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ULTIMAX.
Ultimax Medium-Weight Assault Robot.
Utlimax Medium-Weight Assault Robot.
ULTIMAX.
Ultimax Medium-Weight Assault Robot.
The exact progeny of the Ultimax is unknown, but it is clear that is was developed on Terra during the Second Invid Occupation. The first known deployment was against an Invid colab base in Bejing, China.
Ultimax Medium-Weight Assault Robot
The robot has NO Protoculture; It was design to use strictly standard technology, including fuel cells (a precursor to the current UGC standard hydro-cell engines) and auto-cannons. There wasn't even missiles in the originals, since it was feared the obtaining of such would tip off the Invid, and the use of them was what they could detect (largely incorrect).
The plans were disseminated far and wide over the internet; People received them as spam faster than they could delete them. Indeed, colabs got the "secret" plans the exact same way just about everyone world-wide got them.
The beauty of the design is it's simplicity; Find a sufficiently big enough junk yard, and you should be able to build one. You don't even 'need' to manufacture much, other than cutting the armor plating.
The Ultimax does have a few advantages not available to other robots:
Stealthiness: An Ultimax can easily hide from Destroids and sometimes tanks in an urban environment. Also, it uses absolutely NO Protoculture, and therefore can hide from Protoculture sensors.
Availability: Plans for the Ultimax are ubiquitous; You can find them in most public libraries. Copies of the plans every once in a while show up in people's e-mail in boxes unbidden, even after thousands of years.
Cost: You can build one yourself, if you so choose, for as little as 1,000credit. They can generally be purchased on the grey market for very little more than that.
Unfortunately, the Ultimax has a great number of disadvantages:
Stealthiness: The Ultimax can not hide from Power Armors; Power Armors usually can from the Ultimax, unless the Power Armor Trooper chooses otherwise.
Armor: The armor of an Ultimax is outmatched by just about everything out there.
Armament: Equally, the Ultimax is outmatched by just about everything out there. The over-reliance on one heavy auto-cannon places it at disastrous disadvantage by anything other than security guards.
Speed: Though fast in their own right, even compared to other Power Armor, they can not fly, and are too large and cumbersome to be air-transported in an operationally ready form (they can be loaded up on a C-130 or larger, but not battle ready). Further, they are infinitely too heavy to be air-dropped with any realistic ability (without significant modifications to the base design, and are NOT capable of making planet fall without MASSIVE overhauls).
The Ultimax is typically employed in large numbers during sudden strike-attacks on outlier sectors as a new groups tries to establish itself. It's also highly effective as a picket unit, and the Ators like them for this duty, especially during slave raids, where they can use non-deadly weapons, such as the Putman (which they fear more greatly than anything the IPA threw at them during the war).
They're also found in Mecha Su-Dai tournaments (both legal and underground) quite a bit; Not surprising, since the original emails detailing how to build an Ultimax described it as "THE ULTIMATE MECHA SU-DAI ROBOTS!" and curiously claimed "Even the T'sentraedi refuse to fight these robots!", a claim that could only be true if T'sentraedi were utterly contemptuous (since after a lot of futile arguing, the Mecha Su-Dai promoters decided that T'sentraedi were all basically nuts, and let them do whatever the Hell they wanted).
Upgrades.
The Ultimax can be upgraded; The most common upgrades start with swapping out the fuel cell engines with T'sentraedi protoculture engines. After this, armor is added, then missiles or rockets; Any combination of 10 short range, 15 mini, or 25 micro-missiles. Even then it's still the "Saturday Night Special" more on par with the Semple Tank, but freedom fighters found them "greatly useful" during the Invid Invasion period.
Name: Ultimax.
REF Reporting Name: November Seirra. Unmodified versions are reffered to as November Seirra Light(s).
Model Type: Robot; Not Mecha (not Protoculture powered).
Crew: One.
Passengers: None.
MDC By Location:
Torso-
Cockpit-
Upper Legs (2)-
Lower Legs (2)-
Feet (2)-
200
100
100 each
100 each
80 each
Head-
Lower Arms (2)-
Upper Arms (2)-
Hands (2)-
Gun Pod-
60
50 each
50 each
30 each
80
Notes:
Destroying the Head of the robot (60 MDC) will expose the pilot's own head to fire.
Depleting the MDC of the Torso (200 MDC) destroys the robot outright.
Upgrading the armor by 10% will run around 300credits; Uprading it by 200% as little as doubling the price. Anything above that raises the cost quickly, as the old armor has to be fully removed.
Speed and Statistical Data:
Running: 65 mph (70 kph).
Leaping: 100 feet (30 meters).
Underwater: 10 knots; It can also walk along the bottom of the sea floor at 25% of maximum speed.
Maximum Ocean Depth: 1 mile (1.6 km).
Range: 48 hours.
Height: 10 feet 2 inches.
Width: 6 feet 6 inches.
Length: 4 feet 8 inches.
Weight: .5 ton.
Cargo: Pilot supplies only.
Power System: Various hydro-cell engines, generally around 1503 inches.
Cost and Availability: As little as 1,000credit/Very common.
Black Market Cost and Availability: Rarely more than that, and almost always available within 24 hours.
Weapons Systems:
This is based on the original mass spam mail; Altering the weapons system on an Ultimax is generally pretty simple, and with the rare exception of one meant for the gladiatorial circuit it's the norm.
1. Auto-Cannons: Several types are available, but the primary weapons system is an auto cannon. It is, in fact, the only major weapons system.
Purpose: Assault/Anti-Mecha
MD: Generally around 1D4 to 2D6 times 10.
Rate of Fire: Per pilot's attacks per melee.
Range: Between 200 and 2,000 feet, depending on type.
Payload: Between 100 and 10,000 rounds.
NOTE: Rail Launchers using unguided unpowered "slug" rounds are also autocannons.
2. Hand To Hand Combat:
Punch- 2D4 MD.
Flip- 1D4 MD.
Body Block- 1D6 MD.
Kick- 1D6 MD.
Leap Kick- 3D6 MD.
Stomp- 1D4 MD (only effective against small objects).

Alternate Weapons Systems:
These are more commonly seen in actual use.
1. Auto-Cannons: Pretty much any normal gun pod can be used, though some are so large they appear as if should-mounted weapons.2. Missiles Launchers: Any combination of 10 short range, 15 mini, or 25 micro-missiles. This is often bypassed for piracy due to excessive damage to the ship.
Features:
  • Radar: Civilian grade radar. Range: 100 miles, can track up to 50 individual targets. 95% reliability (00% against unfriendly stealthed vehicles).
  • ESM: Radar Detector. Passively detects other radars being operated.
  • Full Range Sensory Suite: Infrared, ultra violet, Magnification, night sight, color filters, thermal imager. Range is about 20 miles for MOST sensors.
  • 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.
  • 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.
  • FLIR: Forward Looking Infrared. Allows pilot 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).
  • Smoke Dispensers (8): Throws out smoke flares capable of covering a 903 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.

    Combat Bonuses from Ultimax Meduim-Weight Assault Robot Combat Elite:
  • Realistically, none. They are the cheap junkers, the Ford Pinto, of the warfare robot world.
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