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THE SYHITH.
The Emblem Of The Syhith.
Syhith Battloid.
THE SYHITH.
The Emblem Of The Syhith.
Quickly after the Geh 'Dai began building their Mariposa Fighter, the Syhith have responded with their own robot, the Syhith Battloid- So soon after, in fact, that it's generally believed they already had it in development.
The Syhith Battloid, reporting name Cyclops, follows the Syhith philosophy, with a very aggressive build quite suitable for ground combat, and not unsuitable for space combat. It lacks significantly in atmospheric capabilities, however, and can be bested by tertiary air combat platforms; There was a confirmed kill by an Attack variant of the C-130 using the howitzer, which speaks volumes about the Battloid's air combat abilities.
That notwithstanding it's overall an excellent platform in any other situation. The torso/cockpit appears to have been derived from the standard TIE/ln Starfighter without significant structural changes. The equipment changes however are QUITE extensive; These fighters are equipped with a basic hyperdrive and some shielding, and the powerplant is internal (a fusion reactor derived from the EG-8 power droids). The solar arrays are now as much decorative as functional, though they can still power the Battloid in space (where the lack of gravity reduces power needs) in non-combat operations.
Frame:
Adapted nearly identical to the standard TIE/ln starfighter; Even the rings used before the mount the undercarriage weapons systems was used as originally designed. Only the frames holding solar panel array struts were altered, due to the significantly greater weight of the arms.
Powerplant:
The powerplant is a derivative of the powerplants used in the EG-8 power droid. The plant was lengthened and slimmed slightly to fit into the upper legs where they are housed.
Drive Systems:
For reasons that aren't entirely clear, the Syhith Battloid uses the SFS P-s5.6 Twin Ion Engines (rated 175 KTU) for its main propulsion and SFS P-w401 ion drives (rated 150 KTU) for maneuvering jets. Better options exist, and they would fit into the space and power budget, but these were selected instead. Still, they work very well, giving the Syhtih Battloid a top speed in space of 3 Mach 746 mph in atmosphere/3 Mach with deflector shields raised).
The Syhith Battloid is equipped with a rudimentary but effective hyperdrive, giving it a hyperdrive rating of three; Don't expect to get anywhere terribly fast, but if you have to get there, you can.
Weapons Systems:
The Syhith Battloid is QUITE formidably armed; Ain addition to the Battloid sized Lightsaber, there are quad forward SFS L-s9.3 Wing- and Chin-Mounted Medium Laser Cannons, twin shoulder mounted MRM launchers (believed to have been developed from T'sentraedi as Gluuhaug-Regult {light Artillery Pod]), 2 short range missile launchers (on the hips), 6 mini-missile launchers, and 2 micro-missile launchers (forearms). Curiously, there isn't a rail launcher, despite the fsct that it would be more efficient and well within the power budget. In addition, up to 2 wig pods can be carried (2 under and one above the wing struts). A heavy laser pistol rounds out the offensive options for the Syhith Battloid, while finally, the Battloid has a reasonably effective shielding matrix (generators are located in the starboard wing strut).
Survival Systems:
The Syhith Battloid has an average survival systems package, but that's generally moot as most space fighters have a non-integrated air supply system.
Critical Analysis and Threat Consideration:
The UGC counts the Syhith as a very real threat, both tactically and strategically; One the battlefield, removal of the Battloids takes second priority only to battlecruisers (if present).
Strategically it means the Syhith have the industrial capacity and technical knowledge to develop such a platform; This is not good for the UGC, nor for the Geh 'Dai and Rakatan Senate. Worse still is the Syhith are exporting them not just to other factions, but other galaxies; This means somehow they have figured out how to bypass Patrol inspections. While the mechanics are simple enough, simply label the containers as something other than what they really are and hope none get randomly inspected, it also means a very sophisticated network of subordinate agents to hire ships, oversee loading and unloading of said ships, warehouse them, then transfer them to the recipients- No small task, one that even under the best of circumstances requires at least a million men to carry out. Syhith Battloids have been seen as far as the Kobolese Confederation, the High Nenomause Commonwealthand the Landsraad League by local law enforcement (the Fish Speakers having arrested a smuggling ring on Arrakis itself); They've been fielded by the Beorge-Traue in sufficient numbers to concern the GIS (over a dozen have been seen), anti-K'Hardishuns Union rebels are known to have at least 2 (for a terrorist army that survives on begging in the streets, that's significant), the FBX 21555320 drug lady "Queen Vidat" has three (DESPITE the interdiction, which is significant in and of itself), and a few have been seen in the hands of former Sierra Bravos. To date, only a few dozen have been found outside of Rakata, but even this many is significant.
Name: Syhith Battloid. Reporting name Cyclops.
Manufacturer: Unclear. Multiple Sythith factions seem to be building them, but to exacting specifications.
Model Type: Main Combat Robot (not a Mecha; not protoculture powered).
Crew: One. No two seat version has ever been seen.
Passengers: None.
M.D.C. By Location:
Syhith Battloid:
Production Information:
Model
Battloid. No designator is known.
Class
Combat.
Technical Specifications:
Armament
  • Battloid sized Lightsaber;
  • Quad forward SFS L-s9.3 Medium Laser Cannons;
  • Twin shoulder mounted MRM launcher;
  • Twin short range missile launchers;
  • Six mini-missile launchers;
  • Twin micro-missile launchers;
  • Six wing pods can be carried;
  • Heavy laser gun pod;
  • Shielding.
  • Crew
    One.
    Usage:
    Role
    Main Combat Robot.
    Affiliation
    Multiple, but mainly the Rakatan Syhith.
    Fuselage
    Pilot Compartment
    Upper Legs (2)
    Lower Legs (2)
    Upper Arms (2)
    Lower Arms (2)
    Variable Force Field (12 panels)
    Shoulder solar Panel Arrays (6)-
    200 SDC (not MDC) each
    200
    100
    50 each
    75 each
    75 each
    50 each
    200 each
    Thrusters (2)
    Robot Sized Lightsaber
    Laser Pistol Gun Pod-
    MRM Launchers (2)-
    SRM Launchers (2)-
    Mini-Missile Launchers (6)-
    Micro-Missile Launchers (2)-

    150 each
    90+2D6 (varies by maker)
    75
    150 each
    50 each
    50 each
    20 each

    Speed and Statistical Data:
    Running: 80 MPH
    Range On Land: Unlimited
    Flying:
    In Atmosphere: Mach 3
    In Space: Mach 5
    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: 5 Knots
    Range On The Surface: Unlimited
    Range Underwater: 36 hours OR unlimited with a snorkel.
    Maximum Depth: 1,500 feet
    Height: 15 feet
    Width: 25 feet
    Length: 10 feet.
    Weight: 8 tons full loaded.
    Cargo: Limited to pilots emergency supplies only.
    Powerplant:
    Primary: An internal fusion reactor derived from the EG-8 power droids.
    Secondary: The solar arrays are now as much decorative as functional.
    Flight System: Standard Grav Pods.
    Cost and Availability: Unknown.
    Black Market Cost and Availability: Around 180 millioncredit; Not very common at all.
    Weapons Systems:
    1. Quad SFS L-s9.3 Wing- and Chin-Mounted Medium Laser Cannons: Mounted on the inner lead edge of the wings and the "chin" of the fighter and fire directly forward. Can be fired in tandem, paired, or stutter (all four at once, two opposites at once, or all four one after another); Each individual blast must be rolled as an individual strike, making tandem the most power to target (but only one roll to strike), paired not as powerful but more likely to strike, and stutter the most likely to get something on-target but not as much power to target. Each blast must be rolled and applied as an individual strike, but the number of attacks are either twice the pilots attacks per melee (in tandem) or quadruple (in stutter).
    MD: 3D6 per cannon.
    Range: 12,000 feet (3,600 m) in an atmosphere and 32,000 feet (9,600 m) in space.
    Rate of Fire: Each squeeze of the trigger is counted as one attack, but the guns fire according to the setting.
    Payload: Effectively Unlimited.

    2. Battloid Sized Lightsaber: Essentially an over-sized Lightsaber, it draws power directly from the ship giving it unlimited capacity. These can only be effectively uused by Syhith and Geh 'Dai, and Ginzanian Swordmasters, but they can only be made by Geh 'Dai and Syhith.
    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. Only a Syhtith or Geh 'Dai can make one.
    Attacks per Melee: Per pilot's attacks per melee.
    Effective Range: Reach+16 feet.
    Payload: Effectively unlimited.

    3. Battloid-Sized Laser Pistol: 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. Understrut Mounted Systems: The ship can carry up to 6 pods. The types are fairly analogous to REF wing pods. They range from missiles to gun pods to electronics options.





    5. Twin Shoulder Mounted MRM Missile Pods: Believed to have been developed from T'sentraedi as Gluuhaug-Regult (light Artillery Pod).
    Purpose: Offense
    M.D. & Range: Varies by type used; Any Medium Range Missiles.
    Rate of Fire: Volleys of 1 or 5 missiles per pilots attacks per melee.
    Payload: 15 M.R.M.'s each.

    6. Twin Short Range Missile Pods: Located on the hips (they look kinda like a holster).
    Purpose: Offense
    M.D. & Range: Varies by type used; And short range missile system.
    Rate of Fire: Volleys of 1, 2, 4, or 6 missiles per pilots attacks per melee.
    Payload: 18 S.R.M.'s each.

    7. Six Mini-Missile Missile Pods: On the legs.
    Purpose: Offense
    M.D. & Range: Varies by type used.
    Rate of Fire: Volleys of 1, 2, 4, or 8 missiles per pilots attacks per melee.
    Payload: 20 M.R.M.'s each.

    8. Twin Micro-Missile Missile Pods: On the forearms.
    Purpose: About the only defensive system on the Battloid other than the shields, the micro-missile system is normally used for anti-missile defense.
    M.D. & Range: Varies by type used. Any micro-missile.
    Rate of Fire: Volleys of 8 missiles per pilots attacks per melee.
    Payload: 100 micro-missiles each.

    9. Variable Force Field (12 panels): This is, without failure, always the LAST line of defense for the craft. Using this is considered an act of craveness only justified if absolute survival is on the line.
    Purpose: Defense
    MDC: 50 MDC per each of 12 panels is available. Note that all 12 panels MUST be intact for the shield to work at all.
    Use Duration: Unlimited.

    10. Hand To Hand Combat: This is the preferred secondary weapon for MOST pilots (after the Lightsaber). However, some of the more aggressive pilots prefer it as their primary weapon.
    Restrained Punch: 3D6 MD
    Normal Punch: 5D6 MD
    Powered Punch: 5D6 MD (counts as two attacks)
    Normal Kick: 3D6 MD
    Powered Kick: 5D6 MD
    Leap Kick: 4D6 MD (counts as two attacks)
    Stomp: 4D6 MD
    Body Slam: 4D6 MD
    Features:
    • 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 on the back of the Battloid.
    • 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.
    • 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.
    • External Audio Picksup: Allows pilot to hear sounds from outside the Mecha IF IN AN ATMOSPHERE.
    • 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 Syhith Battloid 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.
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