The Cyclones perhaps show the greatest variance between models, and even their various portrayals. However, there are three basic model types:
The "F" variant was designed as a survival mecha for Veritech pilots, as part of the fighters' standard equipment. It was generally thought that pilots wouldn't need more than 4 missiles for this purpose, as they would probably be rescued and returned to flight duty in short order.
The "T" variant was designed as a general space use/ship defense mecha. To prevent major hull damage from missed shots, it was given no missiles, only the "R" variant's EP-40 sidearm. It also has the capability to carry propellant bottles to allow the thruster to be used for space flight.
While the elimination of the GR-103s on the "F" & "T" variants reduced weight, constuction cost and ammunition requirements for these "survival" mecha, it didn't make combat easy for the REF pilots and ships' crew who had to use these mecha to survive on Invid-occupied Earth for 1-3 years.
Anime Note: In the actual anime, only the "F" and "T" models existed. But, the "R" and "S" models introduced here are the mecha as defined in the RPG. This mis-definition was drawn from one or two scenes in the series where Lancer is shown with his VR-041's missile bays open (even seen to be speaking and recognizable as Lancer), but the dialogue is written for and spoken as if SCOTT is the person shown, right down to the lines being read by Scott's voice actor! On the other hand, it seems bizarre that the older VR-041 models of that series were SIX TIMES more heavily armed than the supposed top-of-the-line, new VR-052 models. It is with that in mind that the RPG creations are now considered to be (unseen in the anime) heavy combat models, compared to the survival mecha that the original series intended as the other two models were supposed to be interpreted.
It is commonly thought that mini-missiles are totally unguided. This is not true. In fact, they are more accurate than most guided missiles! Mini-missiles use what is known as COMMAND GUIDANCE; in other words, it is the launcher, not the missile itself that provides the steering commands. The exact process is described below.
Step One: Laser Designation. Also called "painting the target." This is the primary purpose of the targeting system that pops out of the shoulder of GR-103/GR-97-equipped Cyclones; the RL-6 has its own internal system that serves the same function. The targeting laser is aimed at an impact point chosen by the pilot, on which the missiles will home. Mini-Missiles CAN be used for single-missile called shots, but at normal penalties.
Step Two: Launch. The missiles are launched at the target; remember that only single missiles can be used for aimed shots, as multiple missiles would interfere with each other when trying to hit such a small target. One or two missiles are +3 to hit, three or more are +1 to hit (as per WP rules; If WP Heavy actually possessed, use its bonuses instead). Add in bonuses for High P.P., the targeting system, and/or Cyclone Weapon Systems, if applicable.
Step Three: Tracking. Remember that these missiles have to track to their targets; if the firer has to dodge, the missiles will no longer have guidance, and will continue on their last course in a straight line. Unless the target is stationary, this will always result in a miss.
Any target under 500 feet distance requires less than a second to reach, and won't interfere with the Cyclone's autododge(except vs. simultaneous attacks).
Targets at 501-1500 feet force the firer to waive the ability to dodge for one attack sequence.
Targets at 1501 feet to 1/2 mile cause the firer to lose the next attacks' action (if one possessed), WITH ONE EXCEPTION. If the firer still has both attacks and missiles remaining, he can fire another salvo at the same target while guiding the first missiles in (requiring another strike roll). The first volley of missiles hit at the end of the second action sequence, the second volley (if fired) at the end of the third, and so on. As long as missiles & attacks remain, continuing fire can be used.
Targets at 1/2 mile to 1 mile range can only be hit by certain mini-missiles. The rules are the same as for the last range, except that TWO attacks, not one, are lost. The continuing fire option is still available, however.
GR-103 Mini-missile Launchers (2): Two 6-shot mini-missile launchers are located in the shoulder areas of the VR-041 and some VR-052s (in front of the windscreen in Cycle mode). They usually are armed with the more destructive missile types (AP or Plasma), but can use any mini-missile type. The GR-103 can be fired in either mode, but usually is fired in Battloid. The lack of mobility of the Cycle mode makes it impossible to track a moving target, unless the rider constantly steers to keep his front (and the laser designator) pointed at the target.
Primary Purpose: Assault. Range: Varies by missile type. Mega-Damage: Varies by missile type. Rate of Fire: Singly, or volleys of 2,4,6 or all remaining. Payload: 6 per launcher, for a total of 12.
GR-97 Mini-missile Launchers (2): Two 2-shot mini-missile launchers are located on the forearm shields of some VR-052s (front wheel guards in Cycle mode), and can be fitted to a VR-038 if desired. They can fire Plasma mini-missiles only. It can be fired in either mode, but Battloid mode is the preferred mode (same reason as with GR-103).
Primary Purpose: Assault. Range: 1 mile. Mega-Damage: 1D6x10. Rate of Fire: Singly, or volleys of 2 or 4 (both launchers volleyed). Payload: 2 per launcher, for a total of 4.
RL-6 Rocket (Mini-missile) Launcher: A magazine-fed, hand-held 6-shot mini-missile launcher, it can be attached to the forearm plate or next to the handlebars in Cycle mode (the latter is preferred, as it allows replacing magazines while the Cycle is in motion, and also to let the pilot use it as a hand-held weapon at a moment's notice without changing modes). It can fire in both modes if mounted by the handlebars, Battloid only if carried by the wheel. It can be carried as a backup weapon by a VR-052 Cyclone, provided that its location doesn't directly interfere with another weapon (such as the empty forearm shield of the "R" or "T" variants, or the handlebar area of the "F" and "T" variants). The RL-6 can use any mini-missile type, except Plasma, which are too long to fit into the magazine and receiver area.
Primary Purpose: Assault. Range: Varies by missile type. Mega-Damage: Varies by missile type. Rate of Fire: Single shots only. Payload: 6 per magazine (takes two actions to change magazines).
CADS-1 Vibroblades (2): These are force-field-enhanced vibroblades that extend from the oversized wheel covers/arm shields of the VR-041. They can only be used in Battloid hand-to-hand combat, except to parry ranged weapons. Parrying energy weapons is with a straight dice roll only (no bonuses). Versus other attacks, active CADS give a +2 to parry in addition to all other bonuses. Also, while active, the force fields make the Cyclone's arms below the elbow immune to any damage. Note that missiles can be parried, but only Armor Piercing missiles can be stopped completely. All other missiles do blast (1/2) damage on a successful parry, 1/4 if successfully rolled with (if possible), to the body and legs (assumes head protected by the arm placement).
Primary Purpose: Hand to Hand combat. Secondary Purpose: Defense. Range: Pilot's reach plus 3 feet. Mega-Damage: 2D6 Slash, 3D6 Punch, 6D6 Power Punch (2 attack action). Number: 2; one per arm.
Note: Frequent use of CADS will double power consumption. Also, these cannot be mounted on the other standard Cyclones, though any other Cyclone arm (with or without weapon) can be mounted in place of one of the CADS.
EP-40 Pulse Laser Pistol: A pistol sized only for use by power armors (such as the Cyclone or its predecessors, the Garland & Tornado), it is normally mounted on the right forearm/wheelguard of VR-052 "R" & "T" models, but can be mounted on the VR-038-LT as an optional weapon. It can fire in both modes, and is probably the best weapon for Cycle mode of all those listed. In Cycle mode, it has the ability to rotate up to 75% from horizontal to track and fire at airborne targets, though to aim while moving means the Cyclone has to be heading straight for its target. A skilled BME or other mecha-trained engineer can modify the gun for left-handed mounting. Note that the gun is actually MOUNTED on the forearm plate, and slides forward when needed for firing. If modified for use by the older mechs, the gun will always include the Cyclone's modified arm shield, as it is in the shield that the weapon's magazine is held.
Primary Purpose: Assault. Range: 2000 feet. Mega-Damage: 4D6 per blast. Rate of Fire: As Modern W.P. Payload: 40 blasts per magazine.
EP-37 Pulse Laser Rifle: A rifle sized only for use by power armors (such as the Cyclone or its predecessors, the Garland & Tornado), micronized High Command Zentraedi, Praxians and Karbarrans. Humans attempting to use it outside of power armor are -3 to hit because of its unwieldiness. It can be stored in the same manner as an RL-6, except that it is mounted with the grip rotated in, and the barrel running down parallel (not over) the front of the Cycle. This allows it to be stored on a Cyclone that has GR-103s. It can only be used in Battloid mode. It is the most commonly-used optional weapon, other than the Gallant H-90.
Primary Purpose: Assault. Range: 4000 feet. Mega-Damage: 1D4x10 per blast. Rate of Fire: As Modern W.P. Payload: 10 blasts per magazine.
Mini-missile Launcher Sidecar: Two different sidecars were commonly used; other than their capacity, they are identical as weapons. The major cosmetic difference is that the 9-shot launcher could be disguised as a pre-war motorcycle gear storage sidecar (and could hold 2 Cyclone storage boxes as part of the deception), while the 12-shot launcher was unmistakably a weapon.
Generally, these were armed with plasma missiles, but could use other types if Plasma missiles were in short supply. Note: this weapon has its own AI laser designator, that automatically tracks the target after launch(no PP bonuses).
Primary Purpose: Assault.
Range: 1 mile (Plasma).
Mega-Damage: 1D6x10 (Plasma).
Rate of Fire: Singly, or volleys of 2, 3 or 6.
Payload - 9-shot: 18 missiles (9 readied, plus 9 in autoloader).
- 12-shot: 24 missiles (12 readied, plus 12 in autoloader).
Note: The Autoloader activates only when all readied missiles are used.
Cyclone | Standard Weapon Systems Designation | Description | Body | Other | Optional* --------------+---------------------------+--------+--------+----------------- VR-038-LT | Light Combat/Cargo work | None | RL-6 | EP-37, EP-40 VR-041-L | Special Ops | GR-103 | CADS-1 | EP-37 VR-052-F | Pilot Survival Gear | None | GR-97 | EP-37, RL-6 VR-052-R | Standard Combat model | GR-103 | EP-40 | EP-37, RL-6 VR-052-S | Heavy Combat model | GR-103 | GR-97 | EP-37 VR-052-T | Ship Defense model | None | EP-40 | EP-37, RL-6 * The Sidecar can be used by any Cyclone, or even a motorcycle rigged with a Cyclone weapons computer. All Cyclones also come standard with Gallant H-90s.
Continue on to the Vindicator Models
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