Tirolian Bioroid
(Version 1.04 - Last updated: 5/19/98)
- RPG Stats by Kenneth
Olson
- Background Information derived from Robotech
Technical Files
BACKGROUND
First Generation Bioroids
See Robotech
Technical Files. The purpose of this entry is to create RPG stats for the Bioroid
which are more in line with the characteristics seen in Robotech.
Second Generation Bioroids
Red Bioroid (Left) and Scout Bioroid (Right) while defending
Tirol
RPG STATS
- Vehicle Type: One person all weather ground combat mecha
- Class: Tirolian Bioroid
Manufacturer: Robotech Masters
Crew: One pilot wearing advanced pysionic gear. Although possible a second
person can sit on the pilots lap. However, this was rarely if ever done.
-
MDC BY LOCATION:
Location |
Blue |
Green |
Red |
Invid Fighter |
Scout |
(1) Main Body |
100 |
150 |
200 |
250 |
80 |
Head |
40 |
50 |
75 |
75 |
30 |
Reinforced Pilots Compartment |
50 |
50 |
50 |
50 |
50 |
Hands (2) |
20 |
30 |
40 |
40 |
20 |
Arms (2) |
40 |
50 |
75 |
75 |
40 |
Legs (2) |
60 |
80 |
100 |
120 |
50 |
Hand Weapon |
50 |
50/75 |
50/75 |
50/75 |
50 |
Sensor Arrays (3) |
- |
- |
- |
- |
20 |
NOTES:
- Depleting the MDC of the main body will destroy the mecha. Because Bioroids
resistance to critical hits, characters only natural 20's will result in a critical shot.
This translates into game play as any critical hits on 18, or 19 will still do
double damage, but no additional effects will be rolled.
SPEEDS:
- RUNNING:
- 95 kph for Blue and Green Bioroids
- 105 kph for Red and Invid Fighters
- 145 kph for Scouts
- LEAPING, SOLDIER CONFIGURATION:
- 10 m
-
STATISTICAL DATA:
- HEIGHT:
- 7.0m
- WEIGHT:
- 11.1 metric tonnes for Blue and Scout
- 12.0 metric tonnes for Green and Red
- 12.5 metric tonnes for Invid Fighter
- PHYSICAL STRENGTH:
- Equal to a P.S. of 60
- CARGO:
- None
- POWER PLANT:
- 1 x Zorr'lev-12-DCr protoculture generator for Blue, Green and Scouts
- 1 x Zorr'lev-13-DCr protoculture generator for Red and Invid Fighters
- Propulsion in Spaceborne operations:
- Use of Skysled
- Delta V:
- None
- Generator Endurance:
- 7 years
WEAPON SYSTEMS:
- Weapons Drum: Most commonly used with Blue, Green, and Scouts
- PRIMARY PURPOSE: Assault/Defense
- SECONDARY PURPOSE: Anti-Aircraft
- RANGE: 6,000 ft (1800 m)
- DAMAGE: single shots 1d4*10, short bursts 2d4*10.
- RATE OF FIRE: Equal to the total number of H-to-H attacks
- PAYLOAD: Conditionally Unlimited. The weapons drum can shoot up to 25 short
burst in one minute before depleting its energy reserve. After which point the
weapons drum can only fire short bursts at a rate of 4 per melee until the energy reserve
is replenished
- Bioroid Blaster: Bioroids can either hold a weapons drum or a Bioroid Blaster
- PRIMARY PURPOSE: Assault/Defense
- SECONDARY PURPOSE: Anti-Aircraft
- RANGE: 8,000 ft (2400m)
- DAMAGE: single shots 1d6*10, short bursts 2d6*10.
- RATE OF FIRE: Equal to the total number of H-to-H attacks
- PAYLOAD: Conditionally Unlimited. The weapons drum can shoot up to 25 short
bursts in one minute before depleting its energy reserve. After which point the
weapons drum can only fire short bursts at a rate of 4 per melee until the energy reserve
is replenished.
- HAND TO HAND COMBAT:.
- Restrained Punch 1d6*3
- Full Punch: 2d6*3
- Power Punch: 2d6*3+12
- Tear or Pry: 1d6*3
- Kick: 1d6*3
- Leap Kick: 2d6*3
- Leap Kick: 2d6*3
- Body Block/Tackle: 2D6*3.
- Stomp: 1d4*3 MDC (only effective against small objects)
STANDARD EQUIPMENT FOR BIOROIDS:
- COMBAT COMPUTER: All bioroids are linked with the the Combat Scientists. As
a result each unit posesses all the information known to the whole.
- RADAR (Blue, Green, Red, and Invid): One spherical phased array radar with
surveillance modes, effective range over 40 km.
- RADAR (Scout): One spherical phased array radar with surveillance
modes, effective range 100 km
- PROTOCULUTURE SENSOR (Scout): The Robotech Masters soon came to the
realization that the use of protoculuture produced recognizable wavelengths which could be
tracked. As a result they came up with a crude protoculture tracking system for use
in the Scout Class Bioroids. Protoculture Sensors, providing detection and tracking of
active Protoculture-powered turbines. For detection of a high-power Veritech Fighter (such
as an Alpha), good resolution extends out to 3km, fair resolution out to 6km, and poor
resolution out to 16.8km. A typical Destroid is detectable at slightly more than half
these distances, a Cyclone at four percent of these distances, and a Gallant rifle at about
one percent of these distances.
- 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 heat 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.
- LASER COMMUNICATIONS: Long range, directional communication system. Effective
range: 100,000 miles
- LASER TARGETING SYSTEM: 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.
- RADIO/VIDEO COMMUNICATION: Long range, directional communications system with
satellite relay capabilities. Range: 600 miles (960 km) or can be boosted indefinitely via
satellite relay.
- ACTIVE PASSIVE JAMMING SYSTEMS: These systems can be used to jam both
sensors and missiles.
COMBAT BONUSES FOR BIOROID Training:
Blue and Green
- 6 attacks per melee
- +4 to roll with the punch
- +1 to strike / +2 with sled
- +4 to parry
- +5 to dodge / +10 with sled
Scout
- 6 attacks per melee
- +5 to roll with the punch
- +4 to strike / +2 with sled
- +5 to parry
- +6 to dodge / +11 with sled
Red (average PP 19)
- 8 attacks per melee
- +5 to roll with the punch
- +6 to strike / +2 with sled
- +7 to parry
- +8 to dodge / +13 with sled
- Critical Strikes on 18, 19, or 20
Invid Fighter (average PP 19)
- 8 attacks per melee
- +6 to roll with the punch
- +6 to strike / +2 with sled
- +7 to parry
- +9 to dodge / +14 with sled
- Critical Strikes on 18,19, and 20
If variable PP are used add or subtract from the following chart
PP
|
16 |
17 |
18-19 |
20-21 |
Strike |
-2 |
-1 |
+0 |
+1 |
Parry |
-2 |
-1 |
+0 |
+1 |
Dodge |
-2 |
-1 |
+0 |
+1 |
Of course special clones could have higher PP, however in general no clone has a PP
higher than 21.
SOURCES USED IN CREATION OF DOCUMENT
- Palladium's Robotech RPG Book IV: Southern Cross
- The Robotech Technical Files: Bioroid
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