Super Goliath
The Super Goliath is the SF version of the Goliath. Its main role is an interceptor mech though it can fulfill any SF type mission. The vectored thrusters give this mech an added advantage of being extremely agile and fast. The main thruster system gives the mech the ability to hover or fly. The Super Goliath also carries an extremely large arsenal which can be modified depending on the mission. The speed and firepower of this mech makes it ideal for surgical strikes, reconnaissance or as an assault mech.
Class: Strategic Assault System
Crew: 3, Pilot, Co-pilot / Gunner and a Communications Officer / Gunner
Speed:
Running: 60 mph (96 kph)
Leaping: Leaps are 50 feet (15.2 m) high and 100 feet (30.5 m) lengthwise. Jet assisted leaps will propel the mech 100 feet (30.5 m) high and / or 200 feet (61 m) lengthwise without actually attaining flight. The thrusters, located behind the shoulders, lower back and lower legs, can also be used to stop a fall.
Flying: The rocket propulsion system enables the Super Goliath to hover stationary or fly. Maximum flying speed is Mach One (670 mph / 1072 kph) with a 30,000 foot (9,144 m, about 5.7 miles) ceiling in Earth's atmosphere. Cruising speed is about 250 to 300 mph.
Flying Range: The nuclear power plant gives the Super Goliath decades of life but the jet rockets get extremely hot and need to cool after a maximum of five hours of flight whenever traveling at speeds above cruising, or after twelve hours at cruising speed but when traveling over 500 mph it must be cooled every two hours; can fly indefinitely with periodic rest stops.
Underwater Capabilities: The Super Goliath is adequately suited for underwater operations. It can walk along the bottom of the sea at about 15 mph. It can also engage its thruster system to swim at 8% of its maximum speed.
Maximum Depth: 2 miles
Cargo: small area, one person can fit here (uncomfortably)
Statistical Data:
Height: 29 ft. tall
Weight: 18.5 tons
Length: 11 ft.
Width: 15.5 ft.
Power Plant: Nuclear
Cost: None are available on the black market but would probably cost about 85 million credits.
MDC by Location:
Missile Launcher Pods (4) - 75 each
Chest Weapon Pods (2) - 100 each
Forearm Lasers (4) - 45 each
Forearm Vibro Swords (2) - 50 each
Arms (2) - 240 each
Hands (2) - 75 each
Legs (2) - 415 each
Feet (2) - 125 each
Wings (2) - 175 each
Wing Hard Points - (8) (4 on each wing) - 55 each
Missile Shoulder Mounts (2) - 450 each
Huge Shoulder Heat Sinks (2) - 250 each
Lower Leg Missile Launchers (2) - 115 each
Leg Spotlights (2) - 5 each
Chest Searchlight - 5
Head and Sensors - 95
Main Body - 785
Reinforced Pilots Compartment - 225
Weapon Systems:
Shoulder Flaring Missile Launchers (2):
Damage: 2D6*10 (AP) 2D6*10 (Plasma)
ROF: 1, 2, or 4
Range: varies, usually about 3 to 5 miles
Payload: 16 missiles, 8 in each launcher
Shoulder Flaring Chaff Launchers (2):
Damage: None
ROF: 1, 2, or 4
Range: Short
Payload: 8 chaff total, 4 per shoulder
Shoulder Short Range Missile Launcher Pods (4):
Damage: 2D6*10 (AP) 2D6*10 (Plasma)
ROF: 1, 2, or 4 per launcher tube
Range: varies, usually about 3 to 5 miles
Payload: 32 missiles, 8 in each launcher
Chest Mini Missile Launcher (2):
Damage: 1D4*10 (AP) 1D6*10 (Plasma)
ROF: 1, 2, 4, 8, or 16
Range: Varies but usually about 1 mile.
Payload: 64 missiles, 32 in each launcher
Forearm Weapon Systems (1 per arm):
Forearm Lasers (2 per arm) (4):
Damage: 4D6 per blast or 1D4*10 per simultaneous double blast (one attack)
ROF: # of attacks
Range: 5000 ft.
Payload: Unlimited
Forearm Vibro Swords (2):
Damage: 4D6
ROF: # of attacks
Range: five feet long
Payload: Unlimited
Forearm Missile System (2):
Damage: 2D6*10 (AP) 2D6*10 (Plasma) for Short Range or 3D6*10 (AP) 4D6*10 (Plasma) for Medium Range Missiles
ROF: 1, 2, or 4 per launcher tube
Range: varies, usually about 3 to 5 miles
Payload: 6 missiles, 3 per launcher
Lower Chest Weapon Pods (2):
These weapon pods are modular so they are easily configured depending on the mission.
Rail Gun Pod:
Damage: Full burst of 15 rounds does 3D6
ROF: # of attacks
Range: 2000 ft.
Payload: 2000 rounds per rail gun. A drum holds 2000 rounds.
Snub-Nosed Bofors 40mm Pod:
Damage: Frag - 4D6 MD to a 12 foot (3.6 m) radius or AP 1D4*10 MD to a 3 foot (0.9 m) radius.
A burst is 10 rounds! A burst of frag grenades inflicts 2D6*10 MD to a blast area of 40 feet (12 m)! A burst of AP grenades inflicts 3D6*10 MD with an 8 foot (2.4 m) blast radius.
ROF: # of Attacks (Single or Bursts)
Range: 1500 ft.
Payload: 250 grenades (Belt Fed)
Missile Pod:
Damage: 1D4*10 (AP) 1D6*10 (Plasma)
ROF: 1, 2, 4, or 8
Range: Varies but usually about 1 mile.
Payload: 14 missiles
Wing Hard Points (8):
The 8 hard points can hold any one of the following rack mounted weapon combinations.
8 Long Range Missiles
16 Medium Range Missiles
40 Short Range Missiles
80 Mini Missiles
Calf Missile Launchers (2):
Damage: 1D4*10 (AP) 1D6*10 (Plasma)
ROF: 1, 2, 3, or 4
Range: Varies but usually about 1 mile.
Payload: 28 total, 14 in each leg
Optional Weapons:
IMP-901-A Heavy Particle Beam Rifle (Heavy Robot Rifle)
Damage: 1D6*10 per shot, 3D6*10 per pulse burst
ROF: Standard
Range: 4000 ft.
Payload: 30 shots; then the capacitor must be recharged, recharges at a rate of 1 shot every other melee.
IMP-945-A2 SF Rifle (Heavy Robot Rifle) (Standard Issue)
Damage: Frag - 2D4*10 with a 40 foot radius, Plasma - 3D6*10 with a 12 foot radius, HEAP - 2D6*10+20 with a 12 foot radius or AP Sniper - 2D6*10+40 with no radius.
ROF: 3 per melee maximum
Range: 8000 feet
Payload: 7+1
Note: They can also use any other Imperial heavy weapons depending on the mission.