PREVIOUSATORIAN HOMEPAGENEXT

Fehran Combat Robot

An Atorian Robot slugging
it out on Fantoma.

“Mecha,” traditionally, refers to Protoculture based technology. “Destroid,” traditionally, means any Battloid with integral, non-energy based weapons systems.
The Fehran Malcontent-designed machine fits NEITHER description; It was based on the ASC Battloid (it is generally believed they got the design by manufacturing Battloid components for others on the black market), but is, in no way, a Protoculture machine. Furthermore, the re-engineering of the design has been so dramatic, that the machine fielded by the Ators effectively has nothing in common with it’s sireage; It possesses missile launchers stolen from the VR-Series Cyclones, TZ-III Gun clusters, leg-mounted land mines (a first), and a force field (also a first). The addition of a parafoil, while it is a first as a standard component, was experimented with, both by the RDF/REF and ASC. (In truth, the Robotech Masters experimented with this as well, and field-tested the idea for T’sentraedi Mecha.) It was found to be vastly over rated (and the Mecha in question were all too heavy for the parachutes to realistically handle the weight of the machines they were carrying). The Atorians are finding this as well, as the machines they use are landing softly (usually), but often miles off position, despite the pilots attempts to the contrary.
The Fehran Robot does present a larger, strategic threat; The ability of the Fehrans to build a full-fledged robot on par with the REF’s Destroids indicates ample construction capabilities of their own, and the inability of REF Intelligence to locate these clandestine factories indicates they are probably located on Fehran ships, possibly as-yet unlocated Sojourner-Class freighter. Indeed, this worries the intel community MORE than the ability of the Ator to build ships, since the ship-building facilities have been captured (indeed, most successful raids against the Ators were precipitated by the location of a shipyard).
Name: Atorian Combat Robot
Model Type: Robot; Not Mecha or Destroid
Class: Malcontent
Crew: 1
Passengers: None.
MDC By Location:
Main Body-
Crew Compartment-
Upper Arms (2)-
Lower Arms (2)-
Hands (2)-
2ØØ
25Ø
1ØØ each
75 each
5Ø each
Parasail-
Upper Legs (2)-
Lower Legs (2)-
Feet (2)-
Missile Pods (2)-

1ØØ each
15Ø each
1ØØ each
15Ø each

Speed and Statistical Data:

Running: 4Ø MPH
Climbing and Swimming: Per pilot’s abilities: Speed will be equal to the pilot.
Maximum Depth: 2Ø feet
Height: 2Ø feet
Width: 1Ø feet
Length: 6 feet
Weight: 3 tons fully loaded.
Cargo: Pilot’s supplies only.
Power System: APP-ØØ5 (Anti-Matter) Lifespan: 2Ø years
Cost and Availability: 25 million credits; Fairly common.
Black Market: 3Ø to 5Ø million apiece; Occasionally available.
Note that the black market does NOT consider this “junk,” and even
the REF would like to unravel this marvelous weapons platform.

Weapons Systems:
1. Atorian Gun Pod: Not particularly impressive, but effective.
Purpose: Assault
MD: 1D4×1Ø
Rate of Fire: 5 times per melee.
Range: 3,ØØØ feet.
Payload: 2Ø blasts.

2. AMM-3Ø Missile Pods: Mounted at the shoulders like the Cyclone Power Armor (from which it was stolen).
Purpose: Assault
Missile Type: Any Mini-Missile.
MD and Range: Varies by type used.
Rate of Fire: Volleys of 1, 2, 3, 6, or 1Ø per pilot’s attacks per melee.
Payload: 15 Mini-Missiles per launcher (3Ø total).
Cost: 5,ØØØ credits each.
Availability: Commonly available.

3. TZ-III Gun Cluster: Though an antiquated design, the Fehrans broke it up into it’s component parts, putting the 18Ømm Grenade Launcher and laser on the left side, and the 25mm Autocannon and Flamethrower on the right side.
Laser: MD: 2D6 Rate of Fire: Per pilots attacks per melee Range: 2,ØØØ feet Payload: Unlimited
25mm Autocannon: MD: 1D6 short burst, 2D6 long burst Rate of Fire: Per pilots attacks per melee Range: 4,ØØØ feet Payload: 24Ø rounds; 1Ø full melee bursts, 2Ø long bursts, and 4Ø short bursts.
18Ømm Grenade Launcher: MD: 4D6 Blast Radius: 16Ø feet Rate of Fire: Once per melee Range: 4,ØØØ feet.Payload: 5Ø rounds
Flamethrower: SD: 5D1Ø Rate of Fire: Twice per melee Range: 2ØØ feet.
Payload: 5Ø blasts. Note: Will ignite all exposed combustibles; 4Ø% chance of igniting undamaged, unopened gasoline/diesel tanks.
Cost: 15,ØØØ
Availability: Common

4. Force Field: A full-force barrier field made of 5 fixed-focus pinpoint barrier fields
(the underside is NOT protected). Power to any one field can be adjusted, making some
stronger and others weaker. It protects the robot from any attack at any angle. The
forward shield is slaved to the weapons systems, dropping that shield for a microsecond
whiles the weapon fire. The MDC from that shield is transferred to the other shields
during that period; Effectively a natural 2Ø PARRY only, and only applies to attacks from any angle other than ahead while the robot is firing. (Note: The shield STILL takes damage, but only half or equal to it’s total MDC, whichever is LESS. The Robot itself will NOT take damage during this period short of a Synchro-cannon.)

5. Leg-Mounted Mines: A first in robots/Robotechnology, these anti-personnel weapons are used to prevent forcible entry.
Purpose: Defense
MD: 1D4×1Ø
Blast Radius: 2Ø feet
Rate of Fire: One time only.
Payload: 1Ø Mines per leg, 2Ø total.

6. Hand to hand Combat: A fair option, but not great.
Kick/Stomp- 1D6 MD (only effective against small objects)
Punch- 1D6 MD











Features:
  • Radar: Combat grade radar. Range: 2ØØ miles, can track up to 25Ø individual targets. 95% reliability (24% against unfriendly stealthed vehicles).
  • TIES (Threat Identification and Engagement System): All sight systems and the are automatic linked to this system. This system assists the pilot in identifying the target and selected the proper weapon system or round type need for the most effective threat neutralization. The computer then places the 32 most threatening targets into the fire control computer, and assist that computer in tracking these targets. This system is cable of storing data on the top 96 Identified Targets. It tells via voice and data displayed on the Heads Up Display what the target is and what sort of weapon should be used on it. Contains all currently known designs. It has a 84% monster/D-bee/Demon success rate, and a 89% power armor or robot ID success rate. Paired with an 88% success rate for selecting the proper weapon and aiming point. It can also ID magic power’s, and spell like effects 57% of the time and give suggested counters and avoidance data.
  • ESM: Radar Detector. Passively detects other radars being operated.
  • AJP: Active Jamming Pod. Causes -25% to detection but when it is active, other vehicles/bases can detect that it is jamming, and some missiles will home in on jamming signals. Jamming also causes a -4 penalty to all radar guided weapons.
  • Anti-Jamming System: Reduces Electronics Countermeasure by ¾ (decrease skill level appropriately).
  • Full Range Sensory Suite: Infrared, ultra violet, Magnification, night sight, color filters, thermal imager. Range is about 2,ØØØ miles for MOST sensors.
  • MRA 6 Radios: Allows real time, continuous radio link up with friendly forces in the area via satellite relay over laser radio signals, preventing jamming, and automatically encrypts/decrypts same to prevent eavesdropping.
  • Type-11 wide band radios: Effective 1Ø mile range, auto encrypt/decrypt. Works on standard radio band wavelengths, so it can still be jammed (if the enemy knows the frequencies).
  • Loudspeaker: Amplifies voice 1 to 1ØØ times. 1ØØ feet in normal crowds.
  • Smoke Emitters (2): Emits enough smoke to cover an area about 2س feet in calm weather; Special chemicals block IR sensors and radar signals (scatters them so the enemy cant get a good fix), however does not totally interfere with enemy sensors (enemy is -2 strike).
  • Electronic Counter Measures (ECM): These systems disrupt enemy radar and tracking systems, making it difficult for them to lock onto the ship with weapons. The countermeasures give the Mecha a +3 to dodge, +2 to strike and +1 on initiative in combat.
  • CBR Protection: Complete chemical, biohazard, and radiological protection.
  • Combat/Targeting Computer: Records all enemy and friendly activity over the course of time; Can replay that activity for the pilot, assign target designation numbers, and track likely damage based on mathematical formulas (i.e. “Right leg red” badly damaged/destroyed, “head green” not damaged, etc). Displays this information as a pop up in the HUD on request by the pilot.
  • Motion Detector: Activates a loud wailing when an object is coming at the user fast, and a soft ringing if it’s coming slowly. Activation ranges must be specified by the pilot.
  • Mine Detector (in feet): Gives effective 85% Detect Mine/Trap OR increases skill by 1Ø% for pilots that have that skill (whichever is more). Works on density composition, so non-metallic objects cant hide, and displays a visual assessment and danger probability (based on a mathematical formula) for the pilot on request.
  • FLIR/SLIR: Forward and Side Looking Infrared. Allows pilot and weapons officer to get visuals on targets at night.
  • Blue Force Tracker: Identifies Friend from Foe. Overlays the information on both the radar and HUD, ensuring that friendly forces are not accidentally targeted.
  • Video Recorder: Records from sensors and the cockpit itself. 5ØØ hours of recording available.
  • GPS: Standard tracking device.
  • HUD: Displays maps, radar, targeting information, and any OTHER information the wearer wants directly in front of the user.
  • Virtual Map: Displays a continuously-updating map of local terrain for the pilot. Effective land navigation of 85% as updates come. Good to 5Ø miles. Specific range can be adjusted in 1 mile increments.
  • Survival Pack: A pack of simpler emergency survival supplies: Pup tent, sleeping bag, black light, GPS, 1st aid kit (bandages, gauze, bandage tape, pads, antiseptic/analgesic), plasma torch (for small repairs and starting fires), repair kit (with MDC Repair Spray), sewing kit (a small spool of thread and 5 needles), 7 star flares (25Ø foot apogee), 2 white parachute flares (1,5ØØ foot apogee), 1ØØ feet of black or brown parachute cord (15Ø lbs tensile strength), 2-5 days rations, 2 gallons water, water purification kit- good for about 1Ø gallons.
  • Internal temperature and humidity control: Automatically maintains users desired heat, humidity, and other personal comfort settings.
  • Heat And Radiation Shielding: Special shielding prevents the penetration of life threatening heat and radiation.
  • Variable Tint Cockpit Canopy: Adjusts tinting to light conditions, up to an including a black dot if the sun is directly on the pilots face (only covers eyes).
  • Combat Bonuses from Atorian Combat Robot Combat Elite:
  • 2 additional attacks per melee.
  • +1 roll.
  • +1 Strike.
  • +1 Parry.
  • One additional attack per melee at levels 6 and 11.
  • PREVIOUSATORIAN HOMEPAGENEXT