
Model Type: MBR-12 Mk. II Condor
Class: Heavy Infantry Assault Battloid
Crew: One
M.D.C. by Location:
Head 200
Hands (2) 75 each
Eu-12 Particle Cannon 100 each
Forearms (2) 150 each
Upper Arms (2) 120 each
Upper Legs (2) 180 each
Lower Legs & Feet (2) 225 each
Rear Thrusters (2) 60 each
Small Vectoring Thrusters (8) 10 each
Main Body - 448
Reinforced Pilot�’s Compartment 200
Speed:
Running: 80 Mph
Leaping: 80�’ up or across unassisted by thrusters, w/ Thrusters can jump 200�’ up or across
Flying: Hover; can rise to 130�’ and fly for short periods (1D6+5 minutes) above open ground, down streets, above rooftops, down corridors of spaceships, etc Maximum speed of 70 Mph, 140 Mph in space
Statistical Data:
Height: 42�’
Length/Depth: 20�’8�”
Width/Breadth: 20�’8�”
Weight: 15.7 tons (dry)
Physical Strength: Robotic Strength of 55
Cargo: Survival Kit, emergency VR-052T Cyclone, two canteens, a handgun and rifle of choice (typically the Gallant)
Power System: One miniaturized, high-output Protoculture reactor
Weapon Systems:
1.) EU-12 Heavy Particle Cannon:
Primary Purpose: Anti-Mecha, Anti-Armor and Anti-Invid
Secondary Purpose: Assault
Weight: 120 Lbs.
Range: 2,000�’
Mega-Damage: 2D4x10+8 M.D. per blast
Rate of Fire: 1 melee attack, single only
Payload: 42 blasts per Protoculture E-clip
Bonus: +2 to strike w/ this energy weapon, but only +1 when using other mecha-sized handheld weapons
2.) MM-42 Missile Delivery System:
Primary Purpose: Anti-Mecha/Anti-Invid
Secondary Purpose: Anti-Aircraft and Missile Defense
Weight: 33 Lbs. each missile
Range: 5 miles
Mega-Damage: HEAP missiles 2D6x10 M.D. per missile
Rate of Fire: Singly or in volleys of 2, 4, 6, 8, 16 or all 42. One volley (no matter who many missiles) takes one attack
Payload: 42 short-range missiles. can be substituted w/ mini-missiles; takes 30 seconds (two melee rounds) to reload each launcher; once missiles are gone, uses particle beam cannon and pounding fists
3.) Hand to Hand Combat:
Attacks per Melee: See bonuses below
Hand to Hand Damage:
Punch/Forearm Strike: 2D6 M.D. on restrained punch, 6D6 M.D. on full strength punch
Power Punch: 2D6x10 M.D., counts as two melee attacks
Tear/Rip Attack: 4D6 M.D., double damage to hatches and doors
Kick: 6D8 M.D.
Stomp Attack: 4D8 M.D. but the target cannot be more than 15�’ tall
Power Kick, Jump Kick and Leap Kick: 2D6x10 M.D., each count as two melee attacks, flying Leap Kick is not possible
Special Combat Move: Block missile strikes and weapon blasts with the heavily armored forearms. To block, roll 1D20 to parry (plus bonuses). A successful parry means the forearms take ALL the damage from any missiles or weapon blasts that strike. Note that this tactic may result in the arms being blown off.
4. Sensors and Features of Note: Same avionics and equipment package as the Beta Fighter.
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