 Mandalorian Army. | Mandalorian "Beskar'gam Ori'ramikad Bes'bavar", nicknamed the BobaTech. |  Mandalorian Army. |
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The Mandalorian "Beskar'gam Ori'ramikad Bes'bavar" ("Iron Skin Supercommando Cavalry"), nicknamed the BobaTech is a unique class of Mandalorian equipment; The Mandalorians don't put much stock in fighters. Robots, on the other hand, have seen The Mandalorian "Beskar'gam Ori'ramikad Bes'bavar" or BobaTech. |
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 | The Similarities Of The BobaTech Battloid To The VF-1 Are Striking. |
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Speed: | Flying: Mach 3.5+ (2345 mph/3572 kmph); Running: 120 mph (192 kmph). |
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Height: | 49.53 ft (15.48 m) at shoulders. |
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Width: | 20.80 ft (6.50 m) at shoulders. |
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Length: | 14.17 ft (4.43 m). |
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Weight: | 8550 kg empty. |
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Strength: | Equal to a P.S. of 65. |
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Cargo: | Pilot's survival gear only. |
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Powerplants: | One M303 Ion Jet Engine; Twin Mk. 21 HiFlow Turbines (legs). | some Mandalorian use. The AT-PT in particular was used extensively by the Mandalorian Army, but the REF was shocked to discover they had developed a battloid version of the VF-1 Veritech, the Mandalorian Battle Robot ("Beskar'gam Ori'ramikad Bes'bavar" literally "Iron Skin Supercommando Cavalry"). Nicknamed the BobaTech, the Mandalorians themselves don't quite know how it came to existence; A Mandalorian of the FETT Clan claimed she'd seen it "in a dream," and set about to figure out how her dream had functioned. After 20 years of development, she had the basic frame ready, with many of the subordinate components (mainly the armor plate and weapons systems) imperfect.This development was particularly shocking to the REF, since the program would have started a full generation before the UGC revealed its existence, and a further five years before the REF revealed the transformable nature of the Veritechs- And to date, no VF-1 has been seen in the Rakatan Galaxy, nor were any in front line service anywhere in the REF at this point. Further, the GIB was extensively active throughout the Rakatan Galaxy and her satellite galaxies, and as such "should have" detected the robot's existence. That they didn't showed exceptional secrecy by the Mandalorians- So much so that even Mandalorians didn't know of its existence, only the 200-ish Mandalorians working on the program and the Mand'alors (of which there were three, Jerrik DUNE, Fennil DUNE, and Boba MERRICK).Only a couple hundred of these machines have been built versus the several thousand AT-PT's the Mandalorians have just in forward deployment (plus tens of thousands in various states of construction, maintenance or rebuilding, or decommissioning and scrapping), but the simple existence has the REF alarmed- That the design was aruetii was also "unsettling" to the Mandalorians themselves, since it implies Force sensitivity in some form.Mandalorian culture abhors the Force, and as such an investigation began. In a rare moment of full cooperation, an Ashla and a Bogan tested Koska and found no direct evidence of the Force in her. In a very rare act of specific permission, the Bogan used one of her many techniques to probe Koska's mind for any sign of prior Force sensitive contact (that perhaps another Syhith or Geh 'Dai had probed her mind to implant the idea), and none could be found.Powerplants:The BobTech is equipped with one M303 Ion Jet Drive (a licensed derivative of engine produced by Koensayr's R303 Ion Jet Engine used in the Mandalmotors M3-A Scyk fighters) in the torso and two Mk. 21 HiFlow turbines in the legs.Weapons Systems:The Bobatech was mostly specialized to anti-robot/fighter duties. As such, the gun pod is an ion cannon, which normally would be a highly unusual choice but not in this case as ion cannons are the best weapon the Rakatan Galaxy had for anti-robot and anti-fighter duties. The Bobatech's gun pod was specifically developed with this robot in mind, ans as such carries and entirely new design- other than the basic technology the ion cannon is based on there's never been anything quite like it in the Rakatan Galaxy, and not much anywhere else either.Vehicle Type: Combat Robot.Crew: 1.MDC by Location: |
*Torso Pilot's Compartment Legs/Thrusters Arms Hands Gun Pod | 300 200 200 each 100 each 50 each 100 | Head Head Mounted Lasers Retractable Utility Arms Wings Tailerons Backpack-style Pods (2) | 100 30 each 3 each 150 each 50 each 200 |
Note: * Destruction of the main body will shut the unit down completely. Speed and Statistical Data: |
Speed: Running: 100 mph (160 kmph). Leaping: 30 ft (9 m) high or 50 ft (15.2 m) long without thrusters. Height: 47.0 ft (14.10 m). Width: 18.2 ft (5.45 m).
| Length: 16.0 ft (4.80 m). Weight: 45,000 kg. Physical Strength: Equal to a P.S. of 50. Cargo: Small compartment behind pilot's seat for personal belongings. Powerplants: One M303 Ion Jet Engine; Twin Mk. 21 HiFlow Turbines (legs).
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Weapons Systems: |
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01. Head Lasers (2): Mounted on the right side of the head. 360 degree elevation. MD: 1D4 MD per laser. One long, extended blast lasts one full melee and does double damage; Counts as two attacks that melee and can not be used against fast moving/dodging opponents. Range: 1000 feet (600 m). Rate Of Fire: Equal to the pilot's combined number of attacks. Payload: Effectively Unlimited.
02. Gun Pod: IC-5 Ion Cannon. Developed specifically for the Bobatech Battloid, the IC-5 is an essentially entirely original design, with the nearest common known design to anything else being nearly 100,000 years old. The IC-5 is a shorter than average overall and barrel length for Rakatan designs, and not nearly as powerful but the Bobatech allows it flexibility other designs don't have. While the IC-5 can't disable an entire warship (less an incredible lucky hit on some vital exterior component, such as a sensor system), they can and have disabled other robots, including the dreaded AT-AT's and even an REF HAS-I Destoid. Damage:Roll as normal; Add any bonuses: 1-5: 6-10: 11-15: 15-20: Natural 20: Total robot system shutdown. Every system is off line and damaged, and various fires have broken out as power systems overload. The pilot takes 1D4 SD per melee round that they remain in the robot.Also does 3D6 MD per shot to the robot and 1D6 SD to the pilot. Range: 4000 ft (1200 m). Rate Of Fire: Equal to the pilot's combined number of attacks. Payload: 200 rounds per clip equals 20 short bursts, 10 long bursts, or 5 full melee bursts. Inserting a new ammo clip takes half a melee round; player forefits 1/2 of his attacks. One spare clip is stored in each leg of the Veritech.
03. Short Range Missiles (legs): Two missiles are housed on each leg at the knee for a total of four missiles. MD: Varies with Warhead type. Range: Varies with missile type; one half to 10 miles. Rate Of Fire: One or two at a time. Payload: 2 per knee; 4 total. | 04. Medium Range, Medium Warhead Missiles: Two missiles are housed in each forearm for a total of four missiles. MD: Varies with Warhead type, usually armor-piercing or plasma (2D6 times 10 MD). Range: Varies with missile type; 50-80 miles. Rate Of Fire: One or two at a time. Payload: 2 per arm; 4 total.
05. Hand-To-Hand Combat: The pilot can engage in melee combat rather than use a weapon. The robot is extremely agile and can execute most typical hand to hand combat moves, such as punches, jump kicks, leap attacks, rolling with impacts, etc. Mega Damage: Restrained Punch: 1D4 MD Full Strength Punch: 2D6 MD "Booster" Punch: 3D6 M.D. (counts as two attacks) MD Tear or Pry with Hands: 1D6 MD Kick: 1D6 MD Leap Kick: 2D6 MD Body Flip/Throw: 1D4 MD Body Block/Tackle: 1D6 MD Stomp: 1D6 M.D. (only effective against small objects).
06. Shields: The Bobatech has a full force barrier field that can mitigate damage, but not actually stop it.MDC: 50Effect: Reduces damage from an attack (by absorbing it) by 75%. The absorbed damage goes into the barrier field. If the damage from a shot exceeds the shiled's ability to absorb, the remaining damage for that strike is lost, however this doesn't effect other stirkes. (If an attack of missiles overloads the shields at 12 missiles, the 12th missile is entirely lost, but the 13th, 14th, and 15th will fully effect the robot).
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Features: Unlike most Fighter and Mecha, the VF-1 Series was kinda light on the features; A disadvantage of the newness of the technology at the time. The new SVF-01 Veritech series drew directly from the originals, and therefore is light in these details as well. |
- Radar: Combat grade radar. Range: 200 miles, can track up to 250 individual targets. 95% reliability (24% against unfriendly stealthed vehicles).
- 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 3/4 (decrease skill level appropriately).
- Full Range Sensory Suite: Infrared, ultra violet, Magnification, night sight, color filters, thermal imager. Range is about 2,000 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 10 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 100 times. 100 feet in normal crowds.
- Smoke Emitters (2): Emits enough smoke to cover an area about 20 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).
- 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.
- 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.
- 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 KNOWN radar and infrared systems, but concerns continue that somewhere out there their MIGHT be a system that will be totally unaffected by the system. 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. - 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 cant hide, and displays a visual assessment and danger probability (based on a mathematical formula) for the pilot on request.
| - 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.
- GPS: Standard tracking device.
- Vacuum Seal: Permits the Mecha to be used in hard vacuum (such as outer space), and other hostile environments.
- LDP (4): Launched Decoy Pods. The Mecha can carry a special pod that carries four advanced decoy drones. These drones are launched to go where ever they want for 30 minutes. Each is a specially designed lure that mimic the Mecha. This system has been successfully deployed against SEVERAL alien radar-type sensors (including one that works off of sound), but does not work on Invid Protoculture sensors.
MDC: 5 Effects: The decoy has a 98% chance of fooling ordinary non military radars and non smart guided missiles, and a 90% chance of fooling military grade radars and advanced smart missiles. Range: Released to go wherever it wants. Can fly independently for about 30 minutes. Rate of Fire: Per pilots attacks per melee. Payload: 8 decoys total. - 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. 500 hours of recording available.
- 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 50 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, First 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 (250 foot apogee), 2 white parachute flares (1,500 foot apogee), 100 feet of black or brown parachute cord (150 lbs tensile strength), 2-5 days rations, 2 gallons water, water purification kit- good for about 10 gallons.
- Oxygen Rebreather System: Extends pilots air supply to 100 hours; Cartridge MUST be replaced after that period of time.
- 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).
- Smoke Dispensers (8): Throws out smoke flares capable of covering a 90 cubic foot area. Special chemicals in the smoke obscures IR and heat sensors, and defeats visual tracking of the vehicle. Note that it DOESN'T make the vehicle invisible, but simply negates ALL bonuses to strike.
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Combat Bonuses For Bobatech Battloid:3 attacks per melee (plus those of the pilot).Add one additional action/attack at levels three, six, eleven, and fifteen.+1 on initiative.+2 to strike.+3 to parry.+2 to dodge.+3 to roll with a punch or fall with an impact, reducing damage by half.Critical strike same as pilot's hand-to-hand.Body block/tackle/ram - 1D6 M.D. plus a 50% chance of knocking an opponent down, causing him to lose initiative and one attack that melee round. |