Okay. Finally - the iconic (and legally contested) Destroid Mecha
Tomahawk (BT's Warhammer)
-General Stats-
MDC = 19
Speed = 5 (88 km/h in RPG. 5/8 MP for BT)
-Weapons-
Dual HPC-155 HPACs - Range = 36 : MD = 8* (The Arm Cannons)
Dual TZ-IV Clusters - Range = 9 : MD = 8* (One Cluser in each side torso)
Dual MDS-L-12 Launchers - Range = 18 : MD = 6 per missile : Ammo = 24, fired in volleys of 4. (One launcher and 12 missiles in each side torso)
MDS-M-6 ADM Launcer - Range = 18 : MD = 6 per missile : Ammo = 6, fired off in any size volley desired. (Over Right Shoulder)
Quad RDS-2 Rocket Boxes - Range = 12 : MD = 2 per rocket : Ammo = 8 total missiles, two per box. (Two on each hip.)
Dual .50 Cal Machine Guns - Range = 9 : MD = 4* (Mounted in the 'Head')
* = A reminder that the damage values for these are combined across multiple weapons fired in tandem. So, each HPC would actually be doing 4 damage. Each TZ-IV cluster would total 4 damage. I say total because the cluster is a combination of weapons.
Secondary Note: All Missile Weapons on the Tommy can be used in an Anti-Missile System Capacity.
Observation: I didn't like how the TZ-IVs were handled. However, having looked at the RPG stats, the Autocannons in the RPG actually rival the HPCs, and even the GU-11 gun-pod for damage capacity, and these are probably carrying the throw-weight of the cluster. The other three weapons (Flamer, Laser, and Mortar) don't do a lot of MDC damage. They seem more for anti-infantry and light armor work. At one point, a friend of mine and I played around with making the Robotech Mechs in Heavy Metal, and we classed these weapons more in the BT Infantry Weapons range. I was hoping for a little more Jack-knife utility in the damage function, but there seemed to be no room for that in the final RPG Tactics game design. I would have loved for splash damage and fires from the flamer, an easy 1 or 2 points from the lasers, or indirect fire capacity with the mortar, and finally shear damage capacity from the ACs. (Shrug)
-Other Stats-
Dry Weight = 28.00 tons
HPC Weight = .245 each (x2)
Missile Weight = .015 each (x30)
Micro Rocket Weight = .00226 each (x8)
Misc Ordinance = .1 (estimate - could be more)
Pilot = .1 (That's more than enough. We're talking 220 lbs.)
Total = 29.15808
To be on the safe side, lets round up to 30 tons.
Those are the only weapons weights given. Everything else is 'built into the chassis' including the search light and shoulder launcher, which I look on in askance because those two items look like they're removable.
Defender (BT's Rifleman)
-General Stats-
MDC = 11
Speed = 6 (98 km/h - 6/9 MP)
-Weapons-
Dual M-996 AA ACs - Range = 36 : MD = 8* : Ammo = Not listed (1500 rounds per arm, fired in 20-round bursts. 75 shots.) Anti-Aircraft targeting, and can be used as AMS. Can flip arms.
-Other Stats-
Dry Weight = 21.7 tons
There are no other weights listed, not even for ordinance. Assuming half a kg per round, that's only 1.5 tons extra. If anyone wants to have fun hunting down weights for 78mm AA ordinance, you might get a more accurate ammo tonnage. Rounding up to 25 tons isn't hard, and it actually fits a single engine rating functioning across three different chassis types.
The Defender is also equipped with an advanced EW/Sensor system that can almost act as a C3 Master Computer in a lot of ways, with the Phalanx being tied in with a slave system. How much of the chassis is dedicated to that system is beyond me, but it's a significant portion of the machine. Not just the Radome, but the 'Cockpit Glass' is part of the huge camera system that takes up most of the front. The pilot is actually enclosed in an armored cockpit behind said system, under the radome motor housing.
Phalanx (BT's Longbow)
-General Stats-
MDC = 11
Speed = 5 (72km/h, rounding down to 4/6 MP in BT. Ordinance Weight will show you why.)
-Weapons-
Dual MDS-H-22 Derringer Launchers - Range = 48 : MD = 9 per missile : Ammo = 44 missiles (22 per launcher), fired in volleys of 4. They have artillery splash damage, though that's not much. (Only units inside the same hex would get hit.)
-Other Stats-
Dry Weight = 22.2 tons
Ordinace Weight = .45 tons per artillery missile (x44)
Pilot = .1
Total = 42.1 tons
Easily rounded up to 45 tons.
Observation: That's right! Each missile weighs nearly half a ton. Arrow 4 missiles at least give you 5 missiles for 1000 kg. After firing only 5 missiles, it will have dropped below 40 tons. Another 10 or 11, and it's down to 35 tons. After 27 missiles, it's down to 30 tons. With 6 missiles remaining, it would be just below 25 tons.
Without knowing the exact amount of Chassis space went into the launchers, and we assume that the two chassis are working off the same engine, you could extrapolate that the Phalanx should be able to run 6/9 dry, and then recalculate the MP rate for different levels of ordinace load. A 150 rated Engine would fit well for this, although used inefficiently for the Phalanx at 45 tons. Going with that design standard, it should start with a MP allowance of 3/5, then go up to 4/6 when it weighs 37.5 tins or less. At 30 tons it goes up to 5/8, and finally, at 25 tons or near dry, it's running at 6/9.
It's simply a matter of finding the appropriate ammo counts as your threshold. This is something I've already chosen to do. When statting out these three destroids, I assumed a single chassis total weight of 45 tons as the max load. Heck you could even go 50 for your base chassis, assuming discarded plans for other role modifications. Went with a 150 rated engine. Came up with some excuse to fill in the 2 tons for the non-existence gyro system you find in BattleMechs. Decided on weights for the weapons since they eat up tonnage for armor thickness. And filled in. You're not left with much when it comes to armor points, even with a generous 16 per ton. But, instead of going with strict BT armor allocation, I've come up with something a little more intricate. It, however, relies on custom made sheets, which I'm still working on.
Spartan (BT's Archer)
-General Stats-
MDC = 16
Speed = 7 (104 Km/h. 7/11 comes closest in BT.)
-Weapons-
Dual MDS-L-12 Launchers - Exact match of Tomahawk's side torso missile launchers, including ammo count.
TZ-IV Gun Cluster - Half-strength version of the Tomahawk's, because there's only one, in the Center Torso.
LWS-20 Point Defense Lasers - Range = 9, MD = 2, used as AMS, mounted on turret on top of Mech with full 360 degree arc. (Head?)
-Other Stats-
Dry Weight = 29.4 tons
Missile Ordinance Weight = .015 (x24)
Misc Ordinance (TZ-IV) = .1 (Estimate. Again, no weight given.)
Pilot = .1
Total = 29.96 tons
Yeah. Round up to 30 tons.
Note: The Spartan, according to the RPG was using an experimental 'muscle' system to power its limbs. (Sounds familiar, right?) This definitely gives it a boost to its physical attacks. +2 Tactics damage. This might explain the boost in speed. However, it's possible that because this design was going in a completely divergent direction than the MBR main program, that it could be using a completely different power plant entirely.
Observation: It's hard to say for sure, but a lot of tech was scavenged from the downed alien craft which became the SDF-1. If there were standard BattlePods on board, it's entirely possible that this musculature was pulled from the. This would help explain how spindly the Zentraedi pods all look.
Note: Because the Spartan has hands, it can carry a special stun baton, as well as the GU-11 gun pod, and any other innovations they design in the future.
-Physical Attacks-
Club - MD = 4
Punch - MD = 2
Kick - MD = 3
Stomp - MD = 4
Power Punch - MD = 4
Jump Kick - MD = 5
Final Note: All of these Destroids are Capable of minor thruster assisted leaps. (15m horizontal, or 6m vertical /10m for the Spartan.) Not enough to actually get a full jump MP, and most likely is used in tandem with its normal walking/running movement. To simulate this, they get a free once-per-turn MP reduction on any adverse terrain. I'd bet it's safe to say that the Spartan can jump two levels for free.