Showing posts with label Robomeck. Show all posts
Showing posts with label Robomeck. Show all posts

Monday, July 29, 2019

Robomeck RPG: Robomeck Mecka-Space War III-Hive Other Craft and Hive Humanoids

Robomeck RPG Index


Disc Carrier (Troop transport)
The Hive had little subtly in mass warfare.  For space combat and planetary invasion and defense, they deployed their disc-shaped carriers full of drones and proceed to overwhelm their foes in waves.  It would seem an elementary strategy to simply shoot down the carriers before they disgorged troops.  Unfortunately, the carriers were sent in massed waves as well.  Moreover, being large and armored enough to withstand a first strike, they were designed to last just long enough to get their troops on to the battlefield. 

These craft had no defensive systems, however, blowing holes in the hull (any shot of 20 damage) would expose the Drones inside, who were fully capable of returning fire.  Unless a fighter group was carrying Proto-Warhead missiles, they’d be warned to attack the engines or the pilot dome.  Booster Attack Drones may be escorting the carriers.  Discs were capable of recovering Drones after a battle, though most expected that trips into space were likely to be one-way.

(The King and the Queen had the ability to fold space to send the transports over interplanetary distances.  The King had a fold-capable battleship in his fleet.)

Mecka HP: 1000, Called Shots: Engines 200, Pilot Dome 75, destroying either will crash the craft
Mecka Armor Class: Base 12
Pilot Check: +4 (+2 ½ level, +2 (+2 Dex, +1 Wis)/2)
Sensors: L Proto-Sensor
Speed: M
Crew: 4 Hive Regulators, 1 small section of a Mound Proto-Brain
Capacity: 200 Drone types or 100 Warrior types


Regulator (or Urban Regulator)
(Hive scientists, Mound guards and street-level attack units)

Except for the King and Queen and some special Hive scientists, the typical Hive creature was helpless outside of their mecka.  Coming from a light gravity world, their mecka were essential for them to move around.  Figure AC 10, HD d6, Hp 6, Speed S for “naked” Hive Drones.  Hive royalty were much stronger however, but will not be detailed here.  (They should be more narrative Characters than tactical opponents, in other words, it should be a “talking” encounter.)

Hive Mounds still needed workers and guards.  Hive scientists would also be working inside.  Because of the weakness of the Hive creatures on earth, they required a human-sized exo-suit in order to function.  They also functioned as fairly capable battlesuits.  In situations where small-scale combat action was required (probably to round up slaves), these suits were out-fitted with a rifle and a shield. 

(The King employed a more heavy-duty combat version for his troops with 10 MHP and flight capability as his personal guard.)

Mecka HP: 5, Eye Called Shot 1
Mecka Armor Class: 14 (Base 10 +2 Dex Bonus + 2 ½ level)/ 15 (+1 shield)
Speed: S
Sensors: S Proto-Sensor

Melee to hit: +5 (+4 level, +1 Str)
Ranged to hit: +6 (+4 level, +2 Dex)

HTH Fist M1
Forearm Plasma Blaster M1d2, S
Plasma Rifle (Urban only) M1d4, M


Mound Proto-Brain
Hive Mounds were run by large gelatinous brains at their core.  They handled Mound functions and were a central processing hub for input from their Drones.  They handled combat deployment and were the main sensor for Hive in the area.  In short, take out the Proto-Brain and its Hive Drones will be unable to coordinate their activities for at least an hour before the Queen asserts direct control.

MHP: 6, regenerates 1 MHP per half-hour if not completely destroyed
Armor Class: 10
Sensors: VL Proto-Sensor, also take in sensor data from Hive troops on patrol (Hive troops are constantly and aggressively patrolling the area around the Mound)
8 x HTH Tendrils: +6 to hit, Can grapple and immobilize victims with its tendrils if two hit the same target, DC 18 Str to break or DC 12 Escape Artist check, can be shot at, AC 16 and will be destroyed on any hit. 


Hive Humanoid (Human-like Hive agents or troops)
Earth was not Teroptera.  The Queen understood this as soon her and brood arrived to conquer the planet.  The Hive Drones were severely weakened outside of their combat mecka with the heavier gravity of earth.  Much of the Hive had to be kept in suspended animation inside Hive mounds when not on duty.  Earth was also nowhere near their homeworld in climate and ecology, certainly not after two devastating wars using Proto-Fueled weapons.

Terraforming could not be done on a large scale without disrupting the environment that their precious Proto-Flower had already taken root in.  Moreover, with the Hive unable to properly tend to the flowers while wearing their necessary combat armor, human slaves had to be used en mass to cultivate the fields.  Changing the environment would likely kill off their workers.

The Queen decided that it was the Hive themselves who must adapt to their new world.  They had the capacity to evolve in a quickened fashion.  The Queen had already taken a humanoid form for her liaison with Qor.  Still, she experimented with various forms of the earth creatures in her Creation Caverns.  Eventually, the Queen found that the human form was the superior form for ruling the earth (duh). 

She evolved only the best drones to start as an elite warrior caste.  The Hive Humanoids were a generally superior to humans though they were completely passable for them, if not even more idealized in comparison.  Only their clear, un-colored blood marked them as alien physically. 

Socially and emotionally though, Hive Humanoids were perhaps even more psychologically fragile creatures than the Zee and the Zirolian Clones.  While they had an intense loyalty to the Queen and to defending the Hive, a flood of human hormones combined with a body that could not tolerate ingesting Proto-Flowers (irony) to sedate them, produced a wide-range of disturbed individuals.  Some were psychotic; others were weakened emotional wrecks.  Even more ironically, they were so alienated from their own Hive brood (even each other) that socializing with actual humans was their only means of normalization.  The Queen would not realize this until the end before leaving the planet to seek “enlightenment” elsewhere.     

Level: 5
Stats: +3 Dex, Cha, +2 Str, Con, +1 Int, Wis
HP: 34 (d8)
Armor Class: 16 (Base 10 +3 ½ level +3 Dex)
Body Armor MHP 1, this is a skin-tight armor shell which will absorb up to 10 hp of regular gunfire damage/rd, anything over that go to the wearer’s hp. 
Saves: Fort +6, Ref +7, Will +2
Special: May have 1d2+3 FP available for every encounter, if an important NPC. 
Special (optional rule): Outside of combat, Hive Humanoids 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).    

HTH Trained 1d2 + Str Bonus, possible KO on 18 and up attack roll

Plasma Pistol M1d2, S, 10 Shots

Friday, July 26, 2019

Robomeck RPG: Robomeck Mecka-Space War III-Hive Mecka

Robomeck RPG Index

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

Thursday, July 25, 2019

Robomeck RPG: Robomeck Mecka-Space War III-The Hive

Robomeck RPG Index

The Hive Forces
“If you don’t like your enemies, you shouldn’t have made them.”  Before meeting Qor, the Hive was an entirely pacifist species, dedicated to nurturing their precious Proto-Flower.  Qor discovered the near unlimited energy potential of Proto-fuel derived from the seeds of the flower when stored in a Proto-furnace.  The seeds would eventually be drained and have to be replaced, but would last quite a while and produce enormous amounts of energy.  Use of the Proto-fuel would allow the Overlords to perfect cloning and create mighty warfleets, which would lead to their empire.

But there was always that need for the Proto-Flowers on Teroptera and the Hive nurturing them.  Qor had tried to seed conquered worlds, but only came away with a far inferior substitute.  The flowers would only fully bloom on the Hive homeworld.  While the Hive was happy to share (there was plenty, their world was covered in flowers), the Overlords never liked the arrangement.  It was a weak spot that the Hive or other civilizations might be able to exploit or take advantage of. 

The Overlords asked Qor to find a solution.  His was the Proto-Loom.  It was a Proto-fuel device that actually cloned the seeds.  That sounds a lot simpler than it was to actually create.  The Proto-Flower seeds were imbued with such energy, that the cloning process had the capacity to produce a planetary-level explosion if done improperly.  While the Hive Queen had shown the charming Qor how Proto-fuel worked, this invention was his own and solidified him as a genius.       

With the tremendous power of the Proto-Loom, the Overlords no longer needed Teroperan seeds.  To test the power of his creation, they ordered Qor to destroy the planet so that no one else would be able utilize the power of the Proto-seeds.  Qor’s ship, powered by the Proto-Loom, was fashioned with an energy cannon capable of devastating a planet.  (Humans recovering the ship later would only be able to use it at a fraction of its true power.) 

In a fit of conscience, Qor couldn’t kill his peaceful benefactors (or his erstwhile lover, the Queen).  He instead decided to defoliate the planet of Proto-flowers.  This would fulfill the Overlords’ dictum.  He thought he was doing the Hive creatures a favor as well; their hopeless addiction to the flower had stagnated their society to a listless primitive level.  Breaking this bond would unleash their potential.  That it did.

It was Qor’s last mistake and he’d live just long enough to see his error.  Without their narcotic flower to pacify them, the Hive became as violent as a junky deprived of a fix.  Almost instantly, their entire society of billions mobilized for war.  Qor had only seen the Hive as a civilization of pacifist, drug addicts.  He had not known of their history that led them to this point. 

The Hive had unlocked the secrets of Proto-fuel in their distant past and competing mounds had violently warred with one another.  The Hive who “won” the war, who were the progenitors of the current King and Queen, inherited a devastated world.  From that point, fearing the Hive would not survive as a species, all war was banned.  Aggression was blotted out by an enforced regimen of Proto-Flower consumption by most of the population.  Soon enough, it was all one, big happy Hive.

The King and Queen and various scientific officials, who were exempted from the mandatory addiction, gently directed the populace towards regenerating their world and rebuilding their civilization.  Generations later, with their world a paradise (by Hive standards), the royalty would also be as unmotivated as the rest.  But, those old machines of war were never actually destroyed and the knowledge of their creation was never lost.  All was preserved, just in case.

The Hive saved what seeds and flowers they could before they were all destroyed, but there’d be no where to plant them on Teropera with the soil contaminated.  Their next thought was revenge.  With the King and Queen united in thought their will was enacted by their whole populace.  Qor, orbiting above Teroptera with a Zee fleet, saw a horrific wave of Hive carriers suddenly coming up from the planet.  The old war machines still worked. 

The Zee would heroically attempt to shield Qor’s ship while it attempted to escape, but the Hive overtook them all.  With Hive forces already on board, Qor, fearing sending the Hive directly back to Zirol or any Overlord world, sent the ship into deep space.  Him, the crew, and the invaders would all be killed over the course of the lengthy fold.  Unfortunately, the Hive would search out nearby systems and still find the Overlords’ empire from their use of Proto-fuel and seeded worlds. 

The inferior Proto-Flowers they found would not sate their addiction.  Eventually, they’d take the whole empire, Zirol at the last, without finding the loom or any worthwhile replacement world.  While the King would end up fighting the EEF and fruitlessly searching for the fleeing Overlords, the Queen deployed Proto-sensing probes throughout the galaxy trying to find Qor’s ship.  The end of Space War II would finally give her a positive signal and a call to mobilize her and her brood to take a new world.             


Except where noted, all Hive Mecka have the following features:
Proto-Fuel Sensor S range (Mound Proto-Brains and the Royalty have much longer range and perception capabilities)
Sensor Eye A Called Shot on the eye, with enough damage, is a kill shot.  (Hive Guardians will only lose their sensing capability.)
Grapple Attack for Drone and Warrior types.  This is a suicide HTH attack and they will always go last in a combat rd.  If the Hive mecka makes a successful attack roll and then meets the grapple number, they will be attached to the opponent mecka.  Generally, the grapple number will be 14 (DC 12 + 2 mecka Str), though a few mecka do have +3 Str where noted.  The next rd causes automatic HTH damage.  The next rd, they will destroy the victim’s power core and themselves.  While grappling, Hive mecka is immobile and helpless while grappling and can be attacked to be removed. 

(Note: The Hive King utilized Automated Troops to secure his planetary conquests.  Like the EEF Battlemecks, I’m not going to be bothering to detail them either.  They’re not very interesting.  I may have some inherent bias against Liberators-era mecka.  I could be persuaded otherwise, but for now just use the Assault Warrior Drone as a non-flight capable archetype and then play them as dumbly as possible.) 

Wednesday, July 24, 2019

Robomeck RPG: Robomeck Mecka-Space War III-EEF Typhoons, Other Craft, Troopers

Robomeck RPG Index

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.