GOLEM MARK II SERIES POWER ARMOR
Version 1.11 - Thursday, November 18, 2004
Based on an original design by Derran Tyler & Marty Bowles
RPG Stats by Derran Tyler
BACKGROUND
The M3 Golem Mark II is an upgunned and armored version of the original Golem power armor that was designed to bridge the gap between the Spacy Marine's new M1 Phalanx class. The end result is a unit that is over 300 percent more combat effective, largely due in part to its upgraded sensor suite and integral countermeasures blister that integrates with the newest version of SLICS -- v6.7 DELTA. In addition to its upgraded electronics package, the new Golem benefits from new weapons developments from Phoenix Armaments Corporations with the M81 battle rifle with its underbarrel 17.5mm grenade launcher, which can carry 30 semi-autonomous rocket-assisted grenades. This greatly increases the trooper's combat effectiveness with the upgraded firepower. In addition to the new main weapon, the Golem also gains new forearm-mounted weapons -- a high-frequency vibroblade for close-combat situations and an optional disc launcher similar to the ones used on the Warhawk.
Government: Nerimian Galactic Confederation
Unit Type: Powered Assault Armor
PHYSICAL STRENGTH:
Can lift up to 3 tons. Can push/pull up to 4.5 tons.
POWER PLANT:
1 Argus Millitech XL Fusion Power Plant with triple rendundacy backup
1 Valencia mk VIII propulsion system, uses four main turbines in the back for 'jump' capability and 2 hover-jet engines on each leg and one above each heel.
Running: 71 mph
Maximum Flying speed: 225 mph
Maximum Hover speed: 125 mph
Power-cell endurance: 125 hours continuous operations
WEAPON SYSTEMS (STANDARD/OPTIONAL)
Phoenix Arms M81 6.65mm/17.5mm Suit-Integrated Assault Rifle (SIAR): The new standard infantry combat weapon is Phoenix Armaments Corporation's high-powered M81 SIAR, which is configured to fire the new 6.65mm smart explosive sabot round and a 17.5mm SARA grenades. Like the previous SIAR designs, the weapon connects to the armor via an armored high-density data/power transmission cord that feeds the weapon and battledress-equipped trooper combat data. The M81 fires a light 6.65mm caseless subcaliber round with a dual-purpose design. A hard-seated high-density xenotronium needle shell surrounds a much softer, malleable core of tritonal explosive, offering good penetration and exceptional stopping power. As each round employs a explastic charge integral to the design, damage does not fall off with range. Practical rate of fire was 3500 rounds per minute with an effective range of 3000 meters. Accurate to twice that, the M81 SIAR is an excellent sniper weapon for the common soldier.
PRIMARY PURPOSE: Anti-Personnel
SECONDARY PURPOSE: Assault
GRENADE TYPES: High-Explosive Fragmentation, Prefragmented Anti-Personnel, Stabilized Liquid Explosive
RANGE: 6000 meters
RATE OF FIRE: 3,500 rounds per minute.
PAYLOAD: 1000 rounds in a stacked helical cassette. 30 grenades pre-loaded in the underbarrel launcher.
Phoenix Arms M58 Dedicated Integrated Weapons System (DIWS): While the SIAR is the standard Confederate infantry weapon, the M58 DIWS is the standard infantry support weapon. Firing 10mm rounds at speeds exceeding six kilometers per second, the DIWS is the weapon of the dedicated sniper. Fully integratable into the SquadNet system, it possesses the same hardware and software capabilities of the SIAR, only in a heavier package. It is effective against all manners of targets given it can carry 1000 rounds each of three different types of ammunition (typically standard AP, KEAPER, and HE-I). The suit's FCS can naturally choose the proper types of munition for the selected target, or it can be done by the end-user.
PRIMARY PURPOSE: Squad Support
SECONDARY PURPOSE: Assault
RANGE: 8000 meters
RATE OF FIRE: 5,500 rounds per minute.
PAYLOAD: 3 1000-round helical cassettes (3000 rounds total)
Phoenix Arms C7 Phased Pulse Rifle: The C7 Phased Pulse Rifle has been a mainstay of the Confederation's armed forces since before the Mizadi Wars. The weapon is an energy-based weapons system that fires high-powered phased energy bolts that are exceptionally damaging to all manners of targets. With a low-end output of 40 megawatts, the C7 is somewhat overkill for unarmored targets (which is why the SIAR and DIWS came into widespread usage), but against armored and shielded targets, it is the ideal weapon. Using a X-ray/laser system that identifies the target materials, the weapon fires its blast at the destructive frequency (full out-of-phase) to allow it to effectively damage target materials.
PRIMARY PURPOSE: Anti-Armor/Shield
SECONDARY PURPOSE: Assault
RANGE: 2.5 kilometers
RATE OF FIRE: 1,000 pulses per minute.
Phoenix Arms G11 Explosive Disc Launcher: Integrated in the left forearm of the armor, the G11 disc launcher fires 6cm hyveloc discs that are exceptionally effective against enemy personnel or light vehicles.
PRIMARY PURPOSE: Assault
SECONDARY PURPOSE: Anti-Armor
RANGE: 3 kilometers
RATE OF FIRE: 100 rounds per minute
PAYLOAD: 500 discs per launcher
Argus Millitech F-10 Plasma Enveloper: The F-10 plasma enveloper is the granddaddy of all hand-held weapons systems. It isn't a particularly large weapon (no larger than a shotgun), but it packs a devastating punch at relatively close ranges. Unleashing a blast of unrestrained plasma energy at a target, the plasma enveloper has been known to totally vaporize light vehicles with single blasts. It's only real drawbacks are its slow rate-of-fire and lack of range.
PRIMARY PURPOSE: Heavy Assault
SECONDARY PURPOSE: Assault
RANGE: 250 meters
RATE OF FIRE: 1 shot every 3 seconds.
Phoenix Arms T6E 3.5cm Squad Support Weapons System (SSWS): Support at the squad level is provided by big, semi-portable T6E spread bore fluid to gas injected pseudorecoiless mass repeaters. The weapon is officially classified as a support weapon providing both area and support cover fire, but its additional ability to defeat even large mobile frames at close range is legendary. They are designed with two dedicated tactical microprocessors operating in tandem with the tactical onboard of the suit the weapon was assigned to, in turn coordinating T6E operation seamlessly into the whole of the SLICS system.
PRIMARY PURPOSE: Heavy Squad Support
SECONDARY PURPOSE: Anti-Armor
RANGE: 5 kilometers
RATE OF FIRE: 600 rounds per minute.
Phoenix Arms High-Frequency Vibroblade: The Golem Mark II's right arm is slightly bulkier and used to accomodate a high-frequency vibroblade that can extend from the forearm and be used in melee combat. The blade is made of super-dense xenotronium alloy and treated with mercurite ceramics to extend its durability. It vibrates at a very high frequency to allow it to easily cut through enemy armor.
STANDARD EQUIPMENT:
Systems Descriptions
Armor: The armor of all Confederate space mecha is a new development in low-mass composite materials Andrium™ plating that became standard for all NDI mecha after its application to the SF-28S Scorpion superiority fighter. Aside from the superb protection against projectiles, missiles, and other kinetic-impact weapons, this army is also resistant to plasma globes (annihilation discs), lasers, and to a lesser extent, particle guns, owing to the fact that the armor can flake off and evaporate in layers under fire from such high-energy weapons, taking much of the weapon's energy and converting it to latent heat of sublimation of the armor. The armor stops all small-arms fire and provides moderate to excellent resistance to all mecha weapons.
Anti-Projectile Shields: Originally designed for the LAMIA series of KFY Power Armor, these 6-foot elliptoid shields are also well suited to the Warhawk. The shield consists of an effectively invincible transparent Zesuaium center mounted in a gray Zesuaium-coated paintable frame. The "lens" of the shield itself is actually hollow inside (it contains a permanently-sealed vacuum), making the shield surprisingly light. The back of the shield contains flexible attachment straps for mounting on the forearm of the power armor, as well as six adjustable pouches along the inner frame for any storing ammunition, grenades, explosives, or batteries desired.
Auto-Pilot: The mecha is equipped with an auto-piloting system, allowing the pilot to relax or sleep during long voyages. The auto- pilot can be programmed with a single destination or a complex flight plan involving multiple speeds, directions, and destinations. The onboard computer will alert the pilot when the fighter is near its destination, and can also be set to automatically signal when sensors detect objects near the mecha. The auto-pilot was designed with long intra-system space journeys in mind.
Barrier Shield Generator: The mecha's personal barrier shield generates a powerful shield that deflects any and all manners of physical energy attacks, but can depleted by multiple, powerful attacks. Given time (10 seconds avg.), a shield will recharge to full strength. In combat conditions, the shield can sustain operations after significant barrage from enemy mecha. Damage capacity for the barrier shield is 450.78 megawatts.
Damper Field Generator: A by-product of antigravity (repulsion) technology, the damper field has been heralded as the best defense against scalar electrogravitational pulse weaponry, which are notorious for their ability to destroy ammunition, electronics, and organic life forms. While scalar EM waves penetrate conventional shielding because they can travel wherever gravity can go, the damper field uses a low-power antigravity field that negates the force of gravity and consequently provides an effective shielding system against scalar EM weapons systems.
External Audio Pickup: Range: 300 ft (91.5 m). A sound amplification system that can pick up normal conversation up to 300 feet away.
Oracle Microsystems SS-4 Combat Computer: The mecha is equipped with a combat computer that can store and analyze data during combat with hostile forces. The computer is essentially a Class III AI system with the capability to display large amounts of data to the pilots and highlight enemies and attacks with overlaid graphics. Capable of interfacing directly with the pilot's brain, the graphics are presented to the pilot as a normal part of the pilot's vision. The computer tracks and identifies specific enemy targets and has an internal database based on SCRIBOL programming that can identify virtually every type of combat unit the Confederation and Draconian League has ever encountered. The computer can identify and track up to 650 targets simultaneously.
Oracle Microsystems MS-17e Integrated Sensors Suite: The MS-17 integrated sensor suite (ISS) is a combination of multiple sensor systems that give the mecha a wide-spectrum of options when in the field. The primary system is the WydeSCAN GHX-44H hyperwave spherical pulse-Doppler radar, which provides medium-range (7.5 miles) detection of all targets at all altitudes. It is also equipped with special stealthy and passive modes.
Oracle Microsystems MS-11 Integrated Communications Suite: The MS-11 integrated communications suite (ICS) is a combination of multiple communications systems that give the mecha a wide-spectrum of options in the field. The primary method of communication are hyperwave communications, which provides FTL communications in the heat of battle. These transmissions are heavily encrypted and authentication protocols are updated several million times per second to make it hard for enemy electronic warfare to tap into friendly transmissions. Standard radio communications allow for a much more inefficient (albeit reliable) communication method, but is often limited because of its practicality in space. A more secure method is the directional laser communications, which is the hardest to hack, but cannot transmit a high load of data (usually limited to text or low-quality audio).
Ichigeki Electronics "Blackout" Countermeasures Suite: Quickly becoming the standard electronic countermeasures system of Confederate mecha, the Blackout suite is an active sensor jammer that is effective against enemy radar and other EMS systems. With its own dedicated sub-processor in the mecha's internal combat computer, the Blackout system serves as a formidable ECM system for such a small mecha.
Oracle Microsystems OP-50 "Deadeye" Optical Sensor Cluster: High-resolution optical/UV/IR sensor in the head unit of the mecha allow the mecha exceptional passive sensor capability. The optical sensor cluster also includes a high-powered flashlight in the head unit.
Radiation Shielding: 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 levels of radiation have penetrated. Also, the shields will prevent damage from conventional electromagnetic pulse weapons.
Homing Signal: The mecha is equipped with a homing device that enables rescue teams to locate a disabled craft.
Loudspeaker: A loudspeaker system is built into the craft, which can be used to amplify the pilot's voice up to 110 decibels.
Squad Level Integrated Countermeasures System: The SLICS was a complex system of squad level LOS and indirect networking among the high performance tactical computers that were part of each MI battledress. The SquadNet integrated each individual MI battledress equipped soldier into a operational unit and doctrine solution that was greater than the sum of its individual parts. Utilizing SLICS, an entire squad of battledress equipped soldiers could function as one greater effective unit, instead of as many lesser effective individual units. What one soldier knew or could see, sense, smell, detect, the entire squad knew equally well. All information from one suit or soldier was instantly available to every other member of the squad. SLICS also worked to integrate the EMS of the squad into one homogenous source, working to blend the squad into the background and 'phase' it out of enemy targeting systems reach. Suit emissions were carefully monitored by the SLICS and individuals were electromagnetically 'bled' selectively to match their backgrounds at a constant rate, monitored both locally by the individual suits which 'buddy checked' each other several hundred times a second, to the remote tactical drones which did 'removed' views of the squad to make sure that no EMS spikes were readily visible to the enemy. Target reference and engagement, target spotting, and integration into the mass of data which made up the 21CB became the norm. The entire squad worked flawlessly and seamlessly as one mobile unit, pooling resources and operating on a squad level instead of a individual level as had been the case before SLICS
Stim-Injector: The suit is automatically patched into the pilot's vital signals and will intervene with a variety of chemicals to stabilize the pilot in the event of injury or to enhance combat performance. Combat stimulants like "White Tear" and painkillers like morphine are commonly used with this system. Also, to provide nourishment, a concentrated sugary fruit juice is available to the pilot in the field to keep his blood sugar levels normal.
Tactical Drones: In order to spread out the mecha's presence, three RPV drones are stored on the backpack 'hangar' of the mecha and are used to facilitate LOS sensor, communications, and countermeasures capability for the mecha.
Tactical Life Support System: The mecha's internal environment is pressurized, and also provides additional air feeds to the pilot's flight suit that provides him with pressurized breathing. In emergencies, the system can recycle the available air supplies long enough to allow the pilot to survive up to 36 hours.
Content by Derran Tyler and Marty Bowles
HTML by Derran Tyler (
[email protected])
Copyright © 1999-2004 Black Ocean Studios, LLC