New Destroids
Tomahawk MK.X
Defender MK.XIV
Phalanx Mk.XV
Spartan MK.VI
Monster Mk.VII
Condor Mk.II
Vallant MK.II
Super Condor MK.I
ZBR-10 Mk. I Bioriod Interceptor
ZBR-01 Mk.II Infantry Battlepod
ZBR-02 Mk.IV Officer's Battlepod
MCB-02 Micronian Bioroid



   The modular battlefield robot weapon systems, more commonly known as Destroids, still play a crucial role within the Expeditionary Force, especially in the early years and among the Marine Corps. They have replaced the main battle tank and many other ground fighting vehicles of the 20th century. Their robot body designs offer excellent utility in the wide variety of environments and terrains that the Expeditionary Force Marines experience during their planet-hopping campaign and exploration of other planets. Against the Invid, many Destroids have anti-aircraft capabilities that are devastating to the enemy’s aerial swarming attacks.
   The latest generation of Destroid designs are inspired by the Zentraedi’s knowledge of the Robotech Masters’ Bioroid armies, since those Bioroids are designed to fight Invid, and the new Expeditionary Force Destroids preform admirably against them most of the time. However, they are slow to deploy, require large transports to get from one planet to another, and suffer against the speedy Invid in Close-quarters urban combat. Those disadvantages,and the versatility of the small, fast Cyclones – which are also much less expensive to manufacture and can be made en masse in greater numbers – eventually lead to a phasing out Destroids later in the war. Large groups of the nimble and speedy Cyclones prove to be an excellent counter to the Invid’s famous swarming strategies and tactics, especially when working in concert with the Alpha and Beta Fighters. While the small, fast, transformable mecha will eventually dominate within the Expeditionary Force Marines, Destroids play a huge role for many years during the first half of the war campaign. New and old style Destroids function as hard-hitting mechanized troops favored heavily by the Zentraedi, who used both upgrade versions of their Battlepods redesigned for “micronized Zentraedi,” and New versions of the original Destroids that are also smaller and more versatile. Most human Destoid operators stick to the upgraded versions of the Tomahawk, Defender, Phalanx, Spartan and Monster.
   In general, the new Destroids are smaller, lighter, and faster than the previous generation, but still carry tremendous firepower, in some cases, more firepower and armor than the original generation. This is due to advances in Robotechnology and the acquisition. This is due to advances in Robotechnology and the acquisition of a few Robotech Factories that were part of the Zentraedi armada.
   Note: There are a few old UEDF Destroids on the Pioneer Expedition as Most of those Remaining in service were left behind on Earth and decommissioned before the arrival of the Robotech Masters. After the Invid invade Earth, old Destroids would be pulled out of mothballs by Earth’s Resistance Fighters whenever possible, but are uncommon and often patchwork Frankenmecha  in which damaged mecha and spare parts cobbled together to make one fighting unit.

Standard Sensors and Equipment for all New Expeditionary Force Destroids (unless noted)

1.Radar: The Destroids employ an upgrade version of the old X-band, Phased Array, three dimensional battlefield radar that has a range of 75 miles (120 KM) for tracking airborne targets, and tracks land targets to a range of 15 miles, depending on the terrain. (Note: Ground radar is limited by the curvature of the earth as well as terrain, so on significantly larger or smaller planets, the range of the ground radar may change by  anywhere as much as 50%.) The radar allows the pilot to track up to 50 targets, and has an IFF database of all known UEEF enemies that is updated regularly.
  The Destroid radar systems can be linked to a battlefield network that can stretch hundreds of miles and can also be fed data from orbiting starships and reconnaissance aircraft, meaning a Destroid crew generally has data on everything they need to know on a battlefield. The new Defender Mk.XIV is the linchpin of this system, which a significantly more powerful radar system detailed under its mecha description. A limit to radar range only becomes an issue when mecha or troops are operating as lone units or at platoon strength. Even then, they usually have some information coming from orbital assets which significantly expands their radar range and eliminates surprise attacks by large-scale enemy forces.

2. Combat Computer & Bonuses: The combat computer utilizes the IFF (Identify Friend or Foe) 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 +1 to any handheld weapons. This is an identical system to the one used in the previous generation of Destroids.

3. Communication Suite: Destroids have a powerful comm. Suite designed for use in hostile and unpredictable environments that could be encountered on alien worlds. This suite includes a high-powered military band transceiver with a range of 200 miles that can broadcast radio and data both wideband and directional. This allows for video, 3-D imagery, intelligence data and instant IFF upgrading during battle.
The system also includes a tight-beam laser communication array that can transmit data with no fear of enemy reception. This has a range of 15 miles and must be line-of-sight. It can be disrupted by heavy fog, smoke or dust storms. The range of the laser is tripled for effectiveness in space. Beyound that range, it gets too hard to aim the small beam, which must touch somewhere on the main body of the receiving mecha for successful transmission.

4. Passive Nightvision: A passive light amplication system uses ambient light to increase visibility. Range is 2,000 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 1,200 feet.

6. Infrared Sensor: On-board infrared sensor that allows it to see in the IR spectrum. The IR (infrared) image is easily obscured by smoke, fog, mist, dust clouds 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. Spotlights: Each mecha has one or two tiny, high-powered LED spotlights that produce 6,000 lumens with a 2,000 foot range in ideal conditions.

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 six hours of footage into memory that can be downloaded and watched. Alternately, the footage can be continuously transmitted back to a base, orbiting starship or G.M.U., which have unlimited recording capacity. This footage is usually used for training, intelligence, and combat analysis. It is usually built into the main weapon system or the head or chest of the mecha.

11. Ejection System: Expeditionary Force Destroids have a zero-zero ejection system that ejects the pilot up and out through the back of the mecha.

12. Chaff-Flare Dispensers: All of the new Destroids have chaff, flare and smoke dispensers designed to confound radar and confuse the enemy. Against the Invid they quickly discovered that only the smoke dispensers were effective in combat. Early in the war, the smoke dispensers have four charges and can make a cloud of thick, white smoke 60 feet in diameter. The chaff/flare dispensers have four charges each of chaff canisters and flares and have 75% chance to confuse both radar guided (chaff) and heat-seeking (flares) missiles, and a 45% chance of fooling smart missiles and bombs. After the Tirol campaign, about 50% of Destroids and the chaff and flare canisters replaced with additional smoke charges. Smoke clouds disperse in 1D6+4 melee rounds, half that time in strong winds (greater than 29 mph), chaff disperses in 1D4+1 melee rounds.

13. Tactical Life Support: All Destriods have an airtight and positively pressurized pilot’s compartment that is NBC ( nuclear, biological, and chemical) warfare rated and space worthy, protecting against hard vacuum and all but the most intense stellar radiation). 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 on Earth-like worlds, but only 72 hours in space or on planets with atmospheres incompatible to human life. The mecha is insulated against temperatures of up to 400 degrees centigrade Normal fires do no damage, but napalm, plasma, and nuclear fires do full damage.

14. Articulation: Each Destroid, save 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, or a single attack of over one third of the Destroid’s main body M.D.C., or a full speed ram from a shuttle-sized or larger spacecraft, meaning even an Invid Shocktrooper can not dislodge one on a high-speed ram. Destroying a Destroid’s legs or feet immediately frees them from the deck.

16. Distress Beacon: Broadcasts a distress beacon on an encrypted UEEF frequency. Range is 250 miles.



Mecha
Character Creation
Mechanics