Geh 'Dia Order.
Geh 'Dia Fighter (aka the "Mariposa").
Geh 'Dia Order.
Mariposa Geh 'Dia Fighter:
Production Information:
ModelNon-Specific Guardian.
Technical Specifications:
Armament1. Variable Force Field;
2. XX-Series Lightsaber;
3. Personal Defense Weapon-Mecha II;
4. GH-68 Rail Gun;
5. L-22 Rail Launcher;
6. Underbelly Mounted Pods.
CrewOne or Two
RoleAero-Space Defense and Supremacy.
AffiliationGeh 'Dia Praxeum exclusive.
The Geh 'Dia Fighter was developed by a Geh 'Dia Knight with technical assistance from the Geh 'Dia Elder and a few of the Order's Council, and drive system advice from retired Republic Defense Force officers. The prototype, dubbed MARIPOSA, was test flown by Geh 'Dia shortly after.
The development of this unique craft was as interesting as the ship itself- It was created out of BOREDOM. The Knights were bored out of their wits, so they went down to the junkyard and started collecting pieces- A T-95 Headhunter Fighter, an R-8 Astromech drone, a C3-P5 Interpreter drone, a pair of legs off of an AT-ST, arms from a Construction Drone, etc, all of which had been tagged out, "Destroyed beyond all possible repair- Recycle soonest possible." In short, they weren't even supposed to TOUCH them, let alone USE them as parts.
After some months of fiddling and playing, they not only got the ship STARTED, but up and off the ground (albeit tethered). As they would explain at the Board Of Inquiry, they had only meant to do SOMETHING with their time, not to actually ACCOMPLISH anything. However, the test pilot in a rash act hopped in and took the ship on a joy-ride, buzzing the Academy several ties before being escorted down at gun point. (In fact, there was a short dogfight between her and Academy Security Forces but they couldn't seem to touch him. The Grand Elder had to TALK him into landing.)
To avoid "unnecessary troubles" (i.e., the MAJOR scandal that would have erupted over this incident), the Academy "fast tracked" the design through full development from the ground up, then pressed them into service.
The Geh 'Dia Fighter is an OPTIONAL design, which qualified Knights are allowed to use on certain missions. It has the best overall shielding of ANY ship it's size, and is comparable to a full frigates shielding. This counteracts its lack of internal weapons. It is also EXTREMELY maneuverable, has EXCELLENT trio of offensives weapons systems (the PDW-M, GH-68 Rail Gun, and clip-on L-22 Rail Launcher), and that piece so essential to any Geh 'Dia OR Syhtih, the Lightsaber (in Mecha size). Each Geh 'Dia seeking to qualify on the Geh 'Dia Fighter must build his or her OWN Lightsaber- One of Elder's requirements, which fell on unusually receptive ears.
After 20 years of service, the Geh 'Dia fighter received an upgraded mandated by the UGC; Clip-on L-22 Rail Launchers for combat with warships (such as Rogue T'sentraedi, and more so the Ator Malconts who had been harassing isolated colonies in that sector). Although the Academy objected, the REF wasn't about to listen, and the clip-on packs were delivered. Most remain in boxes that haven't even been opened to ensure the contents are really there (and at least one was stolen and sold on the black market, with no one the wiser).
The Mariposa is used exclusively by the Geh 'Dia Praxeum, and almost to exclusion for Praxeum and other Geh 'Dia facility defense; Only 1 in 100 sorties will be off-world. The concerns about capture and replication are simply too high. However, all Praxeum facilities can have them, including off-world bases (mostly libraries and field offices, which wouldn't have them on-site, and therefore not likely to have one at all) and especially ships.
The Syhith have responded with their own robot, the Syhith Battloid.
Name: The Geh 'Dia Fighter (aka the "Mariposa Fighter")
Manufacturer: D&H Mechanicals, Dutton, Hestor.
Model Type: Guardian Attack/Fighter
"A" (Attack and Fighter) variants: 1;
"B" (NAW), "C" (Wild Weasel and ElInt), "D" (Trainer), "E" (Ground Attack), and "F" (Bomber) variants: 2;
A three-seater "G" (Guest) variant exists, but is the sole property of the Grand Master.
Passengers: Typically none.
M.D.C. By Location:
Pilot Compartment
Upper Legs (2)
Lower Legs (2)
Upper Arms (2)
Lower Arms (2)
Variable Force Field (12 panels)
50 each
75 each
75 each
50 each
600 each
Thrusters (2)
XX-Series Lightsaber
GH-68 Rail Gun
GH-68 Rail Gun Canisters (2)
Clip-on L-22 Rail Launcher

150 each
90+2D6 (varies by maker)
50 each
Speed and Statistical Data:
Running: 100 MPH
Range On Land: Unlimited
In Atmosphere: Mach 5
In Space: Mach 25
Maximum Height: Transatmospheric
Range In The Air: Unlimited
Range In Space: 38 Hours at Light 30
FTL: Factor 30
Surfaced On The Water and Underwater: 20 Knots
Range On The Surface: Unlimited
Range Underwater: 36 hours OR unlimited with a snorkel.
Maximum Depth: 2,500 feet
Height: 15 feet
Width: 10 feet

"A" Variant: 20 feet.
All Other Variants: 25 feet.Weight:
"A" Variant: 15 tons full loaded.
All Other Variants: 20 tons. Using the L-22 adds 2.3 tons.
Cargo: Limited to pilots emergency supplies only (see "Survival Kit" under Features).
Power System: THE PILOT HIM OR HERSELF‼ The ship actually "runs" off of the Force emanating from the pilot. 1 Force Point will run the craft for approximately 200 flight hours.
Flight System:
Primary: Standard Grav Pods
Secondary: Aero-Foil Effect; the Fuselage is designed to serve as an aero-foil if needed. However, to be successful, the legs and arms must be jettisoned.
Cost and Availability: 60 million credits each; ONLY sold to the Academy.
Black Market Cost and Availability: A nuclear powered version was sold, reportedly, for 180 million€ once; However, no report of such a ship being sold has occurred since. Since everyone knows the Mariposa is THE Geh 'Dia Fighter, all but the stupid shy away from them.
Defense Systems:
Unlike MOST other Mecha, the Geh 'Dia Fighter was NOT meant to be an offensive weapons platform, but a DEFENSIVE one. Aggression goes against Geh 'Dia training. However, they can MORE THAN fully defend themselves, and since the Ator Malcont Uprising of 2315 the Geh 'Dia have been called on more and more often to assist civilians under attack from the malconts.
1. Variable Force Field (12 panels): This is, without failure, always the FIRST line of defense for the craft. Even when launching a pre-emptive or offensive campaign, this is the first line of defense, per Elder SKYWALKER. The now 12 panels give it lower-end capital ship shielding.
Purpose: Defense
MDC: 600 MDC per each of 12 panels is available, giving it up to 7,189 MDC available to any one panel at a time. Note that all 12 panels MUST be intact for the shield to work at all.
Effective Range: 12 feet from craft (bigger is possible, if XX-Series Lightsaber is in play.)
Use Duration: Unlimited.

2. XX-Series Lightsaber: Essentially an over-sized Lightsaber, it draws power directly from the ship giving it unlimited capacity.
Primary Purpose: Anti-Projectile.
Secondary Purpose: Offense.
Weight: 190+2D6 lbs.
Damage: 1D6 MD per level of MAKER maximum; The power can be reduced in MOST models to as little an no damage.
Attacks per Melee: Per pilot's attacks per melee.
Effective Range: Reach+16 feet.
Payload: Effectively unlimited.

3. Personal Defense Weapon-Mecha II (PDW-M2): A robot-sized laser pistol. Unlike the early version of this weapon, the PDW-M2 draws power from the Mecha via an E-Dot in the hands.
Primary Purpose: Defense/Anti-Projectile.
Secondary Purpose: Offense/Anti-Armor.
Weight: 232 lbs.
MD: 3D6 per shot.
Rate Of Fire: Per pilot's attacks per melee.
Effective Range: 1,000 ft.
Payload: Unlimited. The E-Clip powered PDW-M had 25 blasts per e-clip, bit all were scheduled to be upgraded to the II model as of 2330.

4. GH-68 Rail Gun: This was the Mariposa's sole original offensive weapons system, and remain the PRIMARY offensive system (the L-22 is reserved for ASW). It is still considered a last resort system, and ONLY available with written authorization.
Purpose: Anti-Armor.
Weight: 1,121 lbs.
MD: 6D6 times 10 per 10 projectile blast.
Rate Of Fire: Per pilot's attacks per melee.
Effective Range: 6,000 ft.
Payload: 2,000 projectiles per canister; That's 200 blasts per canister. Up to 5 canisters HAVE been authorized, but this is rare; The ship can carry up to 6 IF the pilot throws the canisters away as soon as empty. While carrying 5 or 6 canisters, the craft is-2 strike, parry, and dodge (the extra weight makes it harder to overcome inertial effects).
5. L-22 Rail Launcher: This is the most controversy-ridden system in the Mecha; Some Geh 'Dia refuse to fly with it attached. Accepting the L-22 was a condition of UGC assistance in upgrading the shielding on the Geh 'Dia Fighter. It clips onto the starboard side of the fuselage, with the core energy transfer system (the "firing chamber") centered right at the pilots butt. The muzzle is well-forward of the pilot, but the muzzle flash (from the trans-tube stabilizer disintegrating as it flies down the barrel) is hidden from the pilots and his/her wingman's view with shielding cowls (alutainium plates around the muzzle at a 35 degree angle to blast the flash forward). The weapon is radar controlled, but can be supported by other platforms (including other Geh 'Dia Fighters).
Purpose: Heavy Assault.
Weight: 5 tons
Damage and Range: Varies by type used.
Rate Of Fire: Once per melee.
Payload: 5 specially-designed MRM's can be carried.
Bonus: Either triples the normal range of the missile OR doubles it and adds +3 to strike.
Availability: The UGC only delivered 50 L-22's, and there are 200 "D" (Trainer) Geh 'Dia fighters alone. Of these 50, only 10 got uncrated and assembled; Only ONE has ever actually been used under fire, Serial Number 2,874,839,723,984,328,968,239,239 Alpha, against an Ator SLAVE MASTER-Class slaver ship, under Master HORN'S control. He wasn't horribly impressed.

6. Underbelly Mounted Systems: The ship can carry up to 6 pods.
A) TM-12 Fuel Pod: Essentially a modified version of the M-11 Torpedo Pod. In this case, however, it is used as a fuel pod to triple the normal range of the craft.
B) C-441 Canister Pod: Basically a hollowed out version of the M-7 pod, used to drop highly sensitive and extensive messages. A nose-mounted device using GPS or laser detection guides the pod to within 1/8th of an inch of the intended target.
C) TM-14 Sonar Buoy Pod: An air-droppable sonar buoy used to assist in detecting and tracking incurring submarines for future reference.
D) A-11/a Anti-Radiation Pod: A radar and other detection system jammer.
Effect: While active, enemy radar will have a "wash" effect, where a large, highly unstable cloud of radar paint will appear. An experienced (5th level and above) radar operator can SOMETIMES use the flow of the wash to narrow down the source of the jamming, but typically this does little good.
NOTE: This IS a form of radar signal, and can therefore by tracked by some ESM systems (-10%).
E) A-11/v Radiation Detector Pod: This pod passively detects various types of Radiation, most importantly radio signals (for eavesdropping).
F) Aerial Mines: Up to 6 Aerial mines of any type can be carried, independently of any other ordinance. They are used to seed an area with anti-material capabilities, to discourage an enemy from traversing that area. They are also used for anti-missile defense.
MD: 4D6 per mine.
Rate Of Fire: Per pilot's attacks per melee.
Effective Range: 60,000 ft.
Payload: 6 aerial mines projectiles per canister.

7. Hand To Hand Combat: This is the preferred secondary weapon for MOST pilots (after the Lightsaber). However, some of the more aggressive pilots (such as Knights HORN and DURRON) prefer it as their primary weapon.
Restrained Punch: 1D6 MD
Normal Punch: 3D6 MD
Powered Punch: 6D6 MD (counts as two attacks)
Normal Kick: 3D6 MD
Powered Kick: 4D6 MD
Leap Kick: D6 MD (counts as two attacks)
Stomp: 3D6 MD
Body Slam: 3D6 MD

  • Radar: Combat grade radar. Range 1,000 miles, can track up to 500 individual targets. 95% reliability (24% against unfriendly stealthed vehicles).
  • ESM: Radar Detector. Passively detects other radars being operated.
  • Blue Force Tracker: Identifies friend from foe. Overlays the information on both the radar and HUD, ensuring that friendly forces are not accidentally targeted.
  • GPS: Standard tracking device. Ties into the Blue Force Tracker.
  • Anti-Jamming System: Reduces Electronics Countermeasure by ¾ (decrease skill level appropriately).
  • Heads-Up and Visor Displays: Displays maps, radar, targeting information, and any OTHER information the pilot wants either directly in front of the user via the visor or in a heads-up display OR BOTH. Information is available either as a pop-up or overlay (unless otherwise specified).
  • FLIR/SLIR: Forward and Side Looking Infrared. Allows pilot to get visuals on targets at night.
  • 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. The jamming pod is only mounted inside the port taileron.
  • 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 500 miles. Specific range can be adjusted in 1 mile increments.
  • Loudspeaker: Amplifies voice 1 to 100 times. 100 feet in normal crowds.
  • Flight Recorder: Records all on-board data. 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.
  • 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), 100 feet of black or brown parachute cord (150 lbs tensile strength; This is in addition to several hundred feet from their parachute itself), 2-5 days rations, 2 gallons water, water purification kit (good for about 10 gallons), manual-inflating liferaft (for at-sea abandonment), self-inflating lifevest (15# buoyancy). The liferaft can also double as a Pup Tent if so desired (though most pilots prefer to use a parachute for that, if anything, due to the fact that it is easier to hide). NOTE: Because the craft does not have rotors, it can not auto rotate for a crash landing.
  • Smoke dispensers (8): Throws out smoke flares capable of covering a 50³ 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.
  • 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.
  • 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).
  • Grav Clamps: Grav pods in the wheels of the landing gears allow the planes to adhere to the hulls of warships and the exteriors of SOME buildings up to a full 90° angle (nose up, down, or to the sides doesn't matter).
  • 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 as requested by the pilot.
  • 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).
  • Full range optic sensory suite: Infrared, ultra violet, Magnification, night sight, color filters, thermal imager. Range is about 200 miles for MOST sensors. Optic Systems: Infrared: 20 miles, Magnification: 15 times; Ultra Violet: 22 miles, Magnification: 25 times; Night Vision: 24 miles, Magnification: 8 times; Color Filters: 19 miles, Magnification: 200 times; Thermal Imager: 10 miles, Magnification: 40 times.
  • Fire resistance: Fires external to the craft are not felt at all.
  • Full range optic sensory suite: Infrared, ultra violet, Magnification, night sight, color filters, thermal imager. Range is about 200 miles for MOST sensors. Optic Systems: Infrared: 20 miles, Magnification: 15 times; Ultra Violet: 22 miles, Magnification: 25 times; Night Vision: 24 miles, Magnification: 8 times; Color Filters: 19 miles, Magnification: 200 times; Thermal Imager: 10 miles, Magnification: 40 times.
  • 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.
  • Oxygen Rebreather System: Extends pilots air supply to 100 hours; Cartridge MUST be replaced after that period of time.
  • 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.
  • 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).
    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.
  • Towed XTNDR RADAR/Radio Antenna Extender: A simple 10 lb. pod is towed 100 feet behind the fighter. A fiber-optic cable relays the data collected from the XTNDR Pod to the fighter's computers.
    MDC 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).
  • External Audio Picksup: Allows pilot to hear sounds from outside the Mecha IF IN AN ATMOSPHERE.
  • Laser Audio Picksup: Allows pilot to hear sounds from outside any given building (point at a convenient window).
  • Sensory Systems: The craft is equipped with sensors the likes of which even the Robotech Masters has never imagined; Laser sensors that can listen in on spoken conversations, in crowded and noise-filled places; Cameras that can read the seconds on a digital wrist-watch in the dark; Signal interceptor systems that can not only eavesdrop on laser-secured radio systems, but in fact can even JAM them, causing a totally worthless signal to be received; Even a EMP-based dampening system that can tap into computers, copying all the data and leaving a blank computer in its wake (does not work on hardened circuitry); Magnetic Resonance Imaging systems that can tell not only when one object is hiding amongst others (such as a power armor hiding in thick foliage with its power plant off), but even near-alike objects intertwined (such as two different types of plants growing together); All from the edge of space.
  • 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.

    Bonuses from Geh 'Dia Fighter Combat Elite:
  • 4 additional attacks per melee.
  • One additional Attack Per melee at levels 3, 6, 9, and 12 with any additional bonuses for the pilot.
  • +3 Strike.
  • +4 AUTO-Dodge.
  • +3 Dive Dodge (in addition to standard dodge).
  • +1 Roll.
  • Automatic parry; Parries with Lightsaber DO NOT COUNT as attacks, and the pilot can make an unlimited number of parries per melee; However, they can only parry any give object ONCE. +5 to Auto-parry.