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Coalition UAR-1 Enforcer Robot

Uar-1 enforcer

Source Rifts Ultimate Edition


The UAR-1 is an Urban Assault Robot meaning that it is a ground unit specifically designed to combat ground forces in a city environment> Since 95 P.A. the Enforcer has been relegated mainly to operations in and around the 'Burbs and lower levels of the fortress city. By 99 P.A. it has been in use for over 30 years, and is an exceptional deterrent against armed assaults, riots, and combating supernatural monsters. The 20 foot (6.1 m) giant is operated by a pilot and a co-pilot/gunner but can be just as easily handled by the pilot alone.


Model Type: UAR-I

Class: Urban Assault Robot.

Crew: One or two.


M.D.C. by Location:


Right Gun - 100 (shielded)

Left Shoulder Heavy Missile Launcher- 150

Shoulder Mounted Laser Turrets (2)- 50 each

Shoulder Missile Launchers (2)- 60 each

Waist Mini-Missile Turret- 50 each

Right Leg Smoke/Gas Dispenser- 25

Chest Spotlight and Video Camera- I 0

Head- 90

Arms (2)- 150 each

Hands (2)- 75 each

Legs (2)- 200 each

1 Sensor Turret (left shoulder)- 50

2 Main Body- 350

Reinforced Pilot's Compartment- 100


AR - 15

Armour - Stops up to and including the equivalent of a standard 25mm round (2d6md)


1 Destroying the sensor turret on the left shoulder of the Enforcer will destroy the radar and targeting system. The pilot must now rely on his own human vision and other optical enhancements of the robot. Note: The turret is a small and difficult target to hit. Thus, it can only be hit when a character makes a Called Shot and even then, the attacker is -2 to strike.

2 Depleting the M.D.C. of the main body will shut the robot down completely rendering it useless. Note: The chest spotlight and video camera are destroyed when the main body has endured 200 or more points of damage.


Speed:


Running: 60 mph (96 km) maximum.

Leaping: The powerful robot legs can leap up to 15 feet ( 4.6 m) high or across. Add 10 feet (3 m) with a running start.


Statistical Data:


Height: 19 feet. 7 inches (6 m).

Width: 12 feet (3.6 m).

Length: 7 feet. 6 inches (2.3 m).

Weight: 18 tons fully loaded.

Physical Strength: Robotic P.S. of 40. Lift 20 tons and carry 10 tons

Cargo: Minimal storage space: about three feet (0.9 m) behind scats for extra clothing, weapons. and personal items.

Power System: Nuclear: average energy life is 20 years.

Black Market Cost: 28 million credits and up for a new. undamaged, fully powered Enforcer complete with rail gun and missiles. Eight to 10 million for a rebuilt or without missiles and rail gun. Rare.


Weapon Systems:


1A. C-5OR Enforcer Rail Gun (1): This is a standard weapon system for the UAR-1 and is more powerful than that of the SAMAS. The gun draws its power from the main nuclear power supply. The rail gun is in a fixed forward position, but can move up and down in a 30 degree arc. To shoot at a target to the left, the pilot must turn the robot's entire body. This is what most Enforcers are armed with. It is fairly effective against enemy armour vehicles and robots.

Primary Purpose: Assault & Defense.

Weight: Rail Gun: 700 lbs (315 kg).

Mega-Damage: 2d4x10+20 per single blast. Armour Piercing.

Rate of Fire: Each blast counts as one of the gunner's attacks per melee.

Maximum Effective Range: 8000 feet (2400 m).

Payload: 80 round drum. Reloading an Enforcer's rail gun requires special equipment or another giant-sized robot It will take about 15 minutes for those not trained, but a mere five minutes by somebody trained in Robot Mechanics (or an Operator).


1B. 75mm Cannon (1, in place of the C-50R): This is an artillery like weapon used for support fire. About 1 in 15 Enforcers are armed with this weapon.

Primary Purpose: Fire Support

Weight: 1200lbs

Mega-Damage: HE 5d6, HEAT 1d6x10, FRAG 4d6 to a 25ft radius, A/P 1d4c10

Rate of fire: 4 per melee

Maximum Effective Range: 6400ft (2000m) direct, 12800ft (4000m) indirect

Payload: 50 rounds of various types


1C. 30mm autocannon (1, in place of C-50R): This weapon can be found in about 1 in 10 Enforcers and is used in a fire support role for infantry an light vehicle suppression.

Primary Purpose: Fire Support

Weight: 600lbs

Mega-Damage: 2d6+3md per round. Use machine gun burst rules

Rate of fire: single shot or bursts equal to the pilot or gunners melee attacks

Maximum Effective Range: 6400ft (2000m)

Payload: 1000 rounds total. Armour Piercing, Explosive (+50% damage), or Ramjet rounds (+100% damage) can be used in place of standard rounds.


2. CR-6 Heavy Missile Launcher: This is the more powerful missile launcher over the left shoulder.

Primary Purpose: Anti-Aircraft & Anti-Armor (and dragons).

Mega-Damage: Varies with missile type,

Range: Varies with missile type.

Rate of Fire: One at a time equal to pilot or gunners attacks.

Payload: Six Heavy HE or Plasma Surface to Air missiles.


3. CR-10 Short-Range Missile Launchers (2): Each of the shoulders has a short-range missile launcher.

Primary Purpose: Anti-Aircraft & Anti-Armor (and dragons).

Mega-Damage: Varies by missile type.

Range: varies by missile type.

Rate of Fire: One or two at a time equal to the pilot or gunners attacks.

Payload: 5 Frag, Light HE, HE, and Heavy HE surface to Surface missiles per launcher.


4. CR-20 Mini-Missile Turret: A turret mounted in the mid-section of the robot can rapid lire mini-missiles.

Primary Purpose: Anti-personnel & Defense.

Mega-Damage: Varies with missile type.

Maximum Effective Range: Varies by missile type

Rate of Fire: One at a time equal to pilot or gunners attacks.

Payload. Twenty mini missiles of various types. Typically carries HE.


5. CR-2T Laser Turrets (2): A pair of laser turrets, one on each shoulder. They are mounted on the top of the gun and the heavy missile launcher. Both are capable of 360 degree rotation and a 90 degree angle of fire (up and down).

Primary Purpose: Anti-Personnel & Defense.

Mega-Damage: 3d6 M.D. per single blast. Use machine gun burst rules. Both guns may fire on teh same target.

Maximum Effective Range: 4000 feet ( 1219 m).

Rate of Fire: Each single or simultaneous double blast counts as one of the gunner's or pilot's attacks per melee round.

Payload: Effectively unlimited.


6. Smoke Dispenser: A smoke dispensing unit is attached to the right leg. The unit can release a dense cloud of smoke that will cover an 80 foot (24m) area in front of it. It can also release tear gas.

Payload: Five total. The usual mix is three smoke and two tear gas.


HTH Combat:


Use Robot Combat Training

Punch - 4d6md

Restrained Punch - 8d6sd

Kick - 6d6md

Body Block - 2d6md


Sensors and Equipment:


Nuclear powered - Life of the power supply is 10 years

Combat Computer - Calculates, stores and transmits data onto a HUD (heads up display) of the pilot's (or other crew members) helmet. Typically tied into the units targeting computer. Can hold hundreds of entries about various enemies and robots/power armour/aircraft/vehicles.

Ejection System - Ejects crew or crew module out from the robot in emergency circumstances. System typically ejects the occupants about 1000 feet (300m) to parachute safely away.

Complete Environmental Pilot and Crew Compartment - A completely computer controlled life support system that includes: internal cooling and temperature control, air purification and circulation systems (gas filtration, humidifier/dehumidifier) that engages when needed and can recirculate breathable air for upto 4 weeks if necessary, computer controlled independent oxygen supply and purge system that has upto 12 hours of breathable air that automatically engages in low oxygen or contaminated air environments, insulated high temperature resistant shielding for upto 400 degrees centigrade (normal fires do no damage though nuclear, plasma and magical fires do full damage), radiation shielded upto several hundred rads, and polarized and light sensitive/adjusting tinted viewport.

Standard instrumentation - Speedometer, distance traveled, inertial mapping system (zeroed on your deployment location/home base), power system temperature, ammunition counters, damage assessment indicators.

Motion detector/Collision Warning System: Range is 200ft (65m)

Radar - Can identify and track upto 96 targets simultaneously to a range of 50 miles (80km) for airborne targets and 15 miles (24km) for ground targets depending on terrain.

Radar Warning receiver - Informs the pilot/crew of possible radar lock. Range - 40 miles.

Targeting Computer - Assists in the tracking and identification of enemy targets to a range of 40 miles (64km). Can target up to 12 targets at once.

Laser Targeting System - Assists in selecting and locking on to enemy targets. +2 to strike using ranged weapons. Smart Missiles are excluded from this.

Radio Communications - long-range direction communication systems out to a range of 600 miles (960km) that can be boosted if proper signal towers or relay systems are in place. Also a directional short-range radio with a range of 15 miles (24km). Both radios have full encryption capabilities. Also included is a external loudspeaker system with an output of 90 decibels.

External Audio Pick-up system - Sound amplification listening systems that can pick up a whisper at a range of 400 feet (130m) away and louder sounds at longer distances)

Spotlights - One or two high intensity spotlights that can shine on objects upto 600 feet (180m) away.

Self destruct System - Systems that destroys the unit and all of its internal components. Blast is relatively contained however to a radius of 30 feet doing 3d6x10md to anything within the radius. Also a 75% chance the nuclear power supply is leaking radiation.

Voice Actuated locking System - Units hatch is locked by a voice actuated system that is programmed to a specific voice (upto 8 can be programmed at once) that must recite a 8 digit access code. There is a manual over-ride keypad in case of systems failure.

Advanced optics system - Thermo-imaging, Ifared, ultraviolet, nightvision, video recording (upto 24 hours of video storage), telescopic (x16 magnification) out to a range of 2000ft (600m)

Infared Spotlights - used to scan teh area without giving its position away like regular spotlights out to a range of 600ft (150m). Can only be seen by those beings and systems that detect infared emmissions.


References


Rifts Main Book

Rifts Ultimate Edition

Various other Rifts books.

Limited Electronic Countermeasures Capability - With a Electronic Countermeasures skill roll (or Sensor operations at -20%) the pilot/crew can impose a penalty of -1 to strike and a -15% to all sensor skill rolls of any opponents within radar range depending on terrain.

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