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Clariont Ensign.
United Galaxies Council.
RDF-Era Valiant
MCD-415.
Clariont Ensign.
United Galaxies Council.
The code name for a Gladiator/Raider X hybrid. It was a basic Gladiator, with Raider X arms. First seen in 2005 in South America, this was actually put together from a
AN AVERAGE VALIANT. THIS ONE, DESPITE THE MARKINGS, IS ACTUALLY ON GARUDA.
An Average Valiant. This One, Despite The Markings, Is Actually On Garuda.
Gladiator taken (apparently) from a dead RDF deserter combined with the arms and radar unit off a Raider X. (Later serial number comparisons indicated it somehow got there from Africa, though details are, obviously, pretty sketchy.) When the original "Valiant" was recovered, the owner claimed this was the result of various battlefield salvage jobs- Including the hull itself.
The advantage this configuration gave the unit was the long range of the Raider X's laser arms combined with the CIWS of the Gladiator.
An interesting aside is that the REF considered the Valiant for mass-production, and even field tested a few alongside the Escalator just to see if it might work. Like the new Escalator design, the Valiant has taken some popularity due to its ability to add immediate heavy firepower to the battle. This is assisted by the fact that it was one of the fastest of the Destroids in the early UGC inventory. However, the main thing that keeps the RDF Valiant in inventory for so many RDF's is it's ubiquitesness; The REF threw these things out like candy during the War with the Regent and Second War with the Regis. They are not currently in the REF inventory, but see extensive service with the RDF's and more so with CDF's, and the UGC provides some funding for their continued service (though they have stopped funding replacement hulls).
Name: Valiant.
Model Type: Destroid.
Class: Civil Defense.
Crew: 1 or 2.
Passengers: Normally none.
MDC By Location:
Torso-
Cockpit-
Upper Arms (2)-
Lower Arms (2)-
Upper Legs (2)-
Lower Legs (2)-
300
250
100 each
100 each
200 each
200 each
Feet (2)-
ROV-10 Laser Turret-
Missile Pods (2)-
Gun Cluster Hatch-
Gun Cluster-
MM-50 Launchers (8)-
200 each
25
250 each
100
75
60 each
Speed and Statistical Data:
Running: 65 MPH.
Range On Land: Unlimited.
Surfaced And Underwater: 20 MPH.
Range, Surface and Underwater: 200 Miles or 48 hours.
Maximum Depth: 200 feet for 48 hours.
Height: 37 feet.
Width: 27 feet.
Length: 20 feet.
Weight: 29.4 tons.
Cargo: Only crew supplies could be carried.
Power System: Hr-115a Fusion Reactor.
Cost and Availability: Between 2,500 and 25 millioncredit, depending on quality; Extremely common.
Black Market Cost and Availability: Between 2,500 and 25 millioncredit, depending on quality; Extremely common.

Weapons Systems:
1. Weapons arms: Each arm is fitted with one of two weapons: The REF-era Raidar X Laser canon or 966-PFG arms. A popular option is to vary the types, so that both arms is different.
966-PFG: Occasionally chosen.
Purpose: Assault.
MD: 2D10 short burst, 3D10 heavy burst, 4D10 maximum burst per arm.
Blast Radius: 20 feet.
Rate of Fire: 8 short, 4 heavy, or 2 maximum bursts per melee, per arm.
Range: 8 miles.
Payload: 200 rounds per barrel. (4 rounds are fired at max).
Cost and Availability: 50,000credit each; Routinely available.
Tri-Barreled Laser Cannons: The more popular option.
Purpose: Anti-Aircraft.
MD Per Arm: Single blast- 3D6 MD. Dual Blast- 6D6 MD. Triple Blast- 1D4 times 10 MD.
Rate of Fire: Equal to the pilots total number of attacks per melee. Both arms can fire one, two, or all three of their lasers cannons simultaneously, or all six cannons can operate as one unit and fire at the same time at the same target. Simultaneously firing of cannons is considered a volley regardless of how many cannons are firing. Each volley counts as one attack.
Range: 8 miles.
Payload: Effectively unlimited.
Cost and Availability: 150,000credit each; Occasionally available.

2. Head Weapons: Just about all of these Mecha were equipped with one sort or another of a head weapon. The ROV-10 was the most common, but the VF-1 head was also found quite often.
Twin Barreled ROV-10 Laser Turret: 360 degrees rotation, 220 degrees arc.
Purpose: Anti-Aircraft defense. MD: 4D6 per blast. Rate of Fire: Per pilots attacks per melee. Range: 4,000 feet. Payload: Unlimited.
VF-1A: A single head laser.
Purpose: Anti-Aircraft/Infantry Defense. MD: 1D4. Rate of Fire: Per pilots attacks per melee. Range: 2,000 feet. Payload: Unlimited. Cost and Availability: 10,000credit each; Commonly available.
VF-1D and J: Two head lasers.
Purpose: Assault/Defense. MD: 2D4. Rate of Fire: Per pilots attacks per melee. Range: 2,000 feet. Payload: Unlimited. Cost and Availability: 25,000credit each; Fair availability.
VF-1S: Four head lasers.
Purpose: Medium Assault. MD: 4D4. Rate of Fire: Per pilots attacks per melee. Range: 2,000 feet. Payload: Unlimited. Cost and Availability: 50,000credit each; Occasional.
VF-1Z: This ultra rare design had five head lasers; 2 on each side of the head and 1 in the center. However, it was never put into mass production, and therefore is ONLY available on the black market.
Purpose: Heavy Assault/Anti-Bunker. MD: 5D4. Rate of Fire: Per pilots attacks per melee. Range: 2,000 feet. Payload: Unlimited. Cost and Availability: 75,000credit each; Rare

3. TZ-IV Gun Cluster: TZ-IV Gun Cluster is located under the chest cover, containing: Laser, 32MM Autocannon, 180MM Grenade Launcher, and Flamethrower.
Laser: MD: 2D6. Rate of Fire: Per pilots attacks per melee. Range: 2,000 feet. Payload: Unlimited.
32MM Autocannon: MD: 2D6 short burst, 2D6 long burst, 6D6 full melee burst Rate of Fire: Per pilots attacks per melee. Range: 4,000 feet. Payload: 240 rounds; 10 full melee bursts, 20 long bursts, and 40 short bursts.
180MM Grenade Launcher: MD: 4D6. Blast Radius: 160 feet. Rate of Fire: Once per melee. Range: 4,000 feet. Payload: 50 rounds.
Flamethrower: SD: 5D10. Rate of Fire: Twice per melee. Range: 200 feet. Payload: 50 blasts. Note: Will ignite all exposed combustibles; 40% chance of igniting undamaged, unopened gasoline/diesel tanks.
Cost and Availability: 15,000; Common.
4. TZ-III Gun Cluster: An option to the TZ-IV Gun Cluster is the TZ-III: Laser, 25MM Autocannon, 180MM Grenade Launcher, Flamethrower.
Laser: MD: 2D6. Rate of Fire: Per pilots attacks per melee. Range: 2,000 feet. Payload: Unlimited.
25MM Autocannon: MD: 1D6 short burst, 2D6 long burst. Rate of Fire: Per pilots attacks per melee. Range: 4,000 feet. Payload: 300 rounds; 15 full melee bursts, 30 long bursts, and 60 short bursts.
180MM Grenade Launcher: MD: 4D6. Blast Radius: 160 feet. Rate of Fire: Once per melee. Range: 4,000 feet. Payload: 50 rounds.
Flamethrower: SD: 5D10. Rate of Fire: Twice per melee. Range: 200 feet. Payload: 50 blasts. Note: Will ignite all exposed combustibles; 40% chance of igniting undamaged, unopened gasoline/diesel tanks.
Cost and Availability: 15,000; Common.

5. TZ-IV Gun Cluster: TZ-IV Gun Cluster is located under the chest cover, containing: Laser, 32MM Autocannon, 180MM Grenade Launcher, and Flamethrower.
Laser: MD: 2D6. Rate of Fire: Per pilots attacks per melee. Range: 2,000 feet. Payload: Unlimited.
32MM Autocannon: MD: 2D6 short burst, 2D6 long burst, 6D6 full melee burst. Rate of Fire: Per pilots attacks per melee. Range: 4,000 feet. Payload: 240 rounds; 10 full melee bursts, 20 long bursts, and 40 short bursts.
180MM Grenade Launcher: MD: 4D6. Blast Radius: 160 feet. Rate of Fire: Once per melee. Range: 4,000 feet. Payload: 50 rounds.
Flamethrower: S.D.: 5D10. Rate of Fire: Twice per melee. Range: 200 feet. Payload: 50 blasts. Note: Will ignite all exposed combustibles; 40% chance of igniting undamaged, unopened gasoline/diesel tanks.
Cost and Availability: 15,000; Common.

6. Missile Launcher Pods: Mounted on each shoulder.
Purpose: Assault/Defense.
MD and Range: Varies by type used.
Missile Type: Any SRM A common mix is all explosive, or 2 plasma/napalm, 2 smoke, 2 knockout or tear gas, and the remainder explosive.
Rate of Fire: One at a time or volleys of 2 with a total of 12 volleys.
Payload: 12 per launcher; 24 total.

7. MM-50 Multi-Missile System: Seen only on post-REF departure units, the MM-50 gave a lot of immediate firepower potential, at little added weight. However, the cost was enormous, and added in excess of 2,000credit per launcher to each unit.
Purpose: Assault/Anti-Personnel.
Missile Type: Standard REF Short Range Missiles.
MD and Range: Varies by type used.
Rate of Fire: One at a time or volleys of 2, 4, or 8.
Payload: 4 per launcher; Up to 4 could be fitted to each leg, though 3 was the "nominal" load.
Cost and Availability: 2,000credit each; Fair availability.

8. Hand to Hand Combat: Highly limited versus the Gladiator; Still an effective option.
Kick- 1D6 MD.
Punch- 1D6 MD.
Body Block- D MD.
Leap Kick- 2D6 MD.
Stomp- 1D6 MD (only effective against small objects).







Features:
  • Radar: Combat grade radar. Range: 200 miles, can track up to 250 individual targets. 95% reliability (24% against unfriendly stealthed vehicles).
  • 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).
  • Loudspeaker: Amplifies voice 1 to 100 times. 100 feet in normal crowds.
  • Smoke Emitters (2): Emits enough smoke to cover an area about 20 cubic 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).
  • 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.
  • 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.
  • CBR Protection: Complete chemical, biohazard, and radiological protection.
  • AMC/FD (2): Anti-Missile Chaff/Flare Dispensers. Actually launches a glob of burning magnesium/aluminum alloy to confuse both radar AND heat sensory systems. Fires off 04 chaff/flares each time it is activated. The system is KNOWN to work on all KNOWN radar and infrared systems, but concerns continue that somewhere out there their MIGHT be a system that will be totally unaffected by the system. Reduce effects by 20% against smart missiles (add +20% to rolls for smart missiles).
    Effect:
    01-50: Enemy missile or missile volley detonates in chaff cloud - Missiles are all destroyed.
    51-75: Enemy missile or missile volley loses track of real target and veers away in wrong direction (may lock onto another target).
    76-00: No effect, missile is still on target.
    Also note that the chaff cloud will also blind nearby heat sensors (and optically based sensors at night) for 1 melee. They will suffer the following penalties: Reduce melee attacks/actions, and combat bonuses by half.
    Duration: 1D4 melee rounds.
    Payload: 60 chaff/flares. Each time the system is engaged, the system fires off 04 chaff/flares.
  • 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.
  • GPS: Standard tracking device.
  • Vacuum Seal: Permits the Mecha to be used in hard vacuum (such as outer space), and other hostile environments.
  • LDP (4): Launched Decoy Pods. The Mecha can carry a special pod that carries four advanced decoy drones. These drones are launched to go where ever they want for 30 minutes. Each is a specially designed lure that mimic the Mecha. This system has been successfully deployed against SEVERAL alien radar-type sensors (including one that works off of sound), but does not work on Invid Protoculture sensors.
    MDC: 5
    Effects: The decoy has a 98% chance of fooling ordinary non military radars and non smart guided missiles, and a 90% chance of fooling military grade radars and advanced smart missiles.
    Range: Released to go wherever it wants. Can fly independently for about 30 minutes.
    Rate of Fire: Per pilots attacks per melee.
    Payload: 8 decoys total.
  • 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.
  • 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.
  • 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.
  • Oxygen Rebreather System: Extends pilots air supply to 100 hours; Cartridge MUST be replaced after that period of time.
  • 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 90 cubic 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.
  • XTNDR RADAR/Radio Antenna Extender: A simple, 2 cubic foot helium balloon lofts a 10 lb. pod 100 feet into the air. Hanging from this payload is a fiber-optic cable that relays the data collected from the XTNDR Pod to the Mecha computers. Note that using this system under heavy foliage will allow the radar, etc to work there, at no penalties, but it will not break the canopy either.
    MDC By Location:
    Pod: 50
    Fiber Optic Cable: 10
    Effect: Extends range of any sensors 10 times (or defeats other penalties in a 5 mile area).
    Combat Bonuses from Valiant Combat Elite:
  • 3 additional attacks per melee.
  • +2 roll.
  • +1 Strike.
  • +1 Parry and dodge.
  • One additional attack per melee at levels 6 and 10.
  • Triple damage on a natural 20.
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