UEF Battloids of the 2nd Robotech War
Posted: Wed Aug 06, 2008 11:11 am
Ok,
on we go, this time looking at the various Battloids used by The Army of the Southern Cross and GMP in the 2nd Robotech War. First we look at the Salamander Mainforce Battloid, sort of the Southern Cross analogue to the Macross Spartan. My take on the Heavy Combat Modification is a modified version of the Assault Battloid armour from Return of the Masters (Revised), excepting where noted.
Salamander Main Force Battloid
The Salamander is the main infantry battle mecha of the UEF Army. Deployed shortly after the introduction of the CER-12 Satyr, the Salamander became the symbol of the Southern Cross from its roll-out in 2015 until the defeat of the UEF at the hands of the Invid in 2031. It served the Army of the Southern Cross on Earth and across the galaxy with those forces chopped to the Pioneer Mission in both dedicated mechanized and mixed infantry/battloid units.
At the time of its introduction, there was a great deal of debate within the Army’s upper echelons of exactly why a Battloid mecha should be acquired. The Destroids, having shown some capability as artillery platforms, were still viewed as being a superior choice, however much they lacked mobility. It was felt that the heavy weapons carried by them would offset any deficiencies. In an effort to drive home that mobility equaled a greater chance of survivability, several mock engagements were created to test Salamanders (and other Battloids) against Tomahawk and Spartan Destroids. The fact that the Battloid’s superior mobility and speed gave it more than enough to edge out the Destroids led to their general adoption.
Built for speed, agility as well as decent armor protection, the Salamander represents the balance between all the various competing battle doctrines. Not as fast as the Cyclops nor as armed as the Basilisk or Unicorn, it is nevertheless the best suited Battloid for front line combat. With a powerful jump pack and fast land speed, the Salamander can quickly engage enemies at close ranges (with point-blank missiles) or at longer ranges with its gun pod.
With the need to go into numerous restricted terrains, not the least of which is urban, the Battloids’ humanoid form aids it greatly. The ability to negotiate slopes as well as use its hands means the Salamander can go places no earlier Destroid could begin to attempt. This allows the driver to hide better inside buildings, dig fighting positions and lie prone, giving the mecha a decided advantage in ambush situations. Most importantly, though few tend to think about it, the knee joints and legs musculature allow it to get into the kneeling position, meaning it can assume the various traditional firing positions used by riflemen the world over. To aid it in urban terrain, the Salamander also has rubberized soles to lessen the shock of running on asphalt/concrete as well as help provide better traction.
Unlike many other mecha, there is more than a slight difference between the Officer’s, NCO’s and Enlisted models beyond simple cosmetic alterations to the head. Both the NCO and Officer’s models can coordinate communications and sensor readings, as well as being able to monitor the information from the Enlisted models (pilot vital info, etc). The Officer’s model also includes a split headlight (2 high intensity/infrared lamps instead of 1).
Statistics
Designation: MBR-13 (A - Officer, B - NCO, C - Enlisted)
Crew: 1 driver
Height: 6.1m
Breadth: 2.8m
Depth: 2.4m
Weight: 14 tons fully loaded
Powerplant: MT 844 Fusion Reactor; 8 Protoculture cells provides the fusion reactor with enough generating power to last 3 months under combat conditions.
Air supply: In situations where the driver must stay for an extended period of time in the Battloid, it has the equivalent of a 2 week air capacity due to recycling.
Cargo capacity: A small arms/stores locker is located in the mecha, allowing the driver to cache items that could be necessary on a mission. This usually includes: 2 weeks freeze-dried rations, 5 gal. water (kept cooled by refrigeration unit), 5 signal flares, waterproof matches, small high intensity flashlight, emergency blanket, 30m of cord, combat/survival knife as well as a Wolverine Assault Rifle, Weasel auto-pistol, 3 magazines for each and 6 Cobalt and/or Frag Grenades.
Black Market Value: If recovered for the Anti-Unification League, a Salamander is generally some 750,000 Merchant Republic Credits intact or 250,000 if it is damaged. Given the nature of the world economy, the AUL rarely pays in hard currency but instead in barter (weapons, ammunition, land etc).
Performance
Max walking speed: 128kph
Jump Jets: Assisted leaping up to 75m high or long.
Armament Loadout
2 x 1 light lasers (mounted in the head)
24 x 76mm point-blank missiles (2 launchers, 12 per)
1 x beam gun pod
Armament
1.) Head Lasers (2): Time tested and true, these are an improved copy of the older ROV-laser systems made famous by the VF-1 Valkyrie during the 1st Robotech War. The main internal armament of the Salamander, these laser cannons provide the Battloid a significant punch. They can fire rapid pulses or a long stream, capable of burning through an object.
2.) Shoulder mounted 76mm Mongoose point-blank missile launchers (2): Though it does not carry quite the ordnance of either the older Tomahawk or Spartan Destroids, the Salamander nevertheless does sport some. Since short-range missiles would be too big, and rocket-propelled grenades too small, point-blank missiles were the perfect choice. Capable of being used in restricted terrain with far fewer consequences, these weapons give the Salamander a decidedly lethal advantage.
Note: These are the exact same type of missiles carried by the Alpha fighter.
3.) EPR-14 Nightstalker 36mm Beam Gun pod: Like all other humanoid mecha with arms in the UEF’s arsenal, the Salamander is issued a gun pod as part of its standard equipment. In the years just before the 2nd Robotech War, that model was the Nightstalker. An improvement over the older EPR-10 Manticore or the EPR-11 Artemis, the Nighstalker was shown to be quite powerful and gave the Salamander a decided edge in an engagement. It is considered the heaviest gun pod issued to Battloids before the start of the 2nd Robotech War.
Addendum
Heavy Combat Armor Modification
Much like the old Grenade Box Protector for the VF-1 Valkyrie, the Salamander can have additional weapons systems and jettisonable armour added to its frame when heavy combat is anticipated. This adds x4 190mm Hammerhead SRMs to the forearms (x2 per), x1 heavy particle beam cannon (over the left shoulder), x16 190mm Hammerhead SRMs (over the righjt shoulder, x8 in the pod plus 1 reload) and x16 76mm Mongoose Point-blank missiles to the legs (x8 per). In addition, a pair of heavy duty jumpjets are added to the shoulder blades to compensate for land and outer space operations (they arepart of the back weapons pods). Both the over-the-shoulder weapons (beam cannon and missile pod) can remain vertical or level to a 90 degree angle (the missile pod has to move back vertical to reload though).
Edit: Oops, forgot the pics!
Salamander Officer's Model Sketch
Salamander Enlisted Model Sketch
Salamander 01
Salamander Battloid 02
Salamander Battloid 03
Salamander 04
EPR-14 Nightstalker Beam Cannon
on we go, this time looking at the various Battloids used by The Army of the Southern Cross and GMP in the 2nd Robotech War. First we look at the Salamander Mainforce Battloid, sort of the Southern Cross analogue to the Macross Spartan. My take on the Heavy Combat Modification is a modified version of the Assault Battloid armour from Return of the Masters (Revised), excepting where noted.
Salamander Main Force Battloid
The Salamander is the main infantry battle mecha of the UEF Army. Deployed shortly after the introduction of the CER-12 Satyr, the Salamander became the symbol of the Southern Cross from its roll-out in 2015 until the defeat of the UEF at the hands of the Invid in 2031. It served the Army of the Southern Cross on Earth and across the galaxy with those forces chopped to the Pioneer Mission in both dedicated mechanized and mixed infantry/battloid units.
At the time of its introduction, there was a great deal of debate within the Army’s upper echelons of exactly why a Battloid mecha should be acquired. The Destroids, having shown some capability as artillery platforms, were still viewed as being a superior choice, however much they lacked mobility. It was felt that the heavy weapons carried by them would offset any deficiencies. In an effort to drive home that mobility equaled a greater chance of survivability, several mock engagements were created to test Salamanders (and other Battloids) against Tomahawk and Spartan Destroids. The fact that the Battloid’s superior mobility and speed gave it more than enough to edge out the Destroids led to their general adoption.
Built for speed, agility as well as decent armor protection, the Salamander represents the balance between all the various competing battle doctrines. Not as fast as the Cyclops nor as armed as the Basilisk or Unicorn, it is nevertheless the best suited Battloid for front line combat. With a powerful jump pack and fast land speed, the Salamander can quickly engage enemies at close ranges (with point-blank missiles) or at longer ranges with its gun pod.
With the need to go into numerous restricted terrains, not the least of which is urban, the Battloids’ humanoid form aids it greatly. The ability to negotiate slopes as well as use its hands means the Salamander can go places no earlier Destroid could begin to attempt. This allows the driver to hide better inside buildings, dig fighting positions and lie prone, giving the mecha a decided advantage in ambush situations. Most importantly, though few tend to think about it, the knee joints and legs musculature allow it to get into the kneeling position, meaning it can assume the various traditional firing positions used by riflemen the world over. To aid it in urban terrain, the Salamander also has rubberized soles to lessen the shock of running on asphalt/concrete as well as help provide better traction.
Unlike many other mecha, there is more than a slight difference between the Officer’s, NCO’s and Enlisted models beyond simple cosmetic alterations to the head. Both the NCO and Officer’s models can coordinate communications and sensor readings, as well as being able to monitor the information from the Enlisted models (pilot vital info, etc). The Officer’s model also includes a split headlight (2 high intensity/infrared lamps instead of 1).
Statistics
Designation: MBR-13 (A - Officer, B - NCO, C - Enlisted)
Crew: 1 driver
Height: 6.1m
Breadth: 2.8m
Depth: 2.4m
Weight: 14 tons fully loaded
Powerplant: MT 844 Fusion Reactor; 8 Protoculture cells provides the fusion reactor with enough generating power to last 3 months under combat conditions.
Air supply: In situations where the driver must stay for an extended period of time in the Battloid, it has the equivalent of a 2 week air capacity due to recycling.
Cargo capacity: A small arms/stores locker is located in the mecha, allowing the driver to cache items that could be necessary on a mission. This usually includes: 2 weeks freeze-dried rations, 5 gal. water (kept cooled by refrigeration unit), 5 signal flares, waterproof matches, small high intensity flashlight, emergency blanket, 30m of cord, combat/survival knife as well as a Wolverine Assault Rifle, Weasel auto-pistol, 3 magazines for each and 6 Cobalt and/or Frag Grenades.
Black Market Value: If recovered for the Anti-Unification League, a Salamander is generally some 750,000 Merchant Republic Credits intact or 250,000 if it is damaged. Given the nature of the world economy, the AUL rarely pays in hard currency but instead in barter (weapons, ammunition, land etc).
Performance
Max walking speed: 128kph
Jump Jets: Assisted leaping up to 75m high or long.
Armament Loadout
2 x 1 light lasers (mounted in the head)
24 x 76mm point-blank missiles (2 launchers, 12 per)
1 x beam gun pod
Armament
1.) Head Lasers (2): Time tested and true, these are an improved copy of the older ROV-laser systems made famous by the VF-1 Valkyrie during the 1st Robotech War. The main internal armament of the Salamander, these laser cannons provide the Battloid a significant punch. They can fire rapid pulses or a long stream, capable of burning through an object.
2.) Shoulder mounted 76mm Mongoose point-blank missile launchers (2): Though it does not carry quite the ordnance of either the older Tomahawk or Spartan Destroids, the Salamander nevertheless does sport some. Since short-range missiles would be too big, and rocket-propelled grenades too small, point-blank missiles were the perfect choice. Capable of being used in restricted terrain with far fewer consequences, these weapons give the Salamander a decidedly lethal advantage.
Note: These are the exact same type of missiles carried by the Alpha fighter.
3.) EPR-14 Nightstalker 36mm Beam Gun pod: Like all other humanoid mecha with arms in the UEF’s arsenal, the Salamander is issued a gun pod as part of its standard equipment. In the years just before the 2nd Robotech War, that model was the Nightstalker. An improvement over the older EPR-10 Manticore or the EPR-11 Artemis, the Nighstalker was shown to be quite powerful and gave the Salamander a decided edge in an engagement. It is considered the heaviest gun pod issued to Battloids before the start of the 2nd Robotech War.
Addendum
Heavy Combat Armor Modification
Much like the old Grenade Box Protector for the VF-1 Valkyrie, the Salamander can have additional weapons systems and jettisonable armour added to its frame when heavy combat is anticipated. This adds x4 190mm Hammerhead SRMs to the forearms (x2 per), x1 heavy particle beam cannon (over the left shoulder), x16 190mm Hammerhead SRMs (over the righjt shoulder, x8 in the pod plus 1 reload) and x16 76mm Mongoose Point-blank missiles to the legs (x8 per). In addition, a pair of heavy duty jumpjets are added to the shoulder blades to compensate for land and outer space operations (they arepart of the back weapons pods). Both the over-the-shoulder weapons (beam cannon and missile pod) can remain vertical or level to a 90 degree angle (the missile pod has to move back vertical to reload though).
Edit: Oops, forgot the pics!
Salamander Officer's Model Sketch
Salamander Enlisted Model Sketch
Salamander 01
Salamander Battloid 02
Salamander Battloid 03
Salamander 04
EPR-14 Nightstalker Beam Cannon