Wednesday, July 17, 2019

Robomeck RPG: Robomeck Mecka-Space War II-ANS Battlers, Other Craft, Troopers

Robomeck RPG Index

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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