Monday, July 15, 2019

Robomeck RPG: Robomeck Mecka-Space War I-Zee Mecka

Robomeck RPG Index

ZEE MECKA
Zee Mecka tended to be a shoddy affair.  They were functional to the extreme being little more than a platform for cannons and missiles.  Zee military attacks were usually only successful because of their large physical size and sheer numbers.  Only a few Zee commanders were smart enough to use more advanced tactics.  The Zee did not repair their mecka.  Craft that were damaged beyond use were discarded and recycled to be replaced by new mecka from an automated factory.      


Attack Pod
The Zee basic attack unit came in four variants.  The Pod was simply a craft to transport individual troops into battle.  It had no flight capability in an atmosphere, but was able to leap a considerable distance.  In space, the craft was more maneuverable.  It was pressurized, but the soldier would still wear an armored pressure suit, as the cabin was easily punctured in combat.  The example is a typical second level pod pilot.   

Level 2 Pilot
Mecka HP: 15
Mecka Armor Class: 11 (Base 10 +1 ½ level)
Speed: M run, M space flight
Sensors: S Range Radar
Ranged to hit: +3 (+2 Level, +1 Dex)
Pilot Check: +2 (+1 ½ level, +1 (+1 Dex, 0 Wis)/2) 

Twin Particle Beam Cannons M2d4, S

Light Artillery Variant has two overhead missile pods
24 Short Missiles M1d8 (+1/missile volley), S

Heavy Artillery Variant has two overhead missile pods
4 Heavy Missiles M1d12 (+3/missile volley), L (requires a spotter, like a Scout Pod, otherwise it can only fire at S range)

Scout Variant has no weapons.  It has Long range radar and a sensor package (IR, UV, Sound detection, Proto-detector, etc). Without a Scout, a Zee Attack Pod squad in the field will be effectively blind to attackers until they are right on top of them.


Flight Pod
More advanced troops were created for the air corps.  The Flight Pod was unfortunately only a thruster, a cannon, and a missile package.  It was capable of flight in space or atmosphere.  It was able to make a max burn to go into orbit from the ground, though just in a straight line, and could also reenter the atmosphere from orbit.  Doing either action often ruined the pod, forcing a replacement.  Observer Scouts would usually accompanied Flight Pod squadrons as radar support. 

Level 3 Pilot
Mecka HP: 15
Mecka Armor Class: 14 (Base 10 +2 Dex Bonus +2 ½ level)
Speed: F (VF at max burn, but cannot maneuver)
Sensors: S Range Radar
Ranged to hit: +5 (+3 level, +2 Dex)
Pilot Check: +3 (+2 ½ level, +1 (+2 Dex, 0 Wis)/2) 

Particle Beam Cluster M1d6, S
16 Cluster Missiles M1d8 (+1/missile volley), S


Officer Attack Pod/(with Space Booster)
Zee officers (fifth level) didn’t get much better equipment.  Their pod had slightly better armor and was more agile with a more potent weapons package.  The space booster made the pod much more dangerous in space combat, though it doesn’t function in an atmosphere.  Damage goes to the booster first, unless there’s a Called Shot on the pod.  After taking 5 MHP damage, the booster is disabled, but it can be jettisoned.  The pod does have a pair of small waldo arms for utility work.   

Level 5 Pilot
Mecka HP: 15/20 (with Booster)
Mecka Armor Class: 16 (Base 11 +2 Dex Bonus +3 ½ level)
Speed: F Run, F Space Flight (with Booster)
Sensors: S Range Radar
Melee to hit: +7 (+5 level, +2 Str)
Ranged to hit: +7 (+5 level, +2 Dex)
Pilot Check: +5 (+3 ½ level, +2 (+2 Dex, +1 Wis)/2)
Special: May have 1d2+3 FP available for every encounter, if an important NPC.  They are also Aces and may take two actions in a rd, once per encounter, including a double move.

Particle Beam Cannon M2d6, M, can fire every other rd
2 Beam Derringers on Arms M2d4 together, M1d4 separately, S, Both can be fired in the same rd at the same target without penalty.  They can be fired at separate targets, but without a To Hit bonus.  The Cannon and Derringers can all be fired at the same target at S Range, but without a To Hit bonus.
Arm used as Club: M1d4+2 (arms are reinforced and can be used for melee)

Space Booster Multi-Laser Array M4d6, S, can fire every other rd, cannot fire other weapons at the same time

Note: This mecka also has a pair of retractable waldo arms for utility work.


Officer Power Suit
The Power Suit was actually a vacuum/hostile environment work suit modified for combat, which accounts for its poor design.  It was originally used for mining operations on the Zee’s giant “homeworld” of Phantomae.  The cannons and thruster pack were essentially just slapped on the armored suit.  It was capable of atmospheric flight, but was not a dogfighter.  In space, there wasn’t room for separate vac suit inside.  If the pilot survived the destruction of the Power Suit, he would suffocate in short order.  Still, it had more utility value than any other Zee mecka.  Power Suits were somewhat rare and were only necessary for missions requiring some brains and manual dexterity.   

Level 5 Pilot
Mecka HP: 15
Mecka Armor Class: 16 (Base 11 +2 Dex Bonus +3 ½ level)
Speed: M Run, S Flight/M Space Flight
Sensors: S Range Radar
Melee to hit: +8 (+5 level, +3 Zee Str)
Ranged to hit: +7 (+5 level, +2 Dex)
Pilot Check: +5 (+3 ½ level, +2 (+2 Dex, +1 Wis)/2) 
Special: May have 1d2+3 FP available for every encounter, if an important NPC.  They are also Aces and may take two actions in a rd, once per encounter, including a double move.

Particle Beam Cannon M2d6, M, can fire every other rd
Chest Impact Cannon M1d6, S, 5 shots
Blaster Pistol M1d4, S, 5 shots before needing recharge


Quad Power Suit
This heavy assault armor was designed for female Zee officers.  It was an uncharacteristically very capable Zee mecka.  The Overlord triad who had advocated for female Zee was still trying to justify the investment.  While female Zee soldiers were about the same as male ones, the officers tended to have minds of their own, regardless of conditioning.  The Overlords weren’t about to mix the Zee sexes and only use male officers, so they eventually relegated all of the females to a reserve role and kept a close eye on them.

The Quad Suit was specially designed for female aces (fifth level and they do have slightly different stats than males) for heavy front line assault.  Initially, squadrons of Quad Suits would be sent into the heaviest fighting, where they would enjoy a great deal of success.  However, the expense of the mecka and limited number of female officers sent into high-casualty arenas did not sit well with the Proto-Elders, who instead favored cheap, disposable, and more obedient troops.  Still, the Quad squadrons had proven themselves and were kept in very regulated production, just in case the Zee ever ran into a more advanced foe. 

With its high missile capacity, higher survivability (higher MHP), and tremendous speed, the Quad Suit was a killing machine in the hands of an ace.  Perhaps it’s only flaws were a lack of long distance weapons (only having short range weapons, they were vulnerable to being overrun by swarms of the Hive) and being very awkward if being forced into ground combat.  The Earth Mecka Defense Force command lived in mortal fear of these things, as they completely outclassed their standard Devas.  Later, the Earth Expeditionary Force would design the Delta Fighter to specifically combat them (but not learn the lesson of giving them distance weapons).

Mecka HP: 20
Mecka Armor Class: 16 (Base 10 +3 Dex Bonus +3 ½ level)
Speed: VF Flight (air or space), S run or hover
Sensors: S Range Radar
Melee to hit: +7 (+5 level, +2 Str)
Ranged to hit: +8 (+5 level, +3 Dex)
Pilot Check: +5 (+3 ½ level, +2 (+3 Dex, +1 Wis)/2) 
Special: May have 1d2+3 FP available for every encounter, if an important NPC.  They are also Aces and may take two actions in a rd, once per encounter, including a double move.

60 Short Missiles M1d8 (+1/missile volley), S
Dual Chest Auto Cannons M2d6, S, 5 shots
2 Arm Lasers M2d4 together, M1d4 each, S, (Both can be fired in the same rd at the same target without penalty.  They can be fired at separate targets, but without a To Hit bonus.  Engaging in melee will destroy the lasers, so typically pilots will not do so.)


Observer Scout
Zee commanders would seldom display advanced tactics.  Normally, they would show up with a fleet and blow things up.  More subtle missions, such as recovering Qor’s ship without damaging it, usually left them clueless.  Clever Zee commanders, such as Centaurus, were usually thought of as insane (which they were), which was how the Overlords made them to keep them from acquiring too much power.

The Observer Scout was one concession to performing what human military standards consider mandatory: tactical reconnaissance.  Scouts were meant to operate independently, well away from their fleet.  They would try to stay on the fringe of enemy detection or hide underwater or under terrain to survey the potential battlefield.  Once they gathered as much information as possible without exposing themselves, they attempted escape with it.  Scouts were even equipped with an escape pod for the crew to ensure the retrieval of the information.  Scouts were also used as battlefield radar support for Zee fighter squadrons, which unfortunately often degenerated into them joining the frenzy of battle and leaving the fighters without any early warning system.

(There was also a shuttle version used for inter-fleet transport and such.  It had the same stats, but without the weapons or sensors.  It had one pilot with room for five passengers.)  

Mecka HP: 60 Total, Called Shots: Cockpit 20, Engines 20, Gun Turrets 10 each, (Escape Pod 10 MHP, MAC 10, Speed VF)
Mecka Armor Class: 14 (Base 12 +2 ½ level)
Speed: M Flight (VF at max burn.  Can breech orbit, but cannot maneuver to attack)
Sensors: Long range radar and an advanced sensor package (IR, UV, Sound detection, Proto-detector, etc)
Crew: 3 (Pilot/Missiles, third level, 2 Gunners/Sensor Ops, second level)
Ranged to hit: +5 Missiles (+3 level, +2 Dex), +3 Laser Turret (+2 level, +1 Dex)
Pilot Check: +3 (+2 ½ level, +1 (+2 Dex, 0 Wis)/2) 

2 x Laser Turrets M2d8, each operate independently, M
24 Medium Missiles M1d10 (+2/missile volley), M


Troop Pod
These large pods were necessary to transport large numbers of troops or Attack Pods to a battlefield.  They were essentially huge, slow targets, so they normally kept well away from battle when unloading troops.  They’re generally too large for normally-armed fighter mecka to take down, unless they aim for certain vulnerable spots.  Taking out the bridge will immobilize the craft.  (If un-piloted, hits against the Pod will be automatic.)  A command ship will activate a backup circuit to recall the craft within three rds (long enough to infiltrate or plant bombs perhaps). 

It can continue to fly with only two of its four engines, but cannot go back into orbit without at least three.  Command will likely destroy a severely damaged (or left behind) craft by remote if it is near combat (they might unload the troops first).  With the loss of three engines, a Troop Pod will make a controlled crash or be unable to takeoff.  Loss off all engines will crash and destroy the craft.   

Mecka HP: 200, Called Shots: Cockpit 20, Engines (4) 20, Hanger Door 10 (a single 10 MHP shot will blow a mecka-sized hole in the hull)
Mecka Armor Class: Base 10
Speed: S (VF at max burn.  Can breech orbit, but cannot maneuver)
Sensors: S Range Radar
Pilot Check: +3 (+2 ½ level, +1 (+2 Dex, 0 Wis)/2) 
Crew: 2 third level pilots, 6 first level hanger workers (all are armed with pistols)
Payload: 24 Attack Pods or 48 Zee Troops


Zee Capital Ships
Obviously giant troops required gigantic ships.  While crews and defense personnel were giant-sized, most of the combat troops were kept micro-sized and in stasis awaiting combat deployment.  The resource and air consumption, not to mention living conditions, would be too burdensome otherwise.  (Little wonder the average Zee soldier relished fighting.  It was their only opportunity to do something.)  Still, even the smallest cruiser would require a couple hundred crew and maybe a couple hundred more in stasis (a replacement crew).  A six-mile long fleet command ship would have 5000, with another 25,000 troops in micro abroad for invasion and occupation.  Armories, mecka storage, and additional food and water stores would take up large amounts of space inside most troop carriers. 

Ship-to-ship combat is way (waaaaaaay) beyond the scope of these rules.  Fighter squadron attacks would be centered on hitting certain specific vulnerable areas.  This could be to cripple the ship, impede its ability to attack, or even allow infiltration.  Fighters equipped with Proto-Warhead missiles might take on small cruisers head-to-head or could even cripple larger ships.   

Ship Called Shots
AA Laser Turrets M2d10, M, +2 to hit (+2 second level gunners), 20 MHP, MAC 12
These turrets dot the hull on any Zee ship.  Figure at least four protecting any sensitive area of the ship, such as the engines and hangers.  Anti-Ship weapons may have a couple AA’s guarding them too.  Zee ships usually rely on a fighter screen for protection from other fighters.  Attack Pods with missile packages might be deployed on the hull for extra defense.

Anti-Ship Laser Turrets or Missile Silos (these are not able to target small craft like fighters) 40 MHP, MAC 14

Hanger Doors, Airlocks, targeted patch of hull 40 MHP, MAC 14
The bridge, Proto-fuel stores, the Proto-furnace, and the armory are well inside the hull of the ship, but if the ship is broken into, they can be vulnerable.  A massive missile strike at the right spot inside of a ship can cause the entire vessel to explode (it will budge first in a series of blisters, of course).  A hanger full of armaments and mecka can also be ignited into massive internal damage.  

Engines 100 MHP small cruiser, 200 MHP medium cruiser, 400 MHP large cruiser, MAC 12.  Destroying the engines obviously immobilizes the ship. 

Small Cruiser 2000 MHP, MAC 12. 
If you’re armed to the teeth and want to blow up something big at (hopefully) long range, here’s the stats.  The cruiser won’t actually have any anti-fighter weapons that can reach you at that range (that’s what its fighters are for).  If you’re attacking anything larger than this, you’ll have to focus on specific spots on the ship.

No comments:

Post a Comment