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Clariont Ensign.
United Galaxies Council.
Mecha Knight MKD-401.
Clariont Ensign.
United Galaxies Council.
The Mecha Knight MKD-401 was originally envisioned as an Armored Veritech upgrade program; Simply put, a fixed-version of the Armored VF-1A without the shoulder missiles or arms; These were replaced by a pair of Raider X Laser arms. Though the program was a failure during the original runs due to power issues, the idea was re-explored by REF-Loyal T'sentraedi shortly before the EdWards Uprising. Unfortunately, the situation spun up far to fast to complete the program, and all three involved in it were killed in the fighting; The only then-existent example sat in a Warehouse for 150 years forgotten.
About ten years ago, the Warehouse was declared t'sen-mot and ordered destroyed; In preparation for this, the building was surveyed. In the course of this survey, the Mecha was discovered, along with something like 2,000 pages of notes, sketches, etc. With the documentation in hand (much of it disjointed and difficult to understand), Fantoman Civil Defense Advanced Research Command (FCDARC, aka "The Dark") was able to figure out what the original team was trying to do; First, they stripped off all the armor. Then, they would work out what systems would no longer be necessary; Most of the transformation components were also required to move, though flight components (wings, feet thrusters, etc) wouldn't be needed. Also, they planned, at the time, to tack-weld scrap metal (stacked neatly in a corner of the building) into the main body, replacing about 1/2 of the original VF-1 frame and reducing weight further. When they were done, they figured they could add the equivalent of the original armor, but using less power, and resulting in more power for the combined weapons systems.
After The Dark got finished with the re-work, though, they were able to ADD 50% more armor, and install the REF-Era Raider X arms, the MM-50 Multi-Missile System, AND Super-Veritech style missile launcher or Strike-Veritech style PBC on top of the weapons already installed. This was capped with full-force barrier field (which has to be shut down to use the weapons). This additional firepower essentially turns the Mecha Knight into a one-man-army. The Mecha Knight can not fly on it's own, so the Assault Hover Sled was investigated as a possible platform; The results were mixed, some pilots liking them, others hating them. It remains, however, a viable option.
Name: Mecha Knight.
Model Type: Medium Destroid.
Class: UGC Marine and Civil Defense.
Crew: 1.
Passengers: None.
MDC By Location:
AN EARLY MECHA KNIGHT
An Early Mecha Knight.
Torso-
Cockpit-
Upper Legs (2)-
Lower Legs (2)-
Feet (2)-
Upper Arms (2)-
Lower Arms (2)-
300.
200.
150 each.
150 each.
150 each.
100 each.
100 each.
Manipulator Arms (per section; 6 Total)-
MRM Launcher Pod-
Shoulder PBC-
MM-740 Missile Pods (14)-
Head-
Head Lasers (5)-

100 each.
200.
200.
200 each.
50.
25 each.
Speed and Statistical Data:
Speed: 100 mph
Leaping: 30 feet high by 50 feet long without thrusters.
Range On Land: Unlimited
Flying: Not Possible
Surfaced And Underwater: 20 knots
Range, Surfaced and Underwater: Unlimited
Maximum Depth: 200 feet for 48 hours
Height: 45.9 feet
Width: 25 feet.
Length: 20 feet.
Weight: 34.2 tons.
Cargo: Only crew supplies could be carried inside. This includes a VR-Series Cyclone.
Physical Strength: Equal to a PS of 45.
Physical Endurance: Effectively Unlimited.
Physical Prowess: Equal to a PP of 13.
Powerplant: Hr-115a Fusion Reactor; Output: 2215 KHw; Range: 20 years.
Estimated Black Market Cost and Availability: Between 2 million and 25 millioncredit, depending on quality; Occasionally Available. Fehrans especially love them; T'sentraedi Malcontents also have a great desire to obtain them.

Weapons Systems:
1. Tri-Barreled Laser Cannons: Each arm is fitted with one of two weapons: The REF-era Raidar X Laser canon or 966-PFG arms. A popular option is to vary the types, so that both arms is different.
Purpose: Anti-Aircraft.
MD Per Arm: Single blast- 3D6 MD. Dual Blast- 6D6 MD. Triple Blast- 1D4 times 10 MD.
Rate of Fire: Equal to the pilots total number of attacks per melee. Both arms can fire one, two, or all three of their lasers cannons simultaneously, or all six cannons can operate as one unit and fire at the same time at the same target. Simultaneously firing of cannons is considered a volley regardless of how many cannons are firing. Each volley counts as one attack.
Range: 8 miles.
Payload: Effectively unlimited.
Cost: 150,000credit each.
Availability: Occasionally available.

2. MM-64 Multi-Missile System: A combination of the MM-50 Multi-Missile System (of REF Destroid fame) and the hip, leg, and chest missiles of the original design. Combined it gave a lot of firepower; However, the cost is enormous, and added in excess of 2,000credit per launcher to each unit.
Purpose: Assault/Anti-Personnel.
Missile Type: Standard REF Short Range Missiles.
MD and Range: Varies by type used.
Rate of Fire: One at a time or volleys of 2, 4, or 8.
Payload: Chest: 10; Hip: 3 each; Upper Legs: 12 each; Lower Legs: 4 launchers of 3 missiles each (12 total); 64 total.
Cost: 2,000credit each.
Availability: Fair availability.

3. NP-BP-01 FAST Packs: These were originally designed for the VF-1 Veritech in 2009. The version installed on the Mecha Knight does NOT have the large rocket booster nor the six vernier engines, just the quad HMMP-05 MRM launchers. One is installed on the left should/back of the Mecha Knight. The initial launch is vertical, but this is only for a moment; About 10 feet.
Purpose: Assault.
MD and Range: Varies by type used.
Missile Type: MRM.
Rate of Fire: Individually or in volleys or two.
Payload: 10.
Cost: 2,000.
Availability: Commonly available.




4. Mauler RO-X2A Dual Particle Beam Cannon: Over the right shoulder is a Strike Veritech-style twin-particle beam cannon, similar to the ones mounted on the Excalibur Destroid. The weapon is mounted on the right shoulder/back of the Mecha Knight.
Purpose: Assault/Defense.
MD: 5D10+25 MD per cannon per blast.
Rate of Fire: Four times per melee max.
Range: 10,000 feet.
Payload: Unlimited.
Cost: 12,000credit each.
Availability: Occasionally available.

5. Head Lasers: The Mecha Knight uses a set of head lasers exactly like those used on the original VF-series; However, since the option was available, the Dark selected the Zulu; A five-barrel variant of the RDF VF-1 head originally passed on due to cost concerns. Both models have two attacks per melee or one extended blast.
Purpose: Assault/Defense.
MD: 1D6 per laser; 5D6 MD total. One long, extended blast lasts one full melee and does double damage; Counts as two attacks that melee and can not be used against fast moving/dodging opponents.
Rate of Fire: Per pilot's attacks per melee.
Range: 2,000 feet.
Payload: Unlimited.
Cost: 50,000credit each.
Availability: Rarely available.

6. Hand to Hand Combat: Slightly limited versus the Excalibur proper, but a highly effective option in general.
Swat- 1D6 MD.
Kick- 1D6 MD.
Body Block- 2D6 MD.
Leap Kick- 2D6 MD.
Stomp- 1D6 MD (only effective against small objects).
Strike with Manipulator Arms- 1D6 MD at -3 strike.

7. Optional Hand-Held Weapons: The Mecha Knight's INCREDIBLY strong, yet flexible hands allow it to use any Mecha-sized energy weapon that doesn't have a recoil, or any Human-sized weapon. It can also use any variety of T'sentraedi weapons.

8. Full-Force Barrier Field: Protects the Mecha from attack from any angle, but MUST be shut down to use any weapons; However, the barrier field is toggled to the trigger system, so it automatically shuts down when the weapons are used.
Features:
  • 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.
  • 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).
    Effect:
    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.
  • 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.
  • 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.
  • 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.
  • 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 foot 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 Mecha Knight Combat Elite:
  • 4 additional attacks per melee.
  • +1 Roll.
  • +3 Strike.
  • +4 Parry.
  • +4 Dodge.
  • One additional attack per melee at levels 6, 9, 12, and 15.
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