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BACKGROUND
The Super-Defender. A redesigned type of "Defender", an anti-aircraft interception Destroid, that was used in the First Interstellar War. Even though the exterior is the same as it was in that war, it is an updated Destroid. Due to having exchanged the radar for an improved GRU-53 Radar Unit that was developed in 2053, and the use of linear actuators that were taken from the AVF technology, the Super Defender has a superior fire-support AI and high-speed and precise target tracking performance. The second generation Destroid that has been done so that it is far cheaper than the Variable Fighters and has a higher rate of operation, is a valuable combat strength that has been found useful in fleets and emigrant planets.
The Macross Galaxy Fleet deployed them against Lactence in an air-defence battle during the "Hoshiten Cup" championship Vanquish Race being held in the Macross Frontier Fleet's Ocean Ship Riviera in 2058.
RPG STATS
Vehicle Type: Destroid
Class: Anti-Aircraft Interception Model Robot
Crew: One (two) pilot wearing Tactical Life Support System.
Manufacturer: Viggers, Crawler, General Galaxy
Government: Unifed Government
Customer: Macross Galaxy Corporate Forces, fleets, emigrant planets
Design Features: Weapon bay and enclosed cockpit can detach from the main body. Ammunition feeds through the weapon bay from two double magazines mounted on top. Huge port in the back is the heat radiation port to cool the electronic equipment used in aiming. Linear actuators that were taken from AVF technology.
Variants:
- ADR-04-Mk X Defender
- ADR-04-Mk XV S-Defender: 2053 redesign using updated technologies.
MDC BY LOCATION:
Location |
MDC |
Location |
MDC |
Radar Array
Upper Arms (2)
(1) Gun Barrels (2)
Searchlights (2)
|
175 each
175 each
150 each
50 each
|
Legs (2)
(2) Main Body
Reinforced Pilot Compartment
(3) Rear Radiator
|
325 each
500
200
100
|
NOTES:
- (1) Automatic cannons are: 2 per arm, 125 each.
- (2) Depleting the MDC of the main body will destroy the mecha. The pilot will be automatically ejected from the doomed mecha before it explodes by the mecha's main computer.
- (3) Depleting the MDC of the radiator will cause the electronic equipment used in aiming to overheat in 1D6 melees.
SPEEDS:
Running: 180 kmph
Leaping: 9 m without thrusters, 15.2 m with thrusters.
Flying: manoeuvring thrusters provide limited low-speed flight in space, and are only suitable for extremely short trips or getting back to the surface of a spaceship if knocked off of it.
Maximum instantaneous acceleration during combat: ?? G
STATISTICAL DATA:
Height: 10.73 m (to radar)
Mass: 2,520 kg (when equipped with 78 mm guns)
PHYSICAL STRENGTH: equal to a PS of 50
CARGO: small compartment behind pilot's seat for personal belongings.
POWER PLANT: Clance-Maffai MT1333 thermonuclear reactor with 3,500 SHP output
AUXILLARY POWER PLANT: EM165 Hydrogen Occlusion Alloy Fuel Generator with 910 kW output
DEFENSIVE SYSTEMS
Note: Refer to the
MBR-07 Destroid Spartan for stats unless otherwise noted herein:
1. HEAT AND RADIATION SHIELDS
2. SELF-DESTRUCT
3. HOMING SIGNAL
4. COUNTERMEASURES DISPENSERS
A combined chaff, flare and smoke discharger. When used, they fire a burst of 6 flares, 1 exploding chaff container or one cloud of white smoke per 1 unit listed in the stats. Chaff and flares are unique in their means of countering missiles.
- PRIMARY PURPOSE: defence
- SECONDARY PURPOSE: distraction
- RANGE: GM's arbitration. Smoke effect a 6.1 m3 spherical area OR a 1 m wide, 40 m long release.
- BONUSES: chaff and flares are +3 to dodge. Roll to dodge after rolling on the following per missile:
01-40 Missile distracted - explodes harmlessly in the countermeasures.
41-80 Missile distracted - it loses track of its target. Depending on the missile type and its remaining fuel, it could reacquire you, or another target in the area.
81-00 No effect.
Optional: +5% per every additional countermeasure deployed after the first. For example: 3 countermeasures changes the table to 01-50, 51-90, and 91-00.
- RATE OF FIRE: unlimited. (Author's recommendation: maximum of 4 per attack to better reflect their fallibility.)
- PAYLOAD: 8 bursts of flares, 8 chaff pods and 8 bursts of smoke per dispenser.
DESCRIPTIONS:
- CHAFF explodes roughly 2 seconds after being deployed. They fill the area with a plethora of small, highly reflective metal pieces that only distract radar-seeking missiles.
- FLARES are fired in bursts of six to eight per unit. They only work against heat-seeking missiles. Flares can also be used as a signal at night or in space or to blind an opponent at close range who is relying on visual type sensors.
- SMOKE creates a large, billowing cloud of white smoke. It is impossible to see inside, or what is on the other side of the cloud. All visual optics are prevented. Heat and infared imaging are not. Smoke is generally used to hide a units exact position, to cover a retreat, or to indicate a location for extraction or targeting.
OFFENSIVE SYSTEMS
It is possible to have a mix of the high-speed automatic guns and Gatling gun equipment. See
ADR-04-Mk X Defender stats for 78 mm Automatic Cannon stats.
1. M161A3 6-BARRELLED 35 mm GATLING GUN "FIDDLE" (2)
Uses a super long-distance shooting precision-sighting system, in order to be able to intercept alien flying weapons in combat in the void of space. The four gun-barrels constantly perceive the same target; the right and the left barrels don't aim at individual targets.
The freely rotating belt that exits from the lower part of the magazine that's stored in the shoulder passes through the area of the arm joint and the auto cannon base and enters the firing chamber. An enlarged variation of the double magazines was developed for greater ammunition capacity.
The box on the exterior of the guns is the electronically compensating optical aiming device (an extra-large starlight-scope, so to speak). It is presumed to be able to be used while under electronic malfunctions.
- PRIMARY PURPOSE: Anti-Aircraft
- SECONDARY PURPOSE: Anti-Missile
- RANGE: 3,500 m
- DAMAGE: 1D12 per round. 10 round burst, single target - 1D12X10 MD. 20 round burst, single target - 2D12X10 MD. For bursts greater than 25 rounds, increase the damage by a scale of 1D12X10 MD per 10 rounds (it is recommended to stick to multiples of 10 when firing for ease of damage resolution) OR refer to the modern weapons rules for machineguns.
The automatic cannons can be used for sprays: 5 round spray - 1D12 MD per target, effects 1D4 targets. 10 round burst spray - 1D12 MD per target, effects 2D4 targets with a 50% chance of hitting bystanders. Longer duration sprays (up to limits of the magazine): 2D12 MD per target, effects 4D4 targets. Chance of hitting bystanders is 70%.
- RATE OF FIRE: Equal to the pilot's combined number of attacks. The automatic cannons aren't limited to bursts of 5, 10, 25 or 400 rounds.
- PAYLOAD: 400 rounds per cannon; 800 rounds per cannon with the enlarged magazine.
2. ARM HARDPOINTS (4)
Each arm of the S-Defender has a hardpoint on the front and back, for a total of four hardpoints. Each hardpoint can mount any standard missile, but the S-Defender usually mounts UUM-7 Micro-Missile Pods. For alternatives, refer to the
Hardpoint and Missile Details.
- UUM-7 MICRO-MISSILE PODS:
- LOCATION: all Hardpoints.
- PRIMARY PURPOSE: Assault
- RATE OF FIRE: 1 to 5 per pod/hardpoint.
- PAYLOAD: 15 per pod, for a potential total of 60 micro-missiles.
3. HAND TO HAND COMBAT
The S-Defender is not designed to engage in close combat due to a distinct lack of hands or arms. The best that it can hope to do is ram, body block, kick or side slam with the upper arms. This is one reason why S-Defender ADR's are normally held in reserve artillery roles as far from the enemy as possible and are given protection by Spartan's and Tomahawks.
DAMAGE:
- Swat: 1D4 M.D.
- Side Slam: 4D6 M.D.
- Kick: 4D6 M.D.
- Body Block: 1D6 M.D.
- Stomp: 1D6x10 M.D. (only effective against small objects) Note that for some objects, they will be instantly destroyed.
SENSOR SYSTEMS
Note: Refer to the
MBR-07 Destroid Spartan for stats unless otherwise noted herein:
- EXTERNAL AUDIO PICKUP
- IFF ANTENNA
- INERTIAL NAVIGATION SYSTEM (AUTOPILOT)
- OPTICS - FLIR
- OPTICS: HYBRID SENSOR/TV CAMERA SYSTEM AND REAR PERISCOPE
- OPTICS: LARGE SCOPE: mounted on the outside of the automatic cannons. Range: can see a 1 m target 35,000 m away.
- OPTICS: STARLIGHT SCOPE: able to be used even under electronic malfunctions. Suitable for use under starlight only conditions and even overcast starlight conditions in remote locations. Range: see large scope.
- RADIO/VIDEO COMMUNICATION
- GRU-53 RADAR UNIT: developed in 2053 and able to be used even under electronic malfunctions. Assists in aligning the guns. Range: 90,000 m (can be used to see the rounds impacting the target up to 60,000 m away).
OTHER STANDARD EQUIPMENT
Note: Refer to the
MBR-07 Destroid Spartan for stats unless otherwise noted herein:
- BALANCE CONTROLLER
- EJECTOR SEAT
- FCS (Fire Control System): upgraded to a superior fire-support AI, that has high-speed and precise tracking performance.
- LASER TARGETING SYSTEM
- LOUDSPEAKER
- SEARCHLIGHTS
- STANDARD SURVIVAL KIT
- TACTICAL LIFE SUPPORT SYSTEM
ADVANCED DEFENDER COMBAT TRAINING
Advanced training for pilots specializing in the DEFENDER.
- 2 attacks per melee (plus those of the pilot).
- Add one additional action/attack at levels three, six, eleven, and fifteen.
- +2 to strike; +5 strike with the guns up to 15,000 m.
- +1 to parry
- +2 to dodge
- +2 to roll with a punch or fall with an impact, reducing damage by half.
- Critical strike same as pilot's hand-to-hand.
- Body block - 1D6 M.D. plus a 50% chance of knocking an opponent down, causing him to loose initiative and one attack that melee round.
REFERENCES
© Aaron Sketchley