Friday, July 12, 2019

Robomeck RPG: Robomeck Mecka-Space War I-The Zee

Robomeck RPG Index

Zee Forces
The typical Zee trooper was not so much of a “born warrior culture,” as they were a poorly-trained mob of giant thugs.  The full-sized Zee soldier coming out of the clone vat could expect to live 10 years the most at giant size before their bodies would break down.  This doesn’t include actual combat, of course.  Warriors were trained via hypnotic suggestion only in the minimal use of their powerful, but shoddy, equipment and a smattering of elementary battle tactics before being deployed in the field.  They were given no knowledge of how to repair their craft, much less how to design and build new craft.  Damaged equipment was simply replaced with new from an automated factory. 

Their aggression came from being essentially being a child in an adult body.  Strong discipline from the officer class would keep the troops in line (assuming the officer wasn’t just as bad).  The officers were cloned in a separate process with an increased mental capacity and advanced hypno-training in tactics.  The best ones (the ones that weren’t killed quickly and showed complete loyalty to the Overlords) were given treatments that would prolong their lives, allowing for acquired experience to make them better commanders.  

The Overlords made a force of female Zee, mostly as an experiment, before settling on a mostly male force.  (The men were bigger, stronger, and easier to control.)  The females were kept as a reserve force, but the Overlords forbade the two sexes from intermingling.  While the troops were completely immature on this subject (even the officers, regardless of age), they were completely physically developed.  If put together, they’d figure it out pretty quickly on their own, and then they’d all be uncontrollable. 

The Overlords didn’t want to totally suppress their unformed libidos, because it would make them too docile.  A little pent up sexual desire (in spite of them not understanding it) made the Zee more aggressive.  The Overlords’ emotionless society had virtually bred out their own sexual desires into courtly arrangements.  They didn’t understand passion and love themselves, so how could they defend their troops or themselves against it?  This turned out to be a lethal blindspot in the war.        

The Overlords viewed their Zee as being completely disposable.  Their only function was to expand their empire and defend it against the Hive and any other foes.  Confident of their conditioning, the Overlords simply let the Zee take care of all business of war.  They issued occasional commands (like “Go find the Proto-loom on Qor’s lost ship.”), but the Overlords knew that keeping themselves distant and mysterious would make their Zee fear and respect them more.  Zee senior leadership may have intellectually known that they were the real power in the empire and could seize it at any time, but their conditioning (and need for continuing life-extending treatments) was too strong to overcome as long as they only knew war and conquest.  When they were shown a different culture, one with emotions and love, that situation changed.      

The Overlords controlled the cloning at their own facility.  Zee were created human-sized and kept in stasis.  They were transported en mass as reinforcements, probably to the Zee Command Center.  They’d be kept small and in stasis until deployed for combat, when they were put in the Proto-Chamber and sized into 60’ tall giants.  Small Zee capital ships would have couple of chambers.  Large troop carriers would have banks of them.  Push button automation ran the operation.


Zee Soldier
The typical troops were mass-produced clones a few select series.  There was little physical variance between them.  You might have an odd one with a couple more or less MHP or slightly better or worse stats, but none of them would have a +3 or +4 (or -3 or -4) in any stat.  Far out-of-variance clones were immediately destroyed at the crèche facility.  What was different is the amount of combat experience they had, which was reflected in their combat capabilities. 

Troopers were usually shipboard personnel and foot soldiers and may be levels 1 to 4.  Mecka pilots were produced in a separate series.  Attack Pod pilots start at level 2.  Flight Pod pilots start at level 3.  Typical low-level officers were level 5.  Sixth level officers were high-level commanders.  Male and female troops were basically the same, except at the officer level.

Zee Soldiers
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
Typical Soldier (Levels 1 to 4) +2 Str, Con
Typical Attack Pod Pilot (Levels 2 to 4) +2 Str, Con, +1 Dex
Typical Flight Pod Pilot (Levels 3 and 4) +2 Str, Con, Dex
Typical Male Officer (Level 5) +3 Str, +3 Con, +2 Dex, Int, +1 Wis, Cha
Typical Female Officer (Level 5) +3 Dex, +2 Str, Con, Wis, Cha, +1 Int
(Level 6 Officers were custom-made with advanced stats)

First/Fourth Level Troopers
Giant Zee MHP: 10 (no Con bonus for MHP, basically all non-officer Zee will have 10 MHP)
Giant Zee Armor Class:
Unarmored: 11 (Base 10 +1 ½ level)/12 (Base 10 +2 ½ level)
Armored: 12 (Base 10 +1 ½ level +1 Armor)/13 (Base 10 +2 ½ level +1 Armor)
Speed: M run
Melee to hit: +3 (+1 level, +2 Str)/+6 (+4 level, +2 Str)
Ranged to hit: +1 (+1 level)/+4 (+4 level)
Saves: Fort +4, Ref 0, Will 0/Fort +6, Ref +1, Will +1 
Special (optional rule): When confronted with a sexual situation, even of the mildest sort, the Zee will be stunned for 1 rd unless they make a DC 18 Will Sv.  Those failing will have to make a DC 12 Will Sv next rd or they panic and will be unable to fight for 1 turn.  If they succeed at the first SV, they negate the effect entirely and are immune to displays in the future.   

HTH Trained M1d2+2 Str (Knockout personal combat rules do apply to giant Zee)
Club M1d4+2 Str
Blaster Rifle M1d6, S, 10 shots before needing recharge


Zee Officer
Officers were genetically crafted in at the Overlord’s main crèche facility.  Different officer series had different specialized functions in the Zee fleet and army.  There could be quite a bit a variation between series.  There were also individually crafted officers for high-level functions, such as fleet commanders and experimental projects.  The Overlords were skeptical of producing too many enhanced Zee officers lest they develop free will and turn on their masters.  Such special Zee were created with some sort of crippling flaw in their physique or psyche that could be quickly exploited to remove them from command. 

The example here is a typical fifth-level field combat officer, a ship captain, or an ace pilot.  Fleet commanders (sixth level) were individually engineered for their roles and would have better stats, but also may have some worse stats or some psychological issues.  Officers with a +4 in any stat, likely have a -3 in another stat or a functional psychological illness to give them a weakness.  There was only one Supreme Commander Zee, a truly monstrous creature of vast intellect and enormous size.  (30 MHP.  He required a special environment to live in and couldn’t even move outside his own command fortress.  He was also personally defended by several telekinetically controlled beam cannons.) 

Fifth Level Male/Female Officers
Giant Zee Officer HP: 15 (no Con bonus for MHP, basically all officer Zee will have 15 MHP)
Giant Zee Officer Armor Class:
Male Unarmored: 15 (Base 10 +2 Dex Bonus +3 ½ level)
Female Unarmored: 16 (Base 10 +3 Dex Bonus +3 ½ level)
Male Armored: 16 (Base 10 +2 Dex Bonus +3 ½ level +1 armor)
Female Armored: 17 (Base 10 +3 Dex Bonus +3 ½ level +1 armor)
Speed: M run
Ranged to hit: +7 (+5 level, +2 Dex)/+8 (+5 level, +3 Dex)
Melee to hit: +8 (+5 level, +3 Str)/+7 (+5 level, +2 Str)
Saves: Fort +6, Ref +3, Will +3/ Fort +6, Ref +4, Will +2 
Special: May have 1d2+3 FP, if an important NPC 
Special (optional rule): When confronted with a sexual situation, even of the mildest sort, the Zee will be stunned for 1 rd unless they make a DC 18 Will Sv.  Those failing will have to make a DC 12 Will Sv next rd or they panic and will be unable to fight for 1 turn.  If they succeed at the first SV, they negate the effect entirely and are immune to displays in the future.   

HTH Trained M1d2+3 Str/+2 Str (Knockout personal combat rules do apply to giant Zee)
Club M1d4+3 Str/+2 Str
Blaster Pistol M1d4, S, 5 shots before needing recharge (the pistol is usually just used to “motivate” or “discipline” their own troops rather than shooting at the enemy)
Blaster Rifle M1d6, S, 10 shots before needing recharge


Micro Zee Terrorist
After the war, many Zee went micro (human-sized) to try and fit into human society.  Going micro also probably doubled their lifespan to 20 years.  Unfortunately, many changed their minds about living a more peaceful life and joined a rebellion group.  Such groups may not have access to a sizing chamber to return to giant size.  Some individuals may have stayed micro to act as spies and saboteurs.  The examples are a standard terrorist (first level) and a cell leader (fourth level).  Officer Zee will typically not be micro-sized (unless really motivated by some strange force like love?).      

First/Fourth Level Zee Terrorist
Micro Zee HP: 16 (d12, +2 Con)/38 (d12, +2 Con) 
Micro Zee Armor Class: 11 (Base 10 +1 ½ level)/12 (Base 10 +2 ½ level)
Melee to hit: +3 (+1 level, +2 Str)/+6 (+4 level, +2 Str)
Ranged to hit: +1 (+1 level)/+4 (+4 level)
Saves: Fort +4, Ref 0, Will 0/Fort +6, Ref +1, Will +1 
Special (optional rule): When confronted with a sexual situation, even of the mildest sort, the Zee will be stunned for 1 rd unless they make a DC 18 Will Sv.  Those failing will have to make a DC 12 Will Sv next rd or they panic and will be unable to fight for 1 turn.  If they succeed at the first SV, they negate the effect entirely and are immune to displays in the future.  If the Micro Zee has been living in human society or comingled with the opposite sex for a while after the war, they will be immune to this effect.   

Melee:
HTH Trained 1d2 + Str Bonus, possible KO on 18 and up attack roll
Shock Wand DC 12 Fort Sv or KO 1 turn, 10 charges
Club 1d6+2, possible KO on 18 and up attack roll
Sword 1d10+2
Knife or Rifle Bayonet 1d6+2, max damage on 18 and up attack roll

Ranged:
Stun Gun DC 12 Fort Sv or KO 1 turn, C, 10 shot clip,
.38 Revolver 2d4, 6 shot, S
Assault Rifle 30 rd clip, M
2d8 single shot
2d8 x 1d2 burst (DC 12 Ref Sv ½ damage), 3 bullets
2d8 x 1d2 spray (+0 to hit), up to 3 adjacent targets (DC 12 Ref Sv ½ damage), 6 bullets
Sawed Off Shotgun 2d10, spray up to two adjacent (DC 12 Ref Sv 1/2 damage) 2 shells, C
Sniper Rifle 3d6, 12 shots, L

Grenade 4d6, 10’ area (up to four targets grouped together, each target takes full damage, ½ damage with a DC 12 Ref Sv), S
Flamethrower 6d6, 10 bursts, S, will ignite flammables in area, 1d6 continuing damage until extinguished

Rocket Launcher M1d6, L, single use (cannot be used at S range without taking full damage)

Thursday, July 11, 2019

Robomeck RPG: Robomeck Mecka-Space War I-EMDF-Troops and Thugs

Robomeck RPG Index

EMDF Troopers
The first set of stats are for a typical first level base guard or grunt.  Special Forces types and junior level officers are listed second, consider them at fifth level.

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
+2 Str, Con, Dex, +1 Int, Wis, Cha
Level: 1/5
HP: 11 (d10)/ 40 (d10)
Armor Class:
12 (Base 10 +1 Dex +1 1/2 level)
15 (Base 10 +2 Dex +3 1/2 level)
Melee to hit:
+2 (+1 level, +1 Str)
+7 (+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 +6, Ref +3, Will +2

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 or Rifle Bayonet 1d6+Str

Ranged:
Pistol 2d6, 12 shot clip, S, 2 extra clips
M-16A2 Rifle 30 rd clip, M, 2 extra clips
2d8 single shot
2d8 x 1d2 burst (DC 12 Ref Sv ½ damage), 3 bullets
2d8 x 1d2 spray (basically not aiming, +0 to hit), up to 3 adjacent targets (DC 12 Ref Sv ½ damage), 6 bullets
Sniper Rifle (for Special Forces) 3d6, 12 shots, L (See Sniping rules)

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
Rocket Launcher M1d6, L, single use (cannot be used at S range without taking full damage)

Human Thugs
Whether a bandit gang, unruly protesters, or drunks at a bar, the Characters will likely find physical conflict at some point with the dregs of humanity.  These stats would basically apply to any era.  The first stat set given is for a standard tough guy, the second is for a leader-type.  More organized criminal groups or trained terrorists would have probably better stats more like a soldier. 

Stats:
+1 Str, Con
+2 Str, Con, +1 Dex
Level: 1/2
HP: 9 (d8)/17 (d10)
Armor Class:
11 (Base 10 +1 1/2 level)
12 (Base 10 +1 1/2 level + 1 Dex)
Melee to hit:
+2 (+1 level, +1 Str)
+4 (+2 level, +2 Str)
Ranged to hit:
+1 (+1 level)
+3 (+2 level, +1 Dex)
Saves:
Fort +3, Ref 0, Will 0
Fort +5, Ref +1, Will 0

Melee:
Untrained HTH 1+Str, possible KO on a Natural 18 hit
Club 1d4+Str, possible KO on Natural 18 or if max damage is rolled
Knife or Rifle Bayonet 1d6+Str

Ranged:
Pistol 2d6, 12 shot clip, S, 2 extra clips
AK-47 Rifle 30 rd clip, M, 2 extra clips
2d8 single shot
2d8 x 1d2 burst (DC 12 Ref Sv ½ damage), 3 bullets
2d8 x 1d2 spray (basically not aiming, +0 to hit), up to 3 adjacent targets (DC 12 Ref Sv ½ damage), 6 bullets
Sawed Off Shotgun 2d10, spray up to two adjacent targets (DC 12 Ref Sv 1/2 damage) 2 shells, S

Wednesday, July 10, 2019

Robomeck RPG: Robomeck Mecka-Space War I- EMDF-Battlemecks and other Craft

Robomeck RPG Index

Battlemecks
These humanoid robots were conceived as defensive units for bases, cities, and space stations (and especially the SDC-1 spacecraft and the ARMORED space platforms).  Some of the designs were questionable to say the least and were too highly specialized in function.  The highly mobile and versatile Devas relegated the Battlemecks to only a support role in the war.  However, the Battlemecks did have their moments defending the SDC-1 (Space Defense Cruiser, if you didn’t know) and were the centerpiece of the “Icarus Maneuver.”  (“Because nothing says F you, like punching a space ship with a submersible aircraft carrier filled with missile-firing Battlemecks.”)  After the war, they served a vital civil defense role against rebellious full-sized Zee.  Dedicated Battlemeck pilots were typically warrant officers of not more than fourth level. 

Typical NPC Stats
Level: 1, +2 Int, Dex
MAC: 12 (Base 11, +1 ½ level)/for MAME units, only use Base MAC
To Hit: +3 (+1 level, +2 Dex)
Pilot Check: +2 (+1 ½ level, +1 (+2 Dex, 0 Wis)/2) 
 

Executioner (Defense/Assault)
This armored mecka has two cannons in place of functional arms.  The cannons do have a good range on them.  While it may not have had much utility value, it was pretty intimidating-looking, especially when used to get “in the face” of a full-sized Zee rioter.  There is also a powerful searchlight mounted over the left shoulder.    

Mecka HP: 20
Mecka Armor Class: Base 11 + ½ level
Speed: M run
Sensors: M Range Radar

Dual Particle Beam Cannon Arms M2d6 together, M (Any HTH will ruin weapons)
Dual Gun Clusters (chest) M2d4, 10 bursts, S
6 Medium Missiles (right shoulder pod) M1d10 (+2/missile volley), M
24 Short Missiles (12 each in 2 shoulder pods) M1d8 (+1/missile volley), S


Spartacus (Civil Defense, Utility)
The Spartacus was a fully humanoid mecka with a pair of functional hands.  As such, its main value was actually in its utility, more than its combat profile.  It was often used in quick construction and demolition, clearing battlefield wreckage, recovering damaged mecka, and reloading missiles into other Battlemecks.  Later, it was conceived as a non-lethal civil defense unit against rioting full-sized Zee.  


Mecka HP: 20
Mecka Armor Class: Base 11 + ½ level
Speed: M run
Sensors: M Range Radar

Unarmed M1d2+2
Club M1d4+2, (the club was standard issue for Zee riot control, Giant Zee are subject knockout rules in Personal Combat)
Pod Bayonet M1d4+2
Cannon Pod M1d6 per burst, S, 10 bursts, 2 extra clips
Gun Cluster (center chest) M1d4, 10 bursts, S range
24 Short Missiles (12 each in 2 shoulder pods) M1d8 (+1/missile volley), S


Radar Gunner (Air Defense)
This Battlemeck was designed as a mobile air-defense unit.  Its long range radar made it a good early warning system if used in field operations on the ground.  While is it quite potent, it is only able to target one craft at a time.  That, combined with its ponderous lack of agility, limited it to a vulnerable support role.  The wise operator would use the Radar G as something of sniper, seeking cover and only firing on unaware targets.  Firing from an exposed position at a multitude of enemies was almost certain death.

Mecka HP: 20
Mecka Armor Class: Base 11 + ½ level
Speed: M run
Sensors: L Range Radar

Dual Double Barrel Laser Cannons M4d6, M range (Any HTH will ruin weapons)


Hoplite (Air Defense/Assault)
The Hoplite was extremely potent missile platform, but that was its singular function.  Once its payload was expended or if it became involved in close quarters combat, it was nothing but a harmless target.  This would keep it from being used in most field operations.  It could only be deployed near an armory magazine and required a dedicated crew and equipment to be reloaded.  This could be done fairly quickly (2 rds), if rather nervously in a combat situation, usually with the aid of a dedicated Spartacus unit doing the loading.  Ultimately, the Hoplite could be described as a big dog on a short leash.

Mecka HP: 20
Mecka Armor Class: Base 11 + ½ level
Speed: M run
Sensors: L Range Radar

2 x High-capacity Missile Pods (Any HTH will ruin weapons)
Total Payload options (half in each pod)
40 Short Missiles M1d8 (+1/missile volley), S
20 Medium Missiles M1d10 (+2/missile volley), M
10 Heavy Missiles M1d12 (+3/missile volley), L
8 Proto-Warhead Missiles M1d4x100 (+100/missile volley), L


MAME I (Land/Space Assault)
The MAME I (pronounced “maim”) was an early attempt at making a mobile artillery unit.  Unfortunately, its capacity for dealing damage was less than awe inspiring.  This would lead to the much larger MAME II.  This first attempt was a compromise attempt at being a mecka that could pack a punch, without being a big, slow target (as the MAME II was).  After the war, production was restarted on this unit, as it could function better in its support artillery role against small scale Zee insurrection than the MAME II.  The MAME I also had a pair of fully functional waldo arms (operated by the pilot), which gave it some utility value outside of combat (they were not combat-capable though).      

Mecka HP: 20
Mecka Armor Class: Base 11
Speed: S
Sensors: M Range Radar
Crew: 1 pilot, 2 gunners

2 x Particle Beam Turrets M2d8 each, M range, both turrets can fire independently at different targets each rd.


MAME II (Land/Space Assault)
The Mobile Assault Mecka (E) II was designed as a walking piece of heavy artillery.  On board the SDC-1, it could function as a close range anti-capital ship weapon.  It had some capacity to function against smaller craft, albeit like using a shotgun on a fly.  Against a swarm of foes it was quite vulnerable, as it was so ponderous that it has no agility.  Its laser arms did have an ability to “swat” at foes that came too close. 

Mecka HP: 25
Mecka Armor Class: Base 10
Speed: S (Very slow actually.  It usually had to be transported to its station on a flatbed truck.  The MAME II should be considered virtually immobile when it comes to moving in combat.)
Sensors: L Range Radar
Crew: 1 pilot (cannons), 2 gunners (laser arms), can fire both weapons systems and move each rd.

Quad Heavy Particle Beam Cannons M4d10 (can effect up to 4 targets grouped together, each will take full damage on a hit, but will take ½ damage with a DC 12 Pilot Check), L (cannot fire at C Range)
2 x Triple-barrel Laser Arms M3d4 each, S range (Any HTH will ruin weapons).  Both arms can be used in the same rd, if both gunners operate them.


Standard Vehicles
These vehicles were conventionally fueled much like today’s vehicles.   

Motorcycle
MHP: 1, Called Shot to hit rider
MAC: Base 10 + Dex Bonus + ½ level
Speed: F

Car (Jeep)/Light Truck (Military Transport)
MHP: 5/10
MAC: Base 10 + Dex Bonus + ½ level/Base 11+ ½ level
Speed: F/M

Capacity: 4/20 occupants

Tuesday, July 9, 2019

Robomeck RPG: Robomeck Mecka-Space War I- Earth Mecka Defense Force-Devas

Robomeck RPG Index

ROBOMECK MECKA


Space War I Era Mecka
It was a gift from the heavens, albeit one bringing with it tremendous death and destruction.  The giant alien ship was a Prometheus, bringing the gift of fire to humanity and then burning them with it . . . over and over again.  The ship held the secrets of Proto-fuel, which was an incredibly potent clean-burning power source.  Even more, its use could create a man-machine link that could make a fully articulated humanoid robot truly possible.  All of this meant one thing: powerful space aliens were out there and we’d best prepare for war.  You see, the alien ship was clearly a warship crewed by giants and who knows when they might come for looking for it.   

With the threat of an invasion by an alien warrior culture with advanced technology, and with the resources of the whole world at the disposal of earth’s defenders, sure, let’s build a jet fighter that transforms into a giant robot!  The man/machine link created by Proto-fueled engines allowed for the practical use of transforming humanoid robots in combat.  The robots could face the giant aliens, the Zee, on equal terms, and the flight ability assured maximum speed in deployment.  It was truly an innovation.

Of course, the journey of the SDC-1, it’s unexpected departure from earth, it’s fight to return home, and the cataclysmic end of Space War I are well-known.  A successful movie and TV series have chronicled the events, if somewhat luridly showcasing the personal lives of some of the major personalities of the war.  There was no real happy ending.  The Zee left stranded on earth mostly turned to terrorism against the human survivors.  This led to their final tragic act of revenge by mad Zee commander Centaurus, destroying himself, his troops, and the SDC-1 and 2.  Humanity, ever resilient, buried the ships under gaunt monuments and then turned its attention back to the stars.
       

Deva (Air/Space fighter)
The original Deva was an amazingly capable mecka with its powerful payload, versatility, and resilience.  Based on the classic F-14 Tomcat, veteran pilots had no trouble adapting to it.  In the hands of an ace, it was almost unbeatable.  A steady attrition of qualified pilots during the war would take its toll on the craft’s overall effectiveness, but only Zee aces could really challenge a Deva in hands of an experienced pilot.  The Zee may have been beaten by human “culture,” but were it not for the Deva holding the line, that contamination would have never happened.

The Deva has three modes of operation.  Flight mode looks like a standard fighter aircraft.  Hover mode allows the use of arms and legs, but can still fly.  Battler is full humanoid robot mode.

Mecka HP: 20
Mecka Armor Class: Base 10 + Dex Bonus + ½ level
Speed: Fighter F, Hover S, Battler M run
Sensors: M Range Radar

Typical NPC Stats
Level: 1, +2 Int, Dex
MAC: 13 (Base 10, +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
Pod Bayonet M1d4+2, only usable in Battler mode
Cannon Pod M1d6 per burst, S, 10 bursts, 2 extra clips, usable in all modes
12 Medium Missiles M1d10 (+2/missile volley), M

Note: Devas do have a pair of small retractable waldo utility arms imbedded in the mecka’s arms.      

Variant: Eagle Eye Radar Intercept Version
Has a VL range radar dish on top and a second seat for a RIO (Radar Intercept Officer).  Cannot change out of fighter mode unless the dish is jettisoned.  A squadron may be deployed with an Eagle Eye to provide radar support in the field away from a ship or base.  (Note: This was in the movie and more cool, in my opinion, than a dedicated unarmed radar plane.) 


Armored Deva (Space fighter)
This was an experimental Deva model was designed for heavy assault.  It cannot fly in atmosphere and could only waddle at best on land or on a deck, so it is solely a space mecka.  It did have a successful (if unauthorized) test deployment in combat and took out a Zee Observer Scout single-handedly.  However, this action did highlight its profound weakness in being very slow and cumbersome.  It may as well have had a bulls eye painted on it.  The armor and missile package was deemed a “waste of a perfectly good Deva,” by turning it into a Battlemeck.  The program was discontinued.  However, after this design detour, more earnest work would begin on an upgraded Deva, the Super Deva.      

Mecka HP: 25
(Cannot transform with armor, but it can be jettisoned)
Mecka Armor Class: Base 12 + ½ level
Speed: Battler only M space flight, S run
(If armor is jettisoned, it reverts to normal Deva stats)
Sensors: M Range Radar

Typical NPC Stats
Level: 1, +2 Int, Dex
MAC: 13 (Base 12, +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
Pod Bayonet M1d4+2
Cannon Pod M1d6 per burst, S, 10 bursts, 2 extra clips
40 Short Missiles M1d8 (+1/missile volley), S


Super Deva (Air/Space fighter)
Perhaps the most potent mecka designed by anyone in the Space Wars.  (The Delta/Omega bomber has a bigger payload, but is much less maneuverable.)  The Super Deva was beyond being a mere dogfighter and was deployed as a ship killer.  Its booster-aided speed could easily wreak havoc on enemy formations and get inside fleet defensive fighter screens.

Human scientists had discovered early in creation of Proto-reactors that they naturally created a nuclear damping field, which negated the use of fission and fusion weapons.  Late in the war, scientists developed the Proto-warhead using Proto-fuel as the main reactant.  This worked on the same destructive level as a nuke.  The EMDF’s only capital ship, the SDC-1, was equipped with massive ICBM launchers late in the war to deliver the biggest Proto-warheads. The Super Deva as partly created to deliver the smallest of the tactical warheads. 

This was a “save the human species” moment, where much of the Proto-fuel supplies of the earth were thrown into the final battle with the Zee.  The terrestrial Proto-Cannon consumed a massive quantity during its only firing.  Thankfully, a large amount of Proto-fuel was recovered from destroyed and crashed Zee ships.  This would be used to power the Proto-furnaces of the Earth Expeditionary Force armada and send humanity into the stars.  The Army of the North Star, which succeeded the EMDF on earth, would reserve their Proto-Warheads as ICBM’s and shipboard launchers in Space War II.  The EEF found these weapons ineffective in tactical use against the Hive and against their Dome force fields.  They would be forced to seek more powerful weapons in their war.                 

Mecka HP: 25
Mecka Armor Class: Base 10 + Dex Bonus + ½ level
Speed: Fighter VF, Hover S, Battler S run
(If missile and booster pods are jettisoned, it reverts to normal Deva stats)
Sensors: L Range Radar

Typical NPC Stats
Level: 1, +2 Int, Dex
MAC: 13 (Base 10, +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
Pod Bayonet M1d4+2, only usable in Battler mode
Cannon Pod M1d6, S, 10 bursts, 2 extra clips, usable in all modes
Dual Shoulder Cannons (optional in place of a missile pod) M2d4, S, 10 bursts

20 Short Missiles (10 missiles each in 2 pods) M1d8 (+1/missile volley), S
4 Heavy Missiles (2 missiles in each forearm) M1d12 (+3/missile volley), L
6 Proto-Warhead Missiles (3 each wing) M1d4x100 (+100/missile volley), L
(Note: These are basically tactical nukes, only lacking a radiation signature.  They are not suitable for air-to-air combat between mecka.)