Type: ZBR-02-Mk.IV Officer's Battlepod



Also known as: "the Beast," a fond nickname given to it by the human Expeditionary Force Marines and appreciated by the Zentraedi.
Class: Elite Zentraedi Type Battle Robot.
Crew: One.

M.D.C. by Location:
Particle Beam Cannons (2) - 120 each
Upper Arms (2) - 90 each
Forearms (2) - 200 each
Legs (2) - 250 each
Rear Laser Cannons (2) - 50 each
Thrusters (2, rear) - 100 each
Sensor Eye - 60
Reinforced Pilot Compartment - 200
Main Body - 400

Speed:
Running: 130 mph (208 km).
Leaping: 50 feet (15.2 m) up or across without assistance from its jet thrusters. A jet-assisted leap can send the Officer's Battlepod 300 feet (91 m) up or across.
Flight: The Officer's Battlepod is fully flight capable and performs admirably in space, where most Zentraedi Battlepod pilots are most at home in combat. 330 mph (528 km) maximum in an atmosphere, 800 mph (1280 km) in space and can also hover stationary and perform Vertical Take-Offs and Landings (VTOL).
Underwater: The Officer's Battlepod is capable of underwater operations. 20 mph (32 km) walking on a sea floor or 70 mph (112 km or 61 knots) propelled by thrusters underwater or rocketing along the surface of the water. Maximum Depth: One mile (1.6 km).
Statistical Data:
Height: 26 feet, 5 inches (8 m).
Width: 15 feet, 3 inches (4.6 m).
Length: 20 feet (6.1 m).
Weight: 15.6 tons.
Physical Strength: Has a Robotic Physical Strength of 42.
Cargo: A secure storage space the size of a closet. It contains a VR-010 series Cyclone, one energy rifle, one side arm, one weeks ration of food and water, first-aid kit, and space for extra weapons, explosives, gear or supplies the size of four large backpacks.
Power System: Fusion reactor outputting 3,000 s/hp powered by 16 Protoculture fuel cells. Because it is a non-transformable mecha, the fuel cells are remarkably efficient, providing an active combat life of one year before replacements are needed.
Note: All sensors and equipment are the same as the other Destroids.


Weapon Systems:
HPC-90 Heavy Particle Beam Cannons (2): The two 90mm particle beam cannons on the top of the Officer's Battlepod are up-scaled versions of the cannons on top of the standard Battlepod. However, they have increased range of motion and a little more power. They can rotate up to 90 degrees in elevation and 60 degrees to either side. A single blast for one cannon may be fired or the two can be fire-linked them to unleash two simultaneous blasts at the same target. If locked into place, they fire forward at wherever the "nose" is pointing.
Primary Purpose: Anti-Mecha/Anti-Armor.
Secondary Purpose: Anti-Aircraft/Anti-Spacecraft.
Range: 4 miles (6.4 km).
Mega-Damage: Each cannon does 1D8x10+10 M.D. per single blast or 2D8x10 M.D. when fired together at the same target.
Rate of Fire: Each single or dual blast counts as one melee attack.
Payload: Effectively unlimited.


HPC-50 Forearm Heavy Particle Cannons (2): The top barrel of the Officer Pod's weapon forearms is another particle beam cannon. One or both forearm weapon clusters can fire at the same target or one may be directed at one target and the other directed at another. In the latter case, the blast from each arm counts as two separate and distinct attacks. If fired simultaneously at the same target, the dual blast counts as one melee
attack.
Note: The forearm weapons cannot be fire-linked with the big cannons or any other weapon system.
Primary Purpose: Anti-Vehicle/ Anti-Mecha.
Secondary Purpose: Anti-Personnel.
Range: 6,000 feet (1,829 m).
Mega-Damage: 1D4x10+5 M.D. per blast. Dual blasts do 2D4x10+ 10 M.D.
Rate of Fire: Each single or dual blast counts as one melee attack.
Payload: Effectively unlimited.


Forearm Auto-Cannons (2): The bottom barrel on the forearms is an auto-cannon that fires heavy explosive shells. They are excellent short-range weapons with good stopping power, but have a limited payload.
Primary Purpose: Anti-Mecha/Anti-Armor.
Secondary Purpose: Defense.
Range: 2,000 feet (610 m).
Mega-Damage: 6D6 M.D. per round. Both auto-cannons can be fired together to inflict 1D6x10+10 M.D. Counts as one attack.
Rate of Fire: Each single or dual blast counts as one melee attack.
Payload: 60 total, each arm has an internal magazine carrying 30 rounds for a total of 60 shots.


Top-Mounted 20mm Laser Turret: Located on the top and rear of the Battlepod is the same laser turret as the Infantry Battlepod. It can rotate 360 degrees to face any direction, but is usually aimed to the rear to deter an opponent from trying to tail the mecha or attack from behind. It is also used to shoot down pursuing missiles and as a light anti-aircraft weapon.
Primary Purpose: Defense.
Secondary Purpose: Anti-Aircraft.
Range: 2,000 feet (610 m).
Mega-Damage: Each laser does 2D6 M.D. per single blast. When fire-linked at the same target the dual blast does 4D6 M.D.
Rate of Fire: Each single or dual blast counts as one melee attack.
Payload: Effectively unlimited. (edited)

RDS-10 Mini-Missile Launcher (2): Located between the shoulders and the pilot compartment is a mini-missile launcher for extra punch.
Primary Purpose: Defense and Anti-Missile.
Secondary Purpose: Anti-Armor/Anti-Mecha.
Weight: Per type of mini-missile.
Range: Per type of mini-missile.
Mega-Damage: Per type of mini-missile.
Rate of Fire: Singly or in volleys of 2, 4, 5, or all 10 from a single launcher, or a "full dump" of 20 if both launchers are emptied at the same target.
Payload: 20 total; 10 mini-missiles per each launcher. Once missiles are fired, the reload is automatically cycled into the firing position.


Hand to Hand Combat:
   The new Battlepod design is far better equipped to handle hand to hand combat than its predecessor. Not only can it kick with powerful ostrich-like legs, but it now has fully articulated hands and arms for punching and grabbing, making it far more effective against the Invid at close range.
Attacks Per Melee: See bonuses, below.
Hand to Hand Damage:
Forearm Strike: 1D6 M.D. on a restrained punch, 3D6 M.D. on a full strength punch, 6D6 M.D. on a power punch (counts as two attacks).
Kick: 1D4x10 M.D.
Stomp Attack: 3D6 M.D., but target must be 9 feet (2.7 m) tall or smaller.
Power Kick and Leap Kick: 2D4x10 M.D., but each of these kicks counts as two melee attacks.
Body Block/Ram: 2D6+4 M.D. There is a 50% chance of knocking down an opponent of equal size and up to 50% larger, as well as smaller opponents off their feet. The victim loses initiative and two melee attacks. This attack must be done at a full run and takes up two of the Destroid's melee attacks.
Bonuses with Mecha Elite Combat Training Only:
+ 1 attack per melee round at levels 1, 3, 6, 10 and 15.
+1 to strike (applies to punches, stomps and kicks only),
+2 to parry (including blocking missiles and energy blasts with its forearms),
+2 to dodge on the ground and in close combat,
+3 to automatic dodge in flight (the act of dodging does not use up a melee attack)
+4 to pull punch,
+2 to roll with impact.
Note: These bonuses ONLY apply when the pilot has the Elite Combat Training skill in the Mk.IV Officer's Battlepod. The pilot's own number of 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. The gunner's number of hand to hand attacks are unchanged in or out of the mecha.


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