Battle Android Troopers

Melee
RV 10
Coordination
RV 6
Brawn
RV 6
Fortitude
RV 10
Intellect
RV 2
Awareness
RV 4
Willpower
RV 4
Lifestyle
n/a
Repute
RV -5

Health:
Fortune:
32
n/a

Origin:

Cobra's legions of Battle Android Troopers are robots - and dim ones, at that. They are humanoid mechanical entities mass-produced in various Cobra facilities, and lack sentience - much less a whole lot of processing power. They're heavily armed and relentless, however!

Known Powers:

Body Armor: BATs are constructed from ostensibly durable inorganic materials, though being quite cheap to manufacture, they can be damaged even with small-arms fire. BATs possess rank value 4 protection against physical assault, but no defense against any other form of damage.

Environmental Independence: being artificial mechanoids, BATs need not eat, drink, sleep, or breathe in order to continue their activities. However, BATs do require a considerable amount of energy to function, meaning that they must be recharged or refueled with some frequency.

Interchangeable Arms: the lower right arm of each BAT can be removed as their Cobra operators deem necessary, and switched out with one of several variant attachments, instead. Kept in a back-mounted rack for easy access, these implements include the following:

* Flamethrower: most BATs feature a flamethrower option, the better to demoralize (and crisp) their enemies. This small attachment can be used to fire a stream of burning jelly at foes in front of the BAT, inflicting rank value 10 2x SD Energy damage with each burst.

* Gripper Arm: many BATs are equipped with an oversized clamp for a hand, which they can use to Grab or Grapple persons or objects as if their Brawn was +1 RS in value. One half of this clamp's exterior is serrated, allowing BATs to inflict Slashing damage in melee.

* Laser Rifle: many BATs feature a laser rifle option, allowing them to cut through even the most sturdy defenses. These implements inflict rank value 10 Armor Piercing Energy damage per blast, and can focus on a specific spot for long periods of time with mechanical precision.

Invulnerability to Disease and Poison: intrinsically inorganic, Cobra's Battle Android Troopers are completely immune to disease that preys upon organic systems. Furthermore, they ingest neither food nor drink, and do not respirate, and are thus immune to being poisoned.

Limitations / Enhancements:

Languorous: BATs possess a weak version of this character limitation. They cannot repair themselves, and replacing the parts and systems that comprise their existence is difficult at best, since they are designed to be disposable. They can be fixed, but it wouldn't be easy.

Reprogrammable: it's no secret that BATs are stupid by design. While they lack external ports to send and receive data, much less any sort of wireless transceiver, anyone who knows what they're doing and can crack a BAT open and reprogram them with relative ease.

Weak Point: BATs have the unfortunate tendency to burst into flames when damaged from behind, if they fail a Fortitude ACT each time this occurs. This will cause those in contact with the burning BAT to suffer from rank value 2 Energy damage each turn.

Equipment:

Grenades: each BAT has at least one grenade strapped onto its brightly colored web gear. They can fling these anywhere within the normal range, or simply pull the pin and wade into melee, inflicting rank value 30 Slashing (fragmentary) damage either way.

Sidearm: carried in their brightly colored hip holsters, each BAT carries a firearm in addition to their interchangeable arms. They can inflict rank value 6 Piercing damage while firing a single shot, or rank value 10 Piercing damage while firing a semi-automatic burst of lead.

Quirks:

Low Stress Threshold: the main reason living Cobra operatives hate working with BATs is that they don't handle the constant changes inherent to battlefield conditions all that well, and must pass a Willpower ACT at -2 RS when the unexpected occurs to avoid attacking indiscriminately.

Sturdiness: Battle Android Troopers are notorious for shambling after their targets long after it seems they should collapse in an inactive heap. They benefit from a +1 RS to their Fortitude, for the purposes of calculating their Negative Health, should that trait be in use.

Skills:

(none)

Contacts:

As non-sentient automatons, Cobra's Battle Android Troopers have no contacts to speak of. Sure, Overkill dotes over them as if they were his own children, and Hotwire constantly works to improve Doctor Mindbender's creations, they neither know nor care for others as we do.

Likeness:

The Cobra BAT is essentially a humanoid robot, whose body is covered with black or unpainted metal plating. Their heads are black, with one-way, mirrored acrylic face plates over the eyes, and their chests feature a window that shows off their inner mechanisms for the world to see.

Though a cursory examination would reveal their inherent artificiality, BATs are dressed in black trousers, long sleeved black shirts (whose sleeves are typically rolled up), a yellow leather belt, yellow web gear, a yellow hip holster, and yellow boots with metal plating on the top.

Personality:

BATs are relentless. They are not hamstrung by tendencies such as hunger, ambition, or a sense of self-preservation. At the same time, their minds are built with factory-second microprocessors, making them dim by design. As such, they react poorly to both changes and surprises.

BATs are loathed by the living. They are as likely to attack the Joes directly as they are to gun Cobra operatives down from behind. This is why they are usually fielded by kicking them out of low-flying aircraft, or leaving a 'volunteer' to switch them on as other Cobras withdraw.

1991 Variations

the Mark 2 BAT

Known Powers:

Interchangeable Arms: the lower right arm of each BAT can be removed as their Cobra operators deem necessary, and switched out with one of several variant attachments, instead. Kept in a back-mounted rack for easy access, these implements include the following:

* Grenade Launcher: the Mark 2 BAT features a grenade launcher instead of the original iteration's optional arms. It can use this implement to bloop grenades up to three sectors away from its location, devices which inflict damage per the above, standalone explosives.

* Rocket Launcher: alternately, the Mark 2 BAT can instead be fitted with a fully functional rocket launcher in lower right arm socket! This weapon fires projectiles which inflict the damage listed below, which can add up fast with multiple BATs in the area:

Handling
RV 20
Velocity
RV 75
Durability
RV 20
Damage
RV 30 Slashing (fragmentary)

Likeness:

The Mark 2 BAT is essentially a humanoid robot, whose body is covered in black metal plating with green trim. Their heads feature one-way orange acrylic face plates over the eyes, and their chests feature a window that shows off their inner mechanisms for the world to see.

Though a cursory examination would reveal their inherent artificiality, BATs are dressed to look human at a distance. Their garb includes black trousers, long sleeved black shirts (whose sleeves are typically rolled up), an orange leather belt, and orange leather boots and gloves.

1993 Variations

the Battle Armored Android Trooper (BAAT)

Melee
RV 20
Coordination
RV 10
Brawn
RV 20
Fortitude
RV 30
Intellect
RV 2
Awareness
RV 4
Willpower
RV 4
Lifestyle
n/a
Repute
RV -10

Health:
Fortune:
80
n/a

Known Powers:

Body Armor: essentially a self-motivated suit of combat armor, Battle Armored Android Troopers are much hardier than their conventional fellows. They possess rank value 20 protection from physical assault, making them particularly difficult to destroy.

Communications Gear: since one cannot hear in space, BAATs were rigged up with radio transceivers powerful enough to reach quite far in the vacuum of space. BAAT radios work with rank value 50 ability, having a 2,500 mile maximum range, and feature rank value 20 encryption.

Deflection: the armor suits that BAATs were based upon feature a highly polished, ray-shielded surface. This acts to give them 2 RS of deflection against incoming, energy-based ranged attacks like lasers or such - though it offers no added resistance to them, per se.

Lead Foot Magnetized Boots: Battle Armored Android Troopers are equipped with special electromagnets in the boot housings, allowing them to 'stick' to ferrous objects when lacking proper gravity. They can grip a metallic surface with rank value 20 Brawn.

Spikes: both of the BAAT's wrists feature spiked gauntlets. These implements allow these self-propelled suits to inflict Slashing damage in melee, which may not be enough to destroy an enemy outright, but can damage fragile environmental systems they depend upon to live!

Equipment:

Laser Rifle: while they do not plug directly into the BAATs, these androids are given a laser rifle when turned loose. They inflict rank value 10 Armor Piercing Energy damage with each blast, and can focus on a specific spot for long periods of time with mechanical precision.

Rocket Launcher: though they do not attach to this unit as they do the Mark 2 model of BAT, the BAAT nonetheless carries this weapon with it in the field. It fires projectiles that inflict the damage listed below, which can add up fast with multiple BAATs on the attack:

Handling
RV 20
Velocity
RV 75
Durability
RV 20
Damage
RV 30 Slashing (fragmentary)

Submachine Guns: BAATs carry multiple submachine guns, which inflict rank value 6 Piercing damage when firing a single shot, rank value 10 Piercing damage when firing a short burst of rounds, or rank value 20 Piercing damage when firing continuously at a target.

Likeness:

the Battle Armored Android Trooper, or BAAT, is a variant on conventional BAT technology, if there is such a thing. Essentially, Destro built a suit of armor using stolen Star Brigade schematics, plugged a BAT's brain into it, and called it good. And, for the most part, they were!

Primarily black in hue, the BAAT features white upper arms, white spiky wrist guards, a white codpiece, white boots, and white guards over their calves. Their distinctive, finned heads are mainly black as well, but feature a one-way red acrylic shield over their faces.

2002 Variations

the Mark 3 BAT

Equipment:

Harpoon Rifle: the better to pin faster foes in place for a later swarming, Mark 3 BATs are often equipped with a conventional harpoon gun. These weapons fire, well, harpoons, which inflict rank value 10 Piercing damage each, and often anchor foes to nearby objects.

Submachine Guns: Mark 3 BATs are armed with conventional submachine guns, which inflict rank value 6 Piercing damage when firing a single shot, rank value 10 Piercing damage when firing a short burst of rounds, or rank value 20 Piercing damage when firing continuously at a target.

Likeness:

The streamlined, Mark 3 BAT features black and uncolored metal skin, and red, one-way acrylic plates over their faces. They lack their predecessors' interchangeable arms, having been built with much, much cheaper parts, and a brain crafted using game console microchips.

This latest generation of Battle Android Trooper also wears black trousers, possibly just to hide unsightly worksmanship on their lower bodies, a red leather belt with a few pouches to hold ammunition, and steel boots and a chestplate adorned with decorative blue trim.

2003 Variations

the Mark 2.1 BAT

Known Powers:

Interchangeable Arms: the lower right arm of each BAT can be removed as their Cobra operators deem necessary, and switched out with one of several variant attachments, instead. Kept in a back-mounted rack for easy access, these implements include the following:

* Grenade Launcher: the Mark 2.1 BAT features a grenade launcher instead of the original iteration's optional arms. It can use this implement to bloop grenades up to three sectors away from its location, devices which inflict damage per the above, standalone explosives.

Likeness:

The Mark 2.1 BAT is essentially a humanoid robot, whose body is covered in black metal plating with chrome trim. Their heads feature one-way mirrored acrylic face plates over the eyes, and their chests feature a window that shows off their inner mechanisms for the world to see.

Though a cursory examination would reveal their inherent artificiality, BATs are dressed to look human at a distance. Their garb includes black trousers, long sleeved black shirts (whose sleeves are typically rolled up), a yellow leather belt, and yellow leather boots.

the Inferno BAT

Known Powers:

Aura / Fire: their calling card, Inferno BATs can ignite on command, or pretty much at will, allowing them to inflict staggering damage to everyone and everything around them. Wreathed in flames of rank value 6 intensity, they inflict like SD Energy damage on contact.

Interchangeable Arms: the lower right arm of each Inferno BAT can be removed as their Cobra operators deem necessary, and switched out with one of several variant attachments, instead. Kept in a back-mounted rack for easy access, these implements include the following:

* Flamethrower: Inferno BATs feature a flamethrower option, the better to share their flames with everyone. This small attachment can be used to fire a stream of burning jelly at foes in front of the BAT, inflicting rank value 10 2x SD Energy damage with each burst.

Likeness:

The Inferno BAT is essentially a humanoid robot, whose body is covered with red metal plating with black trim. Their heads feature one-way mirrored acrylic face plates over the eyes, and their chests feature a window that shows off their inner mechanisms for the world to see.

Though a cursory examination would reveal their inherent artificiality, BATs are dressed to look human at a distance. Their garb includes red trousers, long sleeved red shirts (whose sleeves are typically rolled up), a gold leather belt, and gold leather boots.

the Mark 3.2 and 3.3 BATs

Known Powers:

Interchangeable Arms: the lower right arm of the Mark 3.2 and 3.3 BAT can be removed as they or their Cobra operators deem necessary, and switched out with one of several variant attachments. Kept in a back-mounted rack for easy access, these implements include the following:

* Flamethrower: Mark 3.2 and 3.3 BATs feature a flamethrower option, the better to crisp anyone in their paths. This small attachment can be used to fire a stream of burning jelly at foes in front of the BAT, inflicting rank value 10 2x SD Energy damage with each burst.

* Submachine Guns: Mark 3.2 and 3.3 BATs carry literal firearms, which inflict rank value 6 Piercing damage when firing a single shot, rank value 10 Piercing damage when firing a short burst of rounds, or rank value 20 Piercing damage when firing continuously at a target.

* Sword: when they run out of ammunition for their gun arm, and fuel for their flamethrower arm, Mark 3.2 and 3.3 BATs can hook up their sword arm and go to town. They can use these long, deadly implements to inflict their Brawn +1 RS in Slashing damage with each strike.

Equipment:

Ghille Suit: working to allow BATs achieve cover whilst standing idle, waiting around for something to attack, some are swaddled within ghille suits. These grass-green cloaks inflict a 2 RS penalty upon attempts by other to spot the motionless BAT wearing one.

Likeness:

The Mark 3.2 BAT features black and uncolored metal skin, and yellow, one-way acrylic plates over their faces. They have interchangeable right arms once again, that feature having been redesigned with much, much cheaper parts, and a brain crafted using game console microchips.

This latest generation of Battle Android Trooper also wears black trousers, possibly just to hide unsightly worksmanship on their lower bodies, a yellow leather belt with a few pouches to hold ammunition, and steel boots and a chestplate adorned with decorative yellow trim.

A later, running change to the Mark 3.2 BAT, the 3.3 saw them released with the same accessories, and the same look for the most part. These latter-day BATs featured a duller, nickel finish instead of a more chromelike look on their uncolored parts, and red trim on their chests.

2004 Variations

the Mark 3.4, 3.5, and 3.6 BATs

Known Powers:

Interchangeable Arms: the lower right arm of the Mark 3.4, 3.5, and 3.6 BAT can be removed as they or their Cobra operators deem necessary, and switched out with one of several variant attachments. Kept in a back-mounted rack for easy access, these implements include the following:

* Flamethrower: Mark 3.4, 3.5, and 3.6 BATs feature a flamethrower option, the better to crisp anyone in their paths. This small attachment can be used to fire a stream of burning jelly at foes in front of them, inflicting rank value 10 2x SD Energy damage with each burst.

* Submachine Guns: Mark 3.4, 3.5, and 3.6 BATs carry literal firearms, which inflict rank value 6 Piercing damage when firing a single shot, rank value 10 Piercing damage when firing a short burst of rounds, or rank value 20 Piercing damage when firing continuously at a target.

* Sword: when they run out of ammunition for their gun arm, and fuel for their flamethrower arm, Mark 3.4, 3.5, and 3.6 BATs can hook up their sword arm and go to town. They can use these long, deadly implements to inflict their Brawn +1 RS in Slashing damage with each strike.

Equipment:

the Android Personnel Carrier: the Mark 3.4 BAT has, in addition to its usual programming, rudimentary driving code. This allows it to ferry other BATs or desperate Cobras about, and operate the Android Personnel Carrier, which is described in its own vehicular entry.

Submachine Guns: Mark 3.6 BATs are armed with conventional submachine guns, which inflict rank value 6 Piercing damage when firing a single shot, rank value 10 Piercing damage when firing a short burst of rounds, or rank value 20 Piercing damage when fired continuously.

Likeness:

The Mark 3.4 BAT features black and bronze metal skin, and yellow, one-way acrylic plates over their faces. They have interchangeable right arms once more, that feature having been redesigned with much, much cheaper parts, and a brain crafted using game console microchips.

This generation of Battle Android Trooper also wears black trousers, possibly just to hide unsightly worksmanship on their lower bodies, an orange leather belt with a few pouches to hold ammunition, bronzed boots, and a chestplate adorned with decorative red trim.

The Mark 3.5 BAT, released shortly thereafter, features black and nickel-plated skin, and a red, one-way acrylic plate over their faces. They wear a red leather belt with a few pouches to hold ammunition, nickel-plated boots, and a nickel chestplate adorned with decorative blue trim.

The Mark 3.6 Bat, pushed out soon after the 3.5, features black and uncolored metal skin, and a red, one-way acrylic plate over their faces. They wear a yellow, pouch-laden leather belt, gray knee pads, uncolored metal boots, and a nickel chestplate adorned with yellow trim.

the Mark 4.0, 4.1, 4.2, and 4.3 BATs

Known Powers:

Communications Gear: while their predecessors lack such equipment, Mark 4 series BATs are equipped with radio transceivers which work with rank value 10 ability, having a maximum range of 25 miles. This lets them receive orders, and transmit sensory data back to a control base.

Interchangeable Arms: the Mark 4 series of BAT can remove one or both of their arms, as they or their handlers deem necessary, to replace them with several variant attachments. Kept in a back-mounted rack for easy access, these implements include the following:

* Chain Gun: one of the active weapon systems that Mark 4 series BATs sport is a chain gun. This miniature, rotary-barreled death dealer can fire a short burst of ammunition to inflict rank value 20 Piercing damage, or rank value 30 Piercing damage when firing continuously.

* Grenade Launcher: the Mark 4 series BATs feature a grenade launcher arm attachment to supplement its standard limbs. It can use this implement to bloop grenades up to three sectors away from its location, devices which inflict damage per the above, standalone explosives.

* Sword: when they run out of ammunition for their other, ranged weapon arms, Mark 4 series BATs can hook up their sword arm and go to town. They can use these long, deadly implements to inflict their Brawn +1 RS in Slashing damage with each strike.

Equipment:

Submachine Guns: Mark 4.3 BATs are armed with conventional submachine guns, which inflict rank value 6 Piercing damage when firing a single shot, rank value 10 Piercing damage when firing a short burst of rounds, or rank value 20 Piercing damage when fired continuously.

Likeness:

The Mark 4 Series of BAT is another all-new design. The original, 4.0 iteration features gray and uncolored metal skin, green eyes, and a face plate emblazoned with the Cobra logo. They possess a less human-looking design, featuring two hot-swappable arms, and almost stilt-like legs.

As do most previous model of BAT, the Mark 4.0 wears clothing, ostensibly to cover up some less than aesthetically pleasing machinery. This clothing includes purple trousers with a Cobra logo running up the left side, a purple leather belt, and a black leather jacket, of all things.

The Mark 4.1 release of BAT changed this up some. Their plating changed to brown and bronzed, and their eyes to golden in hue. Similarly, the designers of the Mark 4.1 changed their trousers, leather jacket, and leather belt to brown as well, making them match a bit better.

The Mark 4.2 BAT release further changed their decoration. These robots feature uncolored and gray metal skin, and glowing green eyes. They wear a brilliant red leather jacket and troursers, a red and yellow leather belt, and what appears to be a brass chest plate.

The Mark 4.3 BATs were the last released in 2004. This final iteration of them included black and chromed metal skin, along with glowing red eyes. They are clothed in black leather jackets, black trousers, a blue leather belt, and feature a bit of brass on their chest plates.

2005 Variations

the Mark 3.7 BATs

Known Powers:

Interchangeable Arms: the lower right arm of the Mark 3.7 BAT can be removed as they or their Cobra operators deem necessary, and switched out with one of several variant attachments. Kept in a back-mounted rack for easy access, these implements include the following:

* Flamethrower: Mark 3.7 BATs feature a flamethrower option, the better to crisp anyone in their paths. This small attachment can be used to fire a stream of burning jelly at foes in front of the BAT, inflicting rank value 10 2x SD Energy damage with each burst.

* Sword: when they run out of fuel for their flamethrower arm, or just wish to fight in close quarters, Mark 3.7 BATs can hook up their sword arm and go to town. They can use these long, deadly implements to inflict their Brawn +1 RS in Slashing damage with each strike.

Likeness:

The Mark 3.7 BAT features black and uncolored metal skin, and green, one-way acrylic plates over their faces. They have interchangeable right arms once again, that feature having been redesigned with much, much cheaper parts, and a brain crafted using game console microchips.

The third generation of Battle Android Trooper wears black trousers, possibly just to hide unsightly worksmanship on their lower bodies, a neon green belt with a few pouches to hold ammunition, and steel boots and a chestplate adorned with decorative, neon green trim.

the Mark 4.4 BATs

Known Powers:

Communications Gear: while their predecessors lack such equipment, Mark 4 series BATs are equipped with radio transceivers which work with rank value 10 ability, having a maximum range of 25 miles. This lets them receive orders, and transmit sensory data back to a control base.

Interchangeable Arms: the Mark 4 series of BAT can remove one or both of their arms, as they or their handlers deem necessary, to replace them with several variant attachments. Kept in a back-mounted rack for easy access, these implements include the following:

* Chain Gun: one of the active weapon systems that Mark 4 series BATs sport is a chain gun. This miniature, rotary-barreled death dealer can fire a short burst of ammunition to inflict rank value 20 Piercing damage, or rank value 30 Piercing damage when firing continuously.

* Grenade Launcher: the Mark 4 series BATs feature a grenade launcher arm attachment to supplement its standard limbs. It can use this implement to bloop grenades up to three sectors away from its location, devices which inflict damage per the above, standalone explosives.

Likeness:

The Mark 4 Series of BAT features a different design. The 4.4 iteration includes black and uncolored metal skin, green eyes, and a face plate emblazoned with the Cobra logo. They possess a less human-looking design, featuring two hot-swappable arms, and almost stilt-like legs.

As do most previous model of BAT, the Mark 4.0 wears clothing, ostensibly to cover up some less than aesthetically pleasing machinery. This clothing includes black trousers, a neon green leather belt, and a black leather jacket, because really, why not?

the Mark 5 BATs

Known Powers:

Communications Gear: as do their immediate predecessors, Mark 5 BATs are equipped with radio transceivers which work with rank value 10 ability, having a maximum range of 50 miles. This lets them receive orders, and transmit sensory data back to a control base.

Interchangeable Arms: the Mark 5 series of BAT can remove one or both of their arms, as they or their handlers deem necessary, to replace them with several variant attachments. Kept in a back-mounted rack for easy access, these implements include the following:

* Submachine Guns: Mark 5 BATs carry dual, literal firearms, which inflict rank value 6 Piercing damage when firing a single shot, rank value 10 Piercing damage when firing a short burst of rounds, or rank value 20 Piercing damage when firing continuously at a target.

Plug and Play Parts: an extension of the technology which lets their interchangeable arms function, Mark 5 BATs can readily remove and replace parts from their systems should they fail. All they need to do is take them from another Mark 5 BAT who isn't currently using them!

Super Jumping: having shoulder-mounted rockets fed by back-mounted fuel supply, Mark 5 BATs can make powerful leaps, either to fire at foes from above or to simply body check them on the way down. Their rank value 100 jumping lets them leap up to 120 feet into the air!

Likeness:

Mark 5 BATs are primarily built from a blue-gray metal, but have uncolored steel on their waist, neck, and mouth. They have glowing green eyes, large green jump jets and fuel tanks protruding from their shoulders and backs, respectively, and a large red Cobra sigil on their chest.

Unlike most previous BAT models, save for the BAAT, Mark 5 BATs do not wear useless frippery such as clothing. They are clearly artificial, and make no bones about it. They even have 'minions', in the form of Mark 3.7 and Mark 4.4 BATs built to support them in the field!

2008 Variations

the Headhunter Android Troopers (HATs)

Likeness:

The HAT is essentially a humanoid robot, whose body is covered by bare metal with black trim. Their heads are chromed, with one-way, orange acrylic face plates over the eyes, and their chests feature a window that shows off their inner mechanisms for the world to see.

the Mark 1.1 BATs

Known Powers:

Interchangeable Arms: what sets them apart from the original model, the Mark 1.1 BAT can have one or both of its arms removed, and replaced with different attachments. These attachments as the same as always, it's just that Mark 1.1 BATs can attack with both arms!

Equipment:

Rocket Launcher: supplementing the normal roster of equipment and extra arms the standard BAT features, the Mark 1.1 model also carries this weapon in the field. It fires projectiles that inflict the damage listed below, which can add up fast with multiple BATs on the attack:

Handling
RV 20
Velocity
RV 75
Durability
RV 20
Damage
RV 30 Slashing (fragmentary)

Likeness:

The Mark 1.1 BAT is essentially a humanoid robot, whose body is covered with black or unpainted metal plating. Their heads are black, with one-way, red acrylic face plates over the eyes, and their chests feature a window that shows off their inner mechanisms for the world to see.

Though a cursory examination would reveal their inherent artificiality, BATs are dressed in black trousers, long sleeved black shirts (whose sleeves are typically rolled up), an orange leather belt, orange web gear, an orange hip holster, and orange boots with metal plating on the top.

the Sky BATs

Known Powers:

Communications Gear: as do the Mark 5 BATs, Sky BATs are equipped with radio transceivers which work with rank value 10 ability, having a maximum range of 50 miles. This lets them receive orders, and transmit sensory data back to a control base.

Interchangeable Arms: the Sky BATs can remove one or both of their arms, as they or their handlers deem necessary, to replace them with several variant attachments. Kept in a back-mounted rack for easy access, these implements include the following:

* Submachine Guns: Sky BATs carry dual, literal firearms, which inflict rank value 6 Piercing damage when firing a single shot, rank value 10 Piercing damage when firing a short burst of rounds, or rank value 20 Piercing damage when firing continuously at a target.

Plug and Play Parts: an extension of the technology which lets their interchangeable arms function, Sky BATs can readily remove and replace parts from their systems should they fail. All they need to do is take them from another Sky BAT who isn't currently using them!

Super Jumping: having shoulder-mounted rockets fed by back-mounted fuel supply, Sky BATs can make powerful leaps, either to fire at foes from above or to simply body check them on the way down. Their rank value 100 jumping lets them leap up to 120 feet into the air!

Likeness:

Sky BATs are primarily built from a sky blue metal, but have uncolored steel on their waist, neck, and mouth. They have glowing green eyes, large green jump jets and fuel tanks protruding from their shoulders and backs, respectively, and a large red Cobra sigil on their chest.

Unlike most previous BAT models, save for the BAAT, Sky BATs do not wear useless frippery such as clothing. They are clearly artificial, and make no bones about it. While they lack the 'minions' the Mark 5 BATs used to benefit from, Sky BATs are nonetheless incredibly effective foes!

2011 Variations

the Jungle BATs

Known Powers:

Interchangeable Arms: what sets them apart from the original model, Jungle BATs can have one or both of their arms removed, and replaced with different attachments. These attachments as the same as always, it's just that Jungle BATs can attack with both arms!

Equipment:

Chain Gun: supplementing the normal roster of equipment and extra arms the standard BAT features, this rotary-barreled death dealer can fire a short burst of ammunition to inflict rank value 20 Piercing damage, or rank value 30 Piercing damage when firing continuously.

Likeness:

The Jungle BAT is essentially a humanoid robot, whose body is covered with black or unpainted metal plating. Their heads are black, with one-way, mirrored acrylic face plates over the eyes, and their chests feature a window that shows off their inner mechanisms for the world to see.

Though a cursory examination would reveal their inherent artificiality, BATs are dressed in green camouflaged trousers and long sleeved shirts (whose sleeves are typically rolled up), a black leather belt, hip holster, and boots with metal plating on the top, and a green bandoiler.

2014 Variations

Known Powers:

Interchangeable Arms: what sets them apart from the original model, Arctic BATs can have one or both of their arms removed, and replaced with different attachments. These attachments as the same as always, it's just that Arctic BATs can attack with both arms!

Equipment:

Laser Rifle: Arctic BATs carry a laser rifle, allowing them to cut through even the most sturdy defenses. These implements inflict rank value 10 Armor Piercing Energy damage with each blast, and can focus on a specific spot for long periods of time with mechanical precision.

M-60: supplementing the normal roster of equipment and extra arms the standard BAT features, this heavy duty lead-slinger can fire a short burst of ammunition to inflict rank value 20 Piercing damage, or rank value 30 Piercing damage when firing continuously.

Picks: ostensibly, these implements are intended to help Arctic BATs to naviage the cold, slick wastes of the world's polar regions, namely by anchoring them as they walk. They can be used offensively, however, inflicting Slashing damage against animate foes.

Likeness:

The Arctic BAT is essentially a humanoid robot, whose body is covered with black or unpainted metal plating. Their heads are black, with one-way, mirrored acrylic face plates over the eyes, and their chests feature a window that shows off their inner mechanisms for the world to see.

Though a cursory examination would reveal their inherent artificiality, BATs are dressed in white camouflaged trousers and long sleeved shirts (whose sleeves are typically rolled up), and a white leather belt, hip holster, and boots with metal plating on the top.

2016 Variations

the Mark 1.2 BATs

Known Powers:

Interchangeable Arms: what sets them apart from the original model, the Mark 1.2 BAT can have one or both of its arms removed, and replaced with several variant attachments. These attachments as the same as always, it's just that Mark 1.2 BATs can attack with both arms!

Likeness:

The Mark 1.2 BAT is essentially a humanoid robot, whose body is covered with dark, unpainted metal plating. Their heads are black, with one-way, red acrylic face plates over the eyes, and their chests feature a window that shows off their inner mechanisms for the world to see.

Though a cursory examination would reveal their inherent artificiality, BATs are dressed in gray camouflage trousers and long sleeved black shirts (whose sleeves are typically rolled up), a black leather belt, web gear, hip holster, and boots with dark metal plating on the top.

2017 Variations

the Mark 1.8 BATs

Known Powers:

Interchangeable Arms: the main thing that sets them apart from the original model, Mark 1.8 BATs can remove one or both arms, and replace them with several variant attachments. Mark 1.8 BATs can attack with both arms, if desired, using these optional limb replacements:

* Flamethrower: most BATs feature a flamethrower option, the better to demoralize (and crisp) their enemies. This small attachment can be used to fire a stream of burning jelly at foes in front of the BAT, inflicting rank value 10 2x SD Energy damage with each burst.

* Gripper Arm: many BATs are equipped with an oversized clamp for a hand, which they can use to Grab or Grapple persons or objects as if their Brawn was +1 RS in value. One half of this clamp's exterior is serrated, allowing BATs to inflict Slashing damage in melee.

* Laser Rifle: many BATs feature a laser rifle option, allowing them to cut through even the most sturdy defenses. These implements inflict rank value 10 Armor Piercing Energy damage per blast, and can focus on a specific spot for long periods of time with mechanical precision.

* Sword: when they run out of ammunition, fuel, or power for their other limbs, Mark 1.8 BATs can hook up their sword arm and go to town. They can use these long, deadly implements to inflict their Brawn +1 RS in Slashing damage with each strike.

Likeness:

The Mark 1.8 BAT is essentially a humanoid robot, whose body is covered in black metal plating with green trim. Their heads feature one-way orange acrylic face plates over the eyes, and their chests feature a window that shows off their inner mechanisms for the world to see.

Though a cursory examination would reveal their inherent artificiality, BATs are dressed to look human at a distance. Their garb includes black trousers, long sleeved black shirts (whose sleeves are typically rolled up), an orange leather belt, holster, and boots.

the BAT Squad Leader

Known Powers:

Interchangeable Arms: the main thing that sets them apart from the original model, both arms of the BAT Squad Leaders can be removed, and replaced them with different attachments. They're as the same as the Mark 1's, it's just that BAT Squad Leaders can attack with both arms!

Equipment:

Rocket Launcher: though they do not attach to this unit as they do the Mark 2 model of BAT, the BAT Squad Leader nonetheless carries this weapon in the field. It fires projectiles that inflict the damage listed below, which can add up fast with multiple BATs on the attack:

Handling
RV 20
Velocity
RV 75
Durability
RV 20
Damage
RV 30 Slashing (fragmentary)

Likeness:

The BAT Squad Leader is a modified Mark 1.8 BAT, whose body is covered in black metal plating with green trim. Its head features a one-way red acrylic face plate over its eyes, and its chest features a window that shows off its inner mechanisms for the world to see.

Though a cursory examination would reveal its inherent artificiality, the BAT Squad Leader is dressed to look human at a distance. Its garb includes black trousers, long sleeved black shirts (whose sleeves are typically rolled up), a red leather belt, holster, and boots.

Extra Goodies:

Battle Android Troopers (BATs) 4C System: Edition 13 Text File Download

Cobra directories featuring a version of Battle Android Troopers (BATs):

1984 1991 1993 2002 2003 2004 2005 2008 2011 2014

  2016 2017  

Note: 2003 saw four releases of the BAT (Verisons 5, 6, 7, and 8), while 2004 had seven (Versions 9, 10, 11, 12, 13, 14, and 15). 2005 saw three (Versions 16, 17, and 18), as did 2008 (Versions 19, 20, and 21), while 2017 had two releases of the BAT each (Versions 25 and 26).