Agents of BIFROST
Sentinel Class Mecha - Tactical Yield Robotics
The Sentinel Mecha known as TYR was the first Production Model of the Sentinel Chassis design. Combining the best aspects of a humaniform robot, with the armament of a Main Battle Tank and the versatility of a human pilot, TYR became SHIELDS ‘Ace in the Hole’.
In addition to the standard abilities possessed by all Sentinel models, TYR possesses the following key features:
- Reinforced Armour Plating: TYR is capable of resisting the damage from up to .50 Calibre with no discernable damage to it’s systems.
- NBC Protection: TYRs cockpit is completely protected against Nuclear, Biological and Chemical warfare, and comes complete with an Oxygen recycler.
- L30A1 120mm Rifled Tank Gun: Mounted on its right arm, TYRs main armament is capable of accurate fire up to 9 kilometers away, with a damage yield sufficient to obliterate small armoured vehicles in a single shot.
- L94A1 7.62mm Chain Gun: Mounted alongside the main armament is this antipersonnel weapon. Capable of firing over 400 Rounds a minute, the chain gun is loaded with 4,000 rounds of 7.62mm ammunition.
- L37A2 7.62mm HMG: On TYRs left arm is mounted a Heavy Machine Gun capable of sustained fire of upto 1,000 rounds per minute. It is loaded with a belt of 2000 rounds of 7.62mm ammunition.
- Mk47 Grenade Launchers Mounted on each of TYR’s hands is a Grenade Launcher; The right hand is loaded with 50 rounds of 40mm Fragmentation Grenades, and the left hand is loaded with 50 rounds of 40mm Smoke Grenades.
The AI aboard this Mecha is modeled on a Soldier, and prefers to take the direct approach whenever possible. TYR forms a close bond to it’s assigned pilot and will listen to his instructions, and proceed accordingly.
|5||Size||6.1 m Tall, 1.6 m Wide, Mass: 3.2 Tons|
|60*||Strength||Able to lift 100 Tons|
|18||Dexterity||Base DCV: 6 (3 + CSLs)|
|4||Speed||Phases: 3, 6, 9, 12|
|4||Humanoform Construction: Extra Limbs (2 Arms, 2 Legs), Limited Manipulation (-¼)|
|23||Sentinel Movement Multipower|
|1u (10)||Long Legs: + 6” Running (12” Total) x2 NCM, No Turn Mode (+¼), Costs Endurance (-½) (2e/Phase)|
|1u (12)||Jet Assisted Leap: 15” Leaping (15” Total) No NCM, (2e/Phase)|
|2u (23)||Jet-Propelled Flight: 20” Flight, x4 NCM, Limited Manoeuvrability (Two 60˚ Turns per Phase at Most, Cannot Dodge While Flying) (-¼), Side Effects (1d6K, 4” Line Behind Sentinel, Automatically Occurs, Only Affects Environment) (-¾) (Up to 48/192 kph), (8e/Phase)|
|INBUILT TACTICAL SYSTEMS|
|45||Big Hands and Feet: Area Effect:1 Hex (+ ½) Advantage on 60 Strength, Reduced Endurance (0 End) (Doesn’t Reduce STR End Cost) (+ ½)|
|15||ECM Systems: 15 Points Radio Group Flash Defense|
|15||ECM Systems: 23 Points Power Defense, Only Vs “Electronic Warfare” Special Effects|
|120||Multipower: Onboard Weaponry|
|12u (120)||L30A1 120mm Rifled Tank Gun: 8d6 RKA, Indirect (can be arced over some intervening obstacles; + ¼), + 1 Increased STUN Multiplier (+ ¼), Increased Maximum Range (2,000”; + ¼), 55 Charges (+ ½); OIF Bulky (-1), Real Weapon (-¼)|
|6u (55)||L94A1 7.62mm Chain Gun: RKA 2d6 + 1, Autofire (10 shots; + 1), + 1 Increased STUN Multiplier (+ ¼), 4,000 Charges (+ 1); OIF Bulky (-1), Real Weapon (-¼)|
|6u (55)||L37A2 7.62mm HMG: RKA 2d6 + 1, Autofire (10 shots; + 1), + 1 Increased STUN Multiplier (+ ¼), 2,000 Charges (+ 1); OIF Bulky (-1), Real Weapon (-¼)|
|5u (49)||Mk 47 Grenade Launcher: Fragmentation Grenade: 2½d6 RKA, Explosive (+ ½), Indirect (+ ¼), + 1 Stun Multiplier (+ ½), 50 Charges (+ ½), OIF Bulky (-1), Real Weapon (-¼)|
|2u (20)||Mk 47 Grenade Launcher: Smoke Grenade: 8” Change Environment (Create Smoke), -3 to Sight Group PER Rolls, Indirect (+ ¼), 50 Charges (+ ½); OIF Bulky (-1), Real Weapon (-¼)|
|24||Increased Armour Plating: + 8 DEF (18 DEF Total)|
|14||Heavy Armour Modification: Hardened Advantage on 18 DEF|
|12||NBC Protection: Life Support: Safe Environment (High Radiation), Immunity to Chemical and Biological Warfare Agents.|
|10||Internal Oxygen Supply: Life Support Self Contained Breathing.|
|2||Thermal Imaging System: Infrared Perception (Sight Group), (Range, Sense, Targeting; Passive), Costs Endurance (-½), OIF Bulky (-1) (1e/Phase))|
|7||Infrared Spotlight: Sight Group Images, + 5 to PER Rolls, 1” Radius, Reduced Endurance (½ END; + ¼), Limited Range (20”; -¼), Only To Create Infrared Light (-1), OAF Bulky (-1½) (1e/Phase))|
|51||Mini-Nuclear Reactor: 150/150 Endurance Reserve/Recovery, OAF, Immobile, Only Powers Electrical Devices|
|8||Communications: Detect Broadcast Spectrum Transmission, Transmit, Tracking, Passive, 17-, OIF, Affected as Sight/Hearing, Costs End (2e/Phase)|
|5||Communications Scrambler System: VPP (4pts) + Control (2pts), 0 Phase, No Skill Roll, OIF, Languages Only, Only 1 Language at a Time.|
|20||Sealed Environment: Self Contained Breathing, Safe Environments: Intense Heat and Cold, High Pressure and Low Pressure/Vacuum|
|6||Ejector Seat (Pilot): STR 26 Telekinesis, Affects Whole Object, No Range, Only To Throw Straight Up, 1 Recoverable Charge OIF|
|67||Onboard Computer System: TYR|
|7||Radar: Radar (Radio Group), Concealed (-5 to PER Rolls), OIF Bulky, Affected as Sight/Radio Groups, Costs End (2e/Phase)|
|8||Fly-By-Wire System – Movement: + 3 to Combat Driving and Combat Pilot, Costs End (1e/Phase)|
|6||Fly-By-Wire System – Reaction: + 3 DCV (Only to Offset Size-based DCV Penalty) (-1), Costs End (1e/Phase)|
|12||Targeting Systems: + 4 OCV With Ranged Combat with Sentinel Weaponry, Costs End (1e/Phase)|
|25||DF: Sentinel, Not Concealable, Causes Extreme Reaction: Fear|
|35||Dependence (On Coolant System), Easy to Obtain, Activation Roll (14- at 40%) -1 per 5%.|
|10||Reputation: Killer Robot, 11-|
|*||Strength Requires Endurance (1pt per 5 Strength)|