GMP SCP-05 "GOLEM" Autonomous Police Robot
(Version 1.0 - Last updated:
03/20/02)
- Concept and Background by
Kenneth
Olson
- Background Information
derived from Robotech Technical
Files
BACKGROUND
The departure of the Robotech
Expeditionary Force in 2022, placed the Armies of the Southern Cross (ASC) as
the primary defenders of the the Earth. Without an direct threat, hence unable
to conscript large number of troops and the REF taking a large percentage of the
available pool of volunteers, the ASC suffered a manpower shortage. The United
Earth Government (UEG) policy review in 2024 gave combat units precedence over
other branches of the ASC. As a result, the Global Military Police (GMP)
found itself undermanned by nearly 25% and decided to experiment with autonomous
systems to make up the personal shortage.
Design work began in 2025 on a mecha
sized robot which could help GMP units in the field and provide the brute
strength and firepower normally provided by a platoon of trained GMP troops.
The design of the new unit was to leverage off existing technologies developed
for the other ASC battloids; however, because of the autonomous nature of the
Golem a considerable amount of effort was placed in designing the AI unit.
As earlier generations of AI developed for the RDF on the "Ghost" platform only
had to identify, detect, and respond to enemy threats, the development team had
to upgrade the software considerably to handle the wide variety of situations
which a law enforcement unit could find itself in. Unfortunately, the resultant
AI proved sluggish as the software far outstripped the processing power. As a
result, even as the first units were fielded in 2027 they were immediately
placed into secondary roles.
The armor on the Golem is a low mass
composite Chobham plating which provides excellent protection from all
anti-personnel and anti-mecha weaponry. However, the Golem was not designed to
combat mecha and the armor is easily pierced by medium and often a single shot
from a high powered system (such as 120 mm round) will destroy the unit.
The Golem mounts no internal weaponry; however, in combat situations the Golem
can carry the GU-13, EU-17, EU-20, or EU-23 gun pods. Other ASC handheld
weapons are too large for the Golem to carry.
A total of 454 units were produced
from 2026 until the start of the Second Robotech War in 2029 at which time all
mecha facilities were switched over to combat mecha. Due to the sluggish AI,
Golems were generally used to guard military facilities where any personal in
specific areas were considered to be intruders or in crowd control where the
presence of a mecha alone was intimating enough to keep crowds in check.
However, as the situation became increasingly more desperate for the ASC, nearly
200 units had their AI programs modified at the cost of all of their law
enforcement algorithms, the AI was simplified which improved their combat
performance. These Mk II Golems could either fire at targets designated for
them by other ASC personal or they would be given an area to protect and any
Bioroids entering the area were to be engaged. Although, this modification
improved the combat responsiveness of the Golem by nearly 200%, the units still
were easily destroyed by the Robotech Masters's Bioroid forces. Few of the
units survived through the 2nd Robotech war and those that did were quickly
cannibalized for protoculture and spare parts for other ASC battloids.
RPG STATS
- Vehicle Type: Autonomous Police Robot
- Class: Non-transformable Destroid Robot
Manufacturer: Saab
Crew: One
- Service History:
- Mk I: Global Military Police from 2026-2031
- Mk II: Global Military Police from 2030-2031
-
MDC BY LOCATION:
Location |
Golem |
* Head Sensor Unit |
20 |
Head |
50 |
Upper Arms (2) |
75 each |
Forearms/Shields (2) |
150 each |
Legs (2) |
125 each |
Hands (2) |
20 each |
** Main Body |
200 |
Optional GU-13, EU-17, or EU-20 |
50 |
NOTES:
- *Destruction of the head sensors will destroy all of the external sensors for the
unit, except for seismic and acoustic.
- ** Depleting the MDC of the main body will destroy the mecha.
SPEEDS:
- RUNNING:
- 60 kph
- UNDERWATER PERFORMANCE:
- 10 kph
- LEAPING:
- 10 m
STATISTICAL DATA:
- HEIGHT:
- 5.5 m
- DEPTH:
- 1.5 m
- BREADTH:
- 2.5 m
- WEIGHT:
- 9.8 metric tonnes
- PHYSICAL STRENGTH:
- Equal to a P.S. of 60
- CARGO:
- None
- POWER PLANT:
- RI-67 micronized protoculture generator with a fuel capacity of 6
canisters
- PROPULSION IN SPACEBORNE OPERATIONS:
- None
- DELTA V:
- None
- GENERATOR ENDURANCE:
- 250 hours of operational use
- BOOSTER UNITS:
- None
WEAPON SYSTEMS:
-
(Optional)
1 x MAUSER EU-17: The EU-17 is the primary weapon for the
Golem. The EU-17 is a mecha scaled version of the P-20 pulse laser
weapon. The EU-17 can fire 1.5 MJ bursts up to 120 times per minute.
- PRIMARY PURPOSE: Anti-mecha
- SECONDARY PURPOSE: Assault/Defense
- RANGE: 1200 m
- DAMAGE: 2D4 per single shot, 4D4 per short burst or 1D4*10 for
each long burst
- RATE OF FIRE: Single shots or bursts equal to the number of hand to hand attacks
of the pilot.
- PAYLOAD: Effectively Unlimited.
-
(Optional)
E-20 GENERAL ELECTRIC PULSE LASER: Designed primarily for the
VF-9 Logan, the E-20 is capable of firing a 10 MJ blast up to 60 times a minute.
- PRIMARY PURPOSE: Assault
- SECONDARY PURPOSE: Anti-Mecha
- RANGE: 1200 m
- DAMAGE: 1D4*10 for each single shot or 2D4*10 for each short burst bursts
- RATE OF FIRE: Single shots or bursts equal to the combined attacks of the pilot.
(up to 15 single shots or 5 short bursts per melee)
- PAYLOAD: Conditionally unlimited.
-
(Optional)
E-22 GENERAL ELECTRIC PULSE LASER: The E-22 was
specifically designed for use with the Armies of the Southern Cross
non-transformable battloids. The cannon is capable of firing 12 MJ
pulses up to 130 times per minute. The cannon uses adaptive pulse
technology to decrease atmospheric attenuation effects and thus increasing the
effective range of the unit over the similarly sized E-20.
- PRIMARY PURPOSE: Assault
- SECONDARY PURPOSE: Anti-Mecha
- RANGE: 2000 m
- DAMAGE: 1D4*10 for each single shot or 2D4*10 for each short burst bursts
- RATE OF FIRE: Single shots or bursts equal to the combined
attacks of the pilot.
- PAYLOAD: Conditionally unlimited.
-
(Optional)
GU-13 THREE-BARRELED 35MM GUN POD: Although rarely used, the
Golem can mount a GU-13. Each GU-13 is capable of firing 2000 rounds per
minute, 600 round capacity stored in the pod itself and in a non-detachable
'clip'.
- PRIMARY PURPOSE: Assault
- SECONDARY PURPOSE: Anti-Mecha
- RANGE: Armor Piercing Spin Stabilized Discarding Sabot Rounds (APSSDS) 5000 feet
(1500 m), High Explosive Armor Piercing, Standard, and Tracer 4000 ft (1200m)
- DAMAGE: APSSDS 3d6 short burst, 5d6 medium burst, 1d6*10 full melee burst.
HEAP 4d6 short burst, 1d6*10 medium burst, 2d6*10 full melee burst. Tracer rounds
reduce damage by 25%. Standard 4d6 short burst, 1d4*10 medium burst, or 2d4*10 full
melee burst
- RATE OF FIRE: Single shots or bursts equal to the combined attacks of the pilot.
- PAYLOAD: 40 short bursts, 20 medium, or 10 full melee. Two additional clips
are stored in the legs
- NOTES: APSSDS crits on 17,18,19,20. HEAP crits on 19,20.
Tracers add +2 to strike.
- HAND TO HAND COMBAT:. The Golem is capable of hand
to hand attacks.
- Punch: 4D6 MDC
- Crush with Hand: 2D6 MDC
- Tear or Pry: 3D6 MDC
- Kick: 4D6 MDC
- Body Block/Tackle: 2D6 MDC
- Stomp: 3D6 MDC (only effective against small objects)
STANDARD EQUIPMENT FOR
GOLEM
- ARTIFICIAL INTELLIGENCE:
Robotech Research Group Mk 3 heuristic artificial intelligence unit providing
the Golem with facial recognition and ability to operate in both combat and
law enforcement roles.
- COMBAT COMPUTER: The MBR-13 Salamander is equipped with a combat computer which calculates,
stores, and transmits data onto the cockpit computer screen or head-up display (HUD) of
the pilot's helmet. Patches in with the targeting computer
- EXTERNAL AUDIO PICKUP: Range: 300 ft (91.5 m). A sound amplification system that
can pick up normal conversation up to 300 feet away.
- HEAT AND RADIATION SHIELDS: Special shielding prevents the penetration of life
threatening head and radiation. A radiation detection and alarm system are linked with the
shields and will sound an alarm if there is a rupture in the shields and what the levels
of radiation are.
- HOMING SIGNAL: Range of the signal is 200 miles (320 km). Most RDF, Southern
Cross, and REF ships and veritechs can locate and track a homing signal. The onboard
computers will automatically notify their pilots if such a signal is detected.
- LASER COMMUNICATIONS: Long range, directional communication system. Effective
range: 100,000 miles
- LASER TARGETING SYSTEM: Thomson LT-8 laser range designator. Range: 50 miles (160 km). Used for increased accuracy in
the striking of enemy targets and is partly responsible for the mecha's strike bonus.
- LOUDSPEAKER: A loudspeaker system is built into the craft, which can be used to
amplify the pilot's voice up to 90 decibels.
- OPTICS: NIGHTVISION: Range: 2000 feet (610 m). A passive light image intensifier
that emits no light of its own, but relies on ambient light which is electronically
amplified to produce a visible picture.
- OPTICS: THERMAL IMAGER: Range: 2000 feet (610 m). A passive optical heat sensor
that detects infrared radiation projected by warm objects and converts that data into a
false-color visible image. The system enables the pilot to see in the dark, in shadows,
and through smoke, and also adds a +10% bonus to pilots using a tracking skill.
- RADAR: Ericsson PS-980 X band pulse Doppler phased array medium range radar
with battlefield surveillance mode. range 50 km.
- SELF-DESTRUCT: To prevent capture by the enemy,
the pilot can activate the self-destruct system, which will cause the
mecha to explode after a delay of up to 60 minutes (time is set by the AI or
manually by ASC personnel).
The explosive damage is contained within a 20 foot (6 m) area and inflicts
1D6x10 M.D. to everything within the radius of the explosion. All internal
systems are obliterated.
COMBAT BONUSES FOR
GOLEM MK I:
- Two attacks per melee
- +0 to roll with punch
- +1 to strike
- +0 to parry
- +0 to dodge
COMBAT BONUSES FOR
GOLEM MK II:
- Four attacks per melee
- +1 to roll with punch
- +2 to strike
- +1 to parry
- +1 to dodge
RANDOM HIT LOCATIONS
When there is an equal chance of hitting both sides from 1D6
- 1-3 hits the right side
- 4-6 hits the left
When there is a preferred side, roll 1D10
- 1-8 hits the preferred side
- 9-10 hits the opposite side
Golem |
FRONT |
BACK |
SIDES |
TOP |
BOTTOM |
Head
Sensor (Head) |
01-05 |
- |
01-02 |
01-10 |
- |
Head
(Main Body) |
06-15 |
01-15 |
03-15 |
11-35 |
- |
Hands
(Forearms) |
16-18 |
16-18 |
16-20 |
36-37 |
01-10 |
Upper
Arms (Main Body) |
19-30 |
19-30 |
21-28 |
38-50 |
11-15 |
Forearm/shields
(Upper Arms) |
31-45 |
31-38 |
29-50 |
51-65 |
16-30 |
Legs
(Main Body) |
46-65 |
39-60 |
51-70 |
66-75 |
31-65 |
Main Body |
66-95 |
61-95 |
71-95 |
76-95 |
66-95 |
Hand
Gun (Hand) |
96-00 |
96-00 |
96-00 |
96-00 |
96-00 |
SOURCES USED IN CREATION OF DOCUMENT
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