Battlemecks
These
humanoid robots were conceived as defensive units for bases, cities, and space
stations (and especially the SDC-1 spacecraft and the ARMORED space
platforms). Some of the designs were
questionable to say the least and were too highly specialized in function. The highly mobile and versatile Devas relegated
the Battlemecks to only a support role in the war. However, the Battlemecks did have their
moments defending the SDC-1 (Space Defense Cruiser, if you didn’t know) and
were the centerpiece of the “Icarus Maneuver.”
(“Because nothing says F you, like punching a space ship with a submersible
aircraft carrier filled with missile-firing Battlemecks.”) After the war, they served a vital civil
defense role against rebellious full-sized Zee.
Dedicated Battlemeck pilots were typically warrant officers of not more
than fourth level.
Typical NPC Stats
Level: 1, +2 Int, Dex
MAC: 12 (Base 11, +1 ½
level)/for MAME units, only use Base MAC
To Hit: +3 (+1 level, +2
Dex)
Pilot Check: +2 (+1 ½ level, +1
(+2 Dex, 0 Wis)/2)
Executioner (Defense/Assault)
This
armored mecka has two cannons in place of functional arms. The cannons do have a good range on
them. While it may not have had much
utility value, it was pretty intimidating-looking, especially when used to get
“in the face” of a full-sized Zee rioter.
There is also a powerful searchlight mounted over the left
shoulder.
Mecka HP: 20
Mecka Armor Class: Base 11 + ½ level
Speed: M run
Sensors: M Range Radar
Dual Particle Beam
Cannon Arms
M2d6 together, M (Any HTH will ruin weapons)
Dual Gun Clusters (chest) M2d4, 10
bursts, S
6 Medium Missiles (right shoulder
pod) M1d10 (+2/missile volley), M
24 Short Missiles (12 each in 2
shoulder pods) M1d8 (+1/missile volley), S
Spartacus (Civil Defense,
Utility)
The
Spartacus was a fully humanoid mecka with a pair of functional hands. As such, its main value was actually in its
utility, more than its combat profile.
It was often used in quick construction and demolition, clearing
battlefield wreckage, recovering damaged mecka, and reloading missiles into
other Battlemecks. Later, it was
conceived as a non-lethal civil defense unit against rioting full-sized
Zee.
Mecka HP: 20
Mecka Armor Class: Base 11 + ½ level
Speed: M run
Sensors: M Range Radar
Unarmed M1d2+2
Club M1d4+2, (the club
was standard issue for Zee riot control, Giant Zee are subject knockout rules
in Personal Combat)
Pod Bayonet M1d4+2
Cannon Pod M1d6 per burst, S,
10 bursts, 2 extra clips
Gun Cluster (center chest) M1d4,
10 bursts, S range
24 Short Missiles (12 each in 2
shoulder pods) M1d8 (+1/missile volley), S
Radar Gunner (Air Defense)
This
Battlemeck was designed as a mobile air-defense unit. Its long range radar made it a good early
warning system if used in field operations on the ground. While is it quite potent, it is only able to
target one craft at a time. That,
combined with its ponderous lack of agility, limited it to a vulnerable support
role. The wise operator would use the
Radar G as something of sniper, seeking cover and only firing on unaware
targets. Firing from an exposed position
at a multitude of enemies was almost certain death.
Mecka HP: 20
Mecka Armor Class: Base 11 + ½ level
Speed: M run
Sensors: L Range Radar
Dual Double Barrel
Laser Cannons
M4d6, M range (Any HTH will ruin weapons)
Hoplite (Air
Defense/Assault)
The
Hoplite was extremely potent missile platform, but that was its singular
function. Once its payload was expended
or if it became involved in close quarters combat, it was nothing but a
harmless target. This would keep it from
being used in most field operations. It
could only be deployed near an armory magazine and required a dedicated crew
and equipment to be reloaded. This could
be done fairly quickly (2 rds), if rather nervously in a combat situation,
usually with the aid of a dedicated Spartacus unit doing the loading. Ultimately, the Hoplite could be described as
a big dog on a short leash.
Mecka HP: 20
Mecka Armor Class: Base 11 + ½ level
Speed: M run
Sensors: L Range Radar
2 x High-capacity
Missile Pods
(Any HTH will ruin weapons)
Total
Payload options (half in each pod)
40 Short Missiles M1d8 (+1/missile
volley), S
20 Medium Missiles M1d10 (+2/missile
volley), M
10 Heavy Missiles M1d12 (+3/missile
volley), L
8 Proto-Warhead Missiles
M1d4x100
(+100/missile volley), L
MAME I (Land/Space
Assault)
The
MAME I (pronounced “maim”) was an early attempt at making a mobile artillery
unit. Unfortunately, its capacity for
dealing damage was less than awe inspiring.
This would lead to the much larger MAME II. This first attempt was a compromise attempt
at being a mecka that could pack a punch, without being a big, slow target (as
the MAME II was). After the war,
production was restarted on this unit, as it could function better in its
support artillery role against small scale Zee insurrection than the MAME
II. The MAME I also had a pair of fully
functional waldo arms (operated by the pilot), which gave it some utility value
outside of combat (they were not combat-capable though).
Mecka HP: 20
Mecka Armor Class: Base 11
Speed: S
Sensors: M Range Radar
Crew: 1 pilot, 2 gunners
2 x Particle Beam Turrets M2d8 each, M range,
both turrets can fire independently at different targets each rd.
MAME II (Land/Space
Assault)
The
Mobile Assault Mecka (E) II was designed as a walking piece of heavy
artillery. On board the SDC-1, it could
function as a close range anti-capital ship weapon. It had some capacity to function against smaller
craft, albeit like using a shotgun on a fly.
Against a swarm of foes it was quite vulnerable, as it was so ponderous
that it has no agility. Its laser arms
did have an ability to “swat” at foes that came too close.
Mecka HP: 25
Mecka Armor Class: Base 10
Speed: S (Very slow
actually. It usually had to be
transported to its station on a flatbed truck.
The MAME II should be considered virtually immobile when it comes to
moving in combat.)
Sensors: L Range Radar
Crew: 1 pilot (cannons),
2 gunners (laser arms), can fire both weapons systems and move each rd.
Quad Heavy Particle
Beam Cannons
M4d10 (can effect up to 4 targets grouped together, each will take full damage
on a hit, but will take ½ damage with a DC 12 Pilot Check), L (cannot fire at C
Range)
2 x Triple-barrel
Laser Arms
M3d4 each, S range (Any HTH will ruin weapons).
Both arms can be used in the same rd, if both gunners operate them.
Standard Vehicles
These
vehicles were conventionally fueled much like today’s vehicles.
Motorcycle
MHP: 1, Called Shot to
hit rider
MAC: Base 10 + Dex Bonus
+ ½ level
Speed: F
Car (Jeep)/Light Truck
(Military Transport)
MHP: 5/10
MAC: Base 10 + Dex Bonus
+ ½ level/Base 11+ ½ level
Speed: F/M
Capacity: 4/20 occupants
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