BACKGROUND


The Super Condor is derived from the VBF-5 Condor Veritech which had served as the UEEF's fighter bomber until the advent of the VBF-9 Beta. However the VBF-5 Condor was also extensively used to board Zentraedi warships when in battloid mode and was equipped with Two PSE7C external booster engine pods that housed an additional 24 Coralsnake missiles. Thus during the phase out period following the production of the VBF-9 Beta that the VBF-5 was exclusively utilized as ship board assault/defense unit. With no more VBF-5�’s being produced to replace combat losses the REF knew that it would have to find a replacement for the Condor defense squadrons. Thus designers took the basic frame of the VBF-5 Condor and designed a non-transformable battloid which had much more armor and offensive firepower then the veritech turned battloid.

Surprisingly, the MBR-15 Super Condor, proved to be extremely adept as a ship board assault/defense unit.  In space borne operations, the Super Condor was nearly as maneuverable as the Alpha fighter and had greater armor and firepower. Platoons of Condors were formed onboard larger capital ships to provide an extended defensive capability.  The standard defensive tactic was to form a strong defensive perimeter several kilometers from the ship where they would break up incoming waves of Invid mecha before they reached the inner defense perimeter of the ship.


Vehicle Type: MBR-15 Super Condor
Class: Non-transformable battloid
Crew: One

MDC BY LOCATION:
* Head / Sensor 250
Hands (2) 80 each
Forearms (2) 320 each
Shoulders (2) 180 each
Pilot compartment 250
DDI-6 Diamondback missile launchers (3) 180 each
Back Mounted Thrusters (3) 140 each
Waist section 350
Upper Legs (2) 280 each
Lower Legs (2) 350 each
**Main Body 700
EU-13 barrel housings (4) 80 each

NOTES:
* Destroying the head of the Super Condor will knock out the mecha's major sensor systems, including all of the optics systems (infrared, nightvision, thermal). Radar and communications will be unaffected.
** Depleting the MDC of the main body will destroy the mecha.

SPEEDS:
RUNNING: 185 kph
LEAPING: 300 meters without thrusters.
FLYING: 350 kph for two minutes
MAX ENGINE THRUST:
3 x PRATT & WHITNEY JG95D [Main] fusion plasma-air/reaction mass intermix turbines in the legs. Max thrust, 118 kN each.

HEIGHT: 12.8m (42 feet)
LENGTH/DEPTH: 25 feet
WIDTH/BREADTH: 6.3m (25 feet 8 inches)
WEIGHT: 35.7 metric tons

PHYSICAL STRENGTH: Equal to a P.S. of 40

CARGO:
Small compartment behind pilot's seat for personal belongings in addition to the cyclone storage compartment
POWER PLANT:
4 x RRL-2P Miniaturized Protoculture-cell energizer
32 standard canisters of Protoculture

WEAPON SYSTEMS:

1) 4 x EU-14: Mounted in each arem are two EU-14's.
PRIMARY PURPOSE: Assault
SECONDARY PURPOSE: Anti-Mecha
RANGE: 4000 m
DAMAGE: 8d4 per single shot or 4d4*10 per five pulse burst, or 8d4*10 per ten pulse burst. Double damage if both arms are fired at the same target.
RATE OF FIRE: Single shot or bursts counts count as one melee attack.
PAYLOAD: Conditionally unlimited.

2)MM-32 MULTI-MISSILE SYSTEM: The Super Condor has a lower leg compliment of 16 Coralsnake missiles per leg.
PRIMARY PURPOSE: Assault/Defense
SECONDARY PURPOSE: Anti-mecha
RANGE: Varies
DAMAGE: Varies
RATE OF FIRE: One at a time or in volleys up to 32 missiles
PAYLOAD:  16 in each lower leg, for a total of 32

3)3 x DDI-6 MULTI MISSILE SYSTEM: The Super Condor's primary long range system is three DDI-6 Diamondback missile launchers.  These launchers are mounted over the shoulders on the Super Condor.  Each launcher can hold six  Diamondback missiles, usually outfitted with fragmentation, multi-missile or bomblet warheads.
PRIMARY PURPOSE: Assault/Defense
SECONDARY PURPOSE: Anti-mecha
RANGE: Varies
DAMAGE: Varies
RATE OF FIRE: One at a time or in volleys u to eighteen.
PAYLOAD: 6 per launcher for a total of 18

4)(optional)3 x CCI-12 MULTI MISSILE SYSTEM: The DDI multi-missile systems can be replaced with an optional multi-missile system that uses the Coralsnake missiles. They are usually used when boarding the odd Zentradi warship or Invid Space Hive.
PRIMARY PURPOSE: Assault/Defense
SECONDARY PURPOSE: Anti-mecha
RANGE: Varies
DAMAGE: Varies
RATE OF FIRE: One at a time or in volleys up to 36.
PAYLOAD: 12 per launcher for a total of 36

4)(optional)NP-AR-11 Alpha missile pods: A single NP-AR-11 missile pod can be mounted under each chest intake.

6. HAND TO HAND COMBAT: If necessary, the Super Condor can engage in melee combat rather than use a weapon. The Super Condor is extremely agile and can execute most typical hand to hand combat moves, such as punches, jump kicks, leap attacks, rolling with impacts, etc.

MECT:
Type: MBR-15 Super Condor
Attacks: +1 attack @ 1. 3. 6. 10. and 14
Initiative: +1
Strike H2H: +2
Ranged Strike: +1 (add PP bonus)
Arm guns Strike: +3 (add PP bonus)
Parry: +4
Dodge, ground: +1
Dodge, flight: +2
Dodge, space (Auto): +2
Roll: +2
Disarm:+2
Punch: 8d6 MDC
Power Punch: 8d6 MDC
Stomp Attack:2d8 MDC (target must be 12 feet high or smaller)
Kick: 3d8
Jump Kick: 6d8 MDC (costs 2 attacks)
Flying Jump Kick: 6d8+12 MDC (costs 3 attacks)
Body Block/Ram: 3d6 MDC
Flying Body Block/Ram: 3d6+6 MDC  (costs 2 attacks)
Crit: Nat 20
IFF/C3 system: Can information share radar and other combat data with other veritechs and battloids. Below bonuses are for when 4 or more are mecha with the system are linked in together.
+2 to init
+2 to strike with ranged weapons (not missiles)
+3 to dodge

by jedi078 palladium Forms.


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