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IAPS-05 POWER SUIT

The IAPS (Infantry Assault Power Suit) is to the Ingral what CVR-3 is to the REF. Every foot soldier takes a suit into battle. They're massive (8ft) to make up for the Ingrals small stature and weak bodies. These suits come with NO built in weapon systems, but several compartments to hold weapons & equipment. A standard Tae wields a laser rifle w/ particle beam bayonet, while Jetae use Beam Rifles & Sabers. Detae can select from one of three heavy weapons. All around the Metae is as flexible as the Cyclone MOSPEADA.

INGRAL NAME: Metae (pronounce Meh-ta-eh)
MODEL TYPE: IAPS-05
MODIFICATION POINTS: 20
CLASS: Infantry Assault Power Suit
CREW: One Ingral (or someone of stature similar to an Ingral)

M.D.C. BY LOCATION
LOCATION M.D.C.
*Head 40
Arms (2) 35 each
Legs (2) 50 each
**Main Body 100
Rifle 25
*Power Cord 5
Beam Saber 5
Heavy Weapons 40

*Denotes a hard to hit target, requires a called shot with a -3 to strike. Depleting the M.D.C. of the head will expose the Ingral pilots head, forcing them to rely on their own eyesight. Remove targeting system bonus.
**Depleting the M.D.C. of the main body will shut the suit down and any more damage to the main body goes to the pilot.

SPEED:

RUNNING: Maximum speed of 40mph.
LEAPING: Non-thruster assisted leaps can be up to 40ft high & long, 50ft with a running start. Thruster assisted leaps are up to 200ft high and long.
NOTE ON LEAPING: In the right environment, a power suit with an Ingral pilot can move in circles around even a Cyclone. This is because of the Ingral instinctual leaping & rebounding techniques. If there are appropriately stable surfaces, an Ingral can leap against it for rebound strength, adding 50% to leap distance.
POWER JUMPING & TRAVEL: The intergrated jet pack enables the suit to move in atmosphere very quickly by making quick & short booster jumps. The height & length of the leap is controlled by the Ingral pilot and generally ranges between 20-50ft; with 20-30 feet of height being the norm. By leaping, landing, continuing to run a few dozen yards/meters, and power leaping again, the Metae pilot can attain and maintain an impressive 125mph. However this only works on terrain with little in the way of trees and the like. Speed should be reduced 40% when travelling through dense vegatation or hazardous terrain, with a pilot roll -10% being made each jump to maintain a movement pattern that DOESN'T crash into anything.
SPACE: In space the the Metae can move with it's jetpack at 100mph.

STATISTICAL DATA:

HEIGHT: 8ft
WIDTH: 4ft
LENGTH: 3ft 6 inches
WEIGHT: Despite it's large size, the armour is lightweight and there's not nearly as much of it as the Cyclone. 180lbs, 200lbs fully loaded (not including rifles & heavy weapons)
PHYSICAL STRENGTH: Equal to P.S. 40
CARGO: Enough space for the contents of the pilots backpack (see Tae standard equipment).
POWER SYSTEM: Fusion, average life is 10 year.

WEAPON SYSTEMS

1. GRENADES: Each leg has concealed grenade racks, each holding 10 grenades of various types for various roles. Detae usually trade the grenades for a smaller ammount of handmines.
PRIMARY PURPOSE: Guerilla Warfare
RANGE: The power suit can throw a grenade up to 200ft high or across. Mines have a pitful throwing range of 25ft, not very aerodynamic.
GRENADE TYPES: Smoke, Blind, Frag, or Heavy Explosive, OR hand-mine.
MEGA-DAMAGE: Smoke & Blind grenades do no damage. Smoke obscures vision & laser targeting as normal, while blind is used against large mehca, sending out a quick but powerful electromagnetic pulse, disabling cameras and sensors for 1d4 actions. Frag grenades do 2d6 M.D. to a 10ft area, while Heavy Explosives do 4d6 damage to a 5ft area. Mines do 6d6 damage to a 20ft area, and it's timer can be set from 10-seconds to 60 minutes. If no time is entered it automatically starts at 30-seconds.
RATE OF FIRE: Can bring out and throw a number of grenades equal to pilots combinded attacks per melee. Taking out a mine, setting the time, and slapping it on takes 2 actions.
PAYLOAD: 10 grenades per leg for a total of 20. Typical combat mix is 4 Smoke, 4 Blind, 8 Frag, and 4 H.E. Payload for mines is 5 per leg for a total of 10.


2. LASER RIFLE: This is the standard issue weapon for the Metae, a large laser beam rifle which has an energy capacitor hooked directly into the suits power system. Also a beam bayonet is mounted under the barrel of the rifle.
PRIMARY PURPOSE: Assault
RANGE: 3,500ft
MEGA-DAMAGE: 3d6 M.D., 5d6 M.D. on a triple-action burst. Beam bayonet does 4d6 M.D. per strike
RATE OF FIRE: Single or triple action. Equal to pilots combined attacks per melee. PAYLOAD: The capacitor in the rifle holds enough shots for 45 blasts or 15 triple action bursts. The capacitor recharges 1 blast per minute the suit is online. The Beam Bayonet has an infinate payload.


3. BEAM RIFLE (OPTIONAL): This weapon is commonly only issue to Jetae piloted suits. It's also hooked into the suits fusion reactor, and packs a much better punch, but lacks in range and payload.
PRIMARY PURPOSE: Assault
RANGE: 2,000ft
MEGA-DAMAGE: 5d6+4 M.D. per blast
RATE OF FIRE: 4 blasts per melee
PAYLOAD: The capacitor in the rifle holds enough shots for 20 blasts. The capacitor recharges one blast every 5 minutes the suit is online.

4. LASER MACHINEGUN (OPTIONAL): One of the three heavy weapons available to the Detae pilots. A five-barreled rotating laser machinegun hooked into the suits power system for purposes of recharge.
PRIMARY PURPOSE: Anti-Personnel
RANGE: 3,000ft
MEGA-DAMAGE: Short Burst does 5d6 M.D., Long burst does 8d6 M.D., full melee burst does 1d6x10 M.D.
RATE OF FIRE: 4 short bursts, 2 long bursts, or one full melee burst per melee.
PAYLOAD: The energy capacitor holds enough energy 20 short bursts, 10 long bursts (equal to 2 short bursts), or 5 full melee bursts (equal to 4 short bursts). It recharges enough energy for 1 short burst every 5 minutes.

5. BEAM CANNON (OPTIONAL): One of the three heavy weapons available to Detae pilots. A larger and more powerful version of the Beam Rifle. Suffers from the same disadvantages of payload and range however.
PRIMARY PURPOSE: Anti-Armour
RANGE: 2,000ft
MEGA-DAMAGE: 1d4x10+20 M.D. per blast
RATE OF FIRE: Two shots per melee
PAYLOAD: The enegy capictor holds enough power for 15 shots. It recharges the power for one shot every 10 minutes.

6. ROCKET LAUNCHER (OPTIONAL): The third heavy weapon available to the Detae. Basically a big power suit bazooka (bigger than the RL-6). It uses special fast burn Rockets, which are semi-guided to the target via the Power Suits laser targeting system. Great range and variable missile types.
PRIMARY PURPOSE: Blow-%&$-to-hell
RANGE: Frag & H.E. rockets have a range of 1 mile, travelling at 600mph. The special compact-nuke rocket has a range of 3 miles, traveling at 500mph.
MEGA-DAMAGE: Frag Rocket does 4d6+1 M.D. to a 20ft area, H.E. rocket does 6d6+4 M.D. to a 5ft area. Compact Nuke rocket does 3d6x10 M.D. to a 60ft area.
RATE OF FIRE: Can only fire one rocket at a time, and only fire 3 times a melee.
PAYLOAD: The launcher comes with one missile already loaded into the barrel, and has a missile clip with 3 other missiles (4 total). One extra missile clip can be carried, usually strapped on the suits hip. Also on VERY rare occasions, a compact nuke is assigned to the suit. This nuke most be loaded seperately, and armed. This takes one action, the next action the nuke may be launched. No unit of suits is ever assigned more than one nuke.

7. BEAM SABER (OPTIONAL): Like the Beam Rifle, this weapon most of the time is ONLY issued to Jetae pilots. By using a magentic field emitted from a small device, particle energy is formed into a sword blade, with energy being transfered from a special palm link in the hand of the Metae. The blade emitter is usually strapped to the forearm of the suit.
PRIMARY PURPOSE: Close Combat
RANGE: The sword blade has a length that can be varied from 4-6ft.
MEGA-DAMAGE: 6d6+4 M.D. per blow
PAYLOAD: Effectively unlimited.


EQUIPMENT STANDARD TO ALL METAE

SHORT-RANGE RADAR W/ HUD SYSTEM: Radar display image inside the helmet. Range: 5 miles
COMBAT COMPUTER: Calculates, stores, and trasmits data onto the head-up display (H.U.D.) of the pilots hardsuit helmet. It is tied to the targeting computer.
COMPUTER LASER TARGETING SYSTEM: Built into the helmet is a laser targeter which assists in targeting for ALL weapons used by the Metae. +1 to strike. Range: 4,000ft by line of sight
INFRARED VISION: By emitting invisible infrared beams from the eyes of the Metae the suits pilot can see in total darkness. However infrared doesn't see through smoke. Range: 2000ft
PSI-DIRECTOR: This is only installed into Jetae Suits, it allows the Psi-Communicators to direct commands to the Jetae, and this unit immediatly directs the command to his unit. These psionic signals cannot be disrupted by any known means.
COMPLETE ENVIRONMENTAL PROTECTION: Suitable for use in space with a computer controlled life support system. Interal cooling and temperature control, insulated temperature resistant shielding for up to 400 degrees centigrade, radiation shielded, eight hour oxygen supply.


HAND TO HAND BONUSES FROM METAE BASIC TRAINING
This catagory applies to all Ingral who were not officially trained by the Ingral military in the Metae. Damage: Punch 2d4 M.D.
Kick 2d4 M.D.
Leap Kick 3d6 M.D.
Body Flip/Throw 2d4 M.D.
Body Block/Tackle 2d6+3 M.D.

HAND TO HAND BONUSES FROM METAE ELITE COMBAT TRAINING

Damage: Punch 2d4 M.D.
Kick 2d4 M.D.
Leap Kick 3d6 M.D.
Power Leap Kick 4d6+6 M.D.
Body Flip/Throw 2d4 M.D.
Body Block/Tackle 2d6+3 M.D.

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