Site hosted by Angelfire.com: Build your free website today!

SPARTAN MBR-07-MK II (Gladiator)

Type: Destroid
Crew: One or two can be accomidated comfortably. Three for a maximum fit.

Section

Location

M.D.C.

1

Main Body

250

Top Laser Turret

25

Gun Cluster

75

Shoulder Missile Pods (2)

150 each

Upper Arms (2)

100 each

Forearms (2)

150 each

Hands (2)

100 each

Legs (2)

250 each

Reinforced Pilot Compartment

250

2

Battle Mace (optional)

50

GU-12 Gun Pod (optional)

100

Speed: 65mph (104kph).

Weapon Systems

1. Twin Barrel, RöV-10, Laser Turret: Mounted on top of the main body between the shoulders like a tiny head. It is capable of 360 degree rotation and an arc of 90 degrees forward and back.

Mega-Damage: 6D6 MD; or double damage using 2 attacks (object must be stationary); Time to cut a human sized hole through armored metal walls (Zent ship or mecha bay type) takes 30 seconds. Time to cut a mecha sized hole through armored metal walls (Zent ship or mecha bay type) takes 10 minutes. Divide time by amount of lasers used. Lasers will overheat after 4 melees of continuous use.

Range: 2000ft (609m).

Rate of Fire: Twice per melee.

Payload: Unlimited.

 

2. TZ-IV Gun Cluster: Is located in the heavily armored midsection of the body. The armored lid will raise at the command of the pilot to instantly release a fiery attack on any enemy at close range. It has minimal aim adjustment capabilities and is therefore restricted to an almost dead-ahead firing arc.

Gun Cluster - RöV-8 Laser:

Mega-Damage: 2D6 MD; Laser will overheat after 4 melees of continuous use. Takes one minute to cool down.

Range: 2000ft (600m).

Rate of Fire: Equal to the combined hand to hand attacks of the pilot.

Payload: Unlimited.

Gun Cluster - 32mm Auto Cannon:

Mega-Damage: 2D6 MD for a short burst, 4D6 for a long burst, or 1D6X10 for a full melee of continuous fire (each is considered to be one attack regardless of the size of the burst).

Range: 4000ft (1200m).

Rate of Fire: 6 short, 3 long, and 1 full melee burst per melee.

Payload: 240 rounds, allowing 40 short burst, 20 long bursts, and 10 full melee bursts.

Gun Cluster - 180mm Grenade Launcher:

Mega-Damage: 4D6 MD.

Range: 4000ft (1200m).

Rate of Fire: Once per melee.

Payload: 50 rounds.

Gun Cluster - Flamethrower:

Mega-Damage: does 5D10sdc damage (ineffectual against mecha) and ignites all combustable material (5D10sdc per melee). 40% chance of igniting gasoline tanks.

Range: 200ft (60m).

Rate of Fire: Can fire a total of two blasts every melee.

Payload: 50 blasts.

 

3. Shoulder Missile Pods: These missile compartments/launchers are heavily armored, protecting the missiles from detonation by enemy fire. The missile pods also serve to protect the shoulder joints. Different missile arrangments are assigned for speicific missions or assignments. Straight combat missions often rquire the entire payload to be High Explosive (med) short range missiles.

Mega-Damage: Varies, most commonly High Explosive (med.) SRMs- 1D6X10 per missile.

Range: HE (med.) missiles have a range of 2 miles.

Rate of Fire: Can be launched in volleys ranging from 1 to all 12 in that launcher.

Payload: 12 missiles per pod, for a total of 24 short range missiles.

 

4. Battle Mace (optional): This is a large, 12 foot (3.6m), reinforced, metal alloy mace/club. It is well balanced and specifically designed for the Gladiator. The Gladiator can carry one in each hand if the pilot so chooses, but the hands will be full consequently and the Gladiator will not be able to pick up objects of interest or carry other weapons until it drops one of the maces.

Mega-Damage: 1D6 MD is added to whatever form of punch the pilot chooses to use.

Range: The mace only works within arm's reach. But it can be thrown at an enemy; range is 200ft (61m). Inflicts 2D6 MD if it hits the target.

Payload: Not applicable.

 

5. GU-12 Gun Pod (optional): Can be carried in either hand. The Gladiator can carry one in each hand if the pilot so chooses, but the hands will be full consequently and the Gladiator will not be able to pick up objects of interest or carry other weapons until it drops one of the gun pods.

Mega-Damage: 1D4X10 for a burst.

Range: 4000ft (1200m).

Payload: 200 rounds per clip allowing 20 short bursts. Takes 2 attacks to reload a gun pod if ammo is readily available.

 

6. Hand to Hand: Instead of using weapons, the pilot can engage in physical combat with an enemy. Note: All physical bonuses the pilot posseses outside of the mecha DO apply when inside the mecha. i.e.: +2 to damage outside the mecha will provide an additional +2 to damage to every kick, punch, or body block performed by the mecha.

Restrained Punch/Slap: 1D4 MD.

Full Strength Punch: 2D6 MD.

Power Punch: 2D6+4 MD.

Body Block/Tackle: 2D4 MD

Tear or Pry with Hands: 1D4 MD per attack/action.

Stomp with Foot: 1D4 MD; only effective against objects of 12ft tall or smaller.

Note: The Gladiator can not jump, leap, or kick. It can climb, if the structure can support its weight; equal to the pilot's skill level. Can carry up to 15 tons.

Special: The Gladiator can combine physical hand to hand attacks with weapon attacks (like paired weapons). It cannot fire separate weapon systems simultaneously, nor can it engage in separate hand to hand attacks within one attack/action unless the pilot has paired weapons.

Return to Mecha statistics.