![]() | Weight Assault Robot. | ![]() | |||
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The exact provenance 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, Ch
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 1,000€. 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 Armors they're very slow, 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 themselves. It's also highly effective as a picket unit; Clan T'sentraedi and Ators love them for this duty especially during slave raids where they can use non-deadly weapons such as the Putman (which Ators 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 because 'FUCK YOU!' that's why"). 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" of the R/PA world more on par with the Semple Tank but freedom fighters found them "greatly useful" during the Invid Invasion period. With improving heuristics, some have been converted to independent operation combat drones, but these tend to be "somewhat dumb" and are typically deployed in places where discretion is undesirable. Name: Ultimax. REF Reporting Name: November Sierra. Unmodified versions are referred to as November Sierra 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 300€; Upgrading it by as little as 200% doubles 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 (1⅗ km). Range: 48 hours. Height: 10 feet 2 inches. Width: 6 feet 6 inches. | Length: 4 feet 8 inches. Weight: ½ ton. Cargo: Pilot supplies only. Power System: Various hydro-cell engines, generally around 150³ inches. Cost and Availability: As little as 1,000€/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 2D6×10. 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 by pirates due to excessive damage to the ship. | ||||
| Features: | |||||