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.

Showing posts with label Destroids. Show all posts
Showing posts with label Destroids. Show all posts
On 11:55 PM by Rev. Dr. Eric Z. Willman in
Destroids are non-transformable ground mecha used for assault, defense, riot control, and reconnaissance. They are generally lumbering giants which resemble the Veritech Fighter in Battloid mode. Most are armed with a variety of missiles, auto cannons and energy weapons. They might best be thought of as walking artillery units. The Destroids, like the Veritech Fighters, combines traditional technology and power systems with small protoculture-based engines and robotechnology. Also like the Veritech pilots, the Destroid pilots share a symbiotic relationship with the device he/she operates. This endows the massive mecha with surprising agility and mobility. However, the Destroid's design sacrifices the astonishing speed, agility and overall versatility of the Veritech Fighters in favor of much more raw firepower. Instead, they are a walking armory, heavily armored and capable of massive destruction. Like Earth's artillery or tank divisions of old, these all terrain vehicles are a main line ground defense or assault force of amazing power.

SENSORS AND EQUIPMENT

STANDARD FOR ALL DESTROIDS (Non-Transformable Battloid Mech)

RADAR
Range: 30 miles (48.2km). Conventional operation.

RADIO/VIDEO COMMUNICATIONS
Wide band, directional radio and video telecast capabilities. Range: 600 miles (965.4km) or can be boosted indefinitely via satellite.

LASER TARGETING SYSTEM
Close Range: Two miles (3.2km)

COMBAT COMPUTER
Calculates, stores and monitors data on the control panel computer screen or head up display.

EXTERNAL AUDIO PICK-UP
Sound amplification and sound listening system. Range: 300ft (91.5m).

LOUDSPEAKER
Loudspeaker system that amplifies and projects the pilot's voice up to 90 decibels.

THERMO-IMAGER
A special, optical, heat sensory unit that allows the infrared radiation of warm objects to be converted into a visible image. Enables the pilot to see in darkness, shadows and through smoke. Range: 1600ft (487m).

NIGHT VISION OPTICS
An image intensifier which is passive, meaning it emits no light of its own, but relies on ambient light which is electronically amplified to give a visible picture. Range: 1600ft (487m).

REINFORCED PILOT'S COMPARTMENT
This is the specially armored and padded pilot compartment, designed for maximum protection of the mecha pilot even if the vehicle is totally destroyed. Can be retrieved and carried by Veritech Fighters or Gladiator.

HEAT AND RADIATION SHIELDS

INDEPENDENT OXYGEN AND CIRCULATORY SYSTEM

FUEL CAPACITY
The use of protoculture, through Robotechnology, gives the Destroids and all Mecha a long life span. These giant machines can operate at full capacity for an average life span of 22 years before requiring re-energizing. Constant use will reduce that time by about half.

180 DEGREE ROTATION
All Destroids, except the M.A.C. II, can rotate their torso 180 degrees.
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.


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.




On 11:40 PM by Rev. Dr. Eric Z. Willman in

The M. A.C. II is the largest, non-transformable, ground cruising mecha ever operated by mankind. It was developed, using the mobile systems of the Destroids, to be a moving fortress. Its design enables it to blast enemy ground troops and repell air assaults as well.

The M.A.C. II's destructive force is tremendous, perhaps equalled only by the Spartan and its array of heavy missiles. However, the practicality of this massive machine in actual combat is questionable. It suffers from poor mobility, the lowest speed of all Destroids, lack of any short range weaponry, lacks hands for articulated work, and its great mass makes it unsuitable for terrains with soft earth, wetlands, or mountainous regions. Only its incredible armor plating saves it from being totally vulnerable to enemy assaults. Consequently, the M.A.C. II is often accompanied by the Excaliber and/or Gladiator to help protect it from close range onslaughts.

Since the Zentraedi assault on the Earth, the M.A.C. II has been restricted to use as an artillery support system. However, they are also used to suppress major Zentraedi and rebel uprisings, and for law enforcement and defense in remote areas.

The M.A.C. II: also known as the Monster; HWR-00-MK II
Vehicle Type: Destroid
Crew: Two or three, but can hold up to 8 additional passengers.
M.D.C. By Location:
Four Main Cannons — 100 per each barrel
Upper Arms — 100
Forearms/Tri-Cannons — 300
Legs — 300
*Main Body — 400
Reinforced Crew Compartment — 250
*Depleting the M.D.C. of the main body will shut the mecha completly down.
Speed: 20mph (32.18kph)
Height: 73.7ft (22.46m)
Width: 31.10ft (9.75m)
Length: 42.7ft (13m)
Weight: 186.3 tons/285.5 tons loaded with missiles and full ammo.
Main Engine: WT-1001 Fusion Reactor, Output = 11500 SHP
Secondary Engine: CT-8P Fusion Reactor, Output = 890 SHP

Weapon Systems

1) Four, 40cm, Automatic Cannons are its main armament. The cannons are mounted on top of the mecha's main body.
Primary Purpose: Assault/defense
Secondary Purpose: Anti-Aircraft
Mega-Damage: 2D6 x 10 M.D. per individual round; blast radius: 20ft (6.1m). Can also fire volleys of 2 or 4 rounds simultaneously
(multiply the number of dice rolled appropriately).
Range: 12 miles (19km) minimum effective range 600ft (183m).
Rate of Fire: Is equal to the total hand to hand skills of the pilot (usually 4 at first level). It must be stressed that one volley, which can be two or four rounds doing as much as 2400 points of M.D. damage, is considered to be only one of the total attacks per that melee. See the volley description under Mecha Combat.
Payload: Each of the FOUR guns can fire TEN rounds each for a total of 40 rounds. The big guns can be reloaded, but proper equipment and training is required. To fully reload takes 10 minutes (40 melees) per each gun.

Note: The four cannons can be raised up and down in a 60 degree arc. They are not capable of independent movement, which means all four must be positioned simultaneously.

2) Tri-Laser Cannons comprise both arms. These weapons provide the M.A.C. II with a barrage of long range assaults against enemy aircraft and ground troops alike.
Primary Purpose: Anti-Aircraft
Secondary Purpose: Assault and defense
Mega-Damage: Fires in volleys of THREE, doing 3D4 x 10 M.D. per each volley.
Range: 10 miles (16km)
Rate of Fire: Is equal to the total hand to hand skills of the pilot
(usually 4 at first level).
Payload: Unlimited

3) Optional, Triple-Barrel, Anti-Ground Missile Launchers. The original design of the M.A.C. II had the laser arms fitted with missile launchers. Advancements in technology enabled scientists to replace the missile launcher arms with the less limited lasers. However, the M.A.C. II's modular design allows for it to be fitted with either type of arms.
Primary Purpose: Assault/Antipersonel
Secondary Purpose: Defense
Mega-Damage: Varies with the specific type of short, medium or long range missiles fired.
Range: Varies with missile type.
Rate of Fire: Individually, in pairs, or three fired simultaneously (one attack).
Payload: 12 per each arm for a total of 24. Can be reloaded with proper equipment, but takes five minutes (20 melees).

4) Optional Hand to Hand Combat: Although limited by its size, weight and design, the M.A.C. II can be as deadly in close combat as any of its fellow Destroids.
Mega-Damage: Punch — 2D6
* Stomp — 3D4
*The M.A.C. II's incredible size makes it able to stomp/step on objects up to 24ft (7.3m) tall. Its weight provides for its significant damage by stomp and punch.

WEAPONS COMBAT SUMMARY
Attacks Per Melee: Equal to the combined hand to hand skills (mecha and normal hand to hand) of the pilot.
Four, 40cm Auto-Cannon: 2D6x10 M.D.; Range: 12 miles (19km).
Tri-Laser Cannons: 3D4 x 10 M.D.; Range: 10 miles

Alternative Modes of Attack
Triple barrel missile launcher: Damage and Range varies with missile
type; pay load 24.

Hand to Hand: Punch or Stomp.




On 11:35 PM by Rev. Dr. Eric Z. Willman in
The Raidar X is a non-trainsformable mecha used as an anti-aircraft unit aboard the SDF-1, by the U.N. SPACY and local Earth governments. Raidar X is lighter weight and faster than the other Destroids, but relies only on one weapon type — its multi-action, laser armament system. However, the lasers provide multiple, long range attack capabilities unequalled by any other mecha, except for the M. A.C. II. Despite the Raidar X's superior range it suffers from several disadvantages. It is the lightest and, therefore, least heavily armored, relies on one weapon system, lacks any short range secondary weapons (although the lasers can be used at close range), and lacks hands; so it can not grasp, hold or perform any articulated work. Even its enhanced speed falls short against the speed of the Zentraedi Battle Pods. Since the Zentraedi invasion, the Raidar X is used primarily for defense in air assaults and as a peace keeping tool, especially in remote regions and lowlands where its speed and power can be used to full advantage.

Raidar X: Also known as the Defender ADR-04-MKX
Vehicle Type: Destroid
Crew: One or two
M.D.C. By Location:
Radar/Sensor Unit — 50
Searchlights (2) — 15 each
Upper Arm — 100 each
Laser Forearms — 75 per each barrel
*Main Body — 250

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

Reinforced Crew Compartment — 250
Legs — 200 each

Note: No Head Unit

Speed: 80mph (128.72kmph)
Height: 35.3ft (10.75m)
Width: 24.6ft (7.5m)
Length: 16.7ft (5.1m)
Weight: 21.7 tons
Main Engine: MT 828 Fusion Reactor; Output = 2800 SHP

Weapon Systems
1) Pair of wide angle, rapid fire, double barrel Laser Cannons controlled by an advanced targeting/radar system. This elaborate targeting/radar system increases the Raidar X's accuracy. Bonus of + 2 to strike only while the radar sensory unit mounted atop the mecha is functional. This bonus is in addition to any other bonuses the pilot might have.
Primary Purpose: Anti-Aircraft
Secondary Purpose: Assault
Mega-Damage: 2D10 short burst, 4D10 heavy burst, 6D10 maximum burst, per arm.
Range: 8 miles (12.7km)
Rate of Fire: 8 short, 4 heavy, or 4 maximum bursts blasts per melee, per pair of laser arms (total bursts per melee: 16 short or 8 heavy or 8 maximum bursts). This is the only mecha that has more energy/weapon attacks than its hand to hand capabilities.
Payload: Unlimited

2) Optional Hand to Hand Combat: Is extremely awkward because of the lack of hands and normal arms. However, the Raidar X can get by in a pinch.
Mega-Damage: Punch — 1D4
Body Block — 1D4
*Stomp — 1D4
*The Stomp with the foot is effective only against small objects of 12ft (3.6m) or smaller.

Note: The Raidar X can not jump, leap, kick or climb. Nor can it pick up or carry objects unless they are large and can be balanced or cradled by the laser barrel arms. Maximum carrying weight is 6 tons.

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

3) Optional: Replace laser arms with dual type, 966-PFG, aircooled auto cannons. The auto cannons were used on earlier models, but replaced by the more formidable lasers.
Mega-Damage: 2D10 short volley, 3D10 long volley and 4D10 for a
maximum volley, per arm.
Range: 8 miles (12.7km)
Rate of Fire: 6 short volleys or 4 long or 2 maximum volleys per each pair of cannons (total of 12, 8 or 4 blasts per melee).
Payload: 200 rounds per arm. (4 rounds are fired at max.)

SPECIAL EQUIPMENT
1) Advanced Radar and Sensory Unit mounted on the top of the Raidar X mecha's main body housing. Radar Range: 200 miles and can track 77 targets simultaneously.

Other Sensors . . .

Heat: Can pickup and pinpoint heat emanations. Excellent for tracking and night fighting. Range: 600ft (180m).

Motion: Detects and registers movement within a 600ft (180m) area. Can pinpoint up to 100 targets.

Radiation: Detects and registers levels of radiation, pinpointing areas of specific concentration. Range: 2700ft (822.96m).

Infrared and Ultraviolet optical/video scan system. Range: 2700ft (822.96m).

Combat Computer: Calculates and transmits data onto a control panel monitor or head up display on the pilot's helmet.

2) On board computer system to record and analyze data.

3) Long range laser communications system. Range: 1200 miles; with satellite relay indefinitely.

4) Infrared and visible light searchlights. Range: 600ft (180m).

WEAPONS COMBAT SUMMARY
Attacks Per Melee: SPECIAL; 16 short bursts, or 8 long burst attacks per melee with double barrel laser arms (8 or 4 blasts per each individual arm). OR hand to hand, close combat, equal to the pilot's total hand to hand skills (usually four at first level).

Double Barrel Laser: 2D10, 4D10 or 6D10 M.D.; Range: 8 miles (12.7km).

Alternative Modes of Attack

Auto Cannons: 2D10, 3D10, or 4D10 M.D. Range: 8 miles

Hand to Hand: Punch, body block or stomp.






On 11:30 PM by Rev. Dr. Eric Z. Willman in

The Spartan is a non-transformable mecha used for long range attacks and defense. It can be thought of as a walking missile launcher. This mecha's greatest advantage is that it has the most destructive, long range capabilities of any other destroid. It was a major force on the SDF-1, and on Earth against the Zentraedi.

As an artillery support unit, the Spartan is unsurpased, however, it is perhaps the least versatile of all the mecha. It is the second slowest, has no short range defense or secondary weapons system, and not only lacks hands, but also lacks any type of humanoid arm construction or movement, making it extremely awkward in hand to hand combat.

Since the Zentraedi invasion, it has been used primarily as a defensive weapon, but can also function as non-combat workers for construction, hauling heavy loads and demolitions.

The Spartan: Also known as the Phalanx SDR-04-MK XII
Vehicle Type: Destroid
Crew: Two or Three
A.R.: 13
M.D.C. By Location:
Tri-Searchlight — 30
Shoulder Joints— 100
Missile Pods (2) — 150 each
*Main Body — 200

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

Reinforced Crew Compartment — 250
Legs —200 each

Note: No Head Unit

Speed: 45mph (72.3kmph)
Height: 39.5ft (12.05m)
Width: 24.6ft (7.5m)
Length: 16ft (5m)
Weight: 47.2 tons
Main Engine: MT 828 Fusion Reactor; Output = 2800 SHP

Weapon Systems
1) The Spartan only has one weapon system — missile launchers mounted on each arm. However, the type of missiles carried can provide a variety of attacks, damage and range. All the missiles are self-guided, long or medium range types.
Primary Purpose: Assault and defense
Secondary Purpose: Anti-Aircraft and construction
Mega-Damage: Varies with type of missile(s). See missile descriptions elsewhere for details on damage and range.
Range: Long and medium range missiles.
Rate of Fire: Can fire volleys of missiles one at a time or in increments of threes, i.e.: 3, 6, 9, or 11, per arm. One volley, regardless of the number of missiles fired in that volley, is equal to one hand to hand attack.
Payload: 22 missiles per each arm for an attack of 44. The missile pod arms can be reloaded with special vehicles and equipment, but requires a full 5 minutes or 20 melees.

Note: The missile pods are capable of 360 degree rotation, can move independently of each other and can fire straight up, if necessary. The Spartan can fire any of the heavy, long range missiles. Usually a mix or variety of missiles will be carried to accommodate a number of circumstances.

2) Optional hand to hand combat is very limited for the Spartan without true arms and hands, but it is not helpless.
Mega-Damage: Swatting Blow — 1D4 M.D.
Body Block — 1D6 M.D.
*Stomp — 1D6 M.D.
*The Stomp with the foot is effective only against small objects of 12ft (3.6m) or smaller.

Note: The Spartan can not jump, leap, kick or climb. Nor can it pick up or carry objects unless they are huge and can be balanced or cradled by the missile pod arms. Maximum carrying weight is 6 tons.

Number of attacks is equal to the total, combined, hand to hand combat skills of the pilot.

Special Equipment: Tri-Level searchlight with visible light and infrared capabilities. Range: 600ft (180m).

WEAPONS COMBAT SUMMARY
Attacks Per Melee: Equal to the pilot's, total, hand to hand skills (mecha and normal).
Missile Launchers Damage and Range vary.
Hand to Hand: Punch, body block, stomp.