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.