BIG THANKS to Sherwood for allowing me to copy the text from his games into this one (saving me a tremendous amount of time and typing)!
MBR-07-Mk.II Spartan
Crew: One (two in Robotech: Broadsword)
M.D.C. by Location:
· Upper Arms (2) – 100 each
· Forearms (2) – 175 each
· Hands (2) – 125 each
· Legs (2) – 200 each
· Feet (2) – 125 each
· *Floodlights (2) – 25 each
· *Sensor Barrel – 55
· MDS-L-12 Missile Launchers (2) – 175 each
· *TZ-IV Gun Cluster – 100
· TZ-IV Hatch Cover – 150
· LWS-20 Point Defense Laser Turret – 55
· *Shock Baton – 150
· GU-11 Gun Pod (optional) – 150
· Reinforced Pilot’s Compartment – 200
· **Main Body – 400
*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 MDC of the main body destroys the mecha, rendering it totally useless. However, the reinforced pilot’s compartment should protect the pilot and enable him to evacuate the Destroid on foot.
Speed
Running: 65 mph
Leaping: Spartans can execute a thruster assisted leaps of 35 feet high or 50 feet across
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. Speed underwater is half.
Height: 37 feet
Width: 26 feet
Length: 20 feet
Weight: 29.4 tons dry
Cargo: Just enough for a rifle and a survival pack
Weapon Systems
Bonuses with Elite Combat Training: +1 attack at levels 1, 3, 6, 10, and 14. +2 on initiative, +3 to strike, +3 to parry, +2 to disarm, +3 to roll with punch, and +2 to dodge.
Spartan sensors and abilities
Spartan Gallery in spoiler =)
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Spartan cockpit
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(Image credit: www.macross2.net )
MBR-07-Mk.II Spartan
Crew: One (two in Robotech: Broadsword)
M.D.C. by Location:
· Upper Arms (2) – 100 each
· Forearms (2) – 175 each
· Hands (2) – 125 each
· Legs (2) – 200 each
· Feet (2) – 125 each
· *Floodlights (2) – 25 each
· *Sensor Barrel – 55
· MDS-L-12 Missile Launchers (2) – 175 each
· *TZ-IV Gun Cluster – 100
· TZ-IV Hatch Cover – 150
· LWS-20 Point Defense Laser Turret – 55
· *Shock Baton – 150
· GU-11 Gun Pod (optional) – 150
· Reinforced Pilot’s Compartment – 200
· **Main Body – 400
*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 MDC of the main body destroys the mecha, rendering it totally useless. However, the reinforced pilot’s compartment should protect the pilot and enable him to evacuate the Destroid on foot.
Speed
Running: 65 mph
Leaping: Spartans can execute a thruster assisted leaps of 35 feet high or 50 feet across
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. Speed underwater is half.
Height: 37 feet
Width: 26 feet
Length: 20 feet
Weight: 29.4 tons dry
Cargo: Just enough for a rifle and a survival pack
Weapon Systems
1. MDS-L-12 Multiple Launch Missile Pod (2): Each shoulder carries a twelve shot missile launcher loaded with 190mm short-range missiles. Typical loadout is High Explosive Armor Piercing (HEAP) or Fragmentation, but any warhead can be used.
Range: By short range missile type, usually three to five miles
Mega Damage: Varies by missile type. Usually loaded with HEAP which inflict 2d6x10 MD per missile
Rate of Fire: Singly or in volleys of 2, 4, 8, 12, or all. One volley, no matter how many missiles are in it, counts as one attack. Payload: Twelve short range missiles in each launcher for a total of 24.
2. TZ-IV Gun Cluster: The TZ-IV is a multi-weapon gun pod mounted in a modular weapons rack. The rack is self-contained and houses ammunition and fire control/power sources for the following weapons: one 25mm recoil operated auto-cannon firing Light Explosive Armor Piercing (LEAP) rounds, one rapid-fire 14.5mm anti-vehicle laser, one 180mm direct-fire mortar and one high-intensity flamethrower.
Range: Autocannon – 2,000 feet, Laser – 4,200 feet, Flamethrower – 600 feet, Mortar Launcher 1,500 feet
Mega Damage by Weapon Type:
--25mm Autocannon: 4d8 MD for a single round, 1d8x10 MD for a five round burst.
--14.5mm Laser: 2d4 MD for a single blast, 4d6 for a five pulse burst.
--Flamethrower: 3d6 MD per blast to a 15 foot area.
--180mm Mortar: Varies by Warhead. Treat as <em>mini-missiles</em> for damage purposes.
Rate of Fire: One single weapon in the cluster can be fired individually
Payload – Autocannon: 100 rounds of LEAP. Laser: Unlimited. Flamethrower: 10 blasts. Mortar Launcher: 15 mortars
3. LWS-20 Point Defense Laser Turret: This turret houses a double barreled 20mm rapid-fire laser. Mounted behind the pilot’s hatch, the turret has a 360 degree rotation and an overhead firing arc of 180 degrees
Range: 2,000 feet
Mega Damage: 2d4 MD for a single laser blast, 4d4 MD when fired as a pair Rate of Fire: Each blast counts as one melee attack
Payload: Effectively unlimited
4. Shock Baton: These heavy, mecha sized batons were issued to Spartan civil defense units during the reconstruction. Designed to maintain order among rebellious, full-sized Zentraedi, a well-placed blow with a baton can easily incapacitate the aliens by delivering a non-lethal electrical charge.
Mega Damage: 2d6 MD plus Stun. A victim who is stunned is -8 to strike, parry, and dodge plus reduce the characters speed and number of attacks per melee round by half. The accumulative effect on the nervous system of the body being struck and stunned may knock the victim unconscious, even if he has previously saved. After being struck more than four times, the unprotected character may be stunned into unconsciousness for 2d4 melee rounds. When he recovers, he suffers the stun penalties for 1d4 minutes. Roll to save, a failed roll means there is a 01-42% chance of being rendered unconscious. Duration of Stun Effects: 2d4 melee rounds. The duration of the impairment is increased 2d4 melee rounds for every hit by the Shock Baton for which the character does not save. Save vs Shock Baton: 16 or higher; the save as saving against non-lethal poison. A successful save means the character loses the initiative and one melee attack/action that round, but otherwise is ok. Bonus: +1 to parry and +2 to disarm when using the Shock Baton Payload: Internal, rechargeable battery good for 20 shocks. Requires six hours to reach a full charge and can hold a charge up to a week.
5. GU-11 55mm Triple Barreled Rotary Cannon (optional): A GU-11 gun pod can be issued when expecting heavy resistance.
Range: 4,000 feet
Mega Damage: Ten round bursts inflicts 2d6x10 MD Rate of Fire: Each burst counts as one attack
Payload. 250 rounds in an internal magazine
Note: the GU-11 has a built-in laser targeting system, and is +1 to strike.
6. Hand to Hand Combat
Restrained Punch: 1d6 MD
Full Strength Punch: 3d6
MD Power Punch: 1d6x10 MD
Tear/Pry/Crush with Hands: 6d6 MD
Kick: 3d8 MD Stomp: 3d6 MD to targets under 15 feet tall
Jump Kick: 5d8 MD, counts as two attacks
Body Bock/Ram: 2d8 MD per 20 mph of running speed. Uses two attacks and has a 60% chance of knockdown against targets up to 50% bigger. Victims of knockdown lose initiative and two melee attacks.
Range: By short range missile type, usually three to five miles
Mega Damage: Varies by missile type. Usually loaded with HEAP which inflict 2d6x10 MD per missile
Rate of Fire: Singly or in volleys of 2, 4, 8, 12, or all. One volley, no matter how many missiles are in it, counts as one attack. Payload: Twelve short range missiles in each launcher for a total of 24.
2. TZ-IV Gun Cluster: The TZ-IV is a multi-weapon gun pod mounted in a modular weapons rack. The rack is self-contained and houses ammunition and fire control/power sources for the following weapons: one 25mm recoil operated auto-cannon firing Light Explosive Armor Piercing (LEAP) rounds, one rapid-fire 14.5mm anti-vehicle laser, one 180mm direct-fire mortar and one high-intensity flamethrower.
Range: Autocannon – 2,000 feet, Laser – 4,200 feet, Flamethrower – 600 feet, Mortar Launcher 1,500 feet
Mega Damage by Weapon Type:
--25mm Autocannon: 4d8 MD for a single round, 1d8x10 MD for a five round burst.
--14.5mm Laser: 2d4 MD for a single blast, 4d6 for a five pulse burst.
--Flamethrower: 3d6 MD per blast to a 15 foot area.
--180mm Mortar: Varies by Warhead. Treat as <em>mini-missiles</em> for damage purposes.
Rate of Fire: One single weapon in the cluster can be fired individually
Payload – Autocannon: 100 rounds of LEAP. Laser: Unlimited. Flamethrower: 10 blasts. Mortar Launcher: 15 mortars
3. LWS-20 Point Defense Laser Turret: This turret houses a double barreled 20mm rapid-fire laser. Mounted behind the pilot’s hatch, the turret has a 360 degree rotation and an overhead firing arc of 180 degrees
Range: 2,000 feet
Mega Damage: 2d4 MD for a single laser blast, 4d4 MD when fired as a pair Rate of Fire: Each blast counts as one melee attack
Payload: Effectively unlimited
4. Shock Baton: These heavy, mecha sized batons were issued to Spartan civil defense units during the reconstruction. Designed to maintain order among rebellious, full-sized Zentraedi, a well-placed blow with a baton can easily incapacitate the aliens by delivering a non-lethal electrical charge.
Mega Damage: 2d6 MD plus Stun. A victim who is stunned is -8 to strike, parry, and dodge plus reduce the characters speed and number of attacks per melee round by half. The accumulative effect on the nervous system of the body being struck and stunned may knock the victim unconscious, even if he has previously saved. After being struck more than four times, the unprotected character may be stunned into unconsciousness for 2d4 melee rounds. When he recovers, he suffers the stun penalties for 1d4 minutes. Roll to save, a failed roll means there is a 01-42% chance of being rendered unconscious. Duration of Stun Effects: 2d4 melee rounds. The duration of the impairment is increased 2d4 melee rounds for every hit by the Shock Baton for which the character does not save. Save vs Shock Baton: 16 or higher; the save as saving against non-lethal poison. A successful save means the character loses the initiative and one melee attack/action that round, but otherwise is ok. Bonus: +1 to parry and +2 to disarm when using the Shock Baton Payload: Internal, rechargeable battery good for 20 shocks. Requires six hours to reach a full charge and can hold a charge up to a week.
5. GU-11 55mm Triple Barreled Rotary Cannon (optional): A GU-11 gun pod can be issued when expecting heavy resistance.
Range: 4,000 feet
Mega Damage: Ten round bursts inflicts 2d6x10 MD Rate of Fire: Each burst counts as one attack
Payload. 250 rounds in an internal magazine
Note: the GU-11 has a built-in laser targeting system, and is +1 to strike.
6. Hand to Hand Combat
Restrained Punch: 1d6 MD
Full Strength Punch: 3d6
MD Power Punch: 1d6x10 MD
Tear/Pry/Crush with Hands: 6d6 MD
Kick: 3d8 MD Stomp: 3d6 MD to targets under 15 feet tall
Jump Kick: 5d8 MD, counts as two attacks
Body Bock/Ram: 2d8 MD per 20 mph of running speed. Uses two attacks and has a 60% chance of knockdown against targets up to 50% bigger. Victims of knockdown lose initiative and two melee attacks.
Bonuses with Elite Combat Training: +1 attack at levels 1, 3, 6, 10, and 14. +2 on initiative, +3 to strike, +3 to parry, +2 to disarm, +3 to roll with punch, and +2 to dodge.
Spartan sensors and abilities
1. Radar: All Destroids utilize a miniaturized, X-band, Phased Array, three dimensional battlefield radar. This radar system tracks airborne targets to a range of 50 miles and land targets up to 15 miles depending on terrain. The radar allows the pilot to track up to 25 targets, and has limited IFF capabilities with a database of up to 50 known UEDF enemies. Note: The ADR-04 Defender has a much more sophisticated anti-aircraft radar that is detailed in that mecha’s description.
2. Combat Computer: The combat computer utilized the IFF 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 a +1 to any handheld weapons.
3. Communications Suite: Destroids have a comm suite consisting of a powerful, military band radio. This radio is encrypted and broadcasts both wide band and directional. Range is 200 miles.
4. Passive Nightvision: A passive light amplification system uses ambient light to form a visible image. Range is 1,200 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 is 800 feet.
6. Infrared Sensor: On-board infrared sensor that allows it to see in the IR spectrum. The IR image is easily obscured by some 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. Spotlight: Each mecha will have one or two tiny, high-intensity xenon spotlights with a 1,000 foot range.
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 90 minutes of footage in memory that can then be downloaded and watched. This footage is usually used for training and combat analysis.
11. Ejection System: UEDF Destroids have a zero-zero ejection system that ejects the pilot up and out through the back of the mecha. Powered suits are not equipped with an ejection system.
12. Chaff/Flare Dispensers: All Destroids carry both smoke and chaff/flare dispensers to confound radar and confuse enemies. The smoke dispensers have eight charges and can make a cloud of thick, white smoke about 60 feet in diameter. The chaff/flare dispensers have eight charges each of chaff canisters and flares and have a 75% chance to confuse both radar guided (chaff) and heat seeking (flare) missiles, and a 45% chance of fooling smart missiles and bombs.
13. Tactical Life Support: All Destroids have an airtight and positively pressurized pilot’s compartment that can be sealed to protect against biological and chemical agents or hard vacuum. 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. The mecha is shielded against radiation an insulated against temperatures up to 400 degrees centigrade (752 F). Normal fires do no damage, but napalm, plasma and nuclear fires do full damage.
14. Articulation: Each Destroid, except 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, a single attack of over 1/3 of the Destroid’s main body MDC, or a full speed ram from a shuttle-sized or larger spacecraft. Destroying a Destroid’s legs or feet will immediately free them from the deck.
16. Distress Beacon: Broadcasts a distress beacon on an encrypted UEDF frequency. Range is 250 miles.
2. Combat Computer: The combat computer utilized the IFF 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 a +1 to any handheld weapons.
3. Communications Suite: Destroids have a comm suite consisting of a powerful, military band radio. This radio is encrypted and broadcasts both wide band and directional. Range is 200 miles.
4. Passive Nightvision: A passive light amplification system uses ambient light to form a visible image. Range is 1,200 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 is 800 feet.
6. Infrared Sensor: On-board infrared sensor that allows it to see in the IR spectrum. The IR image is easily obscured by some 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. Spotlight: Each mecha will have one or two tiny, high-intensity xenon spotlights with a 1,000 foot range.
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 90 minutes of footage in memory that can then be downloaded and watched. This footage is usually used for training and combat analysis.
11. Ejection System: UEDF Destroids have a zero-zero ejection system that ejects the pilot up and out through the back of the mecha. Powered suits are not equipped with an ejection system.
12. Chaff/Flare Dispensers: All Destroids carry both smoke and chaff/flare dispensers to confound radar and confuse enemies. The smoke dispensers have eight charges and can make a cloud of thick, white smoke about 60 feet in diameter. The chaff/flare dispensers have eight charges each of chaff canisters and flares and have a 75% chance to confuse both radar guided (chaff) and heat seeking (flare) missiles, and a 45% chance of fooling smart missiles and bombs.
13. Tactical Life Support: All Destroids have an airtight and positively pressurized pilot’s compartment that can be sealed to protect against biological and chemical agents or hard vacuum. 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. The mecha is shielded against radiation an insulated against temperatures up to 400 degrees centigrade (752 F). Normal fires do no damage, but napalm, plasma and nuclear fires do full damage.
14. Articulation: Each Destroid, except 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, a single attack of over 1/3 of the Destroid’s main body MDC, or a full speed ram from a shuttle-sized or larger spacecraft. Destroying a Destroid’s legs or feet will immediately free them from the deck.
16. Distress Beacon: Broadcasts a distress beacon on an encrypted UEDF frequency. Range is 250 miles.
Spartan Gallery in spoiler =)
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Spartan cockpit
(Image credit: ptn.home.xs4all.nl )
(Image credit: www.macross2.net )
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