PREVIOUSINDEXNEXT
Emblem Of The Armies Of The Southern Cross.
Emblem Of The Armies Of The Southern Cross.
Andaries-Gardu Frame Unit.
Emblem Of The Armies Of The Southern Cross.
Emblem Of The Armies Of The Southern Cross.
The Gardu Frame Unit is a highly dependable assault system that goes over the Syseta Power Armor. The operation of the Gardu is extremely simple. The Syseta clips into the main body
Gardu Frame Unit.
Running:50 mph.
Range On Land:None known.
Flying:Mach 2.2, air or space.
On The Water:80 mph.
Underwater:80 mph.
Height:40 feet.
Width:26.2 feet.
Length:27.2 feet.
Weight:37 tons.
Cargo:None.
Weapons Systems:Variable.
A Very Old VF-1A Converted To
An Andaries-Gardu Frame Unit.
Power System:MT 844 Fusion Reactor.
of the Mecha. The integrated control system then controls the robot exactly as if the pilot were controlling the Gardu directly, rather than by proxy.
The Gardu pilot literally fills the pod's body cavity, making it very cramped. However, the pilot has more than ample room to complete all necessary functions, and being inside a powered armor, they rarely, if ever, notice the difference anyways.
Based loosely on the ancient VF-1A and the VAF-6 Alpha Fighter, and with elements of Southern Cross Battloid (most especially the T.C. Recon Battloid), the Gardu is the major control system.
Because of the unusual way the Gardu had to be fitted into the Nalug, the head of the Gardu is actually OUTSIDE the Nalug cockpit. This had the unexpected benefit of allowing the Gardu's head lasers to be used, even when hooked into the Nalug.
As a "general" rule, the Gardu does not engage enemy directly, but is used as an escape module if the Nalug is damaged and unable to continue the mission; It can also remove the energy weapons from the Nalug if time permits to assist in this respect. However, a Gardu is fully capable of completing a mission on its own.
In many ways, the Gardu is the heart of the Andaries; Its MT 844 Fusion Reactor is the power plant for all the superordinate Mecha (the Nalug and Naulon), as well as housing the control inputs and avionics for them; The Nalug and Naulon have their own sensors and actuators, but that's it for mandatory equipment.
Another unusual feature of the Gardu is its escape module (see Andaries-Gardu Frame Unit/Escape Pod).
Name: Gardu Frame Unit
Model Type: Battloid
Class: Frame Unit
Crew: None; Frame Unit
M.D.C. By Location:
Main Body-
Escape Pod-
Upper Arms (2)-
Lower Arms (2)-
Hands (2)-
Head-
200
150
70 each
70 each
100 each
75
Head Lasers (2)-
Upper Legs (2)-
Lower Legs (2)-
Feet (2)-
Wings (2)-
Flight Pack-
75 each
75 each
75 each
100 each
100 each
150
Speed and Statistical Data:
Running: 50 mph
Range On Land: None known.
Flying: Mach 2.2, air or space.
Maximum Height: 2,000 feet.
Range In The Air: None known limit.
Surfaced On The Water: 80 mph
Range On The Surface: None known limit.
Underwater: 80 mph
Maximum Depth: 9,000 feet (1.5 nautical miles).
Range Underwater: Per power armor.
Height: 40 feet
Width: 26.2 feet
Length: 27.2 feet
Weight: 37 tons
Cargo: None
Power System: MT 844 Fusion Reactor. Also lends power to the Nalug and Naulon units.
Flight System: Aero-Foil Effect
Cost and Availability: Unknown
Black Market Cost and Availability: Unknown
Weapons Systems:
1. Long Arm Weapon Unit: The standard Gun Pod used by the Gardu stage of the Andaries Multi-Stage Mecha System. This weapon can be only be used by the Gardu stage.
Purpose: Offense
Range: 4,000 ft
Damage: 3D6 Short burst, 6D6 Long burst, 1D6 times 10 Full melee
Rate of Fire: 4 short, 2 long or 1 full melee in a single round
Payload: 200 rounds (20 short bursts, 10 long bursts, 5 full melee's).

2. Small Arm Weapon Unit: The standard auxiliary weapon used by the Gardu stage of the Andaries Multi-Stage Mecha System. This weapon can be only be used by the Gardu stage.
Purpose: Offense
Range: 300 ft
Damage: 6D6 MD
Rate of Fire: Per pilots attacks per melee.
Payload: 20 bursts


3. 2 Head Lasers: Mounted on either side of the main head are small laser guns. Because they are outside the Nalug Master Unit's cockpit, they can still be used, even when locked in.
Purpose: Anti-Aircraft/Metal cutting
M.D.: 1D6+2 per barrel
Rate of Fire: Per pilots attacks per melee
Range: 200 feet
Payload: Unlimited

4. MM-60 Multi-Missile Launcher: Liberally borrowed from the R.E.F. designed, the system is mounted in exactly the same proportions and locations.
Purpose: Anti-Mecha
M.D. and Range: Varies by type used; All are S.R.M.s.
Rate of Fire: Volleys of per pilots attacks per melee
Range: 200 feet
Payload: 60 total;

Shoulders: 8 each
Forearms: 10 each
Legs: 12 each (3 launchers per leg)
Features:
  • Radar: Combat grade radar. Range 100 miles, can track up to 2,500 individual targets. 90% reliability (5% against unfriendly stealthed vehicles).
  • Blue Force Tracker: Identifies friend from foe. Overlays the information on both the radar and HUD, ensuring that friendly forces are not accidentally targeted.
  • HUD: Displays maps, radar, targeting information, and any OTHER information the wearer wants directly in front of the user.
  • FLIR/SLIR: Forward and Side Looking Infrared. Allows pilot to get visuals on targets at night.
  • Hearing Amplification: Can amplify sounds as quiet as 1 decibel at 1,000 feet, and in the ultra- and sub-sonic ranges.
  • Virtual Map: Displays a continuously-updating map of local terrain for the pilot. Takes data from and gives data to other friendly units in the area. Effective land navigation of 85% as updates come. Good to 50 miles. Specific range can be adjusted in 1 mile increments.
  • Loudspeaker: Amplifies voice 1 to 100 times. 100' in normal crowds.
  • CBR Protection: Complete chemical, biohazard, and radiological protection.
  • Video Camera: Records from the HUD. 50 hours of recording available.
  • Full range optic sensory suite: Infrared, ultra violet, Magnification, night sight, color filters, thermal imager. Range is about 200 miles for MOST sensors.
  • Telescopic Arms: The hands can actually telescope out of the arms up to 3.5' feet to grasp small, distant objects. The hand will fit in pipes/holes up to 6" across in the open (wider) position.
  • Mine Detector (in feet): Gives effective 85% Detect Mine/Trap OR increases skill by 10% for pilots that have that skill (whichever is more). Works on density composition, so non-metallic objects can't hide, and displays a visual assessment and danger probability (based on a mathematical formula) for the pilot on request.
  • 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). Ties into HUD.
  • Magnetic Feet: Electro magnets in the pads of the feet allow the unit to adhere to the hulls of Warships and the exteriors of SOME buildings. Note: Despite the fact that Invid hives are NOT made of metal, there is usually sufficient metals in them that they can be scaled this way.
  • Smoke Emitters: Emits enough smoke to cover an area about 200 cubic feet in calm weather; Special chemicals block IR sensors and radar signals (scatters them so the enemy can't get a good fix), however does not totally interfere with enemy sensors (enemy is -2 strike).
  • 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.
  • AMC/FD (2): Anti-Missile Chaff/Flare Dispensers. Actually launches a glob of burning magnesium/aluminum alloy to confuse both radar AND heat sensory systems. Fires off 04 chaff/flares each time it is activated. The system is known to work on all radar, infrared, and other sensory systems, but it does not work on Invid Protoculture sensors as well (-50%). Reduce effects by 20% against smart missiles (add +20% to rolls for smart missiles).
    Effect:
    01-50 Enemy missile or missile volley detonates in chaff cloud- Missiles are all destroyed.
    51-75 Enemy missile or missile volley loses track of real target and veers away in wrong direction (may lock onto another target).
    76-00 No effect, missile is still on target.
    Also note that the chaff cloud will also blind nearby heat sensors (and optically based sensors at night) for 1 melee. They will suffer the following penalties: Reduce melee attacks/actions, and combat bonuses by half.
    Duration: 1D4 melee rounds.
    Payload: 60 chaff/flares. Each time the system is engaged, the system fires off 04 chaff/flares.
  • XTNDR RADAR/Radio Antenna Extender: A simple, 2 cubic foot helium balloon lofts a 10 lb. pod 100' into the air. Hanging from this payload is a fiber-optic cable that relays the data collected from the XTNDR Pod to the Vehicle/Mecha/Vessels computers. Note that using this system under heavy foliage will allow the radar, etc to work there, at no penalties, but it will not break the canopy either.
    M.D.C. By Location:
    Pod: 50
    Fiber Optic Cable: 10
    Effect: Extends range of any sensors 10 times (or defeats other penalties in a 5 mile area).

    Combat Bonuses from Gardu Frame Unit Combat Elite:
  • 3 attacks per melee (plus those of the pilot).
  • One additional Attack Per melee at levels 3, 6, 9, 12, and 15 with any additional bonuses for the pilot.
  • +3 Strike.
  • +3 Parry.
  • +4 Dodge.
  • +2 Roll.
PREVIOUSINDEXNEXT