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BACKGROUND
Tomahawk

Robotech (as per robotech.com) with additions from myself.

Easily the powerhouse of Earth mecha, from any of the Robotech Wars, the Destroid Tomahawk is Earth's attempt to field the legged equivalent of a main battle tank. The mecha, like all first generation Earth mecha intended to fight the Zentraedi, is quite large, making it an easy target. To compensate for this weakness, the Tomahawk is equipped with a vast array of weapons, making it capable of engaging targets over the horizon with its missiles, and numerous targets in the line of sight at once. The main guns, mounted on the arms, are extraordinarily powerful. The mecha itself is heavily armored, and cost in its production was reduced by the fact that the legs and trunk were shared with two other Destroid models.

The mecha is equipped with vernier thrusters, making it capable of limited space operations. In most cases, the mecha was used on the deck of the SDF-1, and its capacity to maneuver in zero-gee was limited to propelling itself back toward the ship's deck, if it is ever knocked off.

If this mecha had a weakness, it was its relatively slow speed in comparison to the Zentraedi Battlepods. Its significant armor provided some protection, but most Zentraedi mecha were simply too fast to be drawn into the artillery barrages for which the Tomahawk was designed. It was this failing that led in part to the shrinking of future generations of Earth mecha, where mobility and a smaller shilouette were emphasized to increase survivability.

During the 1st Robotech war and the subsuquent Reconstruction era, it is noted that the Tomahawk did have the highest survivability rate of all the destroids. However until teh end of the Malcontent Uprisings parts were in short order. So to make up for this, in many cases, arms from other destroids were used on the Tomahawk to get them back in teh field as quickly as possible since they were in fact the best of the bunch so to speak. This included removing the shoulder missile launchers to add ammo bins in order to use the autocannons of the Defender in place of its main guns, replacing the main guns with the arms of a Spartan thus allowing it to use a gunpod or even replacing the the main guns withthe missile bins of the Phalanx. All proved relatively successfull in their temporary use until new parts could be manufactured and fitted onto the Tomahawk at a later date.

Original RPG stats can be found in Robotech the Roleplaying Game Book 1 Macross Page 56 and it was called the Excalibur

new Official RPG Stats can be found in Robotech The Macross Saga Sourcebook Page 27 and it is called the Tomahawk

For the Macross and Macross DYRL-verse version please go here - http://worldofjaymz.wikia.com/wiki/MBR-04_Tomahawk_(Macross)

Tomahawk1


Model Type - MBR-04 MK IV Tomahawk

Class - Main Battle Robot

Crew - 1


MDC By Location

Main Body 500

Head/Cockpit 150

Arms (2) 200 ea

Legs (2) 250 ea

Feet (2) 95 ea

Spotlight 15

Shoulder Launchers (2) 75 ea

Missile Pod 65

Gun Clusters (2) 100 ea

Twin MG 10

AR - 16

Armour - stops upto and including the equivalent of standard 20mm rounds (2d4+1md)


Speed

Running - 88kph

Leaping - 10ft

Endurance - 250 hours on 12 protoculture canisters (Robotech)


Statistics

Height - 12.7m

Length - 5.1m

Width - 7.9m

Weight - 31 tons loaded, 28 tons dry

PS - Equivalent to robotic 40

Cargo - Minimal persona and survival gear

Power System - 1 RRL-1 miniaturized protoculture-cell energizer


Weapons
Tomahawk2

Weapon Type - Particle Cannons (2)

Primary Purpose - Anti-mecha

Range - 6km

Damage - 4d6x10 per blast, 8d6x10 per dual blast

Rate Of Fire - 4 per melee

Payload - Unlimited

Bonuses - +1 strike


Weapon Type - Micro-Missile Launchers (2, removed and replaced by ammo bins on Defender Auto-cannon arm equipped units but not on Defender twin laser arm equipped units)

Primary Purpose - Anti-mecha/armour

Range - 4km/8km

Damage - 1d6x10/2d4x10

Rate Of Fire - volleys of 1-12 per launcher equal to pilots attacks

Payload - 12

Bonuses - +1 strike

Note - the first range and damage numbers are for 1st generation missiles and the second range and damage numbers are for 2nd generation missiles.


Weapon Type - Surface to Air missile launcher (1, removed on Defender Arm Equipped models)

Primary Purpose - Anti-aircraft

Range - 15km

Damage - 4d4x10

Rate Of Fire - volleys of 1-6 equal to pilots attacks

Payload - 6 Light HE or HE surface to air missiles

Bonuses - +2 strike


Weapon Type - Twin .50 cal machine gun

Primary Purpose - anti-infantry

Range - 1500m

Damage - 6d6x10+60sdc per burst (6d6+6md)

Rate Of Fire - equal to pilots attacks

Payload - 250 bursts

Bonuses - NA


Weapon Type - 25mm autocannon (2)

Primary Purpose - anti-vehicle

Range - 1500m

Damage - 6d6 per burst, 6d6x2 per dual burst

Rate Of Fire - equal to pilots attacks

Payload - 80 bursts per gun

Bonuses - NA


Weapon Type - Light Laser (2)

Primary Purpose - Anti-vehicle

Range - 1200m

Damage - 2d6 per blast. 8d6 per short burst, 2d4x10 per medium burst, 2d6x10 per long burst, 3d6x10 per full melee burst. This is per gun. Guns fire in tandem.

Rate Of Fire - equal to pilots attacks

Payload - Unlimited

Bonuses - NA

Note - equal to a standard 25mm round


Weapon Type - 180mm Mortar (2)

Primary Purpose - Anti-vehicle/infantry

Range - 500m

Damage - 2d4x10 per shot, 4d4x10 per dual shot

Rate Of Fire - 1 per melee maximum

Payload - 7 shots each

Bonuses - NA


Weapon Type - Flamethrower (2)

Primary Purpose - anti-infantry/personnel

Range - 100m

Damage - 3d4x10sdc (3d4mdc) per shot, 6d4x10sdc (6d4mdc) per dual shot

will also set any combustibles on fire

Rate Of Fire - equal to pilots attacks

Payload - 60 blasts per gun

Bonuses - NA


Weapon Type - Optional Twin 78mm Autocannon (2 replaces Particle Cannon Arms and Shoulder Missile Launchers)

Primary Purpose - Anti-aircraft

Range - 12km

Damage - 3d6x10 per burst per arm

Rate Of Fire - equal to pilots attacks

Payload - 15 bursts per arm

Bonuses - +2 strike aerial opponents, -1 strike ground opponents.


Weapon Type - Optional Twin Laser Cannon (2 replaces Particle Cannon arms, Robotech)

Primary Purpose - Anti-aircraft

Range - 14km

Damage - 4d4x10 per blast per arm

Rate Of Fire - equal to pilots attacks

Payload - unlimited

Bonuses - +1 strike


Weapon Type - Optional Missile Pods (2, replaces Particle Cannon arms)

Primary Purpose - Anti-mecha/armour

Range - approximately 100km

Damage - varies by missile type

Rate Of Fire - volleys of 1-11 per pod equal to pilots attacks

Payload - 22 large cruise like missiles using one of the following warheads - Frag, HE, Heavy HE, Plasma or Heavy Plasma

Bonuses - +2 strike


Spartan Arms (2, replaces particle cannon arms)

MDC - Arms - 175, Hands - 75

PS - (Arms only)

Lift/Carry - 30 tons, 15 tons

Punch - 1d4x10+8

Restrained Punch - 2d4x10+10sd



Bonuses/Penalties


Use Robot/Vehicle Combat Basic/Elite

Swat - 2d6

Kick - 6d6

body block - 2d6


Systems of Note
Tomahawk3


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 48 targets simultaneously to a range of 30 miles (48km) for airborne targets and 10 miles (16km) for ground targets depending on terrain.

Radar Warning receiver - Informs the pilot/crew of possible radar lock. Range - 30 miles (48km) depending on terrain

Targeting Computer - Assists in the tracking and identification of enemy targets to a range of 30 miles (50km) and can target upto 12 targets at once

Computer Targeting System - Assists in selecting and locking on to enemy targets. +1 to strike using ranged weapons. Smart Missiles are excluded from this.

Radio Communications - long-range direction communication systems out to a range of 400 miles (640km) 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 x16 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 2d4x10md 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.

Air Defense Radar (Defender and Phalanx Arm Equipped units only) - Range of 240km and can track up to 48 targets at once.


References Used for images and technical information

Seto Kaiba

Robotech.com

Macross Mecha Manual - http://www.macross2.net/m3/m3.html

Robotech Reference Guide

Jockitch74