Background
One of the issues with Destroids was their inability to minimize collateral damage to the surrounding battle area. The Urban Defender was designed with this in mind so unlike it's destroid brothers, it does not carry a large amount of truly heavy firepower. This unit would show well in defender a variety of settlements against rogue Zentreadi and while it performed admirably, it was not taken with the REF toTirol.
Model Type - UCR-05 Urban Defender
Class - Urban Combat Robot
Crew - 1
MDC By Location
Main Body - 350
Arms - 150
Mace - 75
Autocannons - 50
Mortars - 50
Machine Guns - 25
Spotlight - 20
Legs - 200
Feet - 110
AR - 15
Armour - stops upto and including the equivalent of standard 20mm rounds
Speed
Running - 136kph/85mph
Leaping - 3m unassisted, 8m with a running start
Range - 250 hours of continuous operation on 16 protoculture cell
Statistics
Height - 28.6ft (8.7m)
Width - 21ft (6.4m)
Weight - 25 tons
PS - effectively 40 robotic
Cargo - minimal survival and personal gear
Power System - Miniature Protoculture Cell Energizer
Cost - unknown
Weapons
Weapon Type - 14.7mm maching guns (2)
Primary Purpose - anti-infantry/missile
Range - 1500m
Damage - 2d4 per round, fires only bursts, double damage when firing both guns
Rate Of Fire - equal to piltos attacks
Payload - 500 armour piercing rounds per gun
Bonuses - na
Weapon Type - Micro-missile launchers (2)
Primary Purpose - anti-mecha
Range - 5km
Damage - 2d4x10
Rate Of Fire - volleys of 1-8 equal to pilots attacks
Payload - 8 total, 4 per launcher
Bonuses - +1 strike
Weapon Type - 35mm Auto-cannons (2, 1 per arm)
Primary Purpose - anti-vehicle/mecha
Range - 2000m
Damage - 5d6 per round. 2d6x10 on a short burst, 3d6x10+30 on medium burst, 5d6x10 on a long burst, 7d6x10+30 on a full melee burst
Rate Of Fire - equl to pilots attacks
Payload - 300 explosive armour piercing rounds per gun
Bonuses - +1 strike
Weapon Type - 180mm mortar (2, 1 per arm)
Primary Purpose - anti-mecha
Range - 1500mm
Damage - 1d6x10, double damage when firing both
Rate Of Fire - equal to pilots attacks
Payload - 8 per gun
Bonuses - +1 strike
Weapon Type - Mace (2, 1 per arm)
Primary Purpose - anti-mecha
Range - melee
Damage - 3d6+punch damage
Rate Of Fire - equal to pilots atacks, double damage if used together
Payload - n/a
Bonuses - na
Bonuses and Penalties
Use robot combat elite
+15% to piloting skill rolls
Kick - 6d6
Swat/Body Block/Tackle - 2d6
Systems of Note
Combat Computer - Calculates, stores and transmits data onto a HUD (heads up display). Typically tied into the units targeting computer. Can hold hundreds of entries about various enemies and robots/power armour/aircraft/vehicles.
Ejection System - Ejects crew module out from the robot in emergency circumstances. System typically ejects the occupants about 1000 feet (300m) to parachute safely away.
Complete Environmental Pilot and Crew Compartment - A completely computer controlled life support system that includes: internal cooling and temperature control, air pruification and circulation systems (gas filtration, humidifier/dehumidifier) that engages when needed and can recirculate breathable air for upto 4 days if neccessary, computer controlled independant oxygen supply and purge system that has upto 6 hours of breathable air that automatically engages in low oxygen or contaminated air environments, insulated high temperature resistant shielding for upto 300 degrees centrigade (normal fires do no damage though nuclear, and plasma fires do full damage), radiation shielded upto several hundred rads, and polarized and light sensitive/adjusting tinted viewport.
Standard instrumentation - Speedometer, distance travelled, inertial mapping system (zeroed on your deployment location/home base), power system temperature, ammunition counters, damage assessment indicators.
Motion detector/Collision Warning System
Radar - Can track upto 72 simultaneously to a range of 50 miles (80km) for airborne targets and 15 miles (24km) for ground targets depending on terrain.
Radar Warning receiver - Informs the pilot/crew of possible radar lock. Range - 50 miles (80km) depending on terrain
Targeting Computer - Assists in the tracking and identification of enemy targets to a range of 50 miles (80km) and can target upto 18 targets at once.
Computer Targeting System - Assists in selecting and locking on to enemy targets. +2 to strike using ranged weapons. Smart Missiles are excluded from this.
Radio Communications - long-range direction communication systems out to a range of 600 miles (960km) that can be boosted if proper singal towers or relay systems are in place. Also a directional short-range radio with a range of 10 miles (16km). Both radios have full encryption capabilities. Also included is a external loudspeaker system with an output of 80 decibels.
External Audio Pick-up system - Sound amplification listening systems that can pick up a whisper at a range of 300 feet (90m) away and louder sounds at longer distances)
Retractable Periscope/Telescope with x32 magnification
Spotlights - One or two high intensity spotlights that can shine on objects upto 600 feet (180m) away.
Self destruct System - Systems that destroys the unit and all of its internal components. Blast is relatively contained however to a radius of 20 feet doing 2d6x10md to anything within the radius. Also a 89% chance the power supply is leaking radiation.
Voice Actuated locking System - Units hatch is locked by a voice actuated system that is programmed to a specific voice (upto 6 can be programmed at once) that must recite a 6 digit access code. There is a manual over-ride keypad in case of systems failure.
Limited Electronic Coutnermeasures Capability - With a Electronic Countermeasures skill roll (or Sensor operations at -20%) the pilot/crew can impose a penalty of -1 to strike and a -10% to all sensor skill rolls of any opponents within radar range depending on terrain.
References Used for images and technical information
Robotech RPG (Old and New)
Robotech II RPG
Robotech.com
Unofficial Robotech Reference Guide
Macross Mecha Manual
Fantasy and Animation HQ