This mecha is based on a mecha from Super Dimensional Cavalry: Southern Cross that was omitted from the Robotech RPG. Images and background courtesy of Rob Morgenstein. The Following Mecha Stats and Background were generated by Rick R. Mortis and formated to the style sheets created by Dave Deitrich and Chris Meadows. Please feel free to copy or redistribute this file, please just do not claim that it is your own work. Thanks.
MBR-21 Djinn Main Battle Robot
RPG Stats and Background by: Rick R. Mortis.
Technical Info from the Robotech Technical Files, by Robert Morgenstern.
BACKGROUND
The Salamander experienced problems with sand and grit of desert operation as well as problems with the high heat differentials experienced between day and night. To deal with this problem, ASC Robotech Research redesigned the mecha to develop the Djinn desert-ruggedized main battle robot. To cope with the desert terrain, significant effort was spent reducing the weight and redesigning the legs for better performance. The entire mecha was better designed towards resistance to unwanted particles in the mechanics. Due to the scope of the redesign due to the technology advances, the Djinn was reclassified as a new production line rather than an extensive refit as originally planned.
The Djinn was deployed with TC-DES Units worldwide. Many of these mecha survived both the second Robotech War and the Invid invasion due to their remote postings. In later years, they would serve with Resistance groups.
RPG STATS
Vehicle Type: One-man Main Battle Robot
Crew: One; no room for a passenger.
M.D.C. BY LOCATION:
*Head 60
Hands (2) 30 each
Arms (2) 120 each
Legs (2) 150 each
Missile Launcher 150
Chest Gun Pod 100
**Main Body 250
Rear Thrusters 50
EU-10 or E-21 Gun pod 100
*Destroying the head of the Djinn will destroy all the mecha’s radar, communications and sensors. The mecha is now -2 to strike, parry and dodge.
**Destroying the main body will shut down the mecha.
SPECIFICATIONS
Running: 115kph
Jumping: 52m up or across.
Height: 6.1m
Length: 2.6m
Width: 2.8m
Weight: 11.3 tons
Powerplant
1 Protoculture Power Plant
2 Allison BRT-4 Thrusters on the back
WEAPON SYSTEMS
EU-10 Gun Pod. The main weapon of the Djinn is a hand-held EU-10 Energy Rifle, very similar to the EU-11 used by the VHT-1 Hover Tank.
- Purpose: Assault.
- Range: 1800m
- Mega-Damage: 1D6 x 10 MD
- Rate of Fire: Equal to the total hand-to-hand attacks of the pilot.
- Payload: effectively unlimited.
- Short-Range Missile Launcher. The Djinn has a short-range missile launcher in the chest. The missiles are concealed behind an armoured panel, which flips open to fire.
- Purpose: Assault.
- Missile Type: Any type of SRM can be used.
- Range: Depends on missile type
- Mega-Damage: Depends on missile type
- Rate of Fire: One at a time, or in volleys of 2, 4, 8, or 16.
- Payload: 16 Missiles
- PB-20 Gun Pod. Built into the chest below the Missile launcher. The gun pod normally acts as a backup in case the Djinn loses its rifle or must use its hands for other tasks.
- Purpose: Assault.
- Range: 1200m
- Mega-Damage: 1D4 x 10 MD
- Rate of Fire: Equal to the total hand-to-hand attacks of the pilot.
- Payload: effectively unlimited.
- Hand to Hand Combat. Rather than use any weapons, the Djinn can opt to engage in hand to hand combat.
- Punch: 2D4 MD
- Kick: 2D6 MD
- Leap Kick: 3D6 MD
- Body Flip/Throw: 2D4 MD
- Body Block/Tackle: 2D6 MD plus knockdown.
- Optional E-21 Gun Pod. Rather than use the EU-10, the Djinn can use the E-21 Gun Pod. The E-21 has it's own built-in targeting system, adding a +2 bonus to strike with the gun pod.
- Purpose: Assault.
- Range: 1200m
- Mega-Damage: 1D4 x 10 MD
- Rate of Fire: Equal to the total hand-to-hand attacks of the pilot.
- Payload: effectively unlimited.
STANDARD EQUIPMENT FOR THE DJINN:
- Radar: Range: 50 km. Standard operation.
- Radio/Video Communications: Wide band, directional radio and video telecast capabilities. Range: 1000km, or can be boosted by satellite.
- Laser Targeting System: Close range; 3 km
- Combat Computer: Calculates, stores & monitors data on the control panel computer screen or Heads-up display
- External Audio Pickup: Range: 300 ft (91.5 m). A sound amplification system that can pick up normal conversation up to 300 feet away.
- Loudspeaker: A loudspeaker system is built into the craft, which can be used to amplify the pilot's voice up to 90 decibels.
- Searchlight: All of the battloids have a high-powered searchlight mounted in their heads. Range: 50 meters.
- Optics: Infrared: Range: 2000 feet (610 m). This optical system projects a beam of infrared light that is invisible to the normal eye, but detectable by the mecha's sensors. The system allows the pilot to detect hidden/concealed objects by their IR reflectiveness. The beam will be visible to anyone with IR sensitive optics, however.
- Optics: Nightvision: Range: 2000 feet (610 m). A passive light image intensifier that emits no light of its own, but relies on ambient light which is electronically amplified to produce a visible picture.
- Optics: Thermal Imager: Range: 2000 feet (610 m). A passive optical heat sensor that detects infrared radiation projected by warm objects and converts that data into a false-colour visible image. The system enables the pilot to see in the dark, in shadows, and through smoke, and also adds a +10% bonus to pilots using a tracking skill.
- Protoculture Engine: The Djinn is powered by a Protoculture engine, giving is an average life span of 12 years. Constant use will cut that time to about half.
- 180 Degree Rotation: The Djinn can rotate its torso 180 degrees.
HAND TO HAND COMBAT BONUSES:
See Robotech RPG Book 5, Page 19 for Battliod Combat Training.
Designers Notes
Japanese Name: DeS-?? Super Dimensional Cavalry: Southern Cross
Episodes Seen in: None
Conversion Notes
The RPG chose to use this mecha as the basis of the Mercantile Republic MR-02 Protector Battloid, a battloid that appeared in the Magic Of Palldium Books #3. The Djinn did not appear in the animation, but may have appaered in SDC: Southern Cross.
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