ROBOTECH is a sweeping science-fiction anime epic of humans defending their homeworld against alien domination. The saga is told through the eyes of characters caught up in a series of wars that erupts when a mysterious spacecraft crash-lands on Earth at the turn of the millenium.

On 11:50 PM by Rev. Dr. Eric Z. Willman in

The Excaliber is a non-transformable mecha used as an assault and defense, heavy weapons system aboard the SDF-1 and on Earth. In many respects the Excaliber is a combination of a heavy artillery support unit and a frontline combat unit, with both long range and short range armaments. Without a doubt, this mecha's array of weapons outstrips any of its kind. It is often deployed as a companion to the M.A.C. II to protect it from close range assaults. Armed with two gun clusters identical to the one built into the Gladiator, machineguns, two particle beam cannons and a battery of missiles, the Excaliber might be best thought of as a walking dreadnought.

It's main disadvantage is that it lacks any hands, making grasping, holding or any articulated work impossible. The absence of hands also limits its effectiveness in hand to hand combat. Another drawback is the Excaliber's slow speed.

Since the Zentraedi assault on Earth, the Excaliber MK VI has become a major tool in the peace keeping efforts while society tries to rebuild itself. It is an ideal unit in suppressing major uprising, renegade Zentraedi attacks, law enforcement, reconnaissance and patrols in desolate areas.

The Excaliber MK VI: also known as the Tomahawk MBR-04-VI
Vehicle Type: Destroid
Crew: One or two
M.D.C. by Location:
Searchlight — 20
Upper Arm — 100 each
P-Beam Forearms — 100 each
Legs — 200 each
*Main Body — 300

* Depleting the M.D.C. of the main body shuts the mecha completely down.

Reinforced Crew Compartment — 200
Missile Pods Mounted on Shoulders — 150 each
Missile Pod Above Right Shoulder — 50
Middile Pods on each Leg — 50 each
Gun Cluster — 75
Top Mounted, Twin Machinegun Unit — 25

Note: No Head Unit

Speed: 50mph (88kph)
Height: 36.10ft (11.27m)
Width: 25.9ft (7.9m) at shoulders
Length: 16ft (5.1m)
Weight: 31 tons
Main Engine: MT 828 Fusion Reactor; Output = 2800 SHP 

WEAPONS COMBAT SUMMARY
Attacks Per Melee: Equal to combined hand to hand skills.

Twin Barrel, M-89, Machinegun: 2D4 M.D., 4D4 M.D. of lD4 x 10 M.D.; Range: 2000ft (600m)
Two Gun Clusters (each has the following)
Short Range Laser: 2D6 M.D., Range 2000ft (600m)
32mm auto cannon: 2D6, 4D6, or 6D6 M.D., Range 4000ft
180mm grenade launcher: 4D6 M.D., Range 4000ft. R.F.: One
Flamethrower: 5D10 normal damage, Range 200ft
Particle Beam Arms: 5D10 + 25 damage, Range 2 miles.
Missile Shoulder Pods: Damage and Range vary with missile type; pay load 24.
Medium Range Missile Pod: Damage and Range vary; payload: 6 missiles.
Leg Missile Pods: Damage and Range vary; payload: 3 per each of the four pods — total of 12 missiles.
Alternate Mode of Attack: Hand to Hand; punch, stomp or body block.

Weapon Systems
1) Top mounted, twin barrel, M-89,12.7mm machinegun. Located recessed between the shoulders and appears almost head-like. The angle of fire is limited to a 45 degree arc up and down and straight ahead.
Primary Purpose: Antipersonnel
Mega-Damage: 2D4 M.D. for short burst, 4D4 M.D. for long burst or lD4x 10 M.D. for one full melee of continuous fire (each burst is considered to be one attack regardless of the length).
Payload: 1000 rounds (one short burst uses 10 rounds), long burst 20 and full burst 40. Range: 2000ft (600m)

2) TZ IV Gun Clusters (2): Placed on each side of the chest, just under the shoulder missile pods. Each of the two gun clusters contain the following Weapons: 
(1) laser, 
(1) 32mm auto cannon, 
(1) 180mm grenade launcher and 
(1) flamethrower.

Laser does 2D6 mega-damage (M.D.). Range 2000ft (609.6m). Rate of fire equal to the pilot's hand to hand attacks per melee. Payload unlimited.

32mm Auto Cannon does 2D6 M.D. short burst, 4D6 M.D. long burst, 6D6 M.D. for one full melee of continuous fire (each is considered to be one attack regardless of the size of the burst). 
Range is 4000ft (1200m). 
Payload is limited to 240 rounds. 24 shells are fired per melee on a full melee burst, 12 in a long burst and 6 in a short burst.

180mm Grenade Launcher does 4D6 M.D.. Range is 4000ft (1310m).
Rate of fire is once per melee. Payload is a total of 50 rounds.

Flamethrower does 5D10 Normal damage (not M.D.; ineffectual against any mecha). Range is 200ft, rate of fire is two per melee with a total of 50 blasts. 

Note: Flames will ignite all combustible mat rial; 40% chance of igniting gasoline tanks.

3) Missile Launcher Pods mounted on each shoulder. The missile compartments/launchers are heavily armored, protecting the missiles from detonation by enemy fire. The missile pods also serve to protect the shoulder joints.
Primary Purpose: Assault/defense
Secondary Purpose: Riot Control/Civil Rescue
Missile Type: Short range, guided missiles. Specific warheads vary with the situation and can include explosive, gas and chemical. A common missile mix for civil defense is 12 explosvie, 4 tear gas, 4 knockout gas, and 4, fire retardent, chemical foam. A common mix for straight combat conditions is all explosive, or a combination of 2 plasma/ napalm, 2 smoke, 2 knockout gas and the remainder explosive.
Mega-Damage: Varies with specific warheads. See missile descriptions elsewhere.
Rate of Fire: One at a time or volleys of two with a total of 12 volleys.

Note: Each missile pod holds a pay load of 12 missiles each for a total of 24 (two fired simultaneously counts as one attack). Volleys can be fired equal to the total hand to hand abilities of the pilot per melee.

4) Heavy Missile Pods mounted above the right shoulder. The unit launches a total of six, medium range, medium warhead missiles. The missiles can be launched one at a time or in volleys of two. Each volley counts as one attack.
Primary Purpose: Assault/defense
Missile Types: Medium range, guided missiles. Specific warheads vary.
Mega-Damage: Varies with specific warheads, as does range.
Rate of Fire: Individually or in volleys of two.
Payload: Six missiles total. Manual reload, from somebody outside, requires the proper equipment and takes 6 melees.

5) Twin, Leg Missile Pods mounted on the leg. Each pod (4) contains three, small, short range missiles.
Primary Purpose: Defense
Secondary Purpose: Assault
Mega-Damage: Varies with missile type.
Range: Varies with missile type, but are always short range.
Rale of Fire: Indmdoalty or in volleys of two.
Payload: 3 per each pod for a total of 12. Two pods are mounted on each leg.

6) Particle Beam Cannons, PBC-11, compose each arm. It is these two, powerful weapons that give the Excaliber MK VI its deadly long range capabilities.
Primary Purpose: Assault/defense
Mega-Damage: 5D10 + 25 per blast
Range: 10,000ft (nearly two miles)
Payload: Unlimited
Rate of Fire: Four maximum per melee.

7) Optional hand to hand combat is very limited and awkward for the Excaliber, although its heavy, particle beam cannon arms can cause a fair amount of damage when used as bludgeons.
Mega-Damage: Punch 1D6 M.D.
Body Block 1D4 M.D.
*Stomp 1D4 M.D.

*The stomp with the foot is effective only against small objects of 12ft (3.6m) or smaller.

Note: The Excaliber can not jump, leap, kick, or climb. It can not pickup or carry objects unless they are huge and can be balanced on the PBC arms. Maximum weight: 8 tons.

Number of Attacks is equal to the hand to hand abilities of the pilot.

Special Equipment: Searchlights mounted above the left shoulder. Visible light and infrared. Range is 600ft (360m); capable of 180 degree rotation and an arc of 90 degrees up and down.