Tiresian Mobile Gun.
Mobile Gun Bioroid (Tiresian Mecha).
AZASHAR-Class General Purpose Vessels.
Historic Background:
Fast, maneuverable, and able to chew through a hover tank a new ... Well, you get the idea. The Mobile Gun Bioroid was designed as s support and assault weapon with the speed and movement necessary to have the advantage in the jungles of Indochina and the firepower to put holes through the heaviest of armored opponents. It is little more than a a large gun on a pair of legs, the Robotech Masters' equivalent of a tank or Regult (Tactical Battle Pod), the agility of a Logan Veritech Fighter. Its' locomotion is based on agile, stable two-legged design of the T'sentraedi Regult, but its Bioroid origins allow for a Micronian or clone pilot. This leaves space to make it much more heavily armored than the old, giant Battle Pods. Mobile Gun Bioroids are commonly deployed with Hunter-Killer Bioroids as heavy support. In this role, they often remain a significant distance behind the smaller units and act as snipers when needed.
Current Status:
The Tiresians use the Mobile Gun Bioroid as their main front-line Mecha now, due to sparse inventories and high cost of production of alternatives; It's a simple economic decision. Gone are the days when the Tiresians could build better options in the quantities needed. The Mobile Gun Bioroid had 2 built in weapons before, since the Escape From Terra they've added missile launchers, but the inventories of missiles means that the Mecha is most likely not fully loaded. Adaptor kits to convert them to T'sentradi missiles are available, but the Tiresians stubbornly refuse to use "slave weapons."
T'sentradi missile launcher equipped versions are installed on export models, however; The biggest buyer of the Mobile Gun was the Atorians, who still trade heavily for them, but the Darish Syhith Order of Rakata and the Lucian Alliance have risen over the last century. COBRA! Command aslo would liek to obtain a battalion's worth.
MDC By Location:
Legs (2)
Pulse Lasers (2)
Main Gun
125 each
50 each
Reinforce Pilot's compartment


Notes: Usual conditions apply.
Speed and Statistical Data:
Speed (Running): 75 mph (120 kph) Maximum.
Maximum Range: Can leap up to 120 feet (36 m) up and across.
Length: 10 feet 6 inchjhes (3.15 m).
Height: 18 feet, 2 inches (5.4 m).
Width: 8 feet (2.4 m).
Weight: 9.4 tons.
Cargo: Pilot Supplies Only
Cost And Availability About 1 millioncredit; Fairly rare, though.
Black Market Cost And Availability Pretty much the same.

Weapons Systems:
1. Main Particle Beam Cannon: The main armament of the Mobile Gun Bioroid is a powerful particle beam cannon. Though this weapon is impressive, the Mecha has little in the way of other defensive weaponry and is this somewhat vulnerable without support of some kind.
Primary Purpose: Anti-Armor.
Secondary Purpose: Assault.
Mega Damage: 2D6x10 MD.
Effective Range: 8,000 feet (2,400 m) .
Rate Of Fire: Equal to the combined hand to hand attacks per melee of the pilot; Each blast counts as one melee attack. .
Payload: Unlimited.

2. Defensive Pulse Lasers: A pair of small, rapid-fire lasers are the only defensive weapons of the Bioroid.
Primary Purpose: Defense.
Secondary Purpose: Anti-Personnel.
Mega Damage: 1D6 per blast or 4D6 for a quadruple pulse. The two weapons fire independently and due to their positioning, can not hit the same target unless it is 12 feet (3.6 m) wide or larger.
Effective Range: 2,000 feet (600 m) .
Rate Of Fire: Single shot or pulses of four.
Payload: Unlimited.
3. Missile Launcher Pods: Mounted on each leg.
Purpose: Assault/Defense.
MD and Range: Varies by type used.
Missile Type: Any SRM; A common mix is all explosive, or 2 plasma/napalm and the remainder explosive.
Rate of Fire: One at a time or volleys of 2 with a total of 12 volleys.
Payload: 8 per launcher; 16 total.

4. Hand To Hand Combat: Use the Red Leader Bioroid hand to hand combat; Plus and additional +1 to dodge.
Stomp- 1D4 MD.
Butt/Bump With Body- 1D4 MD.
Kick- 1D4+2 MD.
Leap Kick- 3D6 MD, but counts as two melee attacks.

  • ESM: Radar Detector. Passively detects other radars being operated.
  • Radar: Combat grade radar. Range 100 miles, can track up to 50 individual targets. 95% reliability (24% 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.
  • GPS: Standard tracking device. Ties into the Blue Force Tracker.
  • Anti-Jamming System: Reduces Electronics Countermeasure by 25% (decrease skill level appropriately).
  • HUD: Displays maps, radar, targeting information, and any OTHER information the wearer wants directly in front of the user. One is located at each weapons control station, and another makes up the majority of the bridge.
  • FLIR/SLIR: Forward and Side Looking Infrared. Allows pilot to get visuals on targets at night.
  • 1 MC: Internal loudspeaker.
  • Virtual Map: Displays a continuously-updating map of local terrain for the bridge. Takes data from and gives data to other friendly units in the area. Effective navigation of 85% as updates come. Good to 500 miles. Specific range can be adjusted in 10,000 mile increments.
  • Video Camera: Records from the HUD. 5,000 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 feet apogee), 2 white parachute flares (1,500 feet 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.

    Combat Profile for an average Mobile Gun Bioroid:
  • 9 total attacks per melee.
  • +2 Initiative.
  • +4 Strike.
  • +6 Dodge.