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Dice Army of the Southern Cross - OOC

I was busy making the IC post for you, but now that I'm done, I can say with much emphasis: NO.
Such a shame.

Then obviously I must make him go into law.

become a Sergeant Doctor lawyer.
 
You sound like a character in a daytime soap opera. What's next? You lose your memory and discover your evil long lost twin brother?
 
Little did you know he WAS the long lost evil twin brother.

he just didn't know because of the amnesia.
 
I'll just teach the guy Zentraedi. easy enough.
 
Now moira can't insult her Sergeant freely!

But they can talk shit about others.
 
Okay, chosen the Weapon Specialist(Lvl. 2 skill choice) and Aerobics (Lvl. 3 skill choice)skill. Gonna edit the attributes later with the +1 attribute score, Krav maga attribute bonuses, and the Aerobics. Going out with the family.
 
Sherwood Sherwood I remember seeing a command variant of the hover tank, should heinrich be in that thing already?
 
Here ya go:
Spartas Hover Tank
M.D.C. by location:
Sensor Head – 85
Arms (2) – 150 each
Hands (2) – 50 each
*Arm Shields (2) – 500 each
Legs (2) – 260 each
Main Vectored Thruster – 120
**Outboard Thrusters (2) – 75 each
Main Cannon – 150
Triple Barreled Ion Cannon – 100
EU-11 Gun Pod – 100
Reinforced Pilot’s Compartment – 150
***Main Body – 375
*Destroying an arm shield renders the weapon housed inside it inactive and exposes the arm to damage.
**The outboard thrusters are only deployed in Transport mode. Destroying one reduces speed and bonuses to dodge in transport mode by one third. Destroying both reduces speed by 66% leaves the Hover Tank uncontrollable (-70% to piloting skill), and the vehicle cannot be operated in transport mode until the outboard thrusters are repaired or replaced.
***Destroying the main body renders the mecha completely inoperable.

Speed
Transport Mode: 80mph (161 kph)
Tank/Guardian Mode: 8 mph (13 kph)
Battloid Mode: 70 mph (112 kph)
Leaping: 80 feet (24.4 m) straight up in all modes. 100 feet (30.5 m) lengthwise in Battloid and Guardian modes.
Flight: Can hover in the air up to 20 feet (6.1 m) high in Battloid and Tank/Guardian modes, and lands on its feet without damage when dropped from a height up to 500 feet (152 m). Typical altitude in Transport mode is 2-15 feet (0.6 to 4.6 m) off the ground, with thruster assisted “leap” up to 80 feet (24.4 m) high.

Statistical Data
Transport Mode
Height: 7.3 feet (2.25m)
Length: 19.6 feet (6m)
Width: 9 feet (2.7m)

Tank/Guardian Mode
Height: 14.7 feet (4.5m)
Length: 25.4 feet (7.75m)
Width: 7.3 feet (2.25m)

Battloid Mode
Height: 20.3 feet (6.2m)
Length: 6.5 feet (2m)
Width: 14.4 feet (4.4m)
Weight: 26.4 tons dry
Physical Strength: Robotic P.S. of 42

Cargo: Just enough for a rifle and survival pack

1. MCR-68A1 105mm Cannon
Mounted in a retractable housing in the right arm shield, the 68A1 served well as the main weapon of the Hover Tank for years. While it is recommended that this weapon only be deployed in Tank/Guardian mode, it can also fire in Battloid mode. Using the cannon in Battloid mode is awkward (no bonuses to strike) and requires the Battloid to be braced against the recoil. It was eventually replaced by the HPW-125A1 Particle Cannon on the VHT-1A1 variant.
Range: varies by ammunition as described below.
Mega-Damage: varies by ammunition. The cannon can fire the following kinds of rounds:

Armor-Piercing Fin-Stabilized Discarding Sabot (APFSDS). A round that uses a dart made of depleted uranium or tungsten to pierce enemy armor.
Range: 4 miles (6.4km)
Mega-Damage: 3d6x10 M.D.

High Explosive Anti-Tank (HEAT).
A shell with a shaped charge warhead.
Range: 2.2 miles (3.52km)
Mega-Damage: 2d6x10 M.D.

Multi-Purpose Anti-Tank (MPAT).
A HEAT round with an added proximity fuse to allow it to engage slow, low flying aircraft such as helicopters and for air bursts over targets.
Range: 2.2 miles (3.52km)
Mega-Damage: 2d6x10 to a 50 foot (15.2m) radius

Canister.
A shell filled with tungsten shot that acts like a giant shotgun shell for use against building, dug-in infantry, and thin-skinned vehicles.
Range: 2,500 feet (762m)
Mega-Damage: 1d8x10 M.D. to everything within a 25 foot (7.62m) area up to half range, 1d4x10 to everything within 50 feet (15.24m) area at full range.

High Yield Incendiary (Plasma).
An extremely lethal anti-personnel round filled with super heated plasma.
Range: 1.5 miles (2.4km)
Mega-Damage: 2d8x10 M.D. to everything in a 25 foot (7.6m) area from the initial blast. Sets all combustible substances ablaze and continues to burn, doing an additional 4d8 M.D. per minute for 1d6+1 minutes.

Smoke
. These shells emit billowing clouds of thick smoke and are used primarily for cover and to mark target zones. They come in black, white, red, green, and yellow, and make a cloud big enough to obscure an area 100 feet (30.5m) across.
Range: 4,000 feet (1,219m)
Damage: none
Rate of Fire: Twice per melee round
Payload: 48 rounds

1a. HPW-125A1 Particle Cannon (VHT-1A1, VHT-1A3 variants).
This is the 125mm particle cannon that replaced the 105mm cannon in later model Hover Tanks. It fires a stream of charged particles over long distances and delivers a massive amount of kinetic, armor piercing damage. While not as versatile as the old cannon, the 125A1 performs extremely well against armored opponents. It also has the added advantage of not needing to carry ammunition, which reduces the operating weight of the Hover Tank. The main drawback of the weapon is that it is an energy hog, and reduces the Hover Tank’s speed by ten percent when active due to massive energy consumption.
Range: 8,000 feet (2,438.4m)
Mega-Damage: 2d10x10+20 M.D. per blast
Rate of Fire: Two times per melee round.
Payload: Effectively unlimited.
Note: The Plasma Cannon delivers a massive stream of particles. The gun hits like a wrecking ball, and any mecha under 50 tons hit by a 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. Mecha that are knocked down lose initiative and one attack while they return to their feet.

2. MIW-20 Triple Barreled Ion Pulse Cannon. The MIW-20 is a 20mm, rapid fire ion pulse cannon. It is hard hitting and very accurate over short distances. This weapon is used as a close defense weapon to keep infantry and other mecha at bay, and can only be deployed in Tank/Guardian mode.
Range: 1,800 feet (548.6m)
Mega-Damage: 1d6x10 M.D. per three blast pulse.
Rate of Fire: Each pulse blast counts as one attack
Payload: Effectively unlimited.

2a: ECM Jamming Pods (2). Making full use of electronic attack capabilities requires the Advanced Electronic Warfare (AEW) skill. Players can operate these systems without the AEW skill, but are at a disadvantage. Players with only the Electronic Countermeasures skill will be at -15% to operate the EWAR systems, and those with only the Sensory Equipment skill will be at -40%

In game terms, electronic warfare is debilitating to enemies and players alike. To disrupt radar, communications and targeting systems, the player first declares what he's jamming, then rolls his Advanced Electronic Warfare skill. A successful roll jams one system (comms, radar, targeting, etc.) for 2D6 melees, and a player can jam as many systems as he has jamming pods up to his number of attacks with a range of 100 miles (160 km). A mecha or ship that is the victim of a EWAR attack sees its combat bonuses reduced more and more with each system jammed. One system jammed reduces all combat bonuses by 25% and the target loses one attack and (as) they scramble to compensate for the jamming. Two systems jammed reduces combat bonuses by 50% and the target loses two attacks. Three or more systems jammed eliminates all combat bonuses, reduces the target's attacks by half and the pilot is reduced to visual aiming of all weapons and can only fight what he can see with his eyes.

This system replaces the tri-laser.

3. EU-11 Gun Pod. The EU-11 is a 30mm high-intensity, selective fire laser gun pod capable of firing a single shot or five round burst. It has an integral laser targeting system and a collapsible stock and is powered by an internal capacitor that is charged by the Spartas’ engine. This weapon is accurate at very long ranges. The weapon is fixed forward in transport mode and carried in Battloid mode.
Weight: 250 pounds (112.5kg)
Range: 4,000 feet (1,219m)
Mega-Damage: 1d8 M.D. per single blast, 1d6x10 M.D. for a five round burst
Rate of Fire: Each single blast or five round burst counts as one attack
Note: the EU-11 enjoys a +2 bonus to strike (in addition to other bonuses) thanks to its laser targeting system.
Payload: A fully charged capacitor is good for 140 single shots or 28 five round bursts. The capacitor charges at the rate of one blast every two minutes in its housing, and an empty capacitor takes over three hours to charge in full.

4. Special Equipment of Note: Sensor Spoofers. These integrated spoofers and heat shields, along with radar absorbing materials that coat the Spartas, make this mecha extremely hard to find with instruments. Anyone trying to find one by radar or enhanced optics is -20% to their Sensory Equipment skill roll; those using acoustic sensors are at a -10% to the same roll.

5. Hand to Hand Combat.
Restrained Punch/Forearm Shield: 1d6 M.D.
Full-Strength Punch or Shield Strike: 3d6 M.D.
Power Punch: 1d6x10 M.D. Counts as two attacks.
Tear/Pry/Crush with Hands: 1d8 M.D.
Stomp: 2d6 M.D. against targets less than 10 feet (3m) tall
Kick: 5d8 M.D.
Leap Kick: 1d8x10. Counts as two attacks.
Body Block/Ram: 2d6 M.D. per 20 mph (32km) of speed. Uses two attacks and has a 60% chance of knockdown against targets up to 50% bigger. Victims of a successful knockdown lose initiative and two melee attacks.

Bonuses from Mecha Elite Combat Training (MECT): +1 attack per melee round at levels 1, 3, 6, 10, and 14, +2 on initiative, +2 to strike with cannon and long-range weapons, +3 to strike (applies to punches and kicks), +4 to parry, +3 to dodge, +3 to disarm, +4 to pull punch, and +3 to roll with impact. The pilot’s own number of hand to hand attacks and bonuses (if any) are combined with these when piloting the mecha.
 
Be aware of the changes in the Mecha Combat Bonuses from the Myrmidon.
 
Forgot to change the top speed down to 80 mph. I'll tweak it.
 
Alright, tweaked the stats in the CS. Can you please check Sherwood Sherwood if everything is okay with my math? Added the +1 Attribute Score to Iq, Krav Maga bonuses, and the Aerobic bonus plus the Mech bonuses. Unsure if everything is right...
 
You need to come up with combat stats for when you are in the Spartas. Other than that, you look good to go.
 
Chimera is a good name for the tank you think?
 
Nice name. Added some bonuses since the machine description that HtH bonuses and stats stack with the tank. I don't trust my math right now but I think that's it?
 

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