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Mecha - RDF - M.A.C. II Monster 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)!

HWR-00-Mk.II Monster

Crew: 3

M.D.C. by Location:

· Upper Arms (2) – 175 each

· Legs (2) – 250 each

· Feet (2) – 200 each

· Cannon Magazine/turret – 350

· Cannon Barrels (4) – 130

· Reinforced Crew Compartment – 350

· Main Body – 450

Running: 25 mph

Leaping: The Monster is too heavy and awkward to jump.

Underwater: Airtight, a Destroid can walk along the bottom of a lake or sea floor up to a depth of 2,000 feet. Speed underwater is half.

Height: 74 feet

Width: 78.7 feet

Length: 72.5 feet. The cannon barrels add an additional 62 feet.

Weight: 370 tons dry

Cargo: Enough for two carbines and survival packs for each crew member

Weapon Systems

1. M-400 40cm Artillery Cannons (4): These massive, air-cooled cannons fire 40cm precision-guided artillery rounds at a rate of four per minute. The rounds are auto-loaded from an armored magazine, and the cannons can be raise up to 20 degrees without moving the Monster’s hull and have a total elevation of 45 degrees. They can fire singly or in volleys, and allow the Monster to apply massive amounts of firepower at long ranges.

Range: 100 miles

Mega Damage: Varies according to ammo type. Damage is listed for a single round. Multiply by four if all cannons fire the same ammo at the same target.

Armor-Piercing Fin-Stabilized Discarding Sabot (APFSDS): 4d6x10 MD

High-Explosive Anti-Tank (HEAT): 3d6x10 MD

Multi-Purpose Anti-Tank (MPAT): A HEAT round with an added proximity fuse to allow it to engage slow, low-flying aircraft and to air burst over targets. 2d6x10 MD to a 100 foot radius

High Yield Incendiary (Plasma): 3d8x10 MD to everything in a 100 foot diameter and sets nearly any substance on fire. Will continue to burn and inflict 1d6x10 MD for an additional 2d6 melee rounds.

Smoke: These shells emit billowing clouds of thick smoke and are used primarily for cover or to mark target zones. They come in black, white, red, green and yellow and make a cloud big enough to obscure an area 500 feet in diameter.

Rate of Fire: The cannons can be fired singly or in volleys of two or four. One single shot or volley counts as one attack. Each cannon can only fire once per melee round.

Payload: The magazine holds 32 rounds.

Note: Due to advanced target guidance systems, the rounds are +4 to hit ground based targets.

2. MMDS-12 Missile Launchers (2): Along with the main guns, the Monster also has 2 three tube medium range missile launchers.

Range: By medium range missile type, typically 50 to 80 miles

Mega Damage: By medium range missile type

Rate of Fire: Singly or in volleys of three or six.

Payload: Six missiles in each arm for a total of 12

3. Hand to Hand Combat:

Restrained Punch: 2d6 MD

Full Strength Punch: 6d6 MD

Kick: 6d8 MD

Stomp: 1d8x10+20 MD to targets under 24 feet tall Body Block/Ram: 1d8x10

Bonuses for Elite Combat Training: +1 attack at levels 2, 6, and 12. +1 to strike, +1 to parry, and +2 to pull punch

Monster 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.

Monster Gallery in spoiler =)

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(Image credit:  www.xs4all.nl )

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(Image credit:  galacticenkidulgaa.tumblr.com)

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(Image credit:  www.xs4all.nl)

Monster cockpit

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M.A.C. II "G" model?  Notice the main cannon barrel placement.

(Image credit:  www.robotechresearch.com )
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