TREBUCHET ASSAULT ROBOT

This is the main combat robot of the Terran Protectorate Colonial Marine Corps. It uses a very simple, easy-to-learn control system that essentially makes it a walking tank. It is utilized as an assault vehicle meant to take out entrenched enemy troops, traverse difficult terrain, and destroy opposing enemy robot vehicles.

The Trebuchet is meant to dig in and fight the dirty, hard slog. They often work in tandem with tanks, power armors and even fighter air support. They are also useful in fire support and as defensive battlements. Because the Trebuchets have electromagnetic adhesion pads on their armored feet, some Liberty-Class Carrier commanders have used them as mobile anti-space fighter gun turrets. A roll they have performed well.

Trebuchets operate in five-unit robot platoons with two fire teams of two units and a platoon command unit.

Model: R-15 Trebuchet

Class: Robot Assault Vehicle

Crew: Two; pilot and gunner

M.D.C. by Location

“Fat boy” Heavy missile launchers (2) – 100 each

Particle beam cannons (2) – 120 each

Forearm/Autocannons (2) – 150 each

Upper arms/shoulders (2) – 100 each

“Cheek” mini-missile launchers (2) – 50 each

Legs (2) – 300 each

*Main body – 450

Reinforced pilot’s compartment – 300

*Depleting the M.D.C. of the main body shuts the robot down, rendering it useless.

Speed

Running: 55 m.p.h.

Jumping (with jets): Can jump 200 feet horizontally and 100 feet straight up with jump jets.

Sustained Flight: Not possible.

Statistical Data:

Height: 19 feet

Length: 19 feet

Width: 17 feet

Weight: 8 tons

Cargo: A small 4x4x2 locker behind the pilot’s compartment, for survival gear and two rifles and four clips.

Cost: Not officially for sale, but some are available on the black market. Due to rarity, the price fluctuates wildly.

 

Weapon Systems

 

1. Particle Beam Cannons (2): These two large cannons are made to hammer down hardened defenses and large targets. Fortunately, the Arkhon cannot afford to make every defensive position out of cerasteel, particularly when digging in after occupying territory. By striking before they get fully positioned, and preventing supply ships from bringing in materials, there’s a good chance the Arkhon defenses will have to use normal MDC materials; perfect targets for these guns. And, they’re heavy and powerful enough that even cerasteel can take a beating. These are operated by the gunner.

Primary Purpose: Anti-fortification

Mega-Damage: 4D6x10 M.D. each, or 8D6x10 M.D. for a dual blast.

Effective Range: 5 miles

Rate of fire: Each cannon can only fire twice per melee round

Payload: Effectively unlimited.

 

2. Heavy Electromagnetic Miniguns (2): This is the primary combat weapon of the Trebuchet; a pair of very large rotary rail guns that work similar to massive machine guns. The primary benefits of these guns are their huge rounds, and the fine control the pilot is given over fire control. Unlike most Protectorate vehicle-mounted rail guns, the Trebuchet’s miniguns are able to fire single rounds, short burst, long bursts, and is even able to spray multiple targets. The Arkhon have learned to hate the throaty growl of these weapons. These are usually operated by the gunner.

Primary Purpose: Assault

Mega-Damage: 6D6 M.D. per round. Use standard machine gun burst rules for short (x2) and long (x5) burst damage. Dual-gun bursts are possible, and count as one attack.

Effective Range: 8,000 feet

Rate of fire: Standard; See Ultimate Rifts for standard machine gun damage. Can fire short and long bursts as well as sprays. Cannot fire full melee bursts.

Payload: 5,000 rounds for each gun. Short bursts use 5 rounds, and long bursts use 20.

 

3. Mini-missile launchers (2): These cheek-mounted mini-missiles are anti-personnel and short-range anti-armor weapons. They are operated by the pilot.

Primary Purpose: Anti-personnel

Mega-Damage: Varies with missile type.

Effective Range: Varies with missile type

Rate of fire: Can fire individually, or in volleys of 2, 4 or 8

Payload: 24 missiles each, for a total of 48.

 

4. “Fat Boy” Heavy Missiles (2): These unique missile launchers use a type of ordinance that has, so far, only been utilized on the Trebuchet. The two missiles have warheads capable of dealing the damage of a long-range missile, but the missile itself is only short-range. The missiles are armed exclusively with tactical neutron warheads that are essentially nukes with virtually no residual radiation contamination. They are used on fortifications, lobbed into bases, and used to decimate massed infantry. Trebuchet pilots must receive authorization before using these weapons.

Primary Purpose: Assault

Mega-Damage: 1D4x100 M.D. to a 100-foot radius.

Effective Range: 6 miles.

Rate of Fire: Individually, or as a pair.

Payload: Each launcher only has one missile, for a total of two.

 

5. Hand to hand Combat: The Trebuchet has limited hand-to-hand combat capabilities.

Punch: 3D6 M.D.

Kick: 4D6 M.D.

Stomp (targets 8 feet tall or smaller): 2D6 M.D.

Body block/Ram: 3D6 M.D., plus target is knocked down and loses initiative and one attack/action.

 

Combat Bonuses: All standard combat bonuses apply, use standard robot combat training, basic and elite.