Bushido Industries “NuStinger” Customizable Mecha:


When the Zentraedi captain known as Emeraldess, her crew, and their ship were rifted to the Phase World dimension, most of the mecha aboard were old Stingers, some of which had still seen action during The Malcontent Uprisings before the Invid Invasion.


The Stinger was a mix of different types of armor, weapons and systems developed by micronised Zentraedi engineers to be a replacement for their larger mecha, many of which could not even be flown by micronised Zentraedi. No two of these versatile and heavily armed machines were alike, neither in performance, looks or armament. Stingers often looked like they were only half finished, or if parts had been welded on almost at random, and the design philosophy behind them was almost one of "Anything Goes".


Yet despite this they performed surprisingly well against the Veritechs and other "true" mecha of that time.

During the first deployment of Stingers in action in the Phase World environment it became clear that, no matter how well the Stingers had performed in the past, they were totally outclassed by the far more advanced Phase World mecha they now faced.


But Emeraldess and her crew had to make do with what they had available. Until they had gathered enough money to have the Terrible upgraded to Phase World standards the Stingers would be the mainstay of their Mecha.


When the money to upgrade their equipment was finally gathered, there was much debate about which Phase World mecha should replace the aging Stingers. While captain Emeraldess was beset upon by salespersons from major weapons manufacturers, especially Naruni Industries, a salesman from Bushido Industries tried something different, and he talked to a few of the micronised Zentraedi that were roaming the dock at that time. He found out that, basically, the mecha that the pilots wanted was another New Stinger. This presented quite a problem for the Bushido Industry engineers, as they were unaccustomed to producing essentially custom mecha. However, the money would be good, and if they could pull it off, then Bushido Industries would gain a reputation for innovative design and for catering to their customers wishes.


When it was time for the Bushido Industries salesman to show his product, he amazed captain Emeraldess by presenting three very different mecha. When asked “Why Three?” he answered that they were made out of the same basic set of parts. The Bushido Industries engineers had produced a large set of components that were either interchangeable, or readily modifiable to fit to each other, from weapons, and armor to contra grav drives. The salesman explained that this way, the engineers on the Terrible could make custom mecha for their pilots which would fit a individual pilot, much like the old Stingers. The biggest difference would be that since a standard set of components would be used, repair and maintenance would be greatly eased.


Thoroughly intrigued Emeraldess asked if the three mecha now present could be tested by the pilots, and modified with the standard parts by the engineers. This was no problem for the Bushido Industries people. After thorough testing both her pilots and her engineers delivered a report full of heaps of glowering praise about the design. Although the total price for the package was not the lowest that was available, Emeraldess decided to purchase it anyway. After all, it was certainly the design that her personnel liked the most, and she was secretly pleased that even in a new dimension, the Stinger would live on. The deal ultimately made with Bushido Industries was that Bushido Industries would deliver the components, and would manufacture the first two-hundred and fifty of the NuStingers.


The NuStinger system consists of a basic frame, and several upgrades to this frame, in the shape of armor, various weapons, engines and a forcefield system. The basic frame as it is a incredibly fast and maneuverable mecha, but it carries no weapons, and little armor. On the various parts of the mecha are standardized attachment points, to which the various upgrades can be bolted. As each new weapon or piece of armor is added, the NuStinger becomes heavier, and loses some of its mobility and speed. Thus it is possible to build a lightning fast mecha with only one main weapon and little armor, or a heavily armored behemoth bristling with missiles, which will be rather slow and sluggish to move.


Mecha / Robot Vehicle design uses modified starship speed and weapon range rules. See Revised Starship Rules for Phase World / Three Galaxies for more details.


(Note: The power system is fusion not anti-matter because the author’s opinion is that anti-matter is to dangerous to be used in vehicles that may be used in an atmosphere. If a starship powered by anti-matter was to detonate in an atmosphere it would cause huge planetary damage. At GM option, this can also be applied to all starfighters or this power armor can be changed to anti-matter.)


Model Type: Bushido Industries “NuStinger” Customizable Mecha.

Class: Medium Mecha.

Crew: One.


M.D.C. by Location:

 

[1] Head:

130.

 

Shoulders (2):

150.

 

Arms (2):

300 each.

 

[2] Hands (2):

100 each.

 

Legs & Feet (2):

250 each.

 

[3] Main Body:

520.

 

Reinforced Pilot’s Compartment(Standard):

150.

 

Engine Backpack (Rear):

250.


Notes:

[1] Destroying the head of the NuStinger will eliminate all forms of optical enhancements and sensory systems. The pilot is forced to rely on his/her own human vision and senses. Furthermore, all Mecha combat bonuses to strike, parry and dodge are lost! Note: The head is a small and difficult target to hit, it can only be hit when a character makes a called shot and even then the attacker is -3 to strike.

[2] These locations are small and difficult targets to strike, requiring the attacker to make a “called shot,” but even then the attacker is -4 to strike.

[3] Depleting the Main Body M.D.C. will shut the NuStinger down, making it useless.


Speed:

Running: 100 mph (160 km) maximum. Unlike smaller power armors, running does no tire out the operator.

sublight: Has a special sublight engine that allows the power armor to travel up to 20 percent of the speed of light. The NuStinger`s basic frame can accelerate/decelerate at the rate of 1.3 percent of light per melee.

Atmospheric Propulsion: Maximum cruise speed is Mach 4 (2965.8 mph / 4773 kph), can enter and leave an atmosphere because flight system is using contra grav.

Underwater: It can walk along the bottom of the sea floor at 25% of maximum speed. The NuStinger can also use its thrusters to travel up to a maximum speed of 100 mph (160 km).

Maximum Ocean Depth: 2 mile (3.2 km).

Range: Limited only by the pilot’s endurance. Emergency food and air supply will keep the pilot alive for a week. Because the power armors are anti-gravity in nature, they do not use reaction mass and can be sustained indefinitely in space as well.


Statistical Data (varies slightly with the various additions):

Height:                31.5 feet / 9.45 meters average.

Width:                 11 feet / 3.3 meters avergsgr.

Length:                6.5 feet / 2 meters.

Mass/Weight:      19 tons / 17.2 metric tons (basic frame).

Physical Strength: Equal to a P.S. 55.

Cargo: 4 foot x 3 foot x 3 foot (1.2 meter x 0.9 meter x 0.9 meter) area behind cockpit for weapons, armor, and other small equipment.

Power System: Standardized Advanced Fusion; Average energy life is 25 years.

Market Cost: Sold by Bushido Industries for approximately 140 million per set of parts If found on the black market it would probably be worth 180 million or more for a new, undamaged, and fully operational NuStinger.


Weapons Systems:

MAIN AND AUXILIARY WEAPONS AND ARMOR: The NuStinger`s basic frame can be upgraded with various weapons and armor pieces. These add mass to the mecha, and therefore it becomes less maneuverable and fast. The ability to carry pieces of equipment of varying size and mass is represented by Attachment Points on the NuStingers body, and the cost in Attachment Points each piece of equipment has. This is not a true representation of what is really done: Attaching a large railgun to a arm does not merely mean that a railgun is bolted onto it, but that servos are upgraded to hold the weight, armor is removed and added, and that a ammo feed is run through the arm.

It is not possible to replace equipment in the field! That is a job for a fully equipped facility.

Unless stated otherwise a piece of equipment is only attached to ONE body part. There is no sharing of Attachment Points between varying body parts. If a certain body part has so much equipment attached to it that there are no points enough for a new piece of equipment, then it cannot be attached to that body part, no matter how much Attachment Points are still available on the rest of the mecha.

Some systems require two or even three Attachment Points due to their size.


Attachment Points by Location:

 

Head:

(2 Attachment Points).

 

Shoulders (2):

(1 Attachment Points each).

 

Arms (2):

(4 Attachment Points each).

 

Legs & Feet (2):

(4 Attachment Points each).

 

Main Body:

(7 Attachment Points).

 

Engine Backpack (Rear):

(3 Attachment Points).


Note:

Cost in Speed and Mobility: Although various pieces of equipment that take up the same amount of Attachment Points do not necessarily have the same weight, the movement and speed penalties for taking up a Attachment Point are the same for all pieces of equipment. Penalties are simply added for Attachment Points used!

Penalties per Attachment Point used:

Deduct .1 percent of light per melee of acceleration for every total five Attachment Points used.

Deduct 1 from every Hand to Hand bonus for every total five Attachment Points used (yes, you can get negative bonuses, treat as penalties).


Specific Attachments:

  1. GR-1000 Gravity Railgun: A large and very powerful railgun, this weapon is the heaviest that can be carried by the NuStinger. These powerful weapons can be used for just about any job, but they are excellent for use against targets that are impervious to energy. Projectiles are fired from rail gun at a significant fraction of the speed of light in space and when used in an atmosphere are fired at slow but still at hypersonic speeds. Cannon uses a 30 mm projectile. While the railgun is most often attached to a arm, it feeds off a ammo drum which is attached to the main body of the NuStinger. The ammo feed runs internally through the arm. This is a great weapon, but it is ammo dependant, and the drums CANNOT be reloaded in the field.

    Maximum Effective Range: 16 miles (26 km) through atmosphere and 1,600 miles (2,575 km) in space.

    Mega-Damage: Rail gun inflicts 4D6x10 M.D.C. for a 40 round burst.

    Rate of Fire: Equal to the number of hand to hand attacks of the pilot and his/her power armor (usually 4-6, see Power Armor Training). Bursts and sprays are not possible.

    Payload: 4,000 Rounds (100 Bursts) each drum.

    M.D.C.: 100.

    Attachment Points used: Three, two on the appendage that they are attached to, and one on the main body (taken up by the ammo drum)(needs at least one drum per gun!)

  2. GR-1000 Ammo drum: Extra ammunition drum for the GR-1000. Attaches either on the appendage where the railgun is located, or on the main body of the mecha, on the same side where the Railgun is. CANNOT be reloaded in the field.

    Payload: 4,000 Rounds (100 bursts) each drum.

    M.D.C.: 30.

    Attachment Points Used: One.

  3. HI-Laser: A standard fighter sized HI-Laser cannon, this weapon lacks the punch of the GR-1000 Railgun, but it has good range, and is not dependant on ammunition. This weapon can be mounted on all body parts, but when mounted on the main body it only has a narrow cone of fire (30 degree cone), requiring that the entire body be used to aim the gun(s).

    Maximum Effective Range: 1,200 miles (1,925 km) in space and 12 miles (19.3 km) in an atmosphere.

    Mega Damage: 2D6x10 per burst.

    Rate of Fire: Equal to the number of hand to hand attacks of the pilot and his/her power armor (usually 4-6, see Power Armor Training).

    Payload: Effectively Unlimited.

    M.D.C.: 80.

    Attachment Points Used: Three, two on the appendage or main body, and one in the main body for mounting the capacitors for the weapon.

  4. Particle Beam Cannon: A standard particle beam weapon, this has more power than the HI-Laser, and takes less space. The drawback is its short range. This weapon can be mounted on all body parts, but when mounted on the main body it only has a narrow cone of fire (30 degree cone), requiring that the entire body be used to aim the gun(s).

    Maximum Effective Range: 2,000 feet (610 m) in an atmosphere and 37.9 miles (61 km) in space.

    Mega Damage: 3D6x10 per blast.

    Rate of Fire: Equal to the number of hand to hand attacks of the pilot and his/her power armor (usually 4-6, see Power Armor Training).

    Payload: Effectively Unlimited.

    M.D.C.: 50.

    Attachment Points Used: Two.

  5. Grenade Launcher: A standard grenade launcher, much like the one in the Silverhawks Multi-Rifle. Unlike the laser, particle beam, and gravity rail guns, the weapon has comparatively minimal range in space.

    Maximum Effective Range: 1,000 feet (305 m) in an atmosphere and 8,000 feet (2440 meters) in space.

    Mega Damage: 3D6x10 per blast

    Rate of Fire: Equal to the number of hand to hand attacks of the pilot and his power armor (usually 4-6, see Power Armor Training).

    Payload: 100 grenades.

    M.D.C.: 50.

    Attachment Points Used: Two.

  6. Grenade Launcher extra magazine: Extra ammunition drum for the grenade launcher. Must be attached on the same body part as the Launcher, CANNOT be reloaded in the field.

    Payload: 100 grenades each drum.

    M.D.C.: 30.

    Attachment Points Used: One.

  7. Medium Range Missile launcher: A launcher that holds four medium range missiles. Weapon system is used for hitting enemy robots, fighters, and against incoming cruise missiles. Missile has a top speed of Mach 15 in an atmosphere and in space has an acceleration of 6% of light per turn. Each Battery can launch on multiple targets.(Faster than any starship.)

    Maximum Effective Range: Medium Range Missile range is 160 miles (257.5 km) in an atmosphere and 80,000 miles (128,750 km/0.43 light seconds) in space.

    Mega-Damage: Varies with medium missile type (Multi-warhead heavy warheads inflict 5D6x10 M.D.C. each - See revised Phase World / Three Galaxies missile tables for details.)

    Rate of Fire: Can fire medium range missiles one at a time or in volleys of two (2) or four (4) medium range missiles.

    Payload: Four (4) medium range missiles per launcher.

    M.D.C.: 80.

    Attachment Points used: Two.

  8. Large Short Range Missile launcher: A launcher that holds ten short range missiles. Weapon system is used for hitting enemy robots, fighters, and against incoming cruise missiles. Missiles have a top speed of Mach 10 in an atmosphere and in space has an acceleration of 4% of light per turn (faster than any starship except if it is acceding it maximum safe acceleration). Missiles can be launched on multiple targets simultaneously.

    Maximum Effective Range: Short range missile range is 10 miles (16.1 km) in an atmosphere and 500 miles (804.7 km) in space.

    Mega-Damage: Varies with short range missile type (See revised Phase World missile tables for details.)

    Rate of Fire: Can fire short range missiles one at a time or in volleys of two (2) or four (4) short range missiles.

    Mega-Damage: Varies with short range missile type (See revised Phase World / Three Galaxies missile tables for details.)

    Payload: Ten (10) short range missiles per launcher.

    M.D.C.: 80.

    Attachment Points Used: Two.

  9. Small Short Range Missile launcher: A launcher that holds four short range missiles. Weapon system is used for hitting enemy robots, fighters, and against incoming cruise missiles. Missiles have a top speed of Mach 10 in an atmosphere and in space has an acceleration of 4% of light per turn (faster than any starship except if it is acceding it maximum safe acceleration). Missiles can be launched on multiple targets simultaneously.

    Maximum Effective Range: Short range missile range is 10 miles (16.1 km) in an atmosphere and 500 miles (804.7 km) in space.

    Mega-Damage: Varies with short range missile type (See revised Phase World / Three Galaxies missile tables for details.)

    Rate of Fire: Can fire short range missiles one at a time or in volleys of two (2) or four (4) short range missiles.

    Payload: Four (4) short range missiles per launcher.

    M.D.C.: 45.

    Attachment Points Used: One.

  10. Large Mini-Missile Launcher: A launcher for mini missiles that holds twenty four mini missiles. Missile has a top speed of Mach 10 in an atmosphere and in space has an acceleration of 2% of light per turn (slightly faster than any starship except if it is exceeding it maximum safe acceleration).

    Maximum Effective Range: Mini-Missile range is 2 miles (3.2 km) in an atmosphere and 100 miles (161 km) in space.

    Mega-Damage: Varies with mini-missile type (See revised Phase World / Three Galaxies missile tables for details.)

    Rate of Fire: Can fire mini-missiles one at a time or in volleys of two (2) or four (4) mini-missiles.

    Payload: Twenty-Four (24) mini-missiles total.

    M.D.C.: 60.

    Attachment Points Used: Two.

  11. Small Mini-Missile Launcher: A launcher for mini missiles that holds ten mini missiles. Missile has a top speed of Mach 10 in an atmosphere and in space has an acceleration of 2% of light per turn (slightly faster than any starship except if it is exceeding it maximum safe acceleration).

    Maximum Effective Range: Mini-Missile range is 2 miles (3.2 km) in an atmosphere and 100 miles (161 km) in space.

    Mega-Damage: Varies with mini-missile type (See revised Phase World / Three Galaxies missile tables for details.)

    Rate of Fire: Can fire mini-missiles one at a time or in volleys of two (2) or four (4) mini-missiles.

    Payload: Ten (10) mini-missiles total.

    M.D.C.: 35.

    Attachment Points used: One.

  12. Fore-Arm Shield: A large shield made out of laser resistant armor, it attaches to the NuStingers Forearm. Can be used for blocking enemy fire, or for hitting a opponent with the reinforced and sharpened edge. The Fore-Arm shield takes half damage from lasers.

    Mega-Damage: Multiply Hand to Hand damage by 1.5 when using the shield during a Full strength punch or Power punch.

    M.D.C.: 320

    Attachment Points used: Two.

  13. Standard Armor Plate: Really a reinforcement of the body part as a whole, this really is what it says, Armor Plate. Can be added as long as there are Attachment Points left. Its M.D.C. is added to that of the body part it is attached to!!

    M.D.C.: 60

    Attachment Points used: One.

  14. Force Field: A Naruni style force field, this is really build into the armor.

    The force field will stop energy attacks and fast moving objects. Slow moving objects can pass through. The force field 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.

    Force Field M.D.C.: 320

    Attachment Points used: Three, one in the backpack, and two in the main body .

  15. Engine Upgrade: A engine upgrade which does not give penalties, but instead gives the following bonuses: Add .15 percent of light per melee of acceleration to the grand total. Adds +1 to all Hand to Hand bonuses for striking, parrying and dodging. When used together with the force field, raise maximum sublight speed to 30 percent of light (Force field has to have AT LEAST 100 M.D.C. left!)

    M.D.C.: None, build entirely into the mecha.

    Attachment Points used: Four, two in the backpack, and two in the main body.

  16. Handheld Weapons: The NuStinger can use almost any handheld weapon wish can be held by Mecha, including plasma guns, lasers and, (a favorite) the Silverhawk Multi rifle! All of these can be patched into the power supply of the armor, giving them a unlimited payload. Seldom done however.

  17. Optional Hand to Hand: Treat as the same as the original hand to hand combat except increase the damages as listed.

    Damage:

      Restrained Punch: 2D6 M.D.

      Full Strength Punch: 6D6 M.D.

      Power Punch: 2D6x10 M.D. (Costs two attacks.)

      Kick: 6D6 M.D.

      Stomp: 2D4 M.D.

      Body flip: 4D4 M.D.

Special Equipment:
Has all the normal sensors of Large Powered armors/Robots in the Three Galaxies.


HAND TO HAND BONUSES




[ Altara TM, Brodkil TM, Bushido Industries TM, CAF TM, Catyr TM, CCW TM, Consortium of Civilized Worlds TM, Coyles TM, Free Worlds Council TM, Gene Splicers TM, K-Hex TM, Kankoran TM, Kittani TM, Kreeghor TM, Kydian TM, Machine People TM, M.D.C. TM, Mega-Damage TM, Metzla TM, M’Kri Hardware TM, Monro TM, Mutants in Orbit TM, Naruni Enterprises TM, Noro TM, Paradise Federation TM, Phase World TM, Psylite TM, Rifter TM, SAMAS TM, S.D.C. TM, Seljuks TM, Splugorth TM, Sunaj TM, Trans-Galactic Empire TM, Tri-Galactic Military Service TM, United Worlds Warlock TM, U.W.W. TM, Wolfen TM, and Zembahk TM are trademarks owned by Kevin Siembieda and Palladium Books Inc. ]

[ Beyond the Supernatural®, Heroes Unlimited®, Nightbane®, Ninjas & Superspies®, Palladium Fantasy®, and Rifts® are registered trademarks owned by Kevin Siembieda and Palladium Books Inc. ]

Image drawn and copyrighted by Timothy Leard (rurounichimoshi@hotmail.com) .
More Timothy Leard artwork at Elfwood (go to Zone 47 gallery 22, or Lothlorien gallery 115)


Writeup by Mischa Campen (E-Mail Mischa)


Minor revisions by Kitsune (E-Mail Kitsune).


Copyright © 1999 & 2015, Mischa. All rights reserved.


Special thanks go to Dave Deitrich for the original Stinger Powered Armor. (See his page at Macross Mecha Designs).



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