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Mecha - RDF - Defender Destroid


Kaerri's Man. =)
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)!

ADR-04-Mk.X Defender
Crew: One or two.
MDC by Location
*Radome – 120
M-996 78mm Anti-Aircraft Cannon (2) – 135 each
Legs (2) – 250 each
Feet (2) – 125 each
Floodlights (2) – 25 each
Sensor Window – 35
Reinforced Pilots Compartment – 200
**Main Body – 275

*Destroying the radome destroys the Sentinel SHORAD system, leaving the Defender with a backup radar system with a range of five miles.
**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: 61.2 mph
Leaping: Defenders can execute thruster assisted leaps of 20 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 or propel itself through the water. Speed underwater is half.

Height: 35.4 feet
Width: 28.2 feet
Length: 14.1 feet
Weight: 21.7 tons dry
Cargo: Just enough room for a rifle and survival pack (NOTE: In Robotech: Broadsword, there is double this cargo space, enough for both occupants).

Weapon Systems
1. M-996 78mm Anti-Aircraft Autocannons (2): Mounted in place of arms, the Defender carries a pair of double barreled, liquid-cooled, recoil operated 78mm anti-aircraft cannons. These massive autocannons operate on the Gast principle, where the recoil from one barrel loads and charges the other, and fire 400 rounds per minute. Each arm is independent of each other, and they can be fired at separate targets, or the two arms can be fire-linked to concentrate fire from both on large targets. The standard ammunition loadout is a 78mm tungsten penetrator in a discarding sabot (APDS), although special airburst rounds (ABM) can be substituted. While the M-996 cannons are officially anti-aircraft, they have proven to be lethal against ground armor and infantry, leading Defender crews to call it the “anti-everything” cannon.

Range: APDS 10 miles, Air Burst 4 miles
Mega Damage: APDS rounds – 2d8x10 MD for a twenty round burst, 4d8x10 for a fire-linked burst from both gun/arms (40 rounds) fired simultaneously at the same target. Air Burst rounds – 2d4x10 MD to a 40 foot area for a twenty round burst, 4d4x10 for a fire-linked burst from both gun/arms (40 rounds) fired at the same target. Also increase the damage radius by 20 feet for a fire-linked burst of ABM. In addition, the airburst rounds have a 75% chance to take out a incoming volley of missiles due to the area effect of the blast. Rate of Fire: Each burst counts as one attack Payload: 1,500 rounds of either APDS or ABM per arm. This gives a total of 75 bursts for each arm.

Note: It is possible for a Defender to have both APDS or ABM ammo in a separate internal feed tray. It takes a melee action to switch between the two different types of bullets, and the targeting computer requires that both arms have the same kind of ammo spooled up and ready to fire.

2. Hand to Hand Combat: The Defender is ill-suited to hand to hand combat.
Bash/Clothesline with Autocannon Barrels: 2d6 MD
Kick: 3d8 MD Stomp: 3d6 MD against targets under 15 feet tall
Jump Kick: 5d8 MD, counts as two attacks
Body Block/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. Targets of knockdown lose initiative and two melee attacks.

Sensors of Note: Mk.IV “Sentinel” Short-Range Air Defense (SHORAD) Radar: The Sentinel SHORAD system is a three dimensional, pulse-doppler X-band radar designed specifically for the ADR-04 Defender. The radar uses phase-frequency electronic scanning technology to automatically acquire, track, identify and report on targets, and can track up to 50 airborne targets at a range of 150 miles and an altitude of 8 miles. The Sentinel system grants a +3 strike bonus to the Defender’s air defense cannons. Enhanced sensors in this model of Destroid provide the following additional bonuses to the squadron:

+1 to initiative, +2 to strike, and +1 to parry and dodge for all members of the squadron within one mile (1.6km). This roll requires a roll on the Sensory Equipment skill at a -10% penalty due to the chaos of combat, unless it is performed by the Electronic Warfare Operator, then the roll is at no penalty.

Bonuses with Elite Combat Training Only: +1 attack per melee round at levels 2, 6, and 12. +1 on initiative, +1 to strike, +2 to parry, +1 to disarm, +3 to dodge, and +1 to roll with impact.

Defender 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.

Defender Gallery in spoiler =)
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