Source: Superdimension Century Orguss (anime)
The Emaan's most prized tech is their anti-inertial (anti-gravity) technology, which is often sold or bartered (they tend to prefer the latter, even in a high-tech society), but is virtually impossible to duplicate by others (as yet). All of their cargo and military craft use this technology to gain incredible performance.
Very similar to human norms, but with a few MAJOR differences. First of all, Emaan females become fertile around the age of 16. They MUST become pregnant within the next year, or be forever sterile. The race tends toward the birth of twins (90% of the time), generally fraternal, and a mother can have more than one set of children; the only big rush is the all-important first pregnancy.
Second, Emaan have, well, Antennae. Females have two, males one. These grow out of the nape of the neck, generally underneath the hair line, and are semi-prehensile. They are about 50-100 cm long, with a pod-like structure at the ends. They are used in emotional displays, greetings (sometimes intertwining, between friends and family), etc., and can be considered an erogenous zone, if you know the right techniques. The activity of the antennae (including their rest position) can also indicate the general health & well-being of the Emaan. They are also used as additional limbs, but only for special tasks (some Emaan tech has been optimized for 3 or 4 "hands", with the controls that the antennae manipulate being pressure sensitive, knob or stick controls). Due to the sensitivity of the antennae, however, they will ALWAYS be kept under protective cover (such as helmets) when in combat situations.
Third, Humans and Emaan can procreate, but it is rare, due to the original distrust between the two, resulting from the Chiram humans' causing the Space-Time collapse. The apocryphal sequel "Orguss 02" (I consider it not a true sequel, as its premise contradicts the ending of the original series) would seem to indicate that a cross-breed may be highly psionic (but the crossbreed in question was also produced by parthenogenesis over 300 years, descended from the original crossbreed, and had one of the two idioblasts as a father). It is much better to treat the offspring as an otherwise normal Emaan (if female) or human (if male), but without the "pregnant by 17 or be sterile" limitation for the female.
IQ: 3D6 PS: 3D6 PB: 3D6+4* ME: 2D6* PP: 3D6+4* Speed: 3D6 MA: 3D6+6* PE: 3D6-2* Perception: 3D6 (or Standard)
* Roll 3D6 normally (with bonus dice, if applicable), THEN add/subtract the listed modifiers. The ME stat gets a bonus 1D6 on a roll of 11 or 12.
Psionics: Standard when in magical environments, unless you feel like giving a bonus, based on the character from "Orguss 02" (who would be a mind melter).
Alignment: Tends toward Good and selfish alignments, ESPECIALLY the Taoist alignment from Mystic China.
Personality: Are born hagglers (don't try to beat them - you won't). Are very much free spirits, as well. Of course, the most depressing thing you'll ever meet is an Emaan gone serious.
O.C.C.s: Any, but have no exposure to magic before coming to Rifts Earth, and probably little to psionics, unless an LGSA character. In the LGSA, they tend toward the Science(Tech MOS), Communications and Veritech Pilot O.C.C.s.
While public nudity is frowned on, there is not really a nudity taboo per se, as those who expose themselves for no good reason are treated as the exhibitionists they are. Public baths and changing rooms are the norm, which can shock more typical human and humanoid races not expecting this. Even sleeping areas are communal, with smaller rooms set aside for amorous couples. This is especially important on trading crews.
The trading vessels generally gave a crew of several dozen, including a few married families and experienced technicians. Most of the sales staff (who double as the defensive pilots) range in age from 14 to 25, with the females tending toward 14 & 15 for any given trip. The reasons for this are to allow each of the girls to meet as many potential mates as possible before choosing one to be the father of her children, and to take advantage of other races, who don't expect such pretty young things to be such shrewd business persons. Many an unwary male human thinking with the wrong head has been taken for a ride in bartering sessions, all the while thinking they were taking advantage of a naive young girl.
A popular pastime among the Emaan is a sport similar to squash or racquetball. It uses diamond-shaped racquets, and an ovoid (egg-shaped) ball, both of which make the game much harder to master than its human equivalent. Furthermore, there are no walls, other than the opposite one, and it has multiple angles, instead of being perpendicular to the floor, while the floor and ceiling are in play. It is the primary source of exercise for ship crews, when not on duty.
A "device" is considered to be a full system for one vehicle; smaller systems cannot be combined to replace a larger one.
Devices capable of offsetting under 250 kg: 1000 CR per 10 kg of offset.
Devices capable of offsetting 250 - 800 kg: 4000 CR per 10 kg of offset.
Devices capable of offsetting 801 - 2000 kg: 10,000 CR per 10 kg of offset.
Devices capable of offsetting over 2000 kg: 250,000 CR per 100 kg of offset.
Repairs: The Emaan will repair anything, for 110% of the normal garage cost (they can make most repair parts in their traveling lodges, given plans), or even as little as 50% of normal costs, if the repairs are part of a barter arrangement.
Conversion of liquid fuel vehicles to cold fusion power plants: 10,000 Cr for motorcycles & cars, 25,000 Cr for trucks & ATVs, etc). A fuel supply is 76 + 4D6 days of CONTINUOUS operation (i.e., if the vehicle is only used an average of 6 hours a day, the fuel supply will last about a year), and costs 10% of the reactor cost. The conversion includes free preventive maintenance checks from any Emaan trader, and a lifetime warranty on parts and labor, as long as the power plant is not tampered with (the only allowable maintenance by the owner is changing fuel cells, and running the diagnostic program). The power produced CANNOT be used for weapon systems larger than hand-portable ones (maximum damage 1D4x10), and each E-Clip equivalent (20 single shots for laser rifles, 10 shots from a plasma, PBC or ion weapon, or the power to fire 2 bursts from a rail gun) uses 4 hours of power.
Consignment sales: Being master traders, the Emaan love looking for bargains, and will either buy whole lots of items on speculation, or take on a cargo for a share of the profits.
In the lightest safe settings, it is possible to drag even the top-of-the-line Orguss mecha, using only two people (in fact, an old geezer and his teenage grandson stole it once, hoping to figure out how to use it later to liberate the grandson's fiancèe, and were apprehended several miles away, dragging it through the woods). Generally, there are interlocks preventing the offset of more than 95% of the mass/inertia when the unit is active. If the mecha is on the mooring stalk (such as the one the original Orguss used on the Glomaar), the mass can be reduced to practically nil. What little gravitational effect the mecha is under is offset by just the breeze blowing through the garage tunnel. In fact, in the anime one can see the Orguss just sitting there, bobbing in the breeze, when not in use.
One special feature of most Emaan designs is that the typical mech actually has the capability to offset 2-10 times its own mass for lifting purposes, greatly increasing their combat capabilities.
a. The Tree turn-around: An attack/dodge maneuver, it is usable by any Emaan mech with at least one arm, and gravity offset active over 90%. The pilot grabs a tree (or pole, small tower, etc.), uses it to spin around to turn to any new heading (generally something resembling the opposite direction from the original course). A modified HTH strike roll is used to grab the tree, with the dodge treated as an autododge with only PP bonuses. The pilot then can fire one weapon system back at the pursuer, but with absolutely no bonuses (in fact, mini-missiles fired this way are considered as per "wild" targeting rules). Generally does little (1D6 SDC per MODIFIED mass ton of the mecha) damage to the tree, other than stripping off a few branches and leaves.
b. The "Harvey Wallbanger": an automatic dodge using a solid surface large enough to plant a mech hand/foot on. The inertial systems counter most of the collision potential effects (including the g forces from the sudden stop and relaunch), and the mech bounces off in a different direction. Can be used to do an attack as the Tree technique above, or can be used to sucker targets into colliding with the surface (with obvious effects; generally mecha/RPA take 1D4 MD per 10 mph of speed from collisions with immovable objects, such as cliff faces, buildings, etc.) To attempt a "Wallbanger," the pilot must make a piloting check at ½ normal piloting skill to execute the appropriate spins, THEN rolls unmodified dodge and/or strike rolls as needed.
c. The "Spin and Toss": As the inertial dampers mask the gravitic signature of the cargo, something can be grabbed, spun up to decent speed, then THROWN. Once freed, the item will resume its mass, but keep its new speed until it has time to counter it (via air resistance, contact with another object, thrust, etc.). Uses 2 attacks, 3 if the grabbed item is an unwilling combatant (Kei was fond of doing this with Chiram mecha, to take out missile volleys or tightly bunched aircraft). Damage from the object is a number of D6s in MD equal to the thrown item's tonnage times 10% of its speed in MPH.
d. Power Punches: the inertial controls can be used to jack up punch (and kicks, for the Orguss) damage. Each increase doubles the previous damage, up to x32 damage for a 5-gee increase. However, there are major drawbacks. First of all, each additional gee of impact adds a -10% penalty to all control rolls, including a roll that MUST be made each time the mass is manipulated. Second, the mecha loses auto-dodge ability (and the special types above) when the increase is more than 2 gees. After 3 gees, it loses the ability to fly more than 20 feet off the ground. Still, the ability to punch for up to 6D6x10 MD in extremis can be useful.
Crew: 1
M.D.C. By Location:
Main Body: 150 Arms(2): 100 each
Pilot's Compartment: 50 Hands(2): 30 each*
Rotary Cannon: 25* Arm Shields(2): 100 each
Main Engines(3): 60 each Main Cannon: 100*
Missile Cannon Magazine*: 200
Notes: Destroying Main Body has the usual effects. Areas marked with a "*" are -5 to hit on called shots.
Engines provide thrust, and the presence of 3 thrusters gives the M-Rover incredible maneuverability. Of course, it is actually the inertial control system that gives the vehicle the ability to fly, and only by destroying all 3 thrusters will the mecha be rendered completely immobile (though a smart pilot will generally make an emergency landing after losing 2 thrusters, as effective combat control is lost.
Combat: The M-Rover is easy to use, even by a complete novice. Anyone with Pilot Jet or Pilot Hover Vehicles get their normal HTH bonuses, with a +2 bonus to dodge. If the character is actually trained in a jet or hovercraft-based mecha/RPA (including flying power armors and the NGR Dragonwing), full bonuses in the M-Rover are gained.
The bonuses for full combat training in the M-Rover are:
+2 attacks at first level +1 attack at every level divisible by 5 No Bonus to Strike +2 to Parry +4 Automatic dodge +4 to Roll with fall or impact. Damage from attacks: 1D6 MD punch, 1D4x10+15 SDC restrained punch, 1D4 MD swat. Capable up to +3 gee (x8) power punches, as detailed in the standard equipment list for Emaan mecha.
Note that only the members of an Emaan trading group that are responsible for the defense of the group will possess full training. True military pilots rarely use the M-Rover, as they consider it a training mecha.
Speed: 150 mph cruising speed, but can attain short bursts up to 225 mph for up to 1 minute.
Maximum Altitude: 10,000 feet, but generally limited to even lower altitudes on Orguss Earth, due to the dimensional tempest.
Equivalent P.S.(base): 30 (Robotic). However, note that it handles vastly greater masses in its use as a cargo hauler, due to its inertial / anti-grav systems (can haul up to 9 tons).
Length: 20 feet
Width: 12 feet
Height: 10 feet (8 feet if gatling version)
Mass: 3 tons (but generally weighing much less when active)
1.a. Short Range missile "Cannon": Mounted above the cockpit, it can fire single shots, or gun-like bursts of three missiles (at one target). These are not standard Palladium-style missiles, having larger warheads, but reduced range.
Rate of fire: single shots, or bursts of three. Either type of fire counts as one attack. Mega-Damage: As per types in Coalition War Campaign. Range: half standard range for that type of short range missile. Payload: 30 missiles are stored in the disk-like magazine behind the cannon. Destroying the magazine will cause a 10 MD per missile remaining explosion that will usually destroy the M-Rover. Luckily, it is a hard target to strike, and is the heaviest-armored area on the vehicle.
1.b. Heavy 5-barrel gatling cannon. The major visual difference is that this cannon uses an internal magazine, so there isn't a missile magazine present on the back. However, its ammo is considerably more expensive to produce than the missile cannon's, so it is far less commonly found.
Rate of fire: Bursts only. Each counts of one attack. Mega-Damage: 2D6x10 per 50-round burst. Range: 6000 feet. Payload: 40 bursts (200 rounds).
2.a. Arm Mini-Missiles: Mounted with nine firing vents per arm, these missiles are the self-guided types like those from the Macross II RPG. Otherwise, they are identical to standard mini-missiles in terms of performance.
Rate of fire: single shots, or volleys of 2, 3, 4, 6, 12 or 18 (all launchers, both arms). Mega-Damage: Standard. Typical loads are armor piercing. Range: Standard range for mini-missiles. Payload: 18 missiles per arm, for a total of 36.
2.b. Plasma Cannons(a) (2 per arm): These fire small plasma discs similar to those of the Robotech RPG's Invid Shock Troopers.
Rate of Fire: As pilot's combined HTH attacks.
Mega-Damage: 2D6+3 for one barrel,
5D6 for two barrels, 1D6x10 for both arms
volleyed together. These are generally
used in the dogfighting role, but can be
used in either mode.
Range: 2000 feet.
Payload: Unlimited.
3. Optional Three-barrel Gatling Cannon: This weapon is generally limited to the M-Rovers with missile launcher arms, to give it dogfighting capability. Mounted under the cockpit, it is the primary close-in weapon of the M-Rover. Some models used by the Emaan military as reserve mecha use a plasma cannon with identical stats, but unlimited payload.
Rate of fire: Short Bursts only. Mega-Damage: 1D4x10 per burst. Spraying: a single round does 1D4 M.D. Range: 4000 feet. Payload: 30 bursts.
The D-Rover is the lightest cargo-hauler/vehicle (other than the hover
bikes) found in general use aboard a Glomaar. While it has arms, and a cannon for defense, it is not really suited for cargo or combat roles. Instead, it is probably the closest analogue to a family car found in Emaan society. The version described below is the 2 seat version; larger versions are made (seating up to 8), but are otherwise identical to the base model.
Type: Civilian hover car/light cargo manipulator
Crew: 1, plus 1 passenger (2 seats). Two people can squeeze into the passenger seat, if they're friendly.
M.D.C. by Location:
Main Body: 120
Engines(2): 50 each
Arms(2): 50 each
Missile Cannon: 60
Hands(2): 20 each
Pilot's Compartment: 100
Cargo capability: Has minimal cargo hauling ability; can only offset masses under 7 tons, plus its own, and can only travel at speeds under 30 mph when doing so.
Mass: 800 lbs.
Length: 10 feet
Height: 6 feet (7.5 with cannon)
Width: 7.2 feet
Speed: Unencumbered, can fly at speeds up to 150 mph, but usually cruises at 60 to 80 mph. See cargo notes.
Combat: Generally NOT a combat vehicle, but can be used as one in a pinch. Can be piloted with any hover piloting skill or Pilot Jet, and has a +2 Autododge (plus pilot's bonuses) and a +2 to Roll with impact.
Strength: Has a Robotic P.S. of 30.
1. Light Missile Cannon: A lighter version of the M-Rover weapon, it uses a smaller internal magazine.
Range: As mini-missile type. Mega-Damage: As mini-missile type. Rate of Fire: As pilot's normal Hand to hand attacks (1-3 typically at 1st level); this vehicle does not have a combat skill. Payload: 16 missiles.
2. Hand To Hand Combat: Punches & swats only, as per a Robotic P.S. of 30. Can only boost punch damage 3 gees (x8), as per Emaan standard equipment rules.
The Trigon Recovery Vehicle is the heaviest cargo-hauler/vehicle found in general use aboard a Glomaar. It serves in the same role as a crane and/or skyhook helicopter, hauling salvage (including wrecked mecha/RPA and tanks) back to the Glomaar. It has the capability of folding its arms underneath it, becoming a large "tank".
Type: heavy cargo manipulator
Crew: One.
M.D.C. by Location:
Main Body: 250
Heavy PBC mount: 100
Arms(3): 150 each
PBC barrels(3): 25 each
Hands(3): 60 each
Pilot's Compartment: 100
Cargo capability: Has the best cargo hauling ability around; can offset masses (in addition to its own) up to 100 tons.
Mass: 15 tons, but always keeps a minimum of 10 tons compensated.
Length: 22 feet (30 feet in tank mode)
Height: 30 feet (16 feet in tank mode)
Width: 15 feet (10 feet in tank mode)
Speed: Unencumbered, can move at speeds up to 30 mph, but usually cruises at 6 to 8 mph; when hauling more than 50 tons, cannot move faster than 10 mph.
Combat: NOT intended as a combat vehicle in its carrying mode. In fact, when carrying any cargo (other than something that actually FITS into one hand, like a person), the vehicle cannot parry or dodge. However, if something should get in its way, or be foolish enough to engage it in HTH, the Trigon will tear it to pieces.
Strength: Has a Robotic P.S. of 40, for each arm. Capable of the 5 gee boost.
1. Tri-Barrel Particle Beam Cannon: Each barrel has a maximum ROF of 4 per melee round, but this generally won't come into play.
Range: 3 miles. Mega-Damage: 2D4x10 per barrel. All three barrels can be fired near-simultaneously as a burst (1 attack), doing 4D6x10. Rate of Fire: As pilot's normal HTH attacks (1-3 typically at 1st level); this vehicle does not have a combat skill. Payload: Unlimited.
2. Hand To Hand Combat: Punches, swats and crush/tears only.
A Swat does 3D6 MD (can be restrained, as a restrained punch for a 40 PS)
A 1-handed crush/tear does 5D6 MD.
A 2-handed crush/tear takes 2 actions, but does 1D6x10 MD, and can be held (roll damage each action) until the victim breaks free. Breaking free requires a roll of 1D20 plus victim's PS [½ PS if not supernatural or robotic], greater than 40.
A 3-handed crush/tear takes three actions, but does 2D4x10 MD. It can be held as above, except that the roll needed to break free is the Victim's PS+1D20 must be greater than 60.
Punches do 5D6 MD, but are -2 to hit, -2 for each additional gee put into damage enhancement. Can boost punch damage a full 5 gees (x32, or a total damage roll of 16D6x10 MD!), as per Emaan standard equipment rules. Of course, such attacks are generally done only against structures (a -12 to hit is a bit much to overcome against a moving target =)~
This mecha is the standard fighter craft found in the Emaan defense forces, and is generally not found in the hands of traders. Its coloration is blue and yellow, and is a more sleeker craft than the rovers. Unlike the M-Rover, its arms are always deployed for use, with a default setting about 45 degrees from vertical, away from the body. Its armament, while not as varied as the M-Rover, is more geared to its role as a dedicated fighter; the M-Rovers have more toughness and variety, as they have to function far from home, without any hope of reinforcements, while the fighter is used primarily by large Emaan settlements and from Emaan hover carriers. While an excellent craft in its own right, by the end of the Orguss series, it was slowly being replaced in the strike roll by scratch-built copies of the Orguss, though it was still being used heavily in air superiority combat.
Type: Combat aircraft/mecha
Crew: 1.
M.D.C. by Location:
Main Body: 200 Main Engines(2): 30 each
Lower Arms(2): 90 each Shoulders/Missile Pods(2): 75 each
Hands(2): 30 each Tri-laser Cannon: 60
Pilot's Compartment: 100 Secondary Engines(2): 30 each
Cargo capability: Has minimal cargo hauling ability using its hands; can only offset masses under 1 ton, plus its own, and can only travel at speeds under 30 mph when doing so.
Mass: 1.6 tons
Length: 13 feet
Height: 6 feet (7.5 with cannon)
Width: 9 feet, plus arms (fully extended, width is 30 feet)
Speed: Unencumbered, can fly short bursts at speeds up to 400 mph, but usually cruises at around 250 mph. Of course, it can go as slow as needed.
Combat: Can be piloted with any hover piloting skill or Pilot Jet. Basic Combat is the same as the M-Rover. Elite Combat is as follows:
+3 attacks at 1st level (+1 additional at 6th & 12th)
+3 to Parry
+5 Autododge (plus pilot's bonuses)
+5 to Roll with impact.
Strength: Has a Robotic P.S. of 30.
1. Tri-Laser Cannon: A weapon very similar to that of the Robotech Southern Cross Logan Veritech.
Range: 8000 feet. Mega-Damage: 3D4x10 MD; a strafing run counts as two attacks, but requires a separate attack roll against each target, and does only 1D4x10 MD to each hit target in the path. Rate of Fire: As pilot's combined HTH attacks (typically 5-6 at 1st level, in the hands of a trained pilot). Payload: Unlimited.
2. Mini-Missile Launchers: These use the Emaan guided mini-missiles. They are mounted behind the cockpit. Mounting the passenger pod (below) requires removing the launchers.
Range: Varies by type. Mega-Damage: Varies by type. Rate of Fire: Volleys of 2, 4 or 6. Always fires equal numbers from both shoulders. Each volley, regardless of size, counts as 1 attack. Payload: 12 missiles per shoulder, for a total of 24.
3. Hand To Hand Combat: Punches & swats only, as per a Robotic P.S. of 30. Can only boost punch damage 3 gees (x8), as per Emaan standard equipment rules.
4. Optional Use of a cargo pod: The fighter can mount a streamlined pod pointing rearward, behind the cockpit. This pod can be used to carry two passengers, and can be equipped with a full suite of electronic intelligence or electronic counter-measures equipment, as needed for a mission, to be used by those passengers.
The first Orguss prototype was constructed from the remains of Kei's severely damaged Terran Freedom Space Corps Bronco II Fighter/Gerwalk, combined with spare and salvaged parts from Emaan M-Rovers. The end result was a multi-form craft similar to Robotech Veritechs & Macross II
Valkyries, but with a fourth mode consisting of the Battloid body attached to the legs, which were folded up in a hover platform configuration (similar
to those of the Southern Cross Hovertank, when the VHT/Spartas is in vehicle mode). In fact, one has to wonder how much of an inspiration the VF-1J Valkyrie was on the design, as we see a crate labeled as such in the hold of the Glomaar at one point in the series. One can only assume that its alien
technology was too much even for the Emaan to try to take out of its shipping crate and assemble.
Later on, after contact is made between the Glomaar and Valhalla, a mass-produced, slightly weaker version is put into production, supplementing the fighters of the Emaan air forces, if not replacing them. One other variant also existed, after the other idioblast (Olsen Bern) came over to the Emaan side, incorporating parts from Olsen's Nikick into an Orguss (the irony being, the Nikick was a tri-modal Fighter/Gerwalk/Battloid developed by the Chiram as an answer to the Orguss). The custom version is not described here; only the Prototype and mass-produced version.
Crew: 1
M.D.C. By Location:(numbers in "[ ]" are in mass-production Nebo model)
Main Body: 300[250] Arms(2): 150[100] each
Upper Legs(2): 100 each Lower Legs(2): 100 each
Head(Sensors): 50** Hands: 40[30] each*
Shield(Right arm): 250[200] Wings: 150 [125] each
Wing/Hip Engines: 100 each* Right Arm Cannon: 150[100]*
Underwing Engines(2): 60 each Head Sensor Cover: 50**
Notes: Destroying Main Body has the usual effects. Areas marked with a "*" are -5 to hit on called shots.
** Head Sensor Cover found only on the Orguss Prototype and Olsen's custom.
Engines provide thrust, and the presence of up to 6 thrusters (two in legs, two in rear torso in Gerwalk form, and the two wing/hip thrusters) gives the Orguss incredible maneuverability. Even without the inertial control system, it is a capable fighter, though its fighter mode would be lessened greatly due to drag (that the combination of mass reduction and high thrust more than compensates for, normally). It is not generally possible to disable the Orguss by eliminating all its thrusters, as two are only exposed in Gerwalk mode, and disabling the other four usually requires enough collateral damage to destroy the entire mecha.
Combat: The Orguss is a much different ride than any of the other Emaan designs, for two reasons. First is the presence of legs. The second is that the Bronco II fighter was a high-performance aircraft the likes of which were dangerous to use on the Orguss Earth, due to the Tempest, and the Orguss was in many ways overpowered for its intended use. Only persons with experience in such craft could easily adapt to its use (such as Kei and Olsen). All others used to only Chiram Gerwalks (other than the Nikick) or Emaan craft take much work to get used to the set-up (i.e. Full/Elite combat costs double).
Basic Combat has bonuses identical to the Robotech RPG's Basic combat for the Alpha Veritech, only with autododge instead of normal dodge (no dodge in Tank mode).
Mecha Combat Elite - Orguss
2 Additional attacks per round +2 to Strike +2 to Parry +2 to Normal dodge in Tank mode +3 Automatic Dodge in Battloid & Jet modes +5 Automatic Dodge in Gerwalk mode +3 to roll with punch, fall or impact Add one additional attack at level five. Add one additional attack at level ten. Melee combat Damage: Punch: 3D6 M.D., Kick: 5D6 M.D., Power Punch (2 attacks): 6D6 M.D., Leap Kick: 1D6x10 M.D.C., Parry/Attack(Shield Bash): 3D6 M.D., Body Block/Tackle: 3D6 M.D., Body Flip/Throw: 2D4 M.D.
Note that, prior to the Emaan/Chiram alliance against the Mu, Emaan pilots had only Basic combat in the Orguss, and only Chiram trained in the use of the Nikick could operate an Orguss at basic proficiency. By the time of the final assault, 30% of the elite Emaan, and 3% of the Chiram Nikick pilots, had qualified on the Orguss to the point of being considered to have Elite training, and even then the Chiram continued to use the Nikick only.
Speed - Jet Mode: Capable of Mach 3, but rarely taken above 500 mph on Orguss Earth. Cruising speed is 400 mph. Note that failure of the inertial control system at mach speeds will almost certainly (96%) result in the breakup of the mecha, as it is only the inertial controls that reduce the effects of drag to where the ungainly craft can even break the sound barrier.
Gerwalk Mode: Hover Stationary to 450 mph. Cruising speed in Gerwalk is 150 mph. Walking in Gerwalk limited to a clumsy 10 mph (better off using standard Gerwalk ground-effect hover movement like Veritechs & Valkyries).
Hovercraft "Tank" Mode: 100 mph maximum.
Battloid Mode: Running 80 mph, flying 100 mph.
Maximum Altitude: None (in ANY mode), due to inertial controls, but generally limited to lower altitudes, due to the dimensional tempest.
Equivalent P.S.(base): 40 (Robotic). However, note that it can handle vastly greater masses, due to its inertial/anti-grav systems (up to 30 tons).
Dimensions: (Battloid/Gerwalk/Jet/Tank)
Length: 10/17/22/30 feet
Width: 9/30/30/9 feet
Height: 22/16/9/14 feet
Mass: 12 tons (but generally weighing much less when active)
1a. Short Range missile "Cannon"(Nebo model): Mounted on the arm in Battloid & Tank modes, the exterior of the legs in Gerwalk mode, and underneath the back carapace/thruster unit in Jet mode. Cannot be fired in Jet mode. It can fire single missile shots, or gun-like bursts of three missiles (at one target). These are not standard missiles, having larger warheads, but reduced range.
Rate of fire: single shots, or bursts of three. Either counts as one attack. Mega-Damage: As per types in Coalition War Campaign. Range: half standard range for that type of SRM. Payload: 30 missiles are stored in the disk-like magazine behind the cannon. Destroying the magazine will cause a 10 MD per missile remaining explosion that will usually destroy the Orguss. Luckily, it is a hard target to strike, and is the heaviest-armored area on the vehicle.
1b. Combination Missile/Ion Cannon(Prototype only)(b): Mounted identically to the cannon of the Nebo model, the missile launcher part of the system is identical in all respects. Unlike the M-Rover weapon it is based on (and the Nebo's weapon), it also has an ion cannon at the base of the barrel, that can be fired instead of the missiles, but switching between the two firing modes takes one action.
Rate of fire: single shots, or bursts of three. Either counts as one attack. Mega-Damage - Missiles: As per types in Coalition War Campaign. Mega-Damage - Ion Cannon: 2D4x10 per shot; bursts not possible. Range - Missiles: half standard range for SRMs, by type. Range - Ion Cannon: two miles (10,560 feet). Payload: 18 missiles are stored in the disk-like magazine behind the cannon. Destroying the magazine will cause a 10 MD per missile remaining explosion, doing full damage to the part of the Orguss it is attached to, and ½ damage to every other exposed part of the mecha. Luckily, it is a hard target to strike, and is the heaviest-armored area on the vehicle. The Ion Cannon has a conditionally unlimited payload, with its power capacitor holding 30 shots, that regenerate 1 shot per 10 minutes.
2. Arm Mini-Missiles: There are two firing vents per arm, only one of each is usable in Gerwalk and Jet modes. They use the same missiles as the M-Rover.
Rate of fire: single shots, or volleys of 2 (one per arm) or 4. Mega-Damage: Standard. Typical loads are armor piercing. Range: Standard range for mini-missiles. Payload: 9 missiles per arm, for a total of 18.
3. Plasma Cannons(a) (2 per arm): These fire small plasma discs similar to those of the Robotech RPG's Invid Shock Troopers.
Rate of Fire: As pilot's combined HTH attacks. Mega-Damage: 2D6+3 for one barrel, 5D6 for two barrels, 1D6x10 for all four barrels volleyed together. Range: 2000 feet. Payload: Unlimited.
4. Optional replacement of the Missile cannon with a heavy 5-barrel gatling cannon. As the M-Rover, but rare. Generally reserved for Nebo models intended for anti-aircraft duty, especially late in the conflict with the Mu.
Rate of fire: Bursts only. Each counts of one attack. Mega-Damage: 2D6x10 per 50-round burst. Range: 6000 feet. Payload: 40 bursts (200 rounds).
5. Wing Missiles: The Orguss has three hard points per wing, the innermost of which are generally reserved for the wing/hip engines. The other two hard points per wing with pylons of 3 medium range missiles each.
Rate of fire: Singly, or volleys of 2 (one/wing) or 4 (one/pylon). Mega-Damage: As per CWC Medium Range Missiles. Typical loads are armor piercing, plasma or multiple warhead. Range: Standard range for mini-missiles. Payload: 3 missiles per pylon, for a total of 12.
6. Hand to Hand Combat: Punch: 3D6 M.D., Power Punch (2 attacks): 6D6 M.D., Kick: 5D6 M.D., Leap Kick: 1D6x10 M.D.C., Parry/Attack(Shield Bash): 3D6 M.D., Body Block/Tackle: 3D6 M.D., Body Flip/Throw: 2D4 M.D. Can only boost punch damage 3 gees (x8), as per Emaan standard equipment rules.
(a) I changed the arm cannons from pulse lasers, to plasma cannons, as the weapons when fired did not look like lasers, by any means.
(b) Once again, the animators screwed up, drawing the cannon of the Orguss as a projectile/missile weapon one minute, an energy weapon the next. So, I took the logical step and made it both. This problem also presents itself with the Ishkick mecha of the Chiram (see that file), where I handle the problem in a slightly different manner.