Wednesday, July 10, 2019

Robomeck RPG: Robomeck Mecka-Space War I- EMDF-Battlemecks and other Craft

Robomeck RPG Index

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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