Friday, July 19, 2019

Robomeck RPG: Robomeck Mecka-Space War II-Overlords' Other Craft and Clones

Robomeck RPG Index

Assault Biomeck Carrier
The Overlords had a fleet of mammoth Homeships, but little in the way of support vessels.  They had a handful of what might be considered cruisers (consider them equivalent to a Zee small cruiser, even though they’re much smaller), but lacked the Proto-Fuel to keep them in constant operation.  (Their sole “battleship” equivalent only saw action in one battle and was irreplaceably lost.)  Their fleet compliment included some transports (perhaps equivalent to a Zee Scout-transport version), but they were only meant for cargo and passengers and not for combat.  The Overlords only real support ships were their Biomeck Carriers. 

As per the name, their main task was to simply transport mecka.  Like the Biomecks, the Carriers were designed for security situations, not full-on combat.  Their initial armament was only a rotating riot cannon beneath the craft.  For warfare purposes, two large cannons were added to the nose to make it more powerful.   

However, the craft was nearly as agile as a fighter and could engage in air-to-air combat.  The nose guns at least gave the craft a distance weapon, though it lacked missiles.  In small scale combat against mecka or shuttles, it excelled.  Against larger North Star capital ships later in the war, it was completely outclassed. 

The North Star really had nothing to counter the Carriers with in dogfights.  Thankfully, these craft were so valuable to the Overlords that they couldn’t risk their unnecessary destruction.  While they had many of them in their forces, they were nearly irreplaceable (like almost everything else in their inventory). 

Moreover, the Carriers were the tactical con of any battle.  An Overlord military triad was present in each to direct their clone warriors.  They were the “brains” of their troops.  Without them, the Biomecks would be almost directionless and ripe for slaughter (stunned 1 rd and they will normally retreat).  Any critical threat to the Carrier pilot dome, where they presided over the battle, often caused an immediate recall and retreat.  That’s a hard way to fight a war.

Mecka HP: 200, Called Shots: Pilot Dome 50, any hit will immobilize craft 1 rd, likely forcing retreat, its destruction will crash the craft, 2x Engine Block 20 (losing an engine will reduce its speed to S, but it will still fly), Nose gun or bottom turret 10, 2x Hatches 10
Mecka Armor Class: 12 (Base 10 +2 ½ level)
Speed: M
Sensors: L Range Radar 
Crew: 3 Overlord Field Commanders directing troops monitoring coms and radar.  3 fourth level Clones acting as pilots and gunners, all are inside the Pilot Dome.  Capacity: 6 Biomecks and Hoversleds or 150 Troops 


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

Nose Laser Cannons M2d12, M
Bottom Laser Turret M2d8, M


Homeship Defenses
The Overlord Homeship fleet was comprised of six massive seven-mile long ships.  These ships were ancient and pre-dated the Overlords altogether.  Before settling on Zirol, their predecessors had been a race of nomadic space-farers.  Their origins are lost do to the Overlords’ purge of and rewriting of their own history.  Likely, they were part of an exodus of a technologically advanced world.  The ships were sent out in different directions to find a suitable replacement candidate and converged when one was found.

The world of Zirol was barely habitable, but it orbited a gold mine.  Its immense shepherd world of Phantomae was rich, filthy rich, in minerals and even magnetic monopoles.  This may have been like their original home, which accounts for the materials necessary for the creation of these Homeships.  The heavy gravity made mining difficult until the advent of Proto-fuel and the creation of the Zee, who could tolerate those conditions.  They would mine out materials for their own massive fleets from there.

Perhaps because of their ancestral memories of flight, these colony ships were kept operational.  Some were landed planetside and still acted as homes for much of the population.  Others were in orbit to act as platforms for commerce.  When the time came to flee, the Overlords’ civilization was well-prepared to do so.  Unfortunately, the Proto-furnaces that had been retro-fitted aboard were not sufficiently fueled enough to fold such massive craft.  They had to rely on their ancient super-spatial drives.

The armaments of the Homeships were added during their voyage to earth, as these were originally unarmed colony craft.  Again, the Overlords were not inherently warriors, so their choices were poor.  Patches of the ships were clustered with AA guns, but the tops and bottoms were left nearly undefended.  A massive energy shield and a capital ship-killing cannon were constructed onboard, but both predictably turned useless when the Proto-fuel ran out. 

The Overlords weren’t expecting a long campaign.  When their big guns and energy barrier ran out, they still thought just the sheer size of their vessels would allow them to ride out any earth attacks, not dreaming the humans could really hurt them.  Seemingly, the Homeships should have been able to simply bear down on the ANS from the beginning and devastate them, but these weren’t truly warships and the Overlords knew it.  It’s also easy to second-guess them from planetside, but remember these Homeships were their actual homes and their entire civilization.  Putting them at the front of a battle, especially against a foe that had somehow destroyed their mighty Zee forces, was a terrifying thought.     

AA Laser Cannons M2d10, L, +5 to hit (+3 level, +2 Dex), 20 MHP, MAC 12
These cannons are usually clustered together in scary groups of six or more.  As the name implies, they used against enemy craft flying craft.  They were not positioned to attack ground assaults on the surface of the ship.  Green Biomecks were usually used to repel invaders.

Energy Barrier
This shield could be brought down or punctured if sufficient firepower was brought against it.  (Mass combat is beyond these rules.)  Figure it as a plot device.  The Characters will have to accomplish something to shut it down or make a hole in it or hold out for a certain number of rds until it is disrupted.  While the barrier is up, no craft can land on the Homeship.  Contact with the barrier is instant destruction, perhaps requiring a Pilot Check to avoid if flying close to it.


Overlord Clone Guards
Overlord society was completely gentrified when the end of their empire came.  The Proto-fuel had allowed them a sort of immortality through cloning and limitless energy.  Their empire-building and planetary defense had been turned over to their Zee warriors.  At best, the Overlords only kept a small security mecka force available for domestic disturbances (you know, ANTIFA-in-space types). 

During their 20-year flight to earth, the Overlords had to build up a military from scratch.  They made a few stops for raw materials, water, and organics, but never for long.  The Overlords were convinced the Hive were on their heels the whole way.  (Their use of super-spatial drives, actually shielded them from Hive detection.  The Hive would later have their own issues with an expeditionary fleet from earth.)  Their only path to salvation lay in recovering the Proto-Loom.

As already stated, the Overlords were too many generations removed from war to know how to effectively fight one.  Their most pressing issue was a lack of troops.  While they would have preferred mechanized automated troops, they had no such craft that were combat-capable.  Their only option was to cull the clone population of the most promising warrior-types.  The Overlords’ last use of their clone banks was to replicate as many the best of them as they could given their Proto-fuel reserves. 

Your average warrior clone was a decent physical specimen, but, in honesty, they were more “pretty” than intimidating.  What makes them dangerous is, in fact, their programming.  The warrior clones were hypno-trained with fanatical loyalty first, next came fearlessness.  Properly conditioned to obey orders and fight to the death, they were then trained in martial combat and mecka operations.  Advanced training in leadership was given to the best clones, but it was the field commander Overlords who did all the thinking towards advanced tactics and strategy. 

The examples below are first and second level internal guard units.  They are always deployed in groups of three.  These troops were usually left to autonomous operation once given their orders.  While ruthlessly efficient, they were not terribly bright.

Note: For game purposes, consider any actual Overlords encountered as being equivalent to a first level Clone Guards.  Realistically, personal combat will be the last option for any Overlord.  (Encounters should be more of a narrative nature, with parley and negotiation, rather than fighting.)  You can also consider any normal Zirolian citizen as being first level as well.  They will typically not fight at all, as they have not had the combat programming.  They’ll call for help at most.  Certainly they could interesting to interact with.  They’ll find human culture and manners completely alien, but not necessarily unattractive.

Level: 1/2
HP: 8/12 (d8)
(With Anti-Pain serum they gain 3 MHP, but will be rendered incapacitated after 1 turn and will be dead if they received any M-level damage in combat.  They will absorb up to 10 hp of regular gunfire damage/rd, anything over that go to their hp.)
Armor Class: 13 (Base 10 +2 Dex +1 ½ level)
Melee to hit: +2 (+1 level, +1 Str)/ +3 (+2 level, +1 Str)
Ranged to hit: +3 (+1 level, +2 Dex)/+4 (+2 level, + 2 Dex)
Saves: Fort 0, Ref +4, Will 0/ Fort 0, Ref +5, Will 0
Special (optional rule): Outside of combat, Zirolian clones are vulnerable to being stunned by emotional and passionate displays.  It is a DC 12 Will Sv or they are stunned for 1 rd.  Those succeeding are unaffected.  Those failing will then be extremely confused for 1 turn and are perhaps susceptible to further manipulation (Social Interaction rolls).    

Melee:
HTH Trained 1d2 +1 Str Bonus, possible KO on 18 and up attack roll
Shock Wand DC 12 Fort Sv or KO 1 turn, 10 charges

Ranged:
Assault Energy Rifle (not M level damage) 30 shots before needing recharge, M
2d8 single shot
2d8 x 1d2 burst (DC 12 Ref Sv ½ damage), 3 charges
2d8 x 1d2 spray (+0 to hit), up to 3 adjacent targets (DC 12 Ref Sv ½ damage), 6 charages


Clone Exterminator
These were the elite of the Overlord internal guard forces.  They were the bodyguards for the Overlords themselves.  Their other main mission was to “retire” misbehaving clones.  Being in a state of war, the Overlords could no longer brook any dissent against their rule.  The general populace feared these armored troopers perhaps more than any enemy forces. 

Level: 3
HP: 16 (d8)
Body Armor MHP 1, this armor will absorb up to 10 hp of regular gunfire damage/rd, anything over that go to the wearer’s hp.  The armor has a sensor package with IR, UV, motion detection, telescopic sight connected to rifle.
Armor Class: 16 (Base 10 +2 Dex +2 ½ level +2 Armor)
Melee to hit: +4 (+3 level, +1 Str)
Ranged to hit: +5 (+3 level, +2 Dex)
Saves: Fort +1, Ref +6, Will 0

Melee:
HTH Trained 1d2 +1 Str Bonus, possible KO on 18 and up attack roll
Shock Wand DC 12 Fort Sv or KO 1 turn, 10 charges

Ranged:
Assault Blaster Rifle M1d2, L, 10 rds/clip (See Sniping rules if attempting that) 


Overlord Vehicles
The Overlords used Proto-fueled hovercraft.

Hovercar/Truck
MHP: 5/10
MAC: Base 10 + Dex Bonus + ½ level/Base 11+ ½ level
Speed: F/M
Capacity: 4/20 occupants


Hover Platform
These were used by guards and the Overlords themselves to literally put themselves above the clone population.  These were meant more for intimidation and prestige than as an actual combat vehicle.  Flight and weapons were controlled by foot pedals.  The user has to be trained to use them.  Figure a DC 12 Pilot Check and 1 turn to use untrained.

MHP: 2 (Called Shot to hit Platform)
Armor Class: Base 10 + Dex Bonus + ½ level
Speed: S
Capacity: 3 passengers

Underside Blaster M1d2, S

No comments:

Post a Comment