Thursday, July 18, 2019

Robomeck RPG: Robomeck Mecka-Space War II-The Proto-Overlords and Biomecks

Robomeck RPG Index

The Proto-Overlord Forces
The Overlords were unparalleled in their Proto-fueled genetic and cloning knowledge and ability.  Technology-wise, their forces spanned the stars with a mighty empire.  Then they lost their progenitor Qor’s greatest creation, the Proto-Loom, which provided them an unlimited, and exclusive, supply of Proto-fuel.  At that point, it all unraveled.  The Hive, from whom they’d stolen the secrets of the Proto-flowers, came at them with a vengeance.  The bulk of their mighty Zee military forces were inexplicably destroyed attempting to recover Qor’s ship which had crash-landed on earth. 

The Overlords and their civilization ended up fleeing for their lives in a fleet of mammoth Homeships before the Hive got to their homeworld of Zirol.  The Overlords’ destination was earth to finish the job of recovering the Proto-Loom and regenerating their empire.  Without even enough Proto-Fuel to fold their giant ships, the Overlords had to take the long way to get there using super-spatial drives.  Twenty years later, they would find a woefully unprepared earth ripe for quick invasion.  Of course, that’s what their Zee warriors thought as well when they arrived.  The Overlords might have had some trepidation because of that, but their fear of the Hive and their entire society being destroyed was far greater.      

For all their power and knowledge, the Overlords were simply not great military tacticians.  War was a messy exercise that the Overlords’ refined society kept itself distant from.  As detailed, their Zee forces were poorly equipped and led.  They simply relied on numbers and strength.  The Overlords feared giving them better intelligence or more advanced mecka.  For their own personal security forces, the Overlords designed very technologically advanced mecka, but with truly questionable capabilities, as though they were made more for a high school science experiment than for war.  Even the troops they created in their society, while very skilled, did not look the part of a warrior and were utterly lost without strong leadership. 

Militarily, the Overlords had the two worst aspects a command structure could have: arrogance and cowardice.  Regardless of the initial superiority of their forces, they did not press that advantage as they could not bring themselves to commit their troops to a decisive battle.  Over and over, the Overlords allowed the Armies of the North Star to attack them, content that the humans would eventually exhaust themselves and their resources.  They did not calculate the resilience of the North Star, nor their capacity to greatly improve their forces as the war went on.  All that happened was the Overlords’ own irreplaceable resources dwindled.  As their Proto-fuel ran out, the Overlords’ advantage disappeared and desperation set in, but too late to save themselves.     

They knew about where the Proto-Loom was, but recovering it would be a sensitive operation.  They dared not risk mass combat around its internment (until they had no choice).  Moreover, the humans had not already recovered it.  They were clearly too “primitive” to understand what was in their possession.  The Overlords did not wish to alert them, lest the humans figure it out and then turn that against them.    

Overlord Troops
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
1st
+1
+0
+2
+0
2nd
+2
+0
+3
+0
3rd
+3
+1
+3
+1
4th
+4
+1
+4
+1
5th
+5
+1
+4
+1
6th
+6
+2
+5
+2
Typical Soldier (Levels 1 to 3) +2 Dex +1 Str, Int, Cha
Typical Officer (Levels 4 to 6) +3 Dex, Cha, +2 Str, Int, Wis, +1 Con
HD: D8


Combat Biomeck (Blue)
While the Biomeck was a non-transformable humanoid mecka, it was a considerable advancement in technology.  The pilot literally plugged into his Biomeck and became one with it.  Their abilities translated directly to their mecka.  The average Overlord security clone was quite skilled indeed . . . for an automaton possessing little emotion and less imagination.  They followed their Overlords in displaying arrogance and contempt for their enemies, but the clones ultimately only did what they were told by their betters.  They had little to no initiative. 

Unfortunately, the Biomecks were what they were, a heavy duty security mecka, not a war mecka.  They required a hoversled for flight and had no long or even medium range weapon systems.  At best, they could intimidate a poorly armed mob riot.  If they’d run into EMDF or EEF forces at full strength, the Overlords would have been forced into a real fight right off the bat and might not have won.  Against the cash-strapped ANS forces run by cost-cutting bureaucrats, suddenly the Biomecks became very formidable.
   
While efforts were made at bolstering their forces in transit from Zirol, only so much could be done.  They did not have the resources or ability to redesign their armed forces for mass warfare.  They could only focus on producing more of what they had.  Lack of troops were another issue.  Zirolian society did not have a true warrior class to start with.  Instead, they focused on training a very elite corps of pilots for their mecka, hoping quality would win over quantity. 

The earth commanders in the war never realized that the Overlords were nominally committing the bulk of their military forces to any major engagement.  This made the Overlords far more timid than their arrogance would suggest.  All of their losses were being keenly felt.  Losses of their Overlord field commanders (who directly controlled the troops) were nearly unbearable, resulting in hasty retreats whenever threatened.

Proto-fuel starvation during the war affected the Overlords’ cloning facilities first.  Shortly after engaging in the war, the Overlords were forced into mass abductions and brainwashing captured humans to fill their ranks, which only diminished their effectiveness.  In spite of statements by the Overlords to contrary, I believe they desired a subject human population, rather than destroying them.  They would have made good cannon fodder versus the Hive and could help replenish their own race’s genetic material.

Note: Destruction of the Biomeck will kill the pilot every time.  There isn’t a separate cockpit.  The pilot is integrated into the mecka like wearing a suit.     
      
Mecka HP: 20, Hoversled 10 (Called Shot to hit sled)
Mecka Armor Class: 15 Clone/13 Abducted Human (Base 10 +3/+1 Dex Bonus +2 ½ level)
Speed: F run, F flight with sled
Sensors: S Range Radar

Clone Warrior Pilot (fourth level)
Melee to hit: +6 (+4 level, +2 Str)
Ranged to hit: +7 (+4 level, +3 Dex)
Pilot Check: +4 (+2 ½ level, +2 (+3 Dex, +1 Wis)/2)

Abducted Human Pilot (third level)
Melee to hit: +5 (+3 level, +2 Str)
Ranged to hit: +4 (+3 level, +1 Dex)
Pilot Check: +3 (+2 ½ level, +1 (+1 Dex, 0 Wis)/2) 
(Note: Abducted humans used for this purpose were tested to have superior reflexes and an ability to accept advanced hypno-training and conditioning for combat.)

Battle Axe M1d4+2

Drum Cannon M1d10, S
Hoversled Dual Cannons M2d6, S
Clones may fire their Drum and Sled Cannons together at a single target, but without their attack bonus.  Abducted Human pilots will only fire one or the other.   

Note: I’m making a lot of notes on this otherwise bland, weird mecka.  I think my interpretation here breaks from the series and other material.  I’d rather have actual pilots in all of the Biomecks than lumps of protoplasm for gaming purposes.  It allows more differentiation in forces, which the Overlords do not really have.  Admittedly, the Axe weapon was never in the series, but I seem to recall seeing it on a toy.  So, in the interests of giving this mecka some HTH capabilities, I added it.


Internal Guard Biomeck (Green)
More elite pilots (fifth level) were used to protect sensitive internal areas of the Overlords’ Homeships or even the ship’s surface against invasion.  They typically do not use hoversleds.  As with a Blue, destruction of the Biomeck will kill the pilot.

Mecka HP: 20
Mecka Armor Class: 16 (Base 10 +3 Dex Bonus + 3 ½ level)
Speed: F run
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)

Battle Axe M1d4+2
Blaster Cannon M2d8, S


Combat Leader Biomeck (Red)
The best of the best clones were reserved as combat leaders.  While a triad of field commander Overlords usually directed combat from a distance, the Reds did so in the thick of the battle.  However tactically efficient though, the Reds still only did what they were ordered to do with little imagination.  They were simply automatons of the Overlords as much as any of the rest of their troops.  Figure one Red for every squad of 11 Blues.  The Red Biomecks do have a separate cockpit, which allows the pilot a chance of survival in the event of the destruction of the craft.  The cockpit features an advanced telepathic system to control the craft.       

(Note: the Overlords did attempt to clone Qor from his genetic material in their clone banks to rebuild his Proto-Loom, but the sample was from before his invention and the clone could not duplicate it.  The Qor clone was repurposed into a combat leader.)

Mecka HP: 20, Hoversled 10 (Called Shot to hit sled)
Mecka Armor Class: 17 (Base 11 +3 Dex Bonus +3 ½ level)
Speed: F run, F flight with sled
Sensors: S Range Radar

Melee to hit: +8 (+6 level, +2 Str)
Ranged to hit: +9 (+6 level, +3 Dex)
Pilot Check: +6 (+3 ½ level, +3 (+3 Dex, +2 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.

Battle Axe M1d4+2

Blaster Cannon M2d8, S
Hoversled Dual Cannons M2d6, S
Note: A Red may fire their Blaster and Sled Cannons together, though without any attack bonus. 


Hive Fighter (HF) Biomeck (Red)
The Hive Fighter was originally conceived as an autonomous drone craft to be used against the Hive, as the name implies.  With the loss of their Zee warriors, the Overlords needed a cheap, disposable army with which to combat their swarms.  This system was designed during their voyage to earth, but not perfected until late in the war.  (Their armaments designers were too staid to do anything quickly.)  The drones would have been deployed by the tens of thousands had the Overlords the Proto-fuel, the materials, and the time to produce them. 

As it was, their only option was to use what they had, clones and Biomecks.  Late in the war, the system was finally ready and the modified Biomecks went into combat.  The innovation of the HF was a telepathic com system that allowed three mecks to nearly instantaneously coordinate their attacks as a unit.  How well this particular unit would have done against the Hive is debatable, but against the North Star it would have been devastating had it come earlier in the war. 

Unfortunately, the HF had issues due to its panicked induction into the Overlords’ forces.  The largest problem was the lack of high-level pilots.  Had the clone banks been active, Aces would have been in the pilot pods.  (The HF had a separate cockpit like the Red Biomeck.)  As it was, the Overlords distributed the last of their regular clone pilots into the HF’s.  They were good, but likely the least combat experienced and could not fully utilize the system. 

Mechanically, Red Biomecks were hastily modified to accommodate the psi system, which required it to be larger and more armored.  This actually reduced its effectiveness by making it a good deal slower.  The system also had an exploitable design flaw.  Direct hits to its vulnerable faceplate, which was part of their psi receptor, would shutdown the system and the mecka. 

  
Mecka HP: 25, Called Shots: Faceplace 4, Hoversled 10
Mecka Armor Class: 17 (Base 12 +3 Dex Bonus +2 ½ level)
Special Vulnerability: A Called Shot to the faceplate and its destruction will shutdown the craft and kill the pilot.
Speed: M run, M flight with sled
Sensors: S Range Radar

Melee to hit: +7 (+4 level, +3 Str)
Ranged to hit: +7 (+4 level, +3 Dex)
Pilot Check: +4 (+2 ½ level, +2 (+3 Dex, +1 Wis)/2)
Special Tactics: HF’s were always deployed in groups of three.  They will normally all fire at same target, especially if it’s isolated.  However, they’ll shoot at separate targets as necessary.  The three will cover for each other when damaged as well. 

Battle Axe M1d4+3

Blaster Cannon M2d8, S
Hoversled Dual Cannons M2d8, S
Note: An HF may fire their Blaster and Sled Cannons together, though without any attack bonus. 


Hive Fighter Drone Prototype
Note: Yet another note.  I just realized I didn’t make stats for the drone HF.  It wasn’t properly part of the series in terms of a vehicle used in combat.  The scene they were in may have just been a “proof of concept” of having mecka attack in a tightly coordinated manner.  In any case, as small craft, they would have only been useful in swarms, which would probably be difficult to account for in RPG combat.  But, there could be a few floating around the Homeships as prototype guards.

Mecka HP: 10
Mecka Armor Class: Base 12
Speed: M atmospheric flight, F space flight
Sensors: S Range Radar

Ranged to hit: +4 (automated)
Pilot Check: +2 (automated)
Special Tactics: HF Drones were always deployed in groups of three.  They will normally all fire at same target, especially if it’s isolated.  However, they’ll shoot at separate targets as necessary. 

Triple-Blaster Cannon M3, S (The craft is actually studded with triple cannons, but can only fire one set at a time.)

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