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Urbana Defense Destroid

An Urbana in action on an unidentified world; The lack
of markings on the Urbana may mean it’s a Mercenary unit.
The Urbana’s development was a LIMITED success- Though it is around a half-million€ cheaper than the Gladiator (on which it’s design heavily borrowed), it’s overall combat effectiveness is greatly reduced. However, its design makes it completely locally reproduced if necessary, making it barely worth the cost.
It does, however, have some advantages over its sirage; The first is speed. It’s ½ again faster than the Gladiator. Second, its maintenance costs have dropped dramatically, as it has fewer moving parts (no upper arms, which were always the most expansive repair and maintenance issue on the old design after the legs and combat loss).
Its firepower has been marginally improved, with the inclusion of the PBC-12 over the GRA-1Ø. Finally, the Urbana lost NOTHING in the missile system, and in fact added to it’s capabilities by including both the GR-1ØØ and the MM-5Ø.

Nicknames: The R2-D2 Robot
Type: Civil Defense Forces galaxy wide.
Class: Destroid
Model: CDF Destroid
Crew: 1 or 2
Passengers: None.
M.D.C. By Location:
Torso-
Upper Legs (2)-
Lower Legs (2)-
Feet (2)-
5ØØ
4ØØ each
35Ø each
3ØØ each
Upper Gun Arm (right)-
Lower Gun Arm (right/Large Laser)-
Left Arm/25MM Auto Cannon-

3ØØ each
25Ø
2ØØ

Speed and Statistical Data:
Running: 4Ø MPH max
Range: Unlimited
Surfaced On The Water: 1Ø knots safely
Underwater: Ø2 knots safely
Maximum Depth: 1Ø feet; It cann’t even get fully to it’sd waist, but it can wade a little.
Maximum Dive Time: N/A
Height: 3Ø ft
Width: 15 feet
Length: 15 feet
Weight: 3Ø tons.
Cargo: Pilots supplies only.
Power Plant: Mk 2Ø551 Anti-Matter Reactor; Output: 25,ØØØ KWh; Range: 25 years.
Cost and Availability: 1.4 million€/Always availability.
Civilian Version Cost and Availability: And unarmed civilian version, popular by security services, can be made available for 1 million€ even/Good availability.
Black Market Cost and Availability: 1ØØ thousand to 1ØØ million€/Also good availability.

Weapons Systems:
1. A Large Laser comprises basically the entire right arm.
Purpose: Anti-Mecha/Aircraft
Damage: 1D6×2Ø per blast
Rate of Fire: Once per melee.
Range: 3Ø MILES.
Payload: Unlimited; Draws from Mecha’s power.

2. A 25MM Auto Cannon Comprises basically the entire LEFT arm.
Purpose: Anti-Personnel
MD: Short Burst: 1D6; Long Burst: 2D6
Rate of Fire: Per pilots attacks per melee.
Range: 4,ØØØ ft
Payload: 3ØØ rounds; 1Ø full melee bursts, 2Ø long bursts, and 4Ø short bursts.
Cost and Availability: 15,ØØØ€; Fair availability.
Ammunition Cost & Availability: About 3ØØ€ for a complete re-load. Always available.
Spare Clip Cost & Availability: N/A

3. MM-5Ø Multi Missile System The same system carried by all REF Destroids, and still highly popular.
Purpose: Assault/Anti-Personnel.
Missile Type: R.E.F. Short Range Missiles.
M.D. and Range: Varies by type used.
Rate of Fire: One at a time or volleys of 2, 4, or 8.
Payload: 4 per launcher; Up to 4 could be fitted to each leg, though 3 was the “nominal” load.
Cost and Availability: 2,ØØØ€ each; Fair availability
Ammunition Cost & Availability: About 1,5ØØ€w each; Routinely available.

4. GR-1ØØ Mini-Missile Launcher The same Mini-Missile launcher utilized on the REF-era Excalibur. Located along both sides of the main torso.
Purpose: Assault
Missile Type: Any mini-missile except plasma, but fragmentation and/or high explosive are issue.
Rate of Fire: Volleys of 146 Remember, a volley counts as one attack regardless of missiles in the volley.
Damage and Range: Varies by type used; Generally 1 mile and 1D6 M.D.
Payload: 18 mini-missiles per launcher for a total of 36.

5. Hand to Hand Combat Limited by the fact that the Urbana doesn’t have traditional upper arms nor hands. Still, it can be effective. No melee weapons can be utilized.


Another Urbana. This one appears to be at the factory.

Features:
  • Radar: Combat grade radar. Range: 2ØØ miles, can track up to 25Ø individual targets. 95% reliability (24% against unfriendly stealthed vehicles).
  • ESM: Radar Detector. Passively detects other radars being operated.
  • AJP: Active Jamming Pod. Causes -25% to detection but when it is active, other vehicles/bases can detect that it is jamming, and some missiles will home in on jamming signals. Jamming also causes a -4 penalty to all radar guided weapons.
  • Anti-Jamming System: Reduces Electronics Countermeasure by ¾ (decrease skill level appropriately).
  • Full Range Sensory Suite: Infrared, ultra violet, Magnification, night sight, color filters, thermal imager. Range is about 2,ØØØ miles for MOST sensors.
  • MRA 6 Radios: Allows real time, continuous radio link up with friendly forces in the area via satellite relay over laser radio signals, preventing jamming, and automatically encrypts/decrypts same to prevent eavesdropping.
  • Type-11 wide band radios: Effective 1Ø mile range, auto encrypt/decrypt. Works on radio band wavelengths, so it can still be jammed (if the enemy knows the frequencies).
  • Loudspeaker: Amplifies voice 1 to 1ØØ times. 1ØØ‘ in normal crowds.
  • Smoke Emitters (2): Throws out smoke flares which emits enough smoke to cover an area about 2س feet in calm weather; Special chemicals block IR sensors and radar signals (scatters them so the enemy cant get a good fix), however does not totally interfere with enemy sensors (enemy is -2 strike). Note: The smoke can be replaced by ANY chemical agent, from tear gas and pepper sprays to “Dragon’s Breath”, a noxious chemical that produces a smell so foul it’s been known to cause people to visit the hospital, but is really quite harmless.
  • Combat/Targeting Computer: Records all enemy and friendly activity over the course of time; Can replay that activity for the pilot, assign target designation numbers, and track likely damage based on mathematical formulas (i.e. “Right leg red” badly damaged/destroyed, “head green” not damaged, etc). Displays this information as a pop up in the HUD on request by the pilot. It can also track the status of other police in there area if thier bio-monitor are on line.
  • AMC/FD (2): Anti-Missile Chaff/Flare Dispensers. Actually launches a glob of burning magnesium/aluminum alloy to confuse both radar AND heat sensory systems. Fires off Ø4 chaff/flares each time it is activated. The system is KNOWN to work on all KNOWN radar and infrared systems, but concerns continue that somewhere out there their MIGHT be a system that will be totally unaffected by the system. Reduce effects by 2Ø% against smart missiles (add +2Ø% to rolls for smart missiles.)
    Effect
    Ø1-5Ø: Enemy missile or missile volley detonates in chaff cloud - Missiles are all destroyed
    51-75: Enemy missile or missile volley loses track of real target and veers away in wrong direction (may lock onto another target).
    76-ØØ: No effect, missile is still on target.
    Also note that the chaff cloud will also blind nearby heat sensors (and optically based sensors at night) for 1 melee. They will suffer the following penalties: Reduce melee attacks/actions, and combat bonuses by half.
    Duration: 1D4 melee rounds.
    Payload: 6Ø chaff/flares. Each time the system is engaged, the system fires off Ø4 chaff/flares.
  • Electronic Counter Measures (ECM): These systems disrupt enemy radar and tracking systems, making it difficult for them to lock onto the ship with weapons. The countermeasures give the Mecha a +3 to dodge, +2 to strike and +1 on initiative in combat.
  • CBR Protection: Complete chemical, biohazard, and radiological protection.
  • Vacuum Seal: Permits the fighter to be used in hard vacuum (such as outer space), and other hostile environments.
  • Motion Detector: Activates a loud wailing when an object is coming at the user fast, and a soft ringing if it’s coming slowly. Activation ranges must be specified by the pilot.
  • Mine Detector (in feet): Gives effective 85% Detect Mine/Trap OR increases skill by 1Ø% for pilots that have that skill (whichever is more). Works on density composition, so non-metallic objects cant hide, and displays a visual assessment and danger probability (based on a mathematical formula) for the pilot on request.
  • LDP (4): Launched Decoy Pods. Located at various locations around the ship. The ship carries special pods that carries advanced decoy drones. These drones are launched and fly off in various directions away from the ship. Each is a specially designed radar lure that creates a radar image to mimic the vessel. If decoys are not destroyed, they can be Recovered and repaired. This system has been successfully deployed against SEVERAL alien radar-type sensors (including one that works off of sound), but not against Invid Protoculture sensors. (They will sometimes attract Invid, however.)
    M.D.C.: 5
    Effects: The decoy has a 98% chance of fooling ordinary non military radars and non smart guided missiles, and a 9Ø% chance of fooling military grade radars and advanced smart missiles.
    Range: Released to go wherever it wants. Can fly independently for about 3Ø minutes.
    Rate of Fire: 1Ø every melee.
    Payload: 16 Decoys each pod.
  • FLIR/SLIR: Forward and Side Looking Infrared. Allows pilot and weapons officer to get visuals on targets at night.
  • Blue Force Tracker: Identifies Friend from Foe. Overlays the information on both the radar and HUD, ensuring that friendly forces are not accidentally targeted.
  • Video Recorder: Records from sensors and the cockpit itself. 5ØØ hours of recording available.
  • GPS: Standard tracking device.
  • HUD: Displays maps, radar, targeting information, and any OTHER information the wearer wants directly in front of the user.
  • Virtual Map: Displays a continuously-updating map of local terrain for the pilot. Effective land navigation of 85% as updates come. Good to 5Ø miles. Specific range can be adjusted in 1 mile increments.
  • Survival Pack: A pack of simpler emergency survival supplies: Pup tent, sleeping bag, black light, G.P.S., first aid kit (bandages, gauze, bandage tape, pads, antiseptic/analgesic), plasma torch (for small repairs and starting fires), repair kit (with M.D.C. Repair Spray), sewing kit (a small spool of thread and 5 needles), 7 star flares (25Ø‘ apogee), 2 white parachute flares (1,5ØØ‘ apogee), 1ØØ‘ of black or brown parachute cord (15Ø lbs tensile strength), 2-5 days rations, 2 gallons water, water purification kit- good for about 1Ø gallons.
  • Internal temperature and humidity control: Automatically maintains users desired heat, humidity, and other personal comfort settings.
  • Heat And Radiation Shielding: Special shielding prevents the penetration of life threatening heat and radiation.
  • Variable Tint Cockpit Canopy: Adjusts tinting to light conditions, up to an including a black dot if the sun is directly on the pilots face (only covers eyes).
  • XTNDR RADAR/Radio Antenna Extender: A simple, 2³’ helium balloon lofts a 1Ø lb. pod 1ØØ‘ into the air. Hanging from this payload is a fiber-optic cable that relays the data collected from the XTNDR Pod to the Vehicle/Mecha/Vessels computers. Note that using this system under heavy foliage will allow the radar, etc to work there, at no penalties, but it will not break the canopy either.
    M.D.C. By Location:
    Pod: 5Ø
    Fiber Optic Cable: 1Ø
    Effect: Extends range of any sensors 1Ø times (or defeats other penalties in a 5 mile area).
  • Survival Pack: A pack of simpler emergency survival supplies: Pup tent, sleeping bag, black light, 1st aid kit (bandages, gauze, bandage tape, pads, antiseptic/analgesic), plasma torch (for small repairs and starting fires), repair kit (with M.D.C. Repair Spray), sewing kit (a small spool of thread and 5 needles), 7 star flares (25Ø‘ apogee), 7 white parachute flares (1,5ØØ‘ apogee), 1ØØ‘ of black or brown parachute cord (15Ø lbs tensile strength), 2-5 days rations, 2 gallons water, water purification kit- good for about 1Ø gallons.
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