Jump to content
Main menu
Main menu
move to sidebar
hide
Content
Game Mechanics
Game Mechanics Main
Player Handout
Characters
Character Advancement
Attributes and Skills
Rules
Combat and Injuries
Movement and Chases
Space Travel
Combat
Character Sheets
Links
Aliens
Aliens Main
Races
Creatures
The Force
The Force Main
Force Powers
Lightsaber Fighting Styles
Force Paths
Force Weapons
Artifacts
Lightsaber Construction
Droids
Droids Main
1st Degree Droids
2nd Degree Droids
3rd Degree Droids
4th Degree Droids
5th Degree Droids
Droid add-ons and Junk
Starships
Starships Main
Starfighters
Space Transports
Capital Ships
Space Stations
Tactical Space Weapons
Starship Modifications
Equipment
Individual Ships
Star Systems
Star Systems Main
Deep Core
Core Worlds
Colonies
Inner Rim
Expansion Region
Mid Rim
Outer Rim
Wild Space
Hutt Space
Corporate Sector
Unknown Region
Vehicles
Vehicles Main
Airships
Airspeeders
Beast Vehicles
Gliders
Ground Vehicles
Hover Vehicles
Landspeeders
Rotor Vehicles
Sail Barges
Skiffs
Speeder Bikes
Swoops
Walkers
Watercraft
Equipment
Equipment Main
Structures and Bases
Communications
Conveyances
Droid add-ons and Junk
Information
Medical
Protective Equipment
Security
Surveillance
Survival
Tools
Weapons
Weapons Main
Artillery
Blasters
Grenades & Explosives
Melee Weapons
Miscellaneous Weapons
Missile Weapons
Poisons
Ranged Weapons
Thrown Weapons
Weapons Accessories
Characters
Characters Main
Templates
Non-Player Characters
Stock Non-Player Characters
Story Lines
Story Lines Main
Conrad Deception
After the Fall
Collapsible World
Retrieval
Crossovers
Crossovers Main
Alien vs Predator
Andromeda
Babylon 5
Battlestar Galactica
Farscape
Halo
Mass Effect
Mobile Suit Gundam
Perry Rhodan
Robotech Defence Force
Serenity
Shadowrun
Space Balls
Star Control
Stargate
Starship Troopers
Star Trek
The Last Starfighter
Warhammer 40,000
Wing Commander
Home Brewed
Home Brewed Main
Aliens
Equipment
Starships
Quests
Star Systems
House Rules
Navigation
Main page
Community portal
Current events
Recent changes
Random page
Help
Episode D6: Star Wars D6 Wiki
Search
Search
Appearance
Log in
Personal tools
Log in
Pages for logged out editors
learn more
Contributions
Talk
Editing
MerenData Colossus-Class Tank Droid
Page
Discussion
English
Read
Edit
View history
Tools
Tools
move to sidebar
hide
Actions
Read
Edit
View history
General
What links here
Related changes
Page information
Appearance
move to sidebar
hide
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
'''Craft''': MerenData Colossus-Class Tank Droid<br />'''Type''': Super Heavy Automated Assault Craft<br />'''Dexterity''': 3D *Blaster Artillery: 8D *Missile Weapons: 7D *Vehicle Blasters: 9D '''Knowledge''': 2D *Alien Species: 6D *Languages: 5D *Cultures: 6D *Scholar: Military History: 13D *Tactics: 13D *Willpower: 8D '''Mechanical''': 3D *Capital Ship Gunnery: 5D *Communications: 5D+2 *Ground Vehicle Operations: 7D *Sensors: 7D '''Perception''': 3D *Command: 8D *Search: 7D '''Strength''': 8D *Brawl: Ramming: 10D *Stamina: 12D '''Technical''': 2D *Armor Repair: 5D *Blaster Repair: 7D *Droid Repair: 8D *Ground Vehicle Repair: 8D *Missile Weapons Repair: 6D '''Scale''': Walker<br />'''Length''': 50 meters<br />'''Skill''': See Above<br />'''Crew''': None<br />'''Passengers''': 100 Storm Berserker-Class War Droids<br />'''Cargo Capacity''': 10 metric tons<br />'''Cover''': Full<br />'''Consumables''': None<br />'''Cost''': 7.5 million credits (Storm Berserker complement costs 15 million credits)<br />'''Maneuverability''': 2D<br />'''Move''': 55; 160 kmh<br />'''Body Strength''': 12D<br />'''Shields''': 8D<br />'''Sensors''': *Passive: 10 km/1D+2 *Search: 20 km/ 2D *Scan: 30 km/2D+2 *Focus: 2 km/3D '''Weapons''': *'''3 Hellbore Cannons''' (May Be Fire-Linked) : Scale: Capital<br />Fire Arc: Turret<br />Fire Rate: 1 Blast Per Gun Per Round<br />Skill: Blaster Artillery<br />Fire Control: 4D<br />Range: 100-1.2/10/50 km<br />Blast Radius: 100 meters<br />Damage: 15D (18D Fire-Linked)<br />Ammunition: 40 per gun *'''16 Rotary Laser Cannons''' : Scale: Speeder<br />Fire Arc: 3 Front, 5 Left, 5 Right, 3 Back<br />Fire Rate: 25<br />Skill: Vehicle Blasters<br />Fire Control: 6D For Fire Suppression or 3D For Sustained Fire<br />Range: 40-1.2/6/32 km<br />Blast Radius: 10 meters<br />Damage: 6D For A Single Laser Blast (12D For Sustained Fire) *'''8 Proton Missile Batteries''' : Scale: Walker<br />Fire Arc: 2 Front, 2 Left, 2 Right, 2 Back<br />Fire Rate: 6 Missile Volleys Per Battery Per Round<br />Skill: Missile Weapons<br />Fire Control: 6D For Suppression Fire or 3D For Single Target Volleys<br />Range: 40-1.2/6/32 km<br />Blast Radius: 20 meters (200 meters For A 6 Missile Volley)<br />Damage: 7D For A Single Missile (10D For A 6 Missile Volley)<br />Ammunition: 48 Per Battery (384 Total)<br /> *'''10 Super Heavy Concussion Missile Tubes''' : Scale: Capital<br />Fire Arc: Spine-Mounted Launch Tubes<br />Fire Rate: Up To 10 Per Round<br />Skill: Capital Ship Gunnery<br />Fire Control: 8D<br />Range: 10-150/500/1,000 km (Atmosphere-High Orbit/50/100)<br />Blast Radius: 0-4/16/24/40 km (0-1/4/6/10 km Per Individual Warhead)<br />Damage: 20D/15D/10D/5D (8D/6D/4D/2D Per Individual Warhead)<br />Ammunition: 3 Per Launcher (30 Total)<br />* refers to the number of space units from the planet if fired at invading ships '''Capsule''': The Colossus-Class Tank Droid is another vehicle designed and sold exclusively to the Keltarrin Protectorate as part of the support craft carried aboard their enormous Tarkin-II Class Star Dreadnoughts. These massive war droids are the pinnacle in the evolution of the automated attack craft. Programmed with not only targeting and tactical data, the Colossus is programmed with the sum total knowledge of galactic military history and strategy. Each Colossus is the potential equivalent of a dozen battle-hardened generals in the arena of tactical and strategic knowledge. All Colossus droids are hard-wired with quadruple-redundancy and hardened personality cores to be utterly and completely loyal to the Keltarrin Protectorate. Each droid acts as a company commander and fire base for one hundred Storm Berserker-Class War Droids and can also be used to rally organic troops should the command staff of a group of organic troops be slain in combat. Each Colossus is given a letter-number designation as well as a "name" derived from the letters in it's name. Often the "name" chosen will be that of a great military leader or a significant historical battle. Thus a Colossus designated MDN-12J might come to be referred to as the Madine after the famous New Republic general. Another whose designation is SMC-23F could well be named the Stormcaller for the commander of the infamous Red Moons mercenary organization, Andrephan Stormcaller. Thus far the Colossus-Class of tank droid has only seen true combat 3 times but in all three cases prevailed with ridiculous ease against what military analysts had declared hopeless odds. The main weapon system of these mechanized behemoths is the massive triple-gunned Hellbore Cannon turret. These enormous guns have unparalleled range and destructive potential due to the innovative nature of the "projectiles" they fire. A Hellbore cannon works by the rather simple concept of directed thermonuclear devastation. A pellet of deuterium is loaded into a pulsed laser array and compressed by simultaneous firing of the lasers until a thirty kiloton thermonuclear reaction is generated. There are a total of five of these reaction chambers arranged equilaterally around a central chamber containing an enriched plutonium slug. The individual blasts are channeled through tiny tubes, each one precisely one centimeter in diameter, into the central ignition chamber where the combined forces of the five individual thirty kiloton blasts cause a second compression-induced thermonuclear detonation. This second blast is much more powerful due to the immense forces being directed into its creation and the enriched plutonium used as its reaction mass. This destructive energy is then directed down the molecularly bonded duranium barrels and kept in a coherent stream by a medium-powered repulsor-tunnel that keeps the fusion blast from dispersing over long distances. This main weapon is used to crack hardened bunkers, dug-in artillery emplacements, fortress walls, and the occasional mountain that might be in the way. They also have sufficient range to hit low-flying and careless capital ships that might be called in for space-borne fire support by the enemy. The secondary weapons of the Colossus are the proton missile batteries that are used for anti-tank and anti-starfighter work. The fire control computers of the missiles may be set for two modes. In the first mode the batteries volley missiles into a general area rather than at a specific target. This has the effect of a greatly increased total blast radius and can devastate defensive formations in moments. Alternately the missiles can be set to target specific objects or vehicles though their accuracy is greatly reduced in such instances. The tertiary weapon system of the Colossus consists of sixteen rotary laser cannons. These emplacements are mainly meant for close-in work against small speeders too nimble for the missiles to accurately target. They are also useful for the anti-infantry role and as a point defense system for shooting down enemy missile and rocket fire. Like the proton missiles the laser emplacements have two fire control settings, one meant to spray massive amounts of energy bolts over a large area and the other designed to concentrate the massive rate of fire of the rotary lasers on a single target. In the former case the lasers have devastatingly accurate fire control but in the latter the fire control accuracy comes back down to more average levels. The final weapon of the Colossus is by far it's most terrifying. The super heavy concussion missiles mounted on the Colossus are manufactured exclusively within the Keltarrin Protectorate for reason of security and because the so-called "super heavy concussion missiles" are really twelve high-energy fusion warheads! Constructed in much the same manner as normal concussion missiles, the "super heavies" use a molecularly bonded and gravitically collapsed synthetic diamond penetrator fitted into the tip of each of the twelve fusion warheads to pierce the thick armor plating of enemy warships. The missile splits into twelve warheads when anything other than another super heavy missile approaches to within ten kilometers of the missile.The explosive payload of each missile is a twenty-five kiloton shaped-charge warhead which rips through the target with a destructive force far out of proportion to the comparatively small charge of the warhead itself. By forcing the fusion-temperature plasma of the nuclear explosive through a ten-centimeter hole in the tip of the uranium penetrator a thin spike of super-heated plasma lances through the target and weakens the penetrator itself which fractures and splinters less than a microsecond after detonation. The resulting superdense shrapnel, along with the destructive fury of a thermonuclear explosion, rips apart the already weakened target from the inside. These deadly weapons are best used for planetary defense against enemy capital cruisers but they can also be used as city busters. When deployed in this role they function much the same way as when fired against enemy warships. The missile splits into twelve individual warheads upon detection of any possible interceptors approaching to within ten kilometers or when the missile is ten kilometers from it's target. The shaped-charge nature of the warheads works to limit the actual blast radius of the resulting explosions. The launchers are arranged in two columns of five tubes along the back of the Colossus where the sit inside the body of the droid pointing up. The silo doors of the launchers are magnetically sealed to prevent blaster fire from penetrating them and destroying the entire droid (and everything for many kilometers around) with a single lucky shot. These devastating weapons may only be deployed under two conditions. One is in the event that a planet is under attack by forces using either World Devastators or Death Star-Scale weapons. The only other way for these missiles to be deployed is under the direct orders of Grand Protector Skolaris. The droids themselves will accept no other situations or orders for the deployment of these weapons. If the droid should be irreparably damaged or completely immobilized there is a self destruct device that ensures that it will not be taken by the enemy. This device sends out an alert beacon to nearby Protectorate forces informing them of the impending blast which occurs five minutes later. The only two ways to stop this self-destruct mechanism is to send a non-destruct signal or to continue firing into the burning hulk until it is completely wrecked. This requires the equivalent of another destroyed result to be inflicted against a body strength of 2D walker scale. This still causes and explosion, but only one doing 15D capital scale to a two hundred fifty meter radius. If the destruct sequence is NOT somehow halted the resulting explosion is much more devastating. A ten megaton explosion rips through the battlefield inflicting 24D/18D/12D/6D capital scale damage to a 0-6/24/36/80 km radius.
Summary:
Please note that all contributions to Episode D6: Star Wars D6 Wiki may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
Episode D6: Star Wars D6 Wiki:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Search
Search
Editing
MerenData Colossus-Class Tank Droid
Add topic