Clariont Ensign.
United Galaxies Council.
REF Terror Destroid.
Clariont Ensign.
United Galaxies Council.
A hybrid of the REF Gladiator and Spartan, the Terror was designed to replace the Shark. With its improved missile/auto-cannon balance, the UGC Army has opted to field this Mecha in place of the Shark.
The Terror, in many ways, represents a quantum leap in Mecha design; Previously, Mecha were considered either long range support or short range fighting platforms. Combining both concepts under one frame was thought to be virtually impossible.
The Terror has proved differently, able to both supply short range fire support from it's collection of Gladiator weapons systems and intermediate/theater capability from it's medium range missiles, without sacrificing in one or the other category. The presence of the retractable arms, while admittedly not that well suited to a fist fight, does give it the dexterity for far greater range of manipulation, and even the ability to handle a gun pod (if awkwardly).
As a practical combat platform the Terror wasn't impressive; It served in limited quantities during the Third Robotech War, and was quickly superseded by subsequent designs (including the seemingly inferior Zulu-1), however it definitively proved that the "impossible" concept could be achieved. This also allowed the Shark to be replaced entirely, using one frame to fill two roles and "can" be swapped between the two missions (though this requires heavy lifting equipment). The wide-spread deployment of the Terror isn't going to happen (the HAS-I has the same missile capabilities and then much more, as well as others), but they are deployed in small numbers (few and far between are the dedicated Destroid Battalion that doesn't have at least a couple). Just the same, they're typically kept in support of the HAS-I's, and due to rotate out of service with them in favor of the VB-06 Konig Monster Veritech as that program comes fully on-line.
Model Type: Destroid, Combined Theater Support Systems Platform. This unique designation is used only for this one class of Mecha.
Class: REF and Civil Defense
Crew: 1
Passengers: 1
MDC By Location:
Upper Legs (2)-
Lower Legs (2)-
Feet (2)-
Missile Pod Arms (2)-
Fold-Out Arms (2)- 100 each
100 each
150 each
100 each
100 each
100 each
GRA-10 Energy Pods (2)-
GRA-10 Barrels (2)-
Shoulder Missile Pods (2)-
Leg Missile Pods (4)-
Chest Laser Pod-
Optional TZ-III/IV Gun Clusters-
120 each
100 each
150 each
60 each
Speed and Statistical Data:
Running: 120 MPH
Range On Land: Unlimited
Surfaced & Underwater: 20 Knots
Range in water: Unlimited
Maximum Depth and Time: 200 Feet and 48 hours
Height: 27 feet
Width: 13.9 feet
Length: 11.4 feet
Weight: 20 tons
Cargo: Pilot supplies only.
Power System: Hr-115a Fusion Reactor.
Cost and Availability: 10 millioncredit each; Always; Private security agencies must apply to the GIA for one.
Black Market Cost: 50 to 100 million; Routinely available.
Weapons Systems:
1. Tri-Barreled Laser Cannons comprise both arms. An advanced computer targeting/radar system increases the guns accuracy. Bonus: +2 to strike only while the radar sensor is functioning. Depleting the torso MDC to 80 will negate this bonus.
Purpose: Anti-Aircraft
MD Per Arm: Single blast- 3D6 MD. Dual Blast- 6D6 MD. Triple Blast- 1D4 times 10 MD.
Rate of Fire:Equal to the pilots total number of attacks per melee. Both arms can fire one, two, or all three of their lasers cannons simultaneously, or all six cannons can operate as one unit and fire at the same time at the same target. Simultaneously fining of cannons is considered a volley regardless of how many cannons are firing. Each volley counts as one attack.
Range: 8 miles
Payload: Effectively unlimited.

2. GRA-10 Laser Cannons (2): One is mounted on either shoulder. The advent of this weapon is what killed the REF's interest in the Valiant originally; However, cash-strapped Civil Defense units, not wanting to have to purchase 02 Mecha, simply combined the Raidar X's arms WITH the GRA-10, creating this more versatile- Though expensive- Mecha. Each cannon has a arc of fire of 120 degrees, but can not traverse.
Purpose: Assault/Anti-Mecha
MD: Single Blast: 3D6 per blast; Dual Blast: 6D6 per blast
Rate of Fire: Per pilots attacks per melee.
Range: 4,000 feet
Payload: Unlimited

3. Rapid-fire laser turret in chest: Appears as little turret in the lower front chest, almost at the belly. The weapon has a 90 degrees arc of fire, but can not traverse.
Purpose: Defense/Anti-Personnel
MD : Single Aimed Dual Blast: 2D6 (+3 strike); Short Burst: 1D4 times 10 (+1 strike); Long Burst at one target: 2D4 times 10 (no bonus or penalty to strike); Wild Burst Firing: 2D6 to everything it strikes (-1 strike; Can be long or short burst).
Rate of Fire: Single dual or short blasts: Per pilots attacks per melee; Long or spay bursts: Once per melee.
Range: 2,000 feet
Payload: Unlimited.

4. GR-102 Mini-Missile System: Built into the chest cavity where the TZ-IV Gun Cluster once was located. The lid must be opened to fire.
Purpose: Assault/Anti-Personnel
Missile Type: Any Mini-Missile except plasma.
MD and Range:Varies by type used.
Rate of Fire: Volleys of 1, 2, 3, 4, 6, or 8 per pilots attacks per melee.
Payload: 36 mini-missiles.

5. MM-50 Multi Missile System: This venerated SRM system is installed to maximize the power-to-target potential of the Mecha. The 04 launchers are mounted on the legs of the Mecha.
Purpose: Assault
Missile Type: Any SRM
MD and Range: Varies by type used.
Rate of Fire: Volleys of 1, 2, 4, or 8 per pilots attacks per melee.
Payload: 4 per launcher (16 total)
6. Spartan-Style Missile Pods: The Terror's purpose for being is to re-deploy these pods on a cheaper platform than the HAS-II.
Purpose: Controlled Heavy Fire Support
Missile Type: Any MRM or LRM
MD and Range: Varies by type used.
Rate of Fire: Volleys of 1, 2, 4, or 8 per pilots attacks per melee.
Payload: 22 per launcher (44 total)

7. Hand to hand Combat is limited, but doable.
Swat: 1D4 MD
Body Block: 1D6 MD
Kick: 1D6 MD
Stomp: 1D4 MD.
Leap Kick: 2D6 MD (counts as two attacks)

8. Optional TZ-III/IV Gun Clusters: Some Civil Defense units switch out the GR-102 Mini-Missile Launcher for the old-fashioned TZ-III or IV gun clusters.
TZ-III Gun Cluster: Contains Laser, 25MM Autocannon, 180MM Grenade Launcher, and a Flamethrower.
Laser: MD: 2D6 Rate of Fire: Per pilots attacks per melee Range: 2,000 feet Payload: Unlimited
25MM Autocannon: MD: 1D6 short burst, 2D6 long burst Rate of Fire: Per pilots attacks per melee Range: 4,000 feet Payload: 300 rounds; 15 full melee bursts, 30 long bursts, and 60 short bursts.
180MM Grenade Launcher: MD: 4D6 Blast Radius: 160 feet Rate of Fire: Once per melee Range: 4,000 ft Payload: 50 rounds
Flamethrower: S.D.: 5D10 Rate of Fire: Twice per melee Range: 200 feet Payload: 50 blasts. Note: Will ignite all exposed combustibles; 40% chance of igniting undamaged, unopened gasoline/diesel tanks.
Cost and Availability: 15,000; Common
TZ-IV Gun Cluster: Contains Laser, 32MM Autocannon, 180MM Grenade Launcher, and Flamethrower
Laser: MD: 2D6 Rate of Fire: Per pilots attacks per melee Range: 2,000 feet Payload: Unlimited
32MM Autocannon: MD: 2D6 short burst, 2D6 long burst, 6D6 full melee burst Rate of Fire: Per pilots attacks per melee Range: 4,000 feet Payload: 240 rounds; 10 full melee bursts, 20 long bursts, and 40 short bursts.
180MM Grenade Launcher: MD: 4D6 Blast Radius: 160 feet Rate of Fire: Once per melee Range: 4,000 ft Payload: 50 rounds
Flamethrower: S.D.: 5D10 Rate of Fire: Twice per melee Range: 200 feet Payload: 50 blasts. Note: Will ignite all exposed combustibles; 40% chance of igniting undamaged, unopened gasoline/diesel tanks.
Cost and Availability: 15,000; Common.

  • Radar: Combat grade radar. Range: 200 miles, can track up to 250 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 3/4 (decrease skill level appropriately).
  • Full Range Sensory Suite: Infrared, ultra violet, Magnification, night sight, color filters, thermal imager. Range is about 2,000 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 10 mile range, auto encrypt/decrypt. Works on standard radio band wavelengths, so it can still be jammed (if the enemy knows the frequencies).
  • Loudspeaker: Amplifies voice 1 to 100 times. 100 feet in normal crowds.
  • Smoke Emitters (2): Emits enough smoke to cover an area about 20 cubic 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).
  • 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.
  • 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.
  • 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 04 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 20% against smart missiles (add +20% to rolls for smart missiles).
    01-50: 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).
    76-00: 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: 60 chaff/flares. Each time the system is engaged, the system fires off 04 chaff/flares.
  • Oxygen Rebreather System: Extends pilots air supply to 100 hours; Cartridge MUST be replaced after that period of time.
  • 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).
  • LDP (4): Launched Decoy Pods. The Mecha can carry a special pod that carries four advanced decoy drones. These drones are launched to go where ever they want for 30 minutes. Each is a specially designed lure that mimic the Mecha. This system has been successfully deployed against SEVERAL alien radar-type sensors (including one that works off of sound), but does not work on Invid Protoculture sensors.
    MDC: 5
    Effects: The decoy has a 98% chance of fooling ordinary non military radars and non smart guided
    missiles, and a 90% chance of fooling military grade radars and advanced smart missiles.
    Range: Released to go wherever it wants. Can fly independently for about 30 minutes.
    Rate of Fire: Per pilots attacks per melee.
    Payload: 8 decoys total.
  • Vacuum Seal: Permits the Mecha 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 10% 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.
  • 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. 500 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 50 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, GPS, First aid kit (bandages, gauze, bandage tape, pads, antiseptic/analgesic), plasma torch (for small repairs and starting fires), repair kit (with MDC Repair Spray), sewing kit (a small spool of thread and 5 needles), 7 star flares (250 feet apogee), 2 white parachute flares (1,500 feet apogee), 100 feet of black or brown parachute cord (150 lbs tensile strength), 2-5 days rations, 2 gallons water, water purification kit- good for about 10 gallons.
  • Smoke Dispensers (8): Throws out smoke flares capable of covering a 90 cubic foot area. Special chemicals in the smoke obscures IR and heat sensors, and defeats visual tracking of the vehicle. Note that it DOESN'T make the vehicle invisible, but simply negates ALL bonuses to strike.
  • XTNDR RADAR/Radio Antenna Extender: A simple, 2 cubic foot helium balloon lofts a 10 lb. pod 100 feet into the air. Hanging from this payload is a fiber-optic cable that relays the data collected from the XTNDR Pod to the Mecha 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.
    MDC By Location:
    Pod: 50
    Fiber Optic Cable: 10
    Effect: Extends range of any sensors 10 times (or defeats other penalties in a 5 mile area).
    Combat Bonuses from Terror Combat Elite:
  • 4 additional attack per melee.
  • One additional Attack Per melee at levels 6, 12, and 15 with any additional bonuses for the pilot.
  • +1 Initiative.
  • +3 Strike.
  • +2 Entangle/Snare/Grab.
  • +1 Parry.
  • +5 Dodge.
  • +8 Roll.