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.
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