Typhoon (Motorcycle armor
suit, ground combat)
Needing
to make the most of their limited personnel, the EEF developed the Typhoon
motorized armor system for its ground troops.
The cycle mode would give them great speed in deployment. In battler mode, it could deal out impressive
damage with tremendous maneuverability.
It was compact enough to be stored as an emergency vehicle in a
Delta. Several different types were
developed with various weapons packages, which were interchangeable for
different missions and personal tastes.
The Heavy was the main combat model, the Cutlass was a stealth unit, and
the Light model for reserve personnel, though they were basically all the same,
except for styling.
The
Hive focused mostly on air superiority, which made beating them from the ground
a tough proposition in straight-up combat.
Upgraded Battlemecks* and Legionnaire Tanks were in the EEF’s initial
compliment, but fell out of favor against the fast-moving and numerous Hive
troops. Actually, the ground game
against the Hive tended to be of a covert nature, where Typhoons and even
non-mecka-using troops were valuable.
(The Hive seemed to have a complete blindspot in trying to deal with
small partisan forces. Where fleets
failed, little rebel groups could take out entire Mounds.)
“*”
I’m not stating out those EEF Battlemecks.
They’re not worth the effort frankly.
I could be persuaded otherwise, but just use the older models in the
meantime.
Mecka HP: 5
(In
either cycle or battler mode, a DC 12 Pilot Check is required to survive the
destruction of the mecka)
Mecka Armor Class: 10 + Dex Bonus + ½
level
Speed: Cycle F, Battler M
run*, S hover
‘*’
For a normal combat encounter, not long-distance running.
Sensors: S Range Radar
Special: Must be wearing
EEF body armor to transform into Battler mode.
If riding in cycle mode, damage goes to the cycle first unless there’s a
Called Shot on the rider.
Typical NPC Stats
Level: 1, +2 Int, Dex
MAC: 13 (Base 10, +2
Dex, +1 ½ level)
To Hit: +3 ranged (+1
level, +2 Dex), +2 HTH (+1 level, +1 Str from Typhoon armor)
Pilot Check: +2 (+1 ½ level, +1
(+2 Dex, 0 Wis)/2)
Heavy Type
Unarmed M1+1
Beam Gun M1d4, S, 10 shots,
recharged in 1 turn attached to Typhoon
Beam Cannon M1d6, M, 5 shots,
recharged in 1 turn attached to Typhoon
Rail Cannon M1d8, L, 4 shots, 2
extra clips of shells
4 Mini Missiles M1d6 per missile,
M, can fire 2/rd, 8 extra missiles, 1 turn to reload
Cutlass Type
Vibro-Sword M1d2+1
12 Micro Missiles (chest battery)
M1d4 per Micro Missile, can fire all 12/rd, S, 24 extra missiles, 1 turn to
reload
Light Type
Unarmed M1+1
Rocket Cannon (6 Micro Missile clip) M1d4, 1/rd, M, 12 extra
missiles, 1 rd to reload
Ranges
listed are for personal combat, not giant-sized mecka-level combat. Missiles and guns may be used in cycle mode,
but only when stationary. Use of
attached weapons requires the Typhoon armor’s mechanical strength boost. Using them without the Typhoon will be
without any attack bonuses.
Armored Transport
This
was standard military-issue truck used on various battlefields. Oddly, the EEF favored old-fashioned,
conventionally fueled wheeled vehicles over the advanced hover vehicles used by
the stingy ANS.
MHP: 10
MAC: Base 11+ ½ level
Speed: M
Capacity: 1 driver, up to 10
passengers or cargo
Optional Armaments:
Impact Cannon M1d6, S, 10 shots
(took the place of the shotgun seat)
20 Mini Missile
Battery
M1d6 per missile, M, can fire all in 1/rd, but can only target 10 opponents at
a time, 1 turn to reload (took the place of cargo or passengers in the back)
Orbital Troop
Transport “Swan” (Drop Ship)
Troops
who survived trans-orbital combat deployment in these craft had a more colorful
name for them, but we’ll go with “Swan,” as it described the long white wings
and graceful neck leading to the bridge.
It might be charitable to say these vessels were not really designed for
orbital combat landings. “Graceful” is a
word you might want to apply to a good-looking fighter aircraft, not to
transports depositing troops into a “hot” LZ.
As
you might guess from its lack of armaments, the Swan was in fact a militarized
version of a civilian space transport.
It was actually in use before Space War I, helping to build the orbital
platforms. The design was dusted-off by
the EEF and put into mass production.
Like many other EEF weapons systems, its use did not anticipate fighting
swarms of the Hive and they were stuck with them.
Contrary
to the apocryphal reports by pilots, the Swans were well-designed to enter
planetary atmosphere from space. They
just weren’t designed to do it while being shot at or having a couple of Hive
Drones snapping their necks. Squadrons
of Deltas were supposed to be ruling the airspace around drop zones allowing
for easy insertion. Even the addition of
a heavy escort fighter to its standard deployment was considered unnecessary
overkill. (The Boomer attached to the
craft could not be rearmed by it or reattached in combat; it was just for
defense before landing.)
Mecka HP: 100, Called Shots:
Cockpit 10, Engines 40, Cargo Pods (2) 40
Mecka Armor Class: Base 10 + ½ level
Speed: M (VF at max
burn. Can breech orbit, but cannot
maneuver)
Sensors: L Range Radar
Crew: 6 piloting crew, 2
service crewmen for the fighter and the pods
Defense: 1 assigned
Delta/Omega “Boomer” fighter
Pod Payload: 50 Typhoon troops
or 100 support personnel or cargo. Pods
can be detached immediately upon landing for quick “dust-offs.”
Typical NPC Stats
Level: Fourth level
pilot/captain and co-pilot, +2 Int, Dex (the rest of the crew would be first or
second level techs)
MAC: 12 (Base 10 +2 ½
level)
Pilot Check: +3 (+2 ½ level, +1
(+2 Dex, 0 Wis)/2)
Tactical
Transport/Destroyer “Orca” (Troop/Mecka transport and Escort ship)
Much
of the fleet funding for the EEF was lavished on the SDC-3, a refurbished Zee
cruiser. The other ships of the line had
to fulfill multiple functions to be on budget.
Thus the large Shogun class battleship/carriers were conceived. (These would later be retired in favor of the
Kusanagi class ships, which featured quick launch silos for their Delta
fighters). Along those lines, the “Orca”
destroyer class vessels also doubled as the main fleet transport. These ships lacked the ability to fold
themselves. They were transported long
distances by other capital ships’ fold bubbles.
The
combat profile of these ships may have been a bit doubtful in their initial
configuration. Essentially they were
there to fire Proto-Warhead missiles (instead of loading them on fighters) and
to sacrifice themselves to the save the carriers in close combat. The ship’s turret and small carrier capacity
were add-ons. Against the Hive, these
ships were severely underequipped to handle anti-fighter operations. The turret was questionably modified to fire
scattershot and loads of missiles replaced the Proto-Warheads in the
magazine. Any craft getting inside short
range though was going to cause trouble.
Their own fighters had to stay close to protect the ship.
The
large numbers of Orcas produced and their utilitarian design led to their use
in other functions, such as scientific, reconnaissance, and security
pickets. (Later versions would
incorporate a large phase cannon in the nose, which is not detailed here.) In their transport function, the Orcas were
not designed to make combat landings from orbit. They were simply too slow and bulky in an
atmosphere to be anything other than a large target. These ships would drop payloads only after a
landing zone had been completely secured.
Mecka HP: 1000, Called
Shots: Bridge (center top) 30 (there is a secondary bridge near the engines),
Engines 100, Hanger 200, Main Turret 40, AA Turret 20, Targeted patch of hull
(mecka-sized) 20
Mecka Armor Class: Base 10 + ½ level
in space, Base 10 in atmosphere
Speed: M (VF at max
burn. Can breech orbit, but cannot
maneuver or attack), S in atmosphere
Sensors: VL Range Radar (A
Mega Wave com and other types of long-range sensors can be added in place of
the Delta hanger for the reconnaissance or science models)
Crew: 55 crew
Fighter Capacity: 6 Delta
fighters. They could launch in combat,
but could not recover fighters under fire.
They also had a limited re-arming capacity onboard, only one complete
missile reload per fighter.
Transport Payload: 10 Battler mode
mecka, 100 Typhoon troops, 200 support personnel, or cargo.
Triple Barrel Turret M3d6x10, VL,
anti-ship, M3d10, L, anti-fighter scatter shot (can effect up to 3 targets
grouped together, each will take full damage on a hit, but will take ½ damage
with a DC 12 Pilot Check)
Forward Anti-Fighter
Turret
M2d10, M
6 Missile Launch
Tubes
(can be fired simultaneously)
120 Short
Missiles M1d8 (+1/missile volley), S
72 Medium Missiles M1d10 (+1/missile
volley), M
36 Heavy Missiles M1d12 (+3/missile
volley), L
Or 12 Proto-Warhead Missiles (in place of Heavy
and Medium Missiles) M1d4x100 (+100/missile volley), L, these were not
typically loaded, except by special order
Typical NPC Crew
Stats
Level: Fifth level pilot
and co-pilot, third level weapons officers for each system +2 Int, Dex (There
would be at least four pilots on board with a separate captain and exec. The rest of the crew would be first or second
level techs and five security officers in Battler Typhoon armor with Beam
Guns.)
MAC: 13 (Base 10 +3 ½
level)
To Hit: +5 (+3 level +2
Dex)
Pilot Check: +4 (+3 ½ level, +1
(+2 Dex, 0 Wis)/2)
EEF 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, trying to improve the survivability of its limited number of troops,
created and issued body armor that could absorb M-level damage. The wearer can still be killed by regular
fire, but can take quite a bit of damage.
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
+1
Int, Wis, Cha, +2 Str, Con, Dex
Level: 1/5
HP: 11 (d10)/ 40 (d10)
EEF Body Armor MHP 2, this armor
will absorb up to 10 hp of regular gunfire damage/rd, anything over that go to
the wearer’s hp. +2 to AC. While scratched by regular damage, M-Level is
permanent. The armor is ruined if
depleted of MHP.
Armor Class:
14
(Base 10 +1 Dex +1 1/2 level +2 Armor)
17
(Base 10 +2 Dex +3 1/2 level +2 Armor)
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, 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:
G3 Personal Weapon
System:
This was the EEF standard-issue weapon.
It had three modes of fire
Normal Damage Mode, effectively
unlimited ammo, S in pistol, M with rifle stock, can fire at L range with
stock, but only single shots (sniper)
2d8
single shot
2d8
x 1d2 burst (DC 12 Ref Sv ½ damage)
2d8
x 1d2 spray (+0 to hit), up to 3 adjacent targets (DC 12 Ref Sv ½ damage)
M-Laser Pistol M1, 10 rds/clip
M-Laser Rifle (with rifle stock)
M1d2, 15 rds/clip
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
Cobalt Grenade M1, S, affects 10’
area, (up to four targets grouped together, each target takes full damage, but
can survive with a DC 12 Ref Sv), thrower will need cover or will be in the
blast
Note: This overpowered
thrown weapon will likely kill any unarmored opponent in the blast radius. Yes, this is essentially “save or die.” Those making the saving throw are at 0 hp and
knocked unconscious for 1 turn. Armored
opponents making the save will still be knocked out for 1 rd.
Rocket Launcher M1d6, L, single use
(cannot be used at S range without taking full damage)
Cobalt Mine M2d4, can use timer
or remote detonator, user needs cover and to be well away from the detonation
or will likely be killed in the explosion.
Note: These powerful
mines are usually used against a single mecka, a vehicle, or a building. Moving targets are allowed a DC 12 Pilot
Check for ½ damage. If a vehicle is
destroyed by a mine, the occupants are usually killed with it (except for using
FP or XP). A flimsy building will likely
be destroyed. A large or fortified
structure will have a large hole blown in it.
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