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 11:45 PM by Rev. Dr. Eric Z. Willman in

The Gladiator is a non-transformable mecha used as a defensive weapon system in deep space, aboard the SDF-1, and the by Earth Defense Force. Unlike its fellow Destroids (like the Excaliber) which are basically heavy artillery support units, the Gladiator is a frontline combat unit designed with an excellent balance of mobility, weaponry and hand to hand combat capabilities. Of all the Destroids, the Gladiator is the most versatile in overall mobility, agility and means of attack. It is the only Destroid that can engage in full hand to hand combat. So powerful are its slashing hands that they have been known to punch through the armor of Zentraedi assault pods. Its combat capabilities are augmented with an impressive combination of weapon systems. The main disadvantage to the Gladiator is that it lacks any sort of long range weapon system. Another drawback, shared by all ground mecha, is that it is much slower than most of the enemy mecha it must face.

Since the Zentraedi assault on Earth, the Gladiator has become a major tool in the peace-keeping efforts during the difficult reconstruction of cities and society. It is the ideal unit for law enforcement, riot control, civil defense, reconnaissance, and patrols in remote areas.

The Gladiator is also known as the Spartan MBR-07-MK II
Vehicle Type: Destroid
Crew: One or two
M.D.C. By Location:
Hands — 100 each
Arms — 150 each
Legs — 250 each
*Main Body — 250

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

Reinforced Crew Compartment — 250
Missile Pods Mounted on Shoulder — 150 each
Gun Cluster — 75
Top Laser Turret — 25
Battle Mace — 50
GU-11 Gun Pod (optional) — 100

Note: No Head Unit

Speed: 65mph (104kmph) maximum
Height: 37ft (11.3m)
Width: 27ft (8.3m)
Length: 20ft (6.1m)
Weight: 27.4 tons
Main Engine: DT-2004 Fusion Reactor; Output = 3200 SHP

Weapon Systems
1) Twin Barrel, ROV-10, Laser Turret: Mounted on top of the main body between the shoulders like a tiny head. 360 degree rotation.
Primary Purpose: Anti-Aircraft Weapon.
Secondary Purpose: Protection of the Flank
Mega-Damage: 4D6 per blast
Range: 4000ft (1200m)

2) 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 explosive, 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 or four, with a total of 12 volleys. Note: Each missile pod holds upayload of 12 missiles each for a total of 24 (two can be fired simultaneously and count as one attack). Volleys can be fired equal to the hand to hand abilities of the pilot per melee.

3) Main Armament: TZ-IV Gun Cluster located in the heavily armored midsection of the body.
Weapons include:
(1) laser,
(1) 32mm auto-cannon, (
1) 180mm grenade launcher
(1) flamethrower.

Laser does 2D6 mega-damage (M.D.). Range 2000ft (609.6m). Rate of fire is equal to the pilot's combined hand to hand attacks. 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 burst). Range: 4000ft (1310m). Payload is limited to 240 rounds. 24 shells are fired per melee on a full melee burst, 12 in a long and 6 in a short burst.

180mm Grenade Launcher does 4D6 M.D.. Range: 4000ft (1310m).
Rate of Fire: Once per melee. Payload: A total of 50 rounds.

Flamethrower: Does 5D10 NORMAL damage (not M.D.; ineffectual against any mecha).
Range: 200ft.
Rate of Fire: Two per melee with a total of 50 blasts.
Note: Flames will ignite all combustible material; 40% chance of igniting gasoline tanks.

4) Optional Use of the GU-11 Gun Pod. This is the identical weapon used by the Veritech Fighters; does 3D6 short burst, 6D6 long burst or lD6 x 10 mega-damage for one full melee burst.
Range: 4000ft (1310m)
Rate of Fire: Number of short bursts and long bursts are equal to the pilot's combined number of hand to hand attacks. See Veritech Fighter for details.

5) Optional Hand to Hand with a Battle-Mace: This is a large, 12 foot (3.6m), reinforced, metal alloy mace or club. Well balanced; specifically designed for the Gladiator.
Primary Purpose: Riot Control/Hand to Hand Combat
Mega-Damage: 1D6 M.D. is added to the normal 2D6 M.D. of a Gladiator's punch.
Number of Attacks Per Melee: Equal to Hand to Hand.

Special Note: The mace can be thrown. Range: 200ft (61m). Inflicts 2D6 M.D.

6) Optional Hand to Hand Combat: Rather than fire any weapons, the Gladiator can engage in hand to hand combat by delivering a series of powerful punches.
Mega-Damage: Restrained Punch/Slap — 1D4 M.D.
Full Strength Punch — 2D6 M.D.
Power Punch — 2D6 + 4 M.D.
*Stomp with Foot — 1D4 M.D.

*Stomp is effective only against small objects of 12ft or smaller.

Body Block/Tackle — 2D4 M.D.
Tear or Pry with Hands — 1D4 M.D.

Note: The Gladiator can not jump, leap or kick. It can climb if the structure can support its weight, and can pickup and carry up to 15 tons. Also see Hand to Hand Mecha skill.

Number of Attacks: Is equal to the hand to hand abilities. Physical hand to hand attacks can be used in combination with weapon attacks.

WEAPONS COMBAT SUMMARY
Attacks Per Melee: Equal to combined Hand to Hand skills
Laser Turret: 4D6 M.D., Range: 4000ft (1200m)
Gun Clusters
Short Range Laser: 2D6 M.D.. Range: 2000ft (609.6m)
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
Missile Launcher Pods: Damage and Range vary with missile type. Payload 24.
Alternative Modes of Attack
Hand to hand with mace adds 1D6 M.D. to normal punch.
Hand to hand: punch, stomp or body block
GU-11 gun pod; hand held; see Veritech Fighters.