Hive Drone (Disposable scout,
decoy, suicide attack)
Hive
troops, which is functionally nearly their entire society, are strictly
regimented by their abilities inside their caste. The lowest level troops are the Drones. They are only good for reconnaissance and
swarming attacks. These Drones have no
ranged attack, only HTH. However, if
they get lucky and grapple, they are dangerous.
(Refs, do not make every Drone attack a suicide attack swarm. They only use this tactic against massed
enemies or if protecting something very valuable.)
Mecka HP: 10, Eye Called
Shot 2
Mecka Armor Class: 13 (Base 10 +2 Dex
Bonus + 1 ½ level)
Speed: F
Sensors: S Proto-Sensor
Melee to hit: +2 (+1 level, +1
Str)
Pilot Check: +2 (+1 ½ level, +1
(+2 Dex, 0 Wis)/2)
HTH Slash M1d4+1 (M2d4+2 if grappling)
Attack Drone (Fast attack swarm
unit)
The
upgraded version still relies on swarming tactics, but has a light ranged
attack. Normally, they won’t engage in
HTH unless their numbers sufficiently dwindled.
Mecka HP: 10, Eye Called
Shot 2
Mecka Armor Class: 13 (Base 10 +2 Dex
Bonus + 1 ½ level)
Speed: F
Sensors: S Proto-Sensor
Melee to hit: +2 (+1 level, +1
Str)
Ranged to hit: +3 (+1 level, +2
Dex)
Pilot Check: +2 (+1 ½ level, +1
(+2 Dex, 0 Wis)/2)
HTH Slash M1d4+1 (M2d4+2 if grappling)
Dual Plasma Cannons M2d4, S
Booster Attack Drone
(Escort
fighter)
To
provide some protection for their transports from enemy fighters, this Drone
type has a booster attached for high-speed support and to increase its
range. The booster was used to follow
transports into orbit or to quickly reach a battle as reinforcements. Essentially, it only travels fast in a
straight line and had slow down to engage in battle. It is not able to reenter the atmosphere. Assume damage goes to the booster first,
unless there’s a Called Shot on the Drone.
If 5 or more damage is taken, it will have to jettison its booster. It will not engage in HTH with the booster
attached.
Mecka HP: 15, Eye Called
Shot 2
Mecka Armor Class: 13 (Base 10 +2 Dex
Bonus + 1 ½ level)
Speed: F (VF to breech
orbit, but cannot attack at that speed)
Sensors: S Proto-Sensor
Ranged to hit: +3 (+1 level, +2
Dex)
Pilot Check: +2 (+1 ½ level, +1
(+2 Dex, 0 Wis)/2)
Dual Plasma Cannons M2d4, S
Drone Warrior (Capture and guard
unit)
More
advanced Drones were the Warrior caste (though in actuality all of the Hive
were warriors). This was a primarily a
ground support unit. They were mostly
used to gather and guard slaves for Proto-Flower farms. They were also used in large battles. If there are any large holes or open hangers
on a capital ship, they will attempt to rush in and attack sensitive areas
(engines, armory, bridge, parked mecka).
Mecka HP: 15, Eye Called
Shot 2
Mecka Armor Class: 14 (Base 11 +2 Dex
Bonus + 1 ½ level)
Speed: M
Sensors: S Proto-Sensor
Melee to hit: +4 (+2 level, +2
Str)
Pilot Check: +3 (+1 ½ level, +1
(+2 Dex, 0 Wis)/2)
HTH Claw M1d6+2, (M2d6+4 if
grappling)
Can
grab and hold human-sized targets with a successful attack roll and a DC 12 Str
Check (DC 13 if in Typhoon armor).
Unless the opponent is in Typhoon armor, they will not be able to get
free, unless they have the Escape Artist skill and make a DC 12 check.
Assault Warrior (Main assault unit)
These
elite warriors were the backbone of the Hive.
They were very capable of air and ground attacks, especially when
deployed in numbers. These troops may be
sent in initially for shock value, or alternately left in reserve until the
Drones have softened up the enemy first.
Mecka HP: 15, Eye Called
Shot 2
Mecka Armor Class: 14 (Base 11 +2 Dex
Bonus + 2 ½ level)
Speed: M
Sensors: S Proto-Sensor
Melee to hit: +5 (+3 level, +2
Str)
Ranged to hit: +5 (+3 level, +2
Dex)
Pilot Check: +3 (+2 ½ level, +1
(+2 Dex, 0 Wis)/2)
HTH Claw M1d6+2, (M2d6+4 if
grappling)
Note: Can grab and hold
human-sized targets with a successful attack roll and a DC 12 Str Check (DC 13
if in Typhoon armor). Unless the
opponent is in Typhoon armor, they will not be able to get free, unless they
have the Escape Artist skill and make a DC 12 check.
Dual Heavy Plasma
Cannons
M2d8, S
Ultra Drone (Upgraded heavy
assault unit)
While
Hive troops worked well enough in numbers, later in the war, the Queen created
an upgraded Drone that could equal the enemies’ best. (Pesky little rebel groups, who were having
more success than entire armadas, were unnerving her.) Thankfully for the EEF, these elite units
were not created in numbers. Unlike
lesser Drones, these were not suicide units and even included high-powered
long-range cannons. Its main flaws were
its ponderous speed and lack of long-distance sensors, along with a main weapon
that is overpowered by a Proto-Cell that can’t handle the output.
Mecka HP: 25, Eye Called
Shot 4
Mecka Armor Class: 16 (Base 12 +2 Dex
Bonus + 2 ½ level)
Speed: S
Sensors: S Proto-Sensor
Melee to hit: +6 (+4 level, +2
Str)
Ranged to hit: +6 (+4 level, +2
Dex)
Pilot Check: +4 (+2 ½ level, +1
(+2 Dex, 0 Wis)/2)
HTH Fist M1d2+2, (M2d2+4 if
grappling)
The
Ultra Drone really wasn’t designed for melee.
It can grab and hold human-sized targets with a successful attack roll
and a DC 12 Str Check (DC 13 if in Typhoon armor). Unless the opponent is in Typhoon armor, they
will not be able to get free, unless they have the Escape Artist skill and make
a DC 12 check.
Dual Inferno Cannons M2d10, L, can only
be fired every other rd
Dual Plasma Cannons M2d4, S
Hive Guardian (Mound Commander,
piloted by a Hive Humanoid)
When
the Queen decided that human form would be the next step in Hive evolution, she
created a mecka worthy of their advanced skills. It was even equipped with missiles. Unlike the Ultra Drone, this mecka focused on
speed and pilot ability to outclass their opponents. As formidable as it could be, it had the
typical Hive vulnerabilities of short range sensors and weapons. Taking out the eye will blind the mecka’s
Proto-sensor, but not kill it. However,
the cockpit, while shielded, is a rather conspicuous target for Called Shots.
Mecka HP: 20, Eye Called
Shot 2, Called Shot Cockpit 5
Mecka Armor Class: 17 (Base 11 +3 Dex
Bonus + 3 ½ level)
Speed: F
Sensors: S Proto-Sensor
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)
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.
HTH Fist M1d2+2, (M2d2+4 if
grappling)
Note: The Guardian
really wasn’t designed for melee. It can
grab and hold human-sized targets with a successful attack roll and a DC 12 Str
Check (DC 13 if in Typhoon armor).
Unless the opponent is in Typhoon armor, they will not be able to get
free, unless they have the Escape Artist skill and make a DC 18 check.
Plasma Cannon (built into right
arm) M1d10, S
24 Short Missiles M1d8 (+1/missile
volley), S range
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