AIR DEFENSE ROBOT ADR-12 JAGUAR

(Version 2.00 - Last updated: 03/04/98)
RPG Stats and Background by Kenneth Olson
Drawings by Matt Willis
Based off an orginal design from: B-Club Special #9:  Artimic Design Works and Entertainment Bible 16

BACKGROUND

jaguar2_small.jpg (35008 bytes)

As the First Invid War was coming to its final climatic conclusion with the defeat of the Invid Regent over Optera, REF designers began to look at creating newer destroid designs that would replaced the ones that had been used throughout the Sentinel campaign.  They soon came to the realization that even though the Invid Regent had been defeated, there was still a sizable amount of "mopping up" the pockets of resistance that still remained.  Even more threatening was the realization that the Invid Regis was still on the loose controlling a full one-half of the orginally number of Invid.  With these two facts in mind, the REF designers on Tirol engineered a new class of destroids that were to be optimized for fighting with the numerically superior Invid forces.

One of the newer designs that was to replace the REF Radar X, was the ADR-12 Jaguar destroid.  Mecha commanders soon came to the realization that conflicts with the Invid were usually brief.  Invid tactics consisted of throwing their entire force of clamships and mecha at the incoming REF forces in the hope that the massive numbers would overwhelm the defenders. The newer Jaguar was designed to unleash an incredible amount of firepower over a short duration.  This was unlike the REF Radar X which could keep up a constant rate of firepower over a long durration.

The Jaguar was designed around two massive DD-32 medium range launchers.  These launchers can hold up to 32 Coralsnake missiles, 16 standard medium range, or 8 long range missiles.  This gives the tactical commander the maximum amount of flexibility.  The standard MM-52 short range missile system, a striped down version of the MM-60 found on the alpha fighter, was added to give the Jaguar short range defensive and offensive capabilities.  In addition, the Jaguar can use any of the hand held weapons of the VAF-6 series veritech or the massive EU-12 from the Condor.

Approximately 1000 Jaguars were created during the Sentinel war and subsequent mop up operations.  The design proved to be incredibly effective.  These units had one of the highest survivability rates as the massive firepower from the Jaguar could destroy large groups of Invid while they were a sizable distance away.  By the time the REF was mounting its final assault to reclaim Terra, production of the Jaguar had stopped in favor of the more maneuverable VBF-9 series veritech fighter, which could also be used in a similar fire support roll but had the maneuverability associated with a three form veritech.

RPG STATS

Vehicle Type: One manned Air Defense mecha
Class: Destroid
Manufacturer: Robotech Research
Crew: One pilot wearing Tactical Life Support System.
 

MDC BY LOCATION:

Location Jaguar
* Head / Sensor 125
Hands (2) 30 each
Forearm /Missile Pods (2) 120 each
Shoulder / Missile Pods (2) 100 each
Upper Legs (2) 100 each
Lower Legs (2) 125 each
** Main Body 325
Rear Thrusters (2) 75 each
EU-12 Gud Pod 100


NOTES:

  1. * Destroying the head of the Jaguar  will knock out the mecha's major sensor systems, including all of the optics systems (infrared, nightvision, thermal). Radar and communications will be unaffected.
  2. ** Depleting the MDC of the main body will destroy the mecha.

SPEEDS:

RUNNING:
185 kph
LEAPING:
300 meters without thrusters.
FLYING:
350 kph for two minutes
MAX ENGINE THRUST:
2 x Pratt & Whitney JG95D [Main] fusion plasma-air/reaction mass intermix turbines in the mounted on the back. Max thrust, 118 kN each.
[Optional] An external booster engine pod can be attached to the back. The two PSE7C reaction
engines in the pod are rated to 112 kN each, but can only be fired for 4 minutes before fuel burnout.
Typically, this pod was employed when the mecha was used for fast raids.
 

STATISTICAL DATA:

HEIGHT:
10.0m 
DEPTH:
2.8m
BREADTH:
5.0m
WEIGHT:
30.5 metric tons fully loaded
PHYSICAL STRENGTH:
Equal to a P.S. of 60
CARGO:
Small compartment behind pilot's seat for personal belongings in addition to the cyclone storage compartment
POWER PLANT:
2 x RRL-2P Miniaturized Protoculture-cell energizer
16 standard canisters of Protoculture
1 dedicated canister for main weapon (if applicable)
9.8 lit. D2O reactant for fusion engines.
Delta V:
35 kps, however an additional 85 kps may be added  with the two PSE7C reaction engines
 
COMPATIBLE FAST PACKS:
None

 

WEAPON SYSTEMS:

  jagmiss_small.jpg (12494 bytes)

  1. 2xDD-32 MULTIMISSILE SYSTEM: Each DD-32 missile system can be configured to hold 32 coralsnake, 16 standard medium or 8 long range missiles.  This provides the mission commander with the greatest amount of tacticle flexiblity. Eight are ready to fire for any given missile type, with reloades immediately behind.   Launchers are mounted on the shoulder.

    legmiss_small.jpg (14793 bytes)

  2. MM-52 MULTI-MISSILE SYSTEM: The Jaguar has 60 onboard variable short range hammerhead   missiles for close in defense.

     

  3. EU-12 Destablizer (optional): The Jaguar can mounts the predissor to the EU-13 found on many of the late model VAF-6's. The EU-12 is a larger version mounting its own dedicated protoculture cansiter to supply the vast quantiy of energy necessary for this weapon

     

  4. HAND TO HAND COMBAT: If necessary, the Jaguar can engage in melee combat rather than use a weapon. The Jaguar is extremely agile and can execute most typical hand to hand combat moves, such as punches, jump kicks, leap attacks, rolling with impacts, etc.

    DAMAGE:  

STANDARD EQUIPMENT FOR THE JAGUAR:


jaguar1a.gif (9242 bytes)

COMBAT BONUSES FOR JAGUAR TRAINING:


REFERENCES USED IN THIS DESIGN

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