• No se han encontrado resultados

Etapa de Planeación

In document MANUAL DE CONTRATACIÓN (página 120-123)

13. CAPITULO XIII

13.1.1 Etapa de Planeación

Many so-called “Frankenmecha” designs used during the war with the Invid were born out of necessity. There was no formal government or military, and rebel fighters had to scrounge and cobble together whatever they could salvage. As a result, they began to fuse aspects of one mecha with another, creating me- chanical chimeras that may look unusual, but offered combat ca- pabilities to help the cause of freedom. Such Frankenmecha are often the fusion of 2-3 different kinds of mecha, sometimes more - whatever it takes to create one working unit. In some cases, however, as with the Fury, the Freedom Fighters go out of their way to create a very particular weapon of war.

The Fury is an attempt to reintroduce the agility and raw power of the old Zentraedi female power armor into the fight against the invading Invid. The mecha was known for its maneuverability and its ability to engage multiple opponents at once. It not only had speed and effectiveness in open-air

combat. A good Queadluun Rau pilot could transition from a deep space engagement to the so-called “knife fight in a phone booth” of urban combat without losing her lethal effectiveness. In fact, the armor was designed centuries earlier as an anti-Invid mecha during the height of the war between the Robotech Masters and the Invid.

When the Invid first invaded, and the remnants of Earth’s Ro- botech defenders were driven into the wilds, the soldiers found a number of Zentraedi ships that had gone unaccounted for during the years since the destruction of Dolza's fleet. These ships pro- vided shelter and building materials and sometimes Protoculture cells, but in many cases, they housed dozens to hundreds of long lost Zentraedi mecha that were unusable to the diminutive human and micronized Zentraedi survivors. In one such find, freedom fighters discovered a cache of the notorious Queadluun-Rau Zentraedi Female Power Armor. For years they stripped them for parts and missiles and just left them dormant, because there was no way for a human to control machines meant for 30 foot (9.1 m) giants.

Then, a cadre of mechanics and Special Forces units, many with Zentraedi heritage, set out to find replacement cockpits that could be mated to the old power armor to allow human-sized pilots to control them. They specifically looked for old VF-1 Valkyrie cockpits because they could be most easily removed (they were ejection modules and designed to be removable) and mated to other mecha. Over a period of two years, they cannibal- ized cockpits and parts from more than two dozen severely dam- aged Valkyries to combine them with the Queadluun-Rau robotic armor. The final product looks like a wingless Valkyrie in

Guardian mode, but with the arms, legs, thrusters and armaments

of the Queadluun-Rau female power armor, and the nose/torso and head of a Valkyrie. It has no wings, but can leap, hover above the ground and has limited flight capabilities.

The non-transformable mecha is fast, agile, and devastating in combat but they are very rare and eat through missiles and Pro- toculture at a high rate. Most freedom fighter units who possess a few of these priceless hybrids train their pilots to use the missiles sparingly, and only deploy them in very important operations.

"Fury” Frankenmecha

Model Type: VFH-RAU Battloid (an unofficial designation). Class: Single Seat, All-Environmental Air Cavalry Robot Ve- hicle.

Crew: One (two if the chassis and cockpit used was from the VF-1D or VEF-1).

M.D.C. by Location: * Sensor Head - 100 Upper Arms (2) - 70 each Forearms (2) - 150 each Hands (2) - 35 each Legs (2) - 100 each Feet (2) - 75 each

** Main Queadluun-Rau Thrusters (2; back) - 100 each Head Weapons: Laser (1A have one, 1J have two, 1R have 2, 1S have four) - 50 each

Rotary Particle Cannons (2; forearms) - 75 each

Queadluun-Rau Missile Launchers (4; behind shoulders and part of the thruster section) - 100 each

Reinforced Pilot Compartment - 175 *** Main Body - 350

* Destroying the sensor head knocks out most of the Fury's

sensors. Radar range is reduced to ten miles (16 km), long- range radio and laser communications are lost, and the laser targeting system is destroyed. All of this leaves the Battloid at -3 to strike, parry and dodge. Destroying the sensor head also destroys all point defense lasers.

** Destroying one thruster reduces speed and combat bo- nuses by half. Destroying both thrusters means the Fury can- not fly, hover or enjoy thruster assisted leaps. If the thrusters are destroyed while flying, the mecha crashes to the ground.

*** Depleting the M.D.C. of the main body destroys the mecha, rendering it totally useless.

Speed:

Running: 85 mph (136 km).

Leaping: 250 feet (76.2 m) up or across with thruster assistance, half that without.

Flight: 550 mph (880 km) in an atmosphere. Space: 1,550 mph (2,480 km) or Mach 2. Statistical Data: Height: 43 feet (13 m). Length: 36 feet (11 m). Width: 40 feet (12 m). Weight: 25.5 tons.

Physical Strength: Robotic P.S. of 44.

Cargo: There is a small space big enough for a survival pack and a sidearm.

Power System: One miniaturized Reflex Furnace powering two fusion pulse-detonation thrusters delivering thrust through vec- tored thrust nozzles and numerous vectored and vernier thrusters; converted to run on sixteen Protoculture cells.

Weapon Systems:

1. LLW-20 CIWS Lasers (1, 2 or 4): Each Fury carries a stan- dard Valkyrie sensor head (located below the pilot’s compart- ment, like a Veritech in Guardian mode) with 1-4 20mm lasers depending on the type of Valkyrie's head. These short- range, low yield lasers are designed to give the Fury point defense and anti-personnel capabilities. The number of lasers mounted varies by the model of the Valkyrie scavenged to create the Fury: VF-1A variants mount one laser, VF-1J, VF- 1R, VEF-1 and VF-1D sensor heads mount two lasers, and the VF-1S variant mounts four lasers.

Primary Purpose: Air-to-Air/Air-to-Ground Combat and Dog Fighting.

Secondary Purpose: Anti-Missile and Self-Defense. Weight: Not applicable, part of the airframe. Range: 2,000 feet (610 m).

Mega-Damage: 2D4 M.D. per laser per single blast. Models with multiple lasers can fire a single shot or all of them simultaneously at the same target. Increase damage accordingly (two lasers do 4D4 M.D., three lasers do 6D4 M.D., four 8D4 M.D.). The lasers can also be used as a cutting beam to bum through bulkheads and slice through hulls. Damage for a cutting beam is 2D4 M.D. per laser, per melee attack spent burning or cutting.

Rate of Fire: Each blast uses one of the pilot’s melee attacks. The cutting beam uses as many attacks as the pilot is willing to dedicate.

2. Medium Particle Cannons (2): Mounted in each forearm is a three-barreled, medium particle cannon.

Primary Purpose: Anti-Mecha.

Secondary Purpose: Anti-Aircraft/Anti-Ship. Weight: Not applicable, part of the Fury's hull. Range: 4,000 feet (1,219 m).

Mega-Damage: 3D10M.D. for one cannon burst or 1D6X10M.D. when both are aimed and fired simultaneously at the same target. Rate of Fire: Each single or double burst counts as one attack. Payload: Effectively unlimited.

Note: The guns hit like a wrecking ball, and any mecha under 100 tons hit by a double blast has a chance of being knocked down. When hit, the pilot must make a roll on the appropriate mecha piloting skill to keep his footing. Invid mecha (which do not use piloting skill rolls) must make a roll with impact roll higher than the Fury pilot’s roll to strike. Mecha that are knocked down lose initiative and one attack while they return to their feet. 3. 60mm Mini-Missile Launchers (4): Mounted on each hip

and on the thruster engine mounts above the shoulders are four rapid-fire missile launchers refitted to fire standard UEEF 60mm mini-missiles. These missiles are used in both offensive and defensive capabilities, but unlike the Queadluun-Rau pilots of years past, they are meant to be used sparingly, with the large payload giving the mecha longer battlefield endurance instead of overwhelming striking power. Remember that these missiles are often difficult to replace for freedom fighters.

Primary Purpose: Anti-Mecha and Anti-Aircraft. Secondary Purpose: Anti-Missile.

Weight: Not applicable, part of the suit's hull. Range: One mile (1.6 km).

Mega-Damage: Per type of mini-missile, but typically HEAP (High Explosive Armor Piercing) missiles which inflict 1D4x10 M.D. per missile.

Rate of Fire: One at a time or in volleys of 3,6 or 12. Each volley uses one attack.

Payload: 126 missiles total; 21 mini-missiles in each hip- mounted launcher, and 42 mini-missiles in each thruster- mounted launcher (21 at the ready, 21 in an armored magazine). 4. Hand to Hand Combat: The Fury is a powerfully strong me-

lee fighter, able to tangle fist-to-claw in close with any Invid unit.

Hand to Hand Damage: Restrained Punch/Forearm: 1D6 M.D.

Full-Strength Punch: 3D6 M.D.

Power Punch: 1D6x10 M.D. (counts as two

attacks). Tear/Pry/Crush with Hands: 6D6 M.D.

Kick: 3D8 M.D.

Stomp: 3D6 M.D. against targets under 10 feet (3 m) tall. Jump Kick: 5D8 M.D. Counts as two attacks.

Body Block/Ram: 2D8 M.D. per 20 mph (32 km) of running

or flying speed. Uses two attacks and has a 60% chance of knockdown against targets up to 30% larger. Target loses initiative and two melee attacks. At any speed beyond 140 mph (224 km), the Fury takes one quarter damage from the impact. Bonuses from Mecha Elite Combat Training: Because the cockpit and controls are those of a Valkyrie, the pilot must choose MECT Valkyrie and use those bonuses for elite combat training.

But because of the remarkable thruster system and design of the Queadluun-Rau, add an additional +2 to dodge on the ground and +3 to auto-dodge while flying

5. Sensors: Has all the standard Valkyrie sensors and accompa- nying bonuses.

In document MANUAL DE CONTRATACIÓN (página 120-123)