A Picture of a Super Goliath

 

 

Super Goliath

 

The Super Goliath is the SF version of the Goliath. Its main role is an interceptor mech though it can fulfill any SF type mission. The vectored thrusters give this mech an added advantage of being extremely agile and fast. The main thruster system gives the mech the ability to hover or fly. The Super Goliath also carries an extremely large arsenal which can be modified depending on the mission. The speed and firepower of this mech makes it ideal for surgical strikes, reconnaissance or as an assault mech.

 

Class: Strategic Assault System

Crew: 3, Pilot, Co-pilot / Gunner and a Communications Officer / Gunner

Speed:

Running: 60 mph (96 kph)

Leaping: Leaps are 50 feet (15.2 m) high and 100 feet (30.5 m) lengthwise. Jet assisted leaps will propel the mech 100 feet (30.5 m) high and / or 200 feet (61 m) lengthwise without actually attaining flight. The thrusters, located behind the shoulders, lower back and lower legs, can also be used to stop a fall.

Flying: The rocket propulsion system enables the Super Goliath to hover stationary or fly. Maximum flying speed is Mach One (670 mph / 1072 kph) with a 30,000 foot (9,144 m, about 5.7 miles) ceiling in Earth's atmosphere. Cruising speed is about 250 to 300 mph.

Flying Range: The nuclear power plant gives the Super Goliath decades of life but the jet rockets get extremely hot and need to cool after a maximum of five hours of flight whenever traveling at speeds above cruising, or after twelve hours at cruising speed but when traveling over 500 mph it must be cooled every two hours; can fly indefinitely with periodic rest stops.

Underwater Capabilities: The Super Goliath is adequately suited for underwater operations. It can walk along the bottom of the sea at about 15 mph. It can also engage its thruster system to swim at 8% of its maximum speed.

Maximum Depth: 2 miles

 

Cargo: small area, one person can fit here (uncomfortably)

Statistical Data:

Height: 29 ft. tall

Weight: 18.5 tons

Length: 11 ft.

Width: 15.5 ft. 

Power Plant: Nuclear

Cost: None are available on the black market but would probably cost about 85 million credits.

 

MDC by Location:

 

Missile Launcher Pods (4) - 75 each

Chest Weapon Pods (2) - 100 each

Forearm Lasers (4) - 45 each

Forearm Vibro Swords (2) - 50 each

Arms (2) - 240 each

Hands (2) - 75 each

Legs (2) - 415 each

Feet (2) - 125 each

Wings (2) - 175 each

Wing Hard Points - (8) (4 on each wing) - 55 each

Missile Shoulder Mounts (2) - 450 each

Huge Shoulder Heat Sinks (2) - 250 each

Lower Leg Missile Launchers (2) - 115 each

Leg Spotlights (2) - 5 each

Chest Searchlight - 5

Head and Sensors - 95

Main Body - 785

Reinforced Pilots Compartment - 225

 

Weapon Systems:

 

Shoulder Flaring Missile Launchers (2):

Damage: 2D6*10 (AP) 2D6*10 (Plasma)

ROF: 1, 2, or 4

Range: varies, usually about 3 to 5 miles

Payload: 16 missiles, 8 in each launcher

 

Shoulder Flaring Chaff Launchers (2):

Damage: None

ROF: 1, 2, or 4

Range: Short

Payload: 8 chaff total, 4 per shoulder

 

Shoulder Short Range Missile Launcher Pods (4):

Damage: 2D6*10 (AP) 2D6*10 (Plasma)

ROF: 1, 2, or 4 per launcher tube

Range: varies, usually about 3 to 5 miles

Payload: 32 missiles, 8 in each launcher

 

Chest Mini Missile Launcher (2):

Damage: 1D4*10 (AP) 1D6*10 (Plasma)

ROF: 1, 2, 4, 8, or 16

Range: Varies but usually about 1 mile.

Payload: 64 missiles, 32 in each launcher

 

Forearm Weapon Systems (1 per arm):

 

Forearm Lasers (2 per arm) (4):

Damage: 4D6 per blast or 1D4*10 per simultaneous double blast (one attack)

ROF: # of attacks

Range: 5000 ft.

Payload: Unlimited

 

Forearm Vibro Swords (2):

Damage: 4D6

ROF: # of attacks

Range: five feet long

Payload: Unlimited

 

Forearm Missile System (2):

Damage: 2D6*10 (AP) 2D6*10 (Plasma) for Short Range or 3D6*10 (AP) 4D6*10 (Plasma) for Medium Range Missiles

ROF: 1, 2, or 4 per launcher tube

Range: varies, usually about 3 to 5 miles

Payload: 6 missiles, 3 per launcher

 

Lower Chest Weapon Pods (2):

These weapon pods are modular so they are easily configured depending on the mission.

 

Rail Gun Pod:

Damage: Full burst of 15 rounds does 3D6

ROF: # of attacks

Range: 2000 ft.

Payload: 2000 rounds per rail gun. A drum holds 2000 rounds.

 

Snub-Nosed Bofors 40mm Pod:

Damage: Frag - 4D6 MD to a 12 foot (3.6 m) radius or AP 1D4*10 MD to a 3 foot (0.9 m) radius.

A burst is 10 rounds! A burst of frag grenades inflicts 2D6*10 MD to a blast area of 40 feet (12 m)! A burst of AP grenades inflicts 3D6*10 MD with an 8 foot (2.4 m) blast radius.

ROF: # of Attacks (Single or Bursts)

Range: 1500 ft.

Payload: 250 grenades (Belt Fed)

 

Missile Pod:

Damage: 1D4*10 (AP) 1D6*10 (Plasma)

ROF: 1, 2, 4, or 8

Range: Varies but usually about 1 mile.

Payload: 14 missiles

 

Wing Hard Points (8):

The 8 hard points can hold any one of the following rack mounted weapon combinations.

8 Long Range Missiles

16 Medium Range Missiles

40 Short Range Missiles

80 Mini Missiles

 

Calf Missile Launchers (2):

Damage: 1D4*10 (AP) 1D6*10 (Plasma)

ROF: 1, 2, 3, or 4

Range: Varies but usually about 1 mile.

Payload: 28 total, 14 in each leg

 

Optional Weapons:

 

IMP-901-A Heavy Particle Beam Rifle (Heavy Robot Rifle)

Damage: 1D6*10 per shot, 3D6*10 per pulse burst

ROF: Standard

Range: 4000 ft.

Payload: 30 shots; then the capacitor must be recharged, recharges at a rate of 1 shot every other melee.

 

IMP-945-A2 SF Rifle (Heavy Robot Rifle) (Standard Issue)

Damage: Frag - 2D4*10 with a 40 foot radius, Plasma - 3D6*10 with a 12 foot radius, HEAP - 2D6*10+20 with a 12 foot radius or AP Sniper - 2D6*10+40 with no radius.

ROF: 3 per melee maximum

Range: 8000 feet

Payload: 7+1

 

Note: They can also use any other Imperial heavy weapons depending on the mission.

 

 

1