ISB-02-Mk.I Golem




Infantry Support Battloid
Designed as a heavy infantry assault unit, unlike the Destroids, the Golems are assigned to weapons companies, which support the infantry companies. There is one heavy weapons company for every three infantry rifle companies. The heavy weapons companies usually also include Daniel Fire Support vehicles or Destroids.
The Golems are much lighter and more nimble than most Destroids, and are designed to go most places that infantry can go, except inside human-sized structures. They are one of the few large mecha piloted by infantry (human or micronized Zentraedi) and are easy to pilot, produce and repair.
The Golem is armed with a pulse beam cannon on one arm, short-range missiles in the chest and has forearm shields to help defend itself in combat. It has limited flight capabilities and is an excellent hand to hand combat mecha. It is also extremely useful in hostile environments and boarding enemy spaceships.

Type: ISB-02-Mk.I Golem.
Class: Infantry Support Battloid.
Crew: One.

M.D.C. by Location:
Main Thrusters (2; back) - 110 each
Sensor Head- 95
Upper Arms (2)- 60 each
Forearms (2, with shields)- 120 each
Legs (2) - 180 each
Beam Cannon - 100
Missile launchers (2, chest) - 90 each
Reinforced Pilot Compartment - 100
Main Body - 300

Speed:
Flight: 250 mph ( 400 km) maximum, twice as fast in space. Can also hover stationary and perform Vertical Take-Offs and Landings (VTOL).
Running: 65 mph ( 104 km).
Leaping: 30 feet (9.1 m) high or across unassisted by jet thrusters. With thruster assistance, the Golem can leap 150 feet (45 m) up or across.
Underwater: 20 mph (32 km) walking on sea floor or swimming; 60 mph (96 km or 52 knots) propelled by thrusters.
Maximum Depth: One mile (1.6 km).

Statistical Data:
Height: 17 feet (5.1 m).
Length/Depth: 10 feet, 6 inches (3.2 m).
Width: 9 feet (2.7 m).
Weight: 7 tons (dry).
Physical Strength: Robotic Strength of 34.
Cargo: Enough cargo for a survival kit and a side arm behind the pilot's seat.
Power System: Two (2) 1,190cc High-Output Protoculture Fired Rotary Engines.

Weapon Systems:

EU-9 Pulse Particle Beam Cannon: Mounted on one forearm is a particle beam cannon built into a shield that draws power directly from the Battloid's power plant. It fires pulsed bursts of high-energy charged particle beams at moderate range. The weapon can be mounted on either arm, depending on the dominant hand of the pilot. Because it draws power directly from the power plant, it has limitless ammunition, but is limited to only one cannon per mecha. Two would be too much of a drain on the mecha's power system.

Primary Purpose: Anti-Mecha/Anti-Armor.
Secondary Purpose: Anti-Personnel.
Weight: 108 pounds (49 kg).
Range: 2,000 feet (610 m).
Mega-Damage: 1D4x10 M.D. per five round burst. Can only fire bursts.
Rate of Fire: Each burst counts as one melee attack.
Payload: Effectively unlimited.


MM-20 Missile Delivery System (2): Located in the chest of the Golem are a pair of 10 tube, single-shot missile launchers. Each tube holds one 190mm short-range missile for a total of 20 missiles. This is considered the primary weapon system of the Golem and is usually armed with plasma missiles for antipersonnel and anti-aircraft fire.

Primary Purpose:
Anti-Personnel and Anti-Aircraft.
Secondary Purpose: Anti-Mecha/ Anti-Missile.
Weight: Each missile weighs about 33 pounds (15 kg).
Range: 5 miles (8 km).
Mega-Damage: Varies with missile type, but typically armed with plasma missiles.
Rate of Fire: Singly or in volleys of 2, 4, 5, 10 or 20. One volley, no matter how many missiles are in it, takes one attack.
Payload: 20 short-range missiles total, ten per launcher.


VMWS-90 Plasma Blade: Housed in one of the forearm shields is a retractable plasma blade that, when activated, is wrapped in a magnetic field and covered in plasma, an ionized gas that is considered a fourth state of matter. It is hot enough to slice through the toughest super alloys. The plasma field is fueled by a gas canister that can quickly run out in combat, thus the blade is usually retracted and shut off when not in use. The plasma field makes the blade virtually impervious to damage, making it the perfect weapon for parrying attacks.

Primary Purpose: Close Combat, Anti-Armor.
Secondary Purpose: Defense.
Weight: Built into weapon shield.
Range: Hand to hand melee combat.
Mega-Damage: 3D6 M.D. per slash or punch due to its size. A power punch inflicts 5D6+3 M.D. but counts as two melee attacks. Usable as a traditional bladed weapon when not activated, doing 3D6 S.D.C. damage.
Rate of Fire: Not applicable.
Payload: The large plasma blade can be active for a total of 20 minutes (80 melee rounds) before running out of the hydrogen gas needed to generate the plasma field.
Bonus:+2 to parry with Mecha Elite Combat Training, in addition to other MECT bonuses.


Hand to Hand Combat: The Golem can engage in hand to hand combat and is a highly effective hand to hand fighter as the shields offer protection and bonuses to parry.

Attacks per Melee: See bonuses, below.
Hand to Hand Damage:
Punch/Forearm Strike:1D4 M.D. on a restrained punch, 2D4 M.D. on a full strength punch, 4D4 M.D. on a power punch (counts as two attacks).
Kick: 3D6 M.D.
Stomp Attack: 2D6 M.D., but the target must be 6 feet (1.8m) or smaller.
Power Kick, Jump Kick and Leap Kick: 4D6 M.D., but each of these attacks counts as two melee attacks.
Flying Leap Kick: 6D6 M.D., but counts as three melee attacks and has a 01-66% chance of knocking down an opponent of roughly equal size or smaller off its feet or back (1D4x100 yards/meters, plus the victim loses initiative and one melee attack.
Flying Body Block/Ram: 3D6 M.D. on a body block/ram up to maximum speed (must be at least 100 mph (160 m). There is a 60% chance of knocking an opponent of equal size, or up to 50% larger, as well as smaller opponents off their feet or an airborne enemy 1D4x100 yards/meters backwards or off course. In any case, the victim also loses initiative and two melee attacks. This attack counts as two of the Golem's melee attacks.

Bonuses with Mecha Elite Combat Training (MECT) Only:
+1 attack per melee round at levels 1, 3, 6, 10, and 13.
+1 on initiative
+2 to strike (applies to punches, stomps and kicks)
+3 to parry
+2 to disarm
+3 to pull punch
+1 to dodge on the ground
+3 to dodge in flight
+2 to roll with impact.
Note: These bonuses ONLY apply when the pilot has the Elite Combat Training Skill in Golem Battloid. The pilot's own number of hand to hand attacks and bonuses (if any) are combined with these when piloting the mecha. Do not add mecha bonuses to the pilot's Hand to Hand ability when he is outside the mecha. Outside of his mecha, the pilot possesses only human fighting abilities. (edited)


Sensor Suite and Other Equipment:
 Same as the standard Destroid.


 Back to Game Mechanics
 Back to Mecha
 Back to UEEF Destroids/Battloid