Operation Mirror Image.
Excaliber MK-VIII
The Excaliber MK-VIII became the first third-generation destroid to come out of the assembley line. The biggest difference from its predecessors is its power source. After the defeat of the Regis on Earth, protoculture simply stopped functioning. The first destroids of this line to come out had their nuclear reactor designed from schematics that were used by the Armies of the Southern Cross during the Second Robotech War.
Even with all the advances in Robotechnology, the engineers at the REF Destroid Combat Systems Laboratory at Tyrol decided to honor the original Excaliber, the MK-VII, which is still in service in some reserve units, by making the design of the MK-VIII's design similar, including removing the hands and adding the lamp and the missile rack on the shoulders. Most of its weaponry is designed for medium to long-range combat. Its main weapons are a pair of particle beam cannons located where the hands are supposed to be. This is the same as the first Excaliber, but the barrels of the cannons are smaller.
The engineers, many veterans from the Sentinels War, took into consideration the concept of hybridization into mind. This allows for alternate weapon configurations. For example, the particle beam cannon(s) can be switched with either old weapon arms, such as lasers, or new weapon designs, such as the autocannons or Scatter Guns.
M.D.C. By Location
- Searchlight - 30
- Shoulder-Mounted MRM Rack - 75
- Legs (2) - 200 each
- Leg-Mounted SRM Racks (2) - 50
- Energy Weapon Forearm - 150
- Projectile Weapon Forearm (optional) - 150
- Arms (2) -75
- Main Body - 325
- Reinforced Pilot's Compartment - 250
- Speed:
- Running: 80 mph (128 kmph) maximum; cruising speed about 40 mph (64 kmph).
- Leaping: 80 ft (24.4 m) lengthwise or 40 ft (12.2 m) high/up.
- Climbing: Impossible
- Height:
- Width:
- Length:
- Weight:
- Cargo:
Weapon Systems
- Particle Beam Cannon in each arm. These have been the main weapon of the Excaliber since it was first constructed. PBCs inflict more damage and, provide a powerful, mobile weapons platform. The excaliber is the only destroid capable of firing both PBCs at a single target.
- Primary Purpose: Assault
- Range: 2 miles (3.2 km)
- Damage: 5D10+25 per blast. 10D10+50 per dual blast.
- Rate of Fire: Four times per melee maximum.
- Payload: Effectively unlimited.
- An Air-Cooled Autocannon can substitute one of the weapon arms in the Excaliber, since the PBCs are limited by amount of times it can be fired in a round of combat. Although ammo limitations constrain its use, the weapon packs a powerful punch.
- Primary Purpose: Assault
- Range: 8 miles (12 km)
- Damage: 2D10 for a short burst, 3D10+5 for a long burst and 5D10 for a full melee burst.
- Rate of Fire: 8 short bursts, 4 long bursts or one full melee burst per arm cannon.
- Payload: 200 rounds per cannon, for a total of 800 rounds.
- Air-Cooled Scatter Gun (Optional). The latest mech-scaled weapon, it is basically a destroid shotgun. The weapon's damage dimishes considerably with range, but it can be quite destructive at close range.
- Primary Purpose: Assault
- Secondary Purpose: Anti-ship
- Range: 2 miles (3.2 km)
- Damage: 8D10. Diminish by 1D10 for every .25 miles for a minimum of 1D10.
- Rate of Fire: 6 times per melee maximum. No bursts, single shots only.
- Payload: 200 rounds.
- Shoulder Mounted MRM Launcher Like the first generation Excaliber, this new version carries a shoulder mounted MRM launcher, providing additional firepower, as well as smart weaponry. High-explosive and armor piercing are the norm.
- Primary Purpose: Assault
- Secondary Purpose: Siege
- Range: Varies with missile type, from 40 to 50 miles.
- Damage: Varies with missile type.
- Rate of Fire: 1, 3 or 6 missiles per round. Automatic reloading takes that much time.
- Payload: 6 missiles in chamber, plus 2 reloads, for a total of 18 missiles.
- Leg Mounted SRM Launchers in each leg. These provide an additional punch in close combat. They also are a suprise element: the launchers are retractable. High-explosive is the norm, although for mech-to-mech combat, armor piercing is used and for battles with infantry, fragmentation are used.
- Primary Purpose: Assault
- Secondary Purpose: Anti-personnel
- Range: Varies with missile type, from 2 to 5 miles.
- Damage: Varies with missile type.
- Rate of Fire: Up to 3 missiles per launcher, for a maximum volley of 6 missiles per round. Automatic reloading takes that much time.
- Payload: 3 missiles ready to fire, plus 4 reloads, for a total of 15 missiles per launcher.
- Dual Twin-Barrel Lasers Cannons
- Primary Purpose: Anti-Aircraft
- Secondary Purpose: Assault
- Range: 8 miles (12.8 km)
- Damage: 5D4 per barrel, 1D4*10 per dual shot and 2D4*10 for all four blasts together.
- Rate of Fire: Equal to pilot's hand to hand. A multiple barrel shot is considered a volley regardless of the number of barrels fired.
- Payload: Effectively unlimited.
- Hand to Hand Combat
- Punch: 2D4 M.D.
- Body Block: 1D6 M.D.
- Stomp: 1D4 M.D.
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