General Stuff


Military Jeatle
PAFS
Ferret Light PAFS
Commando PAFS
Shinobi Spy PAFS
Maistiff Soldier PAFS
Heawy SWAT PAFS
Heavy PAFS
Solingen GmbH Landganger IFV
"Windhund" VTOL Light Fighter
"Habicht" Light Atack Chopter
"Mohican" Heavy Gunship
Infantry Anty-Mecha Weapons
Lyons-type Gauss Rifle
Solingen GmbH Eyespy
Midnight Sun Drones

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The Jeatle

Jeatles. What do you get when you combine a jeep and a beetle (the insect, not the car)? Jeatle are vehicle bodies fitted the legs as their drive system. While jeatle really refers to the jeep sized vehicles, the term is used for most military, legged vehicles. They are usually lightly armoured and armed

Military Jeatle: Weight 5 Tn, Walking speed 60 Mpt, Maximum speed 144 Km/h, Cost 51.800 Credits

Game stats:
1:5 Scale, 51.8 CP, MV -3, Walk MA 6, Wheel MA 8
Supercharged Combustion Powerplant, Artic & Desert Protection (total x0.07)
"Torso" A. Heavy, 90 Hits, SP 30 Hits.
Pod Mg. Heavy, SP 30 Hits.
6 x Striker Legs, 20 Hits, SP15 Hits each.
6 xStriker wheel,15 Hits each, one on each leg.
Cockpit for 4 (pilot-Torso, copilot-Torso and Pod, 2 passengers/gunners-Pod)
2 x Heavy Machinegun (25H, range 3, WA -1, 25 Hits, 20 shots, BV 6, on W.Mts)
2 x Weapon Mounts over the Torso
Superlight sensors (simple cameras and radio), 2 Spotlights on Torso.

Game notes:
On Episode 26 we can see it's a really sturdy vehicle, able to bounce about a lot, and with an armored, windowless passenger space; this rules out saddle cockpits or trading kills for spaces, and we need 40 spc for the crew, so it's a rather large vehicle, about the size of a Hummer. Which is is fact the size I saw it as being, SH.
It is NOT a transformer but has both legs (that excludes Auto) and wheels (that excludes Beast); that leaves only Humanoid (!!!) as a possible form, but as we've seen, it is able to make sharp turns or jump over obstacles, so be it, it seems to be O.K. Odd (the less-humanoid-looking Humanoid mecha ever), but O.K.
Instead of 2x8-spaces legs, it has 6x4-spaces legs; if a transformable can walk on this (Metaform legs), a non-transformable also can do, I think.
Fire arcs: The Machineguns are mounted on external gun-"turrets" with 300º fire each (can rotate 360º but not fire to the other side of the vehicle): one can fire to the 6-1-2-3-4 hexisdes and the other to the 4-5-6-1-2 hexsides. (See diagram)
1
62

53
4


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PAFS

Personal Armoured Fighting Suits: These are small, 2.5 meters to 3.5 meters, suits. They are used in a variety of roles, infantry, security, starship boarding and others.
While there are many types and manufacturers, they all tend to share a number of common design features. Most carry their weapons in hands, or is some cases external hardpoints due to the lack of interior space in which to mount weapons.

Game Stats:
- All PAFS Humanoid, Roadstriker Scale, Head, Torso, 2xArms with Hands, 2xLegs.
- All have Space (and NBQ), Desert & Artic Protection, and 24 hours Cool Power Cells; total cost multiplier (less individual modifiers) x0. All carry 2 extra spare cells. (As no pilot can stand 72 hours inside one sealed, sanitary-less suit ;D , this is more that enough).
- All PAFS have 2 shoulder-mounted Spotlights, E-"Seat" (emergency explosive bolts), antitheft codelock, torso-mounted Damage Control, two arm-mounted micro manipulators, 2 x Torso Weapon Mounts, and of course Stereo. The pilot wears the unit like an armor, takes 2 spaces on each of Torso, Arms & Legs.
- As they are derived from the Cyberpunk ACPAs, who ranged from 0.5 to 2 Tn weight, all PAFSs have its weight chopped by half by Weight Eff.

GAME NOTES:

In the stories we see several basic models of PAFS. The first is the Ferret, a small recon unit who we know to have jumjets and advanced sensor packages. The second is the heavy PAFS, name unknown, who we know to have a powerful shoulder mounted laser cannon (really a laser cutter). The third is the "basic" soldier unit, named as Maistiff, we know it has ress. intensifiers, probably jumpjets and "thrust skating" weels. The next one is a commando stealth PAFS, we can assume it a variation of the recon model. Near the end of the story, we see the Shinoby, a sophisticated spy unit, and the Heavy SWAT variation of the Maistiff Soldier PAFS.

The known armaments includes a rifle and a grenade launcher for the Ferret, missile launchers and laser target dessigners (for artillery) on the soldier units, and the big lasers of the heavy ones, plus the plasma/minigun of the Shinoby and a scary gun for the SWAT. They all also have NBQ seals (gamewise it's Space protection). Skin-To-Skin comm. is standard feature. All PAFSs may use aditional heavy infantry weapons (not included on the prize) on the hands.

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FERRET LIGHT PAFS:

Weight 2.35 Tn, Height 260 cm, Cost 140.700 Credits
MV -0, Walk MA 70 mpt, Wheel MA 9, Jumjet MA 6, 140.7 CP
All servos Striker (20/40/25/25 Hits), all armor Striker (SP 20 Hits).
Supercharged Powerplant (x0,3 total cost multiplier)

Weapons:
- Hand damage 5+5 H, 5 Hits each
- Armor Buster Rifle (50 H AP, WA +2 (+3), range 9, 50 Hits); 2-handed, 10 Tracer Shots, 4 extra clips on legs (*)
- Combat bayonet (50+5 H AP WA +0, 50 Hits, mated with Rifle)
- Grenade Launcher (25 H, WA +0, range 4, 20 Shots, 17 Hits, Blast 1 fused "missiles") RTMT
- Smoke Grenades ("25 H", WA +0, range 4, 5 Shots, 4 Hits, Blast 1 Smoke "missiles") RTMT
- Minigun (10 H, WA +2 (+3), range 6, 40 Tracer Shots, 20 Hits, BV 8, All-purpose), LTMT

Sensors & Aditional Subassemblies:
Mediumweight (10 Kills) sensors, x256 Ress. Intensifiers and Radio/Radar Analizer on Head
ASP on torso
Two Nightlights on Head
6 MA Jumpjets on Torso (1.8 CP)
4x 5 Hits Wheels (two per leg)
100 Km reaction mass ("and save it!")

(*): yes, it IS the MZ, pag. 41 personal weapon!

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COMMANDO PAFS:

Weight 2.35 Tn, Height 260 cm, Cost 168.600 Credits 168.6 CP
Take a Light PAFS, add Stealth, Level 4 ECM vs. sensors, radar & missiles split between legs, and Silent Running: Walking, level 5, and voila!

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SHINOBI SPY PAFS:
Weight 2.3 Tn, Height 200 cm, Cost 154,180 Credits
MV -0, Walking MA 70 mpt, Fligth MA 8, 154,2 CP
All servos LW (10/20/15/15 Hits)), all armor Striker (SP 20 Hits).
Stealth, Supercharged Powerplant, Heavy Hidraulics (x0,6 total cost multiplier)

Weapons:
- Hand damage 5H, 5 Hits each
- Gunpod (Plasma Gun + Minigun) w/ Combat bayonet:
Portfolio 3 Morphable E-Pool, "55" Hits
(30H, WA +1, Range 3, W-up 1, BV inf. beam gun;
15H AP, WA +0 (+1), range 6, BV 8, Var. Phalanx proyectile gun;
15H AP, WA +2 (+3), range 17, Var Anti-personnel proyectile gun;
w/ 2 shots of AP, Tracer ammo)(You could say, these 2 meager shots provided
by standard rules by the E-Pool are the "chambered rounds) :)
Combat bayonet (50H AP WA +0, "50" Hits, mated with Gunpod)
44.1 spc after mating, 50 Hits, 15 CP Spc Eff, 1H+LTMT
- 20 shots of AP Tracers (25 Hits) on RTMT (Also, rulewise the ammo, being technically a "spare", should take NO space!)
- Tear Gas Grenades Launcher ("25 H", WA +0, range 4, 5 Shots, 4 Hits, Blast 1 Smoke missiles) LA

Note: This is the Starblade Battalion version. Other forces substitude a 40mm girojet (30H, WA +2, range 21, 4 shots of BR ammo) for plasma rifle

Aditional Subassemblies:
Mediumweight (10 Hits) sensors, x256 Ress. Intensifiers, Radio/Radar
Analizer, Target Analizer, and two Nightlights on Head
ASP and +1 Logic Proccesor on Torso, 8 MA Jumpjets on Torso
Silent Running: Walking level 4, Level 4 ECM vs. sensors, radar & missiles split between Legs
LW, Range 5 Remote controler (can use both wire- and radio-controlled remotes, built at the higest cost) ,w/ 3 x drones (1/10 Scale SL Torsos w/ SL sensors, x64 intensifiers, 1 Nigthlight, choose of Helicoptor + level 3 Silent Running or Autoform + SL weels+threads) on Rigth Arm
50 Km reaction mass ("and save it!") (even less than other PAFs since this one is a notorious gas-guzzler)


GAME NOTES:

A spy unit, even smaller than the Ferret but with at least the same armor and surprisingly strong for a unit not classified as a front line combat suit. Its known armament includes a hand-held 3-barreled 10mm minigun, able of both full auto and single fire modes, a under-barrel plasma gun, able of sustained fire but which had to be primed, and tear gas launchers, and it is known to have lots of sensors, remote drones, a better-than-average onboard computer and several remote surveillance drones. This unit is known as fligth-capable, but also to have a really meager fuel suply.
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MAISTIFF SOLDIER PAFS:

Weight 3.16 Tn, Height 324 cm, Cost 160.400 Credits
MV -3, Walk MA 50 mpt, Wheel MA 7, Jumpjet MA 4, 160.4 CP
All servos Medium Weight (30/60/35/35 Hits), all armor Medium Weight (SP 30 Hits).

Weapons:
- Hand damage 5+10 H, 5 Hits each
- Armor Buster Rifle (50 H AP, WA +2 (+3), range 9, 50 Hits); 2-handed, 10 Tracer Shots, 4 extra clips on legs (*)
- Combat bayonet (50+10 H AP WA +0, 50 Hits, mated with Rifle)
- Anti-Mek Missiles x 2 (8K, WA +2, Range 10, 13 Hits each, 1:1 Scale), 2-Handed
- Laser Targeter (0 K, WA +3, Range 9, 5 Hits, Intermecha X-link), Head
- Grenade Launcher (25 H, WA +0, range 4, 20 Shots, 17 Hits, Blast 1 fused "missiles") RTMT
- Smoke Grenades ("25 H", WA +0, range 4, 5 Shots, 4 Hits, Blast 1 Smoke "missiles") RTMT
- Minigun (10 H, WA +2 (+3), range 6, 40 Tracer Shots, 20 Hits, BV 8, All-purpose), LTMT

Sensors & Aditional Subassemblies:
Striker (5 Kills) sensors, x128 Ress. Intensifiers and Target Analizer on Head, ASP on torso
Intermecha X-link with some big, nasty, 20K LR & hypervel., Gyrojet Artillery Cannon-wielding Mekton (the PAFS pays the cost, the mecha spends the action to fire).
4 MA Jumpjets on Torso (xx CP)
6x 5 Hits Wheels (three per leg).
100 Km reaction mass ("and save it!")

(*): yes, it IS the MZ, pag. 41 personal weapon!

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MAISTIFF HEAVY SWAT PAFS

This is the Maistiff, a "typical" basic Soldier PAFS, on its Heavy SWAT configuration. Thusly equiped, the Soldier PAFS retains its all-purpose Minigun, but drops its hand-held ArmorBuster, laser targeter and secondary grenades in favor of a mammoth SPAS 3 shotgun (yes, a 3-gauge autoshotgun!(*) 40H, WA +0, range 6, 60 shots of Scatershot ammo, choosed over another weapons since its shots will (hopefully) not penetrate space stations outer walls) and a 25-shots smoke and tear gas grenade launcher ("25H", WA +0, range 4, 21 Hits, BR 1, Smoke). (It retains its heavy anti-Mek missiles, just in case). New cost 155,143 Credits, 155.1 CP

(*) For the uninitiated, shotgun gauges are measured by the number of lead balls of the weapon's barrel diameter needed to make a certain weigth; thus, a 3-gauge shots pellets four times the size of a 12-gauge, or 104 (not 4) times more same-sized ones -and we all know how MUCHO damage a 12-gauge does...

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HEAVY PAFS:

Weight 4.35 Tn, Height 360 cm, Cost 167.000 Credits
MV -4, Walk MA 40 mpt, Wheel MA 6, 167.8 CP
All servos Medium Heavy, (40/80/65/65 Hits), all armor Medium Heavy (SP 40
Hits).
Superheavy Hidraulics (x0.5 total cost multiplier)
- Hand damage 5+25 H, 5 Hits each
- Armor Buster Rifle (50 H AP, WA +2 (+3), range 9, 50 Hits); 2-handed, 10 Tracer Shots, 4 extra clips on legs (*)
- Combat bayonet (50+25 H AP WA +0, 50 Hits, mated with Rifle)
- Anti-Mek Missiles x 2 (8K, WA +2, Range 10, 13 Hits each, 1:1 Scale), 2-Handed
- Heavy Laser (50 H, WA +1, Range 6, 50 Hits), RTMT
- Minigun (10 H, WA +2 (+3), range 6, 40 Tracer Shots, 20 Hits, BV 8,
All-purpose), LTMT

Sensors & Aditional Subassemblies:
Striker (5 Kills) sensors, x128 Ress. Intensifiers and Target Analizer on Head.
8x 5 Hits Wheels (four per leg).

(*): yes, it IS the MZ, pag. 41 personal weapon!

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Solingen GmbH Landganger IFV
Length: 10.8 m; Weight: 19 tons; Crew: 2; Passengers: 3; Range: 2,500 Km; Cargo: 7 tons; Cost: 534,000 Credits

Mechatank, MA 8 (90 mph), MV -4, 53.4 CP
Kills: Body 6K, 6 Wheels 1K each; Armor: 4SP
Features: MS sensors, +4 targeting computer, searchlight, anti-theft codelock, internal environment control, off-road capability, turret w/ 3K gauss gun, 40 AP rounds

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ODF "Windhund" VTOL Light Fighter
Mass: 5.5 Tn Cost: 1,33,867 Credits (133.9 CP)
Armed with 1 x nose-mounted Mk3 Gauss Gun, 4 x wing-mounted 1M Missiles and 2 x hull-mounted Shrike LRM Missiles or M5 bombs, this small fighter sees service on Militia units. It isn't a fast fighter, but its maneuverability is unparalelled. Able of taking off and landing on a clear space of one and half times its length, it's ideally suited to provide air support on planets without available airbases, or from hidden bases. Its AA missiles, altough amazingly accurate, aren't on the paper capable of breaching the armor of SAC Starfighters, but field records show they find weak spots on a Cavalier's armor about 50% of the times. Still, this fighter is best used for ground support against known targets, using its powerful Shrike LRMs for medium-range point attacks or its large bomb load for carpet or dive bombing. The only weapon of this fighter which raised complains from the pilots is the Mk 3M Gauss gun. Why Frontier Armaments decided to put a gun usually mounted on PAFSs or small chopters instead of the powerful chain gauss of the Vogel or a variant of the Viggen's gun remains something of a mistery.


Configuration: 1/5 Scale Fighter, MV -0, Flight MA 20, MP +33%

Cost Multipliers:
VTOL, x0,05
+7 Verniers (35 Spc on Wings), x0,7
Power Cell Powerplant (12 hours), -x0,15
Artic & Desert Protection, x0,1
+33% ACE, x0,05

Servos & Armor:
SH Torso (100 Hits)
2 x AH Wings (45 Hits each)
SH Tail (50 Hits)
MW Armor (30 Hits) on all servos

Weapons:
Mk 3M Gauss Gun ( WA +1 (+2), 25 Hits, range 7, BV 5, 25 Hits w/ 20 rounds of tracer ammo, 23 Hits, both on Torso
2 x 1M Missile racks (WA +3, 100 Hits, range 16, 2 shots each, 13 Hits each), one per wing mount
2 x Shrike LRM Missiles (WA +1, 5K, range 40/1600, 1 shot, 1 Kill each, BR 2, 1:1Scale), one per torso mount
2 x Chaff & Flare dispensers (WA +0, shots 10 each, 3 Hits each, dedicated counter-missile), 1 per wing mount

Optional: Replace the Shrikes by a full load of eight 5M grenades (WA +0, 5K, Range 0, shots 8, 1 Kill, BR 2, 1:1 Scale) on each mount (same weight and cost)

Movement Systems:
Main thrusters on Tail (MA 10)
Sub-thrusters on Torso (MA 10)
Verniers on Wings

Sensors & Subassemblies:
MS sensors (5 Hits, range 7/100 Km) plus backup (10 Hits, range 1/30 Km) on Torso
2 x WM on Wings, 2 x WM on Torso
10-spc cockpit w/ E-seat, Stereo, deluxe codelock on Torso
Landing spotlight and IR landing nightlight on Torso
1,000 Km Fuel

Game notes:
- Striker-scale: a small craft armored only against small-arms fire and easyly destroyed but carrying mecha-level weapons.
- Inspirated by the AV8B Harrier (indeed, one of the meanings of Harrier translates to Windhund on German): a small craft with low speed but high maneuverability, with a few A-A missiles and a couple of A-S submunition launchers (the Shrikes) or bombs, but w/out radar. (Actually, the Sea Harrier, the one who can launch medium-range A-S misiles, DOES have radar, but...)
- The nightlight is to allow it to use IR w/out having to buy a full ASP. Also, for "covert" night landings on unpreparated places.

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ODF "Habicht" Light Atack Chopter
Mass: 2.9 Tn Cost: 543,667 Credits (54.4 CP)
Armed with 1 x Chin-mounted Tommy Machine-Gauss and 4 x Pylon-mounted Hellflame Missiles, this little attack helicopter is armed with a small load of the biggest missiles the ODF provides the Militias with, able to destroy a mecha from almost ten miles with a single hit. Still, its small payload and the SAC mecha's numerous phalanx and KKCMs forces its pilot to choose their targets carefully, and it needs a spotter to design its target from such a long distance. The front gatling, with a cyclic fire rate of over 6,000 rnds/min, and slaved to a highly acurate "look-and-fire" targeting helmet, is a fine gun, but the small caliber necesitated by the enormous recoil and torque yields a much lesser damage potential than most ODF Gauss guns.

Configuration: 1:5 Scale Rotorchopter, MV -1, Flight MA 13, MP +33%

Cost Multipliers:
Hot Overcharged Powerplant, x0.15
Power Cell Powerplant (12 hours), -x0.15
Artic & Desert Protection, x0.1

Servos & Armor:
SH Torso (75 Hits, 25 Hits traded for Spaces)
MH Armor (SP 40)

Weapons:
Tommy Machine Gauss ( WA -2, 1K, range 9, BV 8, 1 Kill, 1:1 Scale, 16,2 CP) plus X-linked Laser Targeter (WA +3, Range 9, Damage 0, 5 Hits), w/ 20 rounds of Scatershot ammo (1 Kill), on Torso
2 x Hellflame mek-buster Missiles (WA +0, 20K, Range 16/256, LR, 2 Shots each, 2.7 Kills each, 1:1 Scale) on Torso WMs

Sensors & Subassemblies:
ST sensors (5 Hits, range 4/80 Km) plus target analizer on Torso
2 x WMs on Torso (left and right "pylons")
X-link (targeter to gun)
Cockpit w/ Stereo, deluxe codelock on Torso
Landing spotlight and IR landing nightlight on Torso

Game notes:
- 1:5 Scale since this design is a small one, easyly destroyed, altough with mecha-level weapons. It is armored only against small-arms fire, but as its expected to meet ground fire more frequently than the somewath larger fighters, it is built acordingly (read: more armor). It still has to count on speed and long range to defend itself, tough. It trades lots of Kills for Spaces since it's not a "heavy combat" unit.
- Inspirated by the many small chopters like the Huey or the Defender, armed with a small gun (altough look at the efect a good burst of this one can have on a Zephyr!) and a couple of anti-tank missiles. BTW, yes, the name of the missiles is plagiated from the XX-century Hellfire. So wath?
- The laser targeter follows a house rule found on the Mekton Bastion; it the WA +3 laser (afected by smoke, etc...) hits, the gun hits, too. If the laser is disabled or can't reach, the gun reverts to out-of-Scale -2 WA, which ain't pretty. The Scatershot ammo (plus BV 8) represents a astoundingly high rate of fire; rather than real Scs ammo is that the high recoil (the -2 WA) makes the gun to spray everywhere its shots like a water-spout, like an old Thompson tommy-gun :)
- Without advanced sensors, it has to rely on other units to designate their targets. The nightlight is to allow it to use IR w/out having to buy a full ASP. Also, for "covert" night landings on unpreparated places.

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ODF "Mohican" Heavy Gunship
Mass: 25.69 Tn Cost: 4,616,235 Credits (461.62 CP)
Armed with 1 x Chin-mounted Chain Gauss, 2 x side-mounted machineguns, multiple wing-mounted missiles and bombs, this heavy helicopter is almost the same of a HA at the hour of dishing damage, altough not quite at the hour of taking it, as its crews are told to remember. Armed with the same missiles and Gauss ammo as the standard ODF mecha and starfighters, this chopter creates little logistic problems and can fill on the "escort interceptor" niche of the ODF military doctrin on a pinch or drop a commando or PAFSs squad on a very hot LZ (or outta it) with the same ease as it fulfills its traditional gunship role.

Configuration: 1:1 Scale Rotorchopter, MV -1, Flight MA 12, MP +33%

Cost Multipliers:
Hot Overcharged Powerplant, x0.15
Power Cell Powerplant (12 hours), -x0.15
Artic & Desert Protection, x0.1

Servos & Armor:
LH Torso (14K)
2 x HS Wings (5k/5K)
HS Chin Turret (5K)
MW Armor (SP 6) on all servos

Weapons:
Chain Gauss (WA +2 (+3), 6K, Range 12, 6 Kills, BV 6) w/ 25 Tracer rounds (14.5 Kills), both on Turret
2 x Machineguns (WA +0, 1K, range 3, 1 Kill, shots 50 (3 Kills) each, BV 5, Var. antipersonal) on torso mounts
2 x Shrike Missile racks (WA +1, 5K, range 40/1600, shots 2, 2 Kill, BR 2) on wings
2 x 7M Missile racks (WA +0, 5K, range 8, shots 2, 4 Kills, S3/12t) on wings
2 x 5M Bombs (WA +0, 5K, range 0, shots 4, 1 Kill each, BR 2) on torso mounts
2 x 4M Missile racks (WA +1, 6K, range 13, shots 5, 2 Kills) on wing mounts
2 x 3M Missile racks (WA +0, 5K, range 16, shots 5, 2 Kills) on wing mounts
2 x 2M Missile racks (WA +0, 2K, range 5, shots 10, 1 Kill, var. counter-missile) on wing mounts

Sensors & Subassemblies:
HS sensors (2 Kills, range 11/1300 Km), ASP, tgt annalizer, on Torso
Cockpit for pilot, copilot/gunner and 6 passengers w/ Stereo, deluxe codelock & 2 x Liftwires on Torso
Missile ECM 4 / ECCM 4 on Torso
4 x spotlights and 4 x nightlights (one of each per servo)
4 x WMs (Torso, Wings)
2 x Damage Control (1 per TWM)

Game notes:
- A big, heavyly armored (as much as a light AFV) and armed chopter, but still able of hauling around a infantry squad, inspirated by the heavy, polivalent atack chopters of late CCCP.
- Apache, Comanche, Kiowa... why not Mohican?
- The turreted chain gauss is the same one as the Vogel. All the missiles are ODF standard ones, the bombs being standard 5M grenades. A quartet of wing-tip AA missiles, the rest are AS ones. And a couple of machineguns fired "on iron sights" by the infantry squad.
- The pilots keep complaining about many diferent, short-ammo launchers being worse than a few identical, high-ammo ones. The brass keep ignoring them on the premise that "this way they won't launch them all at a time".
- Advanced but short-ranged sensors. Liftwires to allow rescue operations. Damage control packages for the same and the flares and smoke. Multiple spotlights to find people at night like on the movies :)

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Infantry Anty-Mecha Weapons

"MEKTONS AREN'T EVERYTHING IN WAR"

After the Deon incident (2180.08.30), the Star Blade Battalion soldiers came to two conclusions. First, the theory that Midnight Sun has only one Harbinger is somewhat erroneous, and the probability of SBB's foot soldiers meeting one of them again were high. Second, the conventional heavy armor-buster rifles, although having (for a comparable firer's and pilot's skill) a 40% kill ratio against canopy-piloted Meks, were almost usseless against armored cockpits, and the conventional infantry missiles were ineffective against it's MgHvy armor (yelding only a 10% kill ratio, best estimation).

So, at the request (more exactly, vigorous demand) of the SBB Commandos of Angel Blade, the Nebula Works Team took a pause on Mek design and spent a week thinking about "Mek un-design". Finally they came to some, er, "very interesting" answers to the question of "how we can take on a Mek so big?". These are the fruits of their work.

First, after considering the impractical plan of issuing large numbers of huge, portable, one-shot missiles to every infantryman, the Nebula team switched from SAC-style bash-and-smashers to small (2 Kg, beer-can sized) satchel charges. These were much more portable (not to mention more economic). And not explosive ones, but ones with special effects:

- The Hellsender (or To-Hell-Sender) Fusion Mine, a fusion-powered plasma generator designed to be attached to the armour of a Mek. Once fixed and "detonated", it starts to burn itself apart. While it lasts for only 40 seconds for that entire time it is melting into the target's armor, and in the process into the target. (MTS: a 1-Kill, Quick, 4 Turns in use, Automated EMW with the Special Effect of including the Fuse advantage and Range 0; 1-Kill automatic atacks twice per turn to the same location until it burns itself out or the target removes it. 3.1 CP, 3100 credits). All the soldier has to do is to launch it (with a better chance of not being fired on in return than if a missile was fired!), then hide about, detonate it and watch his target chosing between burning or stopping all actions in order to remove it! Of course, a well-planted grenade can be dificult to deattach... (game note; normally one action, but as it's a RPG, figuring out where the Mek just can't reach it can be fun... lets roleplay!)

- The Homing Beacon, a.k.a. "Kick Me", is only a powerful homing signal attachable to the target, so future missile hits are easier and more destructive (MTS: just plain ECCM level1, scaled to 1:10. Gives a 1 bonus to hit a targer w/out ECM, per standar rules. 0.1 CP, 100 credits.)

- The SkyWay Ignitor, a combination of electric-pulse sender and heat ignitor, whose specific purpose is to activate, on a leg impact, the Indigo Nova solid-fuel boosters of a Harbinger, with any luck sending it skyward out of control and making it a pretty target, or, best of best, causing it to crash or explode colorfully (if his pilot is incompetent enough). (MTS: "6 K", 0 range, fused missile with a limited Piracy System and of course no means of control over the pirated Mek... 12 + 1d10 vs MR + Piloting + 1d10 to ignite the boosters, made it function at top speed and out of control for one turn, then takes one Action to regain control. 0.1 CP, 100 credits.) "Deranged but effective", as Dr. Akira Ryuzaki pointed.

- The Quicksilver satchel, only a canister full of Tess' new lubricant, can REALLY goof a Mek pilot who choses to walk after tasting the above-mentioned one. (MTS: Efficienced Striker-scale Slick Spray. Nuff said. 2 CP, 2000 credits.)

- Also, the old-fashioned High Explosive Satchel was reworked to a more compact design (MTS: Efecience to the rulebook's satchel, double price and half weight), although it's still too heavy to be launched.
To deal with the problem of placing the satchels onto a moving Mek, Dr. Ryuzaki resurrected an almost-extinct weapon; the under-barrel grenade launcher (made obsolete by the introduction of girojet weapons). These satchels can be planted manually, or fired from a special under-barrle launcher or the mouth of a girojet rifle (by means of a special blank round), to a range of some 20 m (Game note: the 20 m range is about half an hex, similar to range zero, and is compensated by the need to actually hit the target, instead of automaticaly hitting. Fired as 1:10 weapons for hit-or-miss purposes, as 1:1 ones for criticals).

Finally, noting that "the best tricks are the old tricks, or they woudn't have grown to be old ones", as Commander Jesse Ryuzaki pointed, the SBB DID design a bash-and-smasher; a souped-up missile with lesser size but hollow shaped charged warhead, able to penetrate the Harbinger's armour (MTS: 7K, range 7, -2 WA, Special Effect: AP, mated and linked with a laser targeter of 0 damage, +3 WA; 4.4 CP, 4400 credits.) The launcher is equiped with a laser guide (not just laser sight) which allows high accuracy; if the laser hits, the missile is guaranted to hit, too (Game notes: just that. If the +3 WA laser, unafected by missile ECM, hits, the missile also does. Follows a house rule posted on rec.games.mecha).

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Lyons-type Gauss Rifle

This gun is the best gauss rifle ever designed. It is brilliant, and its spetial ammunition is quite effective. It is also, since the advent of the Roberts-type plasma rifle, a "dinosaur". Still, there are many warriors who would choose to use as a secondary weapon this gun, able of doing a huge one hundred and forty percent the damage of a Roberts Type I rifle or a SAC GMR-14.

Weapon type WA Range Damage Shots Kills Spc CP BV Notes
Lyons Gauss Rifle +2 14 7K 20 7 5 55.3 3 See below
Gauss Ammo - - - 20 7,7 - 157.9 - AP, Scatershot

Notes: It would be much cheaper if this thing were designed to be used two-handedly by a HA, but as it is used one-handed by an Arrow the space eff cost rockets skyward. Mr. Lyons choosed a range just greater than the standard SAC and ODF guns', but adjusted the ROF after the soldier unit's guns, not after the Viggen's (since cost would have been prohibitive).

The main disadvantage of the gun is the e-n-o-r-m-o-u-s cost of the ammo; a full clip could cost about the same as the chasis of a GP mecha!

(As a point of comparison, the same gun with the 8 ROF and the tracer ammo Lyons dreamed of would have costed 1,692 CP!! Even Tess Belin raised objections on this particular project.)

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Solingen GmbH Eyespy

"Just a little toy we use," he told her as he put the headband on. He moved the part on the right side of his head up, swinging what looked like a small screen in front of his right eye. "You don't really need the screen," he told her, "but I find it easier to understand what it is showing me."
"What?"
"This," he pulled a strange object from his bag. A cylindrical part set atop what looked a little like an upside down, shallow bowl. The entire thing was no more than thirty centimeters long. "It's an eyespy."
"Surveillance drone?" Emiko guessed.
"Basically," he told her as he did something to the eyespy. There was a low hum and a few seconds later the eyespy floated out of his hands, into the air. "Kind of a miniature helicopter."
Emiko watched as the eyespy climbed into the air, then shot off towards her apartment building. "How do you control it?"
"For easy stuff like this, straight datalink," he said. "For more complex maneuvers you need a small remote control rig. Okay, near the window, those paper shutter things are closed. Switching to IR. Well, three heat sources in there, maybe a few more."

The Eyespy is built with as a remote unit with a Lightweight torso; helicopter form (saving the need of putting in a thrust system), and has Striker Sensors, ASP, and three levels of Resolution Intensifiers; space efficiency as needed. It has a replaceable cell as a power source. Shake well and scale down to one twenty-fifth.

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Midnight Sun Drones

Small dumb things, release and forget. Simple little things, but annoying, They have basic target acquiring software and lasers. They are cheap jobs and don't track very well, specially fast, erratically moving or stealth targets. Using a simple badge-like signaller to identify friends and foes -not so badly programmed that they ignore supossed friends after beig fired upon.

Height 110 cm, Weight 60 Kg, Cost 16.779 CP (16,779 Credits)
Configuration: Tank, MA 20 MPT, MV -5, MR 3, MP -3
Gunnery & Pilot 9+1D10
Awareness 14+1d10
Servos and armor:
Torso (MW, 30 Hits) w/ MH armor (SP 25H, DC 3H)
Turret (MW, 15 Hits) w/ MH armor (SP 25H, DC 3H)
Cost Multipliers (Total cost x0.19)
Hot Undercharged Powerplant -x0.25
"Manual" Controls -x0.05
Internal Automation 7 Portfolio 3 x0.49
Movement systems:
Treads (6 x 5 Hits) on Torso
Sensors:
LW sensors on Head (Range 1 Km, Comm 10 Km), 3 Hits
Target Annalizer on Head
Weapons:
Light laser (WA +1, Range 5, 30H, 30 Hits, 1:5 Scale), split Torso/Turret
Spoilsport charge (WA NA, Range 0, 5K, 1 shot, 125 Hits missile), Torso
Subassemblies:
Split linkage for laser (fires through Turret)
Nightlight and Spotlight on Turret
Antitheft codelock hooked to spoilsport charge

Game notes:
- Notice that the spoilsport charge has no blast radius per se, but is big enough to have a explosion radius of 5 m per standard rules.
- Striker-scale Light Laser, straight from the manual (so cheap, it doesn't deserve design the gun!)
- The Target Annalizer stands for the "IFF" transponder - yes, it could be made a special efect, but since it's an important part of the concept, it deserves to be stressed a bit.

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