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The Atorians.
The Atorians.
Atorian Type 5 "Galvatron" Battle Robot.
The Atorians.
The Atorians.
The Atorians recovered the blueprints
A Type 5"Galvatron" Battle Robot.
for the "Battle Robot #5," a proposed but never developed robot. The program was shelved to avoid offending the Tiresian Empire, which it was thought might see a robot capable of potentially taking on their own Mecha as a threat. (The Tiresians actually knew about the program, and weren't too concerned, but happily relieved when the program was shelved.) The recovery of the blueprints has breathed some life into the Atorian "war" effort, as it IS capable of taking on any ground Mecha short of a HAS-Series (-I or -II) or VB-06 Konig Monster (not that much CAN take those on, except in numbers).
The body design was considered "Too Masculine" and was re-engineered, and the armor plating upgraded. Additionally, the only active weapon system, the arm-mounted laser cannon, was significantly upgraded to particle accelerator cannon (not the same thing as a particle bean cannon, though very similar).
History
"Battle Robot #5" is a bi-pedal war machine based on a scaled-up version of normal for the era Atorian Powered Armor. It had no integrated weapona systems, as Atorian PA didn't at the time, and was intended to combat "terrorist" robots and pa. A primary job would be protecting aerospace ports, mines, factories, and powerplants.
The program was shelves quietly when it was realized that the robot 'could' in theory combat a Tiresian Mecha. It was unshelved for about a week after the fall of the Tiresian Empire, but the matter was not taken to the Invid. It was hoped that simply having them would not draw their new master's attentions, as long as they remained out of sight.
With the fall of the Invid Empire before the upstart Terran/Hajoka Empire, the Atorians believed their position to be much stronger, and began construction of the robots in earnest. The Atorians believe that had they been able to complete 10,000 units before the outbreak of the Plenipotentiary Council-Sentinel Alliance invasion, they "might" have stalled the war by about a year, perhaps even negotiated a peace. As it was, only 150 were. (This is actually not true, as the decimation of the Atorian's merchant fleet made shipping impossible, but they continue to hold this belief nonetheless.)
Design And Revision
Normally, Atorian Robots of the Imperial Era were not designed with integrated weapons systems; This change is more a reflection of the Atorian's realization that the REF had gotten so much the better of them for the restrictions they themselves had placed on their war machines. With this in mind, the Gen 1 Type 5 was designed with a laser cannon on the right arm. However, this proved to be woefully insufficient, and was upgraded first to a particle beam cannon, then to a particle projection canon in Gen 2 (current).
Even with this significant upgrade (one normally used only with ixed-position artillery, and in fact not generally in service anywhere in the UGC), the weapons system is not making anyone at REF Command panic- In fact, it's not making anyone panic. This has proven vexing to the Atorians, as they had expected it to do so.
Nevertheless, it IS a danger, and a realistic one, and the REF has warned all affiliated entities to be aware of and treat these new robots with a degree of respect that had, before, been lacking in Atorian weaponry- A small but important psychological victory for the Atorians as they continue their mergers with the Tiresains and T'sentraedi.
Strategic Implications
The shear fact of the Atorians fielding a fully new robot is most worrisome in that is reveals their industrial capabilities, but not particularly worrisome as a weapons platform. There only integrated weapons system is not terribly impressive, the armor isn't all that great either. It is estimated it would take three of these operating in a well-drilled team to defeat much in the way of DRF Mecha. However, it appears they ARE in fact producing them in fairly strong numbers. The main worry is where they are obtaining the raw materials, iron, lead, tin, bronze, copper, etc.
It is thought by many that the Type 5 may have been a propaganda/recruitment weapon to demonstrate Atorian technological and industrial capabilities; If so, it's proven a dismal failure. The T'sentraedi they had hoped to recruit in droves not only haven't come, but in fact more Atorians are joining T'sentraedi factions- And taking their robots with them.
Name: Atorian Combat Robot#5; "Galvatron."
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)-
250
150
100 each
75 each
50 each
Parasail-
Upper Legs (2)-
Lower Legs (2)-
Feet (2)-
Missile Pods (2)-
10
100 each
150 each
100 each
150 each
Speed and Statistical Data:
Running: 60 MPH
Climbing and Swimming: Per pilot's abilities: Speed will be equal to the pilot.
Maximum Depth: 20 feet
Height: 20 feet
Width: 10 feet
Length: 6 feet
Weight: 3 tons fully loaded.
Cargo: Pilot's supplies only.
Power System: APP-005 (Anti-Matter) Lifespan: 20 years
Cost and Availability: 25 million credits; Fairly common.
Black Market: 30 to 50 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. Particle Projection Cannon: Commonly mistaken for a particle beam canon, a particle projection cannon is more like a rail gun than a laser canon; A particle beam cannon forms a concentrated stream of protons aimed at a target, causing damage through both thermal and kinetic energy, whereas a particle projection cannon sucks atmosphere in, ionizes it, then accelerates it at the target. Both do heat and kinetic energy damage, and are very much related; A PPC does more damage, but is mechanically more complicated.
Purpose: Assault
MD: 6D10 per blast
Rate of Fire: Per pilots attacks per melee.
Range: 5,000 feet (1,524 M).
Payload: 1,000 blasts before the robot has to secure power to the weapon of 5 melees or overload; This is the only energy weapons that actually puts a drain on the suit.

2. 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 20 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: These anti-personnel weapons are used to prevent forcible entry.
Purpose: Defense
MD: 1D4 times 10
Blast Radius: 20 feet
Rate of Fire: One time only.
Payload: 10 Mines per leg, 20 total.

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











ORIGINAL STYLE.
Original Style.
Features:
  • Radar: Combat grade radar. Range: 200 miles, can track up to 250 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 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).
  • 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.
  • CBR Protection: Complete chemical, biohazard, and radiological protection.
  • Smoke Emitters (2): Emits enough smoke to cover an area about 203 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).
  • Loudspeaker: Amplifies voice 1 to 100 times. 100 feet in normal crowds.
  • 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.
  • 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 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.
  • 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.
  • 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 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.
  • 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:
  • 4 additional attacks per melee.
  • +3 roll.
  • +3 Strike.
  • +3 Parry.
  • One additional attack per melee at levels 3, 6, 9, and 12.
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