Delta Fighter (Air/Space fighter)
This
was the next generation of meckatech fighter developed for warfare against the
Overlords and any Zee still loyal to them.
(Specifically, it was made to combat the Quad Armor head-to-head.) The superior armor, payload, and speed of the
fighter should make them more than a match against whatever the Overlords could
field against them. There was the one
trade-off; longer ranged missiles were sacrificed for a higher quantity of
shorter-ranged missiles.
The
EEF was badly shocked by the presence of hostile Hive forces at the Overlords’
homeworld, whom they did not imagine fighting.
Leadership may have had some thoughts of allying with them against the
Overlords, regardless of friendly Zee warnings.
Hive swarms could quickly overrun Deltas with the short range of their
missiles. From that point, the EEF had
to adjust their tactics until the Black series fighters were developed.
Deltas
and Omegas were not equipped with any HTH weapons. So confident of the meckas’ missile
capabilities, designers didn’t even initially include a gun pod on the
Delta. Command had to insist on one
before full production started. This was
why it was jammed under the right wing instead of integrated. While more powerful, the gun pod had to be
compact to fit into the space, so it is unusable in HTH combat, doing so will
ruin it. (Note: The series did show the
Delta having a pair of nose lasers, but I don’t think they were used in the
show itself, so I’m ignoring them.)
The
Delta has three modes of operation. In
the flight mode, it looks like a fighter aircraft. In hover mode, the arms and legs are
deployed, but it is still capable of flight.
In Battler mode, it assumes full humanoid robot form.
Mecka HP: 20
Mecka Armor Class: Base 11 + Dex
Bonus + ½ level
Speed: Fighter F,
Guardian S hover, Battler M run
Sensors: M Range Radar
Typical NPC Stats
Level: 1, +2 Int, Dex
MAC: 14 (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)
Unarmed M1d2+2
Gun Pod-XX M1d8, S, 10 Bursts,
any mode, 2 extra clips
60 Short Missiles M1d8 (+1/missile
volley), S
Note:
a collapsed Typhoon cycle was stowed behind the cockpit of all types of Delta
fighters as an emergency vehicle.
Delta Black Fighter (Stealth Air/Space
fighter)
When
it was discovered that the Hive were homing in on the Proto-fuel in their
mecka, the EEF immediately set about trying to cloak that energy
signature. With the “help” of some of
their Liberator allies,* the Black stealth system was developed. It allowed the Delta to be the devastating
quick strike weapons system it was designed to be against the Hive. Regrettably, once engaged in combat, the
Deltas were still open to being overrun by overwhelming numbers, but at least
they could retreat safely. The gun pod
was also replaced with an energy weapon which was capable of blowing holes in
Hive Mound force fields.
*
I’m going to sidestep discussing the direct-to-video movie, which I loved. I am not prepared to try to unpack the mecka
and weapons from it for this game.
Mecka HP: 20
Mecka Armor Class: Base 11 + Dex
Bonus + ½ level
Speed: Fighter F,
Guardian S hover, Battler M run
Sensors: M Range Radar
Special: This mecka is
effectively invisible until it comes into S range against all types of opponents. It will always attack from surprise against
Hive opponents and will have initiative in combat over them in any combat
rd. If the mecka retreats beyond M range
out of combat, it will effectively disappear.
Typical NPC Stats
Level: 1, +2 Int, Dex
MAC: 14 (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)
Unarmed M1d2+2
Phase Gun Cannon 1d12, S, 10 shots,
any mode, 2 additional clips, it will also blow a mecka-sized hole into any force
field for 1 rd.
60 Short Missiles M1d8 (+1/missile
volley), S
Omega Bomber (Air/Space fighter,
booster for Delta Fighter)
The
Omega was initially developed as a transformable bomber unit. In testing, the unit was unsatisfactory in
performance. It would be redesigned to
mate with the Delta Fighter as a space booster unit. It was thought it would make the Delta more
successful by doubling its missile capacity and giving it a longer range punch,
especially against capital ships and stationary ground targets. Against the Hive however, it mostly just
added unnecessary bulk and slowed the Delta down.
Omegas
were not produced in large numbers, perhaps only one for every 10 Deltas. After the war with the Hive began, production
was halted as they were not deemed as useful as Deltas. Omegas were only deployed mated with
Deltas. For the most part, the Omega
section would be left unmanned in combat, as pilots were at more of a premium
than mecka for the EEF. Though it was
still functional as an independent unit, the Omega was seldom used as such,
basically only when necessary and an excess of pilots was present. Certainly mecka pilots preferred Deltas
overwhelmingly.
Note
that the maximum payload for the Omega is listed. The Proto-Warhead weaponry would only be
loaded for action against capital ships and hardened terrestrial targets (like
Hive Mounds). Typically, a full payload
would only be loaded before a major engagement.
The bomb bay could hold a few passengers or cargo instead.
The
Omega had three modes of operation. In
the flight mode, it was a completely unrealistic-looking aircraft. In hover mode, it became more absurd as it
deployed its legs. Finally, in Battler
mode, it deployed its arms and turned into a ridiculous-looking robot, the kind
of robot that has a teenaged pilot shouting out commands to operate its weapons
systems.
Notes:
Who thought this was a good idea? I was
tempted to leave this one out. It’s the
ugliest mecka on the show in any mode.
It’s so completely un-aerodynamic.
How does it fly in an atmosphere?
As a space booster it makes some sense.
As a transformable fighter on its own, it’s laughable.
Mecka HP: 25
Mecka Armor Class: Base 11 + ½ level
Speed: Fighter M (VF at
max burn. Can breech orbit or escape
combat, but cannot maneuver or attack), Hover S, Battler S run
Sensors: L Range Radar
Typical NPC Stats
Level: 1, +2 Int, Dex
MAC: 12 (Base 11, +1 ½
level)
To Hit: +3 (+1 level, +2
Dex)
Pilot Check: +2 (+1 ½ level, +1
(+2 Dex, 0 Wis)/2)
Unarmed M1d2+3
Internal Gun Pod-XX Cannon M1d8, C, Built-in
to fighter, 20 Bursts, fighter mode only
60 Short Missiles M1d8 (+1/missile
volley), S
10 Medium Missiles M1d10 (+2/missile
volley), M
2 Proto-Warhead Missiles M1d4x100
(+100/missile volley), L
2 Proto-Warhead
Bombs M1d6x100
(+100/bomb volley), can be dropped at L range in gravity, can be ejected in
space at C range with a 1-rd timer to escape, fighter mode only
(Note:
These are basically tactical nukes, only lacking a radiation signature. They are not suitable for air-to-air combat
between mecka.)
Omega Black Bomber
Has
the same stealth characteristics of the Delta Black Fighter, but still has the
Gun Cannon, instead of the Phase Cannon.
Combined Delta/Omega
Fighter/Bomber “Boomer”
While
a very potent package, this fighter/bomber combination was ultimately hobbled
by design compromises. It had a long
range and could reach orbit from the ground and reenter atmosphere from
space. It had a longer range punch and
double the short range missile capability than just the Delta for air-to-air
combat. Unfortunately, in close range
combat, the Boomer was slower, less maneuverable, and a bigger target. Against the Overlord or Zee forces, it
probably would have been fine. Against
swarms of Hive fighters, it tended to attract too much attention and would get
overwhelmed.
The
Boomer was really meant to be a space bomber against armored satellites and
capital ships. It even had enough
firepower to be its own escort to target.
Unfortunately, this was a very specific function in the wrong war. Leadership was already leery of equipping
fighters with expensive Proto-Warheads.
They were too vulnerable and too often pilots ended up inside the blast
radius. Better to arm warships with
them. They could have been used against
Hive swarms at a long distance, but not efficiently or with much success,
though Hive carriers would be a good target before they deployed fighters.
These
craft had such a huge missile capacity, that they were seldom completely
armed. They weren’t just missing
Proto-Warheads, but tens of cluster missiles as well. They might be fully armed at the start of a
battle, but seldom fully rearmed in the engagement. Boomers were often deployed at the tip of the
spear of major battles, hoping to get in as many strikes as possible. They were also used to escort vulnerable
troop carriers alone to free up squadrons of Deltas to engage enemy
fighters. With its L Range radar, they
were often deployed as “Eagle Eyes” for squadrons in the field with the Omega
pilot serving as a RIO.
Normally,
they were deployed with a single pilot in the Delta. If both cockpits are manned, only one pilot
would be in control of the craft. A
pilot in the Omega would only be in control if the Delta pilot was
incapacitated or delegated control. The
craft could be split into two in combat if both are piloted, though they can
only be mated outside of combat. The
Delta can still transform into its modes while attached to the Omega and looks
really awkward.
Mecka HP: 30
Special: Damage is assumed
to be taken to the Omega unit first, unless a Called Shot is made on the
Delta. After 15 MHP or more of damage,
the Omega unit and its payload will be unusable and shutdown. It will have to be jettisoned at that point
in order to continue flying. If the
Delta specifically takes 10 MHP of damage, its payload will be unusable and
Speed will be reduced to S. It can be
unloaded, as long as there is an Omega pilot.
Mecka Armor Class: Base 11 + ½ level
Speed: Fighter M (VF at
max burn. Can breech orbit or escape,
but cannot maneuver or attack), Guardian (Delta only) S hover, Battler (Delta
only) S
Sensors: L Range Radar
Typical NPC Stats
Level: 1, +2 Int, Dex
MAC: 12 (Base 11, +1 ½
level)
To Hit: +3 (+1 level, +2
Dex)
Pilot Check: +2 (+1 ½ level, +1
(+2 Dex, 0 Wis)/2)
120 Short Missiles M1d8 (+1/missile
volley), S, combined payload of both craft
10 Medium Missiles M1d10 (+2/missile
volley), M
2 Proto-Warhead Missiles M1d4x100
(+100/missile volley), L
2 Proto-Warhead
Bombs M1d6x100
(+100/bomb volley), can be dropped at L range in gravity, can be ejected in
space with accuracy at C range with a 1-rd timer to escape, fighter mode only
(Note:
These are basically tactical nukes, only lacking a radiation signature. They are not suitable for air-to-air combat
between mecka.)
Note:
Only one class of missile or bomb can be used at a time. This payload represents the full potential
compliment. The Proto-Warheads were
never standard issue, only by special order.
The other missiles could typically be limited by on-hand supply.
Cannot
engage in HTH
Internal Gun Pod-XX Cannon M1d8, C, Built-in
to Omega fighter, 20 Bursts, fighter mode only
Gun Pod-XX M1d8, S, 10 Bursts,
any mode, 2 extra clips, usable by the Delta in any mode
Note:
Only one gun can be used at a time in combat.
Combined Delta/Omega
Black Fighter/Bomber SN “Silent Night”
With
the “Black” stealth technology, production was restarted on the Omegas in a
limited capacity. It was hoped that it
could shine in a heavy support role as long as they could “disappear” quickly. These were really only used in their debut
action at the final battle over the Hive Super Mound Cluster (SMC). Given the Gotterdammerung of the affair, it’s
difficult to judge their effectiveness there.
(Later versions used the Omega as a platform for a large phase cannon,
which will not be detailed here.)
Has
the same stealth characteristics of the Boomer, along with the Delta Black
Fighter and the Omega Black Bomber.
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