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Destroids/Battliods.

Posted by GargoyleFor group 0
Gargoyle
GM, 18 posts
Sun 16 Oct 2016
at 21:45
  • msg #1

Destroids/Battliods

New Destroids
Tomahawk Mk.X
Defender Mk.XIV
Phalanx Mk.XV
Spartan Mk.VI
Monster Mk.VII
Valiant MK.II
Condor Mk. II

   The modular battlefield robot weapon systems, more commonly known as Destroids, still play a crucial role within the Expeditionary Force, especially in the early years and among the Marine Corps. They have replaced the main battle tank and many other ground fighting vehicles of the 20th century. Their robot body designs offer excellent utility in the wide variety of environments and terrains that the Expeditionary Force Marines experience during their planet-hopping campaign and exploration of other planets. Against the Invid, many Destroids have anti-aircraft capabilities that are devastating to the enemy’s aerial swarming attacks.
   The latest generation of Destroid designs are inspired by the Zentraedi’s knowledge of the Robotech Masters’ Bioroid armies, since those Bioroids are designed to fight Invid, and the new Expeditionary Force Destroids preform admirably against them most of the time. However, they are slow to deploy, require large transports to get from one planet to another, and suffer against the speedy Invid in Close-quarters urban combat. Those disadvantages,and the versatility of the small, fast Cyclones – which are also much less expensive to manufacture and can be made en masse in greater numbers – eventually lead to a phasing out Destroids later in the war. Large groups of the nimble and speedy Cyclones prove to be an excellent counter to the Invid’s famous swarming strategies and tactics, especially when working in concert with the Alpha and Beta Fighters. While the small, fast, transformable mecha will eventually dominate within the Expeditionary Force Marines, Destroids play a huge role for many years during the first half of the war campaign. New and old style Destroids function as hard-hitting mechanized troops favored heavily by the Zentraedi, who used both upgrade versions of their Battlepods redesigned for “micronized Zentraedi,” and New versions of the original Destroids that are also smaller and more versatile. Most human Destoid operators stick to the upgraded versions of the Tomahawk, Defender, Phalanx, Spartan and Monster.
   In general, the new Destroids are smaller, lighter, and faster than the previous generation, but still carry tremendous firepower, in some cases, more firepower and armor than the original generation. This is due to advances in Robotechnology and the acquisition. This is due to advances in Robotechnology and the acquisition of a few Robotech Factories that were part of the Zentraedi armada.
   Note: There are a few old UEDF Destroids on the Pioneer Expedition as Most of those Remaining in service were left behind on Earth and decommissioned before the arrival of the Robotech Masters. After the Invid invade Earth, old Destroids would be pulled out of mothballs by Earth’s Resistance Fighters whenever possible, but are uncommon and often patchwork Frankenmecha  in which damaged mecha and spare parts cobbled together to make one fighting unit.

Standard Sensors and Equipment ofr all New Expeditionary Force Destroids

1.Radar: The Destroids employ an upgrade version of the old X-band, Phased Array, three dimensional battlefield radar that has a range of 75 miles (120 KM) for tracking airborne targets, and tracks land targets to a range of 15 miles, depending on the terrain. (Note: Ground radar is limited by the curvature of the earth as well as terrain, so on significantly larger or smaller planets, the range of the ground radar may change by  anywhere as much as 50%.) The radar allows the pilot to track up to 50 targets, and has an IFF database of all known UEEF enemies that is updated regularly.
  The Destroid radar systems can be linked to a battlefield network that can stretch hundreds of miles and can also be fed data from orbiting starships and reconnaissance aircraft, meaning a Destroid crew generally has data on everything they need o know on a battlefield. The new Defender Mk.XIV is the linchpin of this system, which a significantly more powerful radar system detailed under its mecha description. A limit to radar range only becomes an issue when mecha or troops are operating as lone units or at platoon strength. Even then, they usually have some information coming from orbital assets which significantly expands their radar range and eliminates surprise attacks by large-scale enemy forces.

2. Combat Computer & Bonuses: The combat computer utilizes the IFF (Identify Friend or Foe) data from the radar as well as a laser targeting system to improve the combat performance of the mecha. The computer grants bonuses of +2 to strike with all built-in weapon systems, and +1 to any handheld weapons. This is an identical system to the one used in the previous generation of Destroids.

3. Communication Suite: Destroids have a powerful comm. Suite designed for use in hostile and unpredictable environments that could be encountered on alien worlds. This suite includes a high-powered military band transceiver with a range of 200 miles that can broadcast radio and data both wideband and directional. This allows for video, 3-D imagery, intelligence data and instant IFF upgrading during battle.
The system also includes a tight-beam laser communication array that can transmit data with no fear of enemy reception. This has a range of 15 miles and must be line-of-sight. It can be disrupted by heavy fog, smoke or dust storms. The range of the laser is tripled for effectiveness in space. Beyound that range, it gets too hard to aim the small beam, which must touch somewhere on the main body of the receiving mecha for successful transmission.

4. Passive Nightvision: A passive light amplication system uses ambient light to increase visibility. Range is 2,000 feet.

5. Thermal Imaging: Converts the heat signatures of objects and living beings into a visible image. Allows the pilot to see through smoke, inclement weather and even through buildings. Range 1,200 feet.

6. Infrared Sensor: On-board infrared sensor that allows it to see in the IR spectrum. The IR (infrared) image is easily obscured by smoke, fog, mist, dust clouds and inclement weather. Range is 1,200 feet.

7. Audio Pickup: An external audio pickup that can pick out a sound as quiet as a whisper at 300 feet. This system is easily foiled by white noise and sound over 80 decibels.

8. Spotlights: Each mecha has one or two tiny, high-powered LED spotlights that produce 6,000 lumens with a 2,000 foot range in ideal conditions.

9. Infrared Spotlight: Emits an Infrared beam that is invisible to the naked eye, but can be seen with the right sensors and infrared optics. Range is 2,000 feet, but is reduced by half in smoke and/or inclement weather.

10. Tactical Camera: This camera, called the “gun camera” by pilots, can record up to six hours of footage into memory that can be downloaded and watched. Alternately, the footage can be continuously transmitted back to a base, orbiting starship or G.M.U., which have unlimited recording capacity. This footage is usually used for training, intelligence, and combat analysis. It is usually built into the main weapon system or the head or chest of the mecha.

11. Ejection System: Expeditionary Force Destroids have a zero-zero ejection system that ejects the pilot up and out through the back of the mecha.

12. Chaff-Flare Dispensers: All of the new Destroids have chaff, flare and smoke dispensers designed to confound radar and confuse the enemy. Against the Invid they quickly discovered that only the smoke dispensers were effective in combat. Early in the war, the smoke dispensers have four charges and can make a cloud of thick, white smoke 60 feet in diameter. The chaff/flare dispensers have four charges each of chaff canisters and flares and have 75% chance to confuse both radar guided (chaff) and heat-seeking (flares) missiles, and a 45% chance of fooling smart missiles and bombs. After the Tirol campaign, about 50% of Destroids and the chaff and flare canisters replaced with additional smoke charges. Smoke clouds disperse in 1D6+4 melee rounds, half that time in strong winds (greater than 29 mph), chaff disperses in 1D4+1 melee rounds.

13. Tactical Life Support: All Destriods have an airtight and positively pressurized pilot’s compartment that is NBC ( nuclear, biological, and chemical) warfare rated and space worthy, protecting against hard vacuum and all but the most intense stellar radiation). The mecha has an onboard oxygen supply of 48 hours, but that can be extended to a week with the use of external intakes and the onboard recirculation and air filtering system on Earth-like worlds, but only 72 hours in space or on planets with atmospheres incompatible to human life. The mecha is insulated against temperatures of up to 400 degrees centigrade Normal fires do no damage, but napalm, plasma, and nuclear fires do full damage.

14. Articulation: Each Destroid, save the Monster, has a full range of articulation at the shoulders, elbows, hips, knees, and feet. In addition, all humanoid Destroids can rotate 180 degrees at the waist.

15. Electromagnetic Stability Plates: Mounted in the feet of every destroid are a set of powerful electromagnets that allow the mecha to adhere to decks and hulls of starships and battleships. Dislodging a planted Destroid is a tall order, and requires either a combined Robotic Strength of 50, or a single attack of over one third of the Destroid’s main body M.D.C., or a full speed ram from a shuttle-sized or larger spacecraft, meaning even an Invid Shocktrooper can not dislodge one on a high-speed ram. Destroying a Destroid’s legs or feet immediately frees them from the deck.

16. Distress Beacon: Broadcasts a distress beacon on an encrypted UEEF frequency. Range is 250 miles.
This message was last edited by the GM at 19:06, Thu 27 Oct 2016.
Gargoyle
GM, 33 posts
Sun 23 Oct 2016
at 08:07
  • msg #2

MBR-05-Mk.X Tomahawk

MBR-05-Mk.X Tomahawk



   Still functioning as the main battle robot of the Expeditionary Force, this unit has undergone significant design changes in preparation for possible conflict with the Robotech Masters. The mecha is still loaded with a diversity of weapon systems, but is more squat and streamlined, well armored and has two hands to help it in close combat and boarding enemy spacecraft. One of the particle beam cannons has been removed in favor of a fully-articulated robot arm. However, even the particle beam cannon arm has a robot hand for grappling and operations in the field. With two hands, the tomahawk can also assist in search and rescue operations, construction, mecha recovery and other missions in addition to combat and defense.
   In addition to its main gun (the particle beam cannon), the Mk.X Tomahawk has three head lasers for close combat and a battery of missiles. The rationale being that there are enough different types of combat mecha to provide sufficient mission flexibility, and it is better to have longer ranged weapon capabilities and missile, especially against the swarming tactics of the Invid and Inorganics. The new streamlined and more focused design decreased both production and maintenance costs significantly, and allows for the creation of a more heavily armored frame despite its smaller size.
  The Mk.X Tomahawk operates in squads of four mecha, divided into two sections, with two of them in each section. Each squad has a leader with a rank of at least 2nd lieutenant. The second-in-command is the squad sergeant with a rank of staff sergeant. The other two mecha are piloted by sergeants, and the gunners generally range from private to corporal.  This is the typical deployment of most Destroids. A Mk.X Tomahawk platoon is eight of the mecha.

Type: MBR-05-Mk.x Tomahawk.
Class: Main Battle Robot Destroid.
Crew: Two, one pilot and one gunner.

M.D.C. by Location:
*Head – 100
* Head Lasers (3) – 40 each
Upper arms (2) – 150 each
Particle Beam Forearm (left) -200
Right Forearm – 175
*Hands (2) – 75 each
Legs (2) – 300 each
Feet (2) – 125 each
Mini-Missile Launchers (2) -100 each
Multiple Launch Missile Pods (2) -200 each
Reinforced Pilot Compartment -200
** Main Body – 530

  *A single asterisk indicates a small or difficult target to hit. The attacker must make a “called Shot” and even then he suffers a penalty of -3 to strike. Note: destroying the head of the Tomahawk is fairly ineffectual. Only the head lasers are disabled and there is a 50% chance the crew will have to be cut out of the mecha or eject to get out. Otherwise, it can operate just fine without it as the sensors are in the main body.
  **Depleting the M.D.C. of the main body destroys the mecha, rendering it totally useless. However, the reinforced pilot compartment should protect the crew and enable them to evacuate the Destroid on foot.

Speed:
Running: 75 mph
Leaping: Tomahawk Mk.X can execute thruster-assisted leaps of 20 feet high or 50 feet across.
Flight: Planetside, a Tomahawk’s thrusters are used solely for jumps and balance; it can not fly. In space, the Tomahawk Mk.X has low-powered maneuvering jets that enables it to preform limited EVA flight operations with a maximum speed of 350 mph; no combat bonuses to dodge or parry. Combat while in space flight is strongly discouraged and pilots are trained to magnetize their mecha to the hull of a larger spaceship or space station before engaging the enemy whenever possible. The Mk.X Tomahawk and the new and old models of the defender, Phalanx and monster, are often deployed as mobile gun turrets on the SDF-3 and other capital ships in the UEEF fleet.
Underwater: Airtight, a Destroid can walk along the bottom of a lake or sea floor up to a depth of 2,000 feet, bt can not swim or propel itself through water. Speed underwater (walking) is 25 mph.

Statistical Data:
Height: 26 feet
Width: 18 feet, 6 Inches
Length: 11 feet, 2 inches
Weight: 21 tons dry
Physical Strength: Robotech Strength of 40.
Cargo: Just enough space for a rifle, a spare suit of armor and survival pack for both crew members.
Power system: Fusion reactor outputting 3,000 s/hp powered by 16 protoculture fuel cells. Because it is a non-transformable, non-flying mecha, the fuel cells are remarkably efficient, providing an active combat life of one year before replacements are needed.

Weapon Systems:
1.HPC-120 Heavy Particle Acceleration Cannon: Mounted on the left forearm is a long-range, 120mm, liquid cooled heavy particle cannon that draws its power directly from the mecha’s reactor. Despite the smaller size, the weapon is more powerful than its predecessors’ cannons, but at a cost of slightly reduced range. However, it has double the rate of fire of the old Tomahawk 155s, which the designers hope will make up for the loss of one of its cannons.
Primary purpose: Anti-Mecha/ Anti-Armor.
Secondary Purpose: Anti-Aircraft/Anti-Ship
Weight: the cannon, not including the forearm, weighs 300 pounds.
Range: 18 miles
Mega-Damage: 2D4x10+12 M.D. for a single Blast. Fires single blasts only.
Rate of fire: Four shots per melee round. Each single blast counts as one of the pilot’s melee attacks.
Payload: Effectively unlimited.

2. LLW-20 CIWS Lasers (3): Each Tomahawk Mk.X has three 20mm lasers mounted on the sensor head. These are short-range; low-yield lasers designed for point defense and anti-personnel capabilities and are virtually identical in operation to the old head lasers on the VF-1 Valkyrie.
Primary purpose: Anti-Missile Defense
Secondary Purpose: Anti-Personnel
Weight: Not applicable, part of the robot’s frame.
Range: 2,000 feet
Mega-Damage: 2D4 M.D. per individual laser blast. 4D6 M.D. when all three are fired at a single target. Usually fired in triple blasts.
Rate of fire: Each blast counts as one of the pilot’s melee attacks, whether being fired individually or in groups of two or three.
Payload: Effectively unlimited.

3. MDS-M-9 Short-Range Missile Launcher Pods (2): Mounted behind each shoulder is a short-range missile launcher designed for anti-mecha/anti-armor operations. Typical load out is High Explosive Armor Piercing (HEAP), but any warhead can be used depending on particular mission parameters.
Primary Purpose: Anti-mecha/Anti-Armor/Anti-Invid.
Secondary Purpose: Defense.
Weight: Not Applicable, each missile weighs about 33 pounds
Range: Five miles
Mega-Damage: Varies by type of short-range missile, but HEAP missiles that inflict 2D6x10 M.D. per missile are the standard payload.
Rate of fire: 1, 2 or 3 missiles can be fired per each launcher, that’s six total when three are fired from each at the same target. One volley, no matter how many missiles are in it, counts as one of the gunner’s melee attacks.
Payload: 18 total; nine 190mm short-range anti-mecha missiles in each launcher.
Note: The short range missiles of the RDS-9s can NOT be launched when RDS-18 are being fired, because the armored covers from the mini-missile launchers are in the way. The combat computer will not allow the missile launcher to fire if the lid for the other missle launcher(s) is still up.

4. RDS-18 Mini-Missile Launchers (2): Located between the shoulders and chest are a pair of launchers that can fire volleys of mini-missiles fed from an internal magazine.
Primary Purpose: Defense and Anti-Missile
Secondary Purpose: Anti-Armor/Anti-Mecha
Weight: Not Applicable, each missile weighs about five pounds
Range: One mile
Mega-Damage: Per type of mini-missile, but the standard load out is HEAP missiles which inflict 1D4x10 M.D. each
Rate of fire: Singly or in volleys of 2, 4, 6, or all 9 from a single launcher, or a “full Dump” of 18 when nine mini-missiles are fired from both launchers at the same target.
Payload: 36 total; 18 mini-missiles per each launcher. Once missiles are fired, the reload is automatically cycled into the firing position.

5. VRB-1 Variable Frequency Blade (1, right arm): A large blade slides out of the forearm plating of the right arm to enable the Tomahawk Mk.X to fight the enemy in close combat. The blade is also helpful in boarding enemy vessels and chopping through debris; and as it turns out, fighting Invid and Inorganics at close range and parrying their claw attack. Note: this is the predecessor to the CADS-1 weapon system later used at a smaller scale in the VR-041H Saber Cyclone. At this stage, the high-frequency energy field that surrounds the blaed to make it vibrate thousands of ties a second, and enabling it to cut through just about anything, is an extreamly radical idea and new experimental weapon.
Primary Purpose: Anti-Armor/Anti-Mecha
Secondary Purpose: Ship Boarding and Defense.
Weight: Not applicable, built into the mecha and extends and retracts back into its forearm housing as needed.
Range: Hand-to-hand combat; six foot long blade.
Mega-Damage: A slashing blow inflicts 3D6 M.D., a punch/impaling attack does 4D6 M.D. and a power punch punch sword strike (always a stab attack) does 6D6+6 M.D., but counts as two melee attacks.
Rate of Fire: Not Applicable.
Payload: Effectively unlimited payload.

6. Hand to Hand Combat: The Tomahawk Mk.X is much more capable of hand to hand combat than its predecessor. It has two fully articulated hands and arms, and a chassis designed to better allow for hand to hand fighting maneuvers, like punches and kicks. Despite being significantly smaller, advanced materials allow the Tomahawk Mk.X to be just as strong as its larger Predecessor.
Attacks per Melee: See bonuses, below.
Hand to Hand Damage:
Sword Strike: 3d6 M.D. or 4D6 M.D.; see #5, above, for details.
Punch/Forearm Strike: 1D4 M.D. on a restrained 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., but target must be 10 feet tall or smaller.
Power Kick and Jump Kick: 5D8 M.D., but each of these attacks counts as two melee attacks.
Body Block/Ram: 2D6 M.D. There is a 40% chance of knocking down an opponent of equal size, up to 50% larger, as well as smaller opponents off their feet. The vicitim loses initiative and two melee attacks. This attack must be done at a full run and takes up two of the Destroid’s melee attacks.
Bonuses with Mecha Elite Combat Training Only: +1 attack per melee round at levels 1, 3, 6, 10 and 15. +2 to strike(applies to punches, stomps and kicks only), +3 to parry (including blocking missiles and energy blasts with its armored forearms), +3 to pull, +1 to roll with impact.
Note: These bonuses ONLY apply when the pilot has the Elite Combat Training skill in the Tomahawk Mk.X. the pilot’s own number of attacks and bonuses (if any) are combined with these when piloting the mecha. Do not add mecha bonuses to the pilot’s Hand to Hand ability when he is outside the mecha. The gunner’s number of hand to hand attacks are unchanged in or out of the mecha.
This message was last edited by the GM at 23:47, Fri 11 Nov 2016.
Gargoyle
GM, 34 posts
Sun 23 Oct 2016
at 08:09
  • msg #3

ADR-05-MK.XIV Defender

ADR-05-MK.XIV Defender



   Perhaps the least changed of all of the Destroids, on a fundamental level, is the Defender mk.XIV. while smaller and a bit faster and more agile, it remains a walking artillery unit. The most notable changes are its arms, which now sport three laser canons instead of its original, two auto-cannons. The lasers have a higher rate of fire and pack about the same punch, but do not require physical ammunition. The power to supply them was only achievable through the transition away from the old fusion reactor to one powered by Protoculture.
   The radar array has also been replaced with a more advanced system housed in its midsection. With the new Overwatch sensor system adapted in part from Zentraedi technology, it includes not only a powerful radar system but also a LADAR system that uses laser light to create high resolution maps of the battlespace. The LADAR system, unlike radar, generates reterns of enough detail that the Defender can identify types of mecha at long-range and even biological agents (like poison gases, tear gas, etc.) and has a faster lock-on time than radar, allowing the defender to aquire targets faster, it is also less susceptible to interference.
   Despite the changes, the Defender Mk.XIV is still considered a fire support mecha, not equipped for front-line duty. However, it continues to excel at air defense and has proven quite effective against massed attacks by slow-moving Inorganics, like the Odeon. The addition of a pair of 70mm rocket launchers has added to its ability to defend itself.

Type: ADR-05-mk.XiV Defender.
Class: Air Defense Robot Destroid
Crew: One

M.D.C. by Location:
Head Secondary Sensor Array -95
*Main Sensor Array (midsection) -100
Tri-Barrel 60 mm Laser Cannon Arms (2) – 155 Each
Legs (2) -270 each
Feet (2) – 120 each
Rocket Launchers (2) -100 each
Reinforced Pilot Compartment – 200
**Main body – 325

    *Destroying the sensor array in the shest destroys both the radar and LADAR system, reducing its accuracy. Yhr Defender Mk,XIV has a back-up communications and radar with a 10 mile range in the head.
    ** Depleting the M.D.C. of the main body destroys the mecha, rendering it useless. However, the reinforced pilot compartment should protect the pilot and enable him to evacuate the Destroid on foot.

Speed:
Running: 75 mph
Leaping: The Defender Mk.XIV can execute thruster assisted leaps of 20 feet high or 50 feet across.
Flight: Planetside, a Defender Mk.XIV’s thrusters are used solely for jumps and balance, it can not fly. In space, the Defender Mk.XIV has low powered maneuvering jets that enables it to perform limited EVA flight operations with a maximum speed of 359 mph; no combat bonuses to dodge or parry. Combat while in space flight is strongly discouraged and pilots are trained to magnetize their mecha to the hull of a larger spaceship or space station before engaging the enemy when possible.
Underwater: Airtight, a Destroid can walk along the bottom of a lake or sea floor up to a depth of 2,000 feet, but can not swim or propel itself through water, Speed underwater (walking) is 25 mph.

Statistical Data:
Height: 24 feet, 9 inches
Width: 18 feet
Length: 11 feet, 7 inches
Weight: 14.5 tons dry
Physical Strength: Robotic P.S. of 40
Cargo: Just Enough space for a rifle and survival pack.
Power System: Fusion reactor outputting 3,000 s/hp powered by 16 Protoculture fuel cells. Because it is a non-transformable, non-flying mecha, the fuel cells are remarkably efficient, providing an active combat life of one year before replacements are needed.

Weapon Systems:
1. M-1300 60mm Anti-Aircraft Laser Batteries (2): each arm of the defender Mk.XIV is equipped with a triple-barreled, 60mm, solid-state, neodymium diode-pumped laser cannon. Each cannon arm is independent of the other and can engage separate targets or be fire-linked to concentrate fire on a single target. The new design of the arm mounts makes even focusing on small targets possible with both cannon arms. The weapons benefit greatly from the Overwatch sensor dish. The sensitivity and speen of return of the Overwatch dish made  air-burst rounds unnecessary, military analysts believed, but there were times during the war with the Invid and their swarming tactics that Defender Mk.XIV pilot’s sorely missed the capability to put up thick clouds of flak.
Primary Purpose: Anti-Aircraft
Secondary Purpose: Anti-Mecha/Anti-Armor.
Weight: Not applicable, part of the Defender Mk.XIV Chassis.
Range: 10 miles
Mega-Damage: A blast from each barrel does 1D4x10 M.D., and each arm can fire either a single shot or a triple-blast doing 3D4x10 M.D. both arms can also concentrate fire on a target for 4D6x10M.D.
Rate of Fire: each blast, whether single, triple or both arms, counts as one melee attack.
Bonuses: +3 to strike slow-moving (under 50 mph) targets, +1 to strike fast-moving targets, as long as the Overwatch System on ANY Defender within 20 miles is operating and networked (communications are functioning) to the rest of the Defenders in the area.
Payload: Effectively Unlimited.

2. RDS-3 Rocket Launcher Boxes (2): Located above and behind each of the shoulders is abox-style rocket launcher that can fire up to three 70mm rockets each per volley and are fed from an internal magazine. This is identical to the system used on the Tomahawk Mk.X
Primary Purpose: Defense and Anti-Missile
Secondary Purpose: Anti-Armor/Anti-Mecha
Weight: Not Applicable; five pounds per missile.
Range: One mile
Mega-Damage: Per mini-missile, but standard load is High Explosive Armor Piercing (HEAP) missiles which inflict 1D4x10 M.D. each.
Rate of Fire: singly, or in volleys of 2, 4, or 6. One volley, no matter how many missles are in it, counts as one of the gunner’s melee attacks.
Bonuses: +2 to strike slow-moving (Under 50 mph) targets, +1 to strike fast moving targets, as long as the overwatch system on ANY Defender within 20 miles is operating and networked (communications are functioning) to the rest of the Defenders in the area.
Payload: 36 Total; 18 mini-missiles per each launcher.

3. Hand to Hand Combat: The Defender Mk.XIV is still poorly equipped to handle melee combat, especially against the vicious Invid. However, a determined pilot can use the mecha’s heavy arms, legs and strength to do some damage in an emergency.
Attacks per Melee: See Bonuses, below.
Hand to Hand damage:
 Bash/Clothesline with Laser Cannons: 2D6 M.D.
 Kick: 3D6 M.D.
 Stomp: 2D8 M.D., but the target must be 12 feet tall or smaller
 Jump Kick: 4D6 M.D. Counts as two melee attacks.
 Body Block/Ram: 2D6 M.D. per 20 mph of running speed. Uses two attacks and has 60% chance of knocking down targets up to 50% larger. Victims of successful knockdown lose initiative and two melee attacks.
Bonuses with Elite Combat Training Only: +1 attack per melee round at levels 1, 4, 8 and 12. +1 on initiative, +1 to strike, (applies to bashes, punches, kicks, stomps, and rams), +2 to parry, +1 to dodge, +1 to disarm, +2 to pull punch, and +1 to roll with impact. Note: These bonuses ONLY apply when the pilot has the Elite Combat Training Skill in the Defender Mk.XIV. the pilot’s own number of attacks and bonuses (if any) are combined with these when piloting the mecha. Do not add mecha bonuses to the pilot’s Hand to Hand ability when he is outside the mecha.

Sensors of Note: MK.I “Overwatch” Advanced radar and Ladar Air Defense (Arlad) System: The Overwatch is s combination LADAR and radar system that provides a three-dimensional laser and radar map of the terrain and all objects, attempts to identify those objects using a spectrometer and andvanced IFF identification system, and then shares that data with every other Defender Mk.XIV within 20 miles, as well as with other command vehicles, such as the Ground Mobile Unit. It has a range of 250 miles, an altitude of 10 miles, and can track up too 200 airborne and ground-based targets. The range can be extended dramatically when networked to other Destroids and command vehicles also linked into the system.
This system is an addition to all other standard Destroid sensors and equipment, and adds to the bonuses provided by the standard targeting system and combat computer.
This message was last edited by the GM at 22:50, Fri 11 Nov 2016.
Gargoyle
GM, 35 posts
Sun 23 Oct 2016
at 08:10
  • msg #4

SDR-05-MK.XV Phalanx

SDR-05-MK.XV Phalanx



   One of the most radically changed Destroids in appearance is the Phalanx Mk.XV, which has undergone a total redesign. Its new body type, inspired by the condor, and the fact that the “nose” section opens up like a mouth to fire the short-range missiles, has earned it the same “the Shark.” It is still the king of the long-range fire support, the addition of the short-range missiles is to give it defense and combat capabilities against Invid swarms and some close-in defense options. As for the heavy, long-range missiles, once war with the Invid began, the Phalanx Mk.XV quickly earned a second nickname, used with great affection by the Expeditionary Force Marine infantry:”Hive Buster.”
   In addition to the expensive short-range missile launcher it now has a bank of spotlights, a lower profile and a pair of small, retractable arms and hands. The arms and hands are used to pick up items as well as to grab onto handholds when boarding a ship to provide a bit of stability. When not needed, the arms fold-up into the chest.
   The main missile pods have been slimmed down and are now more dedicated toward large targets, like hardened bunkers and (relatively) slow-moving armor, Invid Clam ships and starships, while retaining their anti-aircraft capabilities. The Phalanx also has better armor and speed so it can move into position more rapidly and handle greater amounts of damage.
   Note: the lower chassis (hip actuators and legs) are identical to those used with the Defender Mk.XIV, making maintenance and part replacement simple for both. This is also useful when some field repairs are required.

Type: SDR-05-Mk.XV Phalanx
Class: Strategic Defense Robot Destroid
Crew: One

M.D.C. by Location:
MDS-H-20 “Ballista” Long-Range Missile Launchers (2) -200 each
MDS-L-24 Multipule Launch Missile Pod (nose/jaw-like structure on main body) -250
Legs (2) -275 each
Feet (2) -120 each
*Servo-Hands and Arms (2; Retractable) – 55 each
*Floodlights (6) – 50 for the unit
Reinforced Pilot Compartment – 200
** Main Body – 325

   *A single asterisk indicates a small or difficult target to hit. The attacker must make a “called Shot” and even then he suffers a penalty of -3 to strike.
   **Depleting the M.D.C. of the main body destroys the mecha, rendering it useless. However, the reinforced pilot compartment should protect the pilot and enable him to evacuate the Destroid on foot.

Speed:
Running: 75 mph
Leaping:  The Phalanx Mk.XV can execute thruster assisted leaps of 20 feet high or 50 feet across.
Flight: Planetside, a Phalanx Mk.XV’s thrusters are used solely for jumps and balance, it can not actually fly. In space, the Phalanx Mk.XV has low-powered maneuvering jts that enables it to perform limited EVA flight operations with a maximum speed of 350 mph with no combat bonuses to dodge or parry. Combat while in space flight is strongly discouraged and pilots are trained to magnetize their mecha to the hull of a larger space ship or space station before engaging the enemy when possible.
Underwater: airtight, a Destroid can walk along the bottom of a lake or sea floor up to a depth of 2,000 feet, but can not swim or propel itself through water. Speed underwater (walking) is 25 mph.

Statistical Data:
Height: 28 feet, 3 inches
Width: 20 feet
Length: 16 feet, 4 inches
Weight: 18 tons dry
Physical Strength: Robotic Stregth of 40
Cargo: just enough space for a rifle and survival pack
Power system: Fusion reactor outputting 3,000 s/hp powered by 16 Protoculture fuel cells. Because it is non-transformable, non-flying mecha, the feul cells are remarkably efficient, providing an active cobat life of about one year before replacements are needed.


Weapons Systems:
1. MDS-H-20 “Ballista” Long-Range Missile Launchers (2): These are slimmed-down versions of the original Derringer long- range Missile launchers. The loss of significant weight, some armor and two missiles has allowed the Phalanx to nearly double its speed, and helped allow for the addition of the  short-range missile launcher system. It is a trade-off most Phalanx pilots (many of whom are veterens of the first Robotech War) were willing to make for increased maneuverablility and survivability.
   Each Ballista launcher carries ten long-range missiles at the ready and ten in the auto-loading magazine. The new system now includes a damage-shut-off feature which preents the missiles from exploding even if the drum is penetrated by enemy fire. The combat computer on the destroid does not arm the missiles until they have cleared the launcher and the Destroid is out of the blast radius of the missile should it explode. This means you can shoot into Phalanx Mk.XV’s missile drum all day long and the missiles are inert as large rocks until fired. How this basic safety feature was missed in earlier Phalanx units has become the stuff of legend, since the detonatioin of one of the old Phalanx’s missile drums could devastate several city blocks, and not just destroying, but atomizing, the mecha and its pilot.

<b>Primary Purpose: Anti-Installation, and Anti-Armor
Secondary Purpose:</b> Anti-Aircraft and Anti-Spacecraft
Weight: Not applicable, each missile or artillery rocket weighs about 1,000 pounds.
Range: By long-range missile or artillery rocket, usually around 500 miles
Mega-Damage: Varies by type of missile or artillery rocket.
Rate of Fire: Singly or volleys of 2, 4, 5, 10 or 20. One volley, no matter how many missiles are in it, counts as one melee attack.
Payload: 40 total; twenty 430mm long-missiles or artillery rockets in each launcher.
Note: the missiles used by the Ballista are radar-guided smart missiles that enjoy a +4 bonus to strike. If the Phalanx Mk.XV is using targeting information from a Defender, GMU or reconnaissance vehicle, the pilot enjoys an additional +6 to strike in addition to the bonus from the missiles, for a total of +6 to strike.

2. MDS-L-24 Multiple Launch Missile Pod: Housed in the “lower jaw” of the main body/nose section, the cover on this launcher drops open to reveal a large-capacity, short- range missile launcher equipped with 24 190mm missiles. Typical load out is High Explosive Armor Piercing (HEAP), but any warhead can be used depending on particular mission parameters.
Primary Purpose: Anti-Aircraft and Anti-Mecha.
Secondary Purpose: Anto-Personnel and Defense.
Weight: Not applicable, each missile weighs about 33 pounds.
Range: Five miles.
Mega-Damage: Varies by type of short-range missile, but HEAP missiles that inflict 2D6x10 M.D. per missile are typical.
Rate of Fire: Singly or in volleys of 2, 4, 6, 8 or 12. One volley, no matter how many missiles are in it, counts as one of the gunner’s melee attacks.
Payload: Twenty-four 190mm short-range missiles.

3. Hand to Hand Combat: If you have to go hand-to-hand in a Phalanx, something, somewhere went horribly wrong. Its feet and legs are its only real melee weapons, as the servo-hands are only useful for picking things up and stabilizing the Phalanx on rough terrain. It can also shoulder block enemies with its large missile launchers in a pinch.
Attacks per Melee: See bonuses, below.
Hand to Hand Damage:
Kick: 3D6 M.D
Stomp: 2D8M.D., but the target must be 10 feet tall or smaller.
Jump Kick: 4D6 M.D. Counts as two melee attacks
Shoulder Block: 2D6 M.D.
Body Block/Ram: 2D6 M.D. per 20 mph of running speed. Uses two attacks and has a 60% chance of knocking down targets up to 50% larger. Victims of a successful knockdown lose initiative and two melee attacks.

Bonuses with Elite Combat Training Only: +1 attack at levels 2, 6, 9 and 12. +1 to strike with kick and stomp attacks only, +2 to dodge, +3 to roll with impact.
Note: These bonuses ONLY apply when the Pilot has the Elite Combat Training skill in the Phalanx Mk.Xv. The pilot’s own number of attacks and bonuses (if any) are combined with these when piloting the mecha. Do not add mecha bonuses to the pilot’s Hand to Hand ability when he is outside the mecha.
This message was last edited by the GM at 00:48, Sat 12 Nov 2016.
Gargoyle
GM, 36 posts
Sun 23 Oct 2016
at 08:12
  • msg #5

MBR-08-Mk.VI Spartan

MBR-08-Mk.VI Spartan



   Many consider the Spartan the most improved of the new generation of Destroids. Not only does it keep its devastating abilities at hand –to- hand combat, but it has much more devastating long- range striking power with the addition of two 120mm laser cannons mounted on the shoulders. The gun cluster has been replaced by a pulse laser turret and it has two rocket launchers built into the chest under each cannon. The Spartan is still a hard-hitting, fast front-line combat unit which is excellent at not only taking the fight to the enemy, but in keeping the fight off its more vulnerable brethren in the back ranks.
Platoons of Spartans are often deployed as guard units for defender and Phalanx platoons, giving them breathing room to unleash their deadly payloads on enemy. They are also rapid deployment mecha used as giant guard units on facilities in hostile territory, riot control, urban police, mecha recovery, and fast ground support.
   The redesign was specifically meant to counter the fast-moving Robotech Masters’ Bioroids on the ground, with the firepower to take their hover sleds out from under them and put them on an even footing. The design served the Spartan Mk.VI well against the Invid, particularly when it came to dealing with the more hand-hand oriented units like Invid Scouts and troopers, or the Scrim Inorganics, though they are still vulnerable to swarming attacks.

Type: MBR-08_mk.VI Spartan
Class: Main Battle Robot Destroid
Crew: One

M.D.C. by Location:
Sensor Head -95
M-1255 120mm Laser Cannons (2) – 170 each
*20mm Pulse Laser Turret – 100
Rocket Launchers (2) – 125 each
Upper Arms (2) – 120 each
Forearms (2) – 200 each
*Hands (2) – 100 each
Legs (2) – 250 each
Feet (2) – 120 each
Reinforced Pilot Compartment – 200
**Main Body – 475

*A single asterisk indicates a small or difficult target to hit. The attacker must make a “Called Shot” and even then he suffers a penalty of -3 to strike.
** Depleting the M.D.C. of the main body destroys the mecha, rendering it useless. However, the reinforced pilot compartment should protect the pilot and enable him to evacuate the Destroid on foot.

Speed:
Running: 120 mph
Leaping: The Spartan Mk.VI can excute thruster assisted leaps of 20 feet high or 50 feet across.
Flight: Planetside, a Spartan M.kVI’s thrusters are used solely for jumps and balance. In space, the Spartan Mk.VI has low- powered maneuvering jets that allow it to perform limited EVA flight operations with a maximum speed of 350 mph with no combat bonuses to dodge or parry. Combat while in space flight is strongly discouraged and pilots are trained to magnetize their mecha to the hull of a larger spaceship or space station before engaging the enemy whenever possible.
Underwater: Airtight, a Destroid can walk along the bottom of a lake or sea floor up to a depth of 2,000 feet, but cannot swim or propel itself through water, speed underwater (walking) is 30 mph.

Statistical Data:
Height: 27 feet
Width: 13 feet, 9 inches
Length: 11 feet, 4 inches
Weight: 16 tons dry.
Physical Strength: Has a Robotic Physical Strength of 50.
Cargo: Just large enough for a rifle and survival pack.
Power System: Fusion reactor outputting 3,000 s/hp powered by 16 Protoculture fuel cells are remarkably efficient, providing an active combat life of one year before replacements are needed.

Weapon Systems:
1. M-1255 120mm Laser Cannons (2): The primary energy weapon, and the most obvious design addition, are the spartan’s two heavy, shoulder-mounted laser cannons. Capable of firing independently or fire-linked, they can elevate up to 45 degrees alone, and can be rotated 180 degrees and a full 90 degrees in elevation through maneuvering of the robot’s torso. These are light anti-armor weapons that also work in medium to close-range combat.
Primary Purpose: Anti-Armor and Anti Mecha
Secondary Purpose:  Anti-Aircraft
Weight: Not Applicable, part of the Spartan’s Chassis.
Range: 5 miles
Mega-Damage: A single shot from one cannon does 1D6 x10 M.D. Firing both cannons at the same target counts as one attack and does 2D6x10 M.D.
Rate of Fire: Each cannon can only be fired twice per melee round. Each single or dual blast uses of of the pilot’s melee attack.
Payload: Effectively Unlimited.

2. 20mm Pulse Laser Turret: A chest-mounted laser turret gives the Spartan more close-in fighting capabilities, and serves as an anti-personnel weapon. Its high rate of fire allows it to saturate small targets, like Invid Cougar Inorganics, with laser fire, giving it protection from small units that could be too maneuverable for its deadly fists and feet.
Primary Purpose: Anti-Personnel.
Secondary Purpose: Defense
Weight: Not applicable, part of the Spartan’s chassis
Range: 2,000 feet.
Mega-Damage: Each laser does 2D6 M.D. for a total of 4D6 M.D. on a dual blast. The turret can fire dual pulse blasts of 1D4x10 M.D., which also count as one attack. The pilot may also choose to spray the area immediately in front of the mecha, out to 1,000 feet, with laser fire, doing 1D6 M.D. to anyone, friend or foe, that fails to dodge. This laser suppression fire counts as two melee attacks.
Rate of Fire: Each single, dual or pulse blast counts as one of the pilot’s attacks. Laser suppression fire counts as two attacks.
Payload: Effectively unlimited.

3. RDS-6 Rocket Launchers (2): located in the chest, below the laser cannons. These rocket launchers are revealed by a cover plate that swings down when firing. Each launcher can fire up to six 70mm rockets each per volley and are fed from an internal magazine. The hig-capacity and high firing rate of this launcher adds to the mid-range firepower of the Spartan.
Primary Purpose: Anti-Aircraft and Anti-Personnel.
Secondary Purpose: Anti-Armor/Anti-Mecha.
Weight: Not applicable, each missile weighs about five pounds.
Range: One mile.
Mega-Damage: Per mini-missile, but usually loaded with HEAP missiles with inflict 1D4x10 M.D. each.
Rate of Fire: singly or in volleys of 2, 4  or 6. One volley , no matter how many missiles are in it count  as one of the gunner’s melee attacks.
Payload: 24 total; 12 mini-missiles per each launcher.

4. Gun Pod (optional): Just about any gun pod used by any mecha of comparable size, can be assigned for use with a Spartan due to its articulated hands ( the only Destroid of the original series to have full use of two hands). The most common are the EU-13 usually assigned to the Alpha Fighter, and the Spartans Hover Tank’s EU-11

5. Hand to Hand Combat: The Spartan Mk.VI excels at close quarters combat. As such, its hand to hand combat capabilities are the best among all the Destroids and exceed the capabilities of most other mecha as well.
Attacks per Melee: See bonuses, below.
Mega-Damage from Hand to Hand Combat:
Punch/Forearm Strike: 1D6 M.D. on a restrained punch. 4D6 M.D. on a full strength punch 1D6x10 M.D. on a power punch (counts as two attacks)
Kick: 3D8 M.D.
Stomp Attack: 3D6 M.D. but target must be 10 feet tall or smaller.
Power Kick and Jump Kick: 1D4x10 M.D., but each of these attacks counts as two melee attacks.
Body Block/Ram: 3D6 M.D., and there is a 60% chance of knocking down an opponent of equal size, up to 50% larger, as well as smaller opponents off their feet. The victim loses initiative and two melee attacks. The attack must be done at a full run and takes up two of the Destroid’s melee attacks.
Bonuses with Mecha Elite Combat Training Only: +1 attack per melee round at levels 1, 4, 8, 12 and 15. +2 to strike (applies to punches, stomps and kicks only), +3 to parry (including blocking missiles and energy blasts with its armored forearms), +3 to pull punch, +2 to roll with impact and +2 to disarm.
Note: These bonuses ONLY apply when the pilot has the Elite Combat Training skill in the Spartan Mk.VI. The pilot’s own number of attacks and bonuses (if any) are combined with these when piloting the mecha. Do not add mecha bonuses to the pilot’s Hand to Hand ability when he is outside the mecha.
This message was last edited by the GM at 22:18, Fri 11 Nov 2016.
Gargoyle
GM, 37 posts
Sun 23 Oct 2016
at 08:13
  • msg #6

HWR-02-Mk.VII Monster

HWR-02-Mk.VII Monster


   The Monster is another one of the most radically changed Destroids in look and function. The new Monster has undergone a complete design overhaul. Its body shape is much more humanoid, making it fall in line with the look of all the other Destroids. At one point, designers considered making it a quadruped, but in the end opted to stay with the biped design, though its two legs are massive. While the Monster Mk.VII still tips the scales as the largest Destroid fielded by the Expeditionary Force, the new generation is significately smaller, lighter and more mobile, while sacrificing little of the original’s firepower. The weight and slow speed of the original Monster Mk.VII was often a hindrance, with recorded instances of its weight smashing through even the super-alloy reinforced desks of the SDF-1.  The new Monster still delivers more hitting power than a 20th century battleship, but it can more easily get to where its firepower is most needed.
Like the other Destroids, the Monster Mk.VII is smaller than its predecessor, making transportation and storage much easier. It also has a greater variety of weapons, including two drum bombs that can be dropped and timed to detonate to destroy enemy facilities, or left behind as booby-traps to devastate a pursuing enemy.
   Not many of the Monster Mk.VII were manufactured, as they are hideously expensive, and even with its increased speed it is particularly vulnerable to the swarming tactics of the fast and maneuverable Invid. As always, unless the Monster is defended by other mecha, it is easily overwhelmed and destroyed. However, protected and used in a long-range support capacity, like walking artillery units, this Destroid is incredibly effective and it can obliterare ranks of Invid and Inorganics from a distance and pound large combat vehicles and fortified positions.

Type: HWR-02-Mk.VII Monster
Class: Heavy Weapons Robot Destroid.
Crew: 3, one commander, one pilot and one gunner.

M.D.C. by location:
*Sensor Head -125
*Upper Arm Joints (20) -120 each
Forearms/ 40cm Particle Beam Cannons (2) – 250 each
Legs (2) – 350 each
Feet (2) – 200 each
Cannons (3) – 150 each
*Drum Bombs (2) – 100 each
Missile Launcher – 150
Reinforced Pilot Compartment – 200
**Main Body – 550

  *A single asterisk indicates a small or difficult target to hit. The attacker must make a “Called Shot” and even then he suffers a penalty of -3 to strike. In the case of the Monster Mk.VII it is not due to the size of the targets, but because they are strategically positioned behind heavy armor plates.
  **Depleting the M.D.C. of the main body destroys the mecha, rendering it useless. However, the reinforced pilot compartment should protect the crew and enable them to evacuate the Destroid on foot.

Speed:
Running: 50 mph.
Leaping: Not possible; the Monster is too heavy and awkward to jump.
Flight: Not possible. In space, the Monster Mk.VII has low-powered maneuvering jets that allow it to move very slowly (1mph) or hold itself relatively stable without drifting badly; no combat bonuses to dodge or parry. Combat while in space flight is strongly discouraged and pilots are trained to magnetize their mecha to the hull of a larger spaceship or space station before engaging the enemy whenever possible.
Underwater: Airtight, the Monster can walk along the bottom of a lake or sea floor up to depth of 2,000 feet, but cannot swim or propel itself through water. Speed underwater (walking) is 15 mph.

Statistical Data:
Height: 48 feet, 6 inches
Width: 30 feet
Length: 38 feet
Weight: 180 tons dry.
Physical Strength: Has a Robotic P.S. of 60
Cargo: A space large enough for rifles, survival gear and armor for all three crew members.
Power system: Fusion reactor outputting 15,000 b/hp powered by 32 Protoculture fuel cells. Because it is a non-transformable, non-flying mecha, the feul cells are remarkably efficient, providing an active combat life of about six months before replacements are needed. Also has a backup fusion reactor developing 2,000 b/hp.


Weapons Systems:
1. M-500 40cm Artillery Cannons (3): While everything about the Monster Mk.VII is smaller, this Destroid remains a massive piece of equipment. Its original auto-cannons have been replaced by three giant gauss cannons that use magnetic rings to accelerate the 40 cm shells to incredible speed, and are often confused for energy cannons by those who see them fire. They have a higher rate of fire than the cannons on the original Monster, and deliver more kinetic energy to the target. The cannons are auto-loaded from an internal magazine in the main body and can reach an elevation of 45 degrees without the pilot tilting the Monster’s hull. Maneuvering the hull increases the maximum elevation to 70 degrees. They can fire individually or can be fire-linked to strike the same target or to carpet an area with explosive shells.
Primary Purpose: Anti-Ship/Anti-Installation.
Secondary Purpose: Anti-Armor/Anti-Mecha.
Weight: Not applicable, the cannons are part of the Monster’s hull.
Range: 100 miles.
Mega-Damage: Varies according to load. The cannons can fire the following kinds of rounds. Damage is listed for a single round. Multiply by three if all cannons fire the same ordnance at the same target simultaneously.
Armor-Piercing Discarding Sabot (APDS). Similar to the APFSDS rounds used in the original Monster, except there is no need for the stabilizing fins due to the incredible speed at which the round is fired (approximately Mach 10). The increased speed gives the tungsten dart much more kinetic energy on impact. Mega-Damage: 4D6x10+6 M.D.
 High-Explosive Tungsten Jacketed (HETJACKS). The tungsten shell on these rounds allow the weapon to fire explosive payloads for softer targets that are less vulnerable to kinetic penetration. Mega-Damage: 3D6x10 M.D. to a 40 foot radius. Add 50% to the radius with each additional round fired, for a maximum of an 80 foot radius when all three cannons are fired at the same target with these rounds.
High-Explosive Airburst Rounds (HEAR). These are similar to HETJACKS, except that they are detonated by proximity fuses or are set to explode at a certain altitude, creating a deadly cloud of flak for use against flying targets. Mega-Damage: 3D6x10 M.D. to a 100 foot radius. Bonus: +1 to strike with these rounds (direct hits are not necessary. Making it easier to strike airborne targets).
Depleted Uranium Ferrous-Coated Incendiary Plasma (DUF-CIP). These rounds have an explosive plasma core wrapped in depleted uranium. The plasma turns the depleted uranium, which is self-sharpening when it explodes, into deadly high-speed shrapnel. These rounds are reserved for anti-personnel operations, since they have low penetration but are highly destructive to light armored targets. Mega-Damage: 2D6x10 M.D. Flammable targets within the initial 100 feet burn, taking an additional 6D6 M.D. for 1D6 melee rounds.
Ammo Note: The new Monster Mk.VII uses no smoke rounds. Any need for smoke cover is supplied by missiles loaded for that purpose.
Rate of Fire: The cannons can be fired singly or in volleys of two or three. One single shot or volley counts as one melee attack. Each cannon can only fire twice per melee round.
Payload: The smaller, lighter rounds have dramatically increased the payload. The internal magazine holds a total of 90 rounds.
Bonus: +3 to strike ground targets, +1 to strike airborne targets. These are in addition to the bonuses from standard Destroid sensors.

2. HPC-50 Heavy Particle Beam Cannons (2): Replacing the missile launchers in the forearms are a pair of 50cm particle beam cannons that are incredibly powerful. Though they lack the range of the main cannons and missiles, they have a much higher rate of fire and are designed for attacking mid-range targets and fending off swarms of Invid or ground forces. The addition of these weapons alone increases the Monster Mk.VII’s ability to loiter in a combat zone, since they have an unlimited payload and ensure the robot can continue to deal damage and defend itself once the limited ammunition for the cannons and missile launcher is expanded.
Primary Purpose: Anti-Armor/Anti-Mecha
Secondary Purpose: Anti-Aircraft
Weight: Not applicable, the cannons are part of the Monster’s hull
Range: Six miles
Mega-Damage: A single blast does 2D6x10 M.D. A dual blast from both cannons does 4D6x10 M.D.
Rate of Fire: Each single or duall blasts counts as one of the gunner’s melee attacks.
Payload: Effectively unlimited.

3. MMDS-12 Missile Launcher: Located in the center of the chest in the main body is a medium-range missile launcher that replaces the two launchers that were Monster Mk.II’s forearms. Like the predecessor, it is typically loaded with surface to surface anti-armor missiles, but can load any missile the mission requires.
Primary Purpose: Anti-Armor and Anti-Mecha
Secondary Purpose: Anti-Personnel and defense.
Weight: Not applicable. The launcher is part of the Monster’s hull
Range: Typically 50 miles
Mega-Damage: By medium-range missile type.
Rate of Fire: Singly or in volleys of 2, 3, 4 or 6. One volley, no matter how many missiles are in it, counts as one melee attack.
Payload: 16 total, 530mm medium-range missiles.

4. DB2 Drum Bombs (2): Located in the forward section of the Monster Mk.VII are a pair of concealed drum bombs. One or both can be released to drop to the ground and left where they fall, or rolled over to a specified strategic location. Each drum bomb has a timing mechanism that can be set to detonate in moments, minutes or hours later or upon being moved or jostled after being set. Such bombs may be used to destroy enemy installations, punch holes into fortification, take down bridges, destroy generators, or left behind as a booby-trap to destroy enemy troops as well as to create a diversion.
In “hive buster” operations, the big guns of the Monster are used not just against incoming Invid Clam Shipss or swarms, but to blow open holes into the side of an Invid Hive. The Monster Mk.VII may follow inside to continue to unleash massive destruction with its cannons, particle beam guns, and missiles at close range, or to drop one or both drum bombs can do the most damage. This is usually the Hive’s Protoculture generator, laboratory, Invid Brain or other strategic location. The accompanying Destroids and Veritechs, particulary the small, fast Cyclones, protect the lumbering Monster Mk.VII until they can place the bombs and make a strategic retreat before they go off. A coordinated attack and a few drum bombs can destroy an Invid hive in short order. Similar tactics can be used to destroy enemy space stations and spaceships, provided the Monster and accompanying mecha can get close enough to board.
At sea, drum bombs may be used like depth charges against underwater installations and submersibles.
In space, drum bombs can be released and placed on enemy spacecraft, held in place with magnetic clamps. Though more often than not, they are released and left floating in space close enough to a ship or space station to do damage, or as floating space mines that detonate when struck, or when the enemy comes close enough. Drum bombs can also be used to punch through the hull of enemy spacecraft so faster mecha forces can board, or to knockout weapon systems, communication towers, and so forth. Though carried by th Monster Mk.VII, drum bombs may have to be rolled to a specific location by other mecha when trying to knockout a very specific target, though the bombs blast radius is big enough that getting close usually does the job.
Primary Purpose: Anti-Fortification and Anti-Hive.
Secondary Purpose: anti-Spaceship and Booby-Trap/Bomb.
Weight: Each drum bomb weighs two tons.
Range: Can be detonated via a coded transmission by the mecha’s Commander or gunner, or set to explode at a predesignated time, or set to detonate when the bomb is moved or attacked.
Mega-Damage: 3D4x100+100 M.D. to everything in a 500 foot diameter. This is ground zero. An additional 2D6x10 M.D. is unleashed upon everything within a 500 foot blast radius beyond the blast center.
Rate of Fire: can unleash one or two drum bombs.
Payload: Two total.

5. Hand to Hand Combat: The Monster is still not well suited for hand to hand combat. But it has the physical strength to deliver significant damage if the pilot can manage to connect with enemy.
Attacks per Melee: See bonuses, below.
Hand to Hand Damage:
Restrained Punch/Swat with Forearms: 2D6 M.D.
Full Strength Punch with Forearms: 5D6 M.D.
Power Punch: Not possible.
Kick: 6D6 M.D
Stomp: 1D6x10 M.D. to targets under 12 feet tall.
Body Block/Ram: 1D6x10 M.D.
Bonuses with Elite Combat Training Only: +1 attack per melee round at levels 2, 7 and 12. +1 to strike (applies to punches, stomps and kicks), +1 to parry and +1 to pull punch.
Note: These bonuses ONLY apply when the pilot has the Elite Combat Training skill in the Monster Mk.VII. the pilot’s own number of attacks and bonuses (if any) are combined with these when piloting the mecha. Do not add mecha bonuses to the pilot’s Hand to Hand ability when he is outside the mecha. The gunner and commander’s number of hand to hand attacks are unchanged in or out of the mecha.
This message was last edited by the GM at 01:06, Sat 12 Nov 2016.
Gargoyle
GM, 38 posts
Sun 23 Oct 2016
at 08:15
  • msg #7

MBR-12-Mk.II Valiant

MBR-12-Mk.II Valiant



   The newest Destroid design, the Valiant, is aimed at giving the Destroid platoons and the Expeditionary Force Marines the heavy-hitting firepower and armor of the traditional Destroid designs in a robot more suited for a wide variety of environments that could be anticipated when operating on extraterrestrial worlds. The original Destroids, while space worthy, were designed with Earth’s atmosphere, gravity and terrians in mind. But what about the many other possibilities?
   The expeditionary Force engineers decided they needed a Destroid that was both adaptable to a wide range of missions and environments, modular to a degree not yet seen, and still able to slug it out with the toughest of enemies. The resulting project led the development of Condor, a heavy infantry Battloid, and Valiant.
   The Valiant is capable of sustained flight, heavily armored, and has modular weapon systems, enabling it to fill whatever mission parameters were necessary. It is as at home in the vacuum as it is on the ground, and along with Zentraedi Destroids, gives much needed speed and Versatility to the Expeditionary Force Marines.
   Its primary innovation is its replaceable arms, which can be switched for a variety of weapon systems and utility devices that makes it not only a combat mecha, but frequently used for search and rescue operations, exploration, construction and engineering.

Type: MBR-12- Mk.II Valiant
Class: Main Battle Robot Destroid.
Crew: One

M.D.C. by Location:
*Sensor Head – 95
Upper Arms (2) – 125 each
*Primary Thrusters (30) – 100 each
*Secondary Thrusters (2) – 7 each
Standard Forearms (2) – 100 each
   Arm Shields (optional; 1 or 2) – 250 each
   Heavy Rotary Cannon Arms (optional; 1 or 2) – 200 each
   Medium Missile Launcher Arms (optional; 1 or 2) – 180 each
   Utility Arms (optional; 1or 2) – 150 each
Legs (2) – 300 each
Reinforced Pilot Compartment – 200
**Main Body – 475

*A single asterisk indicates a small or difficult target to hit. The attacker must make a “Called Shot” and even then he suffers a penalty of -3 to strike.
**Depleting the M.D.C. of the main body destroys the mecha, rendering it useless. However, the reinforced pilot compartment should protect the pilot and enable him to evacuate the Destroid on foot.

Speed:
Running: 100 mph
Leaping: The Valiant has powerful thrusters in its feet and a flight system that makes sustained flight possible. A jet-assisted leap can propel the unit 200 feet high or across without sustained flight.
Flight: Unlike its predecessors, the Valiant is fully flight capable. On worlds where the gravity and atmosphere are similar to Earth, it can fly at 350 mph with a maximum altitude of 30,000 feet.
In space, it can fly at speeds of Mach 1.5 (1,142 mph) and is often employed to defend Expeditionary Force ships similar to how the old Destroids were sed to engage the enemy, create defensive lines in space, and move from one ship to another to fill holes in the fleet’s defensive screen. They often work in tandem with the Veritech Fighter squadrons to a degree not previously seen. They are also instrumental in protecting asteroid mining operations and combat landing operations, and can survive a drop through re-entry, land, and be fully combat capable upon landing. This often leads to the Valiants being used as frontline combat units during planetary landings into hostile territory. They can also hover stationary and preform Vertical Take-Offs and Landings (VTOL).
Underwater: Airtight, the Valiant can walk along the bottom of a lake or sea floor up to a depth of one mine. Speed underwater (walking) is 30mph. The Valiant can also thruster through the water at speeds of up to 58 mph, and is the go-to submersible combat unit for the Expeditionary Force Marines.

Statistical Data:
Height: 25 feet
Width: 15 feet, 3 inches
Length: 12 feet, 6 inches
Weight: 18 tons dry.
Physical Strength: Has a robotic physical strength of 45.
Cargo: Just large enough for a rifle and survival pack.
Power System: Fusion reactor outputting 3,750  s/hp powered by 20 Protoculture fuel cells. The fuel cells are remarkably efficient, providing an active combat life of one year before replacements are needed.

Weapon Systems:
1. RDS-3 Rocket Launchers (2): Located on either side of the chest is a concealed panel that opens to reveal two hidden rocket launchers. Each can fire up to three 70mm rockets each per volley and are fed from an internal magazine. This is the only permanent weapon system.
Primary Purpose: Defense and Anti-Missile.
Secondary Purpose: Anti-Personnel.
Weight: Not applicable, each missile weighs about five pounds.
Range: One mile.
Mega-Damage: Per mini-missile, but usually loaded with High Explosive Armor Piercing (HEAP) missiles which inflict 1D4x10 M.D. each
Rate of Fire: singly or in volleys of 2, 4, or 6. One volley, no matter how many missiles are in it, counts as one of the pilot’s melee attacks.
Payload: 36 total; 18 mini-missiles per each launcher.

2. GAU-20 Modular Weapon Arm (1 or 2, Optional): For most combat situations, the Valiant has one of its standard robot arms replaced with a heavy rotary cannon that fires 50mm tungsten rounds fired via an electromagnetic rail system (known as a “rail gun”). The rotary cannon design allows for a high rate of fire bursts even in space, which normally causes machine-guns to rapidly overheat since space is a perfect insulator. The use of this system means that the mecha does not have a hand on that arm. For extremely heavy combat actions, some pilots may be given a cannon for each arm, but those instances are rare. It is usually paried with a missile launcher arm or a standard arm with a shield mounted to it.
Primary Purpose: Anti-Armor and Anti-Mecha
Secondary Purpose: Anti-Aircraft and Anti-Spacecraft.
Range: 4,000 feet.
Weight: Not applicable, replaces one of the Destroid’s arms.
Mega-Damage: 2D6 M.D. on a single shot, 5D6M.D. for a three-round burst, 2D4x10 M.D. on a ten-round long burst.
Rate of Fire: Each single shot or burst counts as one melee attack.
Payload: 2,000 rounds, enough for 200 long bursts. Fed from an internal magazine, it can only be reloaded at a Expeditionary Force facility or an Expeditionary Force spacecraft.

3. MDS-L-16 Multiple Launch Missile Launcher Arm (1 or 2, optional): This optional arm replacement is loaded with 190mm short-range missiles for short-range engagements and to defend other marine assets from enemy missile strikes. When operating in a fire-support role, it is not uncommon for the Valiant to have two of these arms. However, its combat duration is short in those cases, since it is likely to quickly deplete all of its ammunition. Typical load out is HEAP, but any warhead can be used depending on particular mission parameters. The use of this system means that the mecha does not have a hand on that arm.
Primary Purpose: Anti-Aircraft and Anti-Mecha.
Secondary Purpose: Anti-Personnel and Defense.
Weight: Not applicable, each missile weighs about 33 pounds.
Range: Five miles; short-range missiles.
Mega-Damage: Varies by type of short-range missile, but HEAP missiles that inflict 2D6x10 M.D. per missile are typical.
Rate of Fire: Singly or in volleys of 2, 4, or 8 (16 if the mecha has two missile arms and both are firing at the same target.) One volley, no matter how many missiles are in it, count as one of the gunner’s melee attacks.
Payload: 32 total with TWO missile arms. Each arm carries a payload of 16 190mm short-range missiles. When two missile arms are used, double the maximum size of the possible missile volleys

4. UAS-2 Utility Arm System (1 or 2, optional): Unlike the other systems, this is a non-combat arm that houses a variety of tools that enables the mecha to preform search and rescue operations, mining, boarding ships, battlefield recovery and salvage, sabotage, and field repairs on other mecha, vehicles and spacecrafts as well as construction. This has made the Valiant the default Destroid for combat engineering operations.
The arm includes the following tools:
Cutting laser for precision slicing through hulls and other Mega-Damage materials.
Plasma torch for demolitions work, welding and construction.
Manipulator Arm for fine manipulation.
Short-Range, High-Powered Scanner: Has a battery of sensors, including an electromagnetic field detector, radiation detector, spectrometer, focused radar emitter and bio-scanners that allow the Valiant to scan through dense objects and receive highly detailed information about composition and structure. This can be used to find everything from valuable ore deposits and hidden underground facilities to personnel trapped in downed fighters or disabled starships awaiting rescue.
Primary Purpose: Search and Rescue, and Combat Engineering
Secondary Purpose: Construction and Labor.
Range: Cutting laser has a range of 500 feet, while the  plasma torch has a range of 10 feet. The sensors have a range of 2,000 feet and can penetrate up to 50 feet of solid material.
Mega-Damage: the cutting laser does 2D4 M.D.
 The plasma torch has several settings 1M.D., 1D6 M.D., 2D6 M.D. and 3D6 M.D. however, neither tool is considered a viable weapon.
Rate of Fire: the laser and plasma torch are generally continuous-use devices for cutting and welding jobs. If used as a weapon, each use equals one melee attack.
Payload: Effectively unlimited.

5. RD-S Tactical Arm Shield (1 or 2, optional): Unlike the previous weapon systems, these arm shileds can be added in addition to the standard or utility mecha arms. In a design that later gained significant popularity in the Army of the Southern Cross, these shields allow the Valient to defend itself in close quarters combat and can even be used to intercept incoming missile, energy blasts and ballistic attacks. Made of cheap but strong materials, once the M.D.C. is depleted, the mangled remnants of the shield can be ejected from the arm.
Primary Purpose: Defense.
Weight: 800 pounds.
Mega-Damage: 2D6 M.D. as a bashing (blunt) weapon. Can take 250 Mega-Damage before being reduced to junk.
Rate of Fire: Using the shield to defend the mecha is an automatic parry for anyone trained to pilot the Valient (does not use up a melee attack). If for some reason someone unqualified was trying to operate the mecha, each use of the shield would use one of their melee attacks. If the pilot chooses to use the shield as a bashing weapon, each swing counts as one melee attack.
Payload: not applicable.
Bonus: +2 to parry.

6. Gun Pod (optional): when using at least one standard arm with a hand and fingers, the Valient is often issued a gun pod for combat. The standard issue is the EU-13, but any gun pod from a similarly-sized Expeditionary Force mecha can be substituted.

7. Hand to Hand Combat: The Valiant is well suited for hand to hand combat, particularly when equipped with one or two arm shields. Its standard arms have fully articulated, powerful hands capable of delivering punches or tearing other vehicles open, and its heavy legs can land devasting kicks. When using the arm shield and the Destroid’s jet thrusters together, the pilot can send the Valiant plowing through enemies like a colossal linebacker; see Jet-assisted Ram, below.
Attacks per Melee: See Bonuses, below.
Hand to Hand Damage:
Punch/Forearm Strike: 2D4 M.D. on a restrained punch, 4D6 M.D. on a full strength punch, 1D4x10 M.D. on a power punch (counts as two attacks).
Kick: 4D6 M.D.
Stomp Attack: 3D6 M.D., but the target must be 10 feet tall or smaller.
Power Kick and Jump Kick: 1D4x10+6 M.D., but each of these attacks counts as two melee attacks.
Body Block/Ram: 3D6 M.D. there is a 60% chance of knocking down an opponent of equal size, up to 50% larger, as well as smaller opponents off their feet. The victim loses initiative and two melee attacks. This attack must be done at a full run and takes up two of the Destroid’s melee attacks.
Jet-Assisted Ram: A far more devastating attack is for the pilot to engage the jet thrusters and thunder into his enemies, plowing through them and knocking them over like bowling pins. This attack can carry through to multiple targets as long as they are not more than twice the size of the Valiant and can be knocked down or out of the way. Damage is 6D6 M.D. to the initial target, and there is a 70% chance of knocking that target down if it is of equal size or up to twice the size of the Valiant. Airborne targets are knocked 1D4x100 yards/meters off course. If that target is knocked down, the Destroid can carry through to the next target, but that target, and any struck afterwards, only takes 3D6 M.D. and only has a 35% chance of being knocked down.
If any of the targets are not knocked down or out of the way, the Valiant’s momentum is halted.
Note: This attack takes up two of the Destroid’d melee attacks and requires a successful piloting roll, as well as a strike roll.
Bonuses with Mecha Elite Combat Training Only: +1 attack per melee round at levels 1, 3, 7 and 11. +1 to strike (applies to punches, stomps and kicks only), +2 to parry (includinf blocking missiles and energy blasts with ts armored forearms, and additional +2 when using the arm shields, as noted above). +1 to dodge, +2 to dodge in flight, +1 to disarm. +3 to pull punch, and +3 to roll with impact.
Note: These bonuses ONLY apply when the pilot has the Elite Combat Training skill in the Valiant. The pilot’s own number of attacks and bonuses (if any) are combined with these when piloting the mecha. Do not add mecha bonuses to the pilot’s Hand to Hand ability when he is outside the mecha.
This message was last edited by the GM at 01:57, Sat 12 Nov 2016.
Gargoyle
GM, 52 posts
Thu 27 Oct 2016
at 19:05
  • msg #8

MBR-12 Mk. II 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 01:49, Sat 12 Nov 2016.
Gargoyle
GM, 77 posts
Sat 12 Nov 2016
at 03:09
  • msg #9

MBR-15 Mk.I Super Condor

MBR-15 Mk.I Super Condor

BACKGROUND

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.
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