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Mark V Bio-Battle Bot Part 1: What's new or if it works, make it better
After debugging and upgrading the Mark IV, those brainiacs down in RND decided to take a good thing and make it even gooder.. er better. Announcing the new and improved MARK V ATTACS (All terrain Transport and Cannon System). The gun system, far too inadequate in the eyes of the Violets and Blues, has been revamped, and has replaced the old, and slightly useless claw hands. The new Mark V now sports dual turrent cannons. The emergency eject and evacuation systems are gone, since the bot is far too powerful to ever need to run away. And the final touch, it's bigger and badder than ever! The hatch (1) and ladder (2) are still in the same places as the Mark IV, as is the rear camera (3) and HUD equipment (4). Replacing the lighting systems is an infrared scanner and laser sighting system (5) and replacing the claws are the new (and improved) cannon system (6). The feet are now treads: big, heavy, lumbering caterpillar treads.

Part 2:Bigger, Badder, and slower
Yeah, she's big. Yeah, she's bad, and man, is she slower than hell. The new hydrolic systems, the new gun and ammo systems, the new search and patrol computers, the new reinforced armor and load balancing systems, not to mention those big treads, make the Mark V one heavy, heavy piece of equipment. Being underpowered and overloaded makes for a slow stroll down the corrodor with this monstrosity. Consider all movement at half speed, and tight turns and low ceilings will bring all motion to a full halt. She's also louder than the origninal, much louder. Think of a motorcycle with no muffler and a blown-out carb at close range. Or a jet engine. You get the idea. No sneaking up on anything except a deaf and blind clone with this beast.

Part 3: *** BIG GUNS ***
Ah, those wonderful gattling cannons. Raining pain and death and ugliness and so forth in all directions at high speed... If the onboard computer will let you. Oh, we didn't mention the on-board computer?? Ah how stupid of us:

Part 3b: The logic of the onboard targeting computer.
Those wacky humanitarians, er clonitarians down at RND, you have to love them. They immediately realized the problem in putting large, rapidly firing cannons on the front of a large tank... and then giving it to troubleshooters... in the field... you know what we mean... nudge nudge...

Seems RND has got this... theory, that troubleshooters tend to end up dead alot. A whole lot. Thus, if troubleshooters carry only pistols and a few rifles and an occational grenade and usually end up in small pieces jammed into crevices deep in Alpha, then giving said troubleshooters a large piece of essentially military hardware would be foolish. This bit of logic followed means that there has to be some sort of check system to make sure that a traitor in the cockpit of the beast does not mean a complete whipe-out of the entire troubleshooter team. So, enter the targeting computer.

Part 3c: The theory of the onboard targeting computer.
So, a small bot brain is inserted into the equation, which is set up to determine whether the target that the troubleshooter now has locked in his sights is, in fact, a legit target (ie commie mutant traitor or similar). Sounds great, right? (all of you nodding go back and read the "about" sections... NOW)

Part 3d: The practice of the onboard targeting computer.
The onboard targeting computer, called "little buddy" will chirp in as soon as the trigger is pulled. He will immediately pipe in, and ask nicely what the person is firing at and why. He will also attempt to use the targeting sights, infrared, radar, sonar, gaydar (just kidding) and such to determine if the person is lying or not. If "little buddy" determines that, in fact, the target is worth shooting at, he fires. If he decides that the target is not worth shooting at, either because the person in the captain's chair is not telling the truth, or because the targeting systems don't register it as a target, or both, or because it's in a bad mood... it won't fire. There's a CHZ roll involved, make it up depending on the situation.

Part 3e: The problems in the onboard computer.
Other than radically slowing down the firing process, "little buddy" is also rather talkative, and annoying. He also will become upset if the person running the bot doesn't pay attention to him or carry on a good conversation... constantly. "little buddy" will power on as soon as the group leaves RND, mainly because he doesn't like the tech's in RND. After that, he'll chatter on endlessly (as the bot sluggishly and ponderously trudges down the hall) about this that and the other for as long as he has a willing participant. As soon as the driver loses interest, "little buddy" will have a slight hissy, and will pout endlessly until called upon to fire the guns, at which point he will chime in "oh, NOW you want to talk to me... well forget it!" and will continue pouting until talked into friendship again (a CHZ roll).

Part 3q: Using mechanical aptitude.
Damn muties. Well, if they try to use mechanical aptitude, let them. "Little buddy" will love his new friend, and will go nuts telling him all about his existance from the moment he was programmed. This will make him even more talkative, annoying, and even less interested in what he will consider a secondary function, firing the guns. There. Ha.

Part 3.14159: Wrap up.
The Mk 5 is basically meant to be useless, unless the player somehow manages to keep "little buddy" happy. If he can do that, then he will have one hell of a weapon. It shoots at 10S from each cannon each round. The limits on this are: The fuel supply is the GM trump card. Getting tired of the beast? It runs out of juice.