What's new

Mecha - RDF - Phalanx Destroid

Dannigan

Kaerri's Man. =)
Supporter
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)!

SDR-04-Mk.XII Phalanx
Crew: One (Two in Robotech: Broadsword. See Shop Talk.)
M.D.C. by Location:
MDS-H-22 "Derringer" Missile Launchers (2) -300 each
Legs (2) - 250 each
Feet (2) - 125 each
*Floodlights (3) - 25 each
*Sensor Window - 35
Reinforced Pilot's Compartment - 200
**Main Body - 275

*A single asterisk indicates a small or difficult target to hit. The attacker must make a "Called Shot" and is even then at a -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: 45 mph
Leaping: Phalanxes 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. Speed underwater is half.
Height: 41.6 feet
Width: 24.6 feet
Length: 16.4 feet
Weight: 22.2 tons dry
Cargo: Just enough room for a RL-1 Rocket Launcher and a survival pack (NOTE: In Robotech: Broadsword, there is double this cargo space, enough for both occupants).

Weapon Systems
1. MDS-H-22 "Derringer" Long Range Missile Launchers (2): These long range missile delivery systems comprise the sole armament of the Phalanx. They each carry eleven long range missiles or artillery rockets at the ready, and eleven in the auto loading magazine. The launchers and their magazines are heavily armored to prevent detonation of the armed missiles by enemy fire.
Range: By long range missile type, usually around 500 miles
Mega Damage: By long range missile type.
Rate of Fire: Singly or in volleys of 2, 4, 8, 12, 16, or all. One volley, no matter how many missiles are fired, counts as one attack.
Payload: Twenty two long range missiles in each launcher for a total of 44.
Note: The missiles used by the Derringer system are radar-guided smart missiles that enjoy a +4 bonus to strike. If the Phalanx is using targeting information from a Defender or Theater AWACS, the pilot enjoys an additional +3, for a total of +7 to strike.

Bonuses from Elite Combat Training: +1 attack per melee round at levels 2, 6, and 12. +1 to dodge and roll with impact.

Phalanx 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.

Phalanx Gallery in spoiler =)

(Image credit: www.kent.net )

(Image credit:  www.fanpop.com )


(Image credit: ptn.home.xs4all.nl )
 
Last edited:

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Top