This mecha is based on a mecha from Super Dimensional Cavalry: Southern Cross that was omitted from the Robotech RPG. Images and background courtesy of Rob Morgenstein. The Following Mecha Stats and Background were generated by Rick R. Mortis and formated to the style sheets created by Dave Deitrich and Chris Meadows. Please feel free to copy or redistribute this file, please just do not claim that it is your own work. Thanks.
QPR-19 Golem Autonomous Patrol Robot
RPG Stats and Background by: Rick R. Mortis.
Technical Info from the Robotech Technical Files, by Robert Morgenstern.
BACKGROUND
Because of the social disruptions of the Zentraedi bombardment, the Global Military Police had concerns about the number and loyalty of its troops. They felt they did not have sufficient personnel to accomplish all of their goals. Their high command was also concerned with personnel using their position for personal gain, a situation all to common in the Armies of the Southern Cross, where commands became increasingly associated with small fiefdoms and neo-feudal loyalties. Because of this, they experimented with artificial intelligence to provide the perfect GMP soldier: one that would follow orders without question and would objectively enforce the law. Working from research conducted on the SDF-1's E.V.E. computer, they attempted to develop an unmanned Battloid that could be used for sensitive operations and heavy assault. The GMP researchers opted against the more limited intelligence capabilities later chosen by the REF for its Shadow Drone, and instead developed a robot that, while nearly as intelligent as a human and fully possessed of reflexive consciousness, was far too slow and ponderous for effective combat duties. Simply too much processing power was packed into too small a package, and the Golem came off as both dim and pedantic, capable of quoting regulations and identifying violators, but only barely capable of independant action in police duties. The robot needed explicit instructions and a number of incidents were caused by omissions of detail in commands. As such, the GMP paired the robots in the field with an operator who would able to provide guidance to the AI, yet still be able to take advantage of the increased capabilities of the battloid. The Golems were also frequently assigned to guard duties that involved little interaction or extremely high security installations where high command could accept any violation of protocol resulting in someone being shot.
The Golems suffered severe attrition in that war and in the following Invid invasion, so that very few remain.
RPG STATS
Vehicle Type: Autonomous Patrol Robot
Crew: None; computer controlled.
M.D.C. BY LOCATION: 
*Head 50
Hands (2) 20 each
Arms (2) 70 each
Legs (2) 100 each
**Main Body 200
***S-10 Taser 25
EU-10 or E-21 Gun pod 100
*Destroying the head of the Golem will destroy all the mecha’s radar, communications and sensors. The mecha is now -2 to strike, parry and dodge.
**Destroying the main body will shut down the mecha.
***Very small target, -3 to strike on a "Called shot".
SPECIFICATIONS
Running: 72kph
Height: 4.9m
Length: 1.3m
Width: 2.3m
Weight: 8.6 tons
Powerplant
1 Protoculture Power Plant
Control System
GMP Research Group Mk.5 Reflex Artifical Intelligence System utilizing 3 redundant processors with voting to determine appropriate actions.
WEAPON SYSTEMS
EU-10 Gun Pod. The main weapon of the Golem is a hand-held EU-10 Energy Rifle, very similar to the EU-11 used by the VHT-1 Hover Tank.
- Purpose: Assault.
- Range: 1800m
- Mega-Damage: 1D6 x 10 MD
- Rate of Fire: Once per turn.
- Payload: effectively unlimited.
- S-20 Taser. The Golem is equipped with a Taser on the left forearm for riot control duties and incapacitating opponents.
- Purpose: Riot Control/Capture
- Range: 60m
- Mega-Damage: No damage, but unless the victim makes a saving throw vs toxin (14 or higher), they are either rendered unconscious (60% chance) or stunned (-10 to strike, parry & dodge for 2D4 rounds).
- Rate of Fire: Once per turn.
- Payload: effectively unlimited.
- Hand to Hand Combat. Rather than use any weapons, the Golem can opt to engage in hand to hand combat.
- Punch: 2D4 MD
- Kick: 2D6 MD
- Leap Kick: 3D6 MD
- Body Flip/Throw: 2D4 MD
- Body Block/Tackle: 2D6 MD plus knockdown.
- Optional E-21 Gun Pod. Rather than use the EU-10, the Golem can use the E-21 Gun Pod. The E-21 has it's own built-in targeting system, adding a +2 bonus to strike with the gun pod.
- Purpose: Assault.
- Range: 1200m
- Mega-Damage: 1D4 x 10 MD
- Rate of Fire: Once per turn.
- Payload: effectively unlimited.
STANDARD EQUIPMENT FOR THE GOLEM:
- Radar: Range: 50 km. Standard operation.
- Radio/Video Communications: Wide band, directional radio and video telecast capabilities. Range: 1000km, or can be boosted by satellite.
- Laser Targeting System: Close range; 3 km
- Combat Computer: Calculates, stores & monitors data on the control panel computer screen or Heads-up display
- External Audio Pickup: Range: 300 ft (91.5 m). A sound amplification system that can pick up normal conversation up to 300 feet away.
- Loudspeaker: A loudspeaker system is built into the craft, which can be used to amplify the robot's voice up to 90 decibels.
- Searchlight: All of the battloids have a high-powered searchlight mounted in their heads. Range: 50 meters.
- Optics: Infrared: Range: 2000 feet (610 m). This optical system projects a beam of infrared light that is invisible to the normal eye, but detectable by the mecha's sensors. The system allows the robot to detect hidden/concealed objects by their IR reflectiveness. The beam will be visible to anyone with IR sensitive optics, however.
- Optics: Nightvision: Range: 2000 feet (610 m). A passive light image intensifier that emits no light of its own, but relies on ambient light which is electronically amplified to produce a visible picture.
- Optics: Thermal Imager: Range: 2000 feet (610 m). A passive optical heat sensor that detects infrared radiation projected by warm objects and converts that data into a false-colour visible image. The system enables the robot to see in the dark, in shadows, and through smoke.
- Protoculture Engine: The Golem is powered by a Protoculture engine, giving is an average life span of 12 years. Constant use will cut that time to about half.
- 180 Degree Rotation: The Golem can rotate its torso 180 degrees.
HAND TO HAND COMBAT BONUSES:
- One attack/action per round.
- Allways acts last
- No bonuses to strike, parry, dodge or roll.
SPECIAL RULES FOR THE GOLEM:
- If the Golem is teamed with a human partner/controller, it may roll for Initiative rather than acting last, if the partner spends one of their actions giving it orders.
Designers Notes
Japanese Name: GMP-SCP-05 Golem Super Dimensional Cavalry: Southern Cross
Episodes Seen in: #38, #41, #59
Conversion Notes
The Golem has the dubious destinction of being the only battloid correcly identified by the RPG. The Golem is one of the more commonly seen mecha, and seems to have some of the best data avalible on it.
It's an interesting note that Comico's Robotech Masters #4 mis-identified this mecha as a piloted battloid used by the GMP and REP.
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