REEF Cyclone II Series Improved Cyclones:

Initially, the REEF forces at Canaveral did not have the Cyclone available to them. At that time, their primary armor was the Wasp power armor. A flying power armor, the design of the Wasp borrowed from various Rifts Earth power armor designs and is generally considered an effective design.

Eventually, a few additional people came from the Robotech Earth, this time from a bit later. They were with the REF and included an REF scientist / engineer named Kamako Katano. After some discussion, it was decided that the REEF would produce their own version of the Cyclone. With that, Kamako Katano began work on the updated time.

In order to reduce development time, wherever possible systems are adapted from other Rifts Earth power armor and other designs. As far as weapons, the most obvious is that the FIWS from the Coalition Juicer Body Armor. This adds a close range particle beam and vibro-claws for melee combat. If the operator of the Cyclone has paired energy pistol skill, they can engage a single target with the particle beams. Power for the particle beams are pulled from the vehicle’s fusion reactor. These are mounted under the mini-missile launchers which are raised just slightly. Both the “Battler” and “Light”versions of the REEF Cyclone usually carry these forearm weapons.

The sabers for the “Saber” Cyclone were also upgraded. The Kittani Plasma blade was carefully studied and the design was adapted for the REEF Saber Cyclone. It makes the weapon far more powerful and can cut quickly through some of the strongest alloys and composites. While the plasma blades can fire plasma blasts as well, they are not quite as powerful as twin particle beam blasts and are much shorter ranged. As with the particle beams, the plasma weaponry pull from the armor’s fusion reaction.

Otherwise, most of the original Cyclone weapons are retained. The chest mounted mini-missile launchers are retained in the Battler and Saber Cyclones. The “Light” Cyclone can carry the RL-6B mini-missile launcher. Initially, the REEF carried the M-160 rifle from the New Navy but is slowly being replaced by the upgraded Gallant H-90B. Otherwise, a variety of different weaponry is available. These include a variety of weapons originally from the REF as well as new Rifts Earth weapons. Two popular weapons are the Shemarrian Rail Gun and the Wellington GL21 automatic grenade luncher. Production has been unable to keep up with production for the Shemarrian rail gun so are fairly rare.

With the new armor materials, the protection of the Cyclone was able to be improved. It retains the laser resistant nature of the original materials. To further improve this, the REEF Cyclone has a Naruni force field. Like the particle beams, power for the force field is pulled from the fusion plant. Between the armor and force field, the upgraded Cyclone can withstand twice the damage of the REF Cyclone. The REEF tried to copy the Naruni force field but were unable to copy it and ended up with a destroyed generator.

Not one of the more visible upgrades but extremely important, the upgraded Cyclone has a micro-fusion reactor to power the systems. The new micro-fusion reactor was developed by commander Krystal Moor and Kamako Katano working together. While it only has a five year duration between needing to be refueled, it still has vastly more range than the original pure protoculture system. The Cyclone does retain a protoculture cell to increase reaction time (And can power the Cyclone for a short period.) If not used to power systems, protoculture cell is believed that it will last around a century. Something had to give and the liquid fuel system was eliminated to fit the micro fusion plant.

Sensors are also improved with better range than the original REF Cyclone sensors. As with weapon systems, these sensor systems are generally adapted versions of sensors carried on Rifts Earth power armor designs with only minor modifications.

Unfortunately, production of the Cyclone is difficult with the transformation equipment. As such, it was decided that it would not be used for civil defense forces. Instead, the Triax Terrain Hopper was adapted for militia use. As one might expect, the upgraded Cyclone is not exported although Castle Caoth forces operates Cyclones as well.

Model Type:


Light Combat Cyclone


Saber Cyclone


Battler Cyclone

Class: Second Generation Transformable Power Armor/Motorcycle.

Crew: One.

M.D.C. by Location:

Motorcycle Mode:



Front Tire:


Rear Tire:


Storage Box (2):

2 each

Rocket Thrusters (Rear):


[2] Main Body:

250 (200 for VR-038-LT-II)

Battloid Mode:

Tires (2, mounted behind shoulders):

10 each

Rocket Thrusters (Rear, Lower Back):


Forearm Shields/GR/EP-97D/CADS-2 (2):

75 each (CADS-2 non-powered)

Legs (2):

125 each

RL-6B Heavy Rocket Cannon:


[1] Head:

50, 70, or 100

[2] Main Body:

250 (200 for VR-038-LT-II)

[3] Force Field:



[1] Destroying the Head/Helmet will eliminate all forms of optical enhancement and sensory systems. No power armor combat bonuses to strike, parry, and dodge. Damage is based on if armor worn under the Cyclone II is CVR-3, CVR-3B, or CVR-3C armors. Note: The head is a difficult target to hit and is a called shot and is -3 to strike.

[2] Depleting the M.D.C. of the main body will shut the mecha down completely, rendering it useless. Pilot has an emergency release to escape immobilized armor. Remember, pilot is wearing CVR-3 Body Armor underneath. Note: the VR-038-LT-II Light Combat Cyclone has a reduced main body of 200.

[3] The force field will stop energy attacks and fast moving objects. Slow moving objects can pass through. It regenerates one (1) M.D.C. per melee round unless overloaded and then cannot be activated for twelve (12) hours if overloaded. The force field pulls its power off of the power plant.


Motorcycle Mode: 210 mph (336 kph) maximum. Typical cruising is around 80 mph (128 kph). Can handle rough terrain at great speeds due to reinforced body. Using rear Jets enables the motorcycle to make leaps of up to 40 feet (12.2 meters) across and up to 20 feet (6.1 meters) into the air.

Battloid Mode, Running: 60 mph (96 kph) maximum. Running does tire out the operator but at 10% of normal fatigue rate due to the robot exo-skeleton.

Battloid Mode, Leaping: Powerful legs of the Cyclone can leap 20 feet (6.1 meters) up or across unassisted by using thrusters. A jet thruster assisted leap can propel the unit 100 feet (30.5 meters) high or across without actually attaining flight.

Battloid Mode, Flying: The propulsion system enables the Cyclone to hover stationary up to 30 feet (9.1 meters) or fly. Maximum flying speed is 180 mph (288 kph) and Maximum altitude is limited to about 2000 feet (610 meters). System does not overheat but uses the protoculture cells at three times faster than normal if relying on the cell.

Statistical Data:

Height: Battloid Mode: 7 feet (2.1 meters).

Motorcycle Mode: 3.6 feet (1.09 meters).

Width: Battloid Mode: 3.4 feet (1.03 meters).

Motorcycle Mode: 1.6 feet (0.5 meters)

Length: Battloid Mode: 3.1 feet (0.9 meters).

Motorcycle Mode: 5 feet (1.5 meters).

Weight: VR-052-II Battler Cyclone and VR-041-II Saber Cyclone is 215 pounds (97.6 kilograms) and VR-038-LT-II Light Combat Cyclone is 125 pounds (56.8 kilograms) all three without missiles or weapon systems.

Physical Strength: Equal to a Robotic P.S. 40 (P.S. 30 for VR-038-LT-II)

Power System: Micro Fusion and Protoculture. Micro Fusion with five (5) year duration. Has one (1) Protoculture Cell that will support protoculture based systems for about 100 years or will support cyclone completely for about two months. Frequent use of flight or of hovering will drain protoculture cell two times faster if relying on protoculture cell. Cargo: Can carry cargo in storage boxes or an extra passenger. Can carry up to 250 lbs (113 kg) without reducing speed of Cyclone. For every 50 lbs (22 kg) reduce speed by 20% and gets a -1 to dodge. Storage boxes and passengers drop off cyclone when it transforms.

Black Market Cost: Sold to Allies for 2.3 million credits (1.8 million for VR-038-LT-II Light Combat Cyclone). Never been on the black market. If sold, would be of high value due to transformable ability.

Weapon Systems:

  1. Two (2) GR-103B Mini-Missile Launchers: Standard weapon in both the VR-052-II Battler Cyclone and VR-041-II Saber Cyclone. System is NOT in the VR-038-LT-II Light Combat Cyclone. In motorcycle mode, the missile launcher systems are side by side in the nose of the cycle. In battloid mode, the missile launchers are divided, with one on each side of the chest/shoulder area. Both launchers hold six (6) mini-missiles for Twelve (12) total. Unlike original GR-103 can use any type of mini-missiles including plasma mini-missiles.

    Maximum Effective Range: Varies with mini-missile types (See revised bomb and missile tables for details.)

    Mega Damage: Varies with mini-missile types (See revised bomb and missile tables for details.)

    Rate of Fire: One at a time or in volleys of two (2), four (4), six (6), or all twelve (12). Can be fired equal to the pilots combined hand to hand (usually 5 or 6).

    Payload: Six (6) Mini-Missiles each launcher for a total of twelve (12) mini-missiles.

  2. One (1) RL-6B Heavy Rocket Cannon: Normally carried by VR-038-LT-II Light Combat Cyclone because of its lack of integral missile launcher but although non-standard can be carried by the other cyclone designs. Similar to original but has a laser targeting system built into weapon that gives +3 to strike when used and unlike old RL-6 can use any type of mini-missiles including plasma. It can be used with no penalties by a normal person. It is carried in battloid mode, is mounted on undercarriage for storage, or top mounted on left or right hand side. Can be fired fixed forward when top mounted in battloid mode. Reloading of magazine takes one (1) full melee round.

    Weight: 16 lbs (7.3 kg)

    Maximum Effective Range: Varies with mini-missile types (See revised bomb and missile tables for details.)

    Mega Damage: Varies with mini-missile types (See revised bomb and missile tables for details.)

    Rate of Fire: One at a time, can be fired equal to the pilots combined hand to hand (usually 5 or 6).

    Payload: Six (6) Mini-Missiles.

  3. Two (2) Forearm Weapons:

    1. Two (2) GR/EP-97D Forearm Missile Launcher - Optional): Standard Issue on the VR-052-II Battler Cyclone and VR-038-LT-II Light Combat Cyclone but not on the VR-041-II Saber Cyclone although it can be outfitted at expense to the CADS II system. Similar to original GR-97 but can use any type of mini missile and carries a Vibro-Claw under missile launchers and a short range double barrel Particle Beam (One over each missile tube). In motorcycle mode, are stored in the base of the front wheel. The vibro-claw requires far less power than the CADS systems do so there is little reduction in duration of power supply. Particle Beam is a copy of that of the Coalition F.I.W.S. If the wearer of the power armor has paired weapons - energy pistols, can combine both together.

      Missile Launchers:

        Maximum Effective Range: Varies with mini-missile types (See revised bomb and missile tables for details.)

        Mega Damage: Varies with mini-missile types (See revised bomb and missile tables for details.)

        Rate of Fire: One at a time or in volleys of two (2).

        Payload: Two (2) per forearm for four (4) mini-missiles total.


        Maximum Effective Range: Close combat only (Hand to hand)

        Mega-Damage: 2D6 + Punch Damage

        Number of Attacks: Equal to combined attacks (Usually 5 or 6).

        Payload: Tied to power supply so duration is effectively unlimited.

      Particle Beam:

        Maximum Effective Range: 500 feet (152.4 meters).

        Mega-Damage: 5D6 for one barrel or 1D6x10 for both barrels. (With paired weapons, can inflict 2D6x10 as a single attack.)

        Rate of fire: Equal to number of combined hand to hand (Usually 5 or 6).

        Payload: Tied to power supply so duration is effectively unlimited.

    2. Two (2) CADS-2 "Super CADS" - Optional: Standard Issue on the VR-041-II Saber Cyclone but not standard for the VR-052-II Battler Cyclone and VR-038-LT-II Light Combat Cyclone but it can be outfitted at expense to the GR-97D Arm shields. Due to the fact that VR-052-II Battler Cyclone uses the same support systems as the VR-041-II Saber Cyclone, the CADS-2 system cause no reductions but the VR-038-LT-II Light Combat Cyclone does suffer from its maximum speed being reduced by 25%. CADS stands for Close Assault and Defense System. Marked upgrade from the original CADS-1 system due to the need to do increased damage. CADS-2 uses a double edged saber like blade that is surrounded by a high frequency energy force field which is then surrounded by a plasma field similar to Kittani weapons. frequent use of weapons will drain protoculture backup three times faster than normal if only using protoculture. The M.D.C. of unactivated CADS-2 is 75 but is unlimited when forcefield is activated and protects both blades and forearm. Plasma blasts can also be fired from the blades and paired weapons allows twin blasts to be fired. Much shorter ranged than particle beams however.

      Maximum Effective Range: Plasma Blades: Close combat only (Hand to hand) Plasma Blasts: 100 feet (30.5 meters).

      Mega-Damage: Plasma Blades: Slash; 1D4x10 (6D6), Punch; 1D4x10+10 (1D4x10), or Power Punch; 2D4x10+20 (2D4x10) [Counts as 2 attacks], Impervious to fire or energy targets will take Slash; 3D6 (2D6), Punch; 4D6 (3D6), or Power Punch; 8D6 (6D6) [Counts as 2 attacks], including Cyclones strength. Unpowered blade does 2D6 S.D.C. + strength bonuses but if not wielded by a Cyclone, wielder is at -10 to strike and parry. Plasma Blasts: 1D4x10 each (With paired weapons, can inflict 2D4x10 as a single attack.)

      Parenthesis () are for the damage of VR-038-LT-II Light Combat Cyclone.

      Number of Attacks: Equal to number of combined hand to hand (Usually 5 or 6).

      Payload: Tied to power supply so duration is effectively unlimited.

      Special Bonuses: Adds +2 to parry in hand to hand and enables wielder to attempt to parry/block energy blasts at -3 (But Bonuses may be added)

    3. EP-50 Automatic Particle Beam Arm Pod (Optional): Looks similar to EP-40 pulse beam cannon and can be used to replace a standard arm shield system but rarely issued to VR-041-II Saber Cyclone. Uses similar weapon system to the Cyborg Forearm particle beam and allows aimed, burst, and wild shots. System pulls from Mecha's power supply allowing unlimited shots. M.D.C. of shield is standard (75 M.D.C.)

      Maximum Effective Range: 1000 feet (304.8 meters).

      Mega-Damage: 6D6+6 for a single shot.

      Rate of fire: Equal to number of combined hand to hand (Usually 5 or 6), Can fire Aimed, burst, and wild.

      Payload: Tied to power supply so duration is effectively unlimited.

  4. Energy Rifles, Other Cyclone systems: Uses these and other normal weapons or light rail guns may be used as a backup weapon or in case of emergency. Normal for original cyclone was the Gallant H-90 Multi-Weapon System now normally issued an M-160 Assault Rifle due to higher damage. This can include The CADS-1 system from the VR-041, The EP-37 60mm Beam Cannon, the EP-40 40mm Pulse Beam Cannon, Missile Launcher Sidecar, and any other handheld weapon or rail gun. Some cyclone riders have used Shemarrian Rail Gun or WI-GL21 Automatic Grenade Launcher as a heavy weapon.

  5. Hand-to-Hand Combat: Rather than use a weapon, Pilot can engage in mega-damage hand to hand combat. Damages have been increased to equal to their robotic strength. Restrained punch does 1D4 M.D.C. (1D4 M.D.C.), Full strength Punch does 2D6 M.D.C. (1D6 M.D.C.), Power Punch does 4D6 M.D.C. (2D6 M.D.C.), Kick does 2D4 M.D.C. (1D6 M.D.C.), Leap Kick does 3D6 M.D.C. (2D6 M.D.C.), Body Flip does 1D4 M.D.C. (1D4 M.D.C.), and Body Block does 1D4 (1D4 M.D.C.). Parenthesis () are for the damage of VR-038-LT-II Light Combat Cyclone. Also see Cyclone combat/basic training on page 57 of Robotech: The Sentinels. The VR-038-LT-II Light Combat Cyclone also gets all the bonuses for the VR-038-LT Light Combat Cyclone from the same page.

  6. Sensor Systems: Has all the normal sensors of rifts power armors that are listed in the mains rifts book in place of original cyclone sensors plus has a special targeting system that gives a +2 to strike with missiles and +1 to strike with handheld weapons.

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Writeup by Kitsune (E-Mail Kitsune).

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