Midnight Suns Terrorist Mekton "Reaper"


Some of you, and you sickos know who you are, asked me to bring you more of these guys... So I did.
Remember that the Suns want to bring about the Apocalypse, and with it, the whole three ring circus of doom and despair.

The Harbinger is Plague.
The Reaper is Famine.
That leaves War and Death.

All I have to say is "Wheee!"

Midnight Sun: Reaper Chassis Weight: 75 tons loaded
CP Cost: 969.7 CP
Credit Cost: 9.697 Million Credits
Height: 20 Meters
Walking Speed: 1500m/Min. (MA 5)
Flight Speed: 238 kph (MA 10) or up to 1800 KPH

When the Harbinger first surfaced, it was the profound belief of the EEG that the Midnight Sun could not have been able to produce more than one such instrument of devastation. There could not be enough technology or technological knowledge in the blighted remains of yesterday to support the construction of any more such designs.

It is now the profound belief of the EEG that they were horribly, horribly, wrong. The Reaper not only complements the Harbinger, it seems to be capable of spreading even more devastation and carnage than its larger, more heavily armored brother. The Reaper is possessed of the same basic profile as the Harbinger, and (incredibly) touts an even more menacing visage.

Despite its slightly smaller servo size, the Reaper can survive devastating amounts of damage, as well as deal it. Like the Harbinger, the Reaper is equipped with the already proven Incendiary Scatter guns, nearly four times the amount of Hellstorm missiles, and a surprising amount of defensive armaments. Complementing the SAC inspired Anti-Missile system are twenty smoke producing missiles. Despite their low payload time, the missiles are effective at both defense and instilling terror, which seems to be their primary purpose. Indeed, they are often launched randomly between (or even during) Hellstorm launches, which serves to confuse and frighten the innocents in the Reapers path.

The Hellstorm missiles, the scatter guns, the smoke warheads and Indigo Nova Boosters all pale, however, in comparison to the Reapers' devastating close combat weapon: The Electro Scythe. This weapon could only have been based on the containment fences so popular on Telluria. Used to deter and contain the more aggressive Tellurasaurs, the fences run a hyper electric current through the same basic alloy used to forge Heat Sabers for the ODF. Somehow, the Midnight Sun has managed to replicate this alloy and now uses it in the Reapers' Electro Scythe, a Class 10 rated polearm that not only slices most armor like butter, but delivers a nerve shattering shock and most frightening of all, can be thrown a full 300 meters!

While it uses twin Indigo Nova Boosters, the Reaper actually does fly. While slow, the Reaper is more maneuverable than the Harbinger, and has often used this to its advantage.
Mekton Statistics: Midnight Suns Terrorist Mekton "Reaper" 


Tons: 75 Tons 


Cost in CP: 969.7 CP



Configuration: MV: MR: Land MA: Flight MA: 


    Humanoid -3 5 10



Multipliers:     Supercharged Powerplant x0.3     Superheavy Hydraulics x0.2     Universal Protection x0.3     +2 Verniers x0.2 (Mated to Thruster System)     Conditional Movement -x0.1 Can only boost in a straight line



Servos and Armor Location: Class Space Kills Armor DC Head SH 10/0 10 10 1 Torso SH 20/0 20 10 1 R. Arm SH 11/0 11 10 1 L. Arm SH 11/0 11 10 1 R. Leg SH 11/0 11 10 1 L. Leg SH 11/0 11 10 1 R. Wing SH 10/0 10 10 1 L. Wing SH 10/0 10 10 1



Systems: Combat Cockpit in Torso Maneuver Pod in Head



Movement Systems: Type: MA: Loc: Kills: 


Thruster 2 RW NA 


Thruster 2 RL NA Thruster 2 LL NA 


Thruster 2 LW NA 


+2 MA From Wings



Indigo Nova Booster RL 5 


Indigo Nova Booster LL 5 


Each Booster is +50MA/+50MB



Subassemblies: Name: Loc.: Kills:     Code Lock H NA Spotlights T NA (x2 Spotlights)     Nightlights T NA (x2 Nightlights)     Quick Change Mounts All NA     Storage (500kg) Head NA     Weapon Mounts:          2 x20 Space Torso 1e 1 x11 Space          R. Arm 1 1 x11 Space          L. Arm 1 1 x11 Space          R. Wing 1 1 x11 Space          L. Wing 1     Damage Control T NA



Sensors: Sensor: Loc.: Ran.: Comm.: Kills:     Main (LH) Head 20 km 1800 km 2     Backup Torso 1 km 300 km 2     ASP Torso     Tar. Analyzer Head     Res. Inten. Head (+x32RI)     Radar/Radio Head



Weapon:
Weapons Key: WA: Accuracy R: Range D: Damage K: Kills Sh: Shots C: Cost Sp: Space N: Notes



Right Talon WA: +0 R: Melee D: 1+5KAP K: 1K Sh: NA C: 2.4 Sp: 1 N: (1)



Left Talon WA: +0 R: Melee D: 1+5KAP K: 1K Sh: NA C: 2.4 Sp: 1 N: (1)



Right Foot WA: +0 R: Melee D: 2+6K K: 0K Sh: NA C: 0 Sp: 0 


Left Foot WA: +0 R: Melee D: 2+6K K: 0K Sh: NA C: 0 Sp: 0



Electro Scythe L: Two Handed WA: +0 R: Melee D: 10+5K K: 10K Sh: NA C: 18 Sp: (18) N: (2)



Scattergun L: Right Arm WA: -1 R: 3/9 D: 6KSI K: 6 Sh: See Below C: 5.6 Sp: (5) N: (3)



Scattergun L: Right Arm WA: -1 R: 3/9 D: 6KSI K: 6 Sh: See Below C: 5.6 Sp: (5) N: (3)



Ammunition for Scattergun L: Clips Scattershot, Incendiary, 40 Bursts K: 1/1 Sh: 20/20 C: 43.2 Sp: 1/1 N: (4)



Anti-Missile System L: Torso WA: +2 R: NA D: 1K K: 2 Sh: 20 C: 5.6 Sp: 5 N: (5)



Hellstorm Missiles L: Torso Mount WA: +0 R: 6/36 D: 3K K: 2 Sh: 12 C: 19.8 Sp: (20) N: (6)



Hellstorm Missiles L: Torso Mount WA: +0 R: 6/36 D: 3K K: 2 Sh: 12 C: 19.8 Sp: (20) N: (6)



Hellstorm Missiles L: Right Arm Mount WA: +0 R: 6/36 D: 3K K: 1 Sh: 6 C: 9.9 Sp: (10) N: (6)



Hellstorm Missiles L: Left Arm Mount WA: +0 R: 6/36 D: 3K K: 1 Sh: 6 C: 9.9 Sp: (10) N: (6)



Smoke Missiles L: Right Wing Mount WA: +0 R: 8/64 D: "5K" K: 3 Sh: 10 C: 10 Sp: (10) N: (7)



Smoke Missiles L: Left Wing Mount WA: +0 R: 8/64 D: "5K" K: 3 Sh: 10 C: 10 Sp: (10) N: (7)


Notes:
1 = These are Talons, and as such are bought as Quick and Handy, they are also Armor Piercing.

2 = Thankfully, the Electro-Scythe is not Armor Piercing. However, it is SHOCK ADDED! It can also be THROWN. This, as they say, is extremely nasty. The only upside of this weapon is that once thrown, it must be recovered. It is not a "Returning" weapon. I thought about making it entangling, but quickly thought wiser.

3 = Each Scattergun is BV 2, and fires Scattershot, Incendiary ammo. Owowowowowow!

4 =The Ammunition for the Scattergun is Incendiary and Scattershot. There are 40 bursts available, at a total of 20 per clip.

5 = The AMS is a Dedicated Phalanx Systems, with a BV of 8.

6 = The Hellstorm Missiles are BR 3 and Fuse, just like the Harbinger. Each of the Midnight Suns Terror Mecha uses these, so get used to them

7 = The Smoke Missiles have a "Kill" value of 5, and are BR 2.

Creator Cacklings:
You'll note that the Reaper has Conditional Movement on the Indigo Nova rockets. That's because, like the Harbinger's set, these things are basically large solid fuel SHUTTLE BOOSTERS. The things can be fired up at will, but they will move the suit in one direction, and in one direction only. Unlike the Harbinger, the Reaper has actual flight capacity, so it's not as dead if the boosters get knocked out.

One more thing about this suit. I tested it against three other Mektons (two SAC Galliards and a Viggen). Only one thing to say: Electro Scythe: DIE DIE DIE DIE DIE DIE DIE!!!!!!!!!!!!!!

By: James Milligan <jmilliga@LunaCity.com>


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