Clariont Ensign.
United Galaxies Council.
HAS-I Hover Monster.
Clariont Ensign.
United Galaxies Council.
The HAS-1 Hover Monster is the replacement for the MAC-II Monster. It takes 12 T'sentraedi grav pods, 02 in the Torso, 05 in each foot. Additionally, the missile pods from the RDF Spartan
HAS-I Monster.
were installed in the feet (the pilot could take his shot up to 65 degrees and STILL be assured a direct hit, no problem) and on the rear sides of the Torso. The armor had been upgraded to REF standard, and the cockpit overhauled with a Lancer Space Fighter cockpit with the Dragonfly Single-Operator Piloting System, making it effectively a one-man Mecha (like all other Destroids). (The Lancer cockpit can also be 'ejected' from the Mecha, allowing the pilot and data recorder to escape.)
The HAS-1, despite it's age, still serves the UGC very well, especially the RDF, due to it's extreme firepower. The addition of effectively limited flight added infinitely to the flexibility; The addition of quad Spartan missile pods more than tripled the firepower, without adding significantly to weight; However, the HUGE size, price, and weight limits the effectiveness to the REF, and an average Task Force would only have one or two of these.
Replacing the guns of the HAS-I with the L-28z Rail Launchers met stern resistance in the Council; In the end, the greater range, power, and magazine capacity isn't what won the argument, but rather that the Konig was going to come on-line anyways, and the crews would need to know the new guns in any case. Installing the L-28z's took about 2 years; After 12 years, only about 1/4 of the total HAS have been replaced, and most of the HAS-I's that have been retired have been transferred to RDF's; Most of the HAS-II's will likely end up in Civil Defense Units.
The advent of the VB-06 Konig Monster has seriously undermined the HAS-I and -II, and will eventually take over the role that the Destroids had been filling in the REF; Until the various RDF's can afford to fully convert to the Konig, they will contnue to use all but the platforms that are too old and/or damaged to remain in service; Even then, they may remain in use as trainers and/or in inventory for parts.
Name: HAS-I "Hover Monster"
Model Type: Destroid
Class: Military and Civil Defense
Crew: 1.
Passengers: Up to 12.
MDC By Location:
Upper Arms (2)-
Lower Arms (2)-
Grav Pods (4)-
150 each
Upper Legs (2)-
Lower Legs (2)-
Feet (2)-
Main Cannons (4)-
Missile Pods (4)-
150 each
Speed and Statistical Data:
Running: 20 MPH
Hovering: 60 MPH
Maximum Height Above The Ground: 25 Feet
Range In The Air: No Known Limit
Surfaced On The Water: 10 MPH.
Range On The Surface: No Known Limit
Height: 73.7 feet.
Width: 31.1 feet
Length: 42.7 feet
Weight: 189.3 tons fully loaded
Cargo: About 1.5 tons of cargo could be carried.
Primary: WT-1,001 Fusion Reactor
Secondary: CT-8P Fusion Reactor
Flight System: T'sentraedi style grav pods
Cost and Availability: Between 2,500 and 25 millioncredit, depending on quality; Extremely common.

Weapons Systems:
1. Quad L-28z Rail Launcher: Developed as a replacement for the main Quad 40ᴄᴍ Auto Cannons and originally employed on the VB-06 Konig Monster. The system is radar controlled and designed for MRM's, and can be controlled by another platform (such as the EAG-81 Malcorn JSTARS) after launch. The nominal design had 4; However, up to 3 more COULD be added at the cost of 1/4 of a ton of cargo capacity and 10 MPH Hovering speed each. They can inclinate and declinate up to 60 degrees. The weapons can NOT be moved independently, but the gunner can select how many guns (s)he wants to fire at a time.
Purpose: Heavy Assault.
Damage and Range: Varies by type of missile used.
Missile Type: Medium or Short Range. SRM's require an adapter.
Rate Of Fire: Per gunner's attacks per melee.
Payload: 20 per magazine. Takes 20 minutes to reload.
Bonus: Either quadruples the normal range of the missile OR triples it and adds +3 to strike.

2. 2 Triple-Barreled Laser Cannons: Each arm of the Mecha is a triple barreled laser cannon, very similar in many respects to the dual laser cannon
of the Raidar X. These weapons are ideally used against ground troops and aircraft
Purpose: AA/AP Defense
MD: Fires in volleys of three, doing 3D4 times 10 MD per each volley.
Rate of Fire: Equal to pilots attacks per melee.
Range: 10 miles
Payload: Unlimited.

3. Spartan-Style Missile Pods: Actually mounted INTO the feet, looking vaguely like a mole as well as a pair to the sides of the Mecha, like saddlebags. The saddlebag pairs can inclinate/declinate a full 360 degrees.
Purpose: Assault
Missile Type: Medium- or long-range missiles
MD and Range: Varies by type used.
Rate of Fire: Can fire volleys of one at a time or in increments of 3, 6, 9, or 12 per arm.
Payload: 22 medium- or long-range missiles per launcher; 4 launchers were all that could be mounted (one on each foot and one on each side).
Cost and Availability: 5,000credit each; Commonly available.

4. Hand to hand Combat: Highly limited by the original MAC-II's design.
Kick/Stomp- 1D6 MD (only effective against small objects)
Punch- 1D6 MD.

5. Optional 40CM Auto Cannons: The original main armament; Up to 7 more COULD be installed (costs 1/4 of a ton of cargo capacity and 10 MPH Hovering speed each after 4). The weapon can inclinate and declinate up to 60 degrees. They have been overhauled as well to negate a person being needed to load them.
Purpose: Assault
MD: 2D6 times 10 MD
Blast Radius: 20 feet per shell.
Rate of Fire: Per pilot's attacks per melee.
Range: 12 miles
Payload: Up to 120 rounds.
Cost: 2,000credit each
Availability: Fair availability.
Penalty: -5 to strike with grav pods engaged.
  • Radar: Combat grade radar. Range: 200 miles, can track up to 250 individual targets. 95% reliability (24% against unfriendly stealthed vehicles).
  • ESM: Radar Detector. Passively detects other radars being operated.
  • AJP: Active Jamming Pod. Causes -25% to detection but when it is active, other vehicles/bases can detect that it is jamming, and some missiles will home in on jamming signals. Jamming also causes a -4 penalty to all radar guided weapons.
  • Anti-Jamming System: Reduces Electronics Countermeasure by 3/4 (decrease skill level appropriately).
  • Full Range Sensory Suite: Infrared, ultra violet, Magnification, night sight, color filters, thermal imager. Range is about 2,000 miles for MOST sensors.
  • MRA 6 Radios: Allows real time, continuous radio link up with friendly forces in the area via satellite relay over laser radio signals, preventing jamming, and automatically encrypts/decrypts same to prevent eavesdropping.
  • Type-11 wide band radios: Effective 10 mile range, auto encrypt/decrypt. Works on standard radio band wavelengths, so it can still be jammed (if the enemy knows the frequencies).
  • Loudspeaker: Amplifies voice 1 to 100 times. 100 feet in normal crowds.
  • Smoke Emitters (2): Emits enough smoke to cover an area about 20 cubic feet in calm weather; Special chemicals block IR sensors and radar signals (scatters them so the enemy cant get a good fix), however does not totally interfere with enemy sensors (enemy is -2 strike).
  • Combat/Targeting Computer: Records all enemy and friendly activity over the course of time; Can replay that activity for the pilot, assign target designation numbers, and track likely damage based on mathematical formulas (i.e. "Right leg red" badly damaged/destroyed, "head green" not damaged, etc). Displays this information as a pop up in the HUD on request by the pilot.
  • Electronic Counter Measures (ECM): These systems disrupt enemy radar and tracking systems, making it difficult for them to lock onto the ship with weapons. The countermeasures give the Mecha a +3 to dodge, +2 to strike and +1 on initiative in combat.
  • CBR Protection: Complete chemical, biohazard, and radiological protection.
  • LDP (4): Launched Decoy Pods. The Mecha can carry a special pod that carries four advanced decoy drones. These drones are launched to go where ever they want for 30 minutes. Each is a specially designed lure that mimic the Mecha. This system has been successfully deployed against SEVERAL alien radar-type sensors (including one that works off of sound), but does not work on Invid Protoculture sensors.
    MDC: 5
    Effects: The decoy has a 98% chance of fooling ordinary non military radars and non smart guided missiles, and a 90% chance of fooling military grade radars and advanced smart missiles.
    Range: Released to go wherever it wants. Can fly independently for about 30 minutes.
    Rate of Fire: Per pilots attacks per melee.
    Payload: 8 decoys total.
  • Vacuum Seal: Permits the Mecha to be used in hard vacuum (such as outer space), and other hostile environments.
  • Mine Detector (in feet): Gives effective 85% Detect Mine/Trap OR increases skill by 10% for pilots that have that skill (whichever is more). Works on density composition, so non-metallic objects cant hide, and displays a visual assessment and danger probability (based on a mathematical formula) for the pilot on request.
  • Motion Detector: Activates a loud wailing when an object is coming at the user fast, and a soft ringing if it's coming slowly. Activation ranges must be specified by the pilot.
  • FLIR/SLIR: Forward and Side Looking Infrared. Allows pilot and weapons officer to get visuals on targets at night.
  • Blue Force Tracker: Identifies Friend from Foe. Overlays the information on both the radar and HUD, ensuring that friendly forces are not accidentally targeted.
  • Video Recorder: Records from sensors and the cockpit itself. 500 hours of recording available.
  • AMC/FD (2): Anti-Missile Chaff/Flare Dispensers. Actually launches a glob of burning magnesium/aluminum alloy to confuse both radar AND heat sensory systems. Fires off 04 chaff/flares each time it is activated. The system is KNOWN to work on all KNOWN radar and infrared systems, but concerns continue that somewhere out there their MIGHT be a system that will be totally unaffected by the system. Reduce effects by 20% against smart missiles (add +20% to rolls for smart missiles).
    01-50: Enemy missile or missile volley detonates in chaff cloud - Missiles are all destroyed.
    51-75: Enemy missile or missile volley loses track of real target and veers away in wrong direction (may lock onto another target).
    76-00: No effect, missile is still on target.
    Also note that the chaff cloud will also blind nearby heat sensors (and optically based sensors at night) for 1 melee. They will suffer the following penalties: Reduce melee attacks/actions, and combat bonuses by half.
    Duration: 1D4 melee rounds.
    Payload: 60 chaff/flares. Each time the system is engaged, the system fires off 04 chaff/flares.
  • GPS: Standard tracking device.
  • HUD: Displays maps, radar, targeting information, and any OTHER information the wearer wants directly in front of the user.
  • Virtual Map: Displays a continuously-updating map of local terrain for the pilot. Effective land navigation of 85% as updates come. Good to 50 miles. Specific range can be adjusted in 1 mile increments.
  • Survival Pack: A pack of simpler emergency survival supplies: Pup tent, sleeping bag, black light, GPS, First aid kit (bandages, gauze, bandage tape, pads, antiseptic/analgesic), plasma torch (for small repairs and starting fires), repair kit (with MDC Repair Spray), sewing kit (a small spool of thread and 5 needles), 7 star flares (250 foot apogee), 2 white parachute flares (1,500 feet apogee), 100 feet of black or brown parachute cord (150 lbs tensile strength), 2-5 days rations, 2 gallons water, water purification kit- good for about 10 gallons.
  • Oxygen Rebreather System: Extends pilots air supply to 100 hours; Cartridge MUST be replaced after that period of time.
  • Internal temperature and humidity control: Automatically maintains users desired heat, humidity, and other personal comfort settings.
  • Heat And Radiation Shielding: Special shielding prevents the penetration of life threatening heat and radiation.
  • Variable Tint Cockpit Canopy: Adjusts tinting to light conditions, up to an including a black dot if the sun is directly on the pilots face (only covers eyes).
  • Smoke dispensers (8): Throws out smoke flares capable of covering a 90 cubic foot area. Special chemicals in the smoke obscures IR and heat sensors, and defeats visual tracking of the vehicle. Note that it DOESN'T make the vehicle invisible, but simply negates ALL bonuses to strike.
  • XTNDR RADAR/Radio Antenna Extender: A simple, 2 cubic foot helium balloon lofts a 10 lb. pod 100 feet into the air. Hanging from this payload is a fiber-optic cable that relays the data collected from the XTNDR Pod to the Mecha computers. Note that using this system under heavy foliage will allow the radar, etc to work there, at no penalties, but it will not break the canopy either.
    MDC By Location:
    Pod: 50
    Fiber Optic Cable: 10
    Effect: Extends range of any sensors 10 times (or defeats other penalties in a 5 mile area).
    Combat Bonuses from HAS-I Combat Elite:
  • 2 additional attacks per melee.
  • +1 roll.
  • +1 Strike.
  • +1 Parry.
  • One additional attack per melee at levels 6 and 11