bonus to pilots using a tracking skill.
- RADAR: 200 mile (321 km) range.
- RADIO/VIDEO COMMUNICATION: Long range, directional
communications
system with satellite relay capabilities. Range: 600 miles (960 km) or
can be
boosted indefinitely via satellite relay.
- SELF-DESTRUCT: To prevent capture of the Queadlunn-Rau by
the
enemy, the pilot can activate self-destruct system, which will cause
the Mecha
to explode after a delay of up to 60 minutes (time is set by the
pilot). The
explosive damage is contained within a 20 foot (6 m) area and inflicts
1D6x10= M.D. to everything within the radius of the explosion. All internal
systems
are obliterated. The pilot will automatically be killed if still
aboard.
COMBAT BONUSES QUEADLUNN-RAU TRAINING:
QUEADLUNN-RAU COMBAT TRAINING
- Training for Meltrandi Power Armour Specialists.
- 2 attacks per melee (plus those of the pilot).
- Add one additional action/attack at levels three, six, eleven, and
fifteen.
- +2 to strike
- +3 to parry
- +3 to dodge
- +4 to roll with a punch or fall with an impact, reducing damage by
half.
- Critical strike same as pilot's hand-to-hand.
- Body block/tackle/ram - 1D6 M.D. plus a 50% chance of knocking an opponent
down, causing him to loose initiative and one attack that melee round.
REFERENCES USED IN THIS DESIGN