ANS Battler Mecka
While
the efficacy of transformable Proto-fuel driven humanoid-style mecka was
demonstrated in the war with the Zee, the North Star made little effort at
innovating the design. Their
non-transformable robomecks were simply an acknowledgement of the concept at
its lowest level. Much like the
Legionnaire, these robomecks were meant to look impressive and give the public
a false sense of security. Unlike the AG
Tank, these mecka were meant to be cheap to produce and field and,
unfortunately, had roughly that same level of combat effectiveness in the war
with the Overlords.
The
Recon Model was a ground-level support unit with additional detection
abilities. The Cosmo Unit variant was
fully space-worthy. It was meant as a
close defense unit for capital ships and space stations, but saw very little
deployment during the war. The Heavy
unit was meant for civil defense and to back up the more capable Legionnaires
in field operations. The Military Police
model was a special order request from the organization to give them a mecka
unit for large operations. MP’s were
usually called in to mop up and secure recent battle sites during the war.
Notes:
These mecka were essentially used as target practice in the series by Overlord Biomecks. Whatever differences there are between Civil
Defense Mecka, Tactical Mecka Corps, and MP Mecka seems fairly irrelevant. They could be useful in supporting role.
Typical NPC Stats
Level: 1, +2 Int, Dex
MAC: 13 (Base 10, +2
Dex, +1 ½ level)/14 for Heavy and MP (Base 11, +2 Dex, +1 ½ level)
To Hit: +3 (+1 level, +2
Dex)
Pilot Check: +2 (+1 ½ level, +1
(+2 Dex, 0 Wis)/2)
ANS Recon Battler
(Cosmo Unit)
(Scout, Civil Defense)
Mecka HP: 15
Mecka Armor Class: Base 10 + Dex
Bonus + ½ level
Speed: M run
Sensors: Recon L
range radar and a sensor package (IR, UV, Sound detection, Proto-detector,
etc), Cosmo M range radar.
Unarmed M1d2+2
Shimmer Blade M1d4+2 (This is not
canonical. It is just to give the mecka
some needed HTH capability.)
Plasma Gun Pod M1d8, S, 10 Shots, the
Gun Pod is recharged in 1 turn when it is holstered. It can be quick charged at a rate of 1
shot/1rd.
ANS Heavy Battler
(MP Model)
(Defense, Support)
Mecka HP: 20
Mecka Armor Class: Base 11 + Dex
Bonus + ½ level
Speed: M Run
Sensors: Heavy M
Range Radar, MP M range radar and a sensor package (IR, UV, Sound
detection, Proto-detector, etc).
Unarmed M1d2+3
Shimmer Blade M1d4+3 (This is not
canonical. It is just to give the mecka
some needed HTH capability.)
Plasma Gun Pod M1d8, S, 10 Shots,
the Gun Pod is recharged in 1 turn when it is holstered. It can be quick charged at a rate of 1
shot/1rd.)
Geist Interceptor (Conventional
fighter aircraft)
Before
the advent of Proto-fuel technology, this fighter would have ruled the skies
over earth. The Geist hit hard and fast
and could operate on the edge of space.
By the time of Second Space War however, it was just another
cost-cutting measure by the Earth Government imposed on the North Star. While state-of-the-art, it was fragile and
could usually be outclassed in a dogfight with mecka. This conventionally-fueled craft formed the
bulk of the Tactical Mecka Air Corps forces in lieu of expensive Deltas and
Invaders. Its value in the opening
months of the war was that of sheer numbers and the valiant efforts of their
pilots. Biomecks and Homeship cannons
would cut through their ranks, but swarms of them could distract their
attention away from more powerful ANS mecka and their attack runs.
Mecka HP: 10
Mecka Armor Class: Base 10 + Dex
Bonus + ½ level
Speed: VF flight
Sensors: M range radar
Typical NPC Stats
Level: 1, +2 Int, Dex
MAC: 13 (Base 10, +2
Dex, +1 ½ level)
To Hit: +3 (+1 level, +2
Dex)
Pilot Check: +2 (+1 ½ level, +1
(+2 Dex, 0 Wis)/2)
Dual Wing Root Lasers M2d4, S
8 Medium Missiles M1d10 (+2/missile
volley)
Mecka Assault
Shuttle
(Armed and armored space Mecka transport)
Armed
shuttles were an integral part of the North Star’s ready reaction forces. Lacking much of an orbital presence by way of
a standing fleet or armored space stations, the shuttles were meant to give the
ANS an ability to quickly deploy Invaders from air bases on the ground into
space. Their armaments and armor would
give them some ability to survive in combat.
Not being a true carrier and not having space stations to retreat to in
space, would expose their actual usefulness during the war. Like much of the North Star’s military
forces, the shuttles were just a stopgap measure implemented because of limited
funding options.
Mecka HP: 200, Called Shots:
Cockpit 20, Engine Block 20, Gun Turrets (4) 10, Topside Hanger Door 10
Mecka Armor Class: Base 10 + ½ level
Speed: M (VF with
reusable booster to achieve orbit, it is ejected once the shuttle reaches
escape velocity, it could not attack at this speed)
Sensors: VL Range
Radar
Crew: 7 (2 pilots, 1
radar/com, 4 gunners), pilots would typically be fifth level, the rest of the
crew would normally be first or second level
Capacity: 8 Mecka, normally
Invaders or Legionnaire Tanks (both in Battler mode) or Cosmo Battlers. (Hornets, from later in the war, would just
be deployed from actual carriers.)
Typical NPC Pilot
Stats
Level: 5, +2 Int, Dex
MAC: 15 (Base 10, +2
Dex, +3 ½ level)
To Hit: +7 (+5 level, +2
Dex)
Pilot Check: +4 (+3 ½ level, +1
(+2 Dex, 0 Wis)/2)
Twin Forward Laser
Cannons
M2d12, L, (the shuttle is just agile enough to be able to target fighters)
4 x Laser Turrets M2d8 each operate
independently, M, typical second level gunner +3 To Hit (+2 level, +1 Dex)
ANS Military
Vehicles
These
vehicles were conventionally powered.
The ANS favored hover vehicles for quicker deployment of forces.
Hoverchopper
MHP: 5, Called Shot to
hit rider
MAC: Base 10 + Dex Bonus
+ ½ level
Speed: VF
Hovercar/Truck
MHP: 5/10
MAC: Base 10 + Dex Bonus
+ ½ level/Base 11+ ½ level
Speed: F/M
Capacity: 4/20 occupants
ANS Troopers
The
first stats are for a typical first level guard or grunt. Special Forces types and junior level
officers are listed second, consider them at fifth level.
The
EEF did make an effort at up-armoring their troops with body armor capable of
withstanding normal combat damage. The ANS
continued this tradition, though instead of the severely functional EEF armor,
they chose a more ornamental, stylized version.
It was admittedly another ANS propaganda tool. Their “knight-like” troops were meant to
inspire awe from the populace.
Level
|
Base Attack Bonus
|
Fort Save
|
Ref Save
|
Will Save
|
1st
|
+1
|
+2
|
+0
|
+0
|
2nd
|
+2
|
+3
|
+0
|
+0
|
3rd
|
+3
|
+3
|
+1
|
+1
|
4th
|
+4
|
+4
|
+1
|
+1
|
5th
|
+5
|
+4
|
+1
|
+1
|
6th
|
+6
|
+5
|
+2
|
+2
|
Stats:
+1
Str, Con, Dex
+2
Str, Con, Dex, +1 Int, Wis, Cha
Level: 1/5
HP: 11 (d10)/ 40 (d10)
ANS Body Armor MHP 2 (this
includes the shield), this armor will absorb up to 10 hp of regular gunfire
damage/rd, anything over that go to the wearer’s hp. +3 to AC with shield, +2 with just
armor. While scratched by regular
damage, M-Level is permanent. The armor
is ruined if depleted of MHP.
Armor Class:
15
(Base 10 +1 Dex +1 1/2 level +3 Armor and Shield)
18
(Base 10 +2 Dex +3 1/2 level +3 Armor and Shield)
Melee to hit:
+2
(+1 level, +1 Str)
+5
(+5 level, +2 Str)
Ranged to hit:
+2
(+1 level, +1 Dex)
+7
(+5 level, +2 Dex)
Saves:
Fort
+3, Ref +1, Will 0
Fort
+7, Ref +4, Will +3
Melee:
HTH
Trained 1d2 + Str Bonus, possible KO on 18 and up attack
roll
Shock
Wand
(for MP’s) DC 12 Fort Sv or KO 1 turn, 10 charges
Knife 1d6+Str
Ranged:
ANS Laser Pistol M1, 10 rds/clip, S,
officers
ANS Laser Rifle M1d2, 15 rds/clip,
M, troopers and tank pilots
Sniper Rifle (for Special
Forces, normal damage) 3d6, 12 shots, L (see Sniper rules)
Grenade 4d6, 10’ area (up
to four targets grouped together, each target takes full damage, ½ damage with
a DC 12 Ref Sv), S, Grenade Launcher M, 1 shell chamber
Rocket Launcher M1d6, L, single use
(cannot be used at S range without taking full damage)
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