Clariont Ensign.
UM-R60 Urbana Defense Destroid.
Clariont Ensign.
United Galaxies Council.
United Galaxies Council.
The Urbana is designed for just what its name suggests, urban combat and defense. This is achieved by making the Urbana one of the heaviest armored and fastest (top speed: 40MPH),
UM-R60 Urbana.
Speed:40 MPH max.
Surfaced On The Water:10 knots safely.
Underwater:02 knots safely.
Depth:10 feet.
Dive Time:N/A.
Height:30 ft.
Width:15 feet.
Length:15 feet.
Weight:30 tons.
  • 1 times Rail Launcher;
  • 1 times Auto Cannon;
  • 2 times Missile Launchers.
Cargo:Pilots supplies only.
Power Plant:Mk 20551 Anti-Matter Reactor.
An Urbana In Action On An Unidentified World; The lack of markings on the Urbana may mean it's a Mercenary unit.UM-R63 Urbana.From Tech Files.An Urbana In Action
yet lightest armed Mecha in existence. On an open battlefield, armor that light would be a death Warrant for any Mecha, but in the streets and alleys of an urban labyrinth, cover from building provides its own danger, and at any rate cities usually want to avoid collateral damage to the greatest possible degree. The ultra heavy armor absorbs much of the collateral damage, but the destruction of an Urbana is a small price to pay versus the destruction to a building (1,400,000credit for an Urbana versus tens to hundreds of millions of credits for a building iis not a bad trade off by any measure). The Urbana is free to fight and fade back into the city as it sees fit, though they very often stand and fight to at very least delay an attack long enough for civilians and non-combatants to escape.
The Urbana's development was a LIMITED success- Though it is around a half-millioncredit cheaper than the Gladiator (on which it's design heavily borrowed), it's overall combat effectiveness is greatly reduced. However, its design makes it completely locally reproduced if necessary, making it worth the cost.
The Urbana doesn't pack much of a punch for its size; The standard version only carries a L-08 Rail Launcher as its right arm, a 25MM Auto Cannon, left arm, and GR-100 Mini-Missile Launcher. However, Urbana can constantly harass enemy Mecha, and have even been known to put down Mechas up to twice their size.
The Urbana have some advantages over its sirage (the REF-Era Gladiator); The First is speed. It's 1/2 again faster. Second, its maintenance costs have dropped dramatically, as it has fewer moving parts (no upper arms, which were always the most expansive repair and maintenance issue on the old design after the legs and combat loss).
Its firepower has been marginally improved, with the inclusion of the PBC-12 over the GRA-10. Finally, the Urbana lost NOTHING in the missile system, and in fact added to its capabilities by including both the GR-100 and the MM-50.
Urbanas are typically employed inside city limits, generally where they can hide within buildings. They use the concealment from nearby buildings to confuse enemy forces long enough to spring a nasty surprise; At very least these stalling tactics allow civilians to escape to bunkers or evacuation routes.
Urbanas are not really all that popular; Their limited capabilities pretty much restrict them to urban environments, and the shift to combat OUTSIDE of cities have reduced this effectiveness; However, advent of the Orguss has changed this equation somewhat, as Orguss pilots seem to prefer the random destruction that the Urbana was meant to prevent. In fact, ONLY an Urban have ever been recorded to face off against an Orguss and force the later to withdraw (it cost the Urbana pilot her life, and the Orguss re-engaged from another direction a few minutes later, but the Orguss withdrew). The very heavy armor probably had a lot to do with this.
Additionally, Urbanas are used onboard ships as anti-boarding defenses; Every single BREETIA TULL-Class Ultra-Dimension Fortress has a full company's worth (at least 12).

Nicknames: The R2-D2 Robot
Type: Civil Defense Forces galaxy wide.
Class: Destroid
Model: CDF Destroid
Crew: 1 or 2
Passengers: None.
M.D.C. By Location:
Upper Legs (2)-
Lower Legs (2)-
Feet (2)-
400 each
350 each
300 each
Upper Gun Arm (right)-
Lower Gun Arm (right/Large Laser)-
Left Arm/25MM Auto Cannon-

300 each

* Usual penalties apply.

Speed and Statistical Data:
Running: 40 MPH max
Range: Unlimited
Surfaced On The Water: 10 knots safely
Underwater: 02 knots safely
Maximum Depth: 10 feet; It can't even get fully to its waist, but it can wade a little.
Maximum Dive Time: N/A
Height: 30 ft
Width: 15 feet.
Length: 15 feet
Weight: 30 tons.
Cargo: Pilots supplies only.
Power Plant: Mk 20551 Anti-Matter Reactor; Output: 25,000 KWh; Range: 25 years.
Cost and Availability: 1.4 millioncredit/Always availability.
Civilian Version Cost and Availability: And unarmed civilian version, popular by security services, can be made available for 1 millioncredit even/Good availability.
Black Market Cost and Availability: 100 thousand to 100 millioncredit/Also good availability.
Weapons Systems:
1. L-08 Rail Launcher: This normally towed rail launcher system is a semi-automatic weapon system. The system is radar controlled, but manually fired and designed for Mini-Missile's. Can be mounted on any larger land vehicle and many aircraft. Normally, the L-08 uses detachable 10-round magazines, however as a Mecha-mounted system it uses an internal magazine; In this case, 500 mini-missiles.
Purpose: Heavy Assault.
Weight: 2 tons
Damage and Range: Varies by type used.
Rate Of Fire: Per gunner's attacks per melee.
Payload: 500 mini-missiles.
Bonus: Either quadruples the normal range of the missile OR triples it and adds +3 to strike.
Cost and Availability: 20,000credit each; Standard.

2. A 25MM Auto Cannon Comprises basically the entire LEFT arm.
Purpose: Anti-Personnel
MD: Short Burst: 1D6; Long Burst: 2D6
Rate of Fire: Per pilots attacks per melee.
Range: 4,000 ft
Payload: 300 rounds; 10 full melee bursts, 20 long bursts, and 40 short bursts.
Cost and Availability: 15,000credit; Fair availability.
Ammunition Cost & Availability: About 300credit for a complete re-load. Always available.
3. MM-50 Multi Missile System The same system carried by all REF Destroids, and still highly popular.
Purpose: Assault/Anti-Personnel.
Missile Type: R.E.F. Short Range Missiles.
M.D. and Range: Varies by type used.
Rate of Fire: One at a time or volleys of 2, 4, or 8.
Payload: 4 per launcher; Up to 4 could be fitted to each leg, though 3 was the "nominal" load.
Cost and Availability: 2,000credit each; Fair availability
Ammunition Cost & Availability: About 1,500creditw each; Routinely available.

4. GR-100 Mini-Missile Launcher The same Mini-Missile launcher utilized on the REF-era Excalibur. Located along both sides of the main torso.
Purpose: Assault
Missile Type: Any mini-missile except plasma, but fragmentation and/or high explosive are issue.
Rate of Fire: Volleys of 146 Remember, a volley counts as one attack regardless of missiles in the volley.
Damage and Range: Varies by type used; Generally 1 mile and 1D6 M.D.
Payload: 18 mini-missiles per launcher for a total of 36.

5. Hand to Hand Combat Limited by the fact that the Urbana doesn't have traditional upper arms nor hands. Still, it can be effective. No melee weapons can be utilized.

  • 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 radio band wavelengths, so it can still be jammed (if the enemy knows the frequencies).
  • Loudspeaker: Amplifies voice 1 to 100 times. 100' in normal crowds.
  • Smoke Emitters (2): Throws out smoke flares which 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). Note: The smoke can be replaced by ANY chemical agent, from tear gas and pepper sprays to "Dragon's Breath", a noxious chemical that produces a smell so foul it's been known to cause people to visit the hospital, but is really quite harmless.
  • 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. It can also track the status of other police in their area if their bio-monitor are on line.
  • 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.
  • 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.
  • Vacuum Seal: Permits the fighter to be used in hard vacuum (such as outer space), and other hostile environments.
  • 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.
  • 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.
  • 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.
  • LDP (4): Launched Decoy Pods. Located at various locations around the ship. The ship carries special pods that carries advanced decoy drones. These drones are launched and fly off in various directions away from the ship. Each is a specially designed radar lure that creates a radar image to mimic the vessel. If decoys are not destroyed, they can be Recovered and repaired. This system has been successfully deployed against SEVERAL alien radar-type sensors (including one that works off of sound), but not against Invid Protoculture sensors. (They will sometimes attract Invid, however.)
    M.D.C.: 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: 10 every melee.
    Payload: 16 Decoys each pod.
  • 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, G.P.S., First aid kit (bandages, gauze, bandage tape, pads, antiseptic/analgesic), plasma torch (for small repairs and starting fires), repair kit (with M.D.C. Repair Spray), sewing kit (a small spool of thread and 5 needles), 7 star flares (250' apogee), 2 white parachute flares (1,500' apogee), 100' 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.
  • 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).
  • XTNDR RADAR/Radio Antenna Extender: A simple, 2 cubic ' helium balloon lofts a 10 lb. pod 100' into the air. Hanging from this payload is a fiber-optic cable that relays the data collected from the XTNDR Pod to the Vehicle/Mecha/Vessels 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.
    M.D.C. 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).
  • Survival Pack: A pack of simpler emergency survival supplies: Pup tent, sleeping bag, black light, First aid kit (bandages, gauze, bandage tape, pads, antiseptic/analgesic), plasma torch (for small repairs and starting fires), repair kit (with M.D.C. Repair Spray), sewing kit (a small spool of thread and 5 needles), 7 star flares (250' apogee), 7 white parachute flares (1,500' apogee), 100' 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.
    Combat Bonuses from UM-R60 Urbana Defense Destroid Combat Elite:
  • 3 additional attacks per melee.
  • One additional attack per melee at levels 3, 6, 9, 12, and 15.
  • Automatic Initiave (YOU have to go to THEM, they never come to you).
  • +4 Dodge.
  • +1 Parry.
  • +8 Dodge.