RolePlay onLine RPoL Logo

, welcome to Robotech, The Adventures of the UES Gambit and Fleet

08:36, 20th April 2024 (GMT+0)

Non Transforming Mecha of the UEEF

Posted by GargoyleFor group 0
Gargoyle
GM, 206 posts
Game Master
Sat 5 May 2012
at 06:25
  • msg #1

Ground Mecha of the UEEF

Sensors and Equipment for ground mecha.
This message was last updated by the GM at 06:26, Sat 05 May 2012.
Gargoyle
GM, 208 posts
Game Master
Sat 5 May 2012
at 07:28
  • msg #3

UEEF Excaliber

back ground:



UEEF Tomahawk or Excaliber

Model Type: Destroid
Class: Destroid Tomahawk MBR-04-VII series
Crew: One or Two

M.D.C. by Location:
Tri Laser Head – 100
Laser (of head) (3) – 30 each
GR-100 Mini-Missile Launchers (2) – 150 each
Missile Pods on shoulders (2) – 125 each
Particle Beam Forearm (1) – 150
Hands (2) – 75 each
Right Forearm (1) – 150
Upper Arm (2) – 105 each
Legs (2) – 250 each
Main Body – 475
Reinforced Pilot’s Compartment – 200
  Depleting the M.D.C. of the head will disable the lasers (none can shoot).
  Depleting the M.D.C.  of the main body will shut the mecha down completely, rendering it useless.

Speed:
Running:  75mph (121 kmph) maximum; cruising speed about 35 mph (56 kmph)
Leaping: 80 feet (27 m) lengthwise or 40 feet (12.2m)  high/up.
Climbing: Is possible but awkward, with a skill ability of 30% +3% per level of the pilot’s experience. Add 10% if the pilot has the climbing skill.
Height: 26 feet (10.97 m)
Width: 18 feet (5.6 m)
Length: 11 feet 2 inches (3.4m)
Weight: 20.6  tons fully loaded.
Physical Strength: Robotic Strength equal to PS 36
Cargo:  Minimal space is available in the pilots compartment, but there is enough room behind the two for additional weapons, grenade cases and ammo boxes, and et cetera. Approximate space is 5ft by 3ft by 3ft (1.5 X 0.9 X 0.9m)

Weapon Systems

1.)Particle Beam Cannnon, PBC-12 :
   Comprises the left arm. The beam cannon is the Excaliber’s most powerful, and long range, weapon.
Primary Purpose: Assault/Defense
Effective Range: 10,000ft, nearly 2 miles (3 km)
Mega-Damage: 5D10 +25 per blast
Rate of Fire: Four times per melee maximum
Payload:  Effectively unlimited


2.)Head Lasers:
   Three laser are built into a head-like housing. Each can turn in a 90 degree arc (up and down) and can be controlled and fired independently or simultaneously. Independent control means that only one laser can be fired (any of the three) and can be rotated to any position, without disturbing the other two. Simultaneous means that all three move and fire at once.
Primary Purpose: Assault
Effective range: 4000 feet (1200 m)
Mega-Damage: one blast does 3D6 M.D. three simultaneous blasts directed at the same target inflict 1D6 X10 M.D. and counts as one attack.
Rate of Fire: Equal to the pilot’s combined number of attacks.
Payload: Effectively unlimited

3.)GR-100 Mini-Missile Launchers: (2)
   Mounted above and behind each of the shoulders is a mini-missile launcher system with automatic reload. The cap flips up to reveal six missiles which can be fired in volleys of two or all six. The mini-missile is immediately replaced the moment it is launched. The additional missiles are housed in the length of the launcher attached to the back.
Primary Purpose: Assault
Secondary Purpose: Anti-Aircraft
Missile Type: Any mini-missile except plasma, but fragmentation and/or high explosive are standard issue.
Mega-Damage: Varies with missile type
Effective Range: About a mile
Rate of Fire: volleys of 2, 4, 6. Remember, a volley counts as one attack regardless of the number of missiles in the volley.
Payload: 18 mini-missiles per each launcher for a total of 36.
Note: the mini-missiles cannot be launched when the larger shoulder missile pod’s are being used. The shoulder pods protective lid blocks the mini-missile launcher. If the mini-missiles are launched while the shoulder pod is in use, it will damage the lid (80 M.D.C.) and has a 50% chance of wrecking the firing mechanism of the GR-100 launcher (will not Fire).

4.)A Missile Launcher Pod: (2)
Is mounted on each shoulder. The missile compartments/launchers are heavily armored, protecting the missiles from detonation by enemy fire. The missile pods also serve to protect the shoulder joints. Player’s note: these are identical to those on the RDF Excaliber MK-VI
Primary Purpose: Assault/Defense
Secondary Purpose: Anti-Aircraft
Missile Type:  Standard REF short range guide missile. Specific types of warheads vary with the situation. Since it will generally be going into a heavy combat environment, armor piercing and plasma are the standard issue.
Mega-Damage: Varies with missile type
Rate of Fire: One at a time or in volleys of 2 or 4 per each melee attack
Payload:  Each missile pod contains 12 short range missiles, for a total of 24
Note: the mini-missiles cannot be launched when the larger shoulder missile pod’s are being used. The shoulder pods protective lid blocks the mini-missile launcher. If the mini-missiles are launched while the shoulder pod is in use, it will damage the lid (80 M.D.C.) and has a 50% chance of wrecking the firing mechanism of the GR-100 launcher (will not Fire).

5.) Hand to Hand Combat:
Punch – 2D6 M.D.
Body Flip – 1D4 M.D.
Body Block – 1D6 M.D.
Stomp – 1D4 M.D.

6.) Optional Use of Hand Held Weapons:
  EU-13 80mm Pulse Beam Cannon.  See Alpha Fighter
  GU-11 55mm Triple Barreled Rotary Cannon.  See VF-1 Series Veritech Fighters
  EU-11 30mm Laser Gun Pod.      See Spartas Hovertank
  EP-20 20mm Laser Gun Pod.      See VFA-8 Logan
  Shock Baton.  See UEF Spartan (Macross)
This message was last edited by the GM at 23:09, Sun 20 Jan 2013.
Gargoyle
GM, 209 posts
Game Master
Sat 5 May 2012
at 07:28
  • msg #4

UEEF Gladiator

back ground:



UEEF SPARTAN or Gladiator

Model Type: MBR-08-MK III Spartan
Class: Main Battle Robotech Destroid
Crew: One or Two

M.D.C. by Location:
*Laser Energy Pods (2, shoulders) - 120 each
Laser Cannons (2 top-mounted) - 100 each
Laser Turret (1) - 50
Chest Mini-Missile Pod 150
Arms(2) - 140 each
Hands(2) - 70 each
Upper Leg(2) - 100 each
Lower Leg(2) - 150 each
Leg Missile Pods (4; two each leg) - 60 each
*Main Body - 450
Reinforced Pilot's Compartment - 350
   *Depleting the M.D.C. of the shoulder energy pod will render the laser cannon mounted on top of it useless.  The unit must be completely replaced to function again.
  **Depleting the M.D.C.  of the main body will shut the mecha down completely, rendering it useless.

Speed:
Running: 120mph (193 kmph) maximum; cruising speed about 60 mph (96 kmph)
Leaping: 100 feet up and across
Climbing: Is possible as a skill profiency of 40%+4% per level. Add 10% if the pilot has the climbing skill.
Height: 27 feet(8.4m) with cannons lowered
Width: 13 feet 9 inches (4.2m)
Lenght: 11 feet 4 inches (3.74m)
Weight: 19.2 tons fully loaded.
Physical Strength: Robotic Strenght equal to 42
Cargo: Miminal, with a small, 5ft x 3ft x3ft (1.5m x 0.9m x 0.9m)

Weapon Systems

1.) High-Powered GRA-10 Laser Cannon:
   Mounted on on each shoulder.  The cannons can be fired indiviually or simultaneously at the same target.  Both have a 120 degree arc of fire (up and down).  The Laser cannons can be positioned individually or together simultaneously.
Primary Purpose: Assault/Defense
Secondary Purpose: Anti-Aircraft
Effective Range: 4000 feet (1200m)
Mega-Damage: 3D6 M.D. per individual blast or 6D6 per simultaneous dual blast.
Rate of Fire: Equal to gunner's combined hand to hand melee attacks.
Payload:  Effectively Unlmited


2.) Rapid Fire Laser Turret
   Built into the chest.  The weapon is fixed forward, but can roate up and down in a 90 degree arc.
Primary Purpose: Anti-Aircraft
Secondary Purpose: Assault and Defense.
Range: 2000ft
Mega-Damage: Single "aimed" dual shot (+3 to strike), 2D6 M.D.; short burst (+1 to strike), 1D4x10 M.D.; long burst, shooting at one target (no bonus to strike, lasts the entire melee round), 2D4x10 M.D. burst shooting/spraying (-1 to strike; can be short or long burst) inflicts 2D6 M.D. to everything it hits.  Single and dual shots count as one melee attack.
Rate of Fire: Single/dual blasts equal to pilot's combined hand to hand.  Long burst or spraying an area counts as all melee attacks for that melee.
Payload: Effectively unlimited

3.)GR-102 MIni-Missile Launcher Pod
   Built into the chest area.  The lid flips open to fire.
Primary Purose: Assault/Anti-personnel
Secondary Purpose: Anti-Aircraft
Missile Type: Any mini-missile except plasma, but fragmentation and/or high explosive are standard issue.
Mega-Damage: Varies with missile type
Effective Range: About a mile
Rate of Fire: volleys of 2, 4, 6 or 8 Remember, a volley counts as one attack regardless of the number of missiles in the volley.
Payload: 36 mini-missiles


4.)MM-50 Multi-Missile System:
  Both the lower legs of the Spartan have short range missile launchers similar to those of the Alpha Fighter.  Each Missile launcher (two on each leg) contains four short range missiles, for a total of eight per each leg.
Primary Purpose: Anti-Aircraft
Secondary Purpose: Assault/Defense
Missile Type: Any Standard UEEF short-range missiles, usually armor piercing or plasma.
Mega-Damage: Varies with missile type
Rate of Fire: One at a time or in volleys 2, 4, 8 or 16(all);  per each melee attack.
Payload:  16 total short range missiles.


5.) Hand to Hand Combat:
   The Spartan can opt to engage in hand to hand combat with devastating punches.

  Restrained Punch - 1D6 M.D.
  Punch - 3D6 M.D.
  Power Punch - 1D6x10 M.D. (counts as two attacks)
  Tear or Pry - 1D6 M.D.
  Kick - 5D8 M.D.
  Leap Kick - 1D8x10 M.D.
  Body Flip/Throw - 2D6 M.D
  Body Block - 2D6 M.D.
  Stomps - 1D6 M.D.

6.) Optional Use of Hand Held Weapons:
  EU-13 80mm Pulse Beam Cannon.  See Alpha Fighter
  GU-11 55mm Triple Barreled Rotary Cannon.  See VF-1 Series Veritech Fighters
  EU-11 30mm Laser Gun Pod.      See Spartas Hovertank
  EP-20 20mm Laser Gun Pod.      See VFA-8 Logan
  Shock Baton.  See UEF Spartan (Macross)
This message was last edited by the GM at 23:24, Sun 20 Jan 2013.
Gargoyle
GM, 210 posts
Game Master
Sat 5 May 2012
at 07:29
  • msg #5

Re: UEEF MAC III

back ground:



UEEF M.A.C. III

Model Type: MAC "Little Monster" Destroid
Class: Destroid HWR=01-MK III
Crew: Two or Three

M.D.C. by Location:
Three Main Cannons - 100 each
Forearm Partical Beam Cannons (2) - 100 each
Upper Arms(2) - 75 each
Forward Missile Pod(1) -
Drum Bombs (2) - 100 each
Leg(2) - 200 each
*Main Body - 450
Reinforced Pilot's Compartment - 350

  *Depleting the M.D.C.  of the main body will shut the mecha down completely, rendering it useless.

Speed:
Running: 45mph (72 kmph) maximum; cruising speed about 30 mph (48 kmph)
Leaping: Impossible
Climbing: Is possible but awkward, with a skill ability of 30% +3% per level of the pilot’s experience. Add 10% if the pilot has the climbing skill.
Height: 48 feet 6 inches (14.8 m)
Length: 41 feet (11.6m)
Width: 38 feet (12.5 m)
Weight: 110  tons fully loaded.
Physical Strength: Robotic Strength equal to 51.
Cargo:  A spacious 8ftx6ftx6ft (2.4m x 1.8m x 1.8m) area is available for storage.


Weapon Systems

1.) Three 40cm Automatic Cannons:
   Mounted on top of the main body.  The two top guns are positioned and fired simultaneously as a dual system.  The third cannon can be operated independently from the other two cannons or locked in with the two and all three fired as one (all hit the same target).  The cannosn can be positioned in a 45 degree arc (up and down).
Primary Purpose: Long Range Assault
Secondary Purpose: Anti-Aircraft/Fortification
Effective Range: 10 miles (16km); minimum effective range is 600 feet(183m).
Mega-Damage: 2D6x10 M.D., Dual Blast 4D6x10 M.D., Triple blast 6D6 M.D., Blast radius is approximately 20ft (6.1m).  Simultaneous blasts (2 or 3 rounds) all strike the same target, but count as one melee attack(volley).
Rate of Fire: Equal to gunner's combined hand to hand melee attacks.
Payload:  Each cannon can fire 30 rounds with only a 10 round reload ammo capacity.


2.)Particle Beam Cannons, PBC-20
   Comprises of the forearms of the M.A.C. III.  Each can fire individually or simultaneously.  Both can rotate in a 180 degree semicircle, enabling the "Little Monster" fire straight up and directly behind it.
Primary Purpose: Anti-Aircraft
Secondary Purpose: Assault and Defense.
Range: 5 miles, minimum effective range 4500 feet.
Mega-Damage: one blast does 3D6x10 M.D. dual simultaneous blasts directed at the same target inflict 6D6 X10 M.D. and counts as one attack.
Rate of Fire: Equal to the pilot’s combined number of attacks.
Payload: Effectively unlimited

3.)Front Mounted Missile Pod: (2)
   Comprises of six medium range missiles.
Primary Purose: Anti-Aircraft
Secondary Purpose: Assault & Defense
Missile Type: Any mini-missile except plasma, but fragmentation and/or high explosive are standard issue.
Mega-Damage: Varies with missile type
Effective Range: About a mile
Rate of Fire: volleys of 2, 4, 6. Remember, a volley counts as one attack regardless of the number of missiles in the volley.
Payload: 18 mini-missiles per each launcher for a total of 36.
Note: the mini-missiles cannot be launched when the larger shoulder missile pod’s are being used. The shoulder pods protective lid blocks the mini-missile launcher. If the mini-missiles are launched while the shoulder pod is in use, it will damage the lid (80 M.D.C.) and has a 50% chance of wrecking the firing mechanism of the GR-100 launcher (will not Fire).


4.) Two Drum Bombs:
   Mounted in the front of the M.A.C. III.  Each is protected by a heavy top shield, plus the cylindrical bomb encasement has 125 M.D.C. to prevent detonation by enemy attack. Note:A direct shot at the bombs must be a called shot and is minus 4 to strike).  The bombs can be released at any time, dropping to the ground.  They are not propelled by any means, so the M.A.C. III Pilot should allow himself enough time to get out of the blast radius.  The bombs have a timer that can be programmed, for the crew compartment, for 10 seconds to 90 minutes.
Primary Purpose: Assault on enemy installations.
Secondary Purpose: Self-Destruction
Weight: 2 Tons each
Bomb Type:  Plasma; M.D.C. of the released bomb-10.
Mega-Damage: One bomb will inflict 1D6x1000 M.D. to everything in a 500ft(152.5m) area and 1D6x100 M.D. to an additional 1000ft(305m) beyond that.
Rate of Fire: Can drop one or both.  Counts as one melee attack.
Payload:  Two bombs.

5.) Hand to Hand Combat:
Combat is limited
 Body Block - 3D6 M.D.
 Bunts - 6D6 M.D.
 Stomps - 3D6 M.D.
This message was last edited by the GM at 09:12, Mon 25 May 2015.
Gargoyle
GM, 211 posts
Game Master
Sat 5 May 2012
at 07:30
  • msg #6

Re: UEEF Raidar X

back ground:




UEEF Defender or Raidar X

Model Type: Destroid
Class: Destroid Defender, ADR-04-MK XI
Crew: One or Two

M.D.C. by Location:
RADAR Sensor (Semidisc in chest) - 60
Mini-Missile Launchers (2) - 100 each
Tri-Barrel Laser Cannon Arm - 100 each barrel (6)
Upper Arm Connection (2) - 100 each
Legs (2) - 200 each
*Main Body - 250
Reinforced Pilot’s Compartment – 200

  *Depleting the M.D.C. of the main body wiill shut the mecha down completely, rendering it useless.


Speed:
Running:  100mph (160 kmph) maximum; cruising speed about 50 mph (80 kmph)
Leaping: 80 feet (24.4m) lengthwise or 40ft (12.2m) high/up.
Climbing: Impossible
Height: 24 feet 9 inches (7.6m)
Width: 18 feet (5.5 m)
Length: 11 feet 7 inches (3m)
Weight: 17 tons fully loaded.
Physical Strength: Robotic PS of 24.
Cargo:  Minimal space is available in the pilot's compartment, but there is enough room behind the two for additional weapons, grenade cases and ammo boxes, and et cetera. Approximate space is 5ft by 3ft by 3ft (1.5 X 0.9 X 0.9m)

Weapon Systems

1.) Tri-Barrel Rapid-Fire Laser Cannons:

   Its main weapon comprises of both arms.  An advanced computer targeting/radar system increases the Raidar X's accuracy.  Bonus: +2 to strike only while radar sensor disc protruding from its chest is functioning.  Depleting its M.D.C. will prevent the bonus and reduce radar range to 50 miles (80km).
Primary Purpose: Anti-Aircraft
Secondary Purpose: Assault/Defense
Range: 8 miles
Mega-Damage: Single blast - 3D6 M.D., double blast - 6D6 M.D., triple blast 1D4x10 M.D., Six Blasts (both arms firing simultaneously at one target (2D4x10 M.D.)
Rate of Fire: Equal to pilot's hand to hand.
Payload: Effectively Unlimited


2.) GR-100 Mini-Missile Launcher
   Mounted above and behind each of the shoulders is a mini-missile launcher system with automatic reload.  The cap flips up to reveal six missiles which can be fired in volleys of two or all six.  The mini-missile is immediately replaced at the moment of launch.  The additional missiles are housed in the length of the launcher attached to the back.
Primary Purpose: Assault
Secondary Purpose: Antipersonnel
Missile Type: Any except plasma, but fragmentation and/or high explosive are standard issue.
Range: One mile (1.6km)
Mega-Damage: Fragementation 5D6 M.D., HEAP 1D4x10 M.D., High Explosive 5D6 M.D.
Rate of Fire: One at a time or in volleys of 2, 4, 6.
Payload: 18 missiles per launcher for a total of 36.

3.)GRL-Defense Lasers:
  Built into the under-belly of the mecha is a triangular protrusion  directly under the dead center of the radar disc.  When besiged by ground troops, the protective cover flips down to reveal a battery of light lasers.  The lasers always point downward, but can be positioned to hit targets almost directly under it or up to 200 feet away in front.
Primary Purpose: Defense
Secondary Purpose: Anti-Personnel
Range: 200 feet
Mega-Damage: Aimed Shot - 3D6, burst 6D6 M.D., wild shooting/spray - 2D6 M.D.  per hit.  Note: The light lasers can be fired in a continous, full melee wild burst while using the big laser cannons at the cost of one melee attack, but they are -4 to strike anything.
Rate of Fire: Equal to pilot's hand to hand.  Or a full melee spray.
Payload: Effectively Unlimited


4.) Hand to Hand Combat:
  Possible but limited.  The spindly retractable arms only have a M.D.C. of 40 each and inlict low mega-damage.
Swat – 1D4 M.D.
Body Block - 1D6 M.D.
Stomp – 1D4 M.D.

SPECIAL EQUIPMENT
1. Advanced RADAR and Sensory Unit
RADAR: Range 200 miles, and can identify and track 300 individual tracks.
Heat Sensor: Can pick up pinpoint heat emanations.  Track by heat impressions - 55%, can pinpoint up to 100 contacts.
Motion Sensor: Detects and Registers movement within a 600ft(180m) area.  Can pinpoint and track up to 100 contacts.
Radiation Sensor: Detects and identifies the presence of over 50 types of radiation, measures their levels and can point point its source.  Range: 600 feet.

2. On-Board computer system to record and analyze data.

3. Long-range laser communications system: Range: 1000 miles, and can be relayed indefinitely via satellite.

4. Spotlight mounted on each laser arm.  Range of light beam 300ft.(91m)

[b]5. Retractable utiliy arms (3) are housed in the compartment at midbody atop the sensor disc.  The three arms are for delicate work, repairs and examination of items.  The reach of the arms is limited to 26 feet (7.9m).  Each arm has 3 M.D.C. and a strenght equal to Augmented PS of 20.
This message was last edited by the GM at 23:32, Sun 20 Jan 2013.
Gargoyle
GM, 212 posts
Game Master
Sat 5 May 2012
at 07:30
  • msg #7

UEEF Spartan

back ground:



UEEF Phanlanx or Spartan

Model Type: Destroid
Class: Destroid Phalanx, SDR-04-MK XII; also known as "the Shark"
Crew: One or Two

M.D.C. by Location:
Search Light(top) - 30(whole unit)
Shoulder Joints (2) - 125 each
Missile Pods (2) - 300 each
Revealed Mini-Missile Launcher - 100
*Lower Jaw of Main Body - 206
**Main Body(head) - 345
Reinforced Pilot’s Compartment – 280
Legs(2) 250 each
Retractable Hands (2) - 40 each
  *Depleting the M.D.C of the lower jaw-like area will immobilize it, preveing the short range missiles from being launched.
  **Depleting the M.D.C. of the main body wiill shut the mecha down completely, rendering it useless.


Speed:
Running: 70mph (112 kmph) maximum; cruising speed about 35 mph (56 kmph)
Leaping: 40 feet (12.2m) lengthwise or 20ft (6.1m) high/up.
Climbing: Slow and difficult, with a skill ability of 20%+3% per level of pilot's experience.  Add +6% if the pilot has the climing skill.
Height: 28 feet 3 inches (8.6m)
Width: 20 feet (6.1 m)
Length: 16 feet 4 inches (5m)
Weight: 37 tons fully loaded  tons fully loaded.
Physical Strength: Robotic PS of 24.
Cargo:  Minimal space is available in the pilot's compartment, but there is enough room behind the two for additional weapons, grenade cases and ammo boxes, and et cetera. Approximate space is 5ft by 3ft by 3ft (1.5 X 0.9 X 0.9m)

Weapon Systems

1.) Missile Pod arms:

   Its main weapon.  Like the earlier Phalanx, "the Shark" can fire medium or long range missiles from its barrel arms.  The missile pods can rotate 360 degrees to meet any threat.  All the missiles are self-guided, standard UEEF types.
Primary Purpose: Anti-Aircraft
Secondary Purpose: Assault/Defense
Range: Varies with Missile Type
Mega-Damage: Varies with missile type
Rate of Fire: Can fire missiles one at a time or in volleys of 2, 4, 6, 8, or 10.  One volley counts as one attack regardless of the number of missiles.  Total attacks per melee is equal to the total hands to hand attacks of the pilot.
Payload:  20 missiles per each arm, for a total of 40 (4 less than the UEF version).  The missile arms can be reloaded with using special vehicles and equipment, but requires a full five minutes (20 melees).


2.) GR-101 Multiple Mini-Missile Launcher
   Built into the lower head-like area to provide the mecha with short-range capabilities.  These missiles are mainly intended for defense and anti-personnel.  The automatic loading system replaces missiles immediately.
Primary Purpose: Defense
Secondary Purpose: Antipersonnel
Missile Type: Plasma Only.  Other missiles have to be modified and reduces range by half.
Range: One mile (1.6km)
Mega-Damage: The plasma mini-missile inflicts 1D6x10 damage to a 15ft(1.5m) radius.
Rate of Fire: One at a time or in volleys of 2, 4, 6, 8, 10, 12, or 24.
Payload: 48 Launch tubes, but with reloads a total of 96 plasma mini-missiles.
Note: A high intensity LED spotlight is mounted like an eye on either side of the head.  Range of the spot light is 1600ft.


3.) Hand to Hand Combat:
  Possible but limited.  The spindly retractable arms only have a M.D.C. of 40 each and inlict low mega-damage.
Punch – 1D4 M.D.
Body Block - 1D6 M.D.
Stomp – 1D4 M.D.
This message was last edited by the GM at 23:31, Sun 20 Jan 2013.
Gargoyle
GM, 213 posts
Game Master
Sat 5 May 2012
at 07:32
  • msg #8

UEEF Condor

MBR-12 Mk. II Condor



Model Type: MBR-12 Mk. II Condor
Class: Heavy Infantry Assault Battloid
Crew: One

M.D.C. by Location:
Head – 200
Hands (2) – 75 each
Eu-12 Particle Cannon – 100 each
Forearms (2) – 150 each
Upper Arms (2) – 120 each
Upper Legs (2) – 180 each
Lower Legs & Feet (2) – 225 each
Rear Thrusters (2) – 60 each
Small Vectoring Thrusters (8) – 10 each
Main Body - 448
Reinforced Pilot’s Compartment – 200

Speed:
Running: 80 Mph
Leaping: 80’ up or across unassisted by thrusters, w/ Thrusters can jump 200’ up or across
Flying: Hover; can rise to 130’ and fly for short periods (1D6+5 minutes) above open ground, down streets, above rooftops, down corridors of spaceships, etc… Maximum speed of 70 Mph, 140 Mph in space

Statistical Data:
Height: 42’
Length/Depth: 20’8”
Width/Breadth: 20’8”
Weight: 15.7 tons (dry)

Physical Strength: Robotic Strength of 55
Cargo: Survival Kit, emergency VR-052T Cyclone, two canteens, a handgun and rifle of choice (typically the Gallant)
Power System: One miniaturized, high-output Protoculture reactor

Weapon Systems:

1.) EU-12 Heavy Particle Cannon:
Primary Purpose: Anti-Mecha, Anti-Armor and Anti-Invid
Secondary Purpose: Assault
Weight: 120 Lbs.
Range: 2,000’
Mega-Damage: 2D4x10+8 M.D. per blast
Rate of Fire: 1 melee attack, single only
Payload: 42 blasts per Protoculture E-clip
Bonus: +2 to strike w/ this energy weapon, but only +1 when using other mecha-sized handheld weapons

2.) MM-42 Missile Delivery System:
Primary Purpose: Anti-Mecha/Anti-Invid
Secondary Purpose: Anti-Aircraft and Missile Defense
Weight: 33 Lbs. each missile
Range: 5 miles
Mega-Damage: HEAP missiles 2D6x10 M.D. per missile
Rate of Fire: Singly or in volleys of 2, 4, 6, 8, 16 or all 42. One volley (no matter who many missiles) takes one attack
Payload: 42 short-range missiles.  can be substituted w/ mini-missiles; takes 30 seconds (two melee rounds) to reload each launcher; once missiles are gone, uses particle beam cannon and pounding fists

3.) Hand to Hand Combat:

Attacks per Melee: See bonuses below
Hand to Hand Damage:
Punch/Forearm Strike: 2D6 M.D. on restrained punch, 6D6 M.D. on full strength punch
Power Punch: 2D6x10 M.D., counts as two melee attacks
Tear/Rip Attack: 4D6 M.D., double damage to hatches and doors
Kick: 6D8 M.D.
Stomp Attack: 4D8 M.D. but the target cannot be more than 15’ tall
Power Kick, Jump Kick and Leap Kick: 2D6x10 M.D., each count as two melee attacks, flying Leap Kick is not possible

Special Combat Move: Block missile strikes and weapon blasts with the heavily armored forearms. To block, roll 1D20 to parry (plus bonuses). A successful parry means the forearms take ALL the damage from any missiles or weapon blasts that strike. Note that this tactic may result in the arms being blown off.

4. Sensors and Features of Note: Same avionics and equipment package as the Beta Fighter.
This message was last edited by the GM at 07:56, Sun 14 Oct 2012.
Gargoyle
GM, 214 posts
Game Master
Sat 5 May 2012
at 07:33
  • msg #9

UEEF MBR-15 Super Condor

BACKGROUND

The Super Condor is derived from the VBF-5 Condor Veritech which had served as the UEEF's fighter bomber until the advent of the VBF-9 Beta. However the VBF-5 Condor was also extensively used to board Zentraedi warships when in battloid mode and was equipped with Two PSE7C external booster engine pods that housed an additional 24 Coralsnake missiles. Thus during the phase out period following the production of the VBF-9 Beta that the VBF-5 was exclusively utilized as ship board assault/defense unit. With no more VBF-5’s being produced to replace combat losses the REF knew that it would have to find a replacement for the Condor defense squadrons. Thus designers took the basic frame of the VBF-5 Condor and designed a non-transformable battloid which had much more armor and offensive firepower then the veritech turned battloid.

Surprisingly, the MBR-15 Super Condor, proved to be extremely adept as a ship board assault/defense unit.  In space borne operations, the Super Condor was nearly as maneuverable as the Alpha fighter and had greater armor and firepower. Platoons of Condors were formed onboard larger capital ships to provide an extended defensive capability.  The standard defensive tactic was to form a strong defensive perimeter several kilometers from the ship where they would break up incoming waves of Invid mecha before they reached the inner defense perimeter of the ship.


Vehicle Type: MBR-15 Super Condor
Class: Non-transformable battloid
Crew: One

MDC BY LOCATION:
* Head / Sensor 250
Hands (2) 80 each
Forearms (2) 320 each
Shoulders (2) 180 each
Pilot compartment 250
DDI-6 Diamondback missile launchers (3) 180 each
Back Mounted Thrusters (3) 140 each
Waist section 350
Upper Legs (2) 280 each
Lower Legs (2) 350 each
**Main Body 700
EU-13 barrel housings (4) 80 each

NOTES:
* Destroying the head of the Super Condor will knock out the mecha's major sensor systems, including all of the optics systems (infrared, nightvision, thermal). Radar and communications will be unaffected.
** Depleting the MDC of the main body will destroy the mecha.

SPEEDS:
RUNNING: 185 kph
LEAPING: 300 meters without thrusters.
FLYING: 350 kph for two minutes
MAX ENGINE THRUST:
3 x PRATT & WHITNEY JG95D [Main] fusion plasma-air/reaction mass intermix turbines in the legs. Max thrust, 118 kN each.

HEIGHT: 12.8m (42 feet)
LENGTH/DEPTH: 25 feet
WIDTH/BREADTH: 6.3m (25 feet 8 inches)
WEIGHT: 35.7 metric tons

PHYSICAL STRENGTH: Equal to a P.S. of 40

CARGO:
Small compartment behind pilot's seat for personal belongings in addition to the cyclone storage compartment
POWER PLANT:
4 x RRL-2P Miniaturized Protoculture-cell energizer
32 standard canisters of Protoculture

WEAPON SYSTEMS:

1) 4 x EU-14: Mounted in each arem are two EU-14's.
PRIMARY PURPOSE: Assault
SECONDARY PURPOSE: Anti-Mecha
RANGE: 4000 m
DAMAGE: 8d4 per single shot or 4d4*10 per five pulse burst, or 8d4*10 per ten pulse burst. Double damage if both arms are fired at the same target.
RATE OF FIRE: Single shot or bursts counts count as one melee attack.
PAYLOAD: Conditionally unlimited.

2)MM-32 MULTI-MISSILE SYSTEM: The Super Condor has a lower leg compliment of 16 Coralsnake missiles per leg.
PRIMARY PURPOSE: Assault/Defense
SECONDARY PURPOSE: Anti-mecha
RANGE: Varies
DAMAGE: Varies
RATE OF FIRE: One at a time or in volleys up to 32 missiles
PAYLOAD:  16 in each lower leg, for a total of 32

3)3 x DDI-6 MULTI MISSILE SYSTEM: The Super Condor's primary long range system is three DDI-6 Diamondback missile launchers.  These launchers are mounted over the shoulders on the Super Condor.  Each launcher can hold six  Diamondback missiles, usually outfitted with fragmentation, multi-missile or bomblet warheads.
PRIMARY PURPOSE: Assault/Defense
SECONDARY PURPOSE: Anti-mecha
RANGE: Varies
DAMAGE: Varies
RATE OF FIRE: One at a time or in volleys u to eighteen.
PAYLOAD: 6 per launcher for a total of 18

4)(optional)3 x CCI-12 MULTI MISSILE SYSTEM: The DDI multi-missile systems can be replaced with an optional multi-missile system that uses the Coralsnake missiles. They are usually used when boarding the odd Zentradi warship or Invid Space Hive.
PRIMARY PURPOSE: Assault/Defense
SECONDARY PURPOSE: Anti-mecha
RANGE: Varies
DAMAGE: Varies
RATE OF FIRE: One at a time or in volleys up to 36.
PAYLOAD: 12 per launcher for a total of 36

4)(optional)NP-AR-11 Alpha missile pods: A single NP-AR-11 missile pod can be mounted under each chest intake.

6. HAND TO HAND COMBAT: If necessary, the Super Condor can engage in melee combat rather than use a weapon. The Super Condor is extremely agile and can execute most typical hand to hand combat moves, such as punches, jump kicks, leap attacks, rolling with impacts, etc.

MECT:
Type: MBR-15 Super Condor
Attacks: +1 attack @ 1. 3. 6. 10. and 14
Initiative: +1
Strike H2H: +2
Ranged Strike: +1 (add PP bonus)
Arm guns Strike: +3 (add PP bonus)
Parry: +4
Dodge, ground: +1
Dodge, flight: +2
Dodge, space (Auto): +2
Roll: +2
Disarm:+2
Punch: 8d6 MDC
Power Punch: 8d6 MDC
Stomp Attack:2d8 MDC (target must be 12 feet high or smaller)
Kick: 3d8
Jump Kick: 6d8 MDC (costs 2 attacks)
Flying Jump Kick: 6d8+12 MDC (costs 3 attacks)
Body Block/Ram: 3d6 MDC
Flying Body Block/Ram: 3d6+6 MDC  (costs 2 attacks)
Crit: Nat 20
IFF/C3 system: Can information share radar and other combat data with other veritechs and battloids. Below bonuses are for when 4 or more are mecha with the system are linked in together.
+2 to init
+2 to strike with ranged weapons (not missiles)
+3 to dodge

by jedi078 palladium Forms.
This message was last edited by the GM at 05:49, Sat 13 Oct 2012.
Gargoyle
GM, 217 posts
Game Master
Sat 5 May 2012
at 08:13
  • msg #11

Re: UEEF Tactical Battle Pod



Battle Pod (TBP-Z1)

The old Tactical Battle Pod has been replaced with the smaller, but deadlier, TBP-Z1 (nicknamed “Tid-Bitz”). The mecha’s formidable weapons, speed and balance emulate its giant predecessor. However there are numerous differences in style and design. The top mounted particle beam guns are long and slender, a trademark of earth design. Its small rear lasers have been replaced with larger, more powerful lasers and the auto cannons replaced with a Gladiator style auto cannon drum. The battle pod’s familiar egg-shaped main body is also gone, in favor of a squat, rectangular shaped form.
  The most dramatic changes are the addition of arms and its drastically reduced size. Arms give this infantry unit the advantage of hand to hand combat, grappling, holding and carrying. This size is comparatively minuscule 23ft (7m). the pilot is safely nestled in the armored midsection of the main body.

Model Type: TBZ-Z1
Class: Destroid; Tactical Battle Pod –Zentraedi type One.
Crew: One; but can seat one additional

M.D.C. by Location:
Top-Mounted Particle Beams  (2) – 50 each
Rear Laser (2) – 50 each
Front Auto Cannons (2) – 25 each
Upper Arms (2) – 50 each
Forearms (2) – 75 each
Hands (2) – 55 each
Upper Legs (2) –
Lower Legs/Feet (2) – 150 each
Rear Engine Thrusters (2) – 100 each
Sensor Eye – 50
Main Body – 170
Reinforced Pilot’s Compartment - 200

Speed:
Flying: Hover 300’ ft for 3 minutes (12 Melee rounds) cannot fly
Running: 175 mph (281 Kmph)
Leaping: 100’ ft up or across without booster assistance, or 300 with jet booster
         assistance.
Space Propulsion: 650 mph (1040 kmph)
Underwater: Walking underwater is reduced by 75%.  Cruising speed is 50 mph (80
            kmph) and can rocket itself to speeds up to 300 mph (482 kmph) in short
            burst lasting two to three minutes. Note: it needs 10 minutes rest
            between each 300 mph burst.
Maximum Depth:

Statistical Data:
Height: 23’
Length:  14.6ft (4.45m)
Width:  14ft (4.3m)
Weight:  14.6 tons
Physical Strength: Robotic Strength of 40
Cargo: Minimal storage, could accommodate one additional passenger or about 500lbs
       (226.8kg)
Power System: Protoculture Reactor

Weapon Systems:
1. Duel-Mounted Particle Beam Cannons(2): are mounted on the top of the TBP-Z1. Each cannon can move independently of the other or in one synchronized movement. This means the cannons can be fired independently of each other at different targets or simultaneously at the same target. Both P-Beam cannons can only shoot forward, with  a movement arc of 80 degrees up and down.
Primary Purpose: Heavy Assualt
Secondary Purpose:
Weight: N/A
Range: 6,000’ (1829m)
Mega-Damage: Single Blast – 4D10 M.D., Double simultaneous Blast – 8D10 (counts as one attack).
Rate of Fire: Equal to the pilot’s combined number of attacks
Payload: Effectively Unlimited

2. Top-Mounted Lasers(2): are located in the rear near the shoulders. They can be positioned up and down in an 80 degree arc.
Primary Purpose:  Defense
Secondary Purpose:
Weight: N/A
Range:  4,000’ (1200m)
Mega-Damage:  3D6 M.D. per individual blast, or 6D6 per simultaneous volley (both lasers fire in one attack)
Rate of Fire: Equal to the pilot’s combined number of attacks
Payload: Effectively Unlimited

3. 32mm Auto Cannon(2): are located in the lower part of the body, the drum configuration allows an 180  degree rotation, enabling the weapon to fire upwards, down at its feet, and under its legs in the rear. Both fire simultaneously.
Primary Purpose: Anti-Personnel
Secondary Purpose:
Weight: N/A
Range: 2000ft (609m)
Mega-Damage:  2D6 M.D. –short Burst, 4D4 M.D. Long Burst, or 2D4X10 M.D. full melee burst.
Rate of Fire: Equal to the pilot’s combined number of attacks
Payload: limited to 480 rounds, 24 shells are fired per full melee burst, 12 for long burst and 6 in a short burst.

4.)Hand to Hand Combat:

Attacks per Melee: See bonuses below

Hand to Hand Damage:
Punch: 2D4 M.D.
Kick: 3D8 M.D.
Stomp Attack: 1D4 M.D.
Kick 1D6 M.D. ,
Leap Kick: 3D6,  counts as two melee attacks
Body Block: 1D6 M.D.
Flip: 1D4 M.D.

Note: the shape of the TBP-Z1’s body and legs provides it with and exceptional ability to roll with punch, fall, or impact.
This message was last edited by the GM at 04:32, Sat 27 Oct 2012.
Gargoyle
GM, 218 posts
Game Master
Sat 5 May 2012
at 08:13
  • msg #12

Re: UEEF Officer Battle Pod


This message was last edited by the GM at 08:39, Sat 05 May 2012.
Gargoyle
GM, 219 posts
Game Master
Sat 5 May 2012
at 08:14
  • msg #13

Re: UEEF Striker Battloid

Zentraedi Striker Battloid



Model Type: One man, all weather ground and space combat mecha
Class: Battloid
Crew: One

MDC BY LOCATION:
*Head - 90
*Chest Guns (2)- 75 each
GU-X2 Pods (2)- 100 each
Missile Launchers (2;back)- 150 each
Shoulders/Missile Pods (2)- 60 each
Main Thrusters (2)- 100 each
*Hands (2)- 45 each
Forearms(2)- 125 each
Upper Arms (2)- 90 each
Legs (2)- 175 each
** Main Body - 300
Reinforced Pilot's Compartment - 150

*-3 to strike on a called shot (requires 15 or higher)
**Depeleting the M.D.C. of the main body will shut down the unit completely, rendering it useless.
Speeds

RUNNING: 115mph
LEAPING: 100 feet up or across without booster assistance; 300 feet with booster jet's assistance
FLYING:   Mach 3 Maximum; Mach 1 normal cruising speed.

STATISTICAL DATA:
HEIGHT: 27 feet, 4 inches
DEPTH: 13 feet, 9 inches
BREADTH: 11 feet, 4 inches
WEIGHT: 19 tons without missiles, 24.2 tons fully loaded.

PHYSICAL STRENGTH: Robotic P.S. of 60
CARGO: Small compartment behind pilot's seat for personal belongings in addition to the cyclone storage compartment

POWER PLANT:Protoculture Reactor, Sixteen Protoculture cells. last for one month

WEAPON SYSTEMS:

1.) CHEST MOUNTED WEAPON CLUSTERS:
Laser
Mega Damage: 1D6 M.D. from single blast
             3D6 M.D. from triple pulse blast.
             6D6 M.D. for dual blast.
P-Beam Cannon
Mega Damage: 1D4x10 per single blast.
                       2D4x10 per twin blast.
Lasers Range: 3000 feet
P-Beam Cannon Range: 2000 feet.
Payload: Effectively Unlimited

2.) TRIPLE BARRELED GUN PODS
PRIMARY PURPOSE: Assault
SECONDARY PURPOSE: Anti-Mecha
RANGE: 4000 feet
DAMAGE: 10 round Short burst: 3D6 M.D.
               20 round Medium burst: 6D6 M.D.
               40 round Full Melee Burst: 1D6x10 M.D.
RATE OF FIRE: All burst, indluding "full melee" count at one attack.
PAYLOAD: 600 rounds per gun

3.) SHORT RANGE MISSILE LAUNCHERS:
Mega-Damage: Varies on missile type.
Range: Typically 2-5 miles.
Payload: Total 80 SRM
Shoulders-20 (10 each)
Lower Legs - 8 (4 each)
Hips - 8 (4 each)
Groin - 4
Missile Pillars - 40 (20 each)

4.) OPTIONAL HAND-HELD GUNPOD
Varies on Choice
* Use of Gun Pod does not allow use of forearm gun pods.


HAND TO HAND COMBAT: DAMAGE:
Restrained Punch:  1D6
Punch: 2D4
Power Punch:  2D6
Kick: 1D6
Leap Kick: 2D6
Body Flip/Throw: 1D4
Flying Body Block/Tackle: 2D6 * 01-75% likelihood of knocking mecha of its size or smaller down to the ground.
Stomp: 1D4 . (only effective against small objects)
This message was last edited by the GM at 08:48, Sat 05 May 2012.
Gargoyle
GM, 222 posts
Game Master
Sat 5 May 2012
at 08:41
  • msg #15

Re: UEEF Bioroid Interceptor

ZBR-10 Mk. I Bioroid Interceptor




Model Type: ZBR-10 Mk. I Bioriod Interceptor
Class: Non-Variable Heavy Assault Bioriod
Crew: One; typically a Zentraedi or Tirolian

M.D.C. by Location:

Head – 85
Retractable Laser Cannons (2; shoulder mounted) – 100 each
Engine/Weapon Housing (2) – 100 each
Main Rear Thrusters (2; back mounted) – 80 each
Chest mounted Spotlights (2) – 5 each
Upper Arms (2) – 100 each
Forearms (2) – 125 each
Hands (2) – 55 each
Particle Cannon (1, Handheld) - 75
Upper Legs (2) – 120 each
Lower Legs/Feet (2) – 150 each
Secondary Rear Thrusters (6) – 15 each
Reinforced Pilot’s Compartment - 120
Main Body – 350

Speed:
Flying: 312.5 Mph in atmosphere, 625 Mph in space
Running: 59.4 Mph
Leaping: 20’ High or across; w/ Thrusters: 120’ High or across
Underwater: 20 Mph walking on Sea Floor or swimming; 80 Mph with Thrusters
Maximum Depth: 2 miles

Statistical Data:
Height: 23’
Length: 8.8’
Width: 9.1’
Weight: 14 tons (dry)
Physical Strength: Robotic Strength of 40
Cargo: Survival Kit and Side arm
Power System: Protoculture Reactor

Weapon Systems:

1. HLC-90 Retractable Laser Cannons (2):
Primary Purpose: Anti-Starship and Anti-Armor
Secondary Purpose: Anti-Invid and Defense
Weight: N/A
Range: 6,000’ in atmosphere, 12,000’ in space
Mega-Damage: 1D6x10 M.D. single blast, 2D6x10 M.D. for dual blast from both cannons
Rate of Fire: 1 melee attack
Bonus: +2 to strike large targets (Invid Scout size or larger), +4 to strike large targets (Invid Clam Ships or bigger)
Penalty: No bonuses to strike smaller targets (smaller then Invid Scout)
Payload: Effectively Unlimited

2. HPC-40 Particle Cannon:
Primary Purpose: Anti-Mecha
Secondary Purpose: Anti-Armor
Weight: 250 Lbs.
Range: 3,000’
Mega-Damage: 1D6x10+8 M.D. single blast only
Rate of Fire: 1 melee attack
Payload: 10 blasts / Protoculture magazine
Bonus: +2 to strike

3. LMMDS-16 Missile Delivery System (2):
Primary Purpose: Anti-Mecha/Anti-Armor
Secondary Purpose: Anti-Missiles and Anti-Personnel
Weight: Each missile 33 Lbs.
Range: 5 Miles
Mega-Damage: HEAP missiles 2D6x10 M.D. per missile
Rate of Fire: Singly or in volleys of 2, 4, 8, or all. One volley (no matter how many missiles) takes one attack
Payload: 32 short-range missiles total, 16 in each leg. Mini-missiles can be substituted.

4.) Hand to Hand Combat:
Attacks per Melee: See bonuses below
Hand to Hand Damage:
Punch/Forearm Strike: 1D4 M.D. on a restricted punch, 2D6 M.D. on a full strength punch, 4D6 M.D. on a power punch (counts as two attacks)
Kick: 3D8 M.D.
Stomp Attack: 2D8 M.D., target must be less than 12’ tall or smaller
Power Kick, Jump Kick, and Leap Kick: 5D8, each counts as two melee attacks
Flying Leap Kick: 1D6x10 M.D., counts as three melee attacks
Flying Body Block/Ram: 3D6+6 M.D. up to maximum speed (must be at least 150 Mph) counts as two melee attacks
This message was last edited by the GM at 07:48, Sun 14 Oct 2012.
Gargoyle
GM, 268 posts
Game Master
Sun 14 Oct 2012
at 06:29
  • msg #16

UEEF Hunter Killer Bioroid

Hunter Killer Bioroid



Model Type:  HKB – 01
Class: Micronian Augmenting Powered Bioroid Armor
Crew: One

MDC by Location:
Head – 50
Legs (2) – 80 each
Arms (2) – 50 each
Rocket Thrusters (2, rear) – 40 each
Main Body – 160
Reinforced Pilots Compartment – 50
Missile Launchers (2) – 40 each
HK – Drum Gun – 50

Speed:
Running – 60 mph (96 kph) maximum
Leaping 30 ft (9.1 m) high or across unassisted, with thruster 140 ft high or lengthwise
Flying – hover stationary up to 30 ft (9.1 m) and fly at up to 170 mph (280 kph)
Statistical Data:
Height: 8ft 9 in (2.6 m)
Width: 4 ft 4 in (1.3 m)
Weight: 1365 lbs (614.5 kg)
Physical Strength: Augments the wearers strength by twelve points.
Cargo: None
Power System: Protoculture Reactor

Weapon Systems

1. Forearm Machine Guns (2):
Primary Purpose: Anti-Personnel/Defense
Secondary Purpose: assault
Weight: N/A
Range: 1,000 ft (305 m)
Mega-Damage: 2D6 M.D. short burst, 4D6 M.D. for long burst, and 1D4X10 full melee burst
Rate of Fire: 1 Action for short burst, 2 Actions for long burst, and All but one action for full melee burst
Payload: 120 rounds, 40 short burst, 20 long burst and 10 full melee burst

2.)Mini – Missile Launchers:
Primary Purpose: Assault
Secondary Purpose: Anti-Aircraft
Weight:  each missile
Range: 1 miles
Mega-Damage: Varies with mini missile
Rate of Fire: One at a time or in volleys of 2, or 4. One volley (no matter who many missiles) takes one attack
Payload: 8 total 4 in each launcher, mainly issued Plasma.

3. HK-Drum Gun:
Primary Purpose: Assault
Secondary Purpose: Anti-Personnel
Weight: N/A
Range: 2,000 ft (610 m)
Mega-Damage: 1D6 M.D. per round
Rate of Fire: Aimed, burst or wild. See Machineguns under Modern Weapon Proficiencies.
Payload: 450rounds, 75 rounds per internal clip.

4. Hand to Hand Combat:

Punch – 1D4 +2 MD
Kick – 1D4 +3 MD
Leap Kick – 2D4 +2 MD
Body Flip/Throw – 1D4 +2 MD
Body Block/Tackle – 1D4 +2 MD
This message was last updated by the GM at 04:30, Wed 27 May 2015.
Gargoyle
GM, 269 posts
Game Master
Sun 14 Oct 2012
at 06:49
  • msg #17

Re: UEEF Hunter Killer Bioroid

Micronian Bioroid



Model Type: MCB-02
Class: Micronian Piloted Bioroid
Crew: One

M.D.C. by Location:
Head – 75
*Hands (2) – 40 each
*Shoulder Missile Bulbs (2) – 40 each
*Forearm Machine gun Bulbs (2) – 20 each
Arms (2) – 75 each
Legs (2) – 100 each
Reinforced Pilot’s Compartment – 50
**Main Body – 200

*A single asterisk indicates small targets or places that are difficult to hit. Attackers must make a Called Shot to hit them and is -4 to strike.
**Depleting the M.D.C. of the main body will shut the mecha down completely, rendering it useless.

Speed:
Running: 60mph (96 kph) maximum. Leaping: 90 feet (27 m) high and 60 feet (18.3 m) lengthwise.
Height: 22 feet (7 m)
Width: 10 feet (3 m)
Weight: 12.5 tons

Weapon Systems

1.)[b]Rapid-Fire Machineguns (4):
Built into the two bulbous protrusions on each of the mecha’s forearms are a set of automatic machineguns. These weapons are very much like the top mounted weapons of the old RDF Excalibur Destroid, but they are newer versions and a bit more compact than their predecessors. The pilot aims by pointing the arm and the two weapons on that arm fire simultaneously at the same target. Aiming is computer assisted and both arms can be used on the same target at once for double the listed damages, but only if the attacker is standing still and the target is moving slowly or is stationary (opponents are +3 to dodge).
Primary Purpose: Anti-Personnel
Secondary Purpose: Defense
Effective Range: 2000 feet (610 m)
Mega-Damage: Each twin burst does 2D4 M.D. for a short burst (counts as one melee attacks), 4D4 for a long burst (counts as two melee attacks), and 1D4x10 for a full melee burst (uses all but one melee attack/action). A paired attack using both arms inflicts double the damage.
Rate of Fire: Burst only.
Payload: Each arm has enough ammo for 100 short bursts, 50 long bursts, or 25 full melee bursts.

2.)Shoulder Missile Launchers:
 Each large bulb on the top of the shoulder plate is a short-range missile launcher.
Primary Purpose: Anti-Aircraft
Secondary Purpose: Assault
Effective Range: Varies with missile type, but usually from 2 to 5 miles (3.2 to 8 km)
Mega-Damage: Varies with short-range missile type, but usually 1D6x10 for plasma, armor piercing, or high explosive warheads.
Rate of Fire: Singly or in volleys of 2, 4, 8, or all 10 per launch.
Payload: 10 missiles in each shoulder launcher for a total payload of 20 short-range missiles.

3.)Bioroid Weapon Drum:
Identical to the weapon used by the Master’s other Bioriod mecha.
Primary Purpose: Assault
Secondary Purpose: Defense
Effective range: 4000 feet (1200 m)
Mega-Damage: 5D6 per projectile. Short bursts do double damage, long bursts do x5 damage, and full melee bursts do an impressive x10 damage.
Rate of Fire: Aimed shots equal to the pilot’s combined number hand to hand attacks per melee, or burst firing using the modern weapon proficiencies rules for automatic weapons (not machineguns).
Payload: The drum has 2000 rounds of ammunition, which provides enough ammo for 2000 aimed shots, 200 short bursts, 80 long bursts, or 40 full melee bursts.

4.) Hand to Hand Combat:
Remember that these are supposed to be fast, agile mecha much like the Bioroid units that are based on, which give them additional bonuses as follows; +1 on intiative, and +1 to strike, parry and dodge.
Restrained Punch – 1D4 M.D.
Full Strength Punch – 1D6 M.D.
Power Punch – 2D6 M.D., but counts as two melee attacks.
Body Flip – 1D4 M.D.
Kick – 1D6 M.D.
Leap Kick – 2D6+2 M.D., but counts as two melee actions.
Stomp – 1D4 M.D.
This message was last edited by the GM at 06:50, Sun 14 Oct 2012.
Sign In