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Mecha - RDF - Tomahawk Destroid

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Kaerri's Man. =)
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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-04-Mk.VI Tomahawk
Crew: One or Two
MDC by Location:
Upper Arms (2) – 150 each
Particle Cannons (2) – 150 each
Legs (2) – 250 each
Feet (2) – 125 each
MDS-L-12 Missile Launchers (2; shoulders) – 125 each
MDS-M-6 Rocket Launcher (1; over right shoulder) – 75
RDS—2 Rocket Launcher Boxes (4) – 40 each
*Floodlight – 35
*TZ-VI Gun Cluster (2) – 100 each
*GAU-20AI Machine-Guns (2) – 35 each
Reinforced Pilot Compartment – 200
**Main Body – 475

*A single asterisk indicates a small or difficult to hit target. The attacker must make a Called Shot, and even then suffers a -3 to strike.
**Depleting the MDC of the main body destroys the mecha, rendering it useless. However, the reinforced pilot’s compartment should protect the crew and enable them to evacuate the Destroid on foot.

Running: 55 mph (88 kph)
Leaping: Tomahawks 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 is reduced by half.

Height: 41.6 feet (12.7 m)
Width: 26 feet (7.9 m)
Length: 16.7 feet (5.1 m)
Weight: 28 tons dry
Cargo: Just enough space for a carbine an RL-1 and a survival pack for each crew member (NOTE: In Robotech: Broadsword, there is double this cargo space, enough for both occupants).

Weapon Systems
1. HPC-155 Heavy Particle Acceleration Cannons (2): Mounted in the forearms of the Tomahawk are a pair of long range, 155mm, liquid cooled heavy particle cannons. These weapons draw their power from the Tomahawk’s reactor and give the Destroid the ability to direct fire at incredible distances.
Range: 20 miles
Mega Damage: 1d6x10+10 for one blast. 2d6x10+20 MD when both cannons are fired simultaneously at the same target.
Rate of Fire: The 155s use a massive amount of energy, and each cannon can only be fired twice per melee.
Payload: Effectively unlimited.

2. TZ-IV Gun Cluster (2): 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. Multiply the damage by two for a fire-linked attack with both gun clusters firing on the same target.
--14.5mm Laser: 2d4 MD for a single blast, 4d6 for a five pulse burst. Multiply the damage by two for a fire-linked attack with both gun clusters firing on the same target.
--Flamethrower: 3d6 MD per blast to a 15 foot area. Multiply the damage by two for a fire-linked attack with both gun clusters firing on the same target.
--180mm Mortar: Varies by Warhead. Treat as mini-missiles for damage purposes. Multiply the damage by two for a fire-linked attack with both gun clusters firing on the same target.
Rate of Fire: One single weapon in the cluster can be fired individually or fire-linked with its twin in the other cluster per melee attack.
Payload – Autocannon: 100 rounds of HEAP each cluster. Laser: Unlimited. Flamethrower: 10 blasts each cluster. Mortar Launcher: 15 mortars in each cluster.
3. MDS-L-12 Multiple Launch Missile Pods (2): Each shoulder carries a twelve-shot missile launcher loaded with 190mm short-range anti-mecha missiles. Typical loadout is High Explosive Armor Piercing (HEAP), but any warhead can be used depending on the mission parameters.
Range: By short range missile type, usually around 5 miles
Mega Damage: Varies by type of warhead, but HEAP missiles that inflict 2d6x10 MD per missile are typical.
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: 12 short range missiles per launcher for a total of 24.

4. MDS-M-6 “Six Pack” Air Defense Missile Launcher: Mounted on the right shoulder is a six shot, 178mm surface-to-air missile launcher. The six-pack gives the Destroid the ability to engage airborne targets at ranges up to 5 miles.
Range: By short range missile type, usually around 5 miles
Mega Damage: Varies by missile type Rate of Fire: Singly or in volleys of 2, 4, or 6.
Payload: Six 178mm short range missiles
Note: These missiles are +3 to strike airborne targets. These bonuses stack with any and all other bonuses applied to the weapon from skills and guidance systems.

5. RDS-2 Rocket Launcher Boxes (4): Mounted on the Tomahawk’s hips are four box style launchers carrying two folding fin, free fire 70mm rockets each.
Range: One mile
Mega Damage: Per mini-missile type, but usually loaded with HEAP missiles which inflict 1d4x10 MD each
Rate of Fire: Singly or in volleys of two or four.
Payload: Eight mini-missiles total.

6. GAU-20A1 .50 Caliber Machine Guns (2): These fire-linked, belt fed, recoil operated machine-guns are mounted above the armored canopy.
Range: 3,200 feet
Mega Damage: 1d4x10 MD for a 10 round, fire-linked burst, double when both machine guns are fired at the same target simultaneously.
Rate of Fire: Each burst uses one of the pilot’s melee attacks.
Payload: 800 rounds

7. Hand to Hand Combat: While incredibly strong, the lack of conventional forearms and hands makes the Tomahawk ill-suited to melee combat.
Punch/Swat: 2d6 MD
Clothesline: 1d6 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. Victims of a knockdown lose initiative and two melee attacks to get up.

Bonuses with Elite Combat Training only: +1 attack per melee round at levels 1, 5, 10, and 15. +1 on Initiative, +2 to strike, +2 to parry and disarm, +1 to pull punch, and +2 to roll with impact.

Tomahawk 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.

Tomahawk Gallery in spoiler =)
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